<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://elanthipedia.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LIURIDR</id>
	<title>Elanthipedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://elanthipedia.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LIURIDR"/>
	<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/Special:Contributions/LIURIDR"/>
	<updated>2026-04-23T21:10:06Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Bailon&amp;diff=514928</id>
		<title>Bailon</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Bailon&amp;diff=514928"/>
		<updated>2020-02-16T22:22:25Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC&lt;br /&gt;
|name=Bailon&lt;br /&gt;
|status=y&lt;br /&gt;
|alias=Claw of Tenemlor&lt;br /&gt;
|guild=-&lt;br /&gt;
|race=Prydaen&lt;br /&gt;
|gender=Male&lt;br /&gt;
|location=Silverclaw Hub&lt;br /&gt;
|map=60c&lt;br /&gt;
|assoc=Vaelorn,Rayureko,Seryal&lt;br /&gt;
}}&lt;br /&gt;
You see Eidola Bailon, a Prydaen.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bailon has an angular face, tufted pointed ears, cat-slitted tilted moss-green eyes and a broken nose.  His brown mane is long and wavy.  He has tortoiseshell fur, a tufted slender tail and an athletic build.&amp;lt;br /&amp;gt;&lt;br /&gt;
He is average height for a Prydaen.&amp;lt;br /&amp;gt;&lt;br /&gt;
He appears to be elderly.&amp;lt;br /&amp;gt;&lt;br /&gt;
He is in good shape.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
He is wearing a hidden sheath, a reinforced white ironwood sniper&#039;s bow, a stiff leather pack, a heavily draped tunic with dagged sleeves, some dark green hunter&#039;s leathers and a simple hide quiver.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Bailon says, &amp;quot;I am Eidola Bailon, of the Claw of Tenemlor.&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Bailon says, &amp;quot;I aid in the protection of our Hub, and the destruction of abominations that enter our territory.&amp;quot;&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Aspects_of_the_All-God&amp;diff=471653</id>
		<title>Aspects of the All-God</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Aspects_of_the_All-God&amp;diff=471653"/>
		<updated>2017-06-23T05:35:52Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Aspects of the All-God&lt;br /&gt;
|abbrev=ALL&lt;br /&gt;
|minprep=50&lt;br /&gt;
|castcap=600&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=-&lt;br /&gt;
|maxduration=-&lt;br /&gt;
|validtarget=Special&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|spellbook=Antinomic Sorcery&lt;br /&gt;
|prereqs=None&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=Monotheism is a rare thing in Elanthia, and yet every yokel hears of the All-God early in life.  Our guildsmen are taught to extol the disparate virtues of the Thirteen, but at the same time, how could one abjure what is essentially the sum of their beliefs?  And so the All-God ever exists in the margins of other religions -- the god of gods who are mere facets of creation.  Harnessing such a deep-rooted mythos comes easy to an antinomic godling.  Coaxed by the right Elemental blend, it might assume any facet that is convenient for its sorcerer, or all of them, albeit in ways poorly understood.&lt;br /&gt;
|buffs=Primary Magic skill, Augmentation skill, Debilitation skill, Sorcery skill, Targeted Magic skill, Utility skill, Warding skill,&lt;br /&gt;
|debuffs=Primary Magic skill, Augmentation skill, Debilitation skill, Sorcery skill, Targeted Magic skill, Utility skill, Warding skill,&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Rapid alignment change.  Nonstandard alignments.&lt;br /&gt;
|messaging=Skuyaseor&#039;s metamorphosis manifests as a heavenly, mouthwatering scent of grapefruits and quinces.  Your deep-seated harmony with Drogor is unwoven by dint of sorcerous realignment, setting off a maelstrom of spiritual distortion in the vicinity until it comes to fruition.&lt;br /&gt;
&lt;br /&gt;
You open up your soul to the influence of the All-God.  Consciousness flees as your spiritual essence is subtly spun into a deific design.  Soon, a new outlook on the world takes root, even though something is not quite right...  You are now an element of the divine meaning with which the All-God suffuses this plane of being.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=scroll only&lt;br /&gt;
|type=augmentation, utility&lt;br /&gt;
|ctype=ritual&lt;br /&gt;
}}&lt;br /&gt;
[[Cleric_3.0#Others|New alignment options]].&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category_talk:Cleric_spells&amp;diff=448933</id>
		<title>Category talk:Cleric spells</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category_talk:Cleric_spells&amp;diff=448933"/>
		<updated>2016-07-29T12:59:29Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: Created page with &amp;quot;Mana ranges on Hydra Hex and Soul Attrition are currently 6 to 31 as of 7/28/16.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mana ranges on Hydra Hex and Soul Attrition are currently 6 to 31 as of 7/28/16.&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Lumberjacking&amp;diff=446150</id>
		<title>Lumberjacking</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Lumberjacking&amp;diff=446150"/>
		<updated>2016-06-09T01:05:15Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: /* Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}  {{Incomplete}}&lt;br /&gt;
The &#039;&#039;&#039;logging&#039;&#039;&#039; or lumberjack system is used to produce wood for [[engineering]] and other crafts. Lumberjacking trains [[Outdoorsmanship skill]].&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
* [[Axe]]s: Any weapon with the noun &amp;quot;axe&amp;quot; or &amp;quot;greataxe&amp;quot; should be usable to fell trees. The higher the slice of the axe, the greater chance of an RT reduction.&lt;br /&gt;
* [[Hatchet]]: In additions to &amp;quot;axes&amp;quot; and &amp;quot;greataxes&amp;quot; any weapon with the noun being &amp;quot;hatchet&amp;quot; will also work to fell trees.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
===Survey the Grove===&lt;br /&gt;
The first step to logging is to find an appropriate area and {{tt|WATCH FOREST}} to determine what trees can be found there.&lt;br /&gt;
&lt;br /&gt;
{{com|Watch}}ing will also allow seeing how much material is left to be logged in a given room.&lt;br /&gt;
&lt;br /&gt;
{{tt|WATCH FOREST DANGER}} will allow an attempt to make a dangerous situation safer in any single room.&lt;br /&gt;
&lt;br /&gt;
{{tt|WATCH FOREST CAREFULLY}} will allow an attempt to locate more material.&lt;br /&gt;
&lt;br /&gt;
The materials that can be found are entirely dependent on the climate of the area. Rare materials verified in Prime 6/16.&lt;br /&gt;
&lt;br /&gt;
===Logging===&lt;br /&gt;
Once you have located suitable area, hold your axe in either hand (other hand must be empty), simply proceed to {{com|CHOP TREE}}.&lt;br /&gt;
&lt;br /&gt;
Trees take a number of chops to fall, after which they can produce several pieces of wood on subsequent chops.  You can receive various sizes of wood pieces which include:&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;wood&#039;&#039;&#039; stick - &#039;&#039;1 piece&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;wood&#039;&#039;&#039; branch - &#039;&#039;2 pieces&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;wood&#039;&#039;&#039; limb - &#039;&#039;3 pieces&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;wood&#039;&#039;&#039; log - &#039;&#039;4 pieces&#039;&#039;&lt;br /&gt;
* thick &#039;&#039;&#039;wood&#039;&#039;&#039; log - &#039;&#039;5 pieces&#039;&#039;&lt;br /&gt;
::Syntax: {{com|count}} &amp;lt;tt&amp;gt;&#039;&#039;&#039;WOOD&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Material Storage===&lt;br /&gt;
Once a material is found that is worth keeping, either pick it up by hand, or {{com|push}} it to the side to have a nearby attendant store it for a small fee. If attendants are not available in the logging location, deed packets purchasable from either crafting society allows deeding of materials by {{com|push}}ing the material with the packet. Note that deed packets will require ten minutes to pass before the material becomes available for use within any crafting society.&lt;br /&gt;
&lt;br /&gt;
Attendants charge 10% of the material&#039;s appraised value, while deeds from a packet cost a flat 1 silver lirum per deed.  For more valuable materials, it&#039;s cheaper to use a packet even if attendants are available.&lt;br /&gt;
&lt;br /&gt;
==Dangers==&lt;br /&gt;
The more activity in a given area, the greater the chance of a mishap. The type of dangers is practically dependent upon the stone type of the area.&lt;br /&gt;
&lt;br /&gt;
The dangers have a variety of results, such as either direct damage, outright death, or just destruction of all chop-able materials in the area.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mining and Lumberjacking are dangerous. But you can completely avoid the danger 100% of the time if you slow down. &lt;br /&gt;
    &lt;br /&gt;
The danger messaging occurs a number of seconds after the danger spawns. If you immediately chop back-to-back, you may miss it and trigger the disaster (or make it worse).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Explosion===&lt;br /&gt;
* Room Message: You notice an unusual smell drifting through the area.&lt;br /&gt;
* WATCH FOREST Message: Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because an unusual smell hints at an explosion danger.&lt;br /&gt;
* Fail message: Chopping towards the tree, your hurling axe accidentally collides with nearby stone, setting off a blast that launches debris flying in all directions.  The shatterd tree clips your head as it falls, sending the whole world black!&lt;br /&gt;
: The world slowly comes into focus again, followed swiftly by a throbbing headache.&lt;br /&gt;
:: End up prone with an internal head bleeder/external head cuts &amp;amp; bruises&lt;br /&gt;
&lt;br /&gt;
--- Also ---&lt;br /&gt;
&lt;br /&gt;
* Room Message: Unknown&lt;br /&gt;
* WATCH FOREST Message: Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because an unusual smell hints at an explosion danger.&lt;br /&gt;
* Fail message: &amp;gt;chop tree&lt;br /&gt;
You swing your {axe} towards the tree and and are rewarded with a detonation of sharp wood fragments!  Jagged wood lodges into you, leaving bloody gashes and quickly deepening bruises, while the force of the impact knocks you clear off your feet.  It would appear you missed some caustic fungus growing around the trunk.&lt;br /&gt;
Roundtime: 16 sec.&lt;br /&gt;
: Short stun, External and internal bleeders&lt;br /&gt;
&lt;br /&gt;
===Collapse===&lt;br /&gt;
* Room Message: A loud cracking sound resonates from somewhere closeby.&lt;br /&gt;
* WATCH FOREST Message: Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because the trees look unsound and in danger of collapse.&lt;br /&gt;
* Fail message: The trunk suddenly snaps and begins to topple towards you.  Your footing gives way as you stumble backwards and right into its path.  The loud thud of the tree bouncing against your the ground seems other-wordly loud.  The peaceful sound of the forest that replaces it would be comforting, if only you were able to move!  Although unharmed, the rolling trunk has you pinned solidly in place.&lt;br /&gt;
: The thick tree trunk shifts, further constraining your movement.&lt;br /&gt;
: The weight of the trunk pressing in seems to squeeze the air out of your lungs.&lt;br /&gt;
: The remaining air seems stale and your labored breathing rasps loudly in your own ears.&lt;br /&gt;
: You can feel your vision narrowing.&lt;br /&gt;
: Breathing becomes continually more challenging.  If someone doesn&#039;t help you soon, you may be in serious trouble.&lt;br /&gt;
:: And then death...&lt;br /&gt;
* note: you are able to talk when pinned, but not yell or do any actions.&lt;br /&gt;
&lt;br /&gt;
===Dangerous Flora &amp;amp; Fauna===&lt;br /&gt;
* Room Message: A monotonous buzzing sound fills the air.&lt;br /&gt;
* WATCH FOREST Message: Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because odd noises reveal potentially dangerous insects or plants nearby.&lt;br /&gt;
* Fail message: Your &#039;&#039;&amp;lt;axe&amp;gt;&#039;&#039; crashes into the wood and punches through with surprisingly little resistance.  A blanket of warmness creeps up your legs and interrupts your inspection of the hollow trunk.  You suddenly have trouble standing up, and notice flames teasing your kneecaps.  A blanket of fire ants marches steadily higher, consuming more of your body with each  step.  Frantically you paw at them with now-melting hands.  Like an inch-worm, you wiggle your torso away from the log.  Exhausted, your prop your back up against a log and find yourself unable to breath.  The whole interior of your chest sizzles and pops as though atop a bonfire.  A pinprick of light is all that remains of the world before it too extinguishes entirely.&lt;br /&gt;
: And death...&lt;br /&gt;
&lt;br /&gt;
==Forest Groupings==&lt;br /&gt;
There are 4 types of forest found, with the following wood types included in each.  As per GM [[Kodius]], the materials that can be found are entirely dependent on the climate of the area.  So while a wood may be included in a grouping, province &amp;amp; terrain influence actual availability.  A [[Post:Statistics_-_06/16/2015_-_00:06|post]] was also made by GM [[Kodius]] on wood type rarity. Additionally, rare-spawn wood sticks that are produced during the felling of a common or uncommon forest room can drop independent of the forest type group currently being harvested.&lt;br /&gt;
&lt;br /&gt;
* [[Boreal]] forests tend to be found in the coldest of climates where snowfall can be substantial.  Only the heartiest of trees can survive there.  Larch and Tamarak are two species of tree found there.&lt;br /&gt;
* [[Coniferous]] forests tend to exist nearer areas with warm summer and cold winters.  This includes drier inland areas and coastal areas seeing heavy rainfall.  Many coniferous trees feature needle-like leaves that provide greater protection from the varied climate.&lt;br /&gt;
* [[Deciduous]] forests are often centrally located, between the frigid boreal forests and the sweltering tropics.  These forests are distinct due to the trees&#039; leaves exhibiting a renewal cycle in time with the four seasons.&lt;br /&gt;
* [[Tropical]] forests that reside in areas of high heat and rainfall.  Some of these trees even live partially or completely submerged in water.  Often rarer and somewhat exotic, the wood from these trees can be quite beautiful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; |&lt;br /&gt;
===Boreal===&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[alder|Alder tree]]&lt;br /&gt;
* [[apple (wood)|Apple tree]]&lt;br /&gt;
* [[ash (wood)|Ash tree]]&lt;br /&gt;
* [[aspen|Aspen tree]]&lt;br /&gt;
* &#039;&#039;&#039;[[azurelle|Azurelle tree]]&#039;&#039;&#039;&lt;br /&gt;
* [[fir|Fir tree]]&lt;br /&gt;
* &#039;&#039;[[ironwood|Ironwood tree]]&#039;&#039;&lt;br /&gt;
* [[larch|Larch tree]]&lt;br /&gt;
* &#039;&#039;[[lelori|Lelori tree]]&#039;&#039;&lt;br /&gt;
* [[oak|Oak tree]]&lt;br /&gt;
* [[pine|Pine tree]]&lt;br /&gt;
* &#039;&#039;&#039;[[rockwood|Rockwood tree]]&#039;&#039;&#039;&lt;br /&gt;
* [[spruce|Spruce tree]]&lt;br /&gt;
* &#039;&#039;[[tamarak|Tamarak tree]]&#039;&#039;&lt;br /&gt;
* [[willow|Willow tree]]&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Coniferous===&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[cedar|Cedar tree]]&lt;br /&gt;
* [[cypress|Cypress tree]]&lt;br /&gt;
* &#039;&#039;[[ebony|Ebony tree]]&#039;&#039;&lt;br /&gt;
* [[fir|Fir tree]]&lt;br /&gt;
* &#039;&#039;&#039;[[goldwood|Goldwood tree]]&#039;&#039;&#039;&lt;br /&gt;
* [[hemlock|Hemlock tree]]&lt;br /&gt;
* [[maple|Maple tree]]&lt;br /&gt;
* &#039;&#039;&#039;[[mistwood|Mistwood tree]]&#039;&#039;&#039;&lt;br /&gt;
* [[pine|Pine tree]]&lt;br /&gt;
* &#039;&#039;[[redwood|Redwood tree]]&#039;&#039;&lt;br /&gt;
* [[spruce|Spruce tree]]&lt;br /&gt;
* &#039;&#039;[[yew|Yew tree]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Deciduous===&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[apple (wood)|Apple tree]]&lt;br /&gt;
* [[ash (wood)|Ash tree]]&lt;br /&gt;
* [[aspen|Aspen tree]]&lt;br /&gt;
* [[birch|Birch tree]]&lt;br /&gt;
* &#039;&#039;[[cherry (wood)|Cherry tree]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[darkspine|Darkspine tree]]&#039;&#039;&#039;&lt;br /&gt;
* [[elm|Elm tree]]&lt;br /&gt;
* &#039;&#039;[[hickory|Hickory tree]]&#039;&#039;&lt;br /&gt;
* [[maple|Maple tree]]&lt;br /&gt;
* [[oak|Oak tree]]&lt;br /&gt;
* &#039;&#039;[[osage|Osage tree]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[silverwood|Silverwood tree]]&#039;&#039;&#039;&lt;br /&gt;
* [[walnut|Walnut tree]]&lt;br /&gt;
* [[willow|Willow tree]]&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Tropical===&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[balsa|Balsa tree]]&lt;br /&gt;
* [[bamboo|Bamboo tree]]&lt;br /&gt;
* &#039;&#039;&#039;[[bloodwood|Bloodwood tree]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[bocote|Bocote tree]]&#039;&#039;&lt;br /&gt;
* [[cedar|Cedar tree]]&lt;br /&gt;
* &#039;&#039;&#039;[[copperwood|Copperwood tree]]&#039;&#039;&#039;&lt;br /&gt;
* [[durian|Durian tree]]&lt;br /&gt;
* &#039;&#039;[[kapok|Kapok tree]]&#039;&#039;&lt;br /&gt;
* [[mahogany|Mahogany tree]]&lt;br /&gt;
* [[mangrove|Mangrove tree]]&lt;br /&gt;
* [[moabi|Moabi tree]]&lt;br /&gt;
* &#039;&#039;[[rosewood|Rosewood tree]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[sandalwood|Sandalwood tree]]&#039;&#039;&lt;br /&gt;
* [[teak|Teak tree]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* A table-formatted list with the crafting properties of each type can be found on the [[:Category:Woods|Woods]] page or the [[:Category:Crafting_materials#Common_wood|Crafting Materials]] page.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Grove !! width=&amp;quot;80&amp;quot;|Province !! Location !! Hunting !! Tree Types&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap11|NTR Wilderness]]||[[Zoluren]]||NTR near the [[Viper]]/[[Rock Guardian]] trail entrance||No||coniferous &lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap5|Dragoon Camp]]||[[Zoluren]]||2 rooms on the west side of the brook west of [[Crossing]]||Yes||tropical&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap5|Cougar Hunting Area]]||[[Zoluren]]||west of the brook out the west gate of [[Crossing]]||Yes||deciduous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap60|Leth Deriel]]||[[Zoluren]]||[[Forest of Night]] [[Blood Nyad]] / [[Blood Dryad]] hunting north of [[Leth Deriel]]||Yes||boreal, tropical, coniferous &lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap60c|Silverclaw Hub]]||[[Zoluren]]||[[Forest of Night]] [[Dryad Priestess]] / [[Twisted Dryad]] outside of the [[Silverclaw Hub]]||Yes||boreal, tropical&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap61c|Leth Deriel]]||[[Zoluren]]||[[Grove of the White Laurel]] estate holder [[Treehopper Toad]] hunting area||Yes||deciduous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap43|Seordav Telga]]||[[Therengia]]||[[Ker&#039;Leor]] [[Gypsy Marauder]] hunting area over the felled tree||Yes||coniferous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap43|Gallows Woods]]||[[Therengia]]||[[Ker&#039;Leor]] estate holder [[Forest Geni]] hunting area||Yes||boreal&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap41|North Road, Beech Grove]]||[[Therengia]]||road between [[El Bain&#039;s Stop]] &amp;amp; [[Langenfirth]], aka [[Danduwen Forest]]||No||boreal&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap34c|Mistwood Forest]]||[[Therengia]]||[[Mistwood Forest]], North Road to the rope bridge||No||coniferous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap34|Mistwood Forest Deer Trail]]||[[Therengia]]||[[Mistwood Forest]], [[Vicious Warcat|Warcat]] &amp;amp; [[Orc Bandit]] hunting area||Yes||coniferous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap34|Mistwood Forest]]||[[Therengia]]||[[Mistwood Forest]], north of the river by Rossman&#039;s||No||coniferous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap33|Mistwood Forest Road]]||[[Therengia]]||[[Mistwood Forest]], [[Riverhaven]] west gate to [[Nightweaver Unyn]]||Yes||coniferous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap31f|Haven Castle]]||[[Therengia]]||[[Riverhaven]], path out the north gate (Estate Holder area)||Yes||deciduous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap65|Obsidian Pass]]||[[Ilithi]]||[[Obsidian Pass]]||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap62|The Gash]]||[[Ilithi]]||[[The Gash]], [[snowbeast]] hunting north of the gondola||Yes||coniferous, deciduous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap65|Undergondola]]||[[Ilithi]]||[[Dark Woodlands]], [[Grizzled Red Leucro]] hunting &amp;amp; [[Yvhh La&#039;tami]]||Yes||coniferous, tropical, deciduous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap64|Dragon&#039;s Spine]]||[[Ilithi]]||[[Dragon&#039;s Spine]], estate holder [[Frostweaver]] hunting area||Yes||boreal&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap64|Dragon&#039;s Breath Forest]]||[[Ilithi]]||[[A Dark Path]], Near Jademist River, north of Shard||No||coniferous&lt;br /&gt;
|-&lt;br /&gt;
|Wyvern Forest||||[[Wyvern Forest]]||?||&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap68|Whistling Woods]]||[[Ilithi]]||[[Whistling Woods]], [[Rock Troll (2)|Rock Troll]] hunting south of [[Shard]]||Yes||deciduous, tropical&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap69|Whistling Woods]]||[[Ilithi]]||[[Whistling Woods]], [[adan&#039;f]] hunting area south of [[Shard]]||Yes||tropical&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap66|Wylder Spring]]||[[Ilithi]]||[[Wylder Spring]], [[Jackal]]/[[Kobold]] hunting past the east gate gap||Yes||deciduous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap64|Southern Trade Route]]||[[Ilithi]]||[[Edge of the Wood]] &amp;amp; [[Dragon&#039;s Breath Forest]], along the road from the gondola to [[Shard]]||No||coniferous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap70|Western Road]]||[[Ilithi]]||[[Wyvern Wood]], out the [[Shard]] west gate towards [[Horse Clan]]||No||coniferous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap68a|Darkling Wood]]||[[Ilithi]]||[[Darkling Wood]], [[Eidolon Steed]] hunting out the [[Shard]] south gate||Yes||deciduous, tropical&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap151|Fang&#039;s Shadow]]||[[Ilithi]]||[[Fang&#039;s Shadow]], area between serpents and gremlins outside [[Fang Cove]] (Estate holder only)||Yes||tropical&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Also: See [[:Category:Groves]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==BUGS==&lt;br /&gt;
Please use this space to document any logging system bugs.&lt;br /&gt;
This is &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; an official page on which to report bugs; it is intended to be a central list for the convenience of the DR community. &amp;lt;br&amp;gt;&lt;br /&gt;
To report a bug, please {{com|assist}} or use the {{com|bug}} command in-game, or post on the appropriate [http://forums.play.net/forums/DragonRealms/view DR message board]. &amp;lt;br&amp;gt;&lt;br /&gt;
When you make an entry below, please include a &#039;&#039;&#039;timestamp&#039;&#039;&#039; &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; (the squiggly lines button in the command bar just above the edit window) just like you would on a talk page. &amp;lt;br&amp;gt;&lt;br /&gt;
If/when the bug is resolved, please go back and &amp;lt;s&amp;gt;strikethrough&amp;lt;/s&amp;gt; your entry by enclosing it with &amp;lt;nowiki&amp;gt;&amp;lt;s&amp;gt; and &amp;lt;/s&amp;gt;&amp;lt;/nowiki&amp;gt; to indicate the issue has been closed. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- Bugs below this line please. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt;watch forest danger used in a room where it was already used&amp;lt;/s&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
If you successfully remove a danger via WATCH FOREST DANGER, if another danger appears in the same room it can&#039;t be removed. &lt;br /&gt;
&lt;br /&gt;
--[[User:TEVESHSZAT|TEVESHSZAT]] ([[User talk:TEVESHSZAT|talk]]) 17:43, 3 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
Appears to no longer be an issue. --[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 17:56, 14 June 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt;watch forest danger not working&amp;lt;/s&amp;gt;===&lt;br /&gt;
You look at the forest around you.&amp;lt;br/&amp;gt;&lt;br /&gt;
You see evidence of mature trees and are certain a decent number remains to be found.&amp;lt;br/&amp;gt;&lt;br /&gt;
Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because odd noises reveal potentially dangerous insects or plants nearby.&amp;lt;br/&amp;gt;&lt;br /&gt;
This area contains a deciduous forest.&amp;lt;br/&amp;gt;&lt;br /&gt;
You are certain that oak trees can be harvested here.&amp;lt;br/&amp;gt;&lt;br /&gt;
Loggers stand ready to trade wood in for deeds.  Just PUSH any lumberjacked wood, and they&#039;ll take care of the rest.&amp;lt;br/&amp;gt;&lt;br /&gt;
Roundtime: 9 sec.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;watch forest danger&amp;lt;br/&amp;gt;&lt;br /&gt;
You watch the surrounding trees for signs of danger.&amp;lt;br/&amp;gt;&lt;br /&gt;
You scan the area for danger and find nothing of concern lurking within the nearby forest.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
--[[User:TEVESHSZAT|TEVESHSZAT]] ([[User talk:TEVESHSZAT|talk]]) 17:43, 3 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
Appears to no longer be an issue. --[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 17:56, 14 June 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt;Deeds of Lumber Not Showing Volume&amp;lt;/s&amp;gt;===&lt;br /&gt;
Shows all the unique lumber stats but not how much lumber there actually is. --[[User:TEVESHSZAT|TEVESHSZAT]] ([[User talk:TEVESHSZAT|talk]]) 18:45, 6 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
Fixed when released to prime. --[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 17:54, 14 June 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Use drawknife typo===&lt;br /&gt;
&lt;br /&gt;
The log is ready to be carved with a drawknife to scrape off the bark &#039;&#039;&#039;to/and&#039;&#039;&#039; smooth its surface.  Sawing it further wouldn&#039;t be productive.&lt;br /&gt;
&lt;br /&gt;
Missing a &amp;quot;to&amp;quot; or an &amp;quot;and&amp;quot; or something in this sentence. --[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 20:52, 14 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt;Can&#039;t deed sticks/branches/limbs&amp;lt;/s&amp;gt;===&lt;br /&gt;
Fixed when released to prime.  --[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 17:43, 14 June 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== Cutting wood inside a container.===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; cut limb with saw&lt;br /&gt;
&lt;br /&gt;
You begin sawing the ends of the limb, removing the jagged edges from where it was chopped down.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt; tap my limb&lt;br /&gt;
&lt;br /&gt;
You tap a partially-cut bamboo limb inside your zaulguum-skin backpack.&lt;br /&gt;
&lt;br /&gt;
I can cut up a limb while it is in my backpack.  --[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 21:52, 14 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- End of Bug Area. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
*[[Crafting Materials]]&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[[:Category:Groves]]&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Silverclaw_Hub&amp;diff=444269</id>
		<title>Silverclaw Hub</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Silverclaw_Hub&amp;diff=444269"/>
		<updated>2016-05-22T22:46:12Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Largely reclusive these days, Silverclaw was a loose formation of Prydaen that formed following the raising of the Great Barrier.  The Hub was known to be led by [[Vael]] ShadeSable and [[Senfrislor]] in the beginning and it was largely unknown who now leads them.  Tight-lipped Zoluren officials revealed nothing. Its location and territories were never revealed to outsiders and the Hub frequently moved locations when discovered.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Hub itself now has a more permanent location and is rumored to now be somewhere in the Forest of Night.&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Notable People==&lt;br /&gt;
*[[Liavir]] - Hub Leader&lt;br /&gt;
*[[Seryal]] - Claw of Demrris member that resides in the Hut of the Three&lt;br /&gt;
*[[Bailon]] - Claw of Tenemlor member that resides in the Hut of the Three&lt;br /&gt;
