<?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=MEDPHYSICS</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=MEDPHYSICS"/>
	<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/Special:Contributions/MEDPHYSICS"/>
	<updated>2026-05-18T22:00:29Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shaping_discipline&amp;diff=412856</id>
		<title>Shaping discipline</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shaping_discipline&amp;diff=412856"/>
		<updated>2015-06-13T21:21:52Z</updated>

		<summary type="html">&lt;p&gt;MEDPHYSICS: /* BUGS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Shaping is a discipline of the [[Engineering skill]].  Shaping was released 6/13/2015&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Shaping discipline&#039;&#039;&#039; involves the shaping of non-metal objects into utility forms.&lt;br /&gt;
&lt;br /&gt;
The only available places to purchase tools &amp;amp; materials and to complete workorders currently are the [[Crossing Engineering Society]] and the [[Riverhaven Engineering Society]].  &lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
The {{com|analyze}} command generally can be used to determine the qualities of crafted items, as well as the next step they require. For more specific information, {{com|appraise}} the item {{tt|carefully}} to tell you how its inherent properties compare on the Trader Scale.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
:&#039;&#039;See [[Shaping techniques]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Materials/Preparation==&lt;br /&gt;
:&#039;&#039;For a detailed list of materials and stats, see the crafting materials page for [[Crafting Materials#Common_Wood|wood]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Wood===&lt;br /&gt;
Wood materials of low quality and decent enough price can be conveniently obtained from an engineering society shop, or materials of a wider variety and higher quality can be obtained through the laborious process of [[lumberjacking]].&lt;br /&gt;
&lt;br /&gt;
*The hardness of the wood affects... &lt;br /&gt;
*The stiffness will affect... &lt;br /&gt;
*The physical resistance will affect...&lt;br /&gt;
*The shortbow/longbow/composite bow affinities determine...&lt;br /&gt;
*Each wood-type has a density that affects how much items crafted from it weigh.&lt;br /&gt;
*Each wood-type has a value modifier that determines how much things created from it cost. &lt;br /&gt;
*A wood&#039;s workability affects how much additional skill is necessary to craft items from it. &lt;br /&gt;
&lt;br /&gt;
Wood purchased from a society building will be ready to use, but wood claimed from the wilds must be processed, first CUT &#039;&#039;wood&#039;&#039; with a woodcutter&#039;s saw and then CUT/SCRAPE &#039;&#039;wood&#039;&#039; with a drawknife.  This will turn your stick/limb/etc into LUMBER, which can then be combined with other lumber of the same wood-type.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
:&#039;&#039;See [[Crafting tools]] for an in depth discussion of them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Woodcutter&#039;s saw]]&lt;br /&gt;
* [[Drawknife]]&lt;br /&gt;
* [[Rifflers]]&lt;br /&gt;
* [[Carving knife]]&lt;br /&gt;
* [[Wood finishing kit]]&lt;br /&gt;
* [[Chisels]]&lt;br /&gt;
* [[Adze]]&lt;br /&gt;
* [[Rasp]]&lt;br /&gt;
* [[Clamps]]&lt;br /&gt;
* [[Wood shaper]]&lt;br /&gt;
* [[Glue]]&lt;br /&gt;
* [[Bow string]]&lt;br /&gt;
* [[Stain]]&lt;br /&gt;
&lt;br /&gt;
==Shaping==&lt;br /&gt;
The first step is to turn your shaping book to the desired chapter and page, then {{com|study}} it. After that, {{com|scrape}} &#039;&#039;&amp;lt;lumber&amp;gt;&#039;&#039; {{tt|with drawknife}} and then switch to a carving knife and {{com|carve}} &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039; {{tt|with knife}} until the item is complete or a problem is reached.&lt;br /&gt;
* &#039;&#039;Shaping with a wood shaper is needed to smooth the upper and lower limbs.&#039;&#039;: hold a wood shaper and {{com|shape}} &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039; {{tt|with shaper}}.&lt;br /&gt;
* &#039;&#039;A bulbous knot will make continued shaping difficult unless rubbed out with a rasp.&#039;&#039;: hold a rasp and {{com|rub}} &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039; {{tt|with rasp}}.&lt;br /&gt;
* &#039;&#039;The bow now must be pushed with clamps or a vice to hold it in place.&#039;&#039;: {{com|push}} &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039; {{tt|with clamp}}/{{tt|vise}}.&lt;br /&gt;
* &#039;&#039;Some wood stain should be applied to the wood to finish it.&#039;&#039;: {{com|apply}} stain to &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, attach your bow string using {{com|assemble}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|with string}}.&lt;br /&gt;
&lt;br /&gt;
==Item List==&lt;br /&gt;
:&#039;&#039;See [[Shaping products]].&#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;
===Dual Load RT===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;I seem to be getting randomly 6 second vs. 8 second RTs on dual loading a bamboo reflex bow.  Ranger, 100 agility, HOL up.  Tested and did not see this issue with a Renshear reflex bow.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 22:28, 14 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
This is working as intended according to Kodius.&lt;br /&gt;
&lt;br /&gt;
--[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 01:36, 21 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Tech Chart missing from Crossing Society===&lt;br /&gt;
&lt;br /&gt;
--[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 22:29, 14 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Wood Belt Buckle requires bone instead of wood===&lt;br /&gt;
Master book, chapter 6, page 17: Wood Belt Buckle&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Ingredients required 1 bleached bone stack (2 pieces)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ingredients now showing as 2 pieces of refined lumber on DR TEST&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 08:18, 17 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Shaping a footman&#039;s bow glue thinks it is wood stain===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; apply glue to bow&lt;br /&gt;
&lt;br /&gt;
You brush some stain on your bow to finish it.&lt;br /&gt;
&lt;br /&gt;
The bow is ready to have more fine detail carved with a carving knife.&lt;br /&gt;
Roundtime: 11 sec.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 08:18, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Shaped arrowheads===&lt;br /&gt;
&amp;gt; count arrow&lt;br /&gt;
&lt;br /&gt;
There are enough left to create one more batches of arrows.&lt;br /&gt;
&lt;br /&gt;
Should that be one more batch of arrows?&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 09:33, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Analyze Arrowheads===&lt;br /&gt;
&amp;gt; anal arrow&lt;br /&gt;
&lt;br /&gt;
You find yourself unable to determine the difficulty of this item.&lt;br /&gt;
&lt;br /&gt;
You analyze every minute detail of the boar-tusk arrowheads and smile knowingly to yourself.&lt;br /&gt;
&lt;br /&gt;
These appear to be a type of boar-tusk arrowheads that are masterfully-crafted.&lt;br /&gt;
&lt;br /&gt;
You find yourself unable to determine the difficulty of this item.&lt;br /&gt;
&lt;br /&gt;
The arrowheads are masterfully-crafted.&lt;br /&gt;
&lt;br /&gt;
It was made by someone with a minor amount of skill compared to your own.&lt;br /&gt;
&lt;br /&gt;
You find it impossible to identify who crafted this item.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Double &amp;quot;masterfully-crafted&amp;quot; in the analyze.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 09:33, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Typo in shaping===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; shape lumber into shaft&lt;br /&gt;
&lt;br /&gt;
You break the lumber into arrow-length sections, then run the shaper along the surface to remove bark and smooth out knots.  All around each length you work, straigthening and smoothing each shaft. additional shaping will be necessary during the arrow crafting process.  But for now you are left with a bundle of arrow shafts.&lt;br /&gt;
&lt;br /&gt;
additional shaping should be Additional shaping&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 09:37, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Analyze Shafts===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; analyze shaft&lt;br /&gt;
&lt;br /&gt;
You find yourself unable to determine the difficulty of this item.&lt;br /&gt;
&lt;br /&gt;
You analyze every minute detail of the arrow shafts and smile knowingly to yourself.&lt;br /&gt;
&lt;br /&gt;
These appear to be a type of arrow shafts that are of outstanding quality.&lt;br /&gt;
&lt;br /&gt;
You find yourself unable to determine the difficulty of this item.&lt;br /&gt;
&lt;br /&gt;
The shafts are of outstanding quality.&lt;br /&gt;
&lt;br /&gt;
It was made by someone with a minor amount of skill compared to your own.&lt;br /&gt;
&lt;br /&gt;
You find it impossible to identify who crafted this item.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duplicate quality statement here too&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 09:38, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Carving arrows with a knife doesnt tell the next step===&lt;br /&gt;
&amp;gt; carve arr with knif&lt;br /&gt;
&lt;br /&gt;
Using slow strokes you scrape away some rough edges on the arrows using a carving knife.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
All other crafting steps seem to tell you what the next step should be but carving arrows does not.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 10:01, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Glue on flights messages as glue on arrowheads===&lt;br /&gt;
&amp;gt; apply glue to arrow&lt;br /&gt;
&lt;br /&gt;
You apply some glue to your arrows and affixes each arrowhead in place.&lt;br /&gt;
&lt;br /&gt;
Now the flights are ready to be trimmed with a carving knife.&lt;br /&gt;
Roundtime: 17 sec.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 10:01, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Final carve on arrows to trim flights===&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
&amp;gt; carve arr with knif&lt;br /&gt;
&lt;br /&gt;
You whittle away the rough edges on your arrows using a carving knife.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 13 sec.&lt;br /&gt;
&lt;br /&gt;
Applying the final touches, you complete working on some boar-tusk arrows.&lt;br /&gt;
&lt;br /&gt;
Seems to message as if you are carving the arrow shaft (Whittling = wood?) and not trimming the flights?&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 10:01, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Item Shaping===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; scrape lumb with draw&lt;br /&gt;
&lt;br /&gt;
&amp;gt; scrape lumb with drawknife&lt;br /&gt;
&lt;br /&gt;
What did you want to scrape?&lt;br /&gt;
&lt;br /&gt;
You glance down to see a metal drawknife in your right hand and an unfinished maple belt buckle in your left hand.&lt;br /&gt;
&lt;br /&gt;
First scrape on raw lumber didnt produce any messages but did seem to begin the crafting process on the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
You use your knife to carve detail into an unfinished maple belt buckle&#039;s.  A few areas could be improved, but overall the shaping meets your expectations.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
Using slow even movements you shape an unfinished maple belt buckle with your knife.  A few areas could be improved, but overall the shaping meets your expectations.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
Using slow even movements you shape an unfinished maple belt buckle with your knife.  Peering at the clean cuts inspires confidence for continued shaping.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
You use your knife to carve detail into an unfinished maple belt buckle&#039;s.  Your experience with shaping begins to show in the wood&#039;s splendid form.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
You use your knife to carve detail into an unfinished maple belt buckle&#039;s.  The work proceeds as planned without any mistakes whatsoever.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
Back and forth you carve along an unfinished maple belt buckle with your knife.  Your experience with shaping begins to show in the wood&#039;s splendid form.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
Using slow even movements you shape an unfinished maple belt buckle with your knife.  Peering at the clean cuts inspires confidence for continued shaping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carving does seem to progress the item through the stages, but doesnt produce any RT?&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
That tool does not seem suitable for that task.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; anal buck&lt;br /&gt;
&lt;br /&gt;
You analyze every minute detail of the belt buckle and smile knowingly to yourself.&lt;br /&gt;
&lt;br /&gt;
When crafting is complete this will be a type of finished wood accessory.&lt;br /&gt;
&lt;br /&gt;
With all major carving work completed, the wood is ready for the application of stain.&lt;br /&gt;
&lt;br /&gt;
From the progress so far, it looks like the buckle is of superior quality.&lt;br /&gt;
&lt;br /&gt;
The buckle is a somewhat challenging piece to make.&lt;br /&gt;
&lt;br /&gt;
You estimate that it is very nearly done.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It also doesnt mention when carving is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt; apply stain to buck&lt;br /&gt;
&lt;br /&gt;
Roundtime: 17 sec.&lt;br /&gt;
&lt;br /&gt;
Applying the final touches, you complete working on a maple belt buckle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Applying stain to the finished item doesnt produce any messages but does correctly message that the item is finished.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 10:11, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Unfinished Arrows===&lt;br /&gt;
You glance down to see some unfinished arrow boar-tusk arrows in your right hand and nothing in your left hand.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 11:28, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Techniques===&lt;br /&gt;
&amp;gt; ask talia about advanced fletching&lt;br /&gt;
&lt;br /&gt;
Talia shakes her head and says, &amp;quot;I don&#039;t understand you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ask talia about exotic fletching&lt;br /&gt;
&lt;br /&gt;
Talia says, &amp;quot;Training with Advanced Fletching imparts knowledge of more advanced arrow designs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ask talia about simple form shaping&lt;br /&gt;
&lt;br /&gt;
Talia says, &amp;quot;Most humanoid forms will be shapable after taining with Simple Form Shaping&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ask talia about exotic wood adornments&lt;br /&gt;
&lt;br /&gt;
Talia says, &amp;quot;Through training with Exotic Wood Shaping a number of highly specialized pieces may be fashioned with ease.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 05:28, 29 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Bow Lamination===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; apply glue to my bow&lt;br /&gt;
&lt;br /&gt;
The bow looks almost ready to be assembled with backer material next.&lt;br /&gt;
&lt;br /&gt;
You brush some glue on your bow and prepare it for assembly.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 11 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doesnt give the standard assembly message that you get when you need to assemble something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R&amp;gt; shape my bow with my shaper&lt;br /&gt;
&lt;br /&gt;
The bow appears ready to be reinforced with some leather strips.&lt;br /&gt;
&lt;br /&gt;
With short strokes you shape a maple footman&#039;s bow with your shaper.  Your experience shows in the smooth, expertly-shaped surface of the bow stave.&lt;br /&gt;
&lt;br /&gt;
Shaping with a wood shaper is needed to smooth the surface.&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; shape my bow with my shaper&lt;br /&gt;
&lt;br /&gt;
Quickly you rub your shaper across the limbs of a maple footman&#039;s bow.  Each limb takes on a graceful curve providing exceptional balance and power.&lt;br /&gt;
&lt;br /&gt;
Some wood stain should be applied to the wood to finish it.&lt;br /&gt;
Roundtime: 14 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prompted me for leather strips but I was able to carry on shaping? Is this an issue or is the &amp;quot;leather strips&amp;quot; bit optional?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt; apply stain to my bow&lt;br /&gt;
&lt;br /&gt;
You brush some stain on your bow to finish it.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 17 sec.&lt;br /&gt;
&lt;br /&gt;
Close inspection of the completed lamination process shows it was ineffective, and caused significant damage to the bow&#039;s wood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Didnt get any issues in the lamination process (Unless the leather strips part above is the issue) but failed and badly damaged the bow?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt; shape short with shaper&lt;br /&gt;
&lt;br /&gt;
The shortbow appears ready to be reinforced with some leather strips.&lt;br /&gt;
&lt;br /&gt;
You flip a maple competition shortbow over and begin to shape it with your shaper.  The vigorous rubbing shapes the bow&#039;s limbs and produces absolutely no mistakes.&lt;br /&gt;
&lt;br /&gt;
Shaping with a wood shaper is needed to smooth the surface.&lt;br /&gt;
Roundtime: 21 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; buy strips&lt;br /&gt;
&lt;br /&gt;
You decide to purchase the strips, and pay the sales clerk 625 Kronars.&lt;br /&gt;
&lt;br /&gt;
The sales clerk hands you your leather strips.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; assemble short with my strip&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &lt;br /&gt;
The leather strips is not required to continue crafting the competition shortbow, so you stop assembling them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tried again with strips purchased from the forging society, and it didnt work. Are the strips necessary or a bugged message? If they are necessary are they applied via &amp;quot;assemble&amp;quot; or using some other mechanism? Also if they are required should the engineering society extras crate stock them?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 06:04, 29 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Foraging Tasks ==&lt;br /&gt;
&lt;br /&gt;
Mags no longer recognizes sticks and limbs that are foraged for Foraging tasks, presumably because of the material adjectives. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- End of Bug Area. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Creation systems}}&lt;/div&gt;</summary>
		<author><name>MEDPHYSICS</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=408921</id>
		<title>Trader new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=408921"/>
		<updated>2015-05-17T21:55:46Z</updated>

		<summary type="html">&lt;p&gt;MEDPHYSICS: /* All Crafting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Trader 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;
==&amp;lt;center&amp;gt;How to Trader&amp;lt;/center&amp;gt;==&lt;br /&gt;
Traders, you either love them or loathe them, but you are here and taking the first steps to become one or getting the 411 on how they tick. Back in the day, there was only one way to Trader and that was usually with a caravan or pack animal on the long, solitary roads all around Elanthia. It was an endless circle of running from one outpost to another. Joy, joy!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modern traders now enjoy many ways to be. You have the classic Caravan Traders, and then the Gem Shop Traders, Market Traders, Combat Traders, Student Traders, etc. So many choices that traders can dabble into; either specialize in one or a master of all.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
#&#039;&#039;&#039;Find the Guilds&#039;&#039;&#039;: Joining the Trader&#039;s Guild, you would need to know where the Guild is in order for you to join. Commoners should seek out the Guild Leaders in each Guild to join. In both starting towns, Crossing and Riverhaven both have the guilds situated in the Western part of town and usually near the docks. &lt;br /&gt;
#&#039;&#039;&#039;DIRection is your best friend&#039;&#039;&#039;: Using the [[Directions command|DIR]] syntax will definitely be your best guide to locate the Guilds and other places within Elanthia.&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
#&#039;&#039;&#039;Ledger&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Feedbag&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Beasts of Burden&#039;&#039;&#039;&lt;br /&gt;
#*Pack Animals&lt;br /&gt;
#*Caravans&lt;br /&gt;
&lt;br /&gt;
===The Many Arts of Trading===&lt;br /&gt;
#&#039;&#039;&#039;Haggling/Bartering&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
#*Branches and sticks - Forage for them in any wilderness area and sell to either [[Mags]] in [[Crossings]] or [[Maisie_(2)|Old Maisie]] in [[Riverhaven]]. This will teach you Trading skill and earn you a bit of coin.&lt;br /&gt;
#*Skins - You can sell single skinned parts from creatures you hunt at the local Furrier. There is one in both of the starting cities,  [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} FURRIER to find them.&lt;br /&gt;
#*Lumpy/Tight Bundles - Regardless of circle or skill, you are able to sell bundled parts from skinning at the local Furrier. This is a great way to get your starting ranks in the Trading skill.&lt;br /&gt;
#*Gems - You can sell single gems to the Gem Shop regardless of circle or skill level. There are shops in both of the starting cities, [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} GEM to find them.&lt;br /&gt;
#*Nuggets (Mining Products and Critter Drops)&lt;br /&gt;
