<?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=MIKETHEPENGUIN</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=MIKETHEPENGUIN"/>
	<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/Special:Contributions/MIKETHEPENGUIN"/>
	<updated>2026-04-08T23:03:53Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Lich_script_repository&amp;diff=598073</id>
		<title>Lich script repository</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Lich_script_repository&amp;diff=598073"/>
		<updated>2022-11-04T21:36:30Z</updated>

		<summary type="html">&lt;p&gt;MIKETHEPENGUIN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
This page documents the collection of scripts that are available from an external repository located at [https://github.com/rpherbig/dr-scripts https://github.com/rpherbig/dr-scripts], and not through the in-game &amp;lt;code&amp;gt;;repository&amp;lt;/code&amp;gt; functionality.&lt;br /&gt;
&lt;br /&gt;
== Setup and Installation ==&lt;br /&gt;
[https://github.com/rpherbig/dr-scripts/wiki/First-Time-Setup Lich install instructions]&lt;br /&gt;
&lt;br /&gt;
[https://discord.gg/AXhcahpdnN Come to the Lich Discord #install channel if you need help]&lt;br /&gt;
&lt;br /&gt;
For script-specific documentation, see the appropriate section, below. For YAML documentation, see [https://github.com/rpherbig/dr-scripts/wiki/Introduction-to-Character-Settings Introduction-to-Character-Settings].&lt;br /&gt;
&lt;br /&gt;
For any bugs, please see us on GitHub [https://github.com/rpherbig/dr-scripts/issues open an issue on GitHub]. We look forward to hearing from you!&lt;br /&gt;
&lt;br /&gt;
= Introduction to Character Settings = &lt;br /&gt;
Character settings are read from a YAML file.&lt;br /&gt;
&lt;br /&gt;
== What is YAML? == &lt;br /&gt;
YAML is a human-friendly file format that we use to store settings. It stands for YAML Ain&#039;t Markup Language (the name references itself as a kind of computer science joke). It&#039;s got a website and everything (http://yaml.org/), but there are only a few things you actually need to know:&lt;br /&gt;
&lt;br /&gt;
Indentation matters. Use two spaces for each level of indentation.&lt;br /&gt;
&lt;br /&gt;
If you see a line like &amp;lt;code&amp;gt;train_with_spells: true&amp;lt;/code&amp;gt;, that means that the &amp;lt;code&amp;gt;train_with_spells&amp;lt;/code&amp;gt; setting is being assigned a value of &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;. This may also be referred to as a hash in which &amp;lt;code&amp;gt;train_with_spells&amp;lt;/code&amp;gt; is mapped to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;. Values can be true/false, numbers, text, hashes, or lists (see below).&lt;br /&gt;
&lt;br /&gt;
A list (or array) is a series of values. For example, this creates a list named &amp;lt;code&amp;gt;loot_additions&amp;lt;/code&amp;gt; of item nouns that you want to loot:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
loot_additions:&lt;br /&gt;
- card&lt;br /&gt;
- dira&lt;br /&gt;
- bolt&lt;br /&gt;
- arrow&lt;br /&gt;
- stone&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A comment is any line that starts with a &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt;. They are ignored when our scripts read your settings file. Comments are entirely for your own benefit (e.g. to leave yourself a note).&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry, it&#039;ll make more sense if you go look at a YAML file. Try taking a look at [https://github.com/rpherbig/dr-scripts/tree/master/profiles some of these.]&lt;br /&gt;
&lt;br /&gt;
== Loading YAML Files ==&lt;br /&gt;
YAML files are loaded in a predefined order. &amp;lt;code&amp;gt;base.yaml&amp;lt;/code&amp;gt; is loaded first, then &amp;lt;code&amp;gt;YourCharacterName-setup.yaml&amp;lt;/code&amp;gt;. If any arguments are given to a script (for example, &amp;lt;code&amp;gt;;combat-trainer BacktrainWeapons&amp;lt;/code&amp;gt;), then &amp;lt;code&amp;gt;YourCharacterName-BacktrainWeapons.yaml&amp;lt;/code&amp;gt; will be loaded last.&lt;br /&gt;
&lt;br /&gt;
If the same setting occurs in multiple YAML files, then the last version of that setting is used. For example, you could define &amp;lt;code&amp;gt;dance_threshold&amp;lt;/code&amp;gt; to be 1 in &amp;lt;code&amp;gt;YourCharacterName-setup.yaml&amp;lt;/code&amp;gt; and then redefine it to be 0 in &amp;lt;code&amp;gt;YourCharacterName-BacktrainWeapons.yaml&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;base.yaml&amp;lt;/code&amp;gt; provides defaults for many (but not all) of the settings. You should never modify &amp;lt;code&amp;gt;base.yaml&amp;lt;/code&amp;gt; directly; instead override settings in &amp;lt;code&amp;gt;YourCharacterName-setup.yaml&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;YourCharacterName-SomethingElse.yaml&amp;lt;/code&amp;gt;. If you think something should be changed in &amp;lt;code&amp;gt;base.yaml&amp;lt;/code&amp;gt;, please contact us in-game or open a [https://github.com/rpherbig/dr-scripts/pulls pull request]. We welcome all feedback and suggestions.&lt;br /&gt;
&lt;br /&gt;
== Debugging YAML files ==&lt;br /&gt;
Its helpful to use a YAML parser for diagnosing issues.&lt;br /&gt;
http://yaml-online-parser.appspot.com/&lt;br /&gt;
&lt;br /&gt;
= Autostart =&lt;br /&gt;
Many users prefer to have certain scripts automatically start every time their character loads.  To do that, use the below commands to designate scripts to start for every character or character-specific.&lt;br /&gt;
== Add an autostart ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;e autostart(&#039;script-name&#039;) will start the script called &#039;script-name&#039; for all of your characters&lt;br /&gt;
;e autostart(&#039;script-name&#039;, false) will start the script for only this character&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List autostart scripts ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;e echo list_autostarts will show you the files being autostarted on a given character&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Remove an autostart ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;e stop_autostart(&#039;script-name&#039;) will remove an autostarted file from the list&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The &#039;&#039;other&#039;&#039; autostart ==&lt;br /&gt;
There are &#039;&#039;&#039;two&#039;&#039;&#039; autostart scripts. The above commands are for normal use.  Advanced options found below under [[Lich_script_repository#autostart_2|autostart]] script details.&lt;br /&gt;
&lt;br /&gt;
= Scripts =&lt;br /&gt;
== accept-sell ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Accepts an outstanding trade offer for a pouch/bundle, appraises it and sells it. Returning coins, item, and a profit report to the owner.&lt;br /&gt;
|usage= Call the script when you have empty hands and an outstanding trade offer.&lt;br /&gt;
|args={{Lich setting|name=skip|desc=Don&#039;t appraise and send profit summary to seller, faster for multiple pouches/bundles.}}^{{Lich setting|name=buy|desc=Pay for the pouch out of your own money and keep it.}}^{{Lich setting|name=dump|desc=Dump item after sale.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== addroom ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Add a series of rooms to the lich map. This script will checkout the mapdb, add the new rooms, and commit the mapdb. Automap is preferred to this script.&lt;br /&gt;
|usage=&lt;br /&gt;
To use this script send it an ordered set of directions to map. If you don&#039;t provide a direction no mapping will be provided.&lt;br /&gt;
&lt;br /&gt;
For example, to add a Y branch to the north:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;addroom &amp;quot;north, northeast, southwest, northwest, southeast, south&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To add a store:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;addroom &amp;quot;go shop, out&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The travel delay defaults to 0.2.&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars={{Lich setting|name=add_room_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== afk ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs in the background to provide safety while you are afk. Basic keep alive script with simple health/spirit/death monitoring. Will exit on low health, low spirit, or death.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=health_threshold|desc=Threshold at which you will exit (the same threshold is used for health and spirit)}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== almanac ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Uses an almanac every 10 minutes. Pauses all other scripts, stows your left hand, studies it, then unpauses everything.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== appraisal ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains the Appraisal skill by appraising your gear, zills, bundles, gem pouches, and studying the art in the Crossing art gallery. Use the &amp;lt;code&amp;gt;appraisal_training&amp;lt;/code&amp;gt; setting to specify a training regimen.&lt;br /&gt;