*[[Vaelorn]] - Claw of Eu member that resides in the Hut of the Three&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
[[RanikMap60c]]&lt;br /&gt;
&lt;br /&gt;
==Housing==&lt;br /&gt;
[[Private Quarters]]&lt;br /&gt;
&lt;br /&gt;
==Silverclaw&#039;s Origin Story==&lt;br /&gt;
;This is awaiting a log from an event.&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Roleplaying_resources_and_community_connections&amp;diff=441882</id>
		<title>Roleplaying resources and community connections</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Roleplaying_resources_and_community_connections&amp;diff=441882"/>
		<updated>2016-04-30T19:28:15Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: /* Characters Actively Involved in RP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Roleplaying? ==&lt;br /&gt;
Roleplaying (also known as RP) is acting out your fictional character&#039;s personality, motivations, and actions instead of those of you the player.  It can be grand or small-scale, but the experience is very fun for many players!&lt;br /&gt;
&lt;br /&gt;
This page is intended as a resource that DragonRealms players can use to help foster and build the RP community, and to house useful information both for brand new players and established players to feel more confident in how they can jump into RP in DR.  Information on this page can be considered in-character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters Actively Involved in RP ===&lt;br /&gt;
&#039;&#039;Please only add your own characters or the characters of players who have specifically asked to be added here.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; sborder=&amp;quot;1 &amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|Character Name||Primary Location||Uses [[Item:Albredine crystal ring|Crystal Rings?]]||Normal Times (in EST)||Focus or Affiliation&lt;br /&gt;
|-&lt;br /&gt;
| [[Broichan]] Leshyahen  || Crossing/Shard || Yes  ||  Evenings  ||  Bardic Stuff, Engineering, Exploration&lt;br /&gt;
|-&lt;br /&gt;
| [[Ciressa]]  || Riverhaven  || Yes  ||  Random  ||  Trader, House Giraud&lt;br /&gt;
|-&lt;br /&gt;
| [[Dianelle]]  || Wanders || Yes  ||  Random  ||  Inquisition and Crystal Vanguard&lt;br /&gt;
|-&lt;br /&gt;
| [[Drexella]]  || Riverhaven  || Yes  ||  Random  ||  Therengian lore, House Giraud&lt;br /&gt;
|-&lt;br /&gt;
| [[Emyrose]] Dane  || Shard/Crossing  || Yes  ||  Varies&lt;br /&gt;
|-&lt;br /&gt;
| [[Ianhanse]] Ironclaw  || Crossing  || Yes  ||  9:45pm-10:00pm&lt;br /&gt;
|-&lt;br /&gt;
| [[Ishadi]]  || Crossing  || No  ||  Random&lt;br /&gt;
|-&lt;br /&gt;
| [[Jessalyne]] Anlorma || Wanders  || Yes  ||  Evenings || Misc. Criminal Elements, Gustatory Enthusiast&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaelie]] Rudeone-Daemondred  || Crossing  || Yes  || All day || Order of the Black Fox, Empaths&lt;br /&gt;
|-&lt;br /&gt;
| [[Kenamer]]  || Therengia  || Yes  || Evenings 6pm - 3am  || Paladin and Therengian Lore&lt;br /&gt;
|-&lt;br /&gt;
| [[Khaelyn]]  || Crossing  || Yes  || Evenings  || General Roleplay&lt;br /&gt;
|-&lt;br /&gt;
| [[Klines]] Silvermist || Crossing || Yes || Varies || General RP, House Silvermist RP, Moon Mage RP&lt;br /&gt;
|-&lt;br /&gt;
| [[Komeri]]  || Ilithi  || Yes  ||  Random&lt;br /&gt;
|-&lt;br /&gt;
| [[Liurilias]] Grath&#039;Vael || Crossing/Theren  || Yes  || Evenings || Therengia, Clerics, Prydaen, Inquisition&lt;br /&gt;
|-&lt;br /&gt;
| [[Maiyra]]  || Crossing   || Yes  ||  Random  ||  Barbarian, Kaldar&lt;br /&gt;
|-&lt;br /&gt;
| [[Mandalynn]]  || Riverhaven  || Yes  ||  Random  ||  Paladin, House Giraud&lt;br /&gt;
|-&lt;br /&gt;
| [[Marsin]] Anlorma  || Wanders  || Yes  ||  Varies  ||  Scholar/Researcher of History and Arcane Lore&lt;br /&gt;
|-&lt;br /&gt;
| [[Mazrian]] Daemondred-Rudeone  || Crossing  || Yes  || 5pm-10pm || Order of the Black Fox, Warrior Mages&lt;br /&gt;
|-&lt;br /&gt;
| [[Perune]] Nocarrain  || Crossing  || Yes  || 7pm-Midnight || Warrior Mages, General&lt;br /&gt;
|-&lt;br /&gt;
| [[Sebestyen]] Kuliniac  ||  Riverhaven  ||  Yes  ||  Random  ||  Paladin, House Giraud&lt;br /&gt;
|-&lt;br /&gt;
| [[Shaidval]] Lo&#039;pahael || Boar Clan  || Yes  ||  2pm-10pm || Prydaen lore. Clerics. Necromancers.&lt;br /&gt;
|-&lt;br /&gt;
| [[Sijan]] Renyan&#039;ache || Wanders || Yes || Random || Prydaen, Necromancer&lt;br /&gt;
|-&lt;br /&gt;
| [[Destren]] Sara&#039;Thai || Wanders  || Yes  ||  Evenings || General RP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gathering Spots ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1 &amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|Room Name||Province||Town||Misc. Info&lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage Guild  || Zoluren  || Crossing  ||  People gather in front, outside the doors.&lt;br /&gt;
|-&lt;br /&gt;
|  Ranger Guild || Therengia  || Riverhaven  ||  People gather in front, outside of the tent.&lt;br /&gt;
|-&lt;br /&gt;
|  The Bin || Therengia  || Langenfirth  || People gather around the trash &amp;quot;Bin&amp;quot; to train and chat &lt;br /&gt;
|-&lt;br /&gt;
|  Triage Building || Ilithi  || Shard  ||  Located just south of the east gate.&lt;br /&gt;
|-&lt;br /&gt;
|   ||   ||   ||  &lt;br /&gt;
|-&lt;br /&gt;
|   ||   ||   ||  &lt;br /&gt;
|-&lt;br /&gt;
|   ||   ||   ||  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Roleplaying_resources_and_community_connections&amp;diff=441808</id>
		<title>Roleplaying resources and community connections</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Roleplaying_resources_and_community_connections&amp;diff=441808"/>
		<updated>2016-04-30T15:20:06Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: /* Characters Actively Involved in RP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Roleplaying ==&lt;br /&gt;
Roleplaying (also known as RP) is acting out your fictional character&#039;s personality, motivations, and actions instead of those of you the player.  It can be grand or small-scale, but the experience is very fun for many players!&lt;br /&gt;
&lt;br /&gt;
This page is intended as a resource that DragonRealms players can use to help foster and build the RP community, and to house useful information both for brand new players and established players to feel more confident in how they can jump into RP in DR.&lt;br /&gt;
&lt;br /&gt;
=== Characters Actively Involved in RP ===&lt;br /&gt;
&#039;&#039;Please only add your own characters or the characters of players who have specifically asked to be added here.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1 &amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|Character Name||Primary Location||Uses [[Item:Albredine crystal ring|Crystal Rings?]]||Normal Times (in EST)&lt;br /&gt;
|-&lt;br /&gt;
| Mazrian Daemondred-Rudeone  || Crossing  || Yes  || 5pm-10pm&lt;br /&gt;
|-&lt;br /&gt;
| Kaelie Rudeone-Daemondred  || Crossing  || Yes  || All day&lt;br /&gt;
|-&lt;br /&gt;
| Perune Nocarrain  || Crossing  || Yes  || 7pm-Midnight&lt;br /&gt;
|-&lt;br /&gt;
|  Liurilias Grath&#039;Vael || Crossing  || Yes  || Evenings&lt;br /&gt;
|-&lt;br /&gt;
|   ||   ||   ||  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== RP-friendly Gathering Spots ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1 &amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|Room Name||Province||Town||Misc. Info&lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage Guild  || Zoluren  || Crossing  ||  People gather in front, outside the doors.&lt;br /&gt;
|-&lt;br /&gt;
|  Ranger Guild || Therengia  || Riverhaven  ||  People gather in front, outside of the tent.&lt;br /&gt;
|-&lt;br /&gt;
|   ||   ||   ||  &lt;br /&gt;
|-&lt;br /&gt;
|   ||   ||   ||  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Liurilias&amp;diff=438860</id>
		<title>Liurilias</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Liurilias&amp;diff=438860"/>
		<updated>2016-03-11T05:13:49Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player character | &lt;br /&gt;
      Player Name = Liurilias Grath&#039;Vael |&lt;br /&gt;
      Race        = Prydaen |&lt;br /&gt;
      Gender      = Male |&lt;br /&gt;
      Guild       = Cleric |&lt;br /&gt;
      Instance    = Prime |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
You see Godsworn &amp;lt;b&amp;gt;Liurilias Grath&#039;Vael&amp;lt;/b&amp;gt;, Battle Monk of Chadatru, a Prydaen.&amp;lt;br /&amp;gt;&lt;br /&gt;
He has a square face, tufted ears and cat-slitted sparkling crystal blue eyes.  His silver mane is long and thick, and is worn in a simple, pulled-back style held in place by a strand of polished sapphire beads.&amp;lt;br /&amp;gt;  He has tawny fur with a white belly and silvered black rosettes, a slender tufted tail and a wiry build.&amp;lt;br /&amp;gt;&lt;br /&gt;
He is a bit over average height for a Prydaen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He is wearing an ebon druidic cassock clasped at the shoulder with a Kweld Gelvdael pin, a battle-worn weapon harness studded with darkened steel emblems of the gods, a soft leather duffel bag exquisitely dyed in sunrise hues of gold and purple, a black firecat skin backpack with knotted gut drawstrings, some shalswar claw handwraps, an albredine crystal ring, a blackened steel devotion band showcasing a trillion-cut summer&#039;s heart sapphire, some germish&#039;din hide footwraps and an iron-banded parry stick with brown leather straps.&lt;br /&gt;
&lt;br /&gt;
==Recent Happenings==&lt;br /&gt;
====Nuptials====&lt;br /&gt;
In year 401, after several years of engagement, Liurilias was finally wed to [[Sendithu]] Shima&#039;ionare. They presently enjoy their retirement from public politics by traveling to and fro across Elanthia and continuing their work with the Holy Inquisition. &lt;br /&gt;
After two years of convalescence from public life, Liurilias and his mate Sendithu have recently returned to the public stage in [[Therengia]] by accepting an offer from Lord [[Larohald]] [[Trigomas]] to serve as his personal Cleric advisor.&lt;br /&gt;
==History==&lt;br /&gt;
====Family Ties====&lt;br /&gt;
Liurilias was born during the time of the Exodus from the Lands of Eu in the year 346 AV. During a late night raid upon the temporary Hub, his father was slain by Undead and his mother severely wounded. Unable to join her Kin in the migration to Crossing, she sent her son on in the care of the Elders. To her young son, she was presumed dead like his father. However, in the spring of year 398 AV, she was reunited with her lost son, though the years and loss of her child have left its mark upon her. Concerned that she is now unfit for public life, Liurilias has withdrawn from his adoptive family to take proper care of his aged mother.&lt;br /&gt;
&lt;br /&gt;
====Early Years====&lt;br /&gt;
Arriving in the bustling city of Crossing at the tender age of 11, Liurilias was separated from the family with which he had migrated. He was found by the local guards and turned over to the care of the clergy. During the early years of training in the [[Cleric]] Guildhall of Crossing and meditating in the [[Crossing High Temple]], Liurilias was adopted by the War Magess Cherubin and Human Barbarian Lancel. Into this ever-growing family he was accepted and sheltered as his training continued to progress.&lt;br /&gt;
&lt;br /&gt;
====Faith====&lt;br /&gt;
As his guild elders taught him throughout his vocation, Liurilias venerates the entire Kermorian Pantheon. However, he has chosen to focus devotion to the triune of his people, the [[Triquetra]]. Liurilias is an absolute worshiper of [[Eu-Demrris-Tenemlor]], having listened to the story songs of his Elder Kin along the Migration.  &lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Prydaen_commands&amp;diff=438530</id>
		<title>Prydaen commands</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Prydaen_commands&amp;diff=438530"/>
		<updated>2016-03-02T15:29:35Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: /* Trills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[race association is::prydaen| ]]&lt;br /&gt;
==Ears==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Command!!Messaging!!Towards Self!!Towards Others&lt;br /&gt;
|-&lt;br /&gt;
|Angry||Prydaen lays (his/her) ears back and hisses angrily.||Prydaen lays (his/her) ears back sharply, letting out a feral hiss.||Prydaen lays (his/her) ears back, hissing angrily at you.&lt;br /&gt;
|-&lt;br /&gt;
|Alarm||Prydaen lays (his/her) ears back in alarm, gazing around warily.||Prydaen lays (his/her) ears back in alarm, gazing around guardedly.||Prydaen lays (his/her) ears back in alarm, gazing warily at you.&lt;br /&gt;
|-&lt;br /&gt;
|Alert||Prydaen perks up (his/her) ears, glancing around alertly.||Prydaen perks up (his/her) ears, taking in (his/her) surroundings in one quick glance.||Prydaen perks up (his/her) ears, glancing alertly at you.&lt;br /&gt;
|-&lt;br /&gt;
|Annoy||Prydaen flicks (his/her) ears back in obvious annoyance.||Prydaen flicks (his/her) ears back savagely, narrowing (his/her) eyes to mere slits.||Prydaen flicks (his/her) ears back in annoyance, gazing steadily at you.&lt;br /&gt;
|-&lt;br /&gt;
|Confused||Prydaen quirks one ear sideways in confusion.||Prydaen quirks (his/her) ears toward each other, a puzzled expression crossing (his/her) face.||Prydaen quirks one ear sideways, glancing at you in confusion.&lt;br /&gt;
|-&lt;br /&gt;
|Curious||Prydaen angles (his/her) ears forward in curiosity.||Prydaen angles (his/her) ears forward, eyes bright with curiosity.||Prydaen angles (his/her) ears forward, gazing curiously at you.&lt;br /&gt;
|-&lt;br /&gt;
|Happy||Prydaen&#039;s ears perk up happily.||Prydaen perks (his/her) ears up in delight.||Prydaen perks (his/her) ears up happily as (he/she) gazes at you.&lt;br /&gt;
|-&lt;br /&gt;
|Ignore||Prydaen twitches one ear in a gesture of disinterest.||Prydaen&#039;s twitches (his/her) ears in distraction.||Prydaen angles an ear toward you slightly, but otherwise ignores you.&lt;br /&gt;
|-&lt;br /&gt;
|Nervous||Prydaen twitches an ear nervously.||Prydaen twitches (his/her) ears in agitation.||Prydaen twitches an ear at you nervously.&lt;br /&gt;
|- &lt;br /&gt;
|Play||Prydaen tilts (his/her) ears forward playfully.||Prydaen playfully tilts (his/her) ears in opposite directions.||Prydaen playfully tilts (his/her) ears toward you.&lt;br /&gt;
|-&lt;br /&gt;
|Proud||Prydaen&#039;s ears stand up proudly for a moment.||Prydaen&#039;s ears straighten up smartly, a look of pride on (his/her) face.||Prydaen&#039;s ears straighten up smartly as (he/she) gazes at you, a look of pride on (his/her) face.&lt;br /&gt;
|-&lt;br /&gt;
|Relax||Prydaen&#039;s ears relax for a moment in obvious enjoyment.||Prydaen&#039;s ears sag slightly in relaxation, a contented smile on (his/her) face.||Prydaen&#039;s ears relax slightly as (he/she) gazes at you contentedly.&lt;br /&gt;
|-&lt;br /&gt;
|Sad||Prydaen&#039;s ears droop for a moment.||Prydaen&#039;s ears droop dejectedly as a look of melancholy crosses (his/her) face.||Prydaen&#039;s ears droop for a moment as (he/she) gazes sadly at you.&lt;br /&gt;
|-&lt;br /&gt;
|Sleepy||Prydaen&#039;s ears droop sleepily for a moment.||Prydaen&#039;s ears droop sleepily as (he/she) lets out a huge yawn.||Prydaen&#039;s ears droop as (he/she) gazes at you wearily.&lt;br /&gt;
|-&lt;br /&gt;
|Surprise||Prydaen quirks (his/her) ears outward in surprise.||Prydaen quirks (his/her) ears outward for a moment, letting out a startled hiss.||Prydaen quirks (his/her) ears outward for a moment, blinking at you in surprise.&lt;br /&gt;
|-&lt;br /&gt;
|Warn||Prydaen lays (his/her) ears back and hisses warningly.||Prydaen lays (his/her) ears back sharply with a menacing hiss.||Prydaen lays (his/her) ears back, hissing warningly at you.&lt;br /&gt;
|-&lt;br /&gt;
|Flick||Prydaen flicks one ear back as though listening for something.||Prydaen flicks (his/her) ears restlessly.||Prydaen reaches over and flicks Person2&#039;s ear, casting an admonitory glance at you).|&lt;br /&gt;
|-&lt;br /&gt;
|Groom||Prydaen brushes one ear with (his/her) hand, grooming it absentmindedly.||Prydaen grooms (his/her) ears carefully, then runs (his/her) fingers over (his/her) mane.||(Must be Prydaen) Prydaen reaches over and grooms Prydaen2&#039;s ears for a moment, purring softly.&lt;br /&gt;
|-&lt;br /&gt;
|Scratch||Prydaen scratches one ear, looking bemused.||Prydaen scratches behind (his/her) ears vigorously.||(Must be Prydaen) Prydaen reaches over and scratches behind Prydaen2&#039;s ears, purring happily.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tails==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Command!!Messaging!!At Self!!At Others!!Sitting!!Lying&lt;br /&gt;
|-&lt;br /&gt;
|Curl||Prydaen curls (his/her) tail into neat little coils.||Prydaen curls (his/her) tail around your waist/shoulders/ankles. *Depends on height of Person2||Prydaen curls (his/her) tail around (his/her) waist. (Both Sitting) Prydaen curls (his/her) tail around your waist and tugs slightly.||(Prydaen down) Prydaen&#039;s tail undulates lazily across the floor. ||(Person2 down) Prydaen brushes the top of your head with (his/her) tail. (Both down) Prydaen curls (his/her) tail around your waist and tugs slightly.&lt;br /&gt;
|-&lt;br /&gt;
|Lash||Prydaen lashes (his/her) tail.||Prydaen lashes (his/her) tail wildly!||Prydaen looks you in the eyes and lashes (his/her) tail!||NA||NA&lt;br /&gt;
|-&lt;br /&gt;
|Smack||Prydaen snaps (his/her) tail in annoyance, (his/her) ears laid back.||Prydaen snaps (his/her) tail in annoyance.||Prydaen smacks you across the waist/shoulders/head with (his/her) tail!*Depends on height of Person2||NA||NA&lt;br /&gt;
|-&lt;br /&gt;
|Brush||Prydaen&#039;s tail swishes through the air.||Prydaen brushes (his/her) shins with (his/her) tail.||Prydaen playfully brushes the tip of (his/her) tail against your waist.||NA||NA&lt;br /&gt;
|-&lt;br /&gt;
|Tickle||Prydaen swishes (his/her) tail through the air.||Prydaen&#039;s tail twitches, a mischievous look on (his/her) face.||Prydaen tickles you with (his/her) tail!||NA||NA&lt;br /&gt;
|-&lt;br /&gt;
|Flick||Prydaen flicks (his/her) tail peevishly.||Prydaen flicks (his/her) tail defiantly!||Prydaen flicks (his/her) tail at you.||NA||NA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trills==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Command!!Messaging!!Towards Self!!Towards Others&lt;br /&gt;
|-&lt;br /&gt;
|Trill||Prydaen trills, (his/her) ears relaxing minutely back against (his/her) head.||Prydaen trills softly to (himself/herself). ||Prydaen trills softly at you.&lt;br /&gt;
|-&lt;br /&gt;
|Question||Prydaen&#039;s lips twitch slightly as (he/she) utters a brief, curious trill.||Prydaen trills softly to (himself/herself).||Prydaen utters a brief, inquiring &amp;quot;mrrp?&amp;quot; in your direction.&lt;br /&gt;
|-&lt;br /&gt;
|Happy||Prydaen suddenly gives voice to a fast, thrumming purr.||Prydaen trills softly to (himself/herself).||A sound like a rapid, high pitched purr rumbles from Prydaen&#039;s throat as (he/she) gazes at you.&lt;br /&gt;
|-&lt;br /&gt;
|Content||Prydaen&#039;s eyelids droop as (he/she) trills briefly in warm content.||Prydaen trills softly to (himself/herself).||Prydaen directs a loud, contented purr at you, a hint of (his/her) voice creeping into the sound and making it a low, gentle trill.&lt;br /&gt;
|-&lt;br /&gt;
|War||Prydaen utters a low, menacing hiss that rattles in (his/her) throat, (his/her) tail slashing lines in the air.||Prydaen trills softly to (himself/herself).||A low, menacing rattle rumbles in Prydaen&#039;s chest as (he/she) stares at you.&lt;br /&gt;
|-&lt;br /&gt;
|Worried||Prydaen gives voice to a high, troubled trill, glancing about anxiously.||Prydaen trills softly to (himself/herself).||Prydaen&#039;s tail lashes sharply at the air as (he/she) trills worriedly in your direction.&lt;br /&gt;
|-&lt;br /&gt;
|Brief||Prydaen utters a soft, short trill.||Prydaen trills softly to (himself/herself).||Prydaen cocks (his/her) heaad to one side, giving a short &amp;quot;rrp?&amp;quot; at you.&lt;br /&gt;
|-&lt;br /&gt;
|Love||A loud, affectionate purr rises from Prydaen&#039;s throat.|| Prydaen trills softly to (himself/herself).||Prydaen&#039;s eyelids droop slightly as (he/she) utters a low, affectionate trill at you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Slink==&lt;br /&gt;
*This may be used as a movement command.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Command!!Messaging!!Towards Self!!Towards Others&lt;br /&gt;
|-&lt;br /&gt;
|Slink||Prydaen slinks back and forth, like a restless predator on the prowl.||Prydaen slinks back and forth a bit, flicking her tail restlessly.||Prydaen comes slinking up to you with fluid grace, curling (his/her) tail lazily in the air.&lt;br /&gt;
|-&lt;br /&gt;
|Slink &amp;lt;Left/Right&amp;gt;||Prydaen swivels left/right then slinks back and forth restlessly.||NA||Prydaen slinks noiselessly past &amp;lt;Person&amp;gt; to the left/right.&lt;br /&gt;
|-&lt;br /&gt;
|Slink &amp;lt;Behind&amp;gt; &amp;lt;Person&amp;gt;||Prydaen slinks up behind &amp;lt;Person&amp;gt;, tail twitching mischievously.||NA||NA&lt;br /&gt;
|-&lt;br /&gt;
|Slink &amp;lt;Object&amp;gt;||Prydaen slinks up to an &amp;lt;Object&amp;gt; and adopts a wary pose.||NA||NA&lt;br /&gt;
|-&lt;br /&gt;
|Slink Behind &amp;lt;Object&amp;gt;||Prydaen slinks up behind an &amp;lt;Object&amp;gt; and adopts a wary pose.||NA||NA&lt;br /&gt;
|-&lt;br /&gt;
|Slink &amp;lt;Direction&amp;gt;||Prydaen just slinked off gracefully, moving northeast. Prydaen just came slinking in.||NA||NA&lt;br /&gt;
|}&lt;br /&gt;
==Meow==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Command!!Messaging!!Towards Others&lt;br /&gt;
|-&lt;br /&gt;
|Meow||[Prydaen] meows, his/her voice resonating.||Prydaen directs a resonating meow at Person.&lt;br /&gt;
|-&lt;br /&gt;
|Meow &amp;lt;self&amp;gt;||Prydaen makes a mrrrp noise in the back of his/her throat.||NA&lt;br /&gt;
|-&lt;br /&gt;
|Meow &amp;lt;item&amp;gt;||Prydaen directs a suspicious chirrup at [item].||NA&lt;br /&gt;
|-&lt;br /&gt;
|Meow &amp;lt;creature&amp;gt;||Prydaen directs a suspicious chirrup at [creature].||NA&lt;br /&gt;
|-&lt;br /&gt;
|Angry||Flicking his/her ears back, Prydaen expresses her displeasure with a growling meow.||Flicking his/her ears back, Prydaen expresses his/her displeasure at Person with a growling meow.&lt;br /&gt;
|-&lt;br /&gt;
|Assertive||Prydaen barks out a short, deep meow punctuated by an assertive snarl and a flash of his/her fangs.||Prydaen flashes his/her fangs at Person, barking out a short, deep meow punctuated by an assertive snarl.&lt;br /&gt;
|-&lt;br /&gt;
|Bold||Pushing her shoulders back boldly, Prydaen displays his/her fangs as he/she meows low and deep.||Pushing back her shoulders boldly, Prydaen bares his/her fangs at Person and gives voice to a low, deep meow.&lt;br /&gt;
|-&lt;br /&gt;
|Complain||Affecting a slight whine, Prydaen emit a string of low, mumbled meows that sound a lot like a list of complaints.||Affecting a slight whine, Prydaen looks at Person and emits a string of low, mumbled meows that sounds a lot like a list of complaints.&lt;br /&gt;
|-&lt;br /&gt;
|Curious||Prydaen issues forth a curious chirruping meow.||Prydaen directs a curious chirruping meow at Person.&lt;br /&gt;
|-&lt;br /&gt;
|Deep||Prydaen meows deeply, his/her voice resonating.||Prydaen meows at Person, her voice resonating deeply.&lt;br /&gt;
|-&lt;br /&gt;
|Friendly||Prydaen makes a friendly, chirrup-like noise.||Prydaen directs a friendly chirrup-like noise at Person.&lt;br /&gt;
|-&lt;br /&gt;
|Shy||Not making eye contact with anyone, Prydaen makes a quiet, chirrup-like noise.||Seeming to avoid Person&#039;s eye, Prydaen makes a quiet chirrup-like noise.&lt;br /&gt;
|-&lt;br /&gt;
|Warn||Prydaen gives voice to a low, menacing snarl of warning.||Prydaen directs a low, menacing snarl of warning at Person.&lt;br /&gt;
|-&lt;br /&gt;
|Welcome||Prydaen gives a friendly, welcoming chuff.||Prydaen directs a welcoming chuff at Person.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Purr==&lt;br /&gt;
:Awaiting release&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Command!!Messaging!!Towards Self!!Towards Others&lt;br /&gt;
|-&lt;br /&gt;
|Purr||Prydaen purrs.||Prydaen purrs deeply, (his/her) eyes drooping partially shut.||Prydaen purrs happily in your general direction.&lt;br /&gt;
|-&lt;br /&gt;
|Meow||Prydaen meows.||Prydaen makes a mrrrp noise in the back of (his/her) throat.||Prydaen directs a curious meow at you.&lt;br /&gt;
|-&lt;br /&gt;
|Hiss||Prydaen hisses.||Prydaen hisses angrily, her fur standing straight on end.||Prydaen hisses at you.&lt;br /&gt;
|-&lt;br /&gt;
|Snap||Prydaen produces a muffled snap with the pads of (his/her) furry fingers.||Prydaen rubs (his/her) furry fingers together, frowning slightly.||Same as self.&lt;br /&gt;
|-&lt;br /&gt;
|Blush||Prydaen shifts uncomfortably for a moment.||Prydaen shifts uneasily, gazing fixedly at (his/her) claws.||Prydaen shifts uneasily, avoiding eye contact with you.&lt;br /&gt;
|-&lt;br /&gt;
|Gobble &amp;lt;Person&amp;gt;||NA||NA||Prydaen&#039;s mouth stretches open wide in a broad yawn.&lt;br /&gt;
|-&lt;br /&gt;
|Whistle||Prydaen warbles out an airy whistle.||Prydaen whistles a few low, warbling notes.||Prydaen makes weird whistling noises at you.&lt;br /&gt;
|-&lt;br /&gt;
|Boo &amp;lt;self&amp;gt;||NA||Prydaen&#039;s ears flatten against (his/her) head in irritation.||NA&lt;br /&gt;
|-&lt;br /&gt;
|Pull &amp;lt;self&amp;gt;||NA||Prydaen pulls on (his/her) mane.||NA&lt;br /&gt;
|-&lt;br /&gt;
|Gaze Finger||Prydaen gazes at (his/her) claws.||NA||NA&lt;br /&gt;
|-&lt;br /&gt;
|Gaze Tail||Prydaen gazes down at (his/her) tail.||NA||NA&lt;br /&gt;
|-&lt;br /&gt;
|Twiddle &amp;lt;self&amp;gt;||NA||Prydaen rhythmically rattles (his/her) claws against one another while lost in a moment of contemplation.||NA&lt;br /&gt;
|-&lt;br /&gt;
|Stare &amp;lt;Person&amp;gt;|| Prydaen stares blankly into the distance. || Prydaen stares meekly at the ground in a moment of embarrassment. || Prydaen fixes you with an intent, predatory stare.&lt;br /&gt;
|-&lt;br /&gt;
|Sweat || Prydaen&#039;s breath quickens as (he/she) begins to pant slightly, trying to cool off. || One of Prydaen&#039;s ears quirks to the side with what appears to be a nervous twitch.  It straightens upright as the other flips to the side in another quick twitch.  With visible effort, (he/she) gets her ears back under control. || Prydaen glances at you, and (his/her) ears give an involuntary twitch.  Shifting from foot to foot nervously, (he/she) eyes you cautiously.&lt;br /&gt;
|-&lt;br /&gt;
|Stalk &amp;lt;self&amp;gt; || N/A || Prydaen spins around quickly, attempting to catch (his/her) tail!&amp;lt;br&amp;gt;&lt;br /&gt;
However, it craftily eludes (his/her) grasp.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prydaen spins around quickly, attempting to catch (his/her) tail!&amp;lt;br&amp;gt;&lt;br /&gt;
(He/She) manages the colossal feat of catching (his/her) own tail, but quickly lets go.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dismantle==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Command!!Messaging!!Towards Self!!Towards Others&lt;br /&gt;
|-&lt;br /&gt;
|Claw || Prydaen gazes at the steel box and then extends (his/her) claws. In a particularly futile maneuver, Prydaen does a very good imitation of a cat sharpening its claws on the box. However, the metal of the box is more than proof against (his/her) claws. (He/She) does manage to produce a particularly offensive sound that sets your teeth on edge. With a snarl, (he/she) tosses the box aside.||NA||NA&lt;br /&gt;
&lt;br /&gt;
{{cat|Commands}}&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Prydaen_titles&amp;diff=434921</id>
		<title>Prydaen titles</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Prydaen_titles&amp;diff=434921"/>
		<updated>2016-01-13T22:57:50Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Munan==&lt;br /&gt;
;Players may acquire this title only by means of the [[Munan Title Quest]]&lt;br /&gt;
&lt;br /&gt;
===Players===&lt;br /&gt;
* Placeholder.&lt;br /&gt;
&lt;br /&gt;
===NPCs===&lt;br /&gt;
*[[Balam]]&lt;br /&gt;
*[[Chofupi]]&lt;br /&gt;
*[[Felinda]]&lt;br /&gt;
*[[Sathralor]]&lt;br /&gt;
*[[Senfrislor]]&lt;br /&gt;
*[[Seralor]]&lt;br /&gt;
*[[Vael]]&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;500px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Title!!Requirements&lt;br /&gt;
|-&lt;br /&gt;
|Tail Chaser||Free&lt;br /&gt;
|-&lt;br /&gt;
|Mouse Catcher||Age 16 &lt;br /&gt;
|-&lt;br /&gt;
|Moth Stalker||Age 21 &lt;br /&gt;
|-&lt;br /&gt;
|Bird Hunter||Age 35 &lt;br /&gt;
|-&lt;br /&gt;
|Hyena Stalker||Age 45 &lt;br /&gt;
|-&lt;br /&gt;
|Wind Catcher||Age 55 &lt;br /&gt;
|-&lt;br /&gt;
|Shadow Prowler||Age 65 &lt;br /&gt;
|-&lt;br /&gt;
|Sun Lounger||Age 75 &lt;br /&gt;
|-&lt;br /&gt;
|Scar Bearer||Age 85 &lt;br /&gt;
|-&lt;br /&gt;
|Dream Stalker||Age 95 &lt;br /&gt;
|-&lt;br /&gt;
|Ancient||Age 105 &lt;br /&gt;
|-&lt;br /&gt;
|Archaic||Age 115 &lt;br /&gt;
|-&lt;br /&gt;
|Munan||Age 50&amp;lt;br&amp;gt;[[Munan Title Quest|Quest]]&lt;br /&gt;
|-&lt;br /&gt;