#*Gem Pouches - When you have gained enough skill in Trading and Appraisal, and have trained your Charisma to a significant degree, you will be able to sell pouches full of gems to the Gem Shop.&lt;br /&gt;
#&#039;&#039;&#039;Pawning&#039;&#039;&#039; - Another good way to get some starting ranks in the Trading skill to to pawn items at your local Pawnshop, this is done by use of the {{com|SELL}} command. Runestones should teach well at the start and are plentiful, often found in donation areas or just laying around.&lt;br /&gt;
#&#039;&#039;&#039;Commodities&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Contracts&#039;&#039;&#039;: Local and Interprovincial Trading&lt;br /&gt;
#&#039;&#039;&#039;Work Orders&#039;&#039;&#039; - Completing Work Orders through one of the Crafting Societies will earn you some Trading skill.&lt;br /&gt;
#&#039;&#039;&#039;Tasks&#039;&#039;&#039; - Completing skinning and foraging [[Tasks]] will yield some Trading experience. The tasks are repeatable roughly every minute, making them a preferred method of training Trading through the first twenty circles or so.&lt;br /&gt;
#&#039;&#039;&#039;Horse Trading&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Market Tables&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Auctioneering&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gem/Furrier Shop Financing&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Shop Ownership&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===With Experience, Comes Prestige===&lt;br /&gt;
#&#039;&#039;&#039;Hirelings&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Personally Own Caravans (POC)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speculates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Lore Skillset|Lore Skills]]==&lt;br /&gt;
&lt;br /&gt;
Traders are Lore primary, meaning Lore skills are your bread and butter. You will learn them faster than all other skills, making them important for your advancement for both circling and gaining TDP&#039;s.&lt;br /&gt;
&lt;br /&gt;
All lore can fall under the Lore Skillsets for Traders but the following ones will usually apply for them in this requirement.&lt;br /&gt;
&lt;br /&gt;
===All Crafting Skills===&lt;br /&gt;
* Alchemy&lt;br /&gt;
* Enchanting&lt;br /&gt;
* Forging&lt;br /&gt;
* Outfitting&lt;br /&gt;
* Engineering&lt;br /&gt;
&lt;br /&gt;
Enchanting is not yet released, nor do Traders currently have magical abilities. The other four are released to some capacity. Outfitting is a popular choice for Traders as it can be worked on while on the go. The Carving Discipline in Engineering can be performed with either stone or bone. Stone is very heavy and has to be trained within the confines of the Engineering Society Building. For that reason, some people choose to carve with bone instead. Blacksmithing is a popular choice in the Forging skill as it lets Traders make tools they can then sell. With enough Outdoorsmanship, Perception, and Appraisal (all of which Traders typically train!) it is possible to mine your own raw materials. Rare materials can be sold to other players for a profit. While entirely optional, it is recommended that a Trader pick up at least one crafting skill for their Lore requirements.&lt;br /&gt;
&lt;br /&gt;
*NOTE: Stonecarving objects are VERY heavy. Bundling the items with your logbook does NOT remove their weight from your encumbrance. Be VERY careful (or use deeds!) when attempting to complete a work order if you don&#039;t have a lot of Strength and Stamina. It is possible to create something you cannot lift!&lt;br /&gt;
&lt;br /&gt;
*ADDITIONAL NOTE: Careers and Hobbies are useful for gaining techniques that will make crafting easier. However, it is STRONGLY ADVISED to wait awhile before committing to a career and/or hobby as the choice is irreversible!&lt;br /&gt;
&lt;br /&gt;
===Mechanical Lore===&lt;br /&gt;
&lt;br /&gt;
With the introduction of Crafting skills, Mechanical Lore will become an obsolete skill in the future, and will eventually lose all ways of training it. It is not recommended to train Mechanical Lore for circling purposes because of this. However, since Traders are Lore Primary, training Mechanical Lore will still yield TDPs. If you&#039;re sitting around listening to a class and have nothing else to do, you can always BRAID some grass or vines that are readily foraged up to train Mechanical Lore.&lt;br /&gt;
&lt;br /&gt;
===Appraisal=== &lt;br /&gt;
As a Trader you &#039;&#039;&#039;must&#039;&#039;&#039; train this skill. The guild has a requirement that you gain a few ranks every circle in order to advance to the next circle. However, Traders have an edge in this field. Beyond the standard training methods of appraising untied bundles and gem pouches, we also have access to [[Trader Jewelry]] which has expanded appraisal values over normal items in order to teach us better. You can get a few pieces within the [[Trader Guild, Crossing Shop]] but be prepared to pay a hefty sum for it. Regardless of the amount paid, they are a worthwhile investment and will provide you with something to appraise at all times.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
Tactics is the offensive counterpart of the [[Defending]] skill. Offensive in nature, it allows you to identify weaknesses in your opponent&#039;s defenses and exploit them. Since it is a Lore skill and you are required to train a single weapon, it is advisable to train it to some degree. If you&#039;re going to focus on fighting to a greater degree, it becomes even more important.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Next to Appraisal, this is a hard requirement for advancement, as well as the defining skill for a Trader. Trading, is what makes us Traders. Your first ranks should be learned by foraging branches for Mags or Old Maisey. Past that, selling items to the pawn shop, bundles of skins to the furrier, local provincial contract trading, [[Task]]s from various NPCs, and completing crafting work orders will be staples until further means of learning become available.&lt;br /&gt;
&lt;br /&gt;
===Scholarship===&lt;br /&gt;
Scholarship is all but required for Traders. It is gained through listening to and teaching classes (both of which can be done while doing just about everything else, including combat!), STUDYing crafting books, studying primers for Origami, reading books in libraries, and many other ways that can be found on the [[Scholarship]] page.&lt;br /&gt;
&lt;br /&gt;
===Performance=== &lt;br /&gt;
A popular skill choice for Traders due to the ability to train this skill nearly anywhere. Also, you can both {{com|APPRAISE}} and {{com|ANALYZE}} your instrument to train the appraisal skill.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
&lt;br /&gt;
===[[Evasion]]===&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
===[[Athletics]]===&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb. Perception is one of the main skills used in order to prevent yourself from having your coins stolen. For Traders who enjoy running Trading Routes, this can be pretty important.&lt;br /&gt;
&lt;br /&gt;
While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
&lt;br /&gt;
Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth will help you avoid being detected as you travel from location to location carrying coins and goods. Likewise, this is a rather easy skill to train while also gaining other skills in combat.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Stealth]] &lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. By getting into these boxes, you will be rewarded with gems (which you can sell at a gem shop to learn Trading skill) coins, runestones (which can be sold at pawnshops to learn Trading skill) and/or special items. It will be rather easy to train if you choose to hunt things which drop boxes when you&#039;re looking for combat training.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
===[[Thievery skill|Thievery]]===&lt;br /&gt;
While generally the bane of most Traders, this skill is actually practiced by some who find it easy enough to work because most of their time is spent in the city anyways. It&#039;s important to note that Traders caught stealing will suffer a penalty to contract values in the associated province for a period of time. However, there are many Traders who focus more on their private shop or crafting and do not care about the penalty because they don&#039;t use Trading Routes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Thievery skill|Thievery]]&lt;br /&gt;
&lt;br /&gt;
===[[First Aid]]===&lt;br /&gt;
&lt;br /&gt;
Useful for tending wounds and keeping yourself alive when injured. Learned by TENDING wounds and STUDYING Anatomy charts.&lt;br /&gt;
&lt;br /&gt;
===[[Outdoorsmanship]]===&lt;br /&gt;
There isn&#039;t much use for this skill as a Trader, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
===[[Skinning]]===&lt;br /&gt;
One of the most popular choices of survival skills, it can also be a quick way to working your Trading skill by selling your own bundles. This skill also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Being that the guild itself is developed as having [[Armor]] and [[Survival]] in the secondary skillet placement, with [[Weapons]] being in the tertiary, you can expect to see your fair share of combat as you progress. You will always have an armor requirement you must meet, and many survival skills can be trained while actively vanquishing foes. The equipment you use is purely your choice, however, there are some suggestions that can be made and they have been provided below. &lt;br /&gt;
&lt;br /&gt;
===[[Weapons]]===&lt;br /&gt;
Many Traders like to focus on Charisma first in order to hit that magic point in time where you can start selling gem pouches. Because of this, it often leads your more combat oriented stats to fall behind. That is why the writers of this guide suggest that you begin your foray into combat using the lightest and least tiring weapons. You only need a single weapon skill to circle, so pick one you like and you can decide if you want to train a wider variety later. All three of the light class weapon styles (Small Edge, Small Blunt, Light Thrown) are a good choice and often you can find all three trainable with a single weapon. &lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Choice of armor is a little more important due to the guild having this in the secondary placement for skillsets. You can expect to require ranks in two different armor skills to advance within the guild and what you choose could make this easier over all. It is our suggest that you make your primary armor skill the Shield skill. This will allow you to easily gain circles without having to spend as long in combat. For your secondary armor skill, you can choose one of the types of armor (Light Armor, Chain Armor, Brigandine, Plate) or the [[Defending]] skill. Likewise, you can wear a mixed set-up in order to learn more than one.&lt;br /&gt;
&lt;br /&gt;
==Role Playing a Trader==&lt;br /&gt;
&lt;br /&gt;
There are a number of books published in game which focus on the Trader lifestyle and are highly recommended for any Trader to read. You can view most of them in the Crossings guildhall, or click the links below to read them here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = Trader Novice Guide | CallLetters = 	ItvTNG}}&lt;br /&gt;
{{Book Row | Title = Trader&#039;s Courtesy Guide | CallLetters = 	RmoTCG}}&lt;br /&gt;
{{Book Row | Title = Words Every Trader Should Know | CallLetters = RahWET}}&lt;br /&gt;
&lt;br /&gt;
In addition to those, there is also a book which gives some brief history of the guild as a whole. It is available in game at the Riverhaven guild library, or you can view it here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = A Trader Guild History | CallLetters = 	HwmTGH}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>MEDPHYSICS</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=408919</id>
		<title>Trader new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=408919"/>
		<updated>2015-05-17T21:54:28Z</updated>

		<summary type="html">&lt;p&gt;MEDPHYSICS: /* All Crafting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Trader 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;
==&amp;lt;center&amp;gt;How to Trader&amp;lt;/center&amp;gt;==&lt;br /&gt;
Traders, you either love them or loathe them, but you are here and taking the first steps to become one or getting the 411 on how they tick. Back in the day, there was only one way to Trader and that was usually with a caravan or pack animal on the long, solitary roads all around Elanthia. It was an endless circle of running from one outpost to another. Joy, joy!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modern traders now enjoy many ways to be. You have the classic Caravan Traders, and then the Gem Shop Traders, Market Traders, Combat Traders, Student Traders, etc. So many choices that traders can dabble into; either specialize in one or a master of all.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
#&#039;&#039;&#039;Find the Guilds&#039;&#039;&#039;: Joining the Trader&#039;s Guild, you would need to know where the Guild is in order for you to join. Commoners should seek out the Guild Leaders in each Guild to join. In both starting towns, Crossing and Riverhaven both have the guilds situated in the Western part of town and usually near the docks. &lt;br /&gt;
#&#039;&#039;&#039;DIRection is your best friend&#039;&#039;&#039;: Using the [[Directions command|DIR]] syntax will definitely be your best guide to locate the Guilds and other places within Elanthia.&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
#&#039;&#039;&#039;Ledger&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Feedbag&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Beasts of Burden&#039;&#039;&#039;&lt;br /&gt;
#*Pack Animals&lt;br /&gt;
#*Caravans&lt;br /&gt;
&lt;br /&gt;
===The Many Arts of Trading===&lt;br /&gt;
#&#039;&#039;&#039;Haggling/Bartering&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
#*Branches and sticks - Forage for them in any wilderness area and sell to either [[Mags]] in [[Crossings]] or [[Maisie_(2)|Old Maisie]] in [[Riverhaven]]. This will teach you Trading skill and earn you a bit of coin.&lt;br /&gt;
#*Skins - You can sell single skinned parts from creatures you hunt at the local Furrier. There is one in both of the starting cities,  [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} FURRIER to find them.&lt;br /&gt;
#*Lumpy/Tight Bundles - Regardless of circle or skill, you are able to sell bundled parts from skinning at the local Furrier. This is a great way to get your starting ranks in the Trading skill.&lt;br /&gt;
#*Gems - You can sell single gems to the Gem Shop regardless of circle or skill level. There are shops in both of the starting cities, [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} GEM to find them.&lt;br /&gt;
#*Nuggets (Mining Products and Critter Drops)&lt;br /&gt;
#*Gem Pouches - When you have gained enough skill in Trading and Appraisal, and have trained your Charisma to a significant degree, you will be able to sell pouches full of gems to the Gem Shop.&lt;br /&gt;
#&#039;&#039;&#039;Pawning&#039;&#039;&#039; - Another good way to get some starting ranks in the Trading skill to to pawn items at your local Pawnshop, this is done by use of the {{com|SELL}} command. Runestones should teach well at the start and are plentiful, often found in donation areas or just laying around.&lt;br /&gt;
#&#039;&#039;&#039;Commodities&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Contracts&#039;&#039;&#039;: Local and Interprovincial Trading&lt;br /&gt;
#&#039;&#039;&#039;Work Orders&#039;&#039;&#039; - Completing Work Orders through one of the Crafting Societies will earn you some Trading skill.&lt;br /&gt;
#&#039;&#039;&#039;Tasks&#039;&#039;&#039; - Completing skinning and foraging [[Tasks]] will yield some Trading experience. The tasks are repeatable roughly every minute, making them a preferred method of training Trading through the first twenty circles or so.&lt;br /&gt;
#&#039;&#039;&#039;Horse Trading&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Market Tables&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Auctioneering&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gem/Furrier Shop Financing&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Shop Ownership&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===With Experience, Comes Prestige===&lt;br /&gt;
#&#039;&#039;&#039;Hirelings&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Personally Own Caravans (POC)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speculates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Lore Skillset|Lore Skills]]==&lt;br /&gt;
&lt;br /&gt;
Traders are Lore primary, meaning Lore skills are your bread and butter. You will learn them faster than all other skills, making them important for your advancement for both circling and gaining TDP&#039;s.&lt;br /&gt;
&lt;br /&gt;
All lore can fall under the Lore Skillsets for Traders but the following ones will usually apply for them in this requirement.&lt;br /&gt;
&lt;br /&gt;
===All Crafting Skills===&lt;br /&gt;
* Alchemy&lt;br /&gt;
* Enchanting&lt;br /&gt;
* Forging&lt;br /&gt;
* Outfitting&lt;br /&gt;
* Engineering&lt;br /&gt;
&lt;br /&gt;
Enchanting is not yet released, nor do Traders currently have magical abilities. The other four are released to some capacity. Outfitting is a popular choice for Traders as it can be worked on while on the go. The Carving Discipline in Engineering can be performed with either stone or bone. Stone is very heavy and has to be trained within the confines of the Engineering Society Building. For that reason, some people choose to carve with bone instead. Blacksmithing is a popular choice in the Forging skill as it lets Traders make tools they can then sell. With enough Outdoorsmanship, Perception, and Appraisal (all of which Traders typically train!) it is possible to mine your own raw materials. Rare materials can be sold to other players for a profit. While entirely optional, it is recommended that a Trader pick up at least one crafting skill for their Lore requirements.&lt;br /&gt;
&lt;br /&gt;
*NOTE: Stonecarving objects are VERY heavy. Bundling the items with your logbook does NOT remove their weight from your encumbrance. Be VERY careful (or use deeds!) when attempting to complete a work order if you don&#039;t have a lot of Strength and Stamina. It is possible to create something you cannot lift!&lt;br /&gt;
&lt;br /&gt;
**NOTE: Careers and Hobbies are useful for gaining techniques that will make crafting easier. However, it is STRONGLY ADVISED to wait awhile before committing to a career and/or hobby as the choice is irreversible!&lt;br /&gt;
&lt;br /&gt;
===Mechanical Lore===&lt;br /&gt;
&lt;br /&gt;
With the introduction of Crafting skills, Mechanical Lore will become an obsolete skill in the future, and will eventually lose all ways of training it. It is not recommended to train Mechanical Lore for circling purposes because of this. However, since Traders are Lore Primary, training Mechanical Lore will still yield TDPs. If you&#039;re sitting around listening to a class and have nothing else to do, you can always BRAID some grass or vines that are readily foraged up to train Mechanical Lore.&lt;br /&gt;
&lt;br /&gt;
===Appraisal=== &lt;br /&gt;
As a Trader you &#039;&#039;&#039;must&#039;&#039;&#039; train this skill. The guild has a requirement that you gain a few ranks every circle in order to advance to the next circle. However, Traders have an edge in this field. Beyond the standard training methods of appraising untied bundles and gem pouches, we also have access to [[Trader Jewelry]] which has expanded appraisal values over normal items in order to teach us better. You can get a few pieces within the [[Trader Guild, Crossing Shop]] but be prepared to pay a hefty sum for it. Regardless of the amount paid, they are a worthwhile investment and will provide you with something to appraise at all times.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
Tactics is the offensive counterpart of the [[Defending]] skill. Offensive in nature, it allows you to identify weaknesses in your opponent&#039;s defenses and exploit them. Since it is a Lore skill and you are required to train a single weapon, it is advisable to train it to some degree. If you&#039;re going to focus on fighting to a greater degree, it becomes even more important.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Next to Appraisal, this is a hard requirement for advancement, as well as the defining skill for a Trader. Trading, is what makes us Traders. Your first ranks should be learned by foraging branches for Mags or Old Maisey. Past that, selling items to the pawn shop, bundles of skins to the furrier, local provincial contract trading, [[Task]]s from various NPCs, and completing crafting work orders will be staples until further means of learning become available.&lt;br /&gt;
&lt;br /&gt;
===Scholarship===&lt;br /&gt;
Scholarship is all but required for Traders. It is gained through listening to and teaching classes (both of which can be done while doing just about everything else, including combat!), STUDYing crafting books, studying primers for Origami, reading books in libraries, and many other ways that can be found on the [[Scholarship]] page.&lt;br /&gt;
&lt;br /&gt;
===Performance=== &lt;br /&gt;
A popular skill choice for Traders due to the ability to train this skill nearly anywhere. Also, you can both {{com|APPRAISE}} and {{com|ANALYZE}} your instrument to train the appraisal skill.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
&lt;br /&gt;
===[[Evasion]]===&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
===[[Athletics]]===&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb. Perception is one of the main skills used in order to prevent yourself from having your coins stolen. For Traders who enjoy running Trading Routes, this can be pretty important.&lt;br /&gt;
&lt;br /&gt;
While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
&lt;br /&gt;
Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth will help you avoid being detected as you travel from location to location carrying coins and goods. Likewise, this is a rather easy skill to train while also gaining other skills in combat.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Stealth]] &lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. By getting into these boxes, you will be rewarded with gems (which you can sell at a gem shop to learn Trading skill) coins, runestones (which can be sold at pawnshops to learn Trading skill) and/or special items. It will be rather easy to train if you choose to hunt things which drop boxes when you&#039;re looking for combat training.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
===[[Thievery skill|Thievery]]===&lt;br /&gt;
While generally the bane of most Traders, this skill is actually practiced by some who find it easy enough to work because most of their time is spent in the city anyways. It&#039;s important to note that Traders caught stealing will suffer a penalty to contract values in the associated province for a period of time. However, there are many Traders who focus more on their private shop or crafting and do not care about the penalty because they don&#039;t use Trading Routes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Thievery skill|Thievery]]&lt;br /&gt;
&lt;br /&gt;
===[[First Aid]]===&lt;br /&gt;
&lt;br /&gt;
Useful for tending wounds and keeping yourself alive when injured. Learned by TENDING wounds and STUDYING Anatomy charts.&lt;br /&gt;
&lt;br /&gt;
===[[Outdoorsmanship]]===&lt;br /&gt;
There isn&#039;t much use for this skill as a Trader, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
===[[Skinning]]===&lt;br /&gt;
One of the most popular choices of survival skills, it can also be a quick way to working your Trading skill by selling your own bundles. This skill also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Being that the guild itself is developed as having [[Armor]] and [[Survival]] in the secondary skillet placement, with [[Weapons]] being in the tertiary, you can expect to see your fair share of combat as you progress. You will always have an armor requirement you must meet, and many survival skills can be trained while actively vanquishing foes. The equipment you use is purely your choice, however, there are some suggestions that can be made and they have been provided below. &lt;br /&gt;
&lt;br /&gt;
===[[Weapons]]===&lt;br /&gt;
Many Traders like to focus on Charisma first in order to hit that magic point in time where you can start selling gem pouches. Because of this, it often leads your more combat oriented stats to fall behind. That is why the writers of this guide suggest that you begin your foray into combat using the lightest and least tiring weapons. You only need a single weapon skill to circle, so pick one you like and you can decide if you want to train a wider variety later. All three of the light class weapon styles (Small Edge, Small Blunt, Light Thrown) are a good choice and often you can find all three trainable with a single weapon. &lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Choice of armor is a little more important due to the guild having this in the secondary placement for skillsets. You can expect to require ranks in two different armor skills to advance within the guild and what you choose could make this easier over all. It is our suggest that you make your primary armor skill the Shield skill. This will allow you to easily gain circles without having to spend as long in combat. For your secondary armor skill, you can choose one of the types of armor (Light Armor, Chain Armor, Brigandine, Plate) or the [[Defending]] skill. Likewise, you can wear a mixed set-up in order to learn more than one.&lt;br /&gt;
&lt;br /&gt;
==Role Playing a Trader==&lt;br /&gt;
&lt;br /&gt;
There are a number of books published in game which focus on the Trader lifestyle and are highly recommended for any Trader to read. You can view most of them in the Crossings guildhall, or click the links below to read them here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = Trader Novice Guide | CallLetters = 	ItvTNG}}&lt;br /&gt;
{{Book Row | Title = Trader&#039;s Courtesy Guide | CallLetters = 	RmoTCG}}&lt;br /&gt;
{{Book Row | Title = Words Every Trader Should Know | CallLetters = RahWET}}&lt;br /&gt;
&lt;br /&gt;
In addition to those, there is also a book which gives some brief history of the guild as a whole. It is available in game at the Riverhaven guild library, or you can view it here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = A Trader Guild History | CallLetters = 	HwmTGH}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>MEDPHYSICS</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Basics,_The&amp;diff=408777</id>
		<title>Basics, The</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Basics,_The&amp;diff=408777"/>
		<updated>2015-05-17T12:18:56Z</updated>

		<summary type="html">&lt;p&gt;MEDPHYSICS: /* TRADERS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
==THE BASICS==&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
---------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Written By The Elanthian Lorethew Mentorship Society&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
CONTENTS:&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
1. About This Guide ........................ 2&lt;br /&gt;
2. What Every Novice Needs ................. 3&lt;br /&gt;
3. Racial Differences &amp;amp; Fighting Styles .... 4&lt;br /&gt;
4. Learning Lore .......................... 10&lt;br /&gt;
5. Magical Devices ........................ 11&lt;br /&gt;
6. Guild Basics: .......................... 12&lt;br /&gt;
Barbarians ................................ 12&lt;br /&gt;
Bards ..................................... 13&lt;br /&gt;
Clerics ................................... 15&lt;br /&gt;
Empaths ................................... 16&lt;br /&gt;
Moon Mages ................................ 17&lt;br /&gt;
Paladins .................................. 19&lt;br /&gt;
Rangers ................................... 20&lt;br /&gt;
Thieves ................................... 21&lt;br /&gt;
Traders ................................... 22&lt;br /&gt;
Warrior Mages ............................. 24&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
---------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
===1. About This Guide===&lt;br /&gt;
The Basics is a guide written to help Mentors better aid&lt;br /&gt;
Novices get equipped properly for their race and guild.  Unless &lt;br /&gt;
needed in order to make decisions about buying armor, weapons, and&lt;br /&gt;
other items necessary in their first five circles, no information on &lt;br /&gt;
guild-specific abilities and skills is presented here.   &lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
===2. What Every Novice Needs===&lt;br /&gt;
&lt;br /&gt;
Regardless of what guild or race a newcomer may be, they will&lt;br /&gt;
need four things.  They will need: &lt;br /&gt;
&lt;br /&gt;
*to know that they can always get HELP and ADVICE.&lt;br /&gt;
*to know that they will be able to get DIRECTION in The Crossing.&lt;br /&gt;
*a BACKPACK or similar large container.&lt;br /&gt;
*to know where the BANK is and how to make transactions.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
===3. Racial Differences &amp;amp; Fighting Styles===&lt;br /&gt;
&lt;br /&gt;
Elanthia&#039;s population is a varied one, each race having its&lt;br /&gt;
own strengths and weaknesses, and each individual having their own &lt;br /&gt;
preferences.  In helping Novices get equipped, such elements as race, &lt;br /&gt;
profession and personal preference must be considered carefully.&lt;br /&gt;
Elanthia&#039;s races include Dwarves, Elves, Elotheans, Gor&#039;Togs, Halflings,&lt;br /&gt;
Humans, and Skra&#039;Mur.&lt;br /&gt;
*&#039;&#039;&#039;DWARVES&#039;&#039;&#039; - Short, stocky, and a bit furrier than most others, Dwarves are sturdy folk. In exchange for their tremendous stamina, Dwarves move slower and are less agile.  &lt;br /&gt;
*&#039;&#039;&#039;ELVES&#039;&#039;&#039; - Tall and quiet, elves are known for their reflexes and their charisma, but tend to be weaker than most other races.&lt;br /&gt;
*&#039;&#039;&#039;ELOTHEANS&#039;&#039;&#039; - Thought by some to be created of the Immortals, Eloths are known for their excellent reflexes and great intelligence. Like Elves, they are not very strong and suffer more under burden than any other race.&lt;br /&gt;
*&#039;&#039;&#039;GOR&#039;TOGS&#039;&#039;&#039; - This towering race was once enslaved for their tremendous strength and stamina and lesser intelligence, now many seek professions using heavy weapons and armor.&lt;br /&gt;
*&#039;&#039;&#039;HALFLINGS&#039;&#039;&#039; - Though generally a frolicsome race, halflings are small wonders known for good reflexes, agility and stamina.  Thier folly is thier weakness, however, as they have a harder time focusing their attentions.&lt;br /&gt;
*&#039;&#039;&#039;HUMANS&#039;&#039;&#039; - While there is tremendous variation within this race, humans have no particular strength or weaknesses.&lt;br /&gt;
*&#039;&#039;&#039;SKRA&#039;MUR&#039;&#039;&#039; - The serpentine Skra&#039; are very quick and strong, though not terribly smart or wise.&lt;br /&gt;
&lt;br /&gt;
There are basically three fighting styles, light, medium, and heavy&lt;br /&gt;
which roughly correspond to the major weapons and armor classes.  Rather than&lt;br /&gt;
think of these as hard and fast catagories, think of them as being points on &lt;br /&gt;
a spectrum.  Most people fall somewhere between these points, and that is &lt;br /&gt;
where guild, race and personal preference come in. These are hybrids.&lt;br /&gt;
&lt;br /&gt;
====LIGHT====&lt;br /&gt;
Light fighters use their quick reflexes, low burden, and a well developed&lt;br /&gt;
evasion skill to avoid attacks.  The sacrafice for being light and quick is &lt;br /&gt;
protection and power of attack.  If a light fighter gets hit, they will &lt;br /&gt;
incur more damage than heavy or medium fighters.  When they hit, they will &lt;br /&gt;
hit with less damage, but are able to attack quicker.  &lt;br /&gt;
&lt;br /&gt;
Leather armor, having the least encumberance, is the prime choice &lt;br /&gt;
for the light fighter. Some leather is very protective, but can be heavy &lt;br /&gt;
for Novices, but being that they have not developed the evasion skills to &lt;br /&gt;
maximize their lower encumberance, more protection is a good choice within &lt;br /&gt;
the leather class.  &lt;br /&gt;
&lt;br /&gt;
While a light fighter may use most any class weapon, they excel at lighter,&lt;br /&gt;
quicker weapons.  Light fighters often include ranged weapon and magic users&lt;br /&gt;
who avoid melee combat.  Light fighters may use light edged weapons, but &lt;br /&gt;
light edged weapons are not recommended for Novices, as they require more&lt;br /&gt;
agility than most Novices have.&lt;br /&gt;
&lt;br /&gt;
Most light fighters do not use shields because they are hindering to &lt;br /&gt;
evasion, the light fighter&#039;s prime asset.&lt;br /&gt;
&lt;br /&gt;
Races that have difficulties carrying heavy loads and swinging larger&lt;br /&gt;
weapons are best suited to this style.&lt;br /&gt;
&lt;br /&gt;
====HEAVY====&lt;br /&gt;
While light fighters are trained and equipped to avoid getting hit&lt;br /&gt;
when under attack, the heavy fighter is designed to absorb damage from attacks.&lt;br /&gt;
The greater degree of protection afforded by heavier armor is offset by a  &lt;br /&gt;
greater burden and decreased ability to evade attacks.&lt;br /&gt;
&lt;br /&gt;
Plate armor is the preferred choice of the heavy fighter.  Light plate&lt;br /&gt;
and heavy plate require different training.  Most Novices do not have the physical&lt;br /&gt;
or economic capacity to wear plate armor, so it is likely a decision they can wait&lt;br /&gt;
to make.  Most plate wearers start out in either leather or chain armor.&lt;br /&gt;
&lt;br /&gt;
Most heavy fighters choose larger, slower, more damaging weapons.&lt;br /&gt;
Because they must have good stamina and strength to manuever well in their &lt;br /&gt;
armor, heavy fighters have the ability to most effectively use weapons that &lt;br /&gt;
would wear out another fighter rapidly.  The weapons of choice are heavy edged&lt;br /&gt;
and two-handed edged.  Unless the Novice is exceptionally strong, two-handed&lt;br /&gt;
edged weapons should be approached a bit later in their careers.&lt;br /&gt;
&lt;br /&gt;
Since heavy fighters are designed to absorb damaging attacks and do not&lt;br /&gt;
rely on evasion to the degree light fighters do, most heavy fighters use shields.&lt;br /&gt;
Shield quality is measured in hindrance.  Typically, the greater the hindrance of &lt;br /&gt;
the shield, the greater the protective capacity.  It is important to understand,&lt;br /&gt;
however, that the shield user&#039;s skill is very important in utilizing shield&lt;br /&gt;
protective capacity.  A tower shield with a high hindrance and high protective &lt;br /&gt;
capacity is a poor choice for the Novice because they do not have the skill to maximize &lt;br /&gt;
the shield&#039;s protective capacity and do not have the supporting defensive skills to&lt;br /&gt;
compensate for the hindrance to their movement.  If they must learn shield skill&lt;br /&gt;
it is best to start with a low or moderately encumbering shield.&lt;br /&gt;
&lt;br /&gt;
Those races that are blessed with naturally high stamina and strength&lt;br /&gt;
are particularly well suited to be heavy fighers.&lt;br /&gt;
&lt;br /&gt;
====MEDIUM====&lt;br /&gt;
The medium fighter obviously lays at the center of the spectrum, training &lt;br /&gt;
more evenly to be able to take hits, though not the hard hits absorbed by heavy &lt;br /&gt;
fighters, and to evade attack, but with less ability than the light fighter.&lt;br /&gt;
&lt;br /&gt;
Medium armor is chain mail, which is available in both light and heavy&lt;br /&gt;
depending on which side of center the individual&#039;s preferences lay in fighting &lt;br /&gt;
style. &lt;br /&gt;
&lt;br /&gt;
There is a whole class of weapons suited for the fighter who wants some&lt;br /&gt;
of the best of both styles.  The best is a medium edged weapon, such as a scimitar.&lt;br /&gt;
&lt;br /&gt;
Only those that have a great difficulty with burden, specifically Elotheans,&lt;br /&gt;
would have any troubles choosing this fighting style.&lt;br /&gt;
&lt;br /&gt;
====HYBRID====&lt;br /&gt;
Most fighters pick and choose from among the three main styles to find&lt;br /&gt;
what works best for them given their race and professional factors.  Few fall&lt;br /&gt;
exactly on the points of the spectrum that are light, heavy and medium. They may &lt;br /&gt;
choose light armor and heavy weapons, medium weapons and heavy armor, light weapons&lt;br /&gt;
and medium armor or any concievable combination.  To guide Novices in their &lt;br /&gt;
selections, Mentors should understand the pros and cons of the major fighting styles&lt;br /&gt;
and their components to help find what will work best with the individual&#039;s race and&lt;br /&gt;
guild.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------  &lt;br /&gt;
&lt;br /&gt;
===4. Learning Lore===&lt;br /&gt;
Most guilds require that their fellows be skilled at handiwork,&lt;br /&gt;
or mechanical lore.  There are many ways for Novices to learn to work &lt;br /&gt;
with their hands and most of them involve using certain items.  Of course,&lt;br /&gt;
Novices can COMBINE reagents which requires no tool use.&lt;br /&gt;
Common tools such as CARVING KNIVES and FLINT are inexpensive items&lt;br /&gt;
that any Novice seeking to learn lore should have.  A MORTER AND PESTLE are&lt;br /&gt;
better tools, but their cost can be prohibitive to someone just making a &lt;br /&gt;
start.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
===5. Magical Devices===&lt;br /&gt;
Many guilds require their fellows be skilled with magical devices.&lt;br /&gt;
RUNES and CAMBRINTH items are most commonly found on creatures, though &lt;br /&gt;
they can be purchased in several Artificer Shops.  These are the most &lt;br /&gt;
appropriate devices for Novices to begin learning with in terms of difficulty.&lt;br /&gt;
These items are expensive if purchased, and it is suggested the Novice aquire&lt;br /&gt;
one from donations or first-hand hunting experience.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
===6. Guild Basics===&lt;br /&gt;
&lt;br /&gt;
====BARBARIANS====&lt;br /&gt;
Masters of combat and resistance to magic, Barbarians have weaponry&lt;br /&gt;
as their primary skill, with survival and armor as secondary skills.&lt;br /&gt;
&lt;br /&gt;
WEAPONS&lt;br /&gt;
Required: Knowledge of two weapons.&lt;br /&gt;
Most preferred: Heavy edged and two-handed edged weapons.&lt;br /&gt;
Alternates: Medium edged weapons.&lt;br /&gt;
&lt;br /&gt;
ARMOR&lt;br /&gt;
Required:  Shield skill.  No specific body armor is required.&lt;br /&gt;
Most Preferred:  Leather is the armor of choice for most Barbarians.  Training&lt;br /&gt;
soley in non-leather armor can hinder certain guild specific abilities they&lt;br /&gt;
may wish to use later on.  Some Barbarians choose to train in another armor&lt;br /&gt;
type later on, though they are only able to train off all hinderance in leather&lt;br /&gt;
armor.&lt;br /&gt;
&lt;br /&gt;
MAGIC&lt;br /&gt;
Barbarians do not use magic and have a contrary philosophy which resists it.&lt;br /&gt;
&lt;br /&gt;
LORE&lt;br /&gt;
Mechanical lore is a required skill for Barbarians (see Learning Lore).&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
====BARDS====&lt;br /&gt;
Bards are storytellers and warriors who make lore their primary skill&lt;br /&gt;
with magic and weaponry as secondary skills.&lt;br /&gt;
&lt;br /&gt;
WEAPONS&lt;br /&gt;
Required: Knowledge of two weapons.&lt;br /&gt;
  &lt;br /&gt;
Most preferred:  Novices are taught some skill in Medium Edged&lt;br /&gt;
weapons and Light Crossbow when they join the guild.&lt;br /&gt;
&lt;br /&gt;
ARMOR&lt;br /&gt;
Required:  There is no required armor for Bards.&lt;br /&gt;
&lt;br /&gt;
MAGIC&lt;br /&gt;
Bards&#039; magic is summoned through music.  Novices in the guild &lt;br /&gt;
are required to learn sing and play stringed instruments.  &lt;br /&gt;
Most Preferred:  Vocal skill is gained by singing songs from SONG SCROLLS &lt;br /&gt;
or form singing original songs.  It is not generally suggested that Novices &lt;br /&gt;
buy song scrolls as they are very expensive, but often they can be gotten&lt;br /&gt;
second hand from an elder Bard.  The Novice will need to STUDY the SCROLL&lt;br /&gt;
a few times before they can then SING it.  &lt;br /&gt;
&lt;br /&gt;
The preferred stringed instrument is a LYRE.  The Novice should&lt;br /&gt;
also have a CLOTH to clean it with.  You may wish to warn Novices not to&lt;br /&gt;
have their instruments out in bad weather or to DROP it (they should&lt;br /&gt;
rather PUT their instrument ON THE GROUND.  The resulting damage can be &lt;br /&gt;
corrected with repair kit by a skilled Bard, but is quite expensive.  The&lt;br /&gt;
Novice Bard should also be aware they will need to TUNE their instruments.&lt;br /&gt;
&lt;br /&gt;
LORE&lt;br /&gt;
Mechanical lore is a very important skill for Bards (see Learning Lore).&lt;br /&gt;
&lt;br /&gt;
-------------------------------------&lt;br /&gt;
&lt;br /&gt;
====CLERICS====&lt;br /&gt;
Following the holy path, clerics primarily use magic skill to &lt;br /&gt;
do their work, but have lore and weaponry as secondary skills.&lt;br /&gt;
&lt;br /&gt;
WEAPONS&lt;br /&gt;
Required: Skill in a weapon is required for Clerics.&lt;br /&gt;
Most Preferred: Novice Clerics are taught some skill in Medium Blunt&lt;br /&gt;
when they join the guild.&lt;br /&gt;
Alternate:  Medium Blunt can be a tough starter weapon for any Novice&lt;br /&gt;
because they generally lack the agility and stamina necessary to wield &lt;br /&gt;
such weapons.  Medium Edged or Heavy Edged is a common choice.&lt;br /&gt;
&lt;br /&gt;
ARMOR&lt;br /&gt;
Required:  Shield skill is required.  No specific body armor is required.&lt;br /&gt;
Preferred:  Novice Clerics are taught some skill in light chain upon&lt;br /&gt;
joining the guild.&lt;br /&gt;
&lt;br /&gt;
MAGIC&lt;br /&gt;
Clerics are Holy Magic users and are required to lean about &lt;br /&gt;
Magical Devices (see Magical Devices).&lt;br /&gt;
&lt;br /&gt;
LORE&lt;br /&gt;
Clerics are not required to learn mechanical lore.&lt;br /&gt;
&lt;br /&gt;
-------------------------------------&lt;br /&gt;
&lt;br /&gt;
====EMPATH====&lt;br /&gt;
Lore is the primary skill of healers, with magic and survival as&lt;br /&gt;
secondary skills.&lt;br /&gt;
&lt;br /&gt;
WEAPON&lt;br /&gt;
Required: It is required that Empaths -not- use weapons if they wish to &lt;br /&gt;
retain their ability to heal.&lt;br /&gt;
&lt;br /&gt;
ARMOR&lt;br /&gt;
Required:  No armor skill is required for Empaths.&lt;br /&gt;
Most Preferred:  If a Novice knows they want to spend any time in hunting &lt;br /&gt;
areas, it is suggested they get armor of some type, leather being the most &lt;br /&gt;
common choice.&lt;br /&gt;
&lt;br /&gt;
MAGIC&lt;br /&gt;
Empaths are Life Magic users are are requied to learn to use magical &lt;br /&gt;
devices (see Magical Devices).&lt;br /&gt;
&lt;br /&gt;
LORE&lt;br /&gt;
Empaths are required to learn mechanical lore (see Learning Lore).&lt;br /&gt;
&lt;br /&gt;
-------------------------------------&lt;br /&gt;
&lt;br /&gt;
====MOON MAGES====&lt;br /&gt;
These scholars are masters of foresight, using magic as their &lt;br /&gt;
primary skill.  Lore and survival are secondary skills for Moon Mages.&lt;br /&gt;
&lt;br /&gt;
WEAPONS&lt;br /&gt;
Required:  Moon Mages are not required to learn any weapon skills.&lt;br /&gt;
Most Preferred:  Though they are not required to learn skill with weapons,&lt;br /&gt;
many Moon Mages learn Medium Edged.  This is because it enhances the Moon &lt;br /&gt;
Blade spell they may choose to learn later on since Moon Blades are Medium&lt;br /&gt;
Edged weapons.&lt;br /&gt;
&lt;br /&gt;
ARMOR&lt;br /&gt;
Required:  No armor skill required.&lt;br /&gt;
Most Preferred: Leather armor or light chain armor is most common among &lt;br /&gt;
Moon Mages who tend to favor a lighter fighting style.&lt;br /&gt;
&lt;br /&gt;
MAGIC&lt;br /&gt;
Moon Mages are Moon Magic users and are required to learn to &lt;br /&gt;
use magical devices (see magical Devices).&lt;br /&gt;
&lt;br /&gt;
LORE&lt;br /&gt;
Skill in mechanical lore is required for Moon Mages (see &lt;br /&gt;
Learning Lore).&lt;br /&gt;
&lt;br /&gt;
OTHER ITEMS&lt;br /&gt;