|usage=Define the &amp;lt;code&amp;gt;appraisal_training&amp;lt;/code&amp;gt; list in your settings file. It will train in the order listed.&lt;br /&gt;
* Example Settings&lt;br /&gt;
&amp;lt;pre&amp;gt;appraisal_training:&lt;br /&gt;
- gear&lt;br /&gt;
- zills&lt;br /&gt;
- art&lt;br /&gt;
- bundle&lt;br /&gt;
- pouches&lt;br /&gt;
full_pouch_container: backpack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;lt;code&amp;gt;gear&amp;lt;/code&amp;gt; setting appraises everything listed in &amp;lt;code&amp;gt;gear&amp;lt;/code&amp;gt; (where your armor and weapons are listed). &lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;lt;code&amp;gt;zills&amp;lt;/code&amp;gt; setting appraises zills up to 250 appraisal ranks; after that you will get a warning to remove zills from your training list. &lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;lt;code&amp;gt;art&amp;lt;/code&amp;gt; setting runs the study-art script which appraises art in the Crossing art gallery. &lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;lt;code&amp;gt;bundle&amp;lt;/code&amp;gt; setting appraises a worn bundle quick.&lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;lt;code&amp;gt;pouches&amp;lt;/code&amp;gt; setting appraises gem pouches stored in the container you list as &amp;lt;code&amp;gt;full_pouch_container&amp;lt;/code&amp;gt;. Up to eleven gem pouches can be appraised. This has been updated to also appraise your worn gem pouch if &amp;lt;code&amp;gt;gem_pouch_adjective&amp;lt;/code&amp;gt; is defined, making the total pouches appraised twelve.&lt;br /&gt;
&amp;lt;/ul&amp;gt; &lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=appraisal_training|desc=List of training options. Valid options are &amp;lt;code&amp;gt;zills&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;pouches&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bundle&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;gear&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;art&amp;lt;/code&amp;gt;}}^{{Lich setting|name=full_gem_pouch_container|desc=The container where you store gem pouches for appraisal. This should not be the same container where you store empty ones}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=study-art&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== arrows ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Creates shaft, arrowheads, and arrows all in one script. &lt;br /&gt;
|usage=Syntax: ;arrows type lumber tools&lt;br /&gt;
&lt;br /&gt;
* Examples: &lt;br /&gt;
 ;arrows drake-fang maple&lt;br /&gt;
 ;arrows drake-fang balsa yes&lt;br /&gt;
 ;arrows continue&lt;br /&gt;
&lt;br /&gt;
|args=type, lumber, tools, continue&lt;br /&gt;
|settings={{Lich setting|name=type|desc=The type of arrow you would like to make. The list is&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 couger-claw &lt;br /&gt;
 boar-tusk &lt;br /&gt;
 sabertooth &lt;br /&gt;
 angiswaerd &lt;br /&gt;
 hele&#039;la &lt;br /&gt;
 basilisk &lt;br /&gt;
 elsralael &lt;br /&gt;
 soot-stained &lt;br /&gt;
 ice-adder &lt;br /&gt;
 jagged-horn &lt;br /&gt;
 drake-fang&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}^{{Lich setting|name=lumber|desc=The type of lumber you would like to use. Maple is the default lumber. You can use all the lumber types at the Society store. You can also use your own as long as you have the lumber on you.}}^{{Lich setting|name=tools|desc=This setting is for retrieving and storing your tools at the Society. This setting is optional. &#039;&#039;&#039;tools&#039;&#039;&#039; is the setting.}}^{{Lich setting|name=continue|desc=Allows to continue crafting in the event something interrupted the process.}}&lt;br /&gt;
|uservars={{Lich setting|name=None|desc= }}&lt;br /&gt;
|children=go2, shape&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== astrology ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains astrology via by observing a known constellation which fills the most prediction pools and performing predictions aligned to those pools. If your character is above 99th circle the script can also walk the ways to train astrology. Walking is limited to one round-trip per hour.&lt;br /&gt;
|usage=Start in any room where the heavens are observable or where moongate can be cast (if astral traveling).&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
astrology_training:&lt;br /&gt;
- ways&lt;br /&gt;
- observe&lt;br /&gt;
- rtr&lt;br /&gt;
- weather&lt;br /&gt;
- events&lt;br /&gt;
- moons&lt;br /&gt;
astral_plane_training:&lt;br /&gt;
  train_destination: crossing &lt;br /&gt;
  train_source: shard&lt;br /&gt;
&lt;br /&gt;
have_telescope: true&lt;br /&gt;
#Choose one, container or tie&lt;br /&gt;
telescope_storage:&lt;br /&gt;
  container:&lt;br /&gt;
  tie:&lt;br /&gt;
&lt;br /&gt;
#Choose one, container, tied, or worn&lt;br /&gt;
divination_tool:&lt;br /&gt;
  name:&lt;br /&gt;
  container:&lt;br /&gt;
  tied:&lt;br /&gt;
  worn:&lt;br /&gt;
&lt;br /&gt;
#Choose one, container or tied&lt;br /&gt;
divination_bones_storage:&lt;br /&gt;
  container:&lt;br /&gt;
  tied:&lt;br /&gt;
&lt;br /&gt;
NOTE: DO NOT INCLUDE THE STUFF UNDER divination_tool or divination_bones_storage IF NOT USING!!&lt;br /&gt;
&lt;br /&gt;
EXAMPLE YAML IF NOT USING:&lt;br /&gt;
divination_tool:&lt;br /&gt;
divination_bones_storage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=astrology_training|desc=A list of training options. The possible options are ways, observe, rtr, weather, events, and moons. Things will be trained in the order they are listed}}^{{Lich setting|name=have_telescope|desc=Set to true to indicate you have a telescope on you and it will be used to observe the heavens.}}^{{Lich setting|name=astral_plane_training|desc=Hash which contains the settings for astral training.}}^{{Lich setting|name=train_destination|desc=indicate the shard destination in lowercase(this is a town, not the shard name). This is where you will walk to for training. Options are: shard, crossing, leth, riverhaven, merkresh, fang, raven, throne, muspari, aesry, taisgath, theren, steppes}}^{{Lich setting|name=train_source|desc=indicates the shard you wish to return to after arriving at the destination shard, options are the same as in &amp;lt;code&amp;gt;train_destination&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
|uservars={{Lich setting|name=astral_plane_exp_timer|desc=This is set to the current time on your computer once you emerge from the shard indicated in &amp;lt;code&amp;gt;train_destination&amp;lt;/code&amp;gt;. It&#039;s used to check how long its been since you last walked.}}&lt;br /&gt;
|children=bescort&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== athletics ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Athletics training script&lt;br /&gt;
|args={{Lich setting|name=wyvern|desc=Climb wyverns instead of undergondola.}}^{{Lich setting|name=undergondola|desc=Climb undergondola.}}^{{Lich setting|name=xalas|desc=Climb in xalas}}&lt;br /&gt;
|settings={{Lich setting|name=have_climbing_rope|desc=Set this to true to use a magic climbing rope for training. This currently requires zills.}}^{{Lich setting|name=held_athletics_items|desc=A list of 1-2 items held while doing athletics to increase the difficulty. Each item adds difficulty. Uses get/stow, and the items don&#039;t need to be weapons.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== attunement ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains [[attunement]] via power walking or perceiving in a single room. Empaths can optionally train [[empathy]] via health walking.&lt;br /&gt;
|usage=&lt;br /&gt;
* attunement - &#039;&#039;run with no arguments to power walk&#039;&#039;&lt;br /&gt;
* attunement health - &#039;&#039;run with &#039;health&#039; argument to health walk&#039;&#039; (Empaths only)&lt;br /&gt;
|args=&lt;br /&gt;
&#039;&#039;Optional&#039;&#039;&lt;br /&gt;
* health - As an Empath, specify this argument to perform a health walk to train empathy and attunement&lt;br /&gt;
|settings=&lt;br /&gt;
&#039;&#039;Example Config&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Town to train attunement in.&lt;br /&gt;
# Most towns have a pre-defined list of rooms in base-towns.yaml.&lt;br /&gt;
hometown: Crossing&lt;br /&gt;
&lt;br /&gt;
# These override the default rooms where magic users will visit to&lt;br /&gt;
# train attunement via &#039;perceive&#039; command.&lt;br /&gt;
# If not defined then the rooms are taken from base-towns.yaml.&lt;br /&gt;
# This is ignored for lunar mages and instead they train in their current room.&lt;br /&gt;
# This is useful for power walking near your safe room, such as&lt;br /&gt;
# non-justice areas, which may be preferrable to Necromancers&lt;br /&gt;
# or if your hometown does not have any room data yet.&lt;br /&gt;
attunement_rooms:&lt;br /&gt;
&lt;br /&gt;