|Sun Dreamer||Free&lt;br /&gt;
|-&lt;br /&gt;
|Fang of Demrris||600 Brawling&amp;lt;br&amp;gt;5 Favors&amp;lt;br&amp;gt;May Not be a Necromancer.&amp;lt;br&amp;gt;Last Favor - Triquetra&lt;br /&gt;
|-&lt;br /&gt;
|Hand of Tenemlor||500 Offhand Weapons&amp;lt;br&amp;gt;May Not be a Necromancer.&amp;lt;br&amp;gt;5 Favors&amp;lt;br&amp;gt;Last Favor -Triquetra&lt;br /&gt;
|-&lt;br /&gt;
|Night Hunter||400 Stealth&amp;lt;br&amp;gt;350 Highwest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Kit of the Grassland||20 Highwest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Kit of the Pride||20 Highwest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Kit of the Hub||20 Highwest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Kit of the Forest||20 Highwest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Kit of the Desert||20 Highwest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Kit of the Mountain||20 Highwest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Hub Matron||Female&amp;lt;br&amp;gt;Circle 150&lt;br /&gt;
|-&lt;br /&gt;
|Hub Patron||Male&amp;lt;br&amp;gt;Circle 150&lt;br /&gt;
|-&lt;br /&gt;
|Milktooth||Free&lt;br /&gt;
|-&lt;br /&gt;
|Hub Student||100 Scholarship&lt;br /&gt;
|-&lt;br /&gt;
|Sharp Eye||400 Perception&lt;br /&gt;
|-&lt;br /&gt;
|Sun Warrior||500 Highest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Moon Warrior||500 Highest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Child of Eu||800 Outdoorsmanship&amp;lt;br&amp;gt;800 Athletics&amp;lt;br&amp;gt;5 Favors&amp;lt;br&amp;gt;Last Favor - Triquetra&amp;lt;br&amp;gt;May Not be a Necromancer.&lt;br /&gt;
|-&lt;br /&gt;
|Wrath of Tenemlor||May Not be a Necromancer.&amp;lt;br&amp;gt;500 Brawling&amp;lt;br&amp;gt;Last Favor - Triquetra&lt;br /&gt;
|-&lt;br /&gt;
|Eidola (Ghost)||110 Stealth&lt;br /&gt;
|-&lt;br /&gt;
|Falcon Eye||600 Perception&lt;br /&gt;
|-&lt;br /&gt;
|Dafo/Hub Storyteller||350 Scholarship&lt;br /&gt;
|-&lt;br /&gt;
|Swift Fang||250 Brawling&lt;br /&gt;
|-&lt;br /&gt;
|Fierce Fang||560 Brawling&lt;br /&gt;
|-&lt;br /&gt;
|Sharp Fang||350 Brawling&lt;br /&gt;
|-&lt;br /&gt;
|Triquetra Touched||Circle 100&amp;lt;br&amp;gt;500 Brawling&amp;lt;br&amp;gt;500 Outdoorsmanship&amp;lt;br&amp;gt;May Not be a Necromancer.&amp;lt;br&amp;gt;500 Athetics&amp;lt;br&amp;gt;Last Favor - Triquetra&lt;br /&gt;
|-&lt;br /&gt;
|Balm of Tenemlor||Circle 100&amp;lt;br&amp;gt;May Not be a Necromancer.&amp;lt;br&amp;gt;700 First Aid&amp;lt;br&amp;gt;Last Favor - Triquetra&amp;lt;br&amp;gt;5 Favors&lt;br /&gt;
|-&lt;br /&gt;
|Warrior of the Kin||300 Brawling&lt;br /&gt;
|-&lt;br /&gt;
|Predator||330 Stealth&lt;br /&gt;
|-&lt;br /&gt;
|Protector of the Kin||250 Defending&amp;lt;br&amp;gt;400 Shield&amp;lt;br&amp;gt;450 Brawling&lt;br /&gt;
|-&lt;br /&gt;
|Teacher of the Kin||500 Scholarship&lt;br /&gt;
|-&lt;br /&gt;
|Fierce Claw||280 Brawling&lt;br /&gt;
|-&lt;br /&gt;
|Blood Warrior||80 Highest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Hunter of the Grassland||210 Brawling&amp;lt;br&amp;gt;200 Highest Weapons&amp;lt;br&amp;gt;300 Stealth&lt;br /&gt;
|-&lt;br /&gt;
|Guard of the Grassland||80 Highest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Warrior of the Grassland||45 Highest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Hunter of the Pride||200 Highwest Weapons210 Brawling&amp;lt;br&amp;gt;300 Stealth&lt;br /&gt;
|-&lt;br /&gt;
|Guard of the Pride||80 Highest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Warrior of the Pride||45 Highest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Hunter of the Forest||210 Brawling&amp;lt;br&amp;gt;200 Highest Weapons&amp;lt;br&amp;gt;300 Stealth&lt;br /&gt;
|-&lt;br /&gt;
|Guard of the Forest||80 Highest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Warrior of the Forest||45 Highest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Hunter of the Desert||210 Brawling&amp;lt;br&amp;gt;200 Highest Weapons&amp;lt;br&amp;gt;300 Stealth&lt;br /&gt;
|-&lt;br /&gt;
|Guard of the Desert||80 Highest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Warrior of the Desert||45 Highest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Hunter of the Hub||210 Brawling&amp;lt;br&amp;gt;200 Highest Weapons&amp;lt;br&amp;gt;300 Stealth&lt;br /&gt;
|-&lt;br /&gt;
|Guard of the Hub||160 Highest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Warrior of the Hub||100 Highest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Deadly Hunter||190 Highest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Warrior of the Claw||200 Highest Weapons&amp;lt;br&amp;gt;330 Stealth&lt;br /&gt;
|-&lt;br /&gt;
|Sharp Claw||165 Brawling&lt;br /&gt;
|-&lt;br /&gt;
|Tracker of the Wind||330 Stealth&lt;br /&gt;
|-&lt;br /&gt;
|Swift Claw||100 Brawling&lt;br /&gt;
|-&lt;br /&gt;
|Hunter of the Mountain||210 Brawling&amp;lt;br&amp;gt;200 Highest Weapons&amp;lt;br&amp;gt;300 Stealth&lt;br /&gt;
|-&lt;br /&gt;
|Guard of the Mountain||80 Highest Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Warrior of the Mountain||45 Highest Weapons					&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Cat|Prydaen,Titles}}&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:God_totem&amp;diff=424697</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=424697"/>
		<updated>2015-10-21T23:26:24Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: /* God List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=&#039;&#039;&amp;lt;material&amp;gt; &amp;lt;animal&amp;gt;&#039;&#039; totem&lt;br /&gt;
|noun=totem&lt;br /&gt;
|look=&#039;&#039;&amp;lt;Varies based on totem&amp;gt;&#039;&#039;&lt;br /&gt;
|type=magic&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=0&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
{{Template:idrive}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&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;
&#039;&#039;&#039;NOTE: Totems do not work for Forsaken [[Necromancer]]s, even if it was acquired and unlocked prior to becoming Forsaken.&#039;&#039;&#039;&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;]] || All remaining charges. || 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, {{tt|CLEAN MY TOTEM}}. This will consume your offering and give you a message indicating that 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;
Raise: Your vision goes white and a noiseless roar drowns out the ambient noise, leaving you in complete silence.  After what seems like an eternity, your hearing returns and the light recedes amidst purple spots.  Suddenly the world around you sharpens and your mind awakens with heightened clarity!&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 Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Chadatru]]||{{stat|Discipline}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Damaris]]||{{stat|Intelligence}} ||{{stat|Discipline}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eluned]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Everild]]||{{stat|Strength}} || {{stat|Reflex}} || {{stat|Wisdom}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Faenella]]||{{stat|Stamina}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Glythtide]]||{{stat|Agility}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Hav&#039;roth]]||{{stat|Reflex}} || {{stat|Intelligence}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Hodierna]]||??  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Kertigen]]||{{stat|Discipline}} || {{stat|Strength}} || {{stat|Reflex}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Meraud]]||{{stat|Strength}} || {{stat|Stamina}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Tamsine]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Truffenyi]]||{{stat|Stamina}} || {{stat|Strength}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Urrem&#039;tier]]||{{stat|Reflex}} || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
|width=33%|&lt;br /&gt;
{|align=center class=wikitable&lt;br /&gt;
! Light Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Alamhif]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Albreda]]||{{stat|Reflex}} || {{stat|Charisma}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Berengaria]]||??  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Divyaush]]||{{stat|Discipline}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eylhaar]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Firulf]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Kuniyo]]||{{stat|Charisma}} || {{stat|Stamina}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Lemicus]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Murrula]]||{{stat|Strength}} || {{stat|Agility}} || {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Peri&#039;el]]||{{stat|Reflex}} || {{stat|Charisma}} || {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Phelim]]||{{stat|Intelligence}}  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Rutilor]]||{{stat|Reflex}}  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Saemaus]]||?? || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|width=33%|&lt;br /&gt;
{|align=center class=wikitable&lt;br /&gt;
! Dark Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Aldauth]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Asketi]]||{{stat|Stamina}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Be&#039;ort]]||{{stat|Intelligence}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Botolf]]||{{stat|Charisma}} ||{{stat|Reflex}} ||{{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dergati]]||{{stat|Reflex}} || {{stat|Charisma}} || {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Drogor]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Harawep]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Huldah]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Idon]]||{{stat|Charisma}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Kerenhappuch]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Trothfang]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Ushnish]]||{{stat|Reflex}} || {{stat|Wisdom}} || {{stat|Charisma}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Zachriedek]]||?? || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=30% align=center class=wikitable&lt;br /&gt;
! Racial Gods|| colspan=&amp;quot;3&amp;quot; | Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Coshivi]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Demrris]]|| {{stat|Intelligence}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Enelne]]||{{stat|Strength}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eu]]||{{stat|Discipline}} || {{stat|Reflex}}|| {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Mrod]]|| {{stat|Agility}} || {{stat|Strength}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Tenemlor]]||{{stat|Reflex}} || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
* [[Post:Final Fragment Count - 11/12/2008 - 18:22:47]]&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:God_totem&amp;diff=424671</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=424671"/>
		<updated>2015-10-21T01:02:31Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=&#039;&#039;&amp;lt;material&amp;gt; &amp;lt;animal&amp;gt;&#039;&#039; totem&lt;br /&gt;
|noun=totem&lt;br /&gt;
|look=&#039;&#039;&amp;lt;Varies based on totem&amp;gt;&#039;&#039;&lt;br /&gt;
|type=magic&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=0&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
}}&lt;br /&gt;
{{RTOC}}&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;
&#039;&#039;&#039;NOTE: Totems do not work for Forsaken [[Necromancer]]s, even if it was acquired and unlocked prior to becoming Forsaken.&#039;&#039;&#039;&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;]] || All remaining charges. || 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, {{tt|CLEAN MY TOTEM}}. This will consume your offering and give you a message indicating that 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;
Raise: Your vision goes white and a noiseless roar drowns out the ambient noise, leaving you in complete silence.  After what seems like an eternity, your hearing returns and the light recedes amidst purple spots.  Suddenly the world around you sharpens and your mind awakens with heightened clarity!&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 Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Chadatru]]||{{stat|Discipline}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Damaris]]||{{stat|Intelligence}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eluned]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Everild]]||{{stat|Strength}} || {{stat|Reflex}} || {{stat|Wisdom}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Faenella]]||{{stat|Stamina}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Glythtide]]||{{stat|Agility}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Hav&#039;roth]]||{{stat|Reflex}} || {{stat|Intelligence}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Hodierna]]||??  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Kertigen]]||{{stat|Discipline}} || {{stat|Strength}} || {{stat|Reflex}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Meraud]]||{{stat|Strength}} || {{stat|Stamina}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Tamsine]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Truffenyi]]||{{stat|Stamina}} || {{stat|Strength}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Urrem&#039;tier]]||{{stat|Reflex}} || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
|width=33%|&lt;br /&gt;
{|align=center class=wikitable&lt;br /&gt;
! Light Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Alamhif]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Albreda]]||{{stat|Reflex}} || {{stat|Charisma}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Berengaria]]||??  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Divyaush]]||{{stat|Discipline}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eylhaar]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Firulf]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Kuniyo]]||{{stat|Charisma}} || {{stat|Stamina}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Lemicus]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Murrula]]||{{stat|Strength}} || {{stat|Agility}} || {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Peri&#039;el]]||{{stat|Reflex}} || {{stat|Charisma}} || {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Phelim]]||{{stat|Intelligence}}  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Rutilor]]||{{stat|Reflex}}  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Saemaus]]||?? || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|width=33%|&lt;br /&gt;
{|align=center class=wikitable&lt;br /&gt;
! Dark Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Aldauth]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Asketi]]||{{stat|Stamina}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Be&#039;ort]]||{{stat|Intelligence}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Botolf]]||{{stat|Charisma}} ||{{stat|Reflex}} ||{{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dergati]]||{{stat|Reflex}} || {{stat|Charisma}} || {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Drogor]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Harawep]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Huldah]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Idon]]||{{stat|Charisma}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Kerenhappuch]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Trothfang]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Ushnish]]||{{stat|Reflex}} || {{stat|Wisdom}} || {{stat|Charisma}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Zachriedek]]||?? || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=30% align=center class=wikitable&lt;br /&gt;
! Racial Gods|| colspan=&amp;quot;3&amp;quot; | Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Coshivi]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Demrris]]|| {{stat|Intelligence}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Enelne]]||{{stat|Strength}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eu]]||{{stat|Discipline}} || {{stat|Reflex}}|| ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Mrod]]|| {{stat|Agility}} || {{stat|Strength}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Tenemlor]]||{{stat|Reflex}} || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
* [[Post:Final Fragment Count - 11/12/2008 - 18:22:47]]&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:God_totem&amp;diff=424667</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=424667"/>
		<updated>2015-10-20T20:11:05Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=&#039;&#039;&amp;lt;material&amp;gt; &amp;lt;animal&amp;gt;&#039;&#039; totem&lt;br /&gt;
|noun=totem&lt;br /&gt;
|look=&#039;&#039;&amp;lt;Varies based on totem&amp;gt;&#039;&#039;&lt;br /&gt;
|type=magic&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=0&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
}}&lt;br /&gt;
{{RTOC}}&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;
&#039;&#039;&#039;NOTE: Totems do not work for Forsaken [[Necromancer]]s, even if it was acquired and unlocked prior to becoming Forsaken.&#039;&#039;&#039;&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;]] || All remaining charges. || 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, {{tt|CLEAN MY TOTEM}}. This will consume your offering and give you a message indicating that 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;
Raise: Your vision goes white and a noiseless roar drowns out the ambient noise, leaving you in complete silence.  After what seems like an eternity, your hearing returns and the light recedes amidst purple spots.  Suddenly the world around you sharpens and your mind awakens with heightened clarity!&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 Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Chadatru]]||{{stat|Discipline}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Damaris]]||{{stat|Intelligence}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eluned]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Everild]]||{{stat|Strength}} || {{stat|Reflex}} || {{stat|Wisdom}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Faenella]]||{{stat|Stamina}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Glythtide]]||{{stat|Agility}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Hav&#039;roth]]||{{stat|Reflex}} || {{stat|Intelligence}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Hodierna]]||??  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Kertigen]]||{{stat|Discipline}} || {{stat|Strength}} || {{stat|Reflex}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Meraud]]||{{stat|Strength}} || {{stat|Stamina}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Tamsine]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Truffenyi]]||{{stat|Stamina}} || {{stat|Strength}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Urrem&#039;tier]]||Reflex || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
|width=33%|&lt;br /&gt;
{|align=center class=wikitable&lt;br /&gt;
! Light Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Alamhif]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Albreda]]||{{stat|Reflex}} || {{stat|Charisma}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Berengaria]]||??  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Divyaush]]||{{stat|Discipline}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eylhaar]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Firulf]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Kuniyo]]||{{stat|Charisma}} || {{stat|Stamina}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Lemicus]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Murrula]]||{{stat|Strength}} || {{stat|Agility}} || {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Peri&#039;el]]||{{stat|Reflex}} || {{stat|Charisma}} || {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Phelim]]||{{stat|Intelligence}}  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Rutilor]]||{{stat|Reflex}}  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Saemaus]]||?? || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|width=33%|&lt;br /&gt;
{|align=center class=wikitable&lt;br /&gt;
! Dark Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Aldauth]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Asketi]]||{{stat|Stamina}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Be&#039;ort]]||{{stat|Intelligence}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Botolf]]||{{stat|Charisma}} ||{{stat|Reflex}} ||{{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dergati]]||{{stat|Reflex}} || {{stat|Charisma}} || {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Drogor]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Harawep]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Huldah]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Idon]]||{{stat|Charisma}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Kerenhappuch]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Trothfang]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Ushnish]]||{{stat|Reflex}} || {{stat|Wisdom}} || {{stat|Charisma}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Zachriedek]]||?? || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=30% align=center class=wikitable&lt;br /&gt;
! Racial Gods|| colspan=&amp;quot;3&amp;quot; | Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Coshivi]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Demrris]]|| {{stat|Intelligence}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Enelne]]||{{stat|Strength}} || {{stat|agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eu]]||{{stat|Discipline}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Mrod]]|| {{stat|Agility}} || {{stat|Strength}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Tenemlor]]||{{stat|Reflex}} || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
* [[Post:Final Fragment Count - 11/12/2008 - 18:22:47]]&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:God_totem&amp;diff=424666</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=424666"/>
		<updated>2015-10-20T20:10:23Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=&#039;&#039;&amp;lt;material&amp;gt; &amp;lt;animal&amp;gt;&#039;&#039; totem&lt;br /&gt;
|noun=totem&lt;br /&gt;
|look=&#039;&#039;&amp;lt;Varies based on totem&amp;gt;&#039;&#039;&lt;br /&gt;
|type=magic&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=0&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
}}&lt;br /&gt;
{{RTOC}}&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;
&#039;&#039;&#039;NOTE: Totems do not work for Forsaken [[Necromancer]]s, even if it was acquired and unlocked prior to becoming Forsaken.&#039;&#039;&#039;&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;]] || All remaining charges. || 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, {{tt|CLEAN MY TOTEM}}. This will consume your offering and give you a message indicating that 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;
Raise: Your vision goes white and a noiseless roar drowns out the ambient noise, leaving you in complete silence.  After what seems like an eternity, your hearing returns and the light recedes amidst purple spots.  Suddenly the world around you sharpens and your mind awakens with heightened clarity!&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 Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Chadatru]]||{{stat|Discipline}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Damaris]]||{{stat|Intelligence}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eluned]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Everild]]||{{stat|Strength}} || {{stat|Reflex}} || {{stat|Wisdom}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Faenella]]||{{stat|Stamina}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Glythtide]]||{{stat|Agility}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Hav&#039;roth]]||{{stat|Reflex}} || {{stat|Intelligence}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Hodierna]]||??  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Kertigen]]||{{stat|Discipline}} || {{stat|Strength}} || {{stat|Reflex}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Meraud]]||{{stat|Strength}} || {{stat|Stamina}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Tamsine]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Truffenyi]]||{{stat|Stamina}} || {{stat|Strength}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Urrem&#039;tier]]||Reflex || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
|width=33%|&lt;br /&gt;
{|align=center class=wikitable&lt;br /&gt;
! Light Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Alamhif]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Albreda]]||{{stat|Reflex}} || {{stat|Charisma}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Berengaria]]||??  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Divyaush]]||{{stat|Discipline}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eylhaar]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Firulf]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Kuniyo]]||{{stat|Charisma}} || {{stat|Stamina}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Lemicus]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Murrula]]||{{stat|Strength}} || {{stat|Agility}} || {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Peri&#039;el]]||{{stat|Reflex}} || {{stat|Charisma}} || {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Phelim]]||{{stat|Intelligence}}  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Rutilor]]||{{stat|Reflex}}  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Saemaus]]||?? || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|width=33%|&lt;br /&gt;
{|align=center class=wikitable&lt;br /&gt;
! Dark Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Aldauth]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Asketi]]||{{stat|Stamina}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Be&#039;ort]]||{{stat|Intelligence}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Botolf]]||{{stat|Charisma}} ||{{stat|Reflex}} ||{{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dergati]]||{{stat|Reflex}} || {{stat|Charisma}} || {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Drogor]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Harawep]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Huldah]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Idon]]||{{stat|Charisma}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Kerenhappuch]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Trothfang]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Ushnish]]||{{stat|Reflex}} || {{stat|Wisdom}} || {{stat|Charisma}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Zachriedek]]||?? || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=30% align=center class=wikitable&lt;br /&gt;
! Racial Gods|| colspan=&amp;quot;3&amp;quot; | Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Coshivi]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Demrris]]|| {{stat|Intelligence}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Enelne]]||{{stat|Strength}} || {{stat|agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eu]]||{{stat|Disicipline}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Mrod]]|| {{stat|Agility}} || {{stat|Strength}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Tenemlor]]||{{stat|Reflex}} || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
* [[Post:Final Fragment Count - 11/12/2008 - 18:22:47]]&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Returning_players&amp;diff=393803</id>
		<title>Returning players</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Returning_players&amp;diff=393803"/>
		<updated>2015-01-16T22:44:50Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: /* Cleric */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
This is a page for people who have returned after a long time and need a short reminder of important things.&lt;br /&gt;
&lt;br /&gt;
Welcome back to DragonRealms and Elanthipedia!&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
Both a lot has changed and not as much as you&#039;d think has changed. The basic {{com|HELP}} (it actually is useful now), {{com|ADVICE}}, {{com|VERB}}, and {{com|DIRECTION}} commands still work.&lt;br /&gt;
&lt;br /&gt;
The [[DragonRealms 3.0]], its linked pages, and the [[What&#039;s New]] page have more details on major changes.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
* Chained attack combos are gone. Each attack now has its own benefits and flaws and no longer depends on your previous attack. The properties of each attack can be brought up with &#039;&#039;&amp;lt;move&amp;gt;&#039;&#039; {{tt|HELP FULL}}, and a list of all with &#039;&#039;&amp;lt;move&amp;gt;&#039;&#039; {{tt|HELP LIST}} (any move will work).&lt;br /&gt;
&lt;br /&gt;