Divination Bones: Novice Moon Mages are required to learn the skill of Divination.&lt;br /&gt;
Both of these skills require them to use other items.  Divination can be learned &lt;br /&gt;
using a set of Divination Bones which should be purchased as soon as possible.&lt;br /&gt;
&lt;br /&gt;
-------------------------------------&lt;br /&gt;
&lt;br /&gt;
====PALADINS====&lt;br /&gt;
As holy warriors and leaders in the charge, Paladins are masters&lt;br /&gt;
of armor, using weapons and lore as secondary skills.&lt;br /&gt;
&lt;br /&gt;
WEAPON&lt;br /&gt;
Required:  Paladins are required to be proficient in a weapon of choice.&lt;br /&gt;
Most Preferred:  Novices are taught some in in using Heavy Edged and &lt;br /&gt;
Two-Handed Edged weapons upon joining the guild.&lt;br /&gt;
Alternate: Medium Edged.&lt;br /&gt;
&lt;br /&gt;
ARMOR&lt;br /&gt;
Required:  Paladins are required to be very proficient at any armor class.&lt;br /&gt;
Preferred:  Novices are taught some skill in Heavy Plate and Light Plate &lt;br /&gt;
upon joining the guild.&lt;br /&gt;
Alternate: Though most Paladins choose Heavy or Light Plate because of&lt;br /&gt;
their ability to enjoy its excellent protection while being able to train&lt;br /&gt;
off all of it&#039;s hinderances, plate armor is both very encumbering and very&lt;br /&gt;
expensive to the Novice.  Most Novice Paladins wear leather and switch to &lt;br /&gt;
plate later on.&lt;br /&gt;
&lt;br /&gt;
MAGIC&lt;br /&gt;
Paladins are Holy Magic users and are not required to learn skill&lt;br /&gt;
in Magical devices.&lt;br /&gt;
&lt;br /&gt;
LORE&lt;br /&gt;
Skill in mechanical lore is required for Paladins (see Learning Lore).&lt;br /&gt;
&lt;br /&gt;
--------------------------------------&lt;br /&gt;
&lt;br /&gt;
====RANGER====&lt;br /&gt;
Survival skills are prime to the Ranger, who is most at home in the &lt;br /&gt;
wilderness.  Weapons and armor are secondary skills for the ranger.&lt;br /&gt;
&lt;br /&gt;
WEAPON&lt;br /&gt;
Required: Rangers must be skilled at one weapon, but no particular weapon&lt;br /&gt;
is required.&lt;br /&gt;
Most Preferred:  Novices are taught some skill in Longbow when they join &lt;br /&gt;
the guild, but it is suggested they also have a melee weapon.&lt;br /&gt;
&lt;br /&gt;
ARMOR&lt;br /&gt;
Required: No specific body armor is required.&lt;br /&gt;
Most Preferred:  The armor of choice for Rangers is leather.  Though some&lt;br /&gt;
Rangers choose to use non-leather armor, the lack of skill in using leather&lt;br /&gt;
armor may hinder them in othe guild-specific abilities later on.&lt;br /&gt;
&lt;br /&gt;
MAGIC&lt;br /&gt;
Rangers are Life Magic users and are not required to learn how&lt;br /&gt;
to use magical devices.&lt;br /&gt;
&lt;br /&gt;
LORE&lt;br /&gt;
Rangers are required to learn mechanical lore (see Learning Lore).&lt;br /&gt;
&lt;br /&gt;
OTHER ITEMS&lt;br /&gt;
Chest/Trunk/Coffer/Strongbox:  Rangers must learn how to disarm traps.  &lt;br /&gt;
Trapped boxes can be donated or taken from a dead creature.&lt;br /&gt;
&lt;br /&gt;
---------------------------------------&lt;br /&gt;
&lt;br /&gt;
====THIEVES====&lt;br /&gt;
Often called the Rangers of the Urban Shadows, Thieves primarily use&lt;br /&gt;
survival skills with weapons and armor as secondary skills.&lt;br /&gt;
&lt;br /&gt;
WEAPON&lt;br /&gt;
Required:  Thieves are required to be proficient in two weapon classes.&lt;br /&gt;
Most Preferred:  Novices are taught some skill in Light Edged and &lt;br /&gt;
Light Crossbow when they join the shadow guild, however, because of the &lt;br /&gt;
higher agility required to use Light edged weapons, they are not recommended &lt;br /&gt;
for the Novice.  Most thieves prefer Medium and Light Edged weapons as their &lt;br /&gt;
melee weapon for their stealth and their ability to be used to backstab.  Most &lt;br /&gt;
Thieves also use a ranged weapon, and prefer Light Crossbow.&lt;br /&gt;
&lt;br /&gt;
ARMOR&lt;br /&gt;
Required:  No specific body armor is required.&lt;br /&gt;
Most Preferred:  Those who stalk the shadows prefer the stealth afforded&lt;br /&gt;
by leather armor.&lt;br /&gt;
&lt;br /&gt;
MAGIC&lt;br /&gt;
Thieves are not required to learn any of the magical arts.&lt;br /&gt;
&lt;br /&gt;
LORE&lt;br /&gt;
Required:  Skill in mechanical lore is required (see Learning Lore).&lt;br /&gt;
&lt;br /&gt;
OTHER ITEMS&lt;br /&gt;
Chest/Trunk/Coffer/Strongbox:  Thieves must learn how to disarm traps.  &lt;br /&gt;
Trapped boxes can be donated or taken from a dead creature.&lt;br /&gt;
Lockpick:  Thives are required to learn to pick locks.  Inexpensive &lt;br /&gt;
lockpicks can be purchased, donated, or taken from dead creatures.&lt;br /&gt;
&lt;br /&gt;
-------------------------------------&lt;br /&gt;
&lt;br /&gt;
====TRADERS====&lt;br /&gt;
For these travellers and movers of the Elanthian economy, lore is a &lt;br /&gt;
primary skill, with survival and armor as secondary skills.&lt;br /&gt;
&lt;br /&gt;
WEAPON&lt;br /&gt;
Required:  Traders are required to learn one weapon skill.&lt;br /&gt;
Most Preferred:  Many trade routes will take Novice Traders through dangerous&lt;br /&gt;
areas in which skill with a weapon would be desireable.  Most traders learn at&lt;br /&gt;
least one weapon, and heavy edged is preferred.&lt;br /&gt;
&lt;br /&gt;
ARMOR&lt;br /&gt;
Required: Traders are required to be skilled in one armor class.&lt;br /&gt;
Most Preferred:  Novices are taught some skill in leather armor upon&lt;br /&gt;
joining the guild. Because of evasion requirements, leather armor is the armor&lt;br /&gt;
of choice among Traders. &lt;br /&gt;
&lt;br /&gt;
MAGIC&lt;br /&gt;
Traders are not required to learn any of the magical arts.&lt;br /&gt;
&lt;br /&gt;
LORE&lt;br /&gt;
Traders are required to learn mechanical lore (see Learning Lore).&lt;br /&gt;
&lt;br /&gt;
OTHER ITEMS&lt;br /&gt;
Ledger - Available from the minister in their guildhall, this is the most&lt;br /&gt;
crucial tool for every Trader.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------&lt;br /&gt;
&lt;br /&gt;
====WARRIOR MAGES====&lt;br /&gt;
Magic is the primary skill used by a Warrior Mage, but weapons and&lt;br /&gt;
lore are close secondary skills.&lt;br /&gt;
&lt;br /&gt;
WEAPON&lt;br /&gt;
Required:  Warrior Mages are required to be skilled in one weapon class.&lt;br /&gt;
Most Preferred:  Upon joining the guild, Novices are taught some skill in&lt;br /&gt;
Medium Edged weapons.&lt;br /&gt;
&lt;br /&gt;
ARMOR&lt;br /&gt;
Required: Shield skill required.  No body armor required.&lt;br /&gt;
&lt;br /&gt;
MAGIC&lt;br /&gt;
Warrior Mages are Elemental Magic users and are required to be skilled in&lt;br /&gt;
using magical devices (see Magical Devices).&lt;br /&gt;
&lt;br /&gt;
LORE&lt;br /&gt;
Skill in mechanical lore is required for Warrior Mages (see Learning Lore).&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------&lt;br /&gt;
{{Cat|Books,New and returning player help}}[[page type is::book| ]]&lt;/div&gt;</summary>
		<author><name>MEDPHYSICS</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=408452</id>
		<title>Trader new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=408452"/>
		<updated>2015-05-13T14:46:15Z</updated>

		<summary type="html">&lt;p&gt;MEDPHYSICS: /* Trading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Trader 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;
==&amp;lt;center&amp;gt;How to Trader&amp;lt;/center&amp;gt;==&lt;br /&gt;
Traders, you either love them or loathe them, but you are here and taking the first steps to become one or getting the 411 on how they tick. Back in the day, there was only one way to Trader and that was usually with a caravan or pack animal on the long, solitary roads all around Elanthia. It was an endless circle of running from one outpost to another. Joy, joy!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modern traders now enjoy many ways to be. You have the classic Caravan Traders, and then the Gem Shop Traders, Market Traders, Combat Traders, Student Traders, etc. So many choices that traders can dabble into; either specialize in one or a master of all.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
#&#039;&#039;&#039;Find the Guilds&#039;&#039;&#039;: Joining the Trader&#039;s Guild, you would need to know where the Guild is in order for you to join. Commoners should seek out the Guild Leaders in each Guild to join. In both starting towns, Crossing and Riverhaven both have the guilds situated in the Western part of town and usually near the docks. &lt;br /&gt;
#&#039;&#039;&#039;DIRection is your best friend&#039;&#039;&#039;: Using the [[Directions command|DIR]] syntax will definitely be your best guide to locate the Guilds and other places within Elanthia.&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
#&#039;&#039;&#039;Ledger&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Feedbag&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Beasts of Burden&#039;&#039;&#039;&lt;br /&gt;
#*Pack Animals&lt;br /&gt;
#*Caravans&lt;br /&gt;
&lt;br /&gt;
===The Many Arts of Trading===&lt;br /&gt;
#&#039;&#039;&#039;Haggling/Bartering&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
#*Branches and sticks - Forage for them in any wilderness area and sell to either [[Mags]] in [[Crossings]] or [[Maisie_(2)|Old Maisie]] in [[Riverhaven]]. This will teach you Trading skill and earn you a bit of coin.&lt;br /&gt;
#*Skins - You can sell single skinned parts from creatures you hunt at the local Furrier. There is one in both of the starting cities,  [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} FURRIER to find them.&lt;br /&gt;
#*Lumpy/Tight Bundles - Regardless of circle or skill, you are able to sell bundled parts from skinning at the local Furrier. This is a great way to get your starting ranks in the Trading skill.&lt;br /&gt;
#*Gems - You can sell single gems to the Gem Shop regardless of circle or skill level. There are shops in both of the starting cities, [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} GEM to find them.&lt;br /&gt;
#*Nuggets (Mining Products and Critter Drops)&lt;br /&gt;
#*Gem Pouches - When you have gained enough skill in Trading and Appraisal, and have trained your Charisma to a significant degree, you will be able to sell pouches full of gems to the Gem Shop.&lt;br /&gt;
#&#039;&#039;&#039;Pawning&#039;&#039;&#039; - Another good way to get some starting ranks in the Trading skill to to pawn items at your local Pawnshop, this is done by use of the {{com|SELL}} command. Runestones should teach well at the start and are plentiful, often found in donation areas or just laying around.&lt;br /&gt;
#&#039;&#039;&#039;Commodities&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Contracts&#039;&#039;&#039;: Local and Interprovincial Trading&lt;br /&gt;
#&#039;&#039;&#039;Work Orders&#039;&#039;&#039; - Completing Work Orders through one of the Crafting Societies will earn you some Trading skill.&lt;br /&gt;
#&#039;&#039;&#039;Tasks&#039;&#039;&#039; - Completing skinning and foraging [[Tasks]] will yield some Trading experience. The tasks are repeatable roughly every minute, making them a preferred method of training Trading through the first twenty circles or so.&lt;br /&gt;
#&#039;&#039;&#039;Horse Trading&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Market Tables&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Auctioneering&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gem/Furrier Shop Financing&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Shop Ownership&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===With Experience, Comes Prestige===&lt;br /&gt;
#&#039;&#039;&#039;Hirelings&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Personally Own Caravans (POC)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speculates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Lore Skillset|Lore Skills]]==&lt;br /&gt;
&lt;br /&gt;
Traders are Lore primary, meaning Lore skills are your bread and butter. You will learn them faster than all other skills, making them important for your advancement for both circling and gaining TDP&#039;s.&lt;br /&gt;
&lt;br /&gt;
All lore can fall under the Lore Skillsets for Traders but the following ones will usually apply for them in this requirement.&lt;br /&gt;
&lt;br /&gt;
===All Crafting Skills===&lt;br /&gt;
* Alchemy&lt;br /&gt;
* Enchanting&lt;br /&gt;
* Forging&lt;br /&gt;
* Outfitting&lt;br /&gt;
* Engineering&lt;br /&gt;
&lt;br /&gt;
===Mechanical Lore===&lt;br /&gt;
&lt;br /&gt;
With the introduction of Crafting skills, Mechanical Lore will become an obsolete skill in the future, and will eventually lose all ways of training it. It is not recommended to train Mechanical Lore for circling purposes because of this. However, since Traders are Lore Primary, training Mechanical Lore will still yield TDPs. If you&#039;re sitting around listening to a class and have nothing else to do, you can always BRAID some grass or vines that are readily foraged up to train Mechanical Lore.&lt;br /&gt;
&lt;br /&gt;
===Appraisal=== &lt;br /&gt;
As a Trader you &#039;&#039;&#039;must&#039;&#039;&#039; train this skill. The guild has a requirement that you gain a few ranks every circle in order to advance to the next circle. However, Traders have an edge in this field. Beyond the standard training methods of appraising untied bundles and gem pouches, we also have access to [[Trader Jewelry]] which has expanded appraisal values over normal items in order to teach us better. You can get a few pieces within the [[Trader Guild, Crossing Shop]] but be prepared to pay a hefty sum for it. Regardless of the amount paid, they are a worthwhile investment and will provide you with something to appraise at all times.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
Tactics is the offensive counterpart of the [[Defending]] skill. Offensive in nature, it allows you to identify weaknesses in your opponent&#039;s defenses and exploit them. Since it is a Lore skill and you are required to train a single weapon, it is advisable to train it to some degree. If you&#039;re going to focus on fighting to a greater degree, it becomes even more important.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Next to Appraisal, this is a hard requirement for advancement, as well as the defining skill for a Trader. Trading, is what makes us Traders. Your first ranks should be learned by foraging branches for Mags or Old Maisey. Past that, selling items to the pawn shop, bundles of skins to the furrier, local provincial contract trading, [[Task]]s from various NPCs, and completing crafting work orders will be staples until further means of learning become available.&lt;br /&gt;
&lt;br /&gt;
===Scholarship===&lt;br /&gt;
Scholarship is all but required for Traders. It is gained through listening to and teaching classes (both of which can be done while doing just about everything else, including combat!), STUDYing crafting books, studying primers for Origami, reading books in libraries, and many other ways that can be found on the [[Scholarship]] page.&lt;br /&gt;
&lt;br /&gt;
===Performance=== &lt;br /&gt;
A popular skill choice for Traders due to the ability to train this skill nearly anywhere. Also, you can both {{com|APPRAISE}} and {{com|ANALYZE}} your instrument to train the appraisal skill.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
&lt;br /&gt;
===[[Evasion]]===&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
===[[Athletics]]===&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb. Perception is one of the main skills used in order to prevent yourself from having your coins stolen. For Traders who enjoy running Trading Routes, this can be pretty important.&lt;br /&gt;
&lt;br /&gt;
While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
&lt;br /&gt;
Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth will help you avoid being detected as you travel from location to location carrying coins and goods. Likewise, this is a rather easy skill to train while also gaining other skills in combat.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Stealth]] &lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. By getting into these boxes, you will be rewarded with gems (which you can sell at a gem shop to learn Trading skill) coins, runestones (which can be sold at pawnshops to learn Trading skill) and/or special items. It will be rather easy to train if you choose to hunt things which drop boxes when you&#039;re looking for combat training.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
===[[Thievery skill|Thievery]]===&lt;br /&gt;
While generally the bane of most Traders, this skill is actually practiced by some who find it easy enough to work because most of their time is spent in the city anyways. It&#039;s important to note that Traders caught stealing will suffer a penalty to contract values in the associated province for a period of time. However, there are many Traders who focus more on their private shop or crafting and do not care about the penalty because they don&#039;t use Trading Routes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Thievery skill|Thievery]]&lt;br /&gt;
&lt;br /&gt;
===[[First Aid]]===&lt;br /&gt;
&lt;br /&gt;
Useful for tending wounds and keeping yourself alive when injured. Learned by TENDING wounds and STUDYING Anatomy charts.&lt;br /&gt;
&lt;br /&gt;
===[[Outdoorsmanship]]===&lt;br /&gt;
There isn&#039;t much use for this skill as a Trader, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
===[[Skinning]]===&lt;br /&gt;
One of the most popular choices of survival skills, it can also be a quick way to working your Trading skill by selling your own bundles. This skill also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Being that the guild itself is developed as having [[Armor]] and [[Survival]] in the secondary skillet placement, with [[Weapons]] being in the tertiary, you can expect to see your fair share of combat as you progress. You will always have an armor requirement you must meet, and many survival skills can be trained while actively vanquishing foes. The equipment you use is purely your choice, however, there are some suggestions that can be made and they have been provided below. &lt;br /&gt;
&lt;br /&gt;
===[[Weapons]]===&lt;br /&gt;
Many Traders like to focus on Charisma first in order to hit that magic point in time where you can start selling gem pouches. Because of this, it often leads your more combat oriented stats to fall behind. That is why the writers of this guide suggest that you begin your foray into combat using the lightest and least tiring weapons. You only need a single weapon skill to circle, so pick one you like and you can decide if you want to train a wider variety later. All three of the light class weapon styles (Small Edge, Small Blunt, Light Thrown) are a good choice and often you can find all three trainable with a single weapon. &lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Choice of armor is a little more important due to the guild having this in the secondary placement for skillsets. You can expect to require ranks in two different armor skills to advance within the guild and what you choose could make this easier over all. It is our suggest that you make your primary armor skill the Shield skill. This will allow you to easily gain circles without having to spend as long in combat. For your secondary armor skill, you can choose one of the types of armor (Light Armor, Chain Armor, Brigandine, Plate) or the [[Defending]] skill. Likewise, you can wear a mixed set-up in order to learn more than one.&lt;br /&gt;
&lt;br /&gt;
==Role Playing a Trader==&lt;br /&gt;
&lt;br /&gt;
There are a number of books published in game which focus on the Trader lifestyle and are highly recommended for any Trader to read. You can view most of them in the Crossings guildhall, or click the links below to read them here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = Trader Novice Guide | CallLetters = 	ItvTNG}}&lt;br /&gt;
{{Book Row | Title = Trader&#039;s Courtesy Guide | CallLetters = 	RmoTCG}}&lt;br /&gt;
{{Book Row | Title = Words Every Trader Should Know | CallLetters = RahWET}}&lt;br /&gt;
&lt;br /&gt;
In addition to those, there is also a book which gives some brief history of the guild as a whole. It is available in game at the Riverhaven guild library, or you can view it here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = A Trader Guild History | CallLetters = 	HwmTGH}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>MEDPHYSICS</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=408451</id>
		<title>Trader new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=408451"/>
		<updated>2015-05-13T14:45:12Z</updated>

		<summary type="html">&lt;p&gt;MEDPHYSICS: /* Trading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Trader 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;
==&amp;lt;center&amp;gt;How to Trader&amp;lt;/center&amp;gt;==&lt;br /&gt;
Traders, you either love them or loathe them, but you are here and taking the first steps to become one or getting the 411 on how they tick. Back in the day, there was only one way to Trader and that was usually with a caravan or pack animal on the long, solitary roads all around Elanthia. It was an endless circle of running from one outpost to another. Joy, joy!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modern traders now enjoy many ways to be. You have the classic Caravan Traders, and then the Gem Shop Traders, Market Traders, Combat Traders, Student Traders, etc. So many choices that traders can dabble into; either specialize in one or a master of all.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
#&#039;&#039;&#039;Find the Guilds&#039;&#039;&#039;: Joining the Trader&#039;s Guild, you would need to know where the Guild is in order for you to join. Commoners should seek out the Guild Leaders in each Guild to join. In both starting towns, Crossing and Riverhaven both have the guilds situated in the Western part of town and usually near the docks. &lt;br /&gt;
#&#039;&#039;&#039;DIRection is your best friend&#039;&#039;&#039;: Using the [[Directions command|DIR]] syntax will definitely be your best guide to locate the Guilds and other places within Elanthia.&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
#&#039;&#039;&#039;Ledger&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Feedbag&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Beasts of Burden&#039;&#039;&#039;&lt;br /&gt;
#*Pack Animals&lt;br /&gt;