# These override the default rooms where Empaths will visit to&lt;br /&gt;
# train empathy via &#039;perceive health&#039; command.&lt;br /&gt;
# If not defined then the rooms are taken from base-towns.yaml.&lt;br /&gt;
# This is useful if your hometown does not have any room data yet.&lt;br /&gt;
perceive_health_rooms:&lt;br /&gt;
- 100&lt;br /&gt;
- 200&lt;br /&gt;
- 300&lt;br /&gt;
&lt;br /&gt;
# If true then you will perform the perceive commands&lt;br /&gt;
# in your current room rather than walk to different rooms.&lt;br /&gt;
# This setting is ignored for Lunar mages (Traders and Moon Mages)&lt;br /&gt;
# and is treated as if it were set to true.&lt;br /&gt;
crossing_training_stationary_skills_only: true|false&lt;br /&gt;
&lt;br /&gt;
# The max learning rate of attunement (power walking) or empathy (health walking)&lt;br /&gt;
# at which point the script will exit.&lt;br /&gt;
crossing_training_max_threshold: 30 &lt;br /&gt;
&lt;br /&gt;
# The desired number of mind states to increase by.&lt;br /&gt;
# Respects crossing_training_max_threshold as an upper threshold.&lt;br /&gt;
attunement_target_increment: 17&lt;br /&gt;
&lt;br /&gt;
# The script will cast the spells listed in the &#039;attunement&#039; waggle&lt;br /&gt;
# at the beginning of training.&lt;br /&gt;
waggle_sets:&lt;br /&gt;
  attunement:&lt;br /&gt;
    Aura Sight:&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== autocontingency ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Moon Mages only.  It can be run two different ways. First, by providing two arguments for a contingency target (anchor), and the room number that anchor will be in. Your character will run to the room in question, and cast both SEER and Contingency on the anchor. i.e. &amp;lt;code&amp;gt;autocontingency Eteu 798&amp;lt;/code&amp;gt;. Contingency established, you can then go about your business. &lt;br /&gt;
&lt;br /&gt;
The other method is &amp;lt;code&amp;gt;autocontingency invoke&amp;lt;/code&amp;gt;. When run in this manner, typically after a hunt or a long athletics trip to the far side of Elanthia, the script will invoke the Contingency to bring you back to your point of origin.&lt;br /&gt;
|usage= Ensure that a waggle titled `contingency` is present in your YAML. Example below:&lt;br /&gt;
   contingency:&lt;br /&gt;
    Seer&#039;s Sense:&lt;br /&gt;
      abbrev: SEER&lt;br /&gt;
      recast: 2&lt;br /&gt;
      mana: 15&lt;br /&gt;
      cambrinth:&lt;br /&gt;
      - 5&lt;br /&gt;
      - 5&lt;br /&gt;
    Contingency:&lt;br /&gt;
      abbrev: CONTINGENCY&lt;br /&gt;
      recast: 1&lt;br /&gt;
      mana: 15&lt;br /&gt;
      cambrinth:&lt;br /&gt;
      - 7&lt;br /&gt;
      - 7&lt;br /&gt;
&lt;br /&gt;
The waggle does not have to include both spell entries, but SEER should only not be included if you are casting that by hand (or in another script) on your anchor target before the Contingency cast. Best practice, include both.&lt;br /&gt;
&lt;br /&gt;
Example YAML usage for including autocontingency as a &amp;lt;code&amp;gt;before&amp;lt;/code&amp;gt; in a hunt:&lt;br /&gt;
   hunting_info:&lt;br /&gt;
   - :zone:&lt;br /&gt;
     - rats&lt;br /&gt;
     - rats&lt;br /&gt;
     - rats&lt;br /&gt;
     :duration: 30&lt;br /&gt;
     args:&lt;br /&gt;
       - d0&lt;br /&gt;
       - combat&lt;br /&gt;
     before:&lt;br /&gt;
     - go2 798&lt;br /&gt;
     - autocontingency Etreu&lt;br /&gt;
     after:&lt;br /&gt;
     - autocontingency invoke&lt;br /&gt;
     stop_on:&lt;br /&gt;
     - Large Blunt&lt;br /&gt;
     - Large Edged&lt;br /&gt;
     - Small Edged&lt;br /&gt;
     - Staves&lt;br /&gt;
&lt;br /&gt;
Example YAML usage for including autocontingency as part of T2&#039;s &amp;lt;code&amp;gt;training_list&amp;lt;/code&amp;gt;:&lt;br /&gt;
   training_list:&lt;br /&gt;
   - skill: &lt;br /&gt;
     - Targeted Magic&lt;br /&gt;
     start: 4&lt;br /&gt;
     scripts:&lt;br /&gt;
     - autocontingency Etreu 798&lt;br /&gt;
     - buff main&lt;br /&gt;
     - hunting-buddy&lt;br /&gt;
     - autocontingency invoke&lt;br /&gt;
     - safe-room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== automap ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Mapping assistance script&lt;br /&gt;
|usage=Start from an already mapped room. Records the commands you type to move around and maps new rooms as it encounters them. Will update existing paths if traveling through previously mapped areas. Run the script to start recording, then kill it when finished. Do not use your typeahead lines when this is running or you will damage the map.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== autostart ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Advanced core lich autostart option&lt;br /&gt;
|usage=Often called &#039;&#039;other&#039;&#039; autostart, this script allows users to change to the way lich itself is loaded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THIS IS NOT A TRAINING SCRIPT.  EXTREMELY ADVANCED USERS ONLY!!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOT USE THESE COMMANDS UNLESS YOU INTEND TO EDIT THE VERY FABRIC OF LICH BEHAVIOR.  BREAKAGE LIKELY!!  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To autoload training scripts on startup such as roomnumbers or sanowret-crystal, please see the correct [[Lich_script_repository#autostart|autostart]] instructions at the top of this page.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;autostart&amp;lt;/code&amp;gt; is part of core &#039;&#039;&#039;lich&#039;&#039;&#039;.  It should only be used for scripts that are also a part of core lich.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;e autostart&amp;lt;/code&amp;gt; is part of &#039;&#039;&#039;dependency&#039;&#039;&#039;, a lich script, which manages the start up process for scripts that make use of the dr-scripts github repository and common functions defined there. &lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;dependency&#039;&#039; autostart (the second one) for any script on this page. This means you should use &amp;lt;code&amp;gt;;e autostart &#039;scriptname&#039;&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;;e autostart(&#039;scriptname&#039;)&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;;autostart add scriptname&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If any of the scripts on this page are in &amp;lt;code&amp;gt;;autostart list&amp;lt;/code&amp;gt;, you should remove them. Try the command &amp;lt;code&amp;gt;;autostart help&amp;lt;/code&amp;gt; if you need help.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== avtalia ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Traders only.  When run, it watches cambrinth defined in avtalia_array:.  It maintains a running list of how much mana is in those cambrinth and allows it to be pulled by scripts like combat-trainer when mana is low.&lt;br /&gt;
|usage= Define a list of cambrinth as below:&lt;br /&gt;
  avtalia_array:&lt;br /&gt;
  - name: cambrinth bracer&lt;br /&gt;
    cap: 32&lt;br /&gt;
  - name: watersilk bag&lt;br /&gt;
    cap: 108&lt;br /&gt;
  - name: cambrinth anklet&lt;br /&gt;
    cap: 12&lt;br /&gt;
  - name: tattered robe&lt;br /&gt;
    cap: 50&lt;br /&gt;
  - name: cambrinth chains&lt;br /&gt;
    cap: 50&lt;br /&gt;
&lt;br /&gt;
Each entry must be unique, all cambrinth must be worn, you must have sufficient Arcana to charge and invoke accurately while worn, and you must not use your primary casting cambrinth you use for other spells.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=avtalia_array: defines the array of worn cambrinth.&lt;br /&gt;
|uservars=avtalia&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== bankbot ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Have a character act as a banker&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== bescort ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for navigating certain problematic areas like swamp mazes, the wilds, and some river swims. Mostly used by other scripts. Can also be used for astral traveling.&lt;br /&gt;
|usage= Start this script with no arguments to see a list of supported areas and destinations.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars= &#039;&#039;citizenship&#039;&#039;: Set citizenship to &#039;Zoluren&#039; to skip a money check. Set to &#039;Ilithi&#039; to use the north, west, south gates of Shard&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== bolts ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Creates shaft, boltheads, and bolts all in one script. &lt;br /&gt;
Syntax: ;bolts type lumber yes&lt;br /&gt;
&lt;br /&gt;
* Examples: &lt;br /&gt;
 ;bolts drake-fang maple&lt;br /&gt;
 ;bolts drake-fang balsa yes&lt;br /&gt;
 ;bolts continue&lt;br /&gt;
&lt;br /&gt;
|args=type, lumber, tools, continue&lt;br /&gt;
|settings={{Lich setting|name=type|desc=The type of arrow you would like to make. The list is&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 couger-claw &lt;br /&gt;
 boar-tusk &lt;br /&gt;
 sabertooth &lt;br /&gt;
 angiswaerd &lt;br /&gt;
 hele&#039;la &lt;br /&gt;