* Some of the weapon skills have been combined, usually the most similar ones, such as Light Edge and Medium Edge becoming Small Edge. As your new skill was set to the highest of your previous skills, you won&#039;t lose any effectiveness. The actual weapon categories still exist, for the few systems that still need the differences (backstab, offhand wielding, and a few others), but the skills themselves have merged.&lt;br /&gt;
&lt;br /&gt;
* Weapons and armor now take durability damage again, but do not become permanently lost due to damage. Poorly repaired items are not very effective at protecting or dealing damage. Be sure to repair your gear occasionally.&lt;br /&gt;
&lt;br /&gt;
* Combat in general has been slowed down, with both creatures and PCs taking less damage. Current vitality will act as a barrier to the amount of damage body parts take, with higher vitality almost completely preventing it. This has had a variety of effects, among them being that first strike in PvP is no longer an almost guarantee of winning.&lt;br /&gt;
&lt;br /&gt;
* While brawling still exists, all non-damaging maneuvers are now covered by the Lore skill, [[Tactics]].&lt;br /&gt;
&lt;br /&gt;
* RETREATing adds a stacking penalty to attacks for a time. ASSESS will show if the penalty is in effect.&lt;br /&gt;
&lt;br /&gt;
* An room cannot be left for a period of time after an attack, whether mundane or magical, to prevent &amp;quot;drive by&amp;quot; attacks.&lt;br /&gt;
&lt;br /&gt;
* {{com|ANALYZE}} was added, allowing an additional way to train Tactics, via disabling moves.&lt;br /&gt;
&lt;br /&gt;
* {{com|appraise}}ing a creature {{tt|careful}}ly will now attempt to compare both your chances to succeed at a wide variety of things, as well as whether it will teach well.&lt;br /&gt;
&lt;br /&gt;
* Charged maneuvers, special attacks that take several seconds to trigger, were added.&lt;br /&gt;
&lt;br /&gt;
* The new forging and tanning systems have vastly improved combat gear over previously crafted gear. This does not yet apply to bows or crossbows, but is planned to.&lt;br /&gt;
&lt;br /&gt;
* The {{com|hunt}} command will show creatures and PCs in an area around user, as well as allowing them to move directly to the target. This both utilizes and teaches Perception.&lt;br /&gt;
&lt;br /&gt;
==Magic/Supernatural Abilities==&lt;br /&gt;
* All non-quest spells were wiped, due to massive changes to magic.&lt;br /&gt;
&lt;br /&gt;
* [[Magic Feats]] were added for magic users, giving generic bonuses in return for costing spell slots.&lt;br /&gt;
&lt;br /&gt;
* It is no longer possible to pay TDPs for addition spell slots, nor is it currently intended to ever be.&lt;br /&gt;
&lt;br /&gt;
* There has been a significant change in magic skills, beyond the renaming of them to &amp;quot;Supernatural Skillset.&amp;quot; Some skills have been split and others have been merged. Reading the pages on [[Magic 3.0]] (the biggest change) should help with understanding the basics, but in short, Primary Magic now exists only to bonus the other new magic skills, which cover specific types of magic.&lt;br /&gt;
&lt;br /&gt;
* Cyclic spells and cyclic-like abilities will no longer teach for the entire time. They begin teaching poorly, ramp up to full, then taper off to nothing after approximately five minutes. To begin learning from them again, the spell/ability will need to be reactivated.&lt;br /&gt;
&lt;br /&gt;
* The previously named Magical Devices skill was renamed Arcana, and is planned to encompass new areas.&lt;br /&gt;
&lt;br /&gt;
* The {{com|discern}} command was added to give more information on spells, though the difficult Arcana skill check may make it less useful.&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
Many of the old [[crafting]] systems have been rewritten and standardized under the new Lore skills. They are fairly complex systems, but all of them require a crafting books sold at their respective crafting society. The {{com|study}} and {{com|analyze}} commands are used to gain information about nearly all aspects of the system, including use on the involved NPCs.&lt;br /&gt;
&lt;br /&gt;
While it is possible to cut off exactly how much is needed prior to beginning to craft, more material than is necessary can be used to begin the process. Any excess will automatically be separated and placed on the ground. This excess material can be used in other processes.&lt;br /&gt;
&lt;br /&gt;
Also note that the noun of the item may change during the crafting process.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, not all crafts are converted yet, and not all towns have all of the societies that are converted.&lt;br /&gt;
&lt;br /&gt;
Currently, all of [[forging]], [[carving]] from engineering, most of [[tailoring]], and the basic healing remedies from [[alchemy]].&lt;br /&gt;
&lt;br /&gt;
==Guild Specific==&lt;br /&gt;
===Barbarian===&lt;br /&gt;
* Most of the Barbarian abilities have undergone massive changes even compared to a short time ago.&lt;br /&gt;
&lt;br /&gt;
* All abilities are now picked from a common set of &amp;quot;slots,&amp;quot; allowing much greater customization. In addition, several abilities can running at once.&lt;br /&gt;
&lt;br /&gt;
* All abilities now use the renamed &amp;quot;Supernatural Skillset&amp;quot; (previously magic) and the skills within to power them. Targeted Magic, Utility, and Sorcery are still banned skills, and all others cannot be taught to a Barbarian by magic users. &#039;&#039;&#039;However&#039;&#039;&#039;, it should be noted that the Barbarian system utilizes these skills in a different way that magic, and the two systems should not be compared.&lt;br /&gt;
&lt;br /&gt;
* {{com|study}}ing the local guildmaster will give you most of the important syntax, and nearby is usually a series of signs with information. Also, [[Barbarian Abilities]] page can help.&lt;br /&gt;
&lt;br /&gt;
* Barbarians now possess a guild-only skill called [[Expertise skill|Expertise]]. This skill represents the Barbarian&#039;s mastery of all things weapon.&lt;br /&gt;
&lt;br /&gt;
* Barbarians can {{com|analyze}} themselves in order to determine a series of attack moves that will bonus certain aspects.&lt;br /&gt;
&lt;br /&gt;
* {{com|MEDITATE}} {{tt|research}} &#039;&#039;&amp;lt;ability&amp;gt;&#039;&#039; will not only give a brief explanation of the ability, it will teach a small amount of the skill that ability uses. This does not require that you possess the ability, but it does not work on skills utilizing Debilitation.&lt;br /&gt;
&lt;br /&gt;
===Bard===&lt;br /&gt;
* Bards have also undergone many major changes, and many of their spells have been converted to normal spells. This allows a greater flexibility than was possible before, but requires a study of the new powers. See [[:Category:Bard Spells]] for more details.&lt;br /&gt;
&lt;br /&gt;
* All instrument skills have been combined into a single Performance skill.&lt;br /&gt;
&lt;br /&gt;
* The guild-only skill is now called Bardic Lore.&lt;br /&gt;
&lt;br /&gt;
===Cleric===&lt;br /&gt;
* [[Theurgy]] added as a guild-only skill.&lt;br /&gt;
* Several [[commune]]s have been reworked and one has been added. Clerics who did their commune quests before 3.0 will need to repeat the quests for Tamsine, Eluned I, and Meraud before they can be used. Note: These may not be offered in &amp;quot;original&amp;quot; order.&lt;br /&gt;
* Clerics can [[Cleric_3.0#Alignment|align]] themselves to a specific deity, gaining a bonus in some magic skills while penalizing others. Note: You will be aligned to Faenella by default if you cast any spell before having chosen your alignment via the align ritual.&lt;br /&gt;
* Murrula&#039;s Flames and Persistence of Mana have become ritual spells.&lt;br /&gt;
&lt;br /&gt;
===Empath===&lt;br /&gt;
*There are now two primary healing spells instead of four, and several new advanced healing spells.&lt;br /&gt;
&lt;br /&gt;
*The [[touch command|take]] commands have been redone with added options, and also now allows for the use of a single command to take all of a patient&#039;s wounds (where as in the past this required a script.)&lt;br /&gt;
&lt;br /&gt;
*[[Empathic Shock]] is no longer binary, and there is a [[Shock_Quest|quest]] to cure it.&lt;br /&gt;
&lt;br /&gt;
* Additional healing link and transference options are available (see [[Unity_Link|Unity Link]], [[Hand_of_Hodierna|Hand of Hoderina]]). &lt;br /&gt;
&lt;br /&gt;
===Necromancers===&lt;br /&gt;
This guild now exists.&lt;br /&gt;
&lt;br /&gt;
===Thief===&lt;br /&gt;
Thief abilities have been massively rewritten, and have a number of new features.&lt;br /&gt;
&lt;br /&gt;
* All abilities now use the renamed &amp;quot;Supernatural Skillset&amp;quot; (previously magic) and the skills within to power them. Targeted Magic, Warding, and Sorcery are still banned skills, and all others cannot be taught to a Thief by magic users.&lt;br /&gt;
&lt;br /&gt;
* Khris now have several ways to activate them, including a delay or while kneeling, that will reduce their cost to activate.&lt;br /&gt;
&lt;br /&gt;
* Backstab now has a bonus to damage vs. PCs for the first one done within an unknown period of time. This allows for a true first strike, while limiting the damage from repeated re-hiding and stabbing.&lt;br /&gt;
&lt;br /&gt;
* {{com|khri}} {{tt|meditate}} will consume some concentration and bonus the next learning pulse from activated abilities.&lt;br /&gt;
&lt;br /&gt;
===Warrior Mage===&lt;br /&gt;
* The [[Elementalism skill]] has been added as the guilds unique skill. It is trained primarily through the rewritten [[Aethereal Pathways]] system.&lt;br /&gt;
&lt;br /&gt;
* [[Y&#039;ntrel Sechra]] has been rewritten, making wearing of heavy armor much more difficult. The GMs have expressed that it does not do what they want, but that it will not be returning to its previous form.&lt;br /&gt;
{{Cat|Help Contents,New Player Help}}&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Communes&amp;diff=393499</id>
		<title>Talk:Communes</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Communes&amp;diff=393499"/>
		<updated>2015-01-14T08:51:22Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Circle availability on Meraud&#039;s Commune may need verification.&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Communes&amp;diff=393498</id>
		<title>Communes</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Communes&amp;diff=393498"/>
		<updated>2015-01-14T08:50:36Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: /* Meraud&amp;#039;s commune */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UpdateDR3}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Communes&#039;&#039;&#039; are special abilities which [[Cleric]]s can utilize by directly calling down the power of the [[Immortals|gods]]. They are powered by [[Devotion]] through the performing of [[Cleric Rituals]]. Communes are granted after completion of sacred quests, and require ritual components. Communes also require that the cleric have [[Favor]] with the gods, or they will receive messaging indicating that they feel too hollow to perform the particular ritual. The [[Commune command]] is used to activate and monitor communes in the following manner:&lt;br /&gt;
&lt;br /&gt;
* {{tt|COMMUNE HELP}} will show you a list of the communes you have learned&lt;br /&gt;
* {{tt|COMMUNE SENSE}} will show you communes that are currently active&lt;br /&gt;
&lt;br /&gt;
==Tamsine&#039;s commune==&lt;br /&gt;
&lt;br /&gt;
[[Tamsine]]&#039;s power fills the Cleric with holy fire, giving a TM bonus vs. undead. Available at 2nd circle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start:&#039;&#039;&#039; &lt;br /&gt;
You feel warmth spread throughout your body, making the very ends of your hair tingle.  A vibrant blue nimbus encloses you before fading away. &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;End:&#039;&#039;&#039; The vibrant blue nimbus of Tamsine&#039;s blessing fades from around you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
* {{com|SPRINKLE}} holy water on person&lt;br /&gt;
* {{com|COMMUNE}} {{tt|tamsine}}&lt;br /&gt;
&lt;br /&gt;
==Eluned&#039;s commune==&lt;br /&gt;
&lt;br /&gt;
[[Eluned]]&#039;s commune creates water. Skill in Theurgy will determine how much water is created. Depending on the climate of the area and skill, a room use water source will get created. Available at 3rd circle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Messaging:&#039;&#039;&#039; You grind some dirt in your fist, allowing the particles to slowly trickle out over your oracle&#039;s amphora.  The grains seem to melt into water, which overflow from your amphora.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
* Hold dirt in one hand.&lt;br /&gt;
* Hold container in other hand.&lt;br /&gt;
* {{tt|COMMUNE eluned}}&lt;br /&gt;
&lt;br /&gt;
==Kertigen&#039;s commune==&lt;br /&gt;
&lt;br /&gt;
[[Kertigen]]&#039;s power imbues a weapon with a supreme blessing for use against the Undead. Available at 8th circle, and can be performed on others, though it is more powerful in the hands of a Cleric or [[Paladin]].&lt;br /&gt;
&lt;br /&gt;
It provides a more powerful bonus against undead and cursed than [[Bless]], but does not stack with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Circle x 3 strikes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
* {{tt|SPRINKLE}} holy oil on weapon/person&lt;br /&gt;
* {{tt|COMMUNE KERtigen}}&lt;br /&gt;
&lt;br /&gt;
==Hodierna&#039;s commune==&lt;br /&gt;
&lt;br /&gt;
[[Hodierna]]&#039;s power binds all of the Cleric&#039;s bleeding wounds, preventing vitality loss. Available at 12th circle, and &#039;&#039;cannot&#039;&#039; be performed on others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start:&#039;&#039;&#039; Your skin tingles and you feel a fiery pain all over you body as your wounds slowly stop bleeding.  The pain vanishes, leaving only a soothing numbness.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;End:&#039;&#039;&#039; You feel the touch of the gods on your wounds leave you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Circle x 2 minutes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
* {{tt|SPRINKLE}} holy water on self&lt;br /&gt;
* {{tt|SPRINKLE}} holy oil on self&lt;br /&gt;
* {{tt|COMMUNE hodierna}}&lt;br /&gt;
&lt;br /&gt;
==Eluned&#039;s commune II==&lt;br /&gt;
&lt;br /&gt;
[[Eluned]]&#039;s power bestows buoyancy upon the Cleric, aiding [[Swimming skill|swimming]]. Available at 15th circle, and &#039;&#039;cannot&#039;&#039; be performed on others.  Jalbreth is the [[Gamgweth_Dictionary_(book)|Gamgweth]] word for &amp;quot;fish.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start:&#039;&#039;&#039; Your muscles tingle and contract, and you feel a lightening about your body, preparing you for something.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;End:&#039;&#039;&#039; Your limbs feel heavier as the buoyancy of Eluned&#039;s Gift fades.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Circle x 1 minute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[[Item:Jalbreth_balm|Jalbreth Balm]]&#039;&#039; Creation:&#039;&#039;&#039;&lt;br /&gt;
* {{com|CRUSH}} fish to get guts&lt;br /&gt;
* {{com|CRUSH}} guts to get pulp&lt;br /&gt;
* {{com|MIX}} pulp with [[catalyst]] and [[Item:Holy_oil|holy oil]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
* {{com|APPLY}} balm&lt;br /&gt;
* {{tt|COMMUNE eluned}}&lt;br /&gt;
&lt;br /&gt;
==Meraud&#039;s commune==&lt;br /&gt;
&lt;br /&gt;
[[Meraud]]&#039;s power consecrates the area; a number of rituals can then be performed there such as playing music, reciting, dancing, exploding beads, and last rites. The mana boost is no longer a static setting. It now adds mana dependent on Theurgy skill, so it will boost good mana rooms much better, but very low mana rooms may not end up as good as before. The mana boost now extends to all the other mana types, except &#039;Arcane&#039; mana which will take a penalty. The mana boost will be lessened depending on how far removed from the spectrum that particular type is from holy, and Sorcery skill if you have fairly low ranks of it. So, Holy boost &amp;gt; Life boost &amp;gt; Elemental boost &amp;gt; Lunar boost &amp;gt; Arcane penalty. The RT, fatigue hit, and falling to knees effects are also skill based. This commune no longer has the safe room feature, and is no longer restricted from use in random places. It can be used anywhere and is intended to be used to allow better Theurgy training while hunting (Going to altars will still be the best thing to do). Available at 20th circle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start:&#039;&#039;&#039; You close your eyes and concentrate, letting your mind still and feeling your breathing grow shallow.  The world folds into a soft, rich velvet darkness in which you are the only shining star.  For a split second you embrace existence without substance, before exploding outward with familiar holy power.  As you slowly regain a sense of being, you fight to control foreign energies flooding the area.  The energies spread out around you like a blanket, covering the earth and suffusing it.  You let the experience conclude naturally as the world returns around you, leaving you feeling wonderfully spent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End:&#039;&#039;&#039; (In the consecrated room) The holy presence in the area fades quietly away. &amp;lt;br /&amp;gt; (In another room when ending) You sense your connection to the area you consecrated earlier fade away. &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Duration is based on Theurgy skill.  Learning from this commune is on a 20 minute timer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
* Sprinkle holy water and wave lit incense at yourself, then COMMUNE MERAUD.&lt;br /&gt;
&lt;br /&gt;
==Glythtide&#039;s commune==&lt;br /&gt;
&lt;br /&gt;
[[Glythtide]]&#039;s power allows the Cleric to bind and sever souls from each other, providing marriage and divorce services. Available at 35th circle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;{{sloot|i|Saemaus&#039; kiss rose|Saemaus&#039; Kiss Rose}}&#039;&#039; Creation:&#039;&#039;&#039;&lt;br /&gt;
* {{tt|CRUSH}} {{ilink|i|rose petals}}&lt;br /&gt;
* {{tt|MIX}} pulp with [[catalyst]] and {{ilink|i|holy oil}}&lt;br /&gt;
* {{tt|SPRINKLE}} attar on rose&lt;br /&gt;
* {{tt|COMMUNE glythtide}}&lt;br /&gt;
* {{tt|PUT}} and {{tt|OFFER}} rose on altar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;{{sloot|i|Be&#039;ort tear rose|Be&#039;ort Tear Rose}}&#039;&#039; Creation:&#039;&#039;&#039;&lt;br /&gt;
* {{tt|LIGHT}} {{ilink|i|sprig of rue}}&lt;br /&gt;
* {{tt|SPRINKLE}} ash on rose&lt;br /&gt;
* {{tt|COMMUNE glythtide}}&lt;br /&gt;
* {{tt|PUT}} and {{tt|OFFER}} rose on altar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divorce:&#039;&#039;&#039;&lt;br /&gt;
* {{tt|CUT}} rose with {{ilink|i|Crystal Be&#039;ort scission blade|blade}}&lt;br /&gt;
* {{tt|BREAK}} rose&lt;br /&gt;
&lt;br /&gt;
See [[Glythtide&#039;s Garden]] for a list of flowers.&lt;br /&gt;
&lt;br /&gt;
==Truffenyi&#039;s commune==&lt;br /&gt;
[[Truffenyi]]&#039;s commune allows the creation and return of [[favor]] orbs without an altar.  Available at 60th circle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
* {{tt|COMMUNE TRUFFENYI}} while you are holding a proper favor offering or a filled favor orb.&lt;br /&gt;
* {{tt|COMMUNE TRUFFENYI}} &#039;&#039;&amp;lt;person&amp;gt;&#039;&#039; while they are holding a proper favor offering and kneeling.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Cleric abilities}}[[guild association is::cleric| ]]&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Communes&amp;diff=393497</id>
		<title>Communes</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Communes&amp;diff=393497"/>
		<updated>2015-01-14T08:49:50Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: /* Eluned&amp;#039;s commune */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UpdateDR3}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Communes&#039;&#039;&#039; are special abilities which [[Cleric]]s can utilize by directly calling down the power of the [[Immortals|gods]]. They are powered by [[Devotion]] through the performing of [[Cleric Rituals]]. Communes are granted after completion of sacred quests, and require ritual components. Communes also require that the cleric have [[Favor]] with the gods, or they will receive messaging indicating that they feel too hollow to perform the particular ritual. The [[Commune command]] is used to activate and monitor communes in the following manner:&lt;br /&gt;
&lt;br /&gt;
* {{tt|COMMUNE HELP}} will show you a list of the communes you have learned&lt;br /&gt;
* {{tt|COMMUNE SENSE}} will show you communes that are currently active&lt;br /&gt;
&lt;br /&gt;
==Tamsine&#039;s commune==&lt;br /&gt;
&lt;br /&gt;
[[Tamsine]]&#039;s power fills the Cleric with holy fire, giving a TM bonus vs. undead. Available at 2nd circle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start:&#039;&#039;&#039; &lt;br /&gt;
You feel warmth spread throughout your body, making the very ends of your hair tingle.  A vibrant blue nimbus encloses you before fading away. &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;End:&#039;&#039;&#039; The vibrant blue nimbus of Tamsine&#039;s blessing fades from around you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
* {{com|SPRINKLE}} holy water on person&lt;br /&gt;
* {{com|COMMUNE}} {{tt|tamsine}}&lt;br /&gt;
&lt;br /&gt;
==Eluned&#039;s commune==&lt;br /&gt;
&lt;br /&gt;
[[Eluned]]&#039;s commune creates water. Skill in Theurgy will determine how much water is created. Depending on the climate of the area and skill, a room use water source will get created. Available at 3rd circle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Messaging:&#039;&#039;&#039; You grind some dirt in your fist, allowing the particles to slowly trickle out over your oracle&#039;s amphora.  The grains seem to melt into water, which overflow from your amphora.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
* Hold dirt in one hand.&lt;br /&gt;
* Hold container in other hand.&lt;br /&gt;
* {{tt|COMMUNE eluned}}&lt;br /&gt;
&lt;br /&gt;
==Kertigen&#039;s commune==&lt;br /&gt;
&lt;br /&gt;
[[Kertigen]]&#039;s power imbues a weapon with a supreme blessing for use against the Undead. Available at 8th circle, and can be performed on others, though it is more powerful in the hands of a Cleric or [[Paladin]].&lt;br /&gt;
&lt;br /&gt;
It provides a more powerful bonus against undead and cursed than [[Bless]], but does not stack with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Circle x 3 strikes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
* {{tt|SPRINKLE}} holy oil on weapon/person&lt;br /&gt;
* {{tt|COMMUNE KERtigen}}&lt;br /&gt;
&lt;br /&gt;
==Hodierna&#039;s commune==&lt;br /&gt;
&lt;br /&gt;
[[Hodierna]]&#039;s power binds all of the Cleric&#039;s bleeding wounds, preventing vitality loss. Available at 12th circle, and &#039;&#039;cannot&#039;&#039; be performed on others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start:&#039;&#039;&#039; Your skin tingles and you feel a fiery pain all over you body as your wounds slowly stop bleeding.  The pain vanishes, leaving only a soothing numbness.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;End:&#039;&#039;&#039; You feel the touch of the gods on your wounds leave you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Circle x 2 minutes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
* {{tt|SPRINKLE}} holy water on self&lt;br /&gt;
* {{tt|SPRINKLE}} holy oil on self&lt;br /&gt;
* {{tt|COMMUNE hodierna}}&lt;br /&gt;
&lt;br /&gt;
==Eluned&#039;s commune II==&lt;br /&gt;
&lt;br /&gt;
[[Eluned]]&#039;s power bestows buoyancy upon the Cleric, aiding [[Swimming skill|swimming]]. Available at 15th circle, and &#039;&#039;cannot&#039;&#039; be performed on others.  Jalbreth is the [[Gamgweth_Dictionary_(book)|Gamgweth]] word for &amp;quot;fish.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start:&#039;&#039;&#039; Your muscles tingle and contract, and you feel a lightening about your body, preparing you for something.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;End:&#039;&#039;&#039; Your limbs feel heavier as the buoyancy of Eluned&#039;s Gift fades.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Circle x 1 minute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[[Item:Jalbreth_balm|Jalbreth Balm]]&#039;&#039; Creation:&#039;&#039;&#039;&lt;br /&gt;
* {{com|CRUSH}} fish to get guts&lt;br /&gt;
* {{com|CRUSH}} guts to get pulp&lt;br /&gt;
* {{com|MIX}} pulp with [[catalyst]] and [[Item:Holy_oil|holy oil]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
* {{com|APPLY}} balm&lt;br /&gt;
* {{tt|COMMUNE eluned}}&lt;br /&gt;
&lt;br /&gt;
==Meraud&#039;s commune==&lt;br /&gt;
&lt;br /&gt;
[[Meraud]]&#039;s power consecrates the area; a number of rituals can then be performed there such as playing music, reciting, dancing, exploding beads, and last rites. The mana boost is no longer a static setting. It now adds mana dependent on Theurgy skill, so it will boost good mana rooms much better, but very low mana rooms may not end up as good as before. The mana boost now extends to all the other mana types, except &#039;Arcane&#039; mana which will take a penalty. The mana boost will be lessened depending on how far removed from the spectrum that particular type is from holy, and Sorcery skill if you have fairly low ranks of it. So, Holy boost &amp;gt; Life boost &amp;gt; Elemental boost &amp;gt; Lunar boost &amp;gt; Arcane penalty. The RT, fatigue hit, and falling to knees effects are also skill based. This commune no longer has the safe room feature, and is no longer restricted from use in random places. It can be used anywhere and is intended to be used to allow better Theurgy training while hunting (Going to altars will still be the best thing to do).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start:&#039;&#039;&#039; You close your eyes and concentrate, letting your mind still and feeling your breathing grow shallow.  The world folds into a soft, rich velvet darkness in which you are the only shining star.  For a split second you embrace existence without substance, before exploding outward with familiar holy power.  As you slowly regain a sense of being, you fight to control foreign energies flooding the area.  The energies spread out around you like a blanket, covering the earth and suffusing it.  You let the experience conclude naturally as the world returns around you, leaving you feeling wonderfully spent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End:&#039;&#039;&#039; (In the consecrated room) The holy presence in the area fades quietly away. &amp;lt;br /&amp;gt; (In another room when ending) You sense your connection to the area you consecrated earlier fade away. &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Duration is based on Theurgy skill.  Learning from this commune is on a 20 minute timer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
* Sprinkle holy water and wave lit incense at yourself, then COMMUNE MERAUD.&lt;br /&gt;
&lt;br /&gt;
==Glythtide&#039;s commune==&lt;br /&gt;
&lt;br /&gt;
[[Glythtide]]&#039;s power allows the Cleric to bind and sever souls from each other, providing marriage and divorce services. Available at 35th circle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;{{sloot|i|Saemaus&#039; kiss rose|Saemaus&#039; Kiss Rose}}&#039;&#039; Creation:&#039;&#039;&#039;&lt;br /&gt;
* {{tt|CRUSH}} {{ilink|i|rose petals}}&lt;br /&gt;
* {{tt|MIX}} pulp with [[catalyst]] and {{ilink|i|holy oil}}&lt;br /&gt;
* {{tt|SPRINKLE}} attar on rose&lt;br /&gt;
* {{tt|COMMUNE glythtide}}&lt;br /&gt;
* {{tt|PUT}} and {{tt|OFFER}} rose on altar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;{{sloot|i|Be&#039;ort tear rose|Be&#039;ort Tear Rose}}&#039;&#039; Creation:&#039;&#039;&#039;&lt;br /&gt;
* {{tt|LIGHT}} {{ilink|i|sprig of rue}}&lt;br /&gt;
* {{tt|SPRINKLE}} ash on rose&lt;br /&gt;
* {{tt|COMMUNE glythtide}}&lt;br /&gt;
* {{tt|PUT}} and {{tt|OFFER}} rose on altar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divorce:&#039;&#039;&#039;&lt;br /&gt;
* {{tt|CUT}} rose with {{ilink|i|Crystal Be&#039;ort scission blade|blade}}&lt;br /&gt;
* {{tt|BREAK}} rose&lt;br /&gt;
&lt;br /&gt;
See [[Glythtide&#039;s Garden]] for a list of flowers.&lt;br /&gt;
&lt;br /&gt;
==Truffenyi&#039;s commune==&lt;br /&gt;
[[Truffenyi]]&#039;s commune allows the creation and return of [[favor]] orbs without an altar.  Available at 60th circle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
* {{tt|COMMUNE TRUFFENYI}} while you are holding a proper favor offering or a filled favor orb.&lt;br /&gt;
* {{tt|COMMUNE TRUFFENYI}} &#039;&#039;&amp;lt;person&amp;gt;&#039;&#039; while they are holding a proper favor offering and kneeling.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Cleric abilities}}[[guild association is::cleric| ]]&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Communes&amp;diff=393496</id>
		<title>Communes</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Communes&amp;diff=393496"/>