#*Caravans&lt;br /&gt;
&lt;br /&gt;
===The Many Arts of Trading===&lt;br /&gt;
#&#039;&#039;&#039;Haggling/Bartering&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
#*Branches and sticks - Forage for them in any wilderness area and sell to either [[Mags]] in [[Crossings]] or [[Maisie_(2)|Old Maisie]] in [[Riverhaven]]. This will teach you Trading skill and earn you a bit of coin.&lt;br /&gt;
#*Skins - You can sell single skinned parts from creatures you hunt at the local Furrier. There is one in both of the starting cities,  [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} FURRIER to find them.&lt;br /&gt;
#*Lumpy/Tight Bundles - Regardless of circle or skill, you are able to sell bundled parts from skinning at the local Furrier. This is a great way to get your starting ranks in the Trading skill.&lt;br /&gt;
#*Gems - You can sell single gems to the Gem Shop regardless of circle or skill level. There are shops in both of the starting cities, [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} GEM to find them.&lt;br /&gt;
#*Nuggets (Mining Products and Critter Drops)&lt;br /&gt;
#*Gem Pouches - When you have gained enough skill in Trading and Appraisal, and have trained your Charisma to a significant degree, you will be able to sell pouches full of gems to the Gem Shop.&lt;br /&gt;
#&#039;&#039;&#039;Pawning&#039;&#039;&#039; - Another good way to get some starting ranks in the Trading skill to to pawn items at your local Pawnshop, this is done by use of the {{com|SELL}} command. Runestones should teach well at the start and are plentiful, often found in donation areas or just laying around.&lt;br /&gt;
#&#039;&#039;&#039;Commodities&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Contracts&#039;&#039;&#039;: Local and Interprovincial Trading&lt;br /&gt;
#&#039;&#039;&#039;Work Orders&#039;&#039;&#039; - Completing Work Orders through one of the Crafting Societies will earn you some Trading skill.&lt;br /&gt;
#&#039;&#039;&#039;Tasks&#039;&#039;&#039; - Completing skinning and foraging [[Tasks]] will yield some Trading experience. The tasks are repeatable roughly every minute, making them a preferred method of training Trading through the first twenty circles or so.&lt;br /&gt;
#&#039;&#039;&#039;Horse Trading&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Market Tables&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Auctioneering&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gem/Furrier Shop Financing&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Shop Ownership&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===With Experience, Comes Prestige===&lt;br /&gt;
#&#039;&#039;&#039;Hirelings&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Personally Own Caravans (POC)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speculates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Lore Skillset|Lore Skills]]==&lt;br /&gt;
&lt;br /&gt;
Traders are Lore primary, meaning Lore skills are your bread and butter. You will learn them faster than all other skills, making them important for your advancement for both circling and gaining TDP&#039;s.&lt;br /&gt;
&lt;br /&gt;
All lore can fall under the Lore Skillsets for Traders but the following ones will usually apply for them in this requirement.&lt;br /&gt;
&lt;br /&gt;
===All Crafting Skills===&lt;br /&gt;
* Alchemy&lt;br /&gt;
* Enchanting&lt;br /&gt;
* Forging&lt;br /&gt;
* Outfitting&lt;br /&gt;
* Engineering&lt;br /&gt;
&lt;br /&gt;
===Mechanical Lore===&lt;br /&gt;
&lt;br /&gt;
With the introduction of Crafting skills, Mechanical Lore will become an obsolete skill in the future, and will eventually lose all ways of training it. It is not recommended to train Mechanical Lore for circling purposes because of this. However, since Traders are Lore Primary, training Mechanical Lore will still yield TDPs. If you&#039;re sitting around listening to a class and have nothing else to do, you can always BRAID some grass or vines that are readily foraged up to train Mechanical Lore.&lt;br /&gt;
&lt;br /&gt;
===Appraisal=== &lt;br /&gt;
As a Trader you &#039;&#039;&#039;must&#039;&#039;&#039; train this skill. The guild has a requirement that you gain a few ranks every circle in order to advance to the next circle. However, Traders have an edge in this field. Beyond the standard training methods of appraising untied bundles and gem pouches, we also have access to [[Trader Jewelry]] which has expanded appraisal values over normal items in order to teach us better. You can get a few pieces within the [[Trader Guild, Crossing Shop]] but be prepared to pay a hefty sum for it. Regardless of the amount paid, they are a worthwhile investment and will provide you with something to appraise at all times.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
Tactics is the offensive counterpart of the [[Defending]] skill. Offensive in nature, it allows you to identify weaknesses in your opponent&#039;s defenses and exploit them. Since it is a Lore skill and you are required to train a single weapon, it is advisable to train it to some degree. If you&#039;re going to focus on fighting to a greater degree, it becomes even more important.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Next to Appraisal, this is a hard requirement for advancement, as well as the defining skill for a Trader. Trading, is what makes us Traders. Your first ranks should be learned by foraging branches for Mags or Old Maisey. Past that, selling items to the pawn shop, bundles of skins to the furrier, local provincial contract trading, [[TASKS]] from various NPCs, and completing crafting work orders will be staples until further means of learning become available.&lt;br /&gt;
&lt;br /&gt;
===Scholarship===&lt;br /&gt;
Scholarship is all but required for Traders. It is gained through listening to and teaching classes (both of which can be done while doing just about everything else, including combat!), STUDYing crafting books, studying primers for Origami, reading books in libraries, and many other ways that can be found on the [[Scholarship]] page.&lt;br /&gt;
&lt;br /&gt;
===Performance=== &lt;br /&gt;
A popular skill choice for Traders due to the ability to train this skill nearly anywhere. Also, you can both {{com|APPRAISE}} and {{com|ANALYZE}} your instrument to train the appraisal skill.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
&lt;br /&gt;
===[[Evasion]]===&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
===[[Athletics]]===&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb. Perception is one of the main skills used in order to prevent yourself from having your coins stolen. For Traders who enjoy running Trading Routes, this can be pretty important.&lt;br /&gt;
&lt;br /&gt;
While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
&lt;br /&gt;
Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth will help you avoid being detected as you travel from location to location carrying coins and goods. Likewise, this is a rather easy skill to train while also gaining other skills in combat.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Stealth]] &lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. By getting into these boxes, you will be rewarded with gems (which you can sell at a gem shop to learn Trading skill) coins, runestones (which can be sold at pawnshops to learn Trading skill) and/or special items. It will be rather easy to train if you choose to hunt things which drop boxes when you&#039;re looking for combat training.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
===[[Thievery skill|Thievery]]===&lt;br /&gt;
While generally the bane of most Traders, this skill is actually practiced by some who find it easy enough to work because most of their time is spent in the city anyways. It&#039;s important to note that Traders caught stealing will suffer a penalty to contract values in the associated province for a period of time. However, there are many Traders who focus more on their private shop or crafting and do not care about the penalty because they don&#039;t use Trading Routes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Thievery skill|Thievery]]&lt;br /&gt;
&lt;br /&gt;
===[[First Aid]]===&lt;br /&gt;
&lt;br /&gt;
Useful for tending wounds and keeping yourself alive when injured. Learned by TENDING wounds and STUDYING Anatomy charts.&lt;br /&gt;
&lt;br /&gt;
===[[Outdoorsmanship]]===&lt;br /&gt;
There isn&#039;t much use for this skill as a Trader, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
===[[Skinning]]===&lt;br /&gt;
One of the most popular choices of survival skills, it can also be a quick way to working your Trading skill by selling your own bundles. This skill also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Being that the guild itself is developed as having [[Armor]] and [[Survival]] in the secondary skillet placement, with [[Weapons]] being in the tertiary, you can expect to see your fair share of combat as you progress. You will always have an armor requirement you must meet, and many survival skills can be trained while actively vanquishing foes. The equipment you use is purely your choice, however, there are some suggestions that can be made and they have been provided below. &lt;br /&gt;
&lt;br /&gt;
===[[Weapons]]===&lt;br /&gt;
Many Traders like to focus on Charisma first in order to hit that magic point in time where you can start selling gem pouches. Because of this, it often leads your more combat oriented stats to fall behind. That is why the writers of this guide suggest that you begin your foray into combat using the lightest and least tiring weapons. You only need a single weapon skill to circle, so pick one you like and you can decide if you want to train a wider variety later. All three of the light class weapon styles (Small Edge, Small Blunt, Light Thrown) are a good choice and often you can find all three trainable with a single weapon. &lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Choice of armor is a little more important due to the guild having this in the secondary placement for skillsets. You can expect to require ranks in two different armor skills to advance within the guild and what you choose could make this easier over all. It is our suggest that you make your primary armor skill the Shield skill. This will allow you to easily gain circles without having to spend as long in combat. For your secondary armor skill, you can choose one of the types of armor (Light Armor, Chain Armor, Brigandine, Plate) or the [[Defending]] skill. Likewise, you can wear a mixed set-up in order to learn more than one.&lt;br /&gt;
&lt;br /&gt;
==Role Playing a Trader==&lt;br /&gt;
&lt;br /&gt;
There are a number of books published in game which focus on the Trader lifestyle and are highly recommended for any Trader to read. You can view most of them in the Crossings guildhall, or click the links below to read them here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = Trader Novice Guide | CallLetters = 	ItvTNG}}&lt;br /&gt;
{{Book Row | Title = Trader&#039;s Courtesy Guide | CallLetters = 	RmoTCG}}&lt;br /&gt;
{{Book Row | Title = Words Every Trader Should Know | CallLetters = RahWET}}&lt;br /&gt;
&lt;br /&gt;
In addition to those, there is also a book which gives some brief history of the guild as a whole. It is available in game at the Riverhaven guild library, or you can view it here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = A Trader Guild History | CallLetters = 	HwmTGH}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>MEDPHYSICS</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=408450</id>
		<title>Trader new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=408450"/>
		<updated>2015-05-13T14:43:19Z</updated>

		<summary type="html">&lt;p&gt;MEDPHYSICS: /* Mechanical Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Trader 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;
==&amp;lt;center&amp;gt;How to Trader&amp;lt;/center&amp;gt;==&lt;br /&gt;
Traders, you either love them or loathe them, but you are here and taking the first steps to become one or getting the 411 on how they tick. Back in the day, there was only one way to Trader and that was usually with a caravan or pack animal on the long, solitary roads all around Elanthia. It was an endless circle of running from one outpost to another. Joy, joy!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modern traders now enjoy many ways to be. You have the classic Caravan Traders, and then the Gem Shop Traders, Market Traders, Combat Traders, Student Traders, etc. So many choices that traders can dabble into; either specialize in one or a master of all.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
#&#039;&#039;&#039;Find the Guilds&#039;&#039;&#039;: Joining the Trader&#039;s Guild, you would need to know where the Guild is in order for you to join. Commoners should seek out the Guild Leaders in each Guild to join. In both starting towns, Crossing and Riverhaven both have the guilds situated in the Western part of town and usually near the docks. &lt;br /&gt;
#&#039;&#039;&#039;DIRection is your best friend&#039;&#039;&#039;: Using the [[Directions command|DIR]] syntax will definitely be your best guide to locate the Guilds and other places within Elanthia.&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
#&#039;&#039;&#039;Ledger&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Feedbag&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Beasts of Burden&#039;&#039;&#039;&lt;br /&gt;
#*Pack Animals&lt;br /&gt;
#*Caravans&lt;br /&gt;
&lt;br /&gt;
===The Many Arts of Trading===&lt;br /&gt;
#&#039;&#039;&#039;Haggling/Bartering&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
#*Branches and sticks - Forage for them in any wilderness area and sell to either [[Mags]] in [[Crossings]] or [[Maisie_(2)|Old Maisie]] in [[Riverhaven]]. This will teach you Trading skill and earn you a bit of coin.&lt;br /&gt;
#*Skins - You can sell single skinned parts from creatures you hunt at the local Furrier. There is one in both of the starting cities,  [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} FURRIER to find them.&lt;br /&gt;
#*Lumpy/Tight Bundles - Regardless of circle or skill, you are able to sell bundled parts from skinning at the local Furrier. This is a great way to get your starting ranks in the Trading skill.&lt;br /&gt;
#*Gems - You can sell single gems to the Gem Shop regardless of circle or skill level. There are shops in both of the starting cities, [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} GEM to find them.&lt;br /&gt;
#*Nuggets (Mining Products and Critter Drops)&lt;br /&gt;
#*Gem Pouches - When you have gained enough skill in Trading and Appraisal, and have trained your Charisma to a significant degree, you will be able to sell pouches full of gems to the Gem Shop.&lt;br /&gt;
#&#039;&#039;&#039;Pawning&#039;&#039;&#039; - Another good way to get some starting ranks in the Trading skill to to pawn items at your local Pawnshop, this is done by use of the {{com|SELL}} command. Runestones should teach well at the start and are plentiful, often found in donation areas or just laying around.&lt;br /&gt;
#&#039;&#039;&#039;Commodities&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Contracts&#039;&#039;&#039;: Local and Interprovincial Trading&lt;br /&gt;
#&#039;&#039;&#039;Work Orders&#039;&#039;&#039; - Completing Work Orders through one of the Crafting Societies will earn you some Trading skill.&lt;br /&gt;
#&#039;&#039;&#039;Tasks&#039;&#039;&#039; - Completing skinning and foraging [[Tasks]] will yield some Trading experience. The tasks are repeatable roughly every minute, making them a preferred method of training Trading through the first twenty circles or so.&lt;br /&gt;
#&#039;&#039;&#039;Horse Trading&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Market Tables&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Auctioneering&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gem/Furrier Shop Financing&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Shop Ownership&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===With Experience, Comes Prestige===&lt;br /&gt;
#&#039;&#039;&#039;Hirelings&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Personally Own Caravans (POC)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speculates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Lore Skillset|Lore Skills]]==&lt;br /&gt;
&lt;br /&gt;
Traders are Lore primary, meaning Lore skills are your bread and butter. You will learn them faster than all other skills, making them important for your advancement for both circling and gaining TDP&#039;s.&lt;br /&gt;
&lt;br /&gt;
All lore can fall under the Lore Skillsets for Traders but the following ones will usually apply for them in this requirement.&lt;br /&gt;
&lt;br /&gt;
===All Crafting Skills===&lt;br /&gt;
* Alchemy&lt;br /&gt;
* Enchanting&lt;br /&gt;
* Forging&lt;br /&gt;
* Outfitting&lt;br /&gt;
* Engineering&lt;br /&gt;
&lt;br /&gt;
===Mechanical Lore===&lt;br /&gt;
&lt;br /&gt;
With the introduction of Crafting skills, Mechanical Lore will become an obsolete skill in the future, and will eventually lose all ways of training it. It is not recommended to train Mechanical Lore for circling purposes because of this. However, since Traders are Lore Primary, training Mechanical Lore will still yield TDPs. If you&#039;re sitting around listening to a class and have nothing else to do, you can always BRAID some grass or vines that are readily foraged up to train Mechanical Lore.&lt;br /&gt;
&lt;br /&gt;
===Appraisal=== &lt;br /&gt;
As a Trader you &#039;&#039;&#039;must&#039;&#039;&#039; train this skill. The guild has a requirement that you gain a few ranks every circle in order to advance to the next circle. However, Traders have an edge in this field. Beyond the standard training methods of appraising untied bundles and gem pouches, we also have access to [[Trader Jewelry]] which has expanded appraisal values over normal items in order to teach us better. You can get a few pieces within the [[Trader Guild, Crossing Shop]] but be prepared to pay a hefty sum for it. Regardless of the amount paid, they are a worthwhile investment and will provide you with something to appraise at all times.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
Tactics is the offensive counterpart of the [[Defending]] skill. Offensive in nature, it allows you to identify weaknesses in your opponent&#039;s defenses and exploit them. Since it is a Lore skill and you are required to train a single weapon, it is advisable to train it to some degree. If you&#039;re going to focus on fighting to a greater degree, it becomes even more important.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Next to Appraisal, this is a hard requirement for advancement, as well as the defining skill for a Trader. Trading, is what makes us Traders. Your first ranks should be learned by foraging branches for Mags or Old Maisey. Past that, selling items to the pawn shop, bundles of skins to the furrier, local provincial contract trading, and completing crafting work orders will be staples until further means of learning become available. &lt;br /&gt;
&lt;br /&gt;
===Scholarship===&lt;br /&gt;
Scholarship is all but required for Traders. It is gained through listening to and teaching classes (both of which can be done while doing just about everything else, including combat!), STUDYing crafting books, studying primers for Origami, reading books in libraries, and many other ways that can be found on the [[Scholarship]] page.&lt;br /&gt;
&lt;br /&gt;
===Performance=== &lt;br /&gt;
A popular skill choice for Traders due to the ability to train this skill nearly anywhere. Also, you can both {{com|APPRAISE}} and {{com|ANALYZE}} your instrument to train the appraisal skill.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
&lt;br /&gt;
===[[Evasion]]===&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
===[[Athletics]]===&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb. Perception is one of the main skills used in order to prevent yourself from having your coins stolen. For Traders who enjoy running Trading Routes, this can be pretty important.&lt;br /&gt;
&lt;br /&gt;
While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
&lt;br /&gt;
Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth will help you avoid being detected as you travel from location to location carrying coins and goods. Likewise, this is a rather easy skill to train while also gaining other skills in combat.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Stealth]] &lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. By getting into these boxes, you will be rewarded with gems (which you can sell at a gem shop to learn Trading skill) coins, runestones (which can be sold at pawnshops to learn Trading skill) and/or special items. It will be rather easy to train if you choose to hunt things which drop boxes when you&#039;re looking for combat training.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
===[[Thievery skill|Thievery]]===&lt;br /&gt;
While generally the bane of most Traders, this skill is actually practiced by some who find it easy enough to work because most of their time is spent in the city anyways. It&#039;s important to note that Traders caught stealing will suffer a penalty to contract values in the associated province for a period of time. However, there are many Traders who focus more on their private shop or crafting and do not care about the penalty because they don&#039;t use Trading Routes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Thievery skill|Thievery]]&lt;br /&gt;
&lt;br /&gt;
===[[First Aid]]===&lt;br /&gt;
&lt;br /&gt;
Useful for tending wounds and keeping yourself alive when injured. Learned by TENDING wounds and STUDYING Anatomy charts.&lt;br /&gt;
&lt;br /&gt;
===[[Outdoorsmanship]]===&lt;br /&gt;
There isn&#039;t much use for this skill as a Trader, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
===[[Skinning]]===&lt;br /&gt;
One of the most popular choices of survival skills, it can also be a quick way to working your Trading skill by selling your own bundles. This skill also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Being that the guild itself is developed as having [[Armor]] and [[Survival]] in the secondary skillet placement, with [[Weapons]] being in the tertiary, you can expect to see your fair share of combat as you progress. You will always have an armor requirement you must meet, and many survival skills can be trained while actively vanquishing foes. The equipment you use is purely your choice, however, there are some suggestions that can be made and they have been provided below. &lt;br /&gt;