 basilisk &lt;br /&gt;
 elsralael &lt;br /&gt;
 soot-stained &lt;br /&gt;
 ice-adder &lt;br /&gt;
 jagged-horn &lt;br /&gt;
 drake-fang&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}^{{Lich setting|name=lumber|desc=The type of lumber you would like to use. Maple is the default lumber. You can use all the lumber types at the Society store. You can also use your own as long as you have the lumber on you.}}^{{Lich setting|name=tools|desc=This setting is for retrieving and storing your tools at the Society. This setting is optional. &#039;&#039;&#039;tools&#039;&#039;&#039; is the setting.}}^{{Lich setting|name=continue|desc=Allows to continue crafting in the event something interrupted the process.}}&lt;br /&gt;
|uservars={{Lich setting|name=None|desc= }}&lt;br /&gt;
|children=go2, shape&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== buff ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Casts waggle sets defined in your yaml. Casts the default: waggle set if no args are given.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
https://github.com/rpherbig/dr-scripts/wiki/Waggle-Sets&lt;br /&gt;
&lt;br /&gt;
== burgle ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=[[Breaking and Entering]] - Used to train Thievery, Stealth, and depending on entry method, 1 of Athletics (rope) / Locksmithing(lockpick).   &#039;&#039;&#039;Extremely high fines if you are caught.  Be sure to read the [[Breaking and Entering]] page to understand how the system works prior to using this script.&#039;&#039;&#039;&lt;br /&gt;
|usage=Script can be started anywhere that can path the room you set in the settings.&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Turn on Burgle inside crossing_training. Attempts to use ;burgle during Athletics, Locksmithing, Thievery, or Stealth&lt;br /&gt;
# Uses burgle_settings for entry method then continues to alternate methods such as climbing, picking shop stealing, etc.&lt;br /&gt;
train_with_burgle: true&lt;br /&gt;
&lt;br /&gt;
#Plead guilty for lower fines if caught in normal justice.&lt;br /&gt;
guilty_plea: guilty&lt;br /&gt;
&lt;br /&gt;
burgle_settings:&lt;br /&gt;
  room: nnn                                 # pick your own room, you should pick a room that no guard will &#039;&#039;ever&#039;&#039; enter.  Picking rooms guards can come to is a failure on setup, not the script.&lt;br /&gt;
  entry_type: lockpick                      # lockpick | rope | cycle | prioritylockpick | priorityrope&lt;br /&gt;
  max_priority_mindstate: 26                # only used if priority setting for entry_type is used.  Sets max mindstate value before switchover to other entry_method. Default: 26&lt;br /&gt;
  use_lockpick_ring: true                   # if you use a worn lockpick stacker&lt;br /&gt;
  lockpick_container: lockpick ring         # name of your lockpick stacker&lt;br /&gt;
  max_search_count: 2                       # max number of total searches to do including retries&lt;br /&gt;
  retry: false                              # retry if you don&#039;t find loot.  default: false&lt;br /&gt;
  loot: keep                                # drop | keep | bin | pawn   default: keep &lt;br /&gt;
  loot_container: duffel bag                # container to keep loot in while burglering&lt;br /&gt;
  safe_mode: true                           # stop searching and try to get out as quickly as possible when hearing footsteps.  Default: true&lt;br /&gt;
  room_blacklist:                           # array of rooms to ignore. Case sensitive.&lt;br /&gt;
  item_whitelist:     # array of **full item names** (adj + noun) of items to keep no matter what.  Case Sensitive.  Default: empty list&lt;br /&gt;
    - blunt-tipped arrows   # armory - non-lodging ammo&lt;br /&gt;
    - blunt-tipped bolts    # armory - non-lodging ammo&lt;br /&gt;
    - blunt stones          # armory - non-lodging ammo&lt;br /&gt;
    - keepsake box          # bedroom - limited use (35) locksmithing trainer&lt;br /&gt;
    # - mixing bowl           # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - mixing stick          # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - rustic mortar         # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - rustic pestle         # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - mesh sieve            # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - butcher&#039;s knife       # kitchen - wrist worn &#039;belt&#039; knife&lt;br /&gt;
    - worn book             # library - scroll stacker (15 page, 10 copies per page)&lt;br /&gt;
    # - contract case         # library - Trader Jewelry&lt;br /&gt;
    # - dainty cowbell        # library - wrist worn weatherproof instrument&lt;br /&gt;
    # - writing quill         # library - writing instrument (ledgers, etc)&lt;br /&gt;
    # - thumb ring            # library - Trader Jewelry&lt;br /&gt;
    # - glass lens            # sanctum - minion identifier&lt;br /&gt;
    # - letter opener         # sanctum - belt worn belt knife&lt;br /&gt;
    - memory orb            # sanctum - random skill absorber&lt;br /&gt;
    # - crystal prism         # sanctum - divination tool&lt;br /&gt;
    # - celestial charts      # sanctum - divination tool&lt;br /&gt;
    # - tool case             # work room - belt worn lockspick stacker - 25 ct&lt;br /&gt;
    # - stirring rod          # work room - forging tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - carving knife         # work room - shaping tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - wood shaper           # work room - shaping tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - metal rasp            # work room - shaping/carving tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - imbuement rod         # work room - enchanting tool&lt;br /&gt;
    # - !ruby/regexp &#039;/\S+ fabric/&#039;  # Bedroom - illustrates REGEX syntax for items&lt;br /&gt;
  before:                                   # array of scripts to run, similar to hunting-buddy, before the burgle (will be called right before buffing)&lt;br /&gt;
    - yourscripthere with args here&lt;br /&gt;
  after:                                    # array of scripts to run, similar to hunting-buddy, after the burgle, (will be called right before script ends)&lt;br /&gt;
    - anotherscript here&lt;br /&gt;
waggle_sets:&lt;br /&gt;
  burgle:&lt;br /&gt;
    - Silence&lt;br /&gt;
    - Hasten&lt;br /&gt;
    - Plunder&lt;br /&gt;
    - Slight&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args={{Lich setting|name=start|desc=Required to run the script.  Protects against accidental starting/typos.}}^{{Lich setting|name=entry|desc=Optional.  Override yaml setting for entry_type. Valid options are: lockpick, rope, cycle, prioritylockpick, priorityrope.}}^{{Lich setting|name=roomid|desc=Optional.  Override yaml setting for room to burgle from.}}^{{Lich setting|name=loot_type|desc=Optional.  Override yaml setting what to do with loot.  Items in your item_whitelist are always kept.  Valid options: drop, keep, pawn bin.}}^{{Lich setting|name=hometown|desc=Optional.  Override yaml hometown setting when using pawn or bin options.}}^{{Lich setting|name=follow|desc=Optional.  Puts brugle into group follow mode.  To be used when you&#039;ve already joined someone to do a group burglary.  This will buff, then hide if needed and then wait for the leader to burgle.  Will attempt to leave the group if you are following once in, to prevent getting lost.}}&lt;br /&gt;
|settings={{Lich setting|name=burgle_settings|desc=Hash of all the burgle settings}}^{{Lich setting|name=burgle_settings:room|desc=The Room id that burgle should be done in.  Guards should never come to this room, so pick carefully}}^{{Lich setting|name=burgle_settings:entry_type|desc=The type of entry - &amp;lt;code&amp;gt;rope&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;priorityrope&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;lockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;prioritylockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cycle&amp;lt;/code&amp;gt;  You must have a heavy rope if using &amp;lt;code&amp;gt;rope&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cycle&amp;lt;/code&amp;gt;.  You must have a lockpick, or a worn lockpick stacker with lockpicks on it if using &amp;lt;code&amp;gt;lockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cycle&amp;lt;/code&amp;gt;.  You must have both if you are using the &amp;lt;code&amp;gt;prioritylockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;priorityrope&amp;lt;/code&amp;gt; settings.  the priority settings will use that entry method unless your mindstate is above the max value.}}^{{Lich setting|name=burgle_settings:max_priority_mindstate|desc=Tha maximum mindstate to use when using one of the priority entry settings, before switching to the other entry method.}}^{{Lich setting|name=burgle_settings:use_lockpick_ring|desc=&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;Check for a lockpick ring/stacker if using lockpick as entry_type. &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;}}^{{Lich setting|name=burgle_settings:lockpick_container|desc=The name of your lockpick ring/stacker.