		<updated>2015-01-14T08:49:01Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: /* Tamsine&amp;#039;s commune */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UpdateDR3}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Communes&#039;&#039;&#039; are special abilities which [[Cleric]]s can utilize by directly calling down the power of the [[Immortals|gods]]. They are powered by [[Devotion]] through the performing of [[Cleric Rituals]]. Communes are granted after completion of sacred quests, and require ritual components. Communes also require that the cleric have [[Favor]] with the gods, or they will receive messaging indicating that they feel too hollow to perform the particular ritual. The [[Commune command]] is used to activate and monitor communes in the following manner:&lt;br /&gt;
&lt;br /&gt;
* {{tt|COMMUNE HELP}} will show you a list of the communes you have learned&lt;br /&gt;
* {{tt|COMMUNE SENSE}} will show you communes that are currently active&lt;br /&gt;
&lt;br /&gt;
==Tamsine&#039;s commune==&lt;br /&gt;
&lt;br /&gt;
[[Tamsine]]&#039;s power fills the Cleric with holy fire, giving a TM bonus vs. undead. Available at 2nd circle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start:&#039;&#039;&#039; &lt;br /&gt;
You feel warmth spread throughout your body, making the very ends of your hair tingle.  A vibrant blue nimbus encloses you before fading away. &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;End:&#039;&#039;&#039; The vibrant blue nimbus of Tamsine&#039;s blessing fades from around you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
* {{com|SPRINKLE}} holy water on person&lt;br /&gt;
* {{com|COMMUNE}} {{tt|tamsine}}&lt;br /&gt;
&lt;br /&gt;
==Eluned&#039;s commune==&lt;br /&gt;
&lt;br /&gt;
[[Eluned]]&#039;s commune creates water. Skill in Theurgy will determine how much water is created. Depending on the climate of the area and skill, a room use water source will get created.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Messaging:&#039;&#039;&#039; You grind some dirt in your fist, allowing the particles to slowly trickle out over your oracle&#039;s amphora.  The grains seem to melt into water, which overflow from your amphora.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
* Hold dirt in one hand.&lt;br /&gt;
* Hold container in other hand.&lt;br /&gt;
* {{tt|COMMUNE eluned}}&lt;br /&gt;
&lt;br /&gt;
==Kertigen&#039;s commune==&lt;br /&gt;
&lt;br /&gt;
[[Kertigen]]&#039;s power imbues a weapon with a supreme blessing for use against the Undead. Available at 8th circle, and can be performed on others, though it is more powerful in the hands of a Cleric or [[Paladin]].&lt;br /&gt;
&lt;br /&gt;
It provides a more powerful bonus against undead and cursed than [[Bless]], but does not stack with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Circle x 3 strikes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
* {{tt|SPRINKLE}} holy oil on weapon/person&lt;br /&gt;
* {{tt|COMMUNE KERtigen}}&lt;br /&gt;
&lt;br /&gt;
==Hodierna&#039;s commune==&lt;br /&gt;
&lt;br /&gt;
[[Hodierna]]&#039;s power binds all of the Cleric&#039;s bleeding wounds, preventing vitality loss. Available at 12th circle, and &#039;&#039;cannot&#039;&#039; be performed on others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start:&#039;&#039;&#039; Your skin tingles and you feel a fiery pain all over you body as your wounds slowly stop bleeding.  The pain vanishes, leaving only a soothing numbness.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;End:&#039;&#039;&#039; You feel the touch of the gods on your wounds leave you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Circle x 2 minutes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
* {{tt|SPRINKLE}} holy water on self&lt;br /&gt;
* {{tt|SPRINKLE}} holy oil on self&lt;br /&gt;
* {{tt|COMMUNE hodierna}}&lt;br /&gt;
&lt;br /&gt;
==Eluned&#039;s commune II==&lt;br /&gt;
&lt;br /&gt;
[[Eluned]]&#039;s power bestows buoyancy upon the Cleric, aiding [[Swimming skill|swimming]]. Available at 15th circle, and &#039;&#039;cannot&#039;&#039; be performed on others.  Jalbreth is the [[Gamgweth_Dictionary_(book)|Gamgweth]] word for &amp;quot;fish.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start:&#039;&#039;&#039; Your muscles tingle and contract, and you feel a lightening about your body, preparing you for something.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;End:&#039;&#039;&#039; Your limbs feel heavier as the buoyancy of Eluned&#039;s Gift fades.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Circle x 1 minute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[[Item:Jalbreth_balm|Jalbreth Balm]]&#039;&#039; Creation:&#039;&#039;&#039;&lt;br /&gt;
* {{com|CRUSH}} fish to get guts&lt;br /&gt;
* {{com|CRUSH}} guts to get pulp&lt;br /&gt;
* {{com|MIX}} pulp with [[catalyst]] and [[Item:Holy_oil|holy oil]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
* {{com|APPLY}} balm&lt;br /&gt;
* {{tt|COMMUNE eluned}}&lt;br /&gt;
&lt;br /&gt;
==Meraud&#039;s commune==&lt;br /&gt;
&lt;br /&gt;
[[Meraud]]&#039;s power consecrates the area; a number of rituals can then be performed there such as playing music, reciting, dancing, exploding beads, and last rites. The mana boost is no longer a static setting. It now adds mana dependent on Theurgy skill, so it will boost good mana rooms much better, but very low mana rooms may not end up as good as before. The mana boost now extends to all the other mana types, except &#039;Arcane&#039; mana which will take a penalty. The mana boost will be lessened depending on how far removed from the spectrum that particular type is from holy, and Sorcery skill if you have fairly low ranks of it. So, Holy boost &amp;gt; Life boost &amp;gt; Elemental boost &amp;gt; Lunar boost &amp;gt; Arcane penalty. The RT, fatigue hit, and falling to knees effects are also skill based. This commune no longer has the safe room feature, and is no longer restricted from use in random places. It can be used anywhere and is intended to be used to allow better Theurgy training while hunting (Going to altars will still be the best thing to do).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start:&#039;&#039;&#039; You close your eyes and concentrate, letting your mind still and feeling your breathing grow shallow.  The world folds into a soft, rich velvet darkness in which you are the only shining star.  For a split second you embrace existence without substance, before exploding outward with familiar holy power.  As you slowly regain a sense of being, you fight to control foreign energies flooding the area.  The energies spread out around you like a blanket, covering the earth and suffusing it.  You let the experience conclude naturally as the world returns around you, leaving you feeling wonderfully spent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End:&#039;&#039;&#039; (In the consecrated room) The holy presence in the area fades quietly away. &amp;lt;br /&amp;gt; (In another room when ending) You sense your connection to the area you consecrated earlier fade away. &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Duration is based on Theurgy skill.  Learning from this commune is on a 20 minute timer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
* Sprinkle holy water and wave lit incense at yourself, then COMMUNE MERAUD.&lt;br /&gt;
&lt;br /&gt;
==Glythtide&#039;s commune==&lt;br /&gt;
&lt;br /&gt;
[[Glythtide]]&#039;s power allows the Cleric to bind and sever souls from each other, providing marriage and divorce services. Available at 35th circle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;{{sloot|i|Saemaus&#039; kiss rose|Saemaus&#039; Kiss Rose}}&#039;&#039; Creation:&#039;&#039;&#039;&lt;br /&gt;
* {{tt|CRUSH}} {{ilink|i|rose petals}}&lt;br /&gt;
* {{tt|MIX}} pulp with [[catalyst]] and {{ilink|i|holy oil}}&lt;br /&gt;
* {{tt|SPRINKLE}} attar on rose&lt;br /&gt;
* {{tt|COMMUNE glythtide}}&lt;br /&gt;
* {{tt|PUT}} and {{tt|OFFER}} rose on altar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;{{sloot|i|Be&#039;ort tear rose|Be&#039;ort Tear Rose}}&#039;&#039; Creation:&#039;&#039;&#039;&lt;br /&gt;
* {{tt|LIGHT}} {{ilink|i|sprig of rue}}&lt;br /&gt;
* {{tt|SPRINKLE}} ash on rose&lt;br /&gt;
* {{tt|COMMUNE glythtide}}&lt;br /&gt;
* {{tt|PUT}} and {{tt|OFFER}} rose on altar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divorce:&#039;&#039;&#039;&lt;br /&gt;
* {{tt|CUT}} rose with {{ilink|i|Crystal Be&#039;ort scission blade|blade}}&lt;br /&gt;
* {{tt|BREAK}} rose&lt;br /&gt;
&lt;br /&gt;
See [[Glythtide&#039;s Garden]] for a list of flowers.&lt;br /&gt;
&lt;br /&gt;
==Truffenyi&#039;s commune==&lt;br /&gt;
[[Truffenyi]]&#039;s commune allows the creation and return of [[favor]] orbs without an altar.  Available at 60th circle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
* {{tt|COMMUNE TRUFFENYI}} while you are holding a proper favor offering or a filled favor orb.&lt;br /&gt;
* {{tt|COMMUNE TRUFFENYI}} &#039;&#039;&amp;lt;person&amp;gt;&#039;&#039; while they are holding a proper favor offering and kneeling.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Cleric abilities}}[[guild association is::cleric| ]]&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Title_talk:Efreet&amp;diff=389376</id>
		<title>Title talk:Efreet</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Title_talk:Efreet&amp;diff=389376"/>
		<updated>2014-12-21T06:44:41Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am unsure of the Spirit Health requirement but I believe the TM component is 1250.&lt;br /&gt;
&lt;br /&gt;
I do not have this title with 326 Spirit and 401 TM&amp;lt;br&amp;gt;-[[User:Glimmereyes|Glimmereyes]] 16:16, 24 July 2010 (UTC)&lt;br /&gt;
:Still don&#039;t have the title with 404 Spirit and 664 TM.  -[[User:Glimmereyes|Glimmereyes]] 04:16, 6 June 2012 (UTC)&lt;br /&gt;
:Don&#039;t have it with 406 Spirit and 699 TM.  -[[User:Glimmereyes|Glimmereyes]] 23:02, 15 September 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Title_talk:Efreet&amp;diff=389375</id>
		<title>Title talk:Efreet</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Title_talk:Efreet&amp;diff=389375"/>
		<updated>2014-12-21T06:44:18Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am unsure of the Spirit Health requirement but I believe the TM component is 1250.&lt;br /&gt;
I do not have this title with 326 Spirit and 401 TM&amp;lt;br&amp;gt;-[[User:Glimmereyes|Glimmereyes]] 16:16, 24 July 2010 (UTC)&lt;br /&gt;
:Still don&#039;t have the title with 404 Spirit and 664 TM.  -[[User:Glimmereyes|Glimmereyes]] 04:16, 6 June 2012 (UTC)&lt;br /&gt;
:Don&#039;t have it with 406 Spirit and 699 TM.  -[[User:Glimmereyes|Glimmereyes]] 23:02, 15 September 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cleric_3.0&amp;diff=387558</id>
		<title>Cleric 3.0</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cleric_3.0&amp;diff=387558"/>
		<updated>2014-12-08T06:48:36Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: /* Alignment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
This page will hold Cleric Guild changes in [[DragonRealms 3.0]].&lt;br /&gt;
&lt;br /&gt;
==Theurgy==&lt;br /&gt;
Theurgy will be the Cleric guild specific skill. It will power god-related abilities and will replace the current teaching requirement.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Incense Ritual - Wave incense at &amp;lt;altar&amp;gt;. Neutral aligned ritual that awards a small amount of devotion/theurgy. There is a dark aligned version of this that is, so far, undiscovered that requires the use of a specially prepared piece of incense. The award for the dark version is a bit higher. If you figure it out, feel free to boast.&lt;br /&gt;
&lt;br /&gt;
* Playing hymns/psalms for immortal - Any song type will grant at least a small amount of devotion/theurgy now. Wedding songs have been bumped to grant Hymn level devotion, Dirge songs have been bumped to provide Psalm level devotion, and Requiem songs award more than Psalms. All other song types award a static small amount of devotion, and being at a consecrated location is still required.&lt;br /&gt;
&lt;br /&gt;
* Last Rites - Must be performed on consecrated ground, Pray &amp;lt;dead creature&amp;gt;. Skinning or Looting the creature before doing this will prevent this from working. Does not work on cursed creatures.&lt;br /&gt;
&lt;br /&gt;
==Communes==&lt;br /&gt;
A timer has been added between communes to prevent instant locking of Theurgy. Exact timer is currently in flux.&lt;br /&gt;
&lt;br /&gt;
Tamsine&#039;s Commune now has a TM bonus vs. undead.&lt;br /&gt;
&lt;br /&gt;
Meraud&#039;s Commune now consecrates a room, a number of rituals can then be performed there such as playing music, reciting, dancing, exploding beads, and last rites (new ritual). The mana boost is no longer a static setting. It now adds mana dependent on Theurgy skill, so it will boost good mana rooms much better, but very low mana rooms may not end up as good as before. The mana boost now extends to all the other mana types, except &#039;Arcane&#039; mana which will take a penalty. The mana boost will be lessened depending on how far removed from the spectrum that particular type is from holy, and Sorcery skill if you have fairly low ranks of it. So, Holy boost &amp;gt; Life boost &amp;gt; Elemental boost &amp;gt; Lunar boost &amp;gt; Arcane penalty. The RT, fatigue hit, and falling to knees effects are also skill based. This commune no longer has the safe room feature, and is no longer restricted from use in random places. It can be used anywhere and is intended to be used to allow better Theurgy training while hunting (Going to altars will still be the best thing to do).&lt;br /&gt;
&lt;br /&gt;
Eluned - Creates water. Hold some dirt in one hand, a container in the other and {{tt|COMMUNE ELUNED}}. Skill in Theurgy will determine how much water is created. Depending on the climate of the area and skill, a room use water source will get created.&lt;br /&gt;
&lt;br /&gt;
The quests for Tamsine, Eluned I, and Meraud will need to be redone before they can be used.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
Clerics can align themselves to a specific deity.  Of five possible skills (Augmentation, Debilitation, Utility, Warding, Target Magic), each deity will bonus the two skills listed by 15%, and penalize the other three by 15%.&lt;br /&gt;
&lt;br /&gt;
There is a 6 hour cooldown between aligning to a deity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Light Deity&lt;br /&gt;
! Bonused Skills &lt;br /&gt;
! Neutral Deity&lt;br /&gt;
! Bonused Skills &lt;br /&gt;
! Dark Deity&lt;br /&gt;
! Bonused Skills&lt;br /&gt;
|-&lt;br /&gt;
| Divyaush&lt;br /&gt;
| Utility, Warding&lt;br /&gt;
| Kertigen&lt;br /&gt;
| Augmentation, Utility&lt;br /&gt;
| Zachriedek&lt;br /&gt;
| Targeted, Utility&lt;br /&gt;
|-&lt;br /&gt;
| Berengaria&lt;br /&gt;
| Utility, Warding&lt;br /&gt;
| Hodierna&lt;br /&gt;
| Augmentation, Warding&lt;br /&gt;
| Asketi&lt;br /&gt;
| Debilitation, Warding&lt;br /&gt;
|-&lt;br /&gt;
| Firulf&lt;br /&gt;
| Targeted, Warding&lt;br /&gt;
| Meraud&lt;br /&gt;
| Augmentation, Targeted&lt;br /&gt;
| Kerenhappuch&lt;br /&gt;
| Debilitation, Targeted&lt;br /&gt;
|-&lt;br /&gt;
| Phelim&lt;br /&gt;
| Debilitation, Warding&lt;br /&gt;
| Damaris&lt;br /&gt;
| Augmentation, Debilitation&lt;br /&gt;
| Dergati&lt;br /&gt;
| Debilitation, Targeted&lt;br /&gt;
|-&lt;br /&gt;
| Kuniyo&lt;br /&gt;
| Augmentation, Utility&lt;br /&gt;
| Everild&lt;br /&gt;
| Augmentation, Targeted&lt;br /&gt;
| Trothfang&lt;br /&gt;
| Augmentation, Debilitation&lt;br /&gt;
|-&lt;br /&gt;
| Alamhif&lt;br /&gt;
| Augmentation, Targeted&lt;br /&gt;
| Truffenyi&lt;br /&gt;
| Targeted, Warding&lt;br /&gt;
| Huldah&lt;br /&gt;
| Debilitation, Utility&lt;br /&gt;
|-&lt;br /&gt;
| Lemicus&lt;br /&gt;
| Augmentation, Utility&lt;br /&gt;
| Eluned&lt;br /&gt;
| Targeted, Warding&lt;br /&gt;
| Drogor&lt;br /&gt;
| Augmentation, Targeted&lt;br /&gt;
|-&lt;br /&gt;
| Saemaus&lt;br /&gt;
| Utility, Warding&lt;br /&gt;
| Glythtide&lt;br /&gt;
| Augmentation, Debilitation&lt;br /&gt;
| Be&#039;ort&lt;br /&gt;
| Debilitation, Utility&lt;br /&gt;
|-&lt;br /&gt;
| Albreda&lt;br /&gt;
| Utility, Warding&lt;br /&gt;
| Tamsine&lt;br /&gt;
| Augmentation, Warding&lt;br /&gt;
| Harawep&lt;br /&gt;
| Debilitation, Utility&lt;br /&gt;
|-&lt;br /&gt;
| Murrula&lt;br /&gt;
| Augmentation, Utility&lt;br /&gt;
| Faenella&lt;br /&gt;
| Targeted, Utility&lt;br /&gt;
| Idon&lt;br /&gt;
| Debilitation, Utility&lt;br /&gt;
|-&lt;br /&gt;
| Peri&#039;el&lt;br /&gt;
| Augmentation, Warding&lt;br /&gt;
| Hav&#039;roth&lt;br /&gt;
| Debilitation, Warding&lt;br /&gt;
| Ushnish&lt;br /&gt;
| Debilitation, Targeted&lt;br /&gt;
|-&lt;br /&gt;
| Rutilor&lt;br /&gt;
| Targeted, Warding&lt;br /&gt;
| Chadatru&lt;br /&gt;
| Augmentation, Warding&lt;br /&gt;
| Botolf&lt;br /&gt;
| Targeted, Utility&lt;br /&gt;
|-&lt;br /&gt;
| Eylhaar&lt;br /&gt;
| Debilitation, Warding&lt;br /&gt;
| Urrem&#039;tier&lt;br /&gt;
| Augmentation, Debilitation&lt;br /&gt;
| Aldauth&lt;br /&gt;
| Debilitation, Targeted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonused Skills&lt;br /&gt;
! Light Deities&lt;br /&gt;
! Neutral Deities&lt;br /&gt;
! Dark Deities&lt;br /&gt;
|-&lt;br /&gt;
| Augmentation, Debilitation&lt;br /&gt;
| None&lt;br /&gt;
| Damaris, Glythtide, Urrem&#039;tier&lt;br /&gt;
| Trothfang&lt;br /&gt;
|-&lt;br /&gt;
| Augmentation, Targeted&lt;br /&gt;
| Alamhif&lt;br /&gt;
| Everild, Meraud&lt;br /&gt;
| Drogor&lt;br /&gt;
|-&lt;br /&gt;
| Augmentation, Utility&lt;br /&gt;
| Kuniyo, Lemicus, Murrula&lt;br /&gt;
| Kertigen&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Augmentation, Warding&lt;br /&gt;
| Peri&#039;el&lt;br /&gt;
| Chadatru, Hodierna, Tamsine&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Debilitation, Targeted&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Aldauth, Dergati, Kerenhappuch, Ushnish&lt;br /&gt;
|-&lt;br /&gt;
| Debilitation, Utility&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Be&#039;ort, Harawep, Huldah, Idon&lt;br /&gt;
|-&lt;br /&gt;
| Debilitation, Warding&lt;br /&gt;
| Eylhaar, Phelim&lt;br /&gt;
| Hav&#039;roth&lt;br /&gt;
| Asketi&lt;br /&gt;
|-&lt;br /&gt;
| Targeted, Utility&lt;br /&gt;
| None&lt;br /&gt;
| Faenella&lt;br /&gt;
| Botolf, Zachriedek&lt;br /&gt;
|-&lt;br /&gt;
| Targeted, Warding&lt;br /&gt;
| Firulf, Rutilor&lt;br /&gt;
| Eluned, Truffenyi&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Utility, Warding&lt;br /&gt;
| Albreda, Berengaria, Divyaush, Saemaus&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Infuse==&lt;br /&gt;
Infuse will allow spells to have enhanced resistance to dispellation, in addition to other effects based on spell.&lt;br /&gt;
&lt;br /&gt;
Clerics who possess the Rejuvenation spell may now use Infuse to allow it&#039;s self-use when dead.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
See [[Cleric Spells 3.0]].&lt;br /&gt;
&lt;br /&gt;
Osrel Meraud will handle far more spells than previously.&lt;br /&gt;
&lt;br /&gt;
==Circle Requirements==&lt;br /&gt;
Augmentation is a soft req.&lt;br /&gt;
Theurgy is a hard req.&lt;br /&gt;
Sorcery and Thievery are restricted skills.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill&lt;br /&gt;
! 1-10 !! 11-30 !! 31-70 !! 71-100 !! 101-150 !! 151-200&lt;br /&gt;
|-&lt;br /&gt;
! 1st armor&lt;br /&gt;
| 2 || 2 || 3 || 3 || 4 || 10&lt;br /&gt;
|-&lt;br /&gt;
! Shield Use&lt;br /&gt;
| 1 || 2 || 2 || 3 || 4 || 10&lt;br /&gt;
|-&lt;br /&gt;
! 1st Weapon&lt;br /&gt;
| 3 || 3 || 4 || 4 || 5 || 13&lt;br /&gt;
|-&lt;br /&gt;
! 2nd Weapon&lt;br /&gt;
| 0 || 0 || 2 || 2 || 3 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Parry&lt;br /&gt;
| 2 || 3 || 3 || 3 || 4 || 10&lt;br /&gt;
|-&lt;br /&gt;
! 1st Magic&lt;br /&gt;
| 4 || 4 || 5 || 5 || 6 || 15&lt;br /&gt;
|-&lt;br /&gt;
! 2nd Magic&lt;br /&gt;
| 4 || 4 || 4 || 5 || 6 || 15&lt;br /&gt;
|-&lt;br /&gt;
! 3rd Magic&lt;br /&gt;
| 3 || 3 || 4 || 4 || 5 || 13&lt;br /&gt;
|-&lt;br /&gt;
! 4th Magic&lt;br /&gt;
| 0 || 3 || 3 || 4 || 5 || 13&lt;br /&gt;
|-&lt;br /&gt;
! 5th Magic&lt;br /&gt;
| 0 || 0 || 3 || 4 || 5 || 13&lt;br /&gt;
|-&lt;br /&gt;
! Augmentation&lt;br /&gt;
| 2 || 2 || 3 || 3 || 4 || 10&lt;br /&gt;
|-&lt;br /&gt;
! Theurgy&lt;br /&gt;
| 3 || 4 || 4 || 5 || 6 || 15&lt;br /&gt;
|-&lt;br /&gt;
! 1st Survival&lt;br /&gt;
| 1 || 2 || 2 || 3 || 3 || 8&lt;br /&gt;
|-&lt;br /&gt;
! 2nd Survival&lt;br /&gt;
| 1 || 1 || 2 || 2 || 3 || 8&lt;br /&gt;
|-&lt;br /&gt;
! 3rd Survival&lt;br /&gt;
| 1 || 1 || 1 || 2 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 4th Survival&lt;br /&gt;
| 1 || 1 || 1 || 2 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
! 1st Lore&lt;br /&gt;
| 2 || 3 || 3 || 4 || 5 || 13&lt;br /&gt;
|-&lt;br /&gt;
! 2nd Lore&lt;br /&gt;
| 2 || 2 || 3 || 3 || 4 || 10&lt;br /&gt;
|-&lt;br /&gt;
! 3rd Lore&lt;br /&gt;
| 1 || 2 || 2 || 3 || 3 || 8&lt;br /&gt;
|-&lt;br /&gt;
! 4th Lore&lt;br /&gt;
| 0 || 0 || 2 || 3 || 3 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=387439</id>
		<title>Cleric new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=387439"/>
		<updated>2014-12-07T04:15:43Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: /* Spell Paths and Choices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Cleric specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Be sure to read the [[General_Newbie_Help_Guide|General Newbie Help Guide]], as it will provide most of the basic knowledge you will need to play Dragonrealms. This guide will expand on many things found there.&lt;br /&gt;
&lt;br /&gt;
=So You Want to Be a Cleric?=&lt;br /&gt;
You&#039;ve probably read the official Dragonrealms Cleric intro:&lt;br /&gt;
&lt;br /&gt;
The Clerics of Elanthia are a vastly diverse group, as different in their beliefs as there are combinations of the dozens of Immortals that manifest in everyday life. Clerics span the spectrum from the benevolent worshipers of the Light gods to the malevolent minions of the Dark gods, as well as the Keepers of Balance in between. We are the Priests of War and the Patrons of Peace. We are the menders of the soul and the force that shears it like fresh meat. We are the most feared opponent of the Undead and the summoners of ancient spirits. All are accepted, for in the Cleric guild, there is but one solid doctrine -- You may worship any gods that you wish, as long as your devotion is genuine.&lt;br /&gt;
&lt;br /&gt;
But might be wondering; what exactly does that mean for you, the player?&lt;br /&gt;
&lt;br /&gt;
Mechanically, Clerics are Magic primary, Lore and Weapons secondary, Armor and Survival tertiary. This means they are first-class spellcasters who can still use weapons with authority. Without careful training their offenses can outpace their defenses, so attention must be paid to ensure this doesn&#039;t happen. Their suite of spells has unparalleled breadth - in addition to being masters of Augmentation and being able to self-boost 5 (out of 8) [[Stats|Attributes]], they are also the masters of Debilitation and have the largest number of ways to hinder an opponent. They are the only guild that can inhibit the spellcasting ability of others - eventually a skilled Cleric can steal spells as they are being prepared and then use the stolen spell themselves. Clerics are the only guild that can inflict Spirit damage, and are one of two guilds that can effectively and easily hunt undead. Furthermore, they can Resurrect others and eventually themselves. By Aligning themselves with the specific aspect of a god, Clerics can even further enhance their magical abilities.&lt;br /&gt;
&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
====Race====&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Clerics blend magical and physical attacks well, so a number of different races have attribute setups that work. You generally can&#039;t go wrong with Reflex and Stamina as those are important survival attributes. The main Cleric offensive spells use the attributes Wisdom, Charisma, and Intelligence, and Discipline - so races that excel in those attributes make popular choices. Strength and Agility are important for melee offenses, so a Cleric wishing to excel in that sphere could go with a race that suits those attributes. As you can see, there&#039;s a place for every stat, so there&#039;s no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
====[[Stats|Attributes]]====&lt;br /&gt;
Attributes, also known as &#039;Stats&#039; contribute to almost every aspect of the the game. Each attribute is associated with various [[Skills]], and plays a role in many [[Contested_Abilities|Contested Abilities]]. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I &#039;&#039;&#039;*VERY*&#039;&#039;&#039; highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see &#039;&#039;&#039;&#039;&#039;Encumbrance : None&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
A good slightly longer-term training plan is just to train all attributes to 30. That will give you a goal to aim for while you work on understanding the game - from that point forward you should be equipped to make your own educated decisions on stat placement. Some general tips:&lt;br /&gt;
&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] will increase your spell damage and are very important in speeding your learning rate&lt;br /&gt;
*[[Discipline]] will improve your accuracy with [[Targeted  Magic]] spells. &lt;br /&gt;
*[[Charisma]] is the primary stat for [[Spirit Health]], which is especially important for Clerics.&lt;br /&gt;
*Check the [[Cleric_Newbie_Help_Guide#Debilitation|Debilitation]] section for stat information on our contested spells. &lt;br /&gt;
*[[Reflex]] and [[Stamina]] are the primary defensive stats for evading/enduring attacks.&lt;br /&gt;
*[[Strength]] and [[Agility]] govern melee offense and weapon roundtimes.&lt;br /&gt;
&lt;br /&gt;
====Starting Equipment====&lt;br /&gt;
If you are following the General Newbie Guide, you will know how to exchange your gear at the Veteran or Robyn. I would recommend chain armor and either a scimitar or broadsword, though again the choice is yours. I started with a cloth robe and a quarterstaff. For more detailed information, check out the [[Cleric_Newbie_Help_Guide#Weapon_and_Armor_Skillsets|Weapons and Armor]] section further in this guide.&lt;br /&gt;
&lt;br /&gt;
After following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Walkthrough]] and obtaining basic armor and a weapon, you should head to the local Cleric shop - [[Brother_Durantine%27s_Shop|Brother Durantine&#039;s]] (Crossing) or [[Riverhaven_Cleric_Shop|Riverhaven Cleric Shop]] (Riverhaven). These will be regular stops for you as a cleric, since here you will buy the tools needed for Clerical rites. here. For now, purchase Incense and Wine as they will come in handy for your first few rituals. At some point in the next few levels you will want to buy a Chalice as well, to use with Eluned&#039;s commune.&lt;br /&gt;
&lt;br /&gt;
By now you should be able DIR GENERAL and head to the General Store, where you can buy flint with which to light your incense.&lt;br /&gt;
&lt;br /&gt;
====Starting Spell Choice====&lt;br /&gt;
Hopefully you read the guide in it&#039;s entirety before choosing, but for those who want to jump the gun, here is my recommendation, it will be explained later:&lt;br /&gt;
#&#039;&#039;&#039;Centering&#039;&#039;&#039;&lt;br /&gt;
#Minor Physical Protection&lt;br /&gt;
#Bless&lt;br /&gt;
#Fists of Faenella&lt;br /&gt;
#&lt;br /&gt;
#Soul Sickness&lt;br /&gt;
&lt;br /&gt;
This will allow you to train every Magic skill by 6th Circle. For more long-term spell choice advice, check out the [[Cleric_Newbie_Help_Guide#Spell_Paths_and_Choices|Spell Choice]] section below.&lt;br /&gt;
&lt;br /&gt;
==General Notes on Roleplay and Choices==&lt;br /&gt;
As you read through this guide, you&#039;ll notice I will often repeat things about character concept, roleplay, and doing what you want. I realize in today&#039;s gaming environment, many people are looking to just follow walkthroughs, min-max, and metagame. While I appreciate the sentiment, and will share best practices where appropriate, the game is balanced in a way that there is no clear &#039;best&#039; anything. With finite resources (time, attribute training points) most choices end up being a calculated trade-off. Let&#039;s look at a couple case studies to illustrate my points (and keep in mind I&#039;m making extremely broad generalizations to illustrate concepts):&lt;br /&gt;
&lt;br /&gt;
*Case 1: A Gor&#039;tog Cleric who maybe should have been a Paladin, but wanted better spells. She wields a massive 2-handed blunt, wears Plate armor, and spends most of her time in combat. She focuses on physical attributes to better smash undead with her oversized hammer.&lt;br /&gt;