&lt;br /&gt;
===[[Weapons]]===&lt;br /&gt;
Many Traders like to focus on Charisma first in order to hit that magic point in time where you can start selling gem pouches. Because of this, it often leads your more combat oriented stats to fall behind. That is why the writers of this guide suggest that you begin your foray into combat using the lightest and least tiring weapons. You only need a single weapon skill to circle, so pick one you like and you can decide if you want to train a wider variety later. All three of the light class weapon styles (Small Edge, Small Blunt, Light Thrown) are a good choice and often you can find all three trainable with a single weapon. &lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Choice of armor is a little more important due to the guild having this in the secondary placement for skillsets. You can expect to require ranks in two different armor skills to advance within the guild and what you choose could make this easier over all. It is our suggest that you make your primary armor skill the Shield skill. This will allow you to easily gain circles without having to spend as long in combat. For your secondary armor skill, you can choose one of the types of armor (Light Armor, Chain Armor, Brigandine, Plate) or the [[Defending]] skill. Likewise, you can wear a mixed set-up in order to learn more than one.&lt;br /&gt;
&lt;br /&gt;
==Role Playing a Trader==&lt;br /&gt;
&lt;br /&gt;
There are a number of books published in game which focus on the Trader lifestyle and are highly recommended for any Trader to read. You can view most of them in the Crossings guildhall, or click the links below to read them here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = Trader Novice Guide | CallLetters = 	ItvTNG}}&lt;br /&gt;
{{Book Row | Title = Trader&#039;s Courtesy Guide | CallLetters = 	RmoTCG}}&lt;br /&gt;
{{Book Row | Title = Words Every Trader Should Know | CallLetters = RahWET}}&lt;br /&gt;
&lt;br /&gt;
In addition to those, there is also a book which gives some brief history of the guild as a whole. It is available in game at the Riverhaven guild library, or you can view it here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = A Trader Guild History | CallLetters = 	HwmTGH}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>MEDPHYSICS</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=408449</id>
		<title>Trader new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=408449"/>
		<updated>2015-05-13T14:42:22Z</updated>

		<summary type="html">&lt;p&gt;MEDPHYSICS: /* Mechanical Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Trader 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;
==&amp;lt;center&amp;gt;How to Trader&amp;lt;/center&amp;gt;==&lt;br /&gt;
Traders, you either love them or loathe them, but you are here and taking the first steps to become one or getting the 411 on how they tick. Back in the day, there was only one way to Trader and that was usually with a caravan or pack animal on the long, solitary roads all around Elanthia. It was an endless circle of running from one outpost to another. Joy, joy!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modern traders now enjoy many ways to be. You have the classic Caravan Traders, and then the Gem Shop Traders, Market Traders, Combat Traders, Student Traders, etc. So many choices that traders can dabble into; either specialize in one or a master of all.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
#&#039;&#039;&#039;Find the Guilds&#039;&#039;&#039;: Joining the Trader&#039;s Guild, you would need to know where the Guild is in order for you to join. Commoners should seek out the Guild Leaders in each Guild to join. In both starting towns, Crossing and Riverhaven both have the guilds situated in the Western part of town and usually near the docks. &lt;br /&gt;
#&#039;&#039;&#039;DIRection is your best friend&#039;&#039;&#039;: Using the [[Directions command|DIR]] syntax will definitely be your best guide to locate the Guilds and other places within Elanthia.&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
#&#039;&#039;&#039;Ledger&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Feedbag&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Beasts of Burden&#039;&#039;&#039;&lt;br /&gt;
#*Pack Animals&lt;br /&gt;
#*Caravans&lt;br /&gt;
&lt;br /&gt;
===The Many Arts of Trading===&lt;br /&gt;
#&#039;&#039;&#039;Haggling/Bartering&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
#*Branches and sticks - Forage for them in any wilderness area and sell to either [[Mags]] in [[Crossings]] or [[Maisie_(2)|Old Maisie]] in [[Riverhaven]]. This will teach you Trading skill and earn you a bit of coin.&lt;br /&gt;
#*Skins - You can sell single skinned parts from creatures you hunt at the local Furrier. There is one in both of the starting cities,  [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} FURRIER to find them.&lt;br /&gt;
#*Lumpy/Tight Bundles - Regardless of circle or skill, you are able to sell bundled parts from skinning at the local Furrier. This is a great way to get your starting ranks in the Trading skill.&lt;br /&gt;
#*Gems - You can sell single gems to the Gem Shop regardless of circle or skill level. There are shops in both of the starting cities, [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} GEM to find them.&lt;br /&gt;
#*Nuggets (Mining Products and Critter Drops)&lt;br /&gt;
#*Gem Pouches - When you have gained enough skill in Trading and Appraisal, and have trained your Charisma to a significant degree, you will be able to sell pouches full of gems to the Gem Shop.&lt;br /&gt;
#&#039;&#039;&#039;Pawning&#039;&#039;&#039; - Another good way to get some starting ranks in the Trading skill to to pawn items at your local Pawnshop, this is done by use of the {{com|SELL}} command. Runestones should teach well at the start and are plentiful, often found in donation areas or just laying around.&lt;br /&gt;
#&#039;&#039;&#039;Commodities&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Contracts&#039;&#039;&#039;: Local and Interprovincial Trading&lt;br /&gt;
#&#039;&#039;&#039;Work Orders&#039;&#039;&#039; - Completing Work Orders through one of the Crafting Societies will earn you some Trading skill.&lt;br /&gt;
#&#039;&#039;&#039;Tasks&#039;&#039;&#039; - Completing skinning and foraging [[Tasks]] will yield some Trading experience. The tasks are repeatable roughly every minute, making them a preferred method of training Trading through the first twenty circles or so.&lt;br /&gt;
#&#039;&#039;&#039;Horse Trading&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Market Tables&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Auctioneering&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gem/Furrier Shop Financing&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Shop Ownership&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===With Experience, Comes Prestige===&lt;br /&gt;
#&#039;&#039;&#039;Hirelings&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Personally Own Caravans (POC)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speculates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Lore Skillset|Lore Skills]]==&lt;br /&gt;
&lt;br /&gt;
Traders are Lore primary, meaning Lore skills are your bread and butter. You will learn them faster than all other skills, making them important for your advancement for both circling and gaining TDP&#039;s.&lt;br /&gt;
&lt;br /&gt;
All lore can fall under the Lore Skillsets for Traders but the following ones will usually apply for them in this requirement.&lt;br /&gt;
&lt;br /&gt;
===All Crafting Skills===&lt;br /&gt;
* Alchemy&lt;br /&gt;
* Enchanting&lt;br /&gt;
* Forging&lt;br /&gt;
* Outfitting&lt;br /&gt;
* Engineering&lt;br /&gt;
&lt;br /&gt;
===Mechanical Lore===&lt;br /&gt;
&lt;br /&gt;
With the introduction of Crafting skills, Mechanical Lore will become an obsolete skill in the future, and will eventually lose all ways of training it. It is not recommended to train Mechanical Lore for circling purposes because of this. However, since Traders are Lore Primary, training Mechanical Lore will still yield TDPs. If you&#039;re sitting around listening to a class and have nothing else to do, you can always [[BRAID]] some grass or vines that are readily foraged up to train Mechanical Lore.&lt;br /&gt;
&lt;br /&gt;
===Appraisal=== &lt;br /&gt;
As a Trader you &#039;&#039;&#039;must&#039;&#039;&#039; train this skill. The guild has a requirement that you gain a few ranks every circle in order to advance to the next circle. However, Traders have an edge in this field. Beyond the standard training methods of appraising untied bundles and gem pouches, we also have access to [[Trader Jewelry]] which has expanded appraisal values over normal items in order to teach us better. You can get a few pieces within the [[Trader Guild, Crossing Shop]] but be prepared to pay a hefty sum for it. Regardless of the amount paid, they are a worthwhile investment and will provide you with something to appraise at all times.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
Tactics is the offensive counterpart of the [[Defending]] skill. Offensive in nature, it allows you to identify weaknesses in your opponent&#039;s defenses and exploit them. Since it is a Lore skill and you are required to train a single weapon, it is advisable to train it to some degree. If you&#039;re going to focus on fighting to a greater degree, it becomes even more important.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Next to Appraisal, this is a hard requirement for advancement, as well as the defining skill for a Trader. Trading, is what makes us Traders. Your first ranks should be learned by foraging branches for Mags or Old Maisey. Past that, selling items to the pawn shop, bundles of skins to the furrier, local provincial contract trading, and completing crafting work orders will be staples until further means of learning become available. &lt;br /&gt;
&lt;br /&gt;
===Scholarship===&lt;br /&gt;
Scholarship is all but required for Traders. It is gained through listening to and teaching classes (both of which can be done while doing just about everything else, including combat!), STUDYing crafting books, studying primers for Origami, reading books in libraries, and many other ways that can be found on the [[Scholarship]] page.&lt;br /&gt;
&lt;br /&gt;
===Performance=== &lt;br /&gt;
A popular skill choice for Traders due to the ability to train this skill nearly anywhere. Also, you can both {{com|APPRAISE}} and {{com|ANALYZE}} your instrument to train the appraisal skill.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
&lt;br /&gt;
===[[Evasion]]===&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
===[[Athletics]]===&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb. Perception is one of the main skills used in order to prevent yourself from having your coins stolen. For Traders who enjoy running Trading Routes, this can be pretty important.&lt;br /&gt;
&lt;br /&gt;
While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
&lt;br /&gt;
Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth will help you avoid being detected as you travel from location to location carrying coins and goods. Likewise, this is a rather easy skill to train while also gaining other skills in combat.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Stealth]] &lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. By getting into these boxes, you will be rewarded with gems (which you can sell at a gem shop to learn Trading skill) coins, runestones (which can be sold at pawnshops to learn Trading skill) and/or special items. It will be rather easy to train if you choose to hunt things which drop boxes when you&#039;re looking for combat training.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
===[[Thievery skill|Thievery]]===&lt;br /&gt;
While generally the bane of most Traders, this skill is actually practiced by some who find it easy enough to work because most of their time is spent in the city anyways. It&#039;s important to note that Traders caught stealing will suffer a penalty to contract values in the associated province for a period of time. However, there are many Traders who focus more on their private shop or crafting and do not care about the penalty because they don&#039;t use Trading Routes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Thievery skill|Thievery]]&lt;br /&gt;
&lt;br /&gt;
===[[First Aid]]===&lt;br /&gt;
&lt;br /&gt;
Useful for tending wounds and keeping yourself alive when injured. Learned by TENDING wounds and STUDYING Anatomy charts.&lt;br /&gt;
&lt;br /&gt;
===[[Outdoorsmanship]]===&lt;br /&gt;
There isn&#039;t much use for this skill as a Trader, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
===[[Skinning]]===&lt;br /&gt;
One of the most popular choices of survival skills, it can also be a quick way to working your Trading skill by selling your own bundles. This skill also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Being that the guild itself is developed as having [[Armor]] and [[Survival]] in the secondary skillet placement, with [[Weapons]] being in the tertiary, you can expect to see your fair share of combat as you progress. You will always have an armor requirement you must meet, and many survival skills can be trained while actively vanquishing foes. The equipment you use is purely your choice, however, there are some suggestions that can be made and they have been provided below. &lt;br /&gt;
&lt;br /&gt;
===[[Weapons]]===&lt;br /&gt;
Many Traders like to focus on Charisma first in order to hit that magic point in time where you can start selling gem pouches. Because of this, it often leads your more combat oriented stats to fall behind. That is why the writers of this guide suggest that you begin your foray into combat using the lightest and least tiring weapons. You only need a single weapon skill to circle, so pick one you like and you can decide if you want to train a wider variety later. All three of the light class weapon styles (Small Edge, Small Blunt, Light Thrown) are a good choice and often you can find all three trainable with a single weapon. &lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Choice of armor is a little more important due to the guild having this in the secondary placement for skillsets. You can expect to require ranks in two different armor skills to advance within the guild and what you choose could make this easier over all. It is our suggest that you make your primary armor skill the Shield skill. This will allow you to easily gain circles without having to spend as long in combat. For your secondary armor skill, you can choose one of the types of armor (Light Armor, Chain Armor, Brigandine, Plate) or the [[Defending]] skill. Likewise, you can wear a mixed set-up in order to learn more than one.&lt;br /&gt;
&lt;br /&gt;
==Role Playing a Trader==&lt;br /&gt;
&lt;br /&gt;
There are a number of books published in game which focus on the Trader lifestyle and are highly recommended for any Trader to read. You can view most of them in the Crossings guildhall, or click the links below to read them here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = Trader Novice Guide | CallLetters = 	ItvTNG}}&lt;br /&gt;
{{Book Row | Title = Trader&#039;s Courtesy Guide | CallLetters = 	RmoTCG}}&lt;br /&gt;
{{Book Row | Title = Words Every Trader Should Know | CallLetters = RahWET}}&lt;br /&gt;
&lt;br /&gt;
In addition to those, there is also a book which gives some brief history of the guild as a whole. It is available in game at the Riverhaven guild library, or you can view it here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = A Trader Guild History | CallLetters = 	HwmTGH}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>MEDPHYSICS</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=408448</id>
		<title>Trader new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=408448"/>
		<updated>2015-05-13T14:38:54Z</updated>

		<summary type="html">&lt;p&gt;MEDPHYSICS: /* The Many Arts of Trading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Trader 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;
==&amp;lt;center&amp;gt;How to Trader&amp;lt;/center&amp;gt;==&lt;br /&gt;
Traders, you either love them or loathe them, but you are here and taking the first steps to become one or getting the 411 on how they tick. Back in the day, there was only one way to Trader and that was usually with a caravan or pack animal on the long, solitary roads all around Elanthia. It was an endless circle of running from one outpost to another. Joy, joy!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modern traders now enjoy many ways to be. You have the classic Caravan Traders, and then the Gem Shop Traders, Market Traders, Combat Traders, Student Traders, etc. So many choices that traders can dabble into; either specialize in one or a master of all.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
#&#039;&#039;&#039;Find the Guilds&#039;&#039;&#039;: Joining the Trader&#039;s Guild, you would need to know where the Guild is in order for you to join. Commoners should seek out the Guild Leaders in each Guild to join. In both starting towns, Crossing and Riverhaven both have the guilds situated in the Western part of town and usually near the docks. &lt;br /&gt;
#&#039;&#039;&#039;DIRection is your best friend&#039;&#039;&#039;: Using the [[Directions command|DIR]] syntax will definitely be your best guide to locate the Guilds and other places within Elanthia.&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
#&#039;&#039;&#039;Ledger&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Feedbag&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Beasts of Burden&#039;&#039;&#039;&lt;br /&gt;
#*Pack Animals&lt;br /&gt;
#*Caravans&lt;br /&gt;
&lt;br /&gt;
===The Many Arts of Trading===&lt;br /&gt;
#&#039;&#039;&#039;Haggling/Bartering&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
#*Branches and sticks - Forage for them in any wilderness area and sell to either [[Mags]] in [[Crossings]] or [[Maisie_(2)|Old Maisie]] in [[Riverhaven]]. This will teach you Trading skill and earn you a bit of coin.&lt;br /&gt;
#*Skins - You can sell single skinned parts from creatures you hunt at the local Furrier. There is one in both of the starting cities,  [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} FURRIER to find them.&lt;br /&gt;
#*Lumpy/Tight Bundles - Regardless of circle or skill, you are able to sell bundled parts from skinning at the local Furrier. This is a great way to get your starting ranks in the Trading skill.&lt;br /&gt;
#*Gems - You can sell single gems to the Gem Shop regardless of circle or skill level. There are shops in both of the starting cities, [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} GEM to find them.&lt;br /&gt;
#*Nuggets (Mining Products and Critter Drops)&lt;br /&gt;
#*Gem Pouches - When you have gained enough skill in Trading and Appraisal, and have trained your Charisma to a significant degree, you will be able to sell pouches full of gems to the Gem Shop.&lt;br /&gt;
#&#039;&#039;&#039;Pawning&#039;&#039;&#039; - Another good way to get some starting ranks in the Trading skill to to pawn items at your local Pawnshop, this is done by use of the {{com|SELL}} command. Runestones should teach well at the start and are plentiful, often found in donation areas or just laying around.&lt;br /&gt;
#&#039;&#039;&#039;Commodities&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Contracts&#039;&#039;&#039;: Local and Interprovincial Trading&lt;br /&gt;
#&#039;&#039;&#039;Work Orders&#039;&#039;&#039; - Completing Work Orders through one of the Crafting Societies will earn you some Trading skill.&lt;br /&gt;
#&#039;&#039;&#039;Tasks&#039;&#039;&#039; - Completing skinning and foraging [[Tasks]] will yield some Trading experience. The tasks are repeatable roughly every minute, making them a preferred method of training Trading through the first twenty circles or so.&lt;br /&gt;
#&#039;&#039;&#039;Horse Trading&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Market Tables&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Auctioneering&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gem/Furrier Shop Financing&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Shop Ownership&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===With Experience, Comes Prestige===&lt;br /&gt;
#&#039;&#039;&#039;Hirelings&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Personally Own Caravans (POC)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speculates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Lore Skillset|Lore Skills]]==&lt;br /&gt;
&lt;br /&gt;
Traders are Lore primary, meaning Lore skills are your bread and butter. You will learn them faster than all other skills, making them important for your advancement for both circling and gaining TDP&#039;s.&lt;br /&gt;
&lt;br /&gt;
All lore can fall under the Lore Skillsets for Traders but the following ones will usually apply for them in this requirement.&lt;br /&gt;
&lt;br /&gt;
===All Crafting Skills===&lt;br /&gt;
* Alchemy&lt;br /&gt;
* Enchanting&lt;br /&gt;
* Forging&lt;br /&gt;
* Outfitting&lt;br /&gt;
* Engineering&lt;br /&gt;
&lt;br /&gt;
===Mechanical Lore===&lt;br /&gt;
&lt;br /&gt;
===Appraisal=== &lt;br /&gt;
As a Trader you &#039;&#039;&#039;must&#039;&#039;&#039; train this skill. The guild has a requirement that you gain a few ranks every circle in order to advance to the next circle. However, Traders have an edge in this field. Beyond the standard training methods of appraising untied bundles and gem pouches, we also have access to [[Trader Jewelry]] which has expanded appraisal values over normal items in order to teach us better. You can get a few pieces within the [[Trader Guild, Crossing Shop]] but be prepared to pay a hefty sum for it. Regardless of the amount paid, they are a worthwhile investment and will provide you with something to appraise at all times.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