}}^{{Lich setting|name=burgle_settings:max_search_count|desc=Limits the number of searches you do. Setting this too high will result in arrest, and large fine.  Start low and increase as needed.)}}^{{Lich setting|name=burgle_settings:retry|desc=Retry searches if you don&#039;t find loot.  &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;}}^{{Lich setting|name=burgle_settings:loot|desc=What to do with loot.  Supported options: &amp;lt;code&amp;gt;drop&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;keep&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;pawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bin&amp;lt;/code&amp;gt;.  Note that you will always attempt to store loot while in the house, to avoid problems inside with items with custom drop scripts.  &amp;lt;code&amp;gt;bin&amp;lt;/code&amp;gt; is only supported for thieves.}}^{{Lich setting|name=burgle_settings:loot_container|desc=Where to put loot while in the house.  This is required as the script will not attempt to drop loot in the house.}}^{{Lich setting|name=burgle_settings:safe_mode|desc=Stop searching and try to get out as quickly as possible when hearing footsteps. &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;}}^{{Lich setting|name=burgle_settings:room_blacklist|desc=List of room types (using Sentence Case) that you don&#039;t want to search for loot in.}}^{{Lich setting|name=burgle_settings:item_whitelist|desc=List of full item names (adj + noun) that you want to keep regardless of any other setting.}}^{{Lich setting|name=burgle_settings:before|desc=List of scripts you want to run before burglary.  This is run right before the waggle set.}}^{{Lich setting|name=burgle_settings:after|desc=List of scripts you want to run after burglary.  This is run right after the burglary before processing the loot.}}^{{Lich setting|name=waggle_sets[&#039;burgle&#039;]|desc=Optional. A waggle set called &#039;burgle&#039; to cast right before burglary.}}&lt;br /&gt;
|children=jail-buddy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== carve ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== carve-bead ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Automates the creation of a prayer bead, either from a held block or foraged and crafted block.&lt;br /&gt;
|usage= Run the script to create a prayer bead based on config information. If started while holding a block, will use that block, otherwise forages and creates one. Will use primer if configured, but not buy you one.&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Optional. Forces script into debug mode}}^{{Lich setting|name=primer|desc=Optional.  Override yaml setting for primer use.}}^{{Lich setting|name=aspect|desc=Optional.  Override yaml setting for animal to carve.}}^{{Lich setting|name=help|desc=Optional. Displays usage information and exits}}&lt;br /&gt;
|settings={{Lich setting|name=carve-bead|desc=Main setting block which holds the other settings.}}^{{Lich setting|name=carve-bead:debug|desc=Turns on debug logging}}^{{Lich setting|name=carve-bead:primer|desc=True/False for if a primer should be used. Defaults to false.}}^{{Lich setting|name=carve-bead:knife-adjective|desc=Optional. Adjective for the knife to use for carving, if not &#039;carving&#039;.}}^{{Lich setting|name=theurgy_supply_container|desc=}}^{{Lich setting|name=immortal_aspect|desc=}}^{{Lich setting|name=crafting_container|desc=}}^{{Lich setting|name=crafting_items_in_container|desc=}}^{{Lich setting|name=engineering_belt|desc=}}^{{Lich setting|name=water_holder|desc=}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== carve-lockpicks ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Carves lockpicks from keyblanks on your person, then puts those lockpicks on rings.&lt;br /&gt;
|usage= Store the keyblank pockets in any open container. Designate via yaml settings below a bag for your grandmaster&#039;s picks, master&#039;s picks, and anything less than master&#039;s (professional, ordinary, etc). Place rings for each type(master/grandmaster) in the same bag you designate for the completed picks.&lt;br /&gt;
|args= &amp;lt;code&amp;gt;;carve-lockpicks ring&amp;lt;/code&amp;gt;&lt;br /&gt;
*Put completed batches of lockpicks on rings, need rings in the same bag as the lockpicks (grands rings in grands bag). Not necessary if you have the yaml setting true below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;carve-lockpicks ratio_last&amp;lt;/code&amp;gt;&lt;br /&gt;
*Displays most recent percentage of grandmaster to master picks carved from last run&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;carve-lockpicks ratio_all&amp;lt;/code&amp;gt;&lt;br /&gt;
*Displays overall percentage of grandmaster to master picks carved from all runs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;carve-lockpicks ratio_reset&amp;lt;/code&amp;gt;&lt;br /&gt;
*Delete all past recorded carving projects data&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;carve-lockpicks help&amp;lt;/code&amp;gt;&lt;br /&gt;
*Displays the above messages&lt;br /&gt;
|settings=&lt;br /&gt;
^Settings below are required to use the script, defaults are NOT in base:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lockpick_carve_settings:&lt;br /&gt;
      grand_container: #bag for complete grandmaster&#039;s lockpicks&lt;br /&gt;
      master_container: #bag for completed master&#039;s lockpicks&lt;br /&gt;
      trash_container: #bag for anything less than master/grandmaster&lt;br /&gt;
      initial_grand: #true/false as to whether to initial your grandmasters&#039; lockpicks&lt;br /&gt;
      full_rings_container: #bag for full rings, can&#039;t be either grand/master bag&lt;br /&gt;
      ring_picks: #true/false as a default to put carved picks on rings&lt;br /&gt;
      carve_past_ring_capacity: #true/false to continue carving after you&#039;ve run out of lockpick rings&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|uservars={{Lich setting|name=UserVars.grands_ratio|desc=Stores ratio of grandmaster&#039;s picks carved to master&#039;s picks for parsing.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== charge-holy-weapon ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Charges holy weapon if below 200 estimated remaining uses. Usable in Crossing or Shard Chadatru temples, or in a player-specified room using a holy icon. There is a large cooldown, and if too low circle &amp;amp; charisma, this could be bad. Best used independently on lower circle Paladins.&lt;br /&gt;
|usage= Run it as a before or after within training manager, as a normal part of T2&#039;s system, or as an independent script.&lt;br /&gt;
|settings={{Lich setting|name=holy_weapon|desc=Main setting which holds the other settings.}}^{{Lich setting|name=holy_weapon:weapon_name|desc=Name of the holy weapon, MUST match gear setting entry exactly.}}^{{Lich setting|name=holy_weapon:icon_name|desc=Name of the icon to use for the ritual.}}^{{Lich setting|name=holy_weapon:icon_container|desc=Name of the container which holds the icon, optional.}}^{{Lich setting|name=holy_weapon:icon_room|desc=Room number to use for the icon ritual.}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== chop-wood ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Chops trees in a room while watching for danger&lt;br /&gt;
|usage= Watches and chops out your current room, stowing or deeding anything in your tree list. Will run to a healer if injured.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== circlecheck ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Circle check tells you how far you are from your next or target circle.&lt;br /&gt;
|usage=&lt;br /&gt;
Display circle progress:&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display only skills needed for the next circle:&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck short&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck brief&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck next&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display progress towards circle 35&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck 35&amp;lt;/code&amp;gt;&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Turns on debugging messages.}}^{{Lich setting|name=short|desc=Uses short output mode, aliases brief, next}}^{{Lich setting|name=target|desc=Display progress towards target circle.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== cleric-quests ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Automatically does cleric quests you are eligible for. Currently does tamsine, eluned, eluned2, kertigen, hodiera, meraud, and glythtide commune quests if you are the right level.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== coordinator ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Training manager script&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== combat-trainer ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Train combat skills in your current room.&lt;br /&gt;