[[Gor%27tog|Gor&#039;togs]] are the strongest race in the game with great stamina as well, and less than stellar Intelligence and Wisdom. This Cleric will find it harder to excel with our debilitation spells, but might not even need them since every swing of her massive hammer that connects will likely knock things off balance. For physical defense, she will rely heavily on shield and heavy plate armor as her primary lines of defense and might be weaker vs.DFA attacks. Versus spells and abilities, she will have great resistance to vs.Fortitude type attacks. On the other side of that coin, she will be vulnerable to vs.Willpower type mental attacks. Targeted and Debilitation skills are their 2nd and 3rd magics.&lt;br /&gt;
&lt;br /&gt;
*Case 2: A frail Elothean Cleric who wears robes and wields a quarterstaff, not because he wants to, but because the guild requires it. He only hunts as often as he has to to get the minimum combat requirements, but instead hangs out in town, resurrecting dead adventurers and working his non-combat magical skills. He focuses almost completely on mental attributes to learn faster.&lt;br /&gt;
[[Elotheans]] have above-average mental attributes and reflexes with less than average strength and poor stamina. This Cleric would normally excel at Debilitation due to attribute placement, but since he spends almost no time in combat, has very poor debilitation skill. He has excellent mental defenses but is susceptible to vs.Fortitude spells and Power attacks. His combat skills are at the minimum required by the guild, many of them being taught to him by other adventurers as he socializes. Debilitation and Targeted skills are not even used in his circling requirements at all. This Cleric would probably ignore my starting spell choices entirely because they didn&#039;t want to follow the Soul Sickness branch of the tree.&lt;br /&gt;
&lt;br /&gt;
These are obviously very polarized and extreme examples that illustrate some of the gear/attribute/training choices you can make, and I suspect most Clerics will fall somewhere inbetween the two. The beauty of the skill system in Dragonrealms is that you can bring almost any character concept to life.&lt;br /&gt;
&lt;br /&gt;
Additionally, you should familiarize yourself with the pantheon you plan on following. You would be a poor Cleric to not know the Immortals you purport to worship!&lt;br /&gt;
&lt;br /&gt;
=Training Your Cleric=&lt;br /&gt;
Using the [[Cleric#Circle_Requirements|Cleric Circle Requirements]] as a Guide, I will roughly explain how the requirements work. First thing to know is that the Dragonrealms skill system is set up to give the player as much control as possible over how you conceptualize and play your character. Where you see &#039;1st Magic&#039;, the game will automatically use your highest Magic Skill. Where you see &#039;3rd Magic&#039;, the game will automatically use your third highest magic skill...and so on. These &#039;Nth&#039; skills are dictated by player&#039;s choice, and allow you to excel in areas that best fit your roleplay.&lt;br /&gt;
&lt;br /&gt;
There are almost no restrictions on what skills you *can* train (learning another guild-only skill is impossible), the only &#039;restriction&#039; if you will, are skills that the guild will not recognize when it comes time to advance. For Clerics those are Sorcery and Thievery. You may train them if you want, but do so for their own merit. Even if they are your highest skills, the guild will ignore them for circling purposes. &lt;br /&gt;
&lt;br /&gt;
==[[Magic_skillset|Magic Skillset]]==&lt;br /&gt;
As the primary skill of the Cleric guild, we will start with some general concepts then delve deeper into each magic skill with tactics and training tips. Helpful reading materials are the article on [[Magic]], and the more conceptual over-arching [[Magical_theory|Magical Theory]] page. A detailed step-by-step guide on how to cast your first spells can be found in the [[General_Newbie_Help_Guide#Magic|General Newbie Help Guide, Magic Subsection]].&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, Clerics begin needing to train 3 of the [[Magic|Magic Skills]] until 10th circle. Eventually you will need to train 5 out of the 10 magic skills. Holy Magic, [[Sorcery]], and [[Theurgy]] won&#039;t count for &#039;Nth Magic&#039; circling requirements so you really only have 7 to choose from. Since we also have a separate [[Augmentation]] requirement you will still have to train it even if it is not one of your top skills. As a result, it is highly recommended that you select [[Augmentation]] as one of your top magic skills. If you don&#039;t select an [[Augmentation]] spell at first circle you will be forced to seek out and sit in an [[Augmentation]] class in order to progress. As I don&#039;t care for being at the mercy of others, so I recommend selecting [[Centering]] as your first spell. Most Clerics (myself included) end up training all of them; the real question is which ones you want to excel at. [[Debilitation]] and [[Targeted_Magic|Targeted]] can both only be trained in combat, and tend to skew higher in &#039;Nth&#039; requirements for more combat-oriented Clerics. A more scholarly type of Cleric could let them fall far behind, and progress in the guild without them completely, which is perfectly viable as well. It all comes down to how you want to roleplay your character.&lt;br /&gt;
&lt;br /&gt;
===[[Primary_Magic|Holy Magic]]===&lt;br /&gt;
The only way to train this skill specifically is by listening to another Holy Magic user teach it. You may also see this referred to as &#039;Ur Magic&#039; or &#039;Primary Magic&#039;, and it trains organically as you cast spells from each of the following skills: [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]], and [[Warding]].&lt;br /&gt;
&lt;br /&gt;
====[[Augmentation_skill|Augmentation]]====&lt;br /&gt;
Beginning with the simple [[Centering]] spell, eventually Clerics will be able to cast the penultimate (in my humble opinion) Augmentation spell: [[Benediction]], which boosts 3 Attributes simultaneously.&lt;br /&gt;
&lt;br /&gt;
====[[Debilitation_skill|Debilitation]]====&lt;br /&gt;
Clerics have the largest selection of [[Debilitation]] spells out of all the guilds. While your skill in [[debilitation]] is still the largest factor in determining success, it is still important to understand which [[Attributes]] are being used if you want to excel at debilitating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Attack Type || Primary Attribute || Secondary Attribute || Tertiary Attribute || Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Spirit || [[Wisdom]] || [[Charisma]] || [[Intelligence]] || The attacker is clashing their soul against their opponent&#039;s.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mind || [[Intelligence]] || [[Discipline]] || [[Wisdom]] || The attacker is bringing the force of their own mind to bear on their opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Magic || [[Wisdom]] || [[Intelligence]] || [[Discipline]] || The attacker is creating an effect that acts of its own accord on the opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Clerics have:&lt;br /&gt;
*5 Spirit attack spells: [[Soul Sickness]], [[Soul Bonding]], [[Sanyu Lyba]], [[Malediction]], [[Curse of Zachriedek]] (6 if you consider [[Hydra Hex]])&lt;br /&gt;
*2 Magic attack spells: [[Phelim&#039;s Sanction]], [[Halo]]&lt;br /&gt;
*2 Mind attack spells: [[Huldah&#039;s Pall]], [[Meraud&#039;s Cry]]&lt;br /&gt;
&lt;br /&gt;
====[[Targeted Magic]]====&lt;br /&gt;
Being an attack skill in our Primary skillset, TM has the potential to be a Cleric&#039;s best offense. it is trained by hitting a critter that falls in the skill range of your TM skill. The [[attributes]] that assist [[Targeted Magic]] are:&lt;br /&gt;
*[[Discipline]] increases TM accuracy&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] increase TM damage&lt;br /&gt;
&lt;br /&gt;
There are three main types of Targeted Magic Spell:&lt;br /&gt;
*&#039;&#039;&#039;Regular&#039;&#039;&#039; - TM spells can have a number of effects and damage types, and a regular/standard TM spell is most notable for not falling under one of the following classifications&lt;br /&gt;
*&#039;&#039;&#039;Multi-Strike&#039;&#039;&#039; - these TM spells will produce multiple &#039;hits&#039; for a single cast. The trade-off is that they are generally less accurate than regular single-strike TM spells&lt;br /&gt;
*&#039;&#039;&#039;Area of Effect&#039;&#039;&#039; - AoE TM spells will hit everything in the room. Generally cost far more mana than single-target spells.&lt;br /&gt;
&lt;br /&gt;
Another term that is important to cover here is [[DFA|Death From Above]] (DFA), which means the spell will bypass Shield defense.&lt;br /&gt;
&lt;br /&gt;
Spells can be a combination of most of the above, and how many categories they fall under is reflected in the number of spell slots they cost, and how much mana they take to cast. For example: [[Fists_of_Faenella|Fists of Faenella]] is a multi-shot targeted spell, which costs 1 spell slot and has a minimum prep of 5 mana. [[Harm_Horde|Harm Horde]] is an area-of-effect multi-shot DFA targeted spell, which costs 5 slots and has a minimum prep of 20 mana.&lt;br /&gt;
&lt;br /&gt;
Cleric&#039;s undisputed specialty is combating evil and undead beings. Only us and [[Paladins]] can hunt them effectively, and many of our spells and abilities are even better against undead. Let&#039;s look again at the [[Fists_of_Faenella|FOF]] spell. It&#039;s a multi-strike TM spell that deals impact damage. Against undead, the spell has increased damage, and also adds fire to the impact.&lt;br /&gt;
&lt;br /&gt;
[[Harm Evil]] is an example of one of our spells that &#039;&#039;&#039;*ONLY*&#039;&#039;&#039; works against undead/evil opponents (it is worth noting that it will also work against PC Necromancers who are Profane). However, it works spectacularly as it is DFA *and* ignores armor completely (which is a feature no other damaging spell has), for a comparatively very low mana cost. &lt;br /&gt;
&lt;br /&gt;
In addition to spells that have extra/special effects vs. undead, Clerics can also use [[Commune#Tamsine.27s_Commune|Tamsine&#039;s Commune]] to boost TM skill vs. Undead even further.&lt;br /&gt;
&lt;br /&gt;
====[[Utility]]====&lt;br /&gt;
[[Utility]] is a general catch-all for spells that don&#039;t fit a better classification. Utility spells do &#039;stuff&#039; but not really TO you or another target. [[Bless]] and [[Divine Radiance]] are two examples of this, and what you will primarily use to train the skill. Eventually you will be able to cast [[Osrel Meraud]] which will create a magic orb that will follow you around and keep up buffs indefinitely (as long as you keep putting mana into it).&lt;br /&gt;
&lt;br /&gt;
====[[Warding]]====&lt;br /&gt;
The Warding skill governs spells that protect you, not by increasing your defensive skill, but by creating a magical barrier between the damage and you. The very basic of these is [[Minor Physical Protection]] (MPP) which provides a percentage damage reduction from any incoming attack.&lt;br /&gt;
&lt;br /&gt;
Remember when I told you that Clerics were the undisputed masters of battling undead and evil beings? That didn&#039;t just apply to offenses. [[Protection_from_Evil|Protection from Evil]] (PFE) is a Warding spell that provides additional protection against damage from undead and evil sources. When paired with MPP, the effects are magnified and you will see special messaging to reflect this. Both of these are very early spells, so this is a tactic that can be used early in your life as a Cleric.&lt;br /&gt;
&lt;br /&gt;
===[[Arcana_skill|Arcana]]===&lt;br /&gt;
Arcana covers the use of magical items such as cambrinth, and is generally trained through the use of [[Cambrinth]]. As long as you are using (CHARGE/INVOKE) the cambrinth, every time it contributes mana to a spell you CAST, you will learn Arcana. As your skill grows, so will the size of cambrinth you can use, and how much mana you can put in it successfully.&lt;br /&gt;
&lt;br /&gt;
Another method is using a [[runestone]], and if it contains a non-holy spell you will also learn [[sorcery]] when you focus on it. However, this will only teaching to around 50-80 ranks.&lt;br /&gt;
&lt;br /&gt;
Of special note to Clerics is our spell [[Osrel Meraud]], where Arcana determines how many spells you can fit in it. [[Osrel Meraud]] also becomes a great way to train the skill later on.&lt;br /&gt;
&lt;br /&gt;
===[[Attunement_skill|Attunement]]===&lt;br /&gt;
Attunement is perhaps the most simple of all the magic skills. As noted in the General Guide, it is trained by checking POWer in rooms.&lt;br /&gt;
&lt;br /&gt;
Clerics can PERCeive &amp;lt;item&amp;gt;, and tell if an item is blessed (and for how many strikes) or cursed. We also have the unique ability to PERCeive &amp;lt;player&amp;gt; to tell how many favors they have. Using it in this way does not train the skill, and PERCeiving living players for no reason is considered somewhat rude, and in some cases a hostile action. When used on the corpse of a player, it also shows the state of their memory loss. &lt;br /&gt;
&lt;br /&gt;
===[[Sorcery]]===&lt;br /&gt;
This is a much more complicated type of magic and slightly out of scope for a newbie guide, but for the sake of completion it&#039;s going here anyway. Can&#039;t hurt to plan ahead!&lt;br /&gt;
&lt;br /&gt;
Currently this skill is trained through the use of other magic realm&#039;s (Elemental, Life, Lunar) [[Runestone|Runestones]] and [[Spell_scrolls|Spell scrolls.]] To use the spell scrolls of other guilds you will need the [[Magical_Feats#Scrolls|Magic Theorist Feat]]. Be warned however, that training Sorcery is a dangerous endeavor that can put you at odds with local law enforcement, and even the gods. Tread carefully. A quick look at the [[Sorcery#Sorcerous_Backlash|Backlash Table]] will show that we have the least chance of backlash with Lunar spells, and a medium chance with Elemental, while the highest risk spells are Life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039; Eventually, as a Magic-Primary guild, Clerics will have our own personal brand of Sorcery, [[Antinomic_Sorcery|Antinomic Sorcery]], though there is currently no ETA on implementation.&lt;br /&gt;
&lt;br /&gt;
===[[Theurgy]]===&lt;br /&gt;
Theurgy isn&#039;t technically a &#039;magic&#039; skill, but game design dictated that all guild-specific skills go in that guild&#039;s primary skillset. The discussion on training and using Theurgy can be found below.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
[[Align|ALIGN]] is a generic command with a separate use for each guild. For Clerics, it represents our mastery over metamagic and dedication to the gods by allowing us to boost our magic skills even further. By ALIGNing to a specific aspect, you will be able to boost two of your magic skills by 15%, while penalizing the other 3 by the same amount. &lt;br /&gt;
&lt;br /&gt;
When you join the guild, you will be automatically ALIGNed to Faenella:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;align&lt;br /&gt;
You are currently aligned to Faenella, the ebb and flow of your spirit in accord with her divinity.&lt;br /&gt;
  Your skill in Augmentation has fogged over.&lt;br /&gt;
  Your skill in Warding has fogged over.&lt;br /&gt;
  Your skill in Debilitation has fogged over.&lt;br /&gt;
  Your skill in Targeted Magic is at a zenith of enlightenment.&lt;br /&gt;
  Your skill in Utility is at a zenith of enlightenment.&lt;br /&gt;
&lt;br /&gt;
[See ALIGN HELP for more information.]&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To change this is a small ritual. This is an excellent way to get an edge on contested spells (TM/Debilitation) or being able to reach spell difficulty thresholds sooner; for example casting Osrel Meraud (Esoteric difficulty) with slightly less than 200 Utility skill. Details and a table showing which Aspect boosts which skills can be found here: [[Cleric_3.0#Alignment|Alignment Table]] &lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE: You *MUST* be aligned to an aspect, and changing has a 6 hour timer.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Magical_feats|Magical Feats]] and [[Ritual_spells|Ritual Spells]]===&lt;br /&gt;
We cannot consider the lesson on magic concluded without mentioning these two subjects.&lt;br /&gt;
&lt;br /&gt;
[[Magical_feats|Magical Feats]] are passive abilities that enhance a Spellcaster&#039;s magic abilities. Each one costs 1 spell slot, and Clerics receive [[Magical_feats#Spell_Preparation|Augmentation Mastery]] and [[Magical_Feat#Attunement|Efficient Channeling]] for free at 2nd circle. You can learn all or none of them at your discretion, though I would advise to plan carefully, as you will have to balance obtaining new spells and feats with your limited spell slots.&lt;br /&gt;
*[[Magical_Feat#Attunement|Deep Attunement]] - a must for all casters, and one feat I can recommend everyone learn as soon as possible.&lt;br /&gt;
*[[Magical_Feat#Attunement|Raw Channeling]] - a must for Clerics after about 30th circle to make cyclical spells easier to use.&lt;br /&gt;
*[[Magical_Feat#Scrolls|Magic Theorist]] and [[Magical_Feat#Spell_Casting|Sorcerous Patterns]] - if you decide you want to train [[Sorcery]], the former is a must and the latter is highly recommended&lt;br /&gt;
*[[Magical_Feat#Spell_Preparation|Faster Targeting]] and [[Magical_Feat#Spell_Preparation|Faster Battle Preparations]] - any Cleric that spends much time in combat will find these very beneficial&lt;br /&gt;
&lt;br /&gt;
[[Ritual_spells|Ritual Spells]] (lore-wise) are incredibly complex spells that require more time and far more mana than traditional spells in addition to requiring foci. Mechanically they&#039;re spells with huge minimum preps that have; a long prep time, require a focus item, and an extra step. When the focus is used it reduces the mana required (seemingly on a percentage basis) which means they&#039;re not much more taxing than a regular spell, have a longer prep time, and can last 2-3 times as long as a normal spell. Important things to know about Ritual Spells:&lt;br /&gt;
*Harnessing extra mana into them is ineffective, because of how the foci reduces PREP &amp;lt;amount&amp;gt;&lt;br /&gt;
#PREPare your ritual spell (usually with what seems like an absurdly high number)&lt;br /&gt;
#INVOKE your focus item&lt;br /&gt;
#CAST after fully preparing&lt;br /&gt;
&lt;br /&gt;
The [[Item:Pale_blue-lacquered_inkwell|Sirese Ink]] purchased from the Artificer serves as the focus for the Cleric Spell [[Persistence_of_Mana|Persistence of Mana]]. There are other rituals spells and foci that you can research on your own.&lt;br /&gt;
&lt;br /&gt;
==[[Lore|Lore Skillset]]==&lt;br /&gt;
Let&#039;s break down what each of these skills does, then have a quick discussion of how they relate to Cleric life.&lt;br /&gt;
&lt;br /&gt;
*[[Appraisal_skill|Appraisal]] allows you to appraise the statistics of all manner of equipment, as well as critters and how you will fare against them in a fight.&lt;br /&gt;
*[[Crafting]] skills will allow you to eventually make your own equipment and other items.&lt;br /&gt;
**[[Alchemy_skill|Alchemy]] governs the creation of various healing salves and unguents, and will eventually allow the creation of poisons.&lt;br /&gt;
**[[Engineering]] allows the carving of bone armor and stone weapons, and will eventually allow the creation of bows, crossbows and gadgets.&lt;br /&gt;
**[[Forging_skill|Forging]] covers working a Forge: metal armor, weapons, and tools&lt;br /&gt;
**[[Enchanting_skill|Enchanting]] will eventually let you enchant weapons, armor, and items. &#039;&#039;&#039;*NOTE:this skill is not yet active*&#039;&#039;&#039;&lt;br /&gt;
**[[Outfitting_skill|Outfitting]] governs the creation of leather and cloth armor, as well as containers and many other roleplay garments.&lt;br /&gt;
*[[Performance_skill|Performance]] represents how well you can sing or play an instrument.&lt;br /&gt;
*[[Scholarship]] will allow you to make the most out of TEACHing and LISTENing to classes&lt;br /&gt;
*[[Tactics_skill|Tactics]] is the only combat-oriented skill in the Lore skillset. It allows you to inflict a variety of non-magical debilitations on your opponents&lt;br /&gt;
*[[Mechanical_Lore_skill|Mechanical Lore]] is mentioned last because it is a special case. This is currently a dead-end skill that will at some point in the future be wrapped up into the crafting skills outlined above. You as a player get to choose which.&lt;br /&gt;
&lt;br /&gt;
As a starting Cleric you must train 3 Lore skills. Eventually you will need to train at least 4. Again, which of these you decide on is mostly a character concept/roleplay choice, but I&#039;ll give a few notes and suggestions anyhow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039; - good for just about anyone, as it will let you know whether one sword is better than another, or how whether or not that critter you&#039;re thinking of fighting will mop the floor with you. It is also incredibly easy to train, so I highly recommend using this for at least one of your Lore skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; - Largely a roleplay choice, you can&#039;t go wrong with any of these. As a note, if you&#039;re planning to make your own gear (weapons/armor), it will take quite a bit of skill and time to accomplish this. For more short-term results, consider Alchemy or Outfitting. The skill checks to create non-combat related things are far more lenient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039; - There are a few rituals that require playing an instrument. Also, skillfully performed Hymns will increase spirit regeneration, both of which work well for a Cleric&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scholarship&#039;&#039;&#039; - very easy to train, it&#039;s done almost passively if you just be sure to teach or listen to a class anytime you&#039;re standing around with other people. If you&#039;re a very social player who enjoys talking with people, this is a great choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; - as the only combat skill in the Lore skillset, I can&#039;t recommend this skill strongly enough especially for any Clerics focused on combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Lore&#039;&#039;&#039; - Very useful for Clerics as this allows you to carve [[Prayer_Beads|Prayer Beads]] that are used for Rituals and obtaining specific aspect favors.&lt;br /&gt;
&lt;br /&gt;
==[[Survival_Skillset|Survival Skillset]]==&lt;br /&gt;
There&#039;s honestly not much about Survival skills to discuss for Clerics. We have incredibly low and easy requirements, and none of them will make a significant impact on your character. A few minor notes:&lt;br /&gt;
&lt;br /&gt;
*[[Evasion_skill|Evasion]] - will probably end up being one of yours as you work on required armor, parry, and weapons skills&lt;br /&gt;
*[[Outdoorsmanship_skill|Outdoorsmanship]] - has some tie-ins with Cleric rituals; being able to forage dirt for Eluned&#039;s Commune, and wood limbs for Bead Carving&lt;br /&gt;
*[[Athletics_skill|Athletics]] - I would strongly recommend training this skill for general usefulness/travel, and also some Cleric guild quests will send you to places that have some difficult climbs and swims.&lt;br /&gt;
&lt;br /&gt;
NOTE: While you can train Thievery if you wish, it will not count towards your circling requirements.&lt;br /&gt;
&lt;br /&gt;
==[[Weapons|Weapon]] and [[Armor]] Skillsets==&lt;br /&gt;
While these are separate skillsets, they both pretty much go together so I&#039;ll discuss both of them at once.&lt;br /&gt;
Bare Minimums:&lt;br /&gt;
*One Armor skill&lt;br /&gt;
*Shield skill&lt;br /&gt;
*Two Weapon skills&lt;br /&gt;
*Parry skill&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Worn [[Armor]] is broken up into 4 skills, each with 3 categories, listed here in order from least to most hindrance.&lt;br /&gt;
*[[Light_Armor|Light Armor]]: Cloth, Leather, Bone&lt;br /&gt;
*[[Chain_armor|Chain Armor]]: Ring, Chain, Mail&lt;br /&gt;
*[[Brigandine]]: Scale, Brigandine, Lamellar&lt;br /&gt;
*[[Plate_armor|Plate Armor]]: Light Plate, Plate, Heavy Plate &lt;br /&gt;
&lt;br /&gt;
If this weren&#039;t complicated enough&lt;br /&gt;
Armor is one of those calculated trade-offs I mentioned. Any armor selection will require you weighing the Protection/Absorption of the armor against its [[Hindrance]]. The easiest way to explain hindrance is that it is a % reduction to your [[Evasion]] skill. Cloth armor is the lightest and least hindering of the armors, while Heavy Plate is the heaviest, most protecting, and most hindering of all the armors. To completely over-simplify things for the sake of a newbie guide, the difference is evading attacks completely, or having your armor reduce the severity of incoming blows to where they don&#039;t even effect you. Chain armor is a happy medium, and why I recommended it from the Veteran earlier.&lt;br /&gt;
&lt;br /&gt;
The [[Shield_skill|Shield Skill]] falls under the Armor skillset, and in addition to being a requirement will end up being one of your primary defenses, since with an arm-worn shield it can be &#039;always on&#039;.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
Weapons do three primary types of damge: Puncture, Slice, and Impact.&lt;br /&gt;
&lt;br /&gt;
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn&#039;t matter, but let&#039;s go over a couple restrictions that may help you make your decision:&lt;br /&gt;
*2-Handed weapons will receive a small penalty when used with an arm-worn shield&lt;br /&gt;
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]&lt;br /&gt;
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty&lt;br /&gt;
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.&lt;br /&gt;
&lt;br /&gt;
===Specific Training Advice===&lt;br /&gt;
Generally I recommend everyone train at least:&lt;br /&gt;
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)&lt;br /&gt;
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)&lt;br /&gt;
*Brawling&lt;br /&gt;
*Tactics (not technically a weapon skill, but trained with them)&lt;br /&gt;
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)&lt;br /&gt;
*Two different types of armor (not including Shield)&lt;br /&gt;
&lt;br /&gt;
Keep in mind, this is progressive. To get through your first few circles you&#039;ll only need one weapon and one armor. Expand as your desire and bank account grow.&lt;br /&gt;
&lt;br /&gt;
Modify that by how much time you want to spend in combat, down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms&#039; skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter&#039;s hide? Use a blunt!&lt;br /&gt;
&lt;br /&gt;
Min-Maxing/Metagaming note: Many people train as much as they can for the TDP benefit. This usually includes all armors because it is extremely easy to train each and every one of them. Fewer people train all weapons, as that is a LOT of extra work. &lt;br /&gt;
&lt;br /&gt;
I&#039;ll use myself as an example: I wear a cloth robe (Light Armor), scale sleeves (Brigandine), and a ring balaclava (Chain Armor). For melee weapons, I use a Quarterstaff (Staves) and Iltesh (Small Edged) along with Tactics and Brawling - this way I have slice, puncture and impact damage covered. My Ranged weapons are Crossbows and Light Thrown in conjunction with Offhand Weapon - While I aim my crossbow, I throw daggers from my left hand.&lt;br /&gt;
&lt;br /&gt;
=Rituals, Devotion, Communes &amp;amp; Theurgy=&lt;br /&gt;
Each of these has their own section on the main Cleric page, but it is more important to understand how they all tie together to effectively play and train a Cleric. The relationship between devotion, rituals, communes and theurgy is a bit overwhelming at first, but hopefully after reading this you will understand their interaction and how to use them to benefit your Cleric and train Theurgy effectively. &lt;br /&gt;
&lt;br /&gt;
Devotion is the empirical measurement of your connection with the gods. It is raised through acts of piety (rituals), and used by our guild abilities (communes). Bluntly speaking, Rituals make devotion go up, Communes make it go down. Now, you might be asking yourself &amp;quot;Why would I ever want it to go down?!&amp;quot;...because my friend, that&#039;s how you train Theurgy.&lt;br /&gt;
&lt;br /&gt;
Theurgy is the Cleric Guild&#039;s signature skill, and is trained through the use of Communes. The higher level the commune, the more experience it grants. Eventually you will be using Meraud&#039;s commune regularly, though for the near future you&#039;ll just use Eluned&#039;s to make a lot of water.&lt;br /&gt;
&lt;br /&gt;
Using rituals to gain devotion while using communes to train Theurgy is supposed to be a constant, ongoing process indicating the Cleric&#039;s piety and service to the gods. Understanding this relationship between these guild abilities will allow you to understand Clerics from both a mechanical and RP perspective. Now that you&#039;ve (somewhat) wrapped your head around that, on with the good news:&lt;br /&gt;
&lt;br /&gt;