Tactics is the offensive counterpart of the [[Defending]] skill. Offensive in nature, it allows you to identify weaknesses in your opponent&#039;s defenses and exploit them. Since it is a Lore skill and you are required to train a single weapon, it is advisable to train it to some degree. If you&#039;re going to focus on fighting to a greater degree, it becomes even more important.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Next to Appraisal, this is a hard requirement for advancement, as well as the defining skill for a Trader. Trading, is what makes us Traders. Your first ranks should be learned by foraging branches for Mags or Old Maisey. Past that, selling items to the pawn shop, bundles of skins to the furrier, local provincial contract trading, and completing crafting work orders will be staples until further means of learning become available. &lt;br /&gt;
&lt;br /&gt;
===Scholarship===&lt;br /&gt;
Scholarship is all but required for Traders. It is gained through listening to and teaching classes (both of which can be done while doing just about everything else, including combat!), STUDYing crafting books, studying primers for Origami, reading books in libraries, and many other ways that can be found on the [[Scholarship]] page.&lt;br /&gt;
&lt;br /&gt;
===Performance=== &lt;br /&gt;
A popular skill choice for Traders due to the ability to train this skill nearly anywhere. Also, you can both {{com|APPRAISE}} and {{com|ANALYZE}} your instrument to train the appraisal skill.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
&lt;br /&gt;
===[[Evasion]]===&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
===[[Athletics]]===&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb. Perception is one of the main skills used in order to prevent yourself from having your coins stolen. For Traders who enjoy running Trading Routes, this can be pretty important.&lt;br /&gt;
&lt;br /&gt;
While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
&lt;br /&gt;
Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth will help you avoid being detected as you travel from location to location carrying coins and goods. Likewise, this is a rather easy skill to train while also gaining other skills in combat.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Stealth]] &lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. By getting into these boxes, you will be rewarded with gems (which you can sell at a gem shop to learn Trading skill) coins, runestones (which can be sold at pawnshops to learn Trading skill) and/or special items. It will be rather easy to train if you choose to hunt things which drop boxes when you&#039;re looking for combat training.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
===[[Thievery skill|Thievery]]===&lt;br /&gt;
While generally the bane of most Traders, this skill is actually practiced by some who find it easy enough to work because most of their time is spent in the city anyways. It&#039;s important to note that Traders caught stealing will suffer a penalty to contract values in the associated province for a period of time. However, there are many Traders who focus more on their private shop or crafting and do not care about the penalty because they don&#039;t use Trading Routes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Thievery skill|Thievery]]&lt;br /&gt;
&lt;br /&gt;
===[[First Aid]]===&lt;br /&gt;
&lt;br /&gt;
Useful for tending wounds and keeping yourself alive when injured. Learned by TENDING wounds and STUDYING Anatomy charts.&lt;br /&gt;
&lt;br /&gt;
===[[Outdoorsmanship]]===&lt;br /&gt;
There isn&#039;t much use for this skill as a Trader, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
===[[Skinning]]===&lt;br /&gt;
One of the most popular choices of survival skills, it can also be a quick way to working your Trading skill by selling your own bundles. This skill also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Being that the guild itself is developed as having [[Armor]] and [[Survival]] in the secondary skillet placement, with [[Weapons]] being in the tertiary, you can expect to see your fair share of combat as you progress. You will always have an armor requirement you must meet, and many survival skills can be trained while actively vanquishing foes. The equipment you use is purely your choice, however, there are some suggestions that can be made and they have been provided below. &lt;br /&gt;
&lt;br /&gt;
===[[Weapons]]===&lt;br /&gt;
Many Traders like to focus on Charisma first in order to hit that magic point in time where you can start selling gem pouches. Because of this, it often leads your more combat oriented stats to fall behind. That is why the writers of this guide suggest that you begin your foray into combat using the lightest and least tiring weapons. You only need a single weapon skill to circle, so pick one you like and you can decide if you want to train a wider variety later. All three of the light class weapon styles (Small Edge, Small Blunt, Light Thrown) are a good choice and often you can find all three trainable with a single weapon. &lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Choice of armor is a little more important due to the guild having this in the secondary placement for skillsets. You can expect to require ranks in two different armor skills to advance within the guild and what you choose could make this easier over all. It is our suggest that you make your primary armor skill the Shield skill. This will allow you to easily gain circles without having to spend as long in combat. For your secondary armor skill, you can choose one of the types of armor (Light Armor, Chain Armor, Brigandine, Plate) or the [[Defending]] skill. Likewise, you can wear a mixed set-up in order to learn more than one.&lt;br /&gt;
&lt;br /&gt;
==Role Playing a Trader==&lt;br /&gt;
&lt;br /&gt;
There are a number of books published in game which focus on the Trader lifestyle and are highly recommended for any Trader to read. You can view most of them in the Crossings guildhall, or click the links below to read them here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = Trader Novice Guide | CallLetters = 	ItvTNG}}&lt;br /&gt;
{{Book Row | Title = Trader&#039;s Courtesy Guide | CallLetters = 	RmoTCG}}&lt;br /&gt;
{{Book Row | Title = Words Every Trader Should Know | CallLetters = RahWET}}&lt;br /&gt;
&lt;br /&gt;
In addition to those, there is also a book which gives some brief history of the guild as a whole. It is available in game at the Riverhaven guild library, or you can view it here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = A Trader Guild History | CallLetters = 	HwmTGH}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>MEDPHYSICS</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=408416</id>
		<title>Trader new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=408416"/>
		<updated>2015-05-12T16:33:02Z</updated>

		<summary type="html">&lt;p&gt;MEDPHYSICS: /* The Many Arts of Trading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Trader 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;
==&amp;lt;center&amp;gt;How to Trader&amp;lt;/center&amp;gt;==&lt;br /&gt;
Traders, you either love them or loathe them, but you are here and taking the first steps to become one or getting the 411 on how they tick. Back in the day, there was only one way to Trader and that was usually with a caravan or pack animal on the long, solitary roads all around Elanthia. It was an endless circle of running from one outpost to another. Joy, joy!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modern traders now enjoy many ways to be. You have the classic Caravan Traders, and then the Gem Shop Traders, Market Traders, Combat Traders, Student Traders, etc. So many choices that traders can dabble into; either specialize in one or a master of all.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
#&#039;&#039;&#039;Find the Guilds&#039;&#039;&#039;: Joining the Trader&#039;s Guild, you would need to know where the Guild is in order for you to join. Commoners should seek out the Guild Leaders in each Guild to join. In both starting towns, Crossing and Riverhaven both have the guilds situated in the Western part of town and usually near the docks. &lt;br /&gt;
#&#039;&#039;&#039;DIRection is your best friend&#039;&#039;&#039;: Using the [[Directions command|DIR]] syntax will definitely be your best guide to locate the Guilds and other places within Elanthia.&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
#&#039;&#039;&#039;Ledger&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Feedbag&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Beasts of Burden&#039;&#039;&#039;&lt;br /&gt;
#*Pack Animals&lt;br /&gt;
#*Caravans&lt;br /&gt;
&lt;br /&gt;
===The Many Arts of Trading===&lt;br /&gt;
#&#039;&#039;&#039;Haggling/Bartering&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
#*Branches and sticks - Forage for them in any wilderness area and sell to either [[Mags]] in [[Crossings]] or [[Maisie_(2)|Old Maisie]] in [[Riverhaven]]. This will teach you Trading skill and earn you a bit of coin.&lt;br /&gt;
#*Skins - You can sell single skinned parts from creatures you hunt at the local Furrier. There is one in both of the starting cities,  [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} FURRIER to find them.&lt;br /&gt;
#*Lumpy/Tight Bundles - Regardless of circle or skill, you are able to sell bundled parts from skinning at the local Furrier. This is a great way to get your starting ranks in the Trading skill.&lt;br /&gt;
#*Gems - You can sell single gems to the Gem Shop regardless of circle or skill level. There are shops in both of the starting cities, [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} GEM to find them.&lt;br /&gt;
#*Nuggets (Mining Products and Critter Drops)&lt;br /&gt;
#*Gem Pouches - When you have gained enough skill in Trading and Appraisal, and have trained your Charisma to a significant degree, you will be able to sell pouches full of gems to the Gem Shop.&lt;br /&gt;
#&#039;&#039;&#039;Pawning&#039;&#039;&#039; - Another good way to get some starting ranks in the Trading skill to to pawn items at your local Pawnshop, this is done by use of the {{com|SELL}} command. Runestones should teach well at the start and are plentiful, often found in donation areas or just laying around.&lt;br /&gt;
#&#039;&#039;&#039;Commodities&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Contracts&#039;&#039;&#039;: Local and Interprovincial Trading&lt;br /&gt;
#&#039;&#039;&#039;Work Orders&#039;&#039;&#039; - Completing Work Orders through one of the Crafting Societies will earn you some Trading skill.&lt;br /&gt;
#&#039;&#039;&#039;Tasks&#039;&#039;&#039; - Completing skinning and foraging [[Tasks]] will yield some Trading experience. The tasks are repeatable every minute or so, making them a preferred method of training Trading through the first twenty circles or so.&lt;br /&gt;
#&#039;&#039;&#039;Horse Trading&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Market Tables&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Auctioneering&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gem/Furrier Shop Financing&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Shop Ownership&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===With Experience, Comes Prestige===&lt;br /&gt;
#&#039;&#039;&#039;Hirelings&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Personally Own Caravans (POC)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speculates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Lore Skillset|Lore Skills]]==&lt;br /&gt;
&lt;br /&gt;
Traders are Lore primary, meaning Lore skills are your bread and butter. You will learn them faster than all other skills, making them important for your advancement for both circling and gaining TDP&#039;s.&lt;br /&gt;
&lt;br /&gt;
All lore can fall under the Lore Skillsets for Traders but the following ones will usually apply for them in this requirement.&lt;br /&gt;
&lt;br /&gt;
===All Crafting Skills===&lt;br /&gt;
* Alchemy&lt;br /&gt;
* Enchanting&lt;br /&gt;
* Forging&lt;br /&gt;
* Outfitting&lt;br /&gt;
* Engineering&lt;br /&gt;
&lt;br /&gt;
===Mechanical Lore===&lt;br /&gt;
&lt;br /&gt;
===Appraisal=== &lt;br /&gt;
As a Trader you &#039;&#039;&#039;must&#039;&#039;&#039; train this skill. The guild has a requirement that you gain a few ranks every circle in order to advance to the next circle. However, Traders have an edge in this field. Beyond the standard training methods of appraising untied bundles and gem pouches, we also have access to [[Trader Jewelry]] which has expanded appraisal values over normal items in order to teach us better. You can get a few pieces within the [[Trader Guild, Crossing Shop]] but be prepared to pay a hefty sum for it. Regardless of the amount paid, they are a worthwhile investment and will provide you with something to appraise at all times.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
Tactics is the offensive counterpart of the [[Defending]] skill. Offensive in nature, it allows you to identify weaknesses in your opponent&#039;s defenses and exploit them. Since it is a Lore skill and you are required to train a single weapon, it is advisable to train it to some degree. If you&#039;re going to focus on fighting to a greater degree, it becomes even more important.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Next to Appraisal, this is a hard requirement for advancement, as well as the defining skill for a Trader. Trading, is what makes us Traders. Your first ranks should be learned by foraging branches for Mags or Old Maisey. Past that, selling items to the pawn shop, bundles of skins to the furrier, local provincial contract trading, and completing crafting work orders will be staples until further means of learning become available. &lt;br /&gt;
&lt;br /&gt;
===Scholarship===&lt;br /&gt;
Scholarship is all but required for Traders. It is gained through listening to and teaching classes (both of which can be done while doing just about everything else, including combat!), STUDYing crafting books, studying primers for Origami, reading books in libraries, and many other ways that can be found on the [[Scholarship]] page.&lt;br /&gt;
&lt;br /&gt;
===Performance=== &lt;br /&gt;
A popular skill choice for Traders due to the ability to train this skill nearly anywhere. Also, you can both {{com|APPRAISE}} and {{com|ANALYZE}} your instrument to train the appraisal skill.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
&lt;br /&gt;
===[[Evasion]]===&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
===[[Athletics]]===&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb. Perception is one of the main skills used in order to prevent yourself from having your coins stolen. For Traders who enjoy running Trading Routes, this can be pretty important.&lt;br /&gt;
&lt;br /&gt;
While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
&lt;br /&gt;
Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth will help you avoid being detected as you travel from location to location carrying coins and goods. Likewise, this is a rather easy skill to train while also gaining other skills in combat.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Stealth]] &lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. By getting into these boxes, you will be rewarded with gems (which you can sell at a gem shop to learn Trading skill) coins, runestones (which can be sold at pawnshops to learn Trading skill) and/or special items. It will be rather easy to train if you choose to hunt things which drop boxes when you&#039;re looking for combat training.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
===[[Thievery skill|Thievery]]===&lt;br /&gt;
While generally the bane of most Traders, this skill is actually practiced by some who find it easy enough to work because most of their time is spent in the city anyways. It&#039;s important to note that Traders caught stealing will suffer a penalty to contract values in the associated province for a period of time. However, there are many Traders who focus more on their private shop or crafting and do not care about the penalty because they don&#039;t use Trading Routes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Thievery skill|Thievery]]&lt;br /&gt;
&lt;br /&gt;
===[[First Aid]]===&lt;br /&gt;
&lt;br /&gt;
Useful for tending wounds and keeping yourself alive when injured. Learned by TENDING wounds and STUDYING Anatomy charts.&lt;br /&gt;
&lt;br /&gt;
===[[Outdoorsmanship]]===&lt;br /&gt;
There isn&#039;t much use for this skill as a Trader, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
===[[Skinning]]===&lt;br /&gt;
One of the most popular choices of survival skills, it can also be a quick way to working your Trading skill by selling your own bundles. This skill also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Being that the guild itself is developed as having [[Armor]] and [[Survival]] in the secondary skillet placement, with [[Weapons]] being in the tertiary, you can expect to see your fair share of combat as you progress. You will always have an armor requirement you must meet, and many survival skills can be trained while actively vanquishing foes. The equipment you use is purely your choice, however, there are some suggestions that can be made and they have been provided below. &lt;br /&gt;
&lt;br /&gt;
===[[Weapons]]===&lt;br /&gt;
Many Traders like to focus on Charisma first in order to hit that magic point in time where you can start selling gem pouches. Because of this, it often leads your more combat oriented stats to fall behind. That is why the writers of this guide suggest that you begin your foray into combat using the lightest and least tiring weapons. You only need a single weapon skill to circle, so pick one you like and you can decide if you want to train a wider variety later. All three of the light class weapon styles (Small Edge, Small Blunt, Light Thrown) are a good choice and often you can find all three trainable with a single weapon. &lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Choice of armor is a little more important due to the guild having this in the secondary placement for skillsets. You can expect to require ranks in two different armor skills to advance within the guild and what you choose could make this easier over all. It is our suggest that you make your primary armor skill the Shield skill. This will allow you to easily gain circles without having to spend as long in combat. For your secondary armor skill, you can choose one of the types of armor (Light Armor, Chain Armor, Brigandine, Plate) or the [[Defending]] skill. Likewise, you can wear a mixed set-up in order to learn more than one.&lt;br /&gt;
&lt;br /&gt;
==Role Playing a Trader==&lt;br /&gt;
&lt;br /&gt;
There are a number of books published in game which focus on the Trader lifestyle and are highly recommended for any Trader to read. You can view most of them in the Crossings guildhall, or click the links below to read them here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = Trader Novice Guide | CallLetters = 	ItvTNG}}&lt;br /&gt;
{{Book Row | Title = Trader&#039;s Courtesy Guide | CallLetters = 	RmoTCG}}&lt;br /&gt;
{{Book Row | Title = Words Every Trader Should Know | CallLetters = RahWET}}&lt;br /&gt;
&lt;br /&gt;
In addition to those, there is also a book which gives some brief history of the guild as a whole. It is available in game at the Riverhaven guild library, or you can view it here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = A Trader Guild History | CallLetters = 	HwmTGH}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>MEDPHYSICS</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=408330</id>
		<title>Trader new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=408330"/>
		<updated>2015-05-11T01:02:15Z</updated>

		<summary type="html">&lt;p&gt;MEDPHYSICS: /* First Aid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Trader 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;
==&amp;lt;center&amp;gt;How to Trader&amp;lt;/center&amp;gt;==&lt;br /&gt;
Traders, you either love them or loathe them, but you are here and taking the first steps to become one or getting the 411 on how they tick. Back in the day, there was only one way to Trader and that was usually with a caravan or pack animal on the long, solitary roads all around Elanthia. It was an endless circle of running from one outpost to another. Joy, joy!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modern traders now enjoy many ways to be. You have the classic Caravan Traders, and then the Gem Shop Traders, Market Traders, Combat Traders, Student Traders, etc. So many choices that traders can dabble into; either specialize in one or a master of all.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
#&#039;&#039;&#039;Find the Guilds&#039;&#039;&#039;: Joining the Trader&#039;s Guild, you would need to know where the Guild is in order for you to join. Commoners should seek out the Guild Leaders in each Guild to join. In both starting towns, Crossing and Riverhaven both have the guilds situated in the Western part of town and usually near the docks. &lt;br /&gt;
#&#039;&#039;&#039;DIRection is your best friend&#039;&#039;&#039;: Using the [[Directions command|DIR]] syntax will definitely be your best guide to locate the Guilds and other places within Elanthia.&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
#&#039;&#039;&#039;Ledger&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Feedbag&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Beasts of Burden&#039;&#039;&#039;&lt;br /&gt;
#*Pack Animals&lt;br /&gt;
#*Caravans&lt;br /&gt;
&lt;br /&gt;
===The Many Arts of Trading===&lt;br /&gt;
#&#039;&#039;&#039;Haggling/Bartering&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
#*Branches and sticks - Forage for them in any wilderness area and sell to either [[Mags]] in [[Crossings]] or [[Maisie_(2)|Old Maisie]] in [[Riverhaven]]. This will teach you Trading skill and earn you a bit of coin.&lt;br /&gt;
#*Skins - You can sell single skinned parts from creatures you hunt at the local Furrier. There is one in both of the starting cities,  [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} FURRIER to find them.&lt;br /&gt;
#*Lumpy/Tight Bundles - Regardless of circle or skill, you are able to sell bundled parts from skinning at the local Furrier. This is a great way to get your starting ranks in the Trading skill.&lt;br /&gt;