|usage= Trains combat skills in your current room, maintains listed buffs, uses TM/debil as specified, trains certain non combat actions on timers. Skins, loots.&lt;br /&gt;
|args={{Lich setting|name=d#|desc=Dance threshold, keep N mobs alive to train defenses against, where dN is the provided argument.}}^{{Lich setting|name=r#|desc=Retreat threshold, stay at missile range when N mobs are present and use ranged combat options, where rN is the provided argument.}}^{{Lich setting|name=construct|desc=overrides empath non attack settings.}}^{{Lich setting|name=debug|desc=Enables debug mode.}}^{{Lich setting|name=custom|desc= Extra arguments will be used to load in extra yaml files. &amp;lt;code&amp;gt;;combat-trainer back&amp;lt;/code&amp;gt; would load in &amp;lt;code&amp;gt;YourName-back.yaml&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
|settings={{Lich setting|name=aiming_trainables|desc=Lets you train weapons in the offhand while aiming crossbows, slings, and bows. The weapon must be usable in the offhand for attacking/throwing, swappables are supported. Large weapons require weapons prime, and other conditions need to be met, etc. It works in conjunction with the settings attack_overrides (hurl/invoke supported) and using_light_crossbow.}}^{{Lich setting|name=using_light_crossbow|desc=Lets you designate that your Crossbow is light, this enables swinging attack options with aiming_trainables.}}^{{Lich setting|name=storage_containers|desc=List of containers to make sure are open before starting hunting.}}^{{Lich setting|name=dance_threshold|desc=Same as d# argument.}}^{{Lich setting|name=retreat_threshold|desc=Same as r# argument.}}^{{Lich setting|name=dance_skill|desc=Weapon skill to have active when dancing with enemies, ideally allows parry. Note this is the SKILL not the weapon.}}^{{Lich setting|name=combat_trainer_action_count|desc=Cycles to next weapon after specified number of actions (generally offensive actions).}}^{{Lich setting|name=combat_trainer_target_increment|desc=Number of mind states of exp to get before cycling weapons.}}^{{Lich setting|name=weapon_training|desc=Hash of weapon skills to the weapon names that you use to train that skill. Brawling should map to an empty string. This controls what weapons are cycled through for training.}}^{{Lich setting|name=gear|desc=List of gear that will be used in this script. Armor and Weapons.}}^{{Lich setting|name=gear:name|desc=Noun of the item.}}^{{Lich setting|name=gear:is_leather|desc=true if this is repaired at the leather repair npcs.}}^{{Lich setting|name=gear:hinders_lockpicking|desc=true if should be removed for lockpicking.}}^{{Lich setting|name=gear:skip_repair|desc=true if you want to skip repairing this item.}}^{{Lich setting|name=gear:is_worn|desc=true if the item is worn such as armor, shields, wearable weapons.}}^{{Lich setting|name=gear:swappable|desc=true if this is a swappable weapon.}}^{{Lich setting|name=gear:tie_to|desc=This is the name of what this weapon is tied to, e.g toolstrap.}}^{{Lich setting|name=gear:adjective|desc=Used to differentiate items with the same name, if TAP ADJECTIVE NAME doesn&#039;t work then these settings are wrong.}}^{{Lich setting|name=gear:bound|desc=true if the item bonded for hurl/invoke.}}^{{Lich setting|name=gear_sets:standard|desc=A list of ADJ NAME for each item that should show up in INV COMBAT when you&#039;re ready for combat. If it shows up in inv combat it must be here. This gear set will be equipped at the start of combat.}}^{{Lich setting|name=summoned_weapons|desc=List of summoned weapons/moonblades.}}^{{Lich setting|name=summoned_weapons:name|desc=The skill to make a summoned weapon for.}}^{{Lich setting|name=summoned_weapons:turn|desc= true to turn the summoned weapon}}^{{Lich setting|name=summoned_weapons:pull|desc=true to pull the summoned weapon}}^{{Lich setting|name=summoned_weapons:push|desc=true to pull the summoned weapon.}}^{{Lich setting|name=summoned_weapons_element|desc=Element to summon your weapon as, defaults to stone.}}^{{Lich setting|name=summoned_weapons_ingot|desc=noun of ingot to use for rare metal summoning.}}^{{Lich setting|name=stances|desc=Used to override defense selection for a given weapon skill, normally used to prevent parrying with ranged weapons or offhand. See base.yaml for usage.}}^{{Lich setting|name=use_stealth_attacks|desc=true to attempt to hide before attacking to use ambush/poach while stealth skill is not mindlocked. This will also attempt to hide before casting Vivisection.}}^{{Lich setting|name=ambush|desc=true to use stealth attacks to train backstab. Should only use either ambush or backstab flags at one time}}^{{Lich setting|name=ambush_location|desc=Set the ambush target for better backstab training for thieves.}}^{{Lich setting|name=backstab|desc=Valid settings are &#039;Small Edged&#039;, &#039;Offhand Weapon&#039; or both. This will attack with either backstab or backstab left for the chosen skill. Ensure you have a suitable weapon for backstabbing setup in your &#039;weapon_training:&#039; section for the desired weapon skill(s). This defaults to ambush if the mob can&#039;t be backstabbed.}}^{{Lich setting|name=charged_maneuvers|desc=Hash of charged maneuvers to use for each weapon skill.}}^{{Lich setting|name=fatigue_regen_threshold|desc=Will use bob instead of an attack when fatigue drops below this.}}^{{Lich setting|name=aim_fillers|desc=list of actions to take to fill time while aiming.}}^{{Lich setting|name=aim_fillers_stealth|desc=Used in place of aim fillers if stealth experience is not capped.}}^{{Lich setting|name=dance_actions|desc=List of actions to take while dancing with enemies.}}^{{Lich setting|name=dance_actions_stealth|desc=Used in place of dance actions while stealth is not capped.}}^{{Lich setting|name=ignored_npcs|desc=List of npc names to ignore, used to keep combat from trying to count/interact with pets, familiars, and roaming npcs. This is the single noun that identifies them, bear, warrior, Brokk. Currently caps sensitive.}}^{{Lich setting|name=stance_override|desc=remove custom stance logic and simply set stance to provided string. E.g. 100 80 0}}^{{Lich setting|name=skinning|desc=Hash of skinning related settings.}}^{{Lich setting|name=skinning:skin|desc=true to skin kills.}}^{{Lich setting|name=skinning:arrange_all|desc=true if you can use the arrange ALL command.}}^{{Lich setting|name=skinning:arrange_count|desc=Number of times to arrange}}^{{Lich setting|name=skinning:arrange_types|desc=Hash of creature noun to the type of arranging to do, eg rat:part. All arranging defaults to skin.}}^{{Lich setting|name=skinning:tie_bundle|desc=true to tie your bundles up to reduce weight and item count.}}^{{Lich setting|name=lootables|desc=Base list of nouns to loot, the noun must be at the end of the object name and not part of another word. Changes to this are better made through loot_additions and loot_subtractions. Pearl would loot &amp;quot;a tiny yellow pearl&amp;quot; but not &amp;quot;a pearl studded coat&amp;quot; nor would rock cause you to loot &amp;quot;a large crock&amp;quot;.}}^{{Lich setting|name=loot_additions|desc=List of nouns to add into the base loot list, a common example is box nouns.}}^{{Lich setting|name=loot_subtractions|desc=List of things to remove from your looting list, for example ammunition you don&#039;t use.}}^{{Lich setting|name=thanatology|desc=Necromancer related settings, only partially implemented.}}^{{Lich setting|name=thanatology:heal|desc=If true, use necromancer-specific healing rituals and spells.}}^{{Lich setting|name=thanatology:ritual_type|desc=Name of the ritual to perform, i.e dissect}}^{{Lich setting|name=spare_gem_pouch_container|desc=Container that holds your spare gem pouch should your equipped one become full.}}^{{Lich setting|name=gem_pouch_adjective|desc=Adjective your gem pouch responds too.}}^{{Lich setting|name=buff_spells|desc=Hash of buff spells to maintain on you while hunting, the key to the hash must match the spells name exactly e.g buff_spells:See the Wind. Will generally cast buffs in the order listed here.}}^{{Lich setting|name=buff_spells:Spell Name:abbrev|desc=Abbreviation to use for prepping the spell.}}^{{Lich setting|name=buff_spells:Spell Name:recast|desc=Remaining duration in minutes on a buff to trigger a recasting. -1 will wait until the spell falls off.}}^{{Lich setting|name=buff_spells:Spell Name:recast_every|desc=Number of seconds to wait between recasts of this spell, for spells that recast or expire messages don&#039;t make sense.}}^{{Lich setting|name=buff_spells:Spell Name:expire|desc=A string that when seen will trigger this spell to be recast}}^{{Lich setting|name=buff_spells:Spell Name:mana|desc=Amount of mana to prep the spell with.}}^{{Lich setting|name=buff_spells:Spell Name:cambrinth|desc=List of charges to put into cambrinth, will use worn cambrinth that can&#039;t be charged worn, however don&#039;t list more than two charges or strange things can happen.