For the first several circles of your clerical life, you don&#039;t need to worry about it; the rituals themselves will teach Theurgy. However, this is a stopgap for younger players, so understanding the relationship is still important. The more time consuming and involved the ritual, the more devotion it grants. &lt;br /&gt;
&lt;br /&gt;
===Beginning [[Clerical Rituals|rituals:]]===&lt;br /&gt;
&#039;&#039;&#039;Completely Free&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Acts_of_Humility|Acts of Humility]]&lt;br /&gt;
*[[Cleric_rituals#Dance_and_Poetry|Dance and Poetry]]&lt;br /&gt;
*[[Cleric_rituals#Preaching|Preaching]]&lt;br /&gt;
*[[Cleric_rituals#Prayer|Prayer]]&lt;br /&gt;
&#039;&#039;&#039;Requires Holy Water&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Menial_Humility|Menial Humility]]&lt;br /&gt;
*[[Cleric_rituals#Planting_of_Sirese|Planting of Sirese]] Note: You must GATHER them in one of [[Item:Tiny_wild_sirese_seed|these locations]]&lt;br /&gt;
&#039;&#039;&#039;Requires Incense/Wine&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Incense|Incense]]&lt;br /&gt;
*[[Cleric_rituals#Offerings_of_Sacred_Wine|Offerings of Sacred Wine]]&lt;br /&gt;
These will be your bread and butter devotion/theurgy tools for the first dozen circles. It&#039;s worth noting that the Sirese ritual grants the most devotion and experience out of those. Don&#039;t limit yourself to just these however. Visit the [[Cleric_rituals|rituals]] page and try out whichever you like. Or better yet, ask another Cleric in game!&lt;br /&gt;
&lt;br /&gt;
=Putting it All Together, Advanced Stuff, Random Notes=&lt;br /&gt;
So now that you (hopefully) understand everything you know about training a Cleric, lets go over your first few circles. After reading this guide and the General Newbie Help Guide, you should have:&lt;br /&gt;
*Obtained basic armor and a weapon&lt;br /&gt;
*Trained your Attributes&lt;br /&gt;
*Selected your first spell&lt;br /&gt;
*Understand how to cast a spell&lt;br /&gt;
*Understand the basics of combat&lt;br /&gt;
&lt;br /&gt;
For your first few circles, there&#039;s not much more to it. Keep Minor Physical Protection up as you hunt, every little bit of damage reduction helps. Fists of Faenella is a great first TM spell, as the multi-strike will grant experience for each &#039;strike&#039;. If you have trouble hitting enemies, consider using a debilitation spell such as Soul Sickness. &lt;br /&gt;
&lt;br /&gt;
I would get in the habit of doing a devotion/ritual circuit every time you transition from hunting to non-hunting skills, and vice versa. Most rituals are on ~10 minute timer and capitalizing on that is the best way to keep Theurgy learning quickly and keep your devotion from falling too low. Elunded&#039;s Commune and the Sirese Ritual will be your best tools until Meraud&#039;s.&lt;br /&gt;
&lt;br /&gt;
As you progress up the [[Cleric#Holy_Magic|Spell Tree]] learning new spells, it will be important to note the difficulty. There are 4 levels of difficulty, each requiring progressively more ranks in the specific magic skill to cast. For example; at 30th circle you should have around 120 ranks in Utility, which is not enough to cast Osrel Meraud yet.&lt;br /&gt;
*Intro: 0 ranks&lt;br /&gt;
*Beginner: 10 ranks&lt;br /&gt;
*Advanced: 75 ranks&lt;br /&gt;
*Esoteric: 200 ranks&lt;br /&gt;
&lt;br /&gt;
==Spell Paths and Choices==&lt;br /&gt;
As a [[magic]] prime guild member, you will ultimately want to  train every magic skill. Fortunately Clerics have introductory spells that are ideally suited to training most skills. [[Centering]] is available at first level and is both a prerequisite for many advanced spells and an excellent [[Augmentation]] training spell. [[Bless]] is similarly a [[Utility]] spell that will allow you to learn a variety of more complicated spells. [[Minor Physical Protection]] will provide additional defence in combat, train [[warding]] and allow access to more potent spells. Most Clerics will want to learn all three spells early in their careers. &lt;br /&gt;
&lt;br /&gt;
For combat spells, once you have learned [[Bless]] you will be able to choose between [[Horn of the Black Unicorn]] and [[Fists of Faenella]] as your first [[Targeted Magic]] spell. As both will open access to the more advanced [[Fire of Ushnish]] spell there is no compelling argument for choosing one over the other. [[Soul Sickness]] will likely be the first [[Debilitation]] spell available to you and will, additionally, serve as a prerequisite for [[Soul Attrition]], which is a potent offensive spell. [[Malediction]] is also an excellent [[Debilitation]] spell that it would be wise to include among one&#039;s options.&lt;br /&gt;
&lt;br /&gt;
Most clerics will, as mention previously, choose [[Bless]], [[Centering]], [[Minor Physical Protection]] and [[Soul Sickness]] in addition to either [[Fists of Faenella]] or [[Horn of the Black Unicorn]] with their first seven spell slots. After that there are so many options as far as selecting further spells go that it is impossible to cover them all.&lt;br /&gt;
&lt;br /&gt;
A Cleric who focuses on physical combat, like the [[Gor&#039;Tog]] cleric above, will likely select [[Augmentation]] and [[Warding]] spells. [[Major Physical Protection]] and [[Malediction]] are good early choices as the former will improve your defensive abilities and the latter can be used to hinder your opponents offensive abilities, defensive abilities, or both. You will need to select [[Uncurse]] in order to learn [[Malediction]], however. A more powerful [[Targeted_Magic|targeted magic]] spell, like [[Aesrela Everild]] (which requires [[Auspice]] as a prerequisite), will be an excellent addition to your arsenal. [[Divine Radiance]] will improve your effectiveness against cursed and evil beings and will allow access to [[Shield of Light]], which is a popular combat spell.&lt;br /&gt;
&lt;br /&gt;
For a more scholarly cleric, like the [[Elothean]] mentioned above, [[Utility]] spells are good choices. [[Sanctify Pattern]] will allow you to improve one of your magic abilities (except [[Targeted Magic]]) and, more importantly, will allow you to learn [[Persistence of Mana]] at 20th circle, which is a powerful spell that improves your [[Attunement]] and ability to effectively use mana. You might also consider spells that allow you to provide valuable clerical services such as [[Uncurse]] and [[Rejuvenation]]. [[Rejuvenation]] also happens to be a prerequisite the the [[Resurrection]] spell. [[Eylhaar&#039;s Feast]] (and it&#039;s prerequisite [[Auspice]]) is a spell that, once you have the ability to use it, will allow you to convert spirit into mana or vitality and relatively quickly recover your lost spirit. This could be used to improve your spell casting endurance or as a lifesaving ability in combat. You will eventually want to bolster your combat spell arsenal and might consider spells such as [[Malediction]] or [[Soul Attrition]].&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Hunter of the Dead&amp;quot; type cleric might instead focus on spells that will strengthen her against the undead. [[Protection from Evil]] will reduce incoming damage from undead and is highly recommended. As many undead cause spirit damage, you will find that [[Soul Shield]] will provide a barrier to reduce such damage and [[Auspice]] will speed your recovery. Undead are immune to [[Soul Sickness]] (and most other soul affecting spells), so you will need an alternate [[Debilitation]] for both training and protection. As long as the undead are not immune to stuns (many are), [[Phelim&#039;s Sanction]] costs one spell slot and is a powerful [[Debilitation]] spell that can potentially stun every undead near you.  [[Malediction]] is excellent as both an offensive and defensive [[Debilitation]] and will allow you to train again stun-immune undead. [[Divine Radiance]], when used as a [[Targeted_Magic|targeted magic]] spell, will increase the damage of your weapons against any undead that you hit. Against undead who use a shield [[Harm Evil]] is perhaps the most powerful spell in the cleric&#039;s arsenal and, of course, it is a prerequisite for [[Harm Horde]].&lt;br /&gt;
&lt;br /&gt;
==Hunting the Undead==&lt;br /&gt;
Clerics have the ultimate toolkit for hunting the undead that plague Elanthia. While any adventurer can set fire to a zombie or bludgeon a ghoul to pieces, only a Cleric has the tools necessary to truly eradicate both corporeal and incorporeal monsters. While a Paladin has a few tools to aid in fighting the undead, they pale in comparison. Valid undead hunting choices exist as one progresses which may be a particularly prudent decision to stick with, as a Clerics arsenal against the undead will allow them to hunt above their skill range. While a Clerics tools are often just as effective against the living, many are particularly potent against the undead, or even only affect the undead.&lt;br /&gt;
&lt;br /&gt;
To even hit an incorporeal creature, an adventurer must have a blessed weapon. Blessed weapons will do additional damage to corporeal undead. The warding spell Protection from Evil will reduce the amount of damage an undead enemy can do to you, while Phelim&#039;s Sanction is an AoE stun that only affects undead. Finally, Harm Evil and Harm Horde are particularly potent targeted spells against the undead.&lt;br /&gt;
&lt;br /&gt;
-----------------Random Notes-----------------------&lt;br /&gt;
&lt;br /&gt;
You will probably notice that trying to train Parry is great practice at being a punching bag. I have found that at low levels, it is best to use custom hybrid stances to train parry. Try something like STANCE EVASION 100, STANCE SHIELD 40, STANCE PARRY 40 if you&#039;re having too much trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=387413</id>
		<title>Cleric new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=387413"/>
		<updated>2014-12-07T03:12:46Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Cleric specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Be sure to read the [[General_Newbie_Help_Guide|General Newbie Help Guide]], as it will provide most of the basic knowledge you will need to play Dragonrealms. This guide will expand on many things found there.&lt;br /&gt;
&lt;br /&gt;
=So You Want to Be a Cleric?=&lt;br /&gt;
You&#039;ve probably read the official Dragonrealms Cleric intro:&lt;br /&gt;
&lt;br /&gt;
The Clerics of Elanthia are a vastly diverse group, as different in their beliefs as there are combinations of the dozens of Immortals that manifest in everyday life. Clerics span the spectrum from the benevolent worshipers of the Light gods to the malevolent minions of the Dark gods, as well as the Keepers of Balance in between. We are the Priests of War and the Patrons of Peace. We are the menders of the soul and the force that shears it like fresh meat. We are the most feared opponent of the Undead and the summoners of ancient spirits. All are accepted, for in the Cleric guild, there is but one solid doctrine -- You may worship any gods that you wish, as long as your devotion is genuine.&lt;br /&gt;
&lt;br /&gt;
But might be wondering; what exactly does that mean for you, the player?&lt;br /&gt;
&lt;br /&gt;
Mechanically, Clerics are Magic primary, Lore and Weapons secondary, Armor and Survival tertiary. This means they are first-class spellcasters who can still use weapons with authority. Without careful training their offenses can outpace their defenses, so attention must be paid to ensure this doesn&#039;t happen. Their suite of spells has unparalleled breadth - in addition to being masters of Augmentation and being able to self-boost 5 (out of 8) [[Stats|Attributes]], they are also the masters of Debilitation and have the largest number of ways to hinder an opponent. They are the only guild that can inhibit the spellcasting ability of others - eventually a skilled Cleric can steal spells as they are being prepared and then use the stolen spell themselves. Clerics are the only guild that can inflict Spirit damage, and are one of two guilds that can effectively and easily hunt undead. Furthermore, they can Resurrect others and eventually themselves. By Aligning themselves with the specific aspect of a god, Clerics can even further enhance their magical abilities.&lt;br /&gt;
&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
====Race====&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Clerics blend magical and physical attacks well, so a number of different races have attribute setups that work. You generally can&#039;t go wrong with Reflex and Stamina as those are important survival attributes. The main Cleric offensive spells use the attributes Wisdom, Charisma, and Intelligence, and Discipline - so races that excel in those attributes make popular choices. Strength and Agility are important for melee offenses, so a Cleric wishing to excel in that sphere could go with a race that suits those attributes. As you can see, there&#039;s a place for every stat, so there&#039;s no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
====[[Stats|Attributes]]====&lt;br /&gt;
Attributes, also known as &#039;Stats&#039; contribute to almost every aspect of the the game. Each attribute is associated with various [[Skills]], and plays a role in many [[Contested_Abilities|Contested Abilities]]. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I &#039;&#039;&#039;*VERY*&#039;&#039;&#039; highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see &#039;&#039;&#039;&#039;&#039;Encumbrance : None&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
A good slightly longer-term training plan is just to train all attributes to 30. That will give you a goal to aim for while you work on understanding the game - from that point forward you should be equipped to make your own educated decisions on stat placement. Some general tips:&lt;br /&gt;
&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] will increase your spell damage and are very important in speeding your learning rate&lt;br /&gt;
*[[Discipline]] will improve your accuracy with [[Targeted  Magic]] spells. &lt;br /&gt;
*[[Charisma]] is the primary stat for [[Spirit Health]], which is especially important for Clerics.&lt;br /&gt;
*Check the [[Cleric_Newbie_Help_Guide#Debilitation|Debilitation]] section for stat information on our contested spells. &lt;br /&gt;
*[[Reflex]] and [[Stamina]] are the primary defensive stats for evading/enduring attacks.&lt;br /&gt;
*[[Strength]] and [[Agility]] govern melee offense and weapon roundtimes.&lt;br /&gt;
&lt;br /&gt;
====Starting Equipment====&lt;br /&gt;
If you are following the General Newbie Guide, you will know how to exchange your gear at the Veteran or Robyn. I would recommend chain armor and either a scimitar or broadsword, though again the choice is yours. I started with a cloth robe and a quarterstaff. For more detailed information, check out the [[Cleric_Newbie_Help_Guide#Weapon_and_Armor_Skillsets|Weapons and Armor]] section further in this guide.&lt;br /&gt;
&lt;br /&gt;
After following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Walkthrough]] and obtaining basic armor and a weapon, you should head to the local Cleric shop - [[Brother_Durantine%27s_Shop|Brother Durantine&#039;s]] (Crossing) or [[Riverhaven_Cleric_Shop|Riverhaven Cleric Shop]] (Riverhaven). These will be regular stops for you as a cleric, since here you will buy the tools needed for Clerical rites. here. For now, purchase Incense and Wine as they will come in handy for your first few rituals. At some point in the next few levels you will want to buy a Chalice as well, to use with Eluned&#039;s commune.&lt;br /&gt;
&lt;br /&gt;
By now you should be able DIR GENERAL and head to the General Store, where you can buy flint with which to light your incense.&lt;br /&gt;
&lt;br /&gt;
====Starting Spell Choice====&lt;br /&gt;
Hopefully you read the guide in it&#039;s entirety before choosing, but for those who want to jump the gun, here is my recommendation, it will be explained later:&lt;br /&gt;
#&#039;&#039;&#039;Centering&#039;&#039;&#039;&lt;br /&gt;
#Minor Physical Protection&lt;br /&gt;
#Bless&lt;br /&gt;
#Fists of Faenella&lt;br /&gt;
#&lt;br /&gt;
#Soul Sickness&lt;br /&gt;
&lt;br /&gt;
This will allow you to train every Magic skill by 6th Circle. For more long-term spell choice advice, check out the [[Cleric_Newbie_Help_Guide#Spell_Paths_and_Choices|Spell Choice]] section below.&lt;br /&gt;
&lt;br /&gt;
==General Notes on Roleplay and Choices==&lt;br /&gt;
As you read through this guide, you&#039;ll notice I will often repeat things about character concept, roleplay, and doing what you want. I realize in today&#039;s gaming environment, many people are looking to just follow walkthroughs, min-max, and metagame. While I appreciate the sentiment, and will share best practices where appropriate, the game is balanced in a way that there is no clear &#039;best&#039; anything. With finite resources (time, attribute training points) most choices end up being a calculated trade-off. Let&#039;s look at a couple case studies to illustrate my points (and keep in mind I&#039;m making extremely broad generalizations to illustrate concepts):&lt;br /&gt;
&lt;br /&gt;
*Case 1: A Gor&#039;tog Cleric who maybe should have been a Paladin, but wanted better spells. She wields a massive 2-handed blunt, wears Plate armor, and spends most of her time in combat. She focuses on physical attributes to better smash undead with her oversized hammer.&lt;br /&gt;
[[Gor%27tog|Gor&#039;togs]] are the strongest race in the game with great stamina as well, and less than stellar Intelligence and Wisdom. This Cleric will find it harder to excel with our debilitation spells, but might not even need them since every swing of her massive hammer that connects will likely knock things off balance. For physical defense, she will rely heavily on shield and heavy plate armor as her primary lines of defense and might be weaker vs.DFA attacks. Versus spells and abilities, she will have great resistance to vs.Fortitude type attacks. On the other side of that coin, she will be vulnerable to vs.Willpower type mental attacks. Targeted and Debilitation skills are their 2nd and 3rd magics.&lt;br /&gt;
&lt;br /&gt;
*Case 2: A frail Elothean Cleric who wears robes and wields a quarterstaff, not because he wants to, but because the guild requires it. He only hunts as often as he has to to get the minimum combat requirements, but instead hangs out in town, resurrecting dead adventurers and working his non-combat magical skills. He focuses almost completely on mental attributes to learn faster.&lt;br /&gt;
[[Elotheans]] have above-average mental attributes and reflexes with less than average strength and poor stamina. This Cleric would normally excel at Debilitation due to attribute placement, but since he spends almost no time in combat, has very poor debilitation skill. He has excellent mental defenses but is susceptible to vs.Fortitude spells and Power attacks. His combat skills are at the minimum required by the guild, many of them being taught to him by other adventurers as he socializes. Debilitation and Targeted skills are not even used in his circling requirements at all. This Cleric would probably ignore my starting spell choices entirely because they didn&#039;t want to follow the Soul Sickness branch of the tree.&lt;br /&gt;
&lt;br /&gt;
These are obviously very polarized and extreme examples that illustrate some of the gear/attribute/training choices you can make, and I suspect most Clerics will fall somewhere inbetween the two. The beauty of the skill system in Dragonrealms is that you can bring almost any character concept to life.&lt;br /&gt;
&lt;br /&gt;
Additionally, you should familiarize yourself with the pantheon you plan on following. You would be a poor Cleric to not know the Immortals you purport to worship!&lt;br /&gt;
&lt;br /&gt;
=Training Your Cleric=&lt;br /&gt;
Using the [[Cleric#Circle_Requirements|Cleric Circle Requirements]] as a Guide, I will roughly explain how the requirements work. First thing to know is that the Dragonrealms skill system is set up to give the player as much control as possible over how you conceptualize and play your character. Where you see &#039;1st Magic&#039;, the game will automatically use your highest Magic Skill. Where you see &#039;3rd Magic&#039;, the game will automatically use your third highest magic skill...and so on. These &#039;Nth&#039; skills are dictated by player&#039;s choice, and allow you to excel in areas that best fit your roleplay.&lt;br /&gt;
&lt;br /&gt;
There are almost no restrictions on what skills you *can* train (learning another guild-only skill is impossible), the only &#039;restriction&#039; if you will, are skills that the guild will not recognize when it comes time to advance. For Clerics those are Sorcery and Thievery. You may train them if you want, but do so for their own merit. Even if they are your highest skills, the guild will ignore them for circling purposes. &lt;br /&gt;
&lt;br /&gt;
==[[Magic_skillset|Magic Skillset]]==&lt;br /&gt;
As the primary skill of the Cleric guild, we will start with some general concepts then delve deeper into each magic skill with tactics and training tips. Helpful reading materials are the article on [[Magic]], and the more conceptual over-arching [[Magical_theory|Magical Theory]] page. A detailed step-by-step guide on how to cast your first spells can be found in the [[General_Newbie_Help_Guide#Magic|General Newbie Help Guide, Magic Subsection]].&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, Clerics begin needing to train 3 of the [[Magic|Magic Skills]] until 10th circle. Eventually you will need to train 5 out of the 10 magic skills. Holy Magic, [[Sorcery]], and [[Theurgy]] won&#039;t count for &#039;Nth Magic&#039; circling requirements so you really only have 7 to choose from. Since we also have a separate [[Augmentation]] requirement you will still have to train it even if it is not one of your top skills. As a result, it is highly recommended that you select [[Augmentation]] as one of your top magic skills. If you don&#039;t select an [[Augmentation]] spell at first circle you will be forced to seek out and sit in an [[Augmentation]] class in order to progress. As I don&#039;t care for being at the mercy of others, so I recommend selecting [[Centering]] as your first spell. Most Clerics (myself included) end up training all of them; the real question is which ones you want to excel at. [[Debilitation]] and [[Targeted_Magic|Targeted]] can both only be trained in combat, and tend to skew higher in &#039;Nth&#039; requirements for more combat-oriented Clerics. A more scholarly type of Cleric could let them fall far behind, and progress in the guild without them completely, which is perfectly viable as well. It all comes down to how you want to roleplay your character.&lt;br /&gt;
&lt;br /&gt;
===[[Primary_Magic|Holy Magic]]===&lt;br /&gt;
The only way to train this skill specifically is by listening to another Holy Magic user teach it. You may also see this referred to as &#039;Ur Magic&#039; or &#039;Primary Magic&#039;, and it trains organically as you cast spells from each of the following skills: [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]], and [[Warding]].&lt;br /&gt;
&lt;br /&gt;
====[[Augmentation_skill|Augmentation]]====&lt;br /&gt;
Beginning with the simple [[Centering]] spell, eventually Clerics will be able to cast the penultimate (in my humble opinion) Augmentation spell: [[Benediction]], which boosts 3 Attributes simultaneously.&lt;br /&gt;
&lt;br /&gt;
====[[Debilitation_skill|Debilitation]]====&lt;br /&gt;
Clerics have the largest selection of [[Debilitation]] spells out of all the guilds. While your skill in [[debilitation]] is still the largest factor in determining success, it is still important to understand which [[Attributes]] are being used if you want to excel at debilitating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Attack Type || Primary Attribute || Secondary Attribute || Tertiary Attribute || Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Spirit || [[Wisdom]] || [[Charisma]] || [[Intelligence]] || The attacker is clashing their soul against their opponent&#039;s.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mind || [[Intelligence]] || [[Discipline]] || [[Wisdom]] || The attacker is bringing the force of their own mind to bear on their opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Magic || [[Wisdom]] || [[Intelligence]] || [[Discipline]] || The attacker is creating an effect that acts of its own accord on the opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Clerics have:&lt;br /&gt;
*5 Spirit attack spells: [[Soul Sickness]], [[Soul Bonding]], [[Sanyu Lyba]], [[Malediction]], [[Curse of Zachriedek]] (6 if you consider [[Hydra Hex]])&lt;br /&gt;
*2 Magic attack spells: [[Phelim&#039;s Sanction]], [[Halo]]&lt;br /&gt;
*2 Mind attack spells: [[Huldah&#039;s Pall]], [[Meraud&#039;s Cry]]&lt;br /&gt;
&lt;br /&gt;
====[[Targeted Magic]]====&lt;br /&gt;
Being an attack skill in our Primary skillset, TM has the potential to be a Cleric&#039;s best offense. it is trained by hitting a critter that falls in the skill range of your TM skill. The [[attributes]] that assist [[Targeted Magic]] are:&lt;br /&gt;
*[[Discipline]] increases TM accuracy&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] increase TM damage&lt;br /&gt;
&lt;br /&gt;
There are three main types of Targeted Magic Spell:&lt;br /&gt;
*&#039;&#039;&#039;Regular&#039;&#039;&#039; - TM spells can have a number of effects and damage types, and a regular/standard TM spell is most notable for not falling under one of the following classifications&lt;br /&gt;
*&#039;&#039;&#039;Multi-Strike&#039;&#039;&#039; - these TM spells will produce multiple &#039;hits&#039; for a single cast. The trade-off is that they are generally less accurate than regular single-strike TM spells&lt;br /&gt;
*&#039;&#039;&#039;Area of Effect&#039;&#039;&#039; - AoE TM spells will hit everything in the room. Generally cost far more mana than single-target spells.&lt;br /&gt;
&lt;br /&gt;
Another term that is important to cover here is [[DFA|Death From Above]] (DFA), which means the spell will bypass Shield defense.&lt;br /&gt;
&lt;br /&gt;
Spells can be a combination of most of the above, and how many categories they fall under is reflected in the number of spell slots they cost, and how much mana they take to cast. For example: [[Fists_of_Faenella|Fists of Faenella]] is a multi-shot targeted spell, which costs 1 spell slot and has a minimum prep of 5 mana. [[Harm_Horde|Harm Horde]] is an area-of-effect multi-shot DFA targeted spell, which costs 5 slots and has a minimum prep of 20 mana.&lt;br /&gt;
&lt;br /&gt;
Cleric&#039;s undisputed specialty is combating evil and undead beings. Only us and [[Paladins]] can hunt them effectively, and many of our spells and abilities are even better against undead. Let&#039;s look again at the [[Fists_of_Faenella|FOF]] spell. It&#039;s a multi-strike TM spell that deals impact damage. Against undead, the spell has increased damage, and also adds fire to the impact.&lt;br /&gt;
&lt;br /&gt;
[[Harm Evil]] is an example of one of our spells that &#039;&#039;&#039;*ONLY*&#039;&#039;&#039; works against undead/evil opponents (it is worth noting that it will also work against PC Necromancers who are Profane). However, it works spectacularly as it is DFA *and* ignores armor completely (which is a feature no other damaging spell has), for a comparatively very low mana cost. &lt;br /&gt;
&lt;br /&gt;
In addition to spells that have extra/special effects vs. undead, Clerics can also use [[Commune#Tamsine.27s_Commune|Tamsine&#039;s Commune]] to boost TM skill vs. Undead even further.&lt;br /&gt;
&lt;br /&gt;
====[[Utility]]====&lt;br /&gt;
[[Utility]] is a general catch-all for spells that don&#039;t fit a better classification. Utility spells do &#039;stuff&#039; but not really TO you or another target. [[Bless]] and [[Divine Radiance]] are two examples of this, and what you will primarily use to train the skill. Eventually you will be able to cast [[Osrel Meraud]] which will create a magic orb that will follow you around and keep up buffs indefinitely (as long as you keep putting mana into it).&lt;br /&gt;
&lt;br /&gt;
====[[Warding]]====&lt;br /&gt;
The Warding skill governs spells that protect you, not by increasing your defensive skill, but by creating a magical barrier between the damage and you. The very basic of these is [[Minor Physical Protection]] (MPP) which provides a percentage damage reduction from any incoming attack.&lt;br /&gt;
&lt;br /&gt;
Remember when I told you that Clerics were the undisputed masters of battling undead and evil beings? That didn&#039;t just apply to offenses. [[Protection_from_Evil|Protection from Evil]] (PFE) is a Warding spell that provides additional protection against damage from undead and evil sources. When paired with MPP, the effects are magnified and you will see special messaging to reflect this. Both of these are very early spells, so this is a tactic that can be used early in your life as a Cleric.&lt;br /&gt;
&lt;br /&gt;
===[[Arcana_skill|Arcana]]===&lt;br /&gt;