#*Gems - You can sell single gems to the Gem Shop regardless of circle or skill level. There are shops in both of the starting cities, [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} GEM to find them.&lt;br /&gt;
#*Nuggets (Mining Products and Critter Drops)&lt;br /&gt;
#*Gem Pouches - When you have gained enough skill in Trading and Appraisal, and have trained your Charisma to a significant degree, you will be able to sell pouches full of gems to the Gem Shop.&lt;br /&gt;
#&#039;&#039;&#039;Pawning&#039;&#039;&#039; - Another good way to get some starting ranks in the Trading skill to to pawn items at your local Pawnshop, this is done by use of the {{com|SELL}} command. Runestones should teach well at the start and are plentiful, often found in donation areas or just laying around.&lt;br /&gt;
#&#039;&#039;&#039;Commodities&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Contracts&#039;&#039;&#039;: Local and Interprovincial Trading&lt;br /&gt;
#&#039;&#039;&#039;Work Orders&#039;&#039;&#039; - Completing Work Orders through one of the Crafting Societies will earn you some Trading skill.&lt;br /&gt;
#&#039;&#039;&#039;Horse Trading&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Market Tables&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Auctioneering&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gem/Furrier Shop Financing&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Shop Ownership&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===With Experience, Comes Prestige===&lt;br /&gt;
#&#039;&#039;&#039;Hirelings&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Personally Own Caravans (POC)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speculates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Lore Skillset|Lore Skills]]==&lt;br /&gt;
&lt;br /&gt;
Traders are Lore primary, meaning Lore skills are your bread and butter. You will learn them faster than all other skills, making them important for your advancement for both circling and gaining TDP&#039;s.&lt;br /&gt;
&lt;br /&gt;
All lore can fall under the Lore Skillsets for Traders but the following ones will usually apply for them in this requirement.&lt;br /&gt;
&lt;br /&gt;
===All Crafting Skills===&lt;br /&gt;
* Alchemy&lt;br /&gt;
* Enchanting&lt;br /&gt;
* Forging&lt;br /&gt;
* Outfitting&lt;br /&gt;
* Engineering&lt;br /&gt;
&lt;br /&gt;
===Mechanical Lore===&lt;br /&gt;
&lt;br /&gt;
===Appraisal=== &lt;br /&gt;
As a Trader you &#039;&#039;&#039;must&#039;&#039;&#039; train this skill. The guild has a requirement that you gain a few ranks every circle in order to advance to the next circle. However, Traders have an edge in this field. Beyond the standard training methods of appraising untied bundles and gem pouches, we also have access to [[Trader Jewelry]] which has expanded appraisal values over normal items in order to teach us better. You can get a few pieces within the [[Trader Guild, Crossing Shop]] but be prepared to pay a hefty sum for it. Regardless of the amount paid, they are a worthwhile investment and will provide you with something to appraise at all times.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
Tactics is the offensive counterpart of the [[Defending]] skill. Offensive in nature, it allows you to identify weaknesses in your opponent&#039;s defenses and exploit them. Since it is a Lore skill and you are required to train a single weapon, it is advisable to train it to some degree. If you&#039;re going to focus on fighting to a greater degree, it becomes even more important.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Next to Appraisal, this is a hard requirement for advancement, as well as the defining skill for a Trader. Trading, is what makes us Traders. Your first ranks should be learned by foraging branches for Mags or Old Maisey. Past that, selling items to the pawn shop, bundles of skins to the furrier, local provincial contract trading, and completing crafting work orders will be staples until further means of learning become available. &lt;br /&gt;
&lt;br /&gt;
===Scholarship===&lt;br /&gt;
Scholarship is all but required for Traders. It is gained through listening to and teaching classes (both of which can be done while doing just about everything else, including combat!), STUDYing crafting books, studying primers for Origami, reading books in libraries, and many other ways that can be found on the [[Scholarship]] page.&lt;br /&gt;
&lt;br /&gt;
===Performance=== &lt;br /&gt;
A popular skill choice for Traders due to the ability to train this skill nearly anywhere. Also, you can both {{com|APPRAISE}} and {{com|ANALYZE}} your instrument to train the appraisal skill.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
&lt;br /&gt;
===[[Evasion]]===&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
===[[Athletics]]===&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb. Perception is one of the main skills used in order to prevent yourself from having your coins stolen. For Traders who enjoy running Trading Routes, this can be pretty important.&lt;br /&gt;
&lt;br /&gt;
While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
&lt;br /&gt;
Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth will help you avoid being detected as you travel from location to location carrying coins and goods. Likewise, this is a rather easy skill to train while also gaining other skills in combat.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Stealth]] &lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. By getting into these boxes, you will be rewarded with gems (which you can sell at a gem shop to learn Trading skill) coins, runestones (which can be sold at pawnshops to learn Trading skill) and/or special items. It will be rather easy to train if you choose to hunt things which drop boxes when you&#039;re looking for combat training.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
===[[Thievery skill|Thievery]]===&lt;br /&gt;
While generally the bane of most Traders, this skill is actually practiced by some who find it easy enough to work because most of their time is spent in the city anyways. It&#039;s important to note that Traders caught stealing will suffer a penalty to contract values in the associated province for a period of time. However, there are many Traders who focus more on their private shop or crafting and do not care about the penalty because they don&#039;t use Trading Routes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Thievery skill|Thievery]]&lt;br /&gt;
&lt;br /&gt;
===[[First Aid]]===&lt;br /&gt;
&lt;br /&gt;
Useful for tending wounds and keeping yourself alive when injured. Learned by TENDING wounds and STUDYING Anatomy charts.&lt;br /&gt;
&lt;br /&gt;
===[[Outdoorsmanship]]===&lt;br /&gt;
There isn&#039;t much use for this skill as a Trader, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
===[[Skinning]]===&lt;br /&gt;
One of the most popular choices of survival skills, it can also be a quick way to working your Trading skill by selling your own bundles. This skill also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Being that the guild itself is developed as having [[Armor]] and [[Survival]] in the secondary skillet placement, with [[Weapons]] being in the tertiary, you can expect to see your fair share of combat as you progress. You will always have an armor requirement you must meet, and many survival skills can be trained while actively vanquishing foes. The equipment you use is purely your choice, however, there are some suggestions that can be made and they have been provided below. &lt;br /&gt;
&lt;br /&gt;
===[[Weapons]]===&lt;br /&gt;
Many Traders like to focus on Charisma first in order to hit that magic point in time where you can start selling gem pouches. Because of this, it often leads your more combat oriented stats to fall behind. That is why the writers of this guide suggest that you begin your foray into combat using the lightest and least tiring weapons. You only need a single weapon skill to circle, so pick one you like and you can decide if you want to train a wider variety later. All three of the light class weapon styles (Small Edge, Small Blunt, Light Thrown) are a good choice and often you can find all three trainable with a single weapon. &lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Choice of armor is a little more important due to the guild having this in the secondary placement for skillsets. You can expect to require ranks in two different armor skills to advance within the guild and what you choose could make this easier over all. It is our suggest that you make your primary armor skill the Shield skill. This will allow you to easily gain circles without having to spend as long in combat. For your secondary armor skill, you can choose one of the types of armor (Light Armor, Chain Armor, Brigandine, Plate) or the [[Defending]] skill. Likewise, you can wear a mixed set-up in order to learn more than one.&lt;br /&gt;
&lt;br /&gt;
==Role Playing a Trader==&lt;br /&gt;
&lt;br /&gt;
There are a number of books published in game which focus on the Trader lifestyle and are highly recommended for any Trader to read. You can view most of them in the Crossings guildhall, or click the links below to read them here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = Trader Novice Guide | CallLetters = 	ItvTNG}}&lt;br /&gt;
{{Book Row | Title = Trader&#039;s Courtesy Guide | CallLetters = 	RmoTCG}}&lt;br /&gt;
{{Book Row | Title = Words Every Trader Should Know | CallLetters = RahWET}}&lt;br /&gt;
&lt;br /&gt;
In addition to those, there is also a book which gives some brief history of the guild as a whole. It is available in game at the Riverhaven guild library, or you can view it here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = A Trader Guild History | CallLetters = 	HwmTGH}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>MEDPHYSICS</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=408329</id>
		<title>Trader new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=408329"/>
		<updated>2015-05-11T01:01:10Z</updated>

		<summary type="html">&lt;p&gt;MEDPHYSICS: /* Lore Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Trader 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;
==&amp;lt;center&amp;gt;How to Trader&amp;lt;/center&amp;gt;==&lt;br /&gt;
Traders, you either love them or loathe them, but you are here and taking the first steps to become one or getting the 411 on how they tick. Back in the day, there was only one way to Trader and that was usually with a caravan or pack animal on the long, solitary roads all around Elanthia. It was an endless circle of running from one outpost to another. Joy, joy!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modern traders now enjoy many ways to be. You have the classic Caravan Traders, and then the Gem Shop Traders, Market Traders, Combat Traders, Student Traders, etc. So many choices that traders can dabble into; either specialize in one or a master of all.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
#&#039;&#039;&#039;Find the Guilds&#039;&#039;&#039;: Joining the Trader&#039;s Guild, you would need to know where the Guild is in order for you to join. Commoners should seek out the Guild Leaders in each Guild to join. In both starting towns, Crossing and Riverhaven both have the guilds situated in the Western part of town and usually near the docks. &lt;br /&gt;
#&#039;&#039;&#039;DIRection is your best friend&#039;&#039;&#039;: Using the [[Directions command|DIR]] syntax will definitely be your best guide to locate the Guilds and other places within Elanthia.&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
#&#039;&#039;&#039;Ledger&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Feedbag&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Beasts of Burden&#039;&#039;&#039;&lt;br /&gt;
#*Pack Animals&lt;br /&gt;
#*Caravans&lt;br /&gt;
&lt;br /&gt;
===The Many Arts of Trading===&lt;br /&gt;
#&#039;&#039;&#039;Haggling/Bartering&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
#*Branches and sticks - Forage for them in any wilderness area and sell to either [[Mags]] in [[Crossings]] or [[Maisie_(2)|Old Maisie]] in [[Riverhaven]]. This will teach you Trading skill and earn you a bit of coin.&lt;br /&gt;
#*Skins - You can sell single skinned parts from creatures you hunt at the local Furrier. There is one in both of the starting cities,  [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} FURRIER to find them.&lt;br /&gt;
#*Lumpy/Tight Bundles - Regardless of circle or skill, you are able to sell bundled parts from skinning at the local Furrier. This is a great way to get your starting ranks in the Trading skill.&lt;br /&gt;
#*Gems - You can sell single gems to the Gem Shop regardless of circle or skill level. There are shops in both of the starting cities, [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} GEM to find them.&lt;br /&gt;
#*Nuggets (Mining Products and Critter Drops)&lt;br /&gt;
#*Gem Pouches - When you have gained enough skill in Trading and Appraisal, and have trained your Charisma to a significant degree, you will be able to sell pouches full of gems to the Gem Shop.&lt;br /&gt;
#&#039;&#039;&#039;Pawning&#039;&#039;&#039; - Another good way to get some starting ranks in the Trading skill to to pawn items at your local Pawnshop, this is done by use of the {{com|SELL}} command. Runestones should teach well at the start and are plentiful, often found in donation areas or just laying around.&lt;br /&gt;
#&#039;&#039;&#039;Commodities&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Contracts&#039;&#039;&#039;: Local and Interprovincial Trading&lt;br /&gt;
#&#039;&#039;&#039;Work Orders&#039;&#039;&#039; - Completing Work Orders through one of the Crafting Societies will earn you some Trading skill.&lt;br /&gt;
#&#039;&#039;&#039;Horse Trading&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Market Tables&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Auctioneering&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gem/Furrier Shop Financing&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Shop Ownership&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===With Experience, Comes Prestige===&lt;br /&gt;
#&#039;&#039;&#039;Hirelings&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Personally Own Caravans (POC)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speculates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Lore Skillset|Lore Skills]]==&lt;br /&gt;
&lt;br /&gt;
Traders are Lore primary, meaning Lore skills are your bread and butter. You will learn them faster than all other skills, making them important for your advancement for both circling and gaining TDP&#039;s.&lt;br /&gt;
&lt;br /&gt;
All lore can fall under the Lore Skillsets for Traders but the following ones will usually apply for them in this requirement.&lt;br /&gt;
&lt;br /&gt;
===All Crafting Skills===&lt;br /&gt;
* Alchemy&lt;br /&gt;
* Enchanting&lt;br /&gt;
* Forging&lt;br /&gt;
* Outfitting&lt;br /&gt;
* Engineering&lt;br /&gt;
&lt;br /&gt;
===Mechanical Lore===&lt;br /&gt;
&lt;br /&gt;
===Appraisal=== &lt;br /&gt;
As a Trader you &#039;&#039;&#039;must&#039;&#039;&#039; train this skill. The guild has a requirement that you gain a few ranks every circle in order to advance to the next circle. However, Traders have an edge in this field. Beyond the standard training methods of appraising untied bundles and gem pouches, we also have access to [[Trader Jewelry]] which has expanded appraisal values over normal items in order to teach us better. You can get a few pieces within the [[Trader Guild, Crossing Shop]] but be prepared to pay a hefty sum for it. Regardless of the amount paid, they are a worthwhile investment and will provide you with something to appraise at all times.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
Tactics is the offensive counterpart of the [[Defending]] skill. Offensive in nature, it allows you to identify weaknesses in your opponent&#039;s defenses and exploit them. Since it is a Lore skill and you are required to train a single weapon, it is advisable to train it to some degree. If you&#039;re going to focus on fighting to a greater degree, it becomes even more important.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Next to Appraisal, this is a hard requirement for advancement, as well as the defining skill for a Trader. Trading, is what makes us Traders. Your first ranks should be learned by foraging branches for Mags or Old Maisey. Past that, selling items to the pawn shop, bundles of skins to the furrier, local provincial contract trading, and completing crafting work orders will be staples until further means of learning become available. &lt;br /&gt;
&lt;br /&gt;
===Scholarship===&lt;br /&gt;
Scholarship is all but required for Traders. It is gained through listening to and teaching classes (both of which can be done while doing just about everything else, including combat!), STUDYing crafting books, studying primers for Origami, reading books in libraries, and many other ways that can be found on the [[Scholarship]] page.&lt;br /&gt;
&lt;br /&gt;
===Performance=== &lt;br /&gt;
A popular skill choice for Traders due to the ability to train this skill nearly anywhere. Also, you can both {{com|APPRAISE}} and {{com|ANALYZE}} your instrument to train the appraisal skill.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
&lt;br /&gt;
===[[Evasion]]===&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
===[[Athletics]]===&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb. Perception is one of the main skills used in order to prevent yourself from having your coins stolen. For Traders who enjoy running Trading Routes, this can be pretty important.&lt;br /&gt;
&lt;br /&gt;
While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
&lt;br /&gt;
Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth will help you avoid being detected as you travel from location to location carrying coins and goods. Likewise, this is a rather easy skill to train while also gaining other skills in combat.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Stealth]] &lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. By getting into these boxes, you will be rewarded with gems (which you can sell at a gem shop to learn Trading skill) coins, runestones (which can be sold at pawnshops to learn Trading skill) and/or special items. It will be rather easy to train if you choose to hunt things which drop boxes when you&#039;re looking for combat training.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
===[[Thievery skill|Thievery]]===&lt;br /&gt;
While generally the bane of most Traders, this skill is actually practiced by some who find it easy enough to work because most of their time is spent in the city anyways. It&#039;s important to note that Traders caught stealing will suffer a penalty to contract values in the associated province for a period of time. However, there are many Traders who focus more on their private shop or crafting and do not care about the penalty because they don&#039;t use Trading Routes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Thievery skill|Thievery]]&lt;br /&gt;
&lt;br /&gt;
===[[First Aid]]===&lt;br /&gt;
&lt;br /&gt;
===[[Outdoorsmanship]]===&lt;br /&gt;
There isn&#039;t much use for this skill as a Trader, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
===[[Skinning]]===&lt;br /&gt;
One of the most popular choices of survival skills, it can also be a quick way to working your Trading skill by selling your own bundles. This skill also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Being that the guild itself is developed as having [[Armor]] and [[Survival]] in the secondary skillet placement, with [[Weapons]] being in the tertiary, you can expect to see your fair share of combat as you progress. You will always have an armor requirement you must meet, and many survival skills can be trained while actively vanquishing foes. The equipment you use is purely your choice, however, there are some suggestions that can be made and they have been provided below. &lt;br /&gt;
&lt;br /&gt;
===[[Weapons]]===&lt;br /&gt;
Many Traders like to focus on Charisma first in order to hit that magic point in time where you can start selling gem pouches. Because of this, it often leads your more combat oriented stats to fall behind. That is why the writers of this guide suggest that you begin your foray into combat using the lightest and least tiring weapons. You only need a single weapon skill to circle, so pick one you like and you can decide if you want to train a wider variety later. All three of the light class weapon styles (Small Edge, Small Blunt, Light Thrown) are a good choice and often you can find all three trainable with a single weapon. &lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Choice of armor is a little more important due to the guild having this in the secondary placement for skillsets. You can expect to require ranks in two different armor skills to advance within the guild and what you choose could make this easier over all. It is our suggest that you make your primary armor skill the Shield skill. This will allow you to easily gain circles without having to spend as long in combat. For your secondary armor skill, you can choose one of the types of armor (Light Armor, Chain Armor, Brigandine, Plate) or the [[Defending]] skill. Likewise, you can wear a mixed set-up in order to learn more than one.&lt;br /&gt;
&lt;br /&gt;
==Role Playing a Trader==&lt;br /&gt;
&lt;br /&gt;
There are a number of books published in game which focus on the Trader lifestyle and are highly recommended for any Trader to read. You can view most of them in the Crossings guildhall, or click the links below to read them here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = Trader Novice Guide | CallLetters = 	ItvTNG}}&lt;br /&gt;
{{Book Row | Title = Trader&#039;s Courtesy Guide | CallLetters = 	RmoTCG}}&lt;br /&gt;
{{Book Row | Title = Words Every Trader Should Know | CallLetters = RahWET}}&lt;br /&gt;
&lt;br /&gt;
In addition to those, there is also a book which gives some brief history of the guild as a whole. It is available in game at the Riverhaven guild library, or you can view it here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = A Trader Guild History | CallLetters = 	HwmTGH}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>MEDPHYSICS</name></author>
	</entry>
</feed>