}}^{{Lich setting|name=buff_spells:Spell Name:prep_time|desc=Time in seconds to wait before trying to cast the spell, optional, if not present waits until full prep.}}^{{Lich setting|name=buff_spells:Spell Name:before|desc=A custom action to take immediately before casting the spell.}}^{{Lich setting|name=buff_spells:Spell Name:before:message|desc=The message to send to the game.}}^{{Lich setting|name=buff_spells:Spell Name:before:matches|desc=List of strings that are possible responses for the message.}}^{{Lich setting|name=buff_spells:Spell Name:after|desc=A custom action to take immediately after casting the spell.}}^{{Lich setting|name=buff_spells:Spell Name:after:message|desc=The message to send to the game.}}^{{Lich setting|name=buff_spells:Spell Name:after:matches|desc=List of strings that are possible responses for the message.}}^{{Lich setting|name=buff_spells:Spell Name:moon|desc=true if spell requires a moon to cast.}}^{{Lich setting|name=buff_nonspells|desc=Nonspell buffs. Each has the format &amp;quot;action: timer&amp;quot;, where &#039;action&#039; will be output to the game every &#039;timer&#039; number seconds.}}^{{Lich setting|name=buff_nonspells:barb_buffs|desc=Specific subsection for barbarian buffs. These require no timer, instead they trigger off of expiration and activation messaging. List by buff name, i.e. &amp;quot;Python&amp;quot;, capitalization required.}}^{{Lich setting|name=buff_nonspells:khri|desc=Specfic sub section for Thief Khri. These require no timer. List skill by name. Capitalization not required.}}^{{Lich setting|name=offensive_spells|desc=TM and Debil spells to use. Debil spells will be recast when a mob dies or the expiration message is seen.}}^{{Lich setting|name=offensive_spells:skill|desc=Targeted Magic or Debilitation.}}^{{Lich setting|name=offensive_spells:abbrev|desc=Abbreviation used for preparing the spell.}}^{{Lich setting|name=offensive_spells:recast_every|desc=Number of seconds to wait between recasts of this spell, for spells that recast or expire messages don&#039;t make sense.}}^{{Lich setting|name=offensive_spells:expire|desc=String that will trigger a recast of the spell when seen.}}^{{Lich setting|name=offensive_spells:mana|desc=Amount of mana to prep the spell with}}^{{Lich setting|name=offensive_spells:cambrinth|desc=List of charges to put into cambrinth, will use worn cambrinth that can&#039;t be charged worn, however don&#039;t list more than two charges or strange things can happen.}}^{{Lich setting|name=offensive_spells:prep_time|desc=Time in seconds to wait before trying to cast the spell, optional, if not present waits until full prep.}}^{{Lich setting|name=offensive_spells:before|desc=A custom action to take immediately before casting the spell.}}^{{Lich setting|name=offensive_spells:before:message|desc=The message to send to the game.}}^{{Lich setting|name=offensive_spells:before:matches|desc=List of strings that are possible responses for the message.}}^{{Lich setting|name=offensive_spells:after|desc=A custom action to take immediately after casting the spell.}}^{{Lich setting|name=offensive_spells:after:message|desc=The message to send to the game.}}^{{Lich setting|name=offensive_spells:after:matches|desc=List of strings that are possible responses for the message.}}^{{Lich setting|name=offensive_spells:tattoo_tm|desc=Will tell the system to target the invoked tattoo spell, if it&#039;s Targeted Magic.}}^{{Lich setting|name=cambrinth|desc=Cambrinth item to charge for casting.}}^{{Lich setting|name=cast_messages|desc=Casting messages, if we&#039;re missing your custom message let us know!}}^{{Lich setting|name=prep_messages|desc=Spell Prep messages, see cast_messages.}}^{{Lich setting|name=empath_healing|desc=a VH entry here will control the mana used when vit drops. List of values is prep followed by cambrinth charges.}}^{{Lich setting|name=osrel_amount|desc=Amount to infuse into OM each try.}}^{{Lich setting|name=osrel_no_harness|desc=true if you don&#039;t need to harness before infusing.}}^{{Lich setting|name=kneel_khri|desc=true if you have to kneel to activate khri.}}^{{Lich setting|name=khri_preps|desc=Khri activation messages, let us know if yours is missing.}}^{{Lich setting|name=manipulate_threshold|desc=Number of enemies before attempting to manipulate.}}^{{Lich setting|name=training_abilities|desc=Special one off trainers during combat. Hash is training type keyed to cooldown in seconds.}}^{{Lich setting|name=training_abilities:PercMana|desc=Moon mage attunement training, retreats first.}}^{{Lich setting|name=training_abilities:Perc|desc=Attunement training with perc.}}^{{Lich setting|name=training_abilities:Perc Health|desc=Empathy training with perc heal.}}^{{Lich setting|name=training_abilities:Astro|desc=Predict weather for astrology training.}}^{{Lich setting|name=training_abilities:App|desc=Train appraisal by appraising enemies. Requires Approx 100 ranks for learning.}}^{{Lich setting|name=training_abilities:App Quick|desc=See above.}}^{{Lich setting|name=training_abilities:App Careful|desc=See above.}}^{{Lich setting|name=training_abilities:Locks|desc=Train locksmithing by picking pet boxes in combat.}}^{{Lich setting|name=training_abilities:Tactics|desc=Train tactics with weave, bob, and circle.}}^{{Lich setting|name=training_abilities:Analyze|desc=Train tactics by analyzing your opponent.}}^{{Lich setting|name=training_abilities:Hunt|desc=Train perception and possibly scouting with the hunt command.}}^{{Lich setting|name=training_abilities:Pray|desc=Pray to an immortal for theurgy.}}^{{Lich setting|name=training_abilities:Meraud|desc=Maintains the Meraud Commune.}}^{{Lich setting|name=training_abilities:Scream|desc=Train bardic lore with scream conc.}}^{{Lich setting|name=training_abilities:Stealth|desc=Train stealth with hiding and stalking.}}^{{Lich setting|name=training_abilities:Ret Stealth|desc=Retreat before stealth with hiding and stalking.}}^{{Lich setting|name=training_abilities:Teach|desc=Teach hunting_buddies if there are any in the room on this timer.}}^{{Lich setting|name=training_abilities:Recall|desc=Uses &#039;recall&#039; on a mob in the room, which trains Scholarship}}^{{Lich setting|name=training_abilities:Khri Prowess|desc=Trains Debilitation with Khri Prowess.}}^{{Lich setting|name=training_abilities:Berserk Avalanche|desc=Trains Utility with Berserk Avalanche.}}^{{Lich setting|name=training_abilities:Berserk Landslide|desc=Trains Warding with Berserk Landslide.}}^{{Lich setting|name=training_abilities:Ambush Stun|desc=Uses settings stun_weapon, stun_weapon_skill and stun_skill}}^{{Lich setting|name=stun_weapon|desc=The weapon you want to use to Ambush Stun. IE club or broadsword}}^{{Lich setting|name=stun_weapon_skill|desc=The skill that stun_weapon trains or you would like to swap it to train IE Small Blunt or Large Edged}}^{{Lich setting|name=stun_skill|desc=Set to either Backstab or Debilitation for the skill to watch while using Ambush Stun}}^{{Lich setting|name=fatigue_regen_action|desc=Action to take when low on fatigue.}}^{{Lich setting|name=dual_load|desc=true if you&#039;re capable of dual load}}^{{Lich setting|name=dedicated_camb_use|desc=Set to &#039;cyclic&#039; or &#039;spell&#039; with respect to the magical feat}}^{{Lich setting|name=cycle_armors|desc=List of armor types and corresponding items from gear to rotate for training purposes}}^{{Lich setting|name=whirlwind_trainables|desc=Barb specific section for telling the combat-trainer which weapon skills you want to train with whirlwind. It requires one-handed templates, doesn&#039;t support two handed weapons, and will use the weapon listed under weapon_training.}}^{{Lich setting|name=barb_famine_healing|desc=Barb specific section for automatic usage of Berserk Famine when low health. Has two settings listed below as well as knowledge of Berserk Famine as requirements.}}^{{Lich setting|name=barb_famine_healing:health_threshold:|desc=Famine will be used when below this threshold.}}^{{Lich setting|name=barb_famine_healing:inner_fire_threshold|desc=Will not use Berserk Famine unless above this threshold.}}^{{Lich setting|name=wield|desc=Set to true or false; If true, then it wields and sheaths your weapon. This is very useful if you have weapons in different containers. With this set to true on each weapon (e.g. :wield: true  in your gear settings), it will return them back from where they came with the wield and sheath commands.}}^{{Lich setting|name=hide_type|desc=Value of &amp;quot;stalk&amp;quot; changes hide type to &amp;quot;slip stalk&amp;quot;. This will perform the command &amp;quot;stalk&amp;quot; instead of &amp;quot;hide&amp;quot; which activates &amp;quot;slip stalk&amp;quot;. &amp;quot;Slip stalk&amp;quot; is only available for a number of professions and must be learned. Default value: hide. Uses hide as normal.}}^{{Lich setting|name=force_unhide|desc=Value of true will always unhide after hiding via Stealth timer under training_abilities:.}}^{{Lich setting|name=dont_stalk|desc=Value of true prevents stalk usage after hiding when hiding via Stealth timer under training_abilities:. Default value is false.}}&lt;br /&gt;