Arcana covers the use of magical items such as cambrinth, and is generally trained through the use of [[Cambrinth]]. As long as you are using (CHARGE/INVOKE) the cambrinth, every time it contributes mana to a spell you CAST, you will learn Arcana. As your skill grows, so will the size of cambrinth you can use, and how much mana you can put in it successfully.&lt;br /&gt;
&lt;br /&gt;
Another method is using a [[runestone]], and if it contains a non-holy spell you will also learn [[sorcery]] when you focus on it. However, this will only teaching to around 50-80 ranks.&lt;br /&gt;
&lt;br /&gt;
Of special note to Clerics is our spell [[Osrel Meraud]], where Arcana determines how many spells you can fit in it. [[Osrel Meraud]] also becomes a great way to train the skill later on.&lt;br /&gt;
&lt;br /&gt;
===[[Attunement_skill|Attunement]]===&lt;br /&gt;
Attunement is perhaps the most simple of all the magic skills. As noted in the General Guide, it is trained by checking POWer in rooms.&lt;br /&gt;
&lt;br /&gt;
Clerics can PERCeive &amp;lt;item&amp;gt;, and tell if an item is blessed (and for how many strikes) or cursed. We also have the unique ability to PERCeive &amp;lt;player&amp;gt; to tell how many favors they have. Using it in this way does not train the skill, and PERCeiving living players for no reason is considered somewhat rude, and in some cases a hostile action. When used on the corpse of a player, it also shows the state of their memory loss. &lt;br /&gt;
&lt;br /&gt;
===[[Sorcery]]===&lt;br /&gt;
This is a much more complicated type of magic and slightly out of scope for a newbie guide, but for the sake of completion it&#039;s going here anyway. Can&#039;t hurt to plan ahead!&lt;br /&gt;
&lt;br /&gt;
Currently this skill is trained through the use of other magic realm&#039;s (Elemental, Life, Lunar) [[Runestone|Runestones]] and [[Spell_scrolls|Spell scrolls.]] To use the spell scrolls of other guilds you will need the [[Magical_Feats#Scrolls|Magic Theorist Feat]]. Be warned however, that training Sorcery is a dangerous endeavor that can put you at odds with local law enforcement, and even the gods. Tread carefully. A quick look at the [[Sorcery#Sorcerous_Backlash|Backlash Table]] will show that we have the least chance of backlash with Lunar spells, and a medium chance with Elemental, while the highest risk spells are Life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039; Eventually, as a Magic-Primary guild, Clerics will have our own personal brand of Sorcery, [[Antinomic_Sorcery|Antinomic Sorcery]], though there is currently no ETA on implementation.&lt;br /&gt;
&lt;br /&gt;
===[[Theurgy]]===&lt;br /&gt;
Theurgy isn&#039;t technically a &#039;magic&#039; skill, but game design dictated that all guild-specific skills go in that guild&#039;s primary skillset. The discussion on training and using Theurgy can be found below.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
[[Align|ALIGN]] is a generic command with a separate use for each guild. For Clerics, it represents our mastery over metamagic and dedication to the gods by allowing us to boost our magic skills even further. By ALIGNing to a specific aspect, you will be able to boost two of your magic skills by 15%, while penalizing the other 3 by the same amount. &lt;br /&gt;
&lt;br /&gt;
When you join the guild, you will be automatically ALIGNed to Faenella:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;align&lt;br /&gt;
You are currently aligned to Faenella, the ebb and flow of your spirit in accord with her divinity.&lt;br /&gt;
  Your skill in Augmentation has fogged over.&lt;br /&gt;
  Your skill in Warding has fogged over.&lt;br /&gt;
  Your skill in Debilitation has fogged over.&lt;br /&gt;
  Your skill in Targeted Magic is at a zenith of enlightenment.&lt;br /&gt;
  Your skill in Utility is at a zenith of enlightenment.&lt;br /&gt;
&lt;br /&gt;
[See ALIGN HELP for more information.]&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To change this is a small ritual. This is an excellent way to get an edge on contested spells (TM/Debilitation) or being able to reach spell difficulty thresholds sooner; for example casting Osrel Meraud (Esoteric difficulty) with slightly less than 200 Utility skill. Details and a table showing which Aspect boosts which skills can be found here: [[Cleric_3.0#Alignment|Alignment Table]] &lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE: You *MUST* be aligned to an aspect, and changing has a 6 hour timer.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Magical_feats|Magical Feats]] and [[Ritual_spells|Ritual Spells]]===&lt;br /&gt;
We cannot consider the lesson on magic concluded without mentioning these two subjects.&lt;br /&gt;
&lt;br /&gt;
[[Magical_feats|Magical Feats]] are passive abilities that enhance a Spellcaster&#039;s magic abilities. Each one costs 1 spell slot, and Clerics receive [[Magical_feats#Spell_Preparation|Augmentation Mastery]] and [[Magical_Feat#Attunement|Efficient Channeling]] for free at 2nd circle. You can learn all or none of them at your discretion, though I would advise to plan carefully, as you will have to balance obtaining new spells and feats with your limited spell slots.&lt;br /&gt;
*[[Magical_Feat#Attunement|Deep Attunement]] - a must for all casters, and one feat I can recommend everyone learn as soon as possible.&lt;br /&gt;
*[[Magical_Feat#Attunement|Raw Channeling]] - a must for Clerics after about 30th circle to make cyclical spells easier to use.&lt;br /&gt;
*[[Magical_Feat#Scrolls|Magic Theorist]] and [[Magical_Feat#Spell_Casting|Sorcerous Patterns]] - if you decide you want to train [[Sorcery]], the former is a must and the latter is highly recommended&lt;br /&gt;
*[[Magical_Feat#Spell_Preparation|Faster Targeting]] and [[Magical_Feat#Spell_Preparation|Faster Battle Preparations]] - any Cleric that spends much time in combat will find these very beneficial&lt;br /&gt;
&lt;br /&gt;
[[Ritual_spells|Ritual Spells]] (lore-wise) are incredibly complex spells that require more time and far more mana than traditional spells in addition to requiring foci. Mechanically they&#039;re spells with huge minimum preps that have; a long prep time, require a focus item, and an extra step. When the focus is used it reduces the mana required (seemingly on a percentage basis) which means they&#039;re not much more taxing than a regular spell, have a longer prep time, and can last 2-3 times as long as a normal spell. Important things to know about Ritual Spells:&lt;br /&gt;
*Harnessing extra mana into them is ineffective, because of how the foci reduces PREP &amp;lt;amount&amp;gt;&lt;br /&gt;
#PREPare your ritual spell (usually with what seems like an absurdly high number)&lt;br /&gt;
#INVOKE your focus item&lt;br /&gt;
#CAST after fully preparing&lt;br /&gt;
&lt;br /&gt;
The [[Item:Pale_blue-lacquered_inkwell|Sirese Ink]] purchased from the Artificer serves as the focus for the Cleric Spell [[Persistence_of_Mana|Persistence of Mana]]. There are other rituals spells and foci that you can research on your own.&lt;br /&gt;
&lt;br /&gt;
==[[Lore|Lore Skillset]]==&lt;br /&gt;
Let&#039;s break down what each of these skills does, then have a quick discussion of how they relate to Cleric life.&lt;br /&gt;
&lt;br /&gt;
*[[Appraisal_skill|Appraisal]] allows you to appraise the statistics of all manner of equipment, as well as critters and how you will fare against them in a fight.&lt;br /&gt;
*[[Crafting]] skills will allow you to eventually make your own equipment and other items.&lt;br /&gt;
**[[Alchemy_skill|Alchemy]] governs the creation of various healing salves and unguents, and will eventually allow the creation of poisons.&lt;br /&gt;
**[[Engineering]] allows the carving of bone armor and stone weapons, and will eventually allow the creation of bows, crossbows and gadgets.&lt;br /&gt;
**[[Forging_skill|Forging]] covers working a Forge: metal armor, weapons, and tools&lt;br /&gt;
**[[Enchanting_skill|Enchanting]] will eventually let you enchant weapons, armor, and items. &#039;&#039;&#039;*NOTE:this skill is not yet active*&#039;&#039;&#039;&lt;br /&gt;
**[[Outfitting_skill|Outfitting]] governs the creation of leather and cloth armor, as well as containers and many other roleplay garments.&lt;br /&gt;
*[[Performance_skill|Performance]] represents how well you can sing or play an instrument.&lt;br /&gt;
*[[Scholarship]] will allow you to make the most out of TEACHing and LISTENing to classes&lt;br /&gt;
*[[Tactics_skill|Tactics]] is the only combat-oriented skill in the Lore skillset. It allows you to inflict a variety of non-magical debilitations on your opponents&lt;br /&gt;
*[[Mechanical_Lore_skill|Mechanical Lore]] is mentioned last because it is a special case. This is currently a dead-end skill that will at some point in the future be wrapped up into the crafting skills outlined above. You as a player get to choose which.&lt;br /&gt;
&lt;br /&gt;
As a starting Cleric you must train 3 Lore skills. Eventually you will need to train at least 4. Again, which of these you decide on is mostly a character concept/roleplay choice, but I&#039;ll give a few notes and suggestions anyhow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039; - good for just about anyone, as it will let you know whether one sword is better than another, or how whether or not that critter you&#039;re thinking of fighting will mop the floor with you. It is also incredibly easy to train, so I highly recommend using this for at least one of your Lore skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; - Largely a roleplay choice, you can&#039;t go wrong with any of these. As a note, if you&#039;re planning to make your own gear (weapons/armor), it will take quite a bit of skill and time to accomplish this. For more short-term results, consider Alchemy or Outfitting. The skill checks to create non-combat related things are far more lenient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039; - There are a few rituals that require playing an instrument. Also, skillfully performed Hymns will increase spirit regeneration, both of which work well for a Cleric&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scholarship&#039;&#039;&#039; - very easy to train, it&#039;s done almost passively if you just be sure to teach or listen to a class anytime you&#039;re standing around with other people. If you&#039;re a very social player who enjoys talking with people, this is a great choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; - as the only combat skill in the Lore skillset, I can&#039;t recommend this skill strongly enough especially for any Clerics focused on combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Lore&#039;&#039;&#039; - Very useful for Clerics as this allows you to carve [[Prayer_Beads|Prayer Beads]] that are used for Rituals and obtaining specific aspect favors.&lt;br /&gt;
&lt;br /&gt;
==[[Survival_Skillset|Survival Skillset]]==&lt;br /&gt;
There&#039;s honestly not much about Survival skills to discuss for Clerics. We have incredibly low and easy requirements, and none of them will make a significant impact on your character. A few minor notes:&lt;br /&gt;
&lt;br /&gt;
*[[Evasion_skill|Evasion]] - will probably end up being one of yours as you work on required armor, parry, and weapons skills&lt;br /&gt;
*[[Outdoorsmanship_skill|Outdoorsmanship]] - has some tie-ins with Cleric rituals; being able to forage dirt for Eluned&#039;s Commune, and wood limbs for Bead Carving&lt;br /&gt;
*[[Athletics_skill|Athletics]] - I would strongly recommend training this skill for general usefulness/travel, and also some Cleric guild quests will send you to places that have some difficult climbs and swims.&lt;br /&gt;
&lt;br /&gt;
NOTE: While you can train Thievery if you wish, it will not count towards your circling requirements.&lt;br /&gt;
&lt;br /&gt;
==[[Weapons|Weapon]] and [[Armor]] Skillsets==&lt;br /&gt;
While these are separate skillsets, they both pretty much go together so I&#039;ll discuss both of them at once.&lt;br /&gt;
Bare Minimums:&lt;br /&gt;
*One Armor skill&lt;br /&gt;
*Shield skill&lt;br /&gt;
*Two Weapon skills&lt;br /&gt;
*Parry skill&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Worn [[Armor]] is broken up into 4 skills, each with 3 categories, listed here in order from least to most hindrance.&lt;br /&gt;
*[[Light_Armor|Light Armor]]: Cloth, Leather, Bone&lt;br /&gt;
*[[Chain_armor|Chain Armor]]: Ring, Chain, Mail&lt;br /&gt;
*[[Brigandine]]: Scale, Brigandine, Lamellar&lt;br /&gt;
*[[Plate_armor|Plate Armor]]: Light Plate, Plate, Heavy Plate &lt;br /&gt;
&lt;br /&gt;
If this weren&#039;t complicated enough&lt;br /&gt;
Armor is one of those calculated trade-offs I mentioned. Any armor selection will require you weighing the Protection/Absorption of the armor against its [[Hindrance]]. The easiest way to explain hindrance is that it is a % reduction to your [[Evasion]] skill. Cloth armor is the lightest and least hindering of the armors, while Heavy Plate is the heaviest, most protecting, and most hindering of all the armors. To completely over-simplify things for the sake of a newbie guide, the difference is evading attacks completely, or having your armor reduce the severity of incoming blows to where they don&#039;t even effect you. Chain armor is a happy medium, and why I recommended it from the Veteran earlier.&lt;br /&gt;
&lt;br /&gt;
The [[Shield_skill|Shield Skill]] falls under the Armor skillset, and in addition to being a requirement will end up being one of your primary defenses, since with an arm-worn shield it can be &#039;always on&#039;.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
Weapons do three primary types of damge: Puncture, Slice, and Impact.&lt;br /&gt;
&lt;br /&gt;
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn&#039;t matter, but let&#039;s go over a couple restrictions that may help you make your decision:&lt;br /&gt;
*2-Handed weapons will receive a small penalty when used with an arm-worn shield&lt;br /&gt;
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]&lt;br /&gt;
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty&lt;br /&gt;
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.&lt;br /&gt;
&lt;br /&gt;
===Specific Training Advice===&lt;br /&gt;
Generally I recommend everyone train at least:&lt;br /&gt;
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)&lt;br /&gt;
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)&lt;br /&gt;
*Brawling&lt;br /&gt;
*Tactics (not technically a weapon skill, but trained with them)&lt;br /&gt;
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)&lt;br /&gt;
*Two different types of armor (not including Shield)&lt;br /&gt;
&lt;br /&gt;
Keep in mind, this is progressive. To get through your first few circles you&#039;ll only need one weapon and one armor. Expand as your desire and bank account grow.&lt;br /&gt;
&lt;br /&gt;
Modify that by how much time you want to spend in combat, down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms&#039; skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter&#039;s hide? Use a blunt!&lt;br /&gt;
&lt;br /&gt;
Min-Maxing/Metagaming note: Many people train as much as they can for the TDP benefit. This usually includes all armors because it is extremely easy to train each and every one of them. Fewer people train all weapons, as that is a LOT of extra work. &lt;br /&gt;
&lt;br /&gt;
I&#039;ll use myself as an example: I wear a cloth robe (Light Armor), scale sleeves (Brigandine), and a ring balaclava (Chain Armor). For melee weapons, I use a Quarterstaff (Staves) and Iltesh (Small Edged) along with Tactics and Brawling - this way I have slice, puncture and impact damage covered. My Ranged weapons are Crossbows and Light Thrown in conjunction with Offhand Weapon - While I aim my crossbow, I throw daggers from my left hand.&lt;br /&gt;
&lt;br /&gt;
=Rituals, Devotion, Communes &amp;amp; Theurgy=&lt;br /&gt;
Each of these has their own section on the main Cleric page, but it is more important to understand how they all tie together to effectively play and train a Cleric. The relationship between devotion, rituals, communes and theurgy is a bit overwhelming at first, but hopefully after reading this you will understand their interaction and how to use them to benefit your Cleric and train Theurgy effectively. &lt;br /&gt;
&lt;br /&gt;
Devotion is the empirical measurement of your connection with the gods. It is raised through acts of piety (rituals), and used by our guild abilities (communes). Bluntly speaking, Rituals make devotion go up, Communes make it go down. Now, you might be asking yourself &amp;quot;Why would I ever want it to go down?!&amp;quot;...because my friend, that&#039;s how you train Theurgy.&lt;br /&gt;
&lt;br /&gt;
Theurgy is the Cleric Guild&#039;s signature skill, and is trained through the use of Communes. The higher level the commune, the more experience it grants. Eventually you will be using Meraud&#039;s commune regularly, though for the near future you&#039;ll just use Eluned&#039;s to make a lot of water.&lt;br /&gt;
&lt;br /&gt;
Using rituals to gain devotion while using communes to train Theurgy is supposed to be a constant, ongoing process indicating the Cleric&#039;s piety and service to the gods. Understanding this relationship between these guild abilities will allow you to understand Clerics from both a mechanical and RP perspective. Now that you&#039;ve (somewhat) wrapped your head around that, on with the good news:&lt;br /&gt;
&lt;br /&gt;
For the first several circles of your clerical life, you don&#039;t need to worry about it; the rituals themselves will teach Theurgy. However, this is a stopgap for younger players, so understanding the relationship is still important. The more time consuming and involved the ritual, the more devotion it grants. &lt;br /&gt;
&lt;br /&gt;
===Beginning [[Clerical Rituals|rituals:]]===&lt;br /&gt;
&#039;&#039;&#039;Completely Free&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Acts_of_Humility|Acts of Humility]]&lt;br /&gt;
*[[Cleric_rituals#Dance_and_Poetry|Dance and Poetry]]&lt;br /&gt;
*[[Cleric_rituals#Preaching|Preaching]]&lt;br /&gt;
*[[Cleric_rituals#Prayer|Prayer]]&lt;br /&gt;
&#039;&#039;&#039;Requires Holy Water&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Menial_Humility|Menial Humility]]&lt;br /&gt;
*[[Cleric_rituals#Planting_of_Sirese|Planting of Sirese]] Note: You must GATHER them in one of [[Item:Tiny_wild_sirese_seed|these locations]]&lt;br /&gt;
&#039;&#039;&#039;Requires Incense/Wine&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Incense|Incense]]&lt;br /&gt;
*[[Cleric_rituals#Offerings_of_Sacred_Wine|Offerings of Sacred Wine]]&lt;br /&gt;
These will be your bread and butter devotion/theurgy tools for the first dozen circles. It&#039;s worth noting that the Sirese ritual grants the most devotion and experience out of those. Don&#039;t limit yourself to just these however. Visit the [[Cleric_rituals|rituals]] page and try out whichever you like. Or better yet, ask another Cleric in game!&lt;br /&gt;
&lt;br /&gt;
=Putting it All Together, Advanced Stuff, Random Notes=&lt;br /&gt;
So now that you (hopefully) understand everything you know about training a Cleric, lets go over your first few circles. After reading this guide and the General Newbie Help Guide, you should have:&lt;br /&gt;
*Obtained basic armor and a weapon&lt;br /&gt;
*Trained your Attributes&lt;br /&gt;
*Selected your first spell&lt;br /&gt;
*Understand how to cast a spell&lt;br /&gt;
*Understand the basics of combat&lt;br /&gt;
&lt;br /&gt;
For your first few circles, there&#039;s not much more to it. Keep Minor Physical Protection up as you hunt, every little bit of damage reduction helps. Fists of Faenella is a great first TM spell, as the multi-strike will grant experience for each &#039;strike&#039;. If you have trouble hitting enemies, consider using a debilitation spell such as Soul Sickness. &lt;br /&gt;
&lt;br /&gt;
I would get in the habit of doing a devotion/ritual circuit every time you transition from hunting to non-hunting skills, and vice versa. Most rituals are on ~10 minute timer and capitalizing on that is the best way to keep Theurgy learning quickly and keep your devotion from falling too low. Elunded&#039;s Commune and the Sirese Ritual will be your best tools until Meraud&#039;s.&lt;br /&gt;
&lt;br /&gt;
As you progress up the [[Cleric#Holy_Magic|Spell Tree]] learning new spells, it will be important to note the difficulty. There are 4 levels of difficulty, each requiring progressively more ranks in the specific magic skill to cast. For example; at 30th circle you should have around 120 ranks in Utility, which is not enough to cast Osrel Meraud yet.&lt;br /&gt;
*Intro: 0 ranks&lt;br /&gt;
*Beginner: 10 ranks&lt;br /&gt;
*Advanced: 75 ranks&lt;br /&gt;
*Esoteric: 200 ranks&lt;br /&gt;
&lt;br /&gt;
==Spell Paths and Choices==&lt;br /&gt;
As a [[magic]] prime guild member, you will ultimately want to  train every magic skill. Fortunately Clerics have introductory spells that are ideally suited to training most skills. [[Centering]] is available at first level and is both a prerequisite for many advanced spells and an excellent [[Augmentation]] training spell. [[Bless]] is similarly a [[Utility]] spell that will allow you to learn a variety of more complicated spells. [[Minor Physical Protection]] will provide additional defence in combat, train [[warding]] and allow access to more potent spells. Most Clerics will want to learn all three spells early in their careers. &lt;br /&gt;
&lt;br /&gt;
For combat spells, once you have learned [[Bless]] you will be able to choose between [[Horn of the Black Unicorn]] and [[Fists of Faenella]] as your first [[Targeted Magic]] spell. As both will open access to the more advanced [[Fire of Ushnish]] spell there is no compelling argument for choosing one over the other. [[Soul Sickness]] will likely be the first [[Debilitation]] spell available to you and will, additionally, serve as a prerequisite for [[Soul Attrition]], which is a potent offensive spell. [[Malediction]] is also an excellent [[Debilitation]] spell that it would be wise to include among one&#039;s options.&lt;br /&gt;
&lt;br /&gt;
Most clerics will, as mention previously, choose [[Bless]], [[Centering]], [[Minor Physical Protection]] and [[Soul Sickness]] in addition to either [[Fists of Faenella]] or [[Horn of the Black Unicorn]] with their first seven spell slots. After that there are so many options as far as selecting further spells go that it is impossible to cover them all.&lt;br /&gt;
&lt;br /&gt;
A Cleric who focuses on physical combat, like the [[Gor&#039;Tog]] cleric above, will likely select [[Augmentation]] and [[Warding]] spells. [[Major Physical Protection]] and [[Malediction]] are good early choices as the former will improve your defensive abilities and the latter can be used to hinder your opponents offensive abilities, defensive abilities, or both. You will need to select [[Uncurse]] in order to learn [[Malediction]], however. A more powerful [[Targeted_Magic|targeted magic]] spell, like [[Aesrela Everild]] (which requires [[Auspice]] as a prerequisite), will be an excellent addition to your arsenal. [[Divine Radiance]] will improve your effectiveness against cursed and evil beings and will allow access to [[Shield of Light]], which is a popular combat spell.&lt;br /&gt;
&lt;br /&gt;
For a more scholarly cleric, like the [[Elothean]] mentioned above, [[Utility]] spells are good choices. [[Sanctify Pattern]] will allow you to improve one of your magic abilities (except [[Targeted Magic]]) and, more importantly, will allow you to learn [[Persistence of Mana]] at 20th circle, which is a powerful spell that improves your [[Attunement]] and ability to effectively use mana. You might also consider spells that allow you to provide valuable clerical services such as [[Uncurse]] and [[Rejuvenation]]. [[Rejuvenation]] also happens to be a prerequisite the the [[Resurrection]] spell. [[Eylhaar&#039;s Feast]] (and it&#039;s prerequisite [[Auspice]]) is a spell that, once you have the ability to use it, will allow you to convert spirit into mana or vitality and relatively quickly recover your lost spirit. This could be used to improve your spell casting endurance or as a lifesaving ability in combat. You will eventually want to bolster your combat spell arsenal and might consider spells such as [[Malediction]] or [[Soul Attrition]].&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Hunter of the Dead&amp;quot; type cleric might instead focus on spells that will strengthen her against the undead. [[Protection from Evil]] will reduce incoming damage from undead and is highly recommended. As many undead cause spirit damage, you will find that[[Soul Shield]] will provide a barrier to reduce such damage and [[Auspice]] will speed your recovery. Undead are immune to [[Soul Sickness]] (and most other soul affecting spells), so you will need an alternate [[Debilitation]] for both training and protection. As long as the undead are not immune to stuns (many are), [[Phelim&#039;s Sanction]] costs one spell slot and is a powerful [[Debilitation]] spell that can potentially stun every undead near you.  [[Malediction]] is excellent as both an offensive and defensive [[Debilitation]] and will allow you to train again stun-immune undead. [[Divine Radiance]], when used as a [[Targeted_Magic|targeted magic]] spell, will increase the damage of your weapons against any undead that you hit. Against undead who use a shield [[Harm Evil]] is perhaps the most powerful spell in the cleric&#039;s arsenal and, of course, it is a prerequisite for [[Harm Horde]].&lt;br /&gt;
&lt;br /&gt;
==Hunting the Undead==&lt;br /&gt;
Clerics have the ultimate toolkit for hunting the undead that plague Elanthia. While any adventurer can set fire to a zombie or bludgeon a ghoul to pieces, only a Cleric has the tools necessary to truly eradicate both corporeal and incorporeal monsters. While a Paladin has a few tools to aid in fighting the undead, they pale in comparison. Valid undead hunting choices exist as one progresses which may be a particularly prudent decision to stick with, as a Clerics arsenal against the undead will allow them to hunt above their skill range. While a Clerics tools are often just as effective against the living, many are particularly potent against the undead, or even only affect the undead.&lt;br /&gt;
&lt;br /&gt;
To even hit an incorporeal creature, an adventurer must have a blessed weapon. Blessed weapons will do additional damage to corporeal undead. The warding spell Protection from Evil will reduce the amount of damage an undead enemy can do to you, while Phelim&#039;s Sanction is an AoE stun that only affects undead. Finally, Harm Evil and Harm Horde are particularly potent targeted spells against the undead.&lt;br /&gt;
&lt;br /&gt;
-----------------Random Notes-----------------------&lt;br /&gt;
&lt;br /&gt;
You will probably notice that trying to train Parry is great practice at being a punching bag. I have found that at low levels, it is best to use custom hybrid stances to train parry. Try something like STANCE EVASION 100, STANCE SHIELD 40, STANCE PARRY 40 if you&#039;re having too much trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Title_talk:Pantheonic_Condemner&amp;diff=373893</id>
		<title>Title talk:Pantheonic Condemner</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Title_talk:Pantheonic_Condemner&amp;diff=373893"/>
		<updated>2014-08-09T21:03:56Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This title requires 1000 ranks in your highest weapon. Tried to update the page but it doesn&#039;t seem to save for me.&lt;br /&gt;
&lt;br /&gt;
I do not have this title with 280 in my highest weapon.&amp;lt;br&amp;gt;-[[User:Glimmereyes|Glimmereyes]] 16:30, 24 July 2010 (UTC)&lt;br /&gt;
:Still don&#039;t have it as 632 in highest weapon. -[[User:Glimmereyes|Glimmereyes]] 04:14, 6 June 2012 (UTC)&lt;br /&gt;
:Don&#039;t have it with 673 in highest weapon.  -[[User:Glimmereyes|Glimmereyes]] 23:11, 15 September 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Title:Pantheonic_Condemner&amp;diff=373892</id>
		<title>Title:Pantheonic Condemner</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Title:Pantheonic_Condemner&amp;diff=373892"/>
		<updated>2014-08-09T21:03:14Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Title&lt;br /&gt;
|titlename=Pantheonic Condemner&lt;br /&gt;
|category=Cleric&lt;br /&gt;
}}&lt;br /&gt;
{{TitleReq|Weapon||highest}}&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Title:Pantheonic_Condemner&amp;diff=373891</id>
		<title>Title:Pantheonic Condemner</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Title:Pantheonic_Condemner&amp;diff=373891"/>
		<updated>2014-08-09T21:02:34Z</updated>

		<summary type="html">&lt;p&gt;LIURIDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Title&lt;br /&gt;
|titlename=Pantheonic Condemner&lt;br /&gt;
|category=Cleric&lt;br /&gt;
}}&lt;br /&gt;
{{TitleReq|Weapon||highest|1000}}&lt;/div&gt;</summary>
		<author><name>LIURIDR</name></author>
	</entry>
</feed>