|uservars={{Lich setting|name=combat_trainer_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=tendme&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== corn-maze ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs the Hollow Eve corn maze.&lt;br /&gt;
|usage=Run inside the large-form corn maze, anywhere in the starting &#039;labyrinth&#039; or entrance area. This does NOT work with the short/single-task versions. The script will finish any pre-existing corn-maze task, then search the maze for incidental loot.  Make sure to allow ten minutes between runs for the loot to respawn. &lt;br /&gt;
|args={{Lich setting|name=noloot|desc=Run as normal, but only pick up free corn maze passes from the incidentals.}}^{{Lich setting|name=restart|desc=Run as normal, but skip incidental looting entirely. Useful if you already looted this run and needed to restart the script for some reason.}}^{{Lich setting|name=manual|desc=Replaces loot-corn-maze.lic.  Control your run manually. Pick up and complete tasks on your own. This will sit in the background, and search and loot any incidental objects you come across automatically.}}^{{Lich setting|name=short|desc=Runs the fast 10-task challenge for the harried Halfling.}}&lt;br /&gt;
|settings={{Lich setting|name=maze_junk|desc=What to throw away during incidental looting. See defaults in base.yaml, and copy to your setup yaml to change them. }}^{{Lich setting|name=cornmaze_containers|desc=A list of bags to try and put incidental loot into, top ones first. If all of them are full it&#039;ll try and STOW the item, and if that fails it&#039;ll drop it. By default, no bags listed. &lt;br /&gt;
&lt;br /&gt;
 cornmaze_containers:&lt;br /&gt;
   - backpack&lt;br /&gt;
   - rucksack&lt;br /&gt;
   - satchel&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== craft ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Crafts one item.&lt;br /&gt;
|args={{Lich setting|name=outfitting|desc=Knit.}}^{{Lich setting|name=forging|desc=Forge a Blacksmithing item.}}^{{Lich setting|name=engineering|desc=Shape one item.}}&lt;br /&gt;
|settings={{Lich setting|name=yarn_quantity|desc=How much yarn to keep on hand for knitting, defaults to 100.}}^{{Lich setting|name=craft_max_mindstate|desc=What mindstate to make running the script a noop. Defaults to 31}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== crossing-repair ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Repair items in your gear list. &lt;br /&gt;
|usage=Originally intended to be used in [[RanikMap1|The Crossing]]. The script now works outside [[RanikMap1|The Crossing]] with hometown set to: [[RanikMap30|Riverhaven]], [[RanikMap42|Therenborough]], [[RanikMap67|Shard]], [[RanikMap99|Aesry]], [[RanikMap107|Mer&#039;Kresh]], [[RanikMap117|Hibarnhvidar]], [[RanikMap121|Boar Clan]], [[RanikMap150|Fang Cove]], [[RanikMap47|Muspar&#039;i]], [[RanikMap106|Hara&#039;jaal]], [[RanikMap61|Leth Deriel]], [[RanikMap34a|Rossman&#039;s Landing]], [[RanikMap40|Langenfirth]], or [[RanikMap90|Ratha]]&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=repair_withdrawal_amount|desc=Amount in coppers to withdraw to cover repairs.}}^{{Lich setting|name=gear|desc=List of gear that will be used in this script. Armor and Weapons.}}^{{Lich setting|name=gear:name|desc=Noun of the item.}}^{{Lich setting|name=gear:is_leather|desc=true if this is repaired at the leather repair npcs.}}^{{Lich setting|name=gear:hinders_lockpicking|desc=true if should be removed for lockpicking.}}^{{Lich setting|name=gear:is_worn|desc=true if the item is worn such as armor, shields, wearable weapons.}}^{{Lich setting|name=gear:swappable|desc=true if this is a swappable weapon.}}^{{Lich setting|name=gear:tie_to|desc=This is the name of what this weapon is tied to, e.g toolstrap.}}^{{Lich setting|name=gear:adjective|desc=Used to differentiate items with the same name, if TAP ADJECTIVE NAME doesn&#039;t work then these settings are wrong.}}^{{Lich setting|name=gear:bound|desc=true if the item bonded for hurl/invoke.}}&lt;br /&gt;
|uservars={{Lich setting|name=crossing_repair_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== crossing-training ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains non-combat skills. Despite the name, crossing-trainer this works in other towns using the hometown setting. &lt;br /&gt;
|usage= Cycles through skills training the lowest one in field experience at the time.&lt;br /&gt;
&lt;br /&gt;
Skills that can be trained: Appraisal, Athletics, Astrology, Attunement, Augmentation, Warding, Utility, Debilitation, Empathy, Engineering, First Aid, Forging, Locksmithing, Mechanical Lore, Outdoorsmanship, Outfitting, Perception, Performance, Scholarship, Scouting, Sorcery, Stealth, Summoning, Theurgy, Thievery, Trading.&lt;br /&gt;
&lt;br /&gt;
Additionally, the following skills can be trained only via research: Arcana, Life Magic, Holy Magic, Lunar Magic, Elemental Magic, Arcane Magic.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=train_with_burgle|desc=Set true to turn on burgle for locksmithing, thievery, stealth, and/or athletics. Needs burgle_settings:.}}^{{Lich setting|name=classes_to_teach|desc=List of subjects to teach people in your safe room}}^{{Lich setting|name=climbing_target|desc=Object to practice climbing on. Setting this causes you to climb practice during athletics training. Look in base-athletics for a list of climbing targets.}}^{{Lich setting|name=use_research|desc=Whether or not to use research when training magic skills. Requires train_with_spells to be true.}}^{{Lich setting|name=outdoor_room|desc=Used for spells requiring moons.}}^{{Lich setting|name=perform_options|desc=List in base-perform.yaml of playstyles sorted by difficulty.}}^{{Lich setting|name=storage_containers|desc=A list of containers to open before starting training.}}^{{Lich setting|name=crossing_training_requires_movement|desc=Skills which require movement as part of their training. This is used to avoid spamming the safe room with repeated entry/exit messages.}}^{{Lich setting|name=trash_nouns|desc=Nouns that can be thrown away without warning}}^{{Lich setting|name=crossing_training|desc=List of skills to train. Supported Skills - Appraisal (requires zills), Athletics, Arcana/Primary Magic(requires research enabled), Astrology, Attunement, Augmentation, Warding, Utilty, Debilitation(barb only?), Empathy, Engineering(workorders), First Aid (needs compendium), Forging (workorders or raw smithing), Locksmithing, Mechanical Lore, Outdoorsmanship, Outfitting(workorders or knitting), Perception, Performance(zills), Scholarship(blacksmithing book), Scouting(enough ranks for trails), Sorcery, Stealth (low ranks only), Summoning, Theurgy(see theurgy script), Thievery, Trading(workorders).}}^{{Lich setting|name=safe_room|desc=Room Id where you do any stationary training and listen for classes.}}^{{Lich setting|name=exit_on_skills_capped|desc=Whether or not to exit the game when all skills are locked}}^{{Lich setting|name=crossing_training_sorcery_room|desc=The room to use when training sorcery. MAKE SURE THIS ROOM IS LAWLESS by typing &#039;justice&#039;.}}^{{Lich setting|name=crossing_training_sorcery|desc=Action to take when training sorcery}}^{{Lich setting|name=listen|desc=Whether or not you should attempt to listen to classes while training}}^{{Lich setting|name=train_with_spells|desc=}}^{{Lich setting|name=cyclic_training_spells|desc=Cyclic Spells to use when training.}}^{{Lich setting|name=cyclic_cycle_skills|desc=Skills to train with cyclic spells during crossing-training.}}^{{Lich setting|name=training_spells|desc=Spells to use when training magic skills. TODO: Make this its own page.}}^{{Lich setting|name=research_skills|desc=}}^{{Lich setting|name=exp_timers|desc=Cooldown timers between attempts to train a given skill}}^{{Lich setting|name=training_nonspells|desc=}}^{{Lich setting|name=kneel_khri|desc=}}^{{Lich setting|name=khri_preps|desc=If you use Khri for training, make sure their prep messages are recorded here}}^{{Lich setting|name=prep_scaling_factor|desc=This scaling factor is multiplied by your discerned max mana for a spell. The mana to be removed is rounded up, so anything &amp;lt; 1.0 will always result in at least one mana removed.}}^{{Lich setting|name=cambrinth_cap|desc=The maximum amount of mana your cambrinth can hold}}^{{Lich setting|name=osrel_amount|desc=}}^{{Lich setting|name=osrel_no_harness|desc=}}^{{Lich setting|name=held_cambrinth|desc=Whether or not you need to hold your cambrinth to charge it}}^{{Lich setting|name=stored_cambrinth |desc=Whether or not your cambrinth item is stored (false indicates worn)}}^{{Lich setting|name=cambrinth|desc=The noun for the cambrinth you use. Multiple cambrinth is not yet supported.}}^{{Lich setting|name=prep_messages|desc=If you cast spells for training, make sure their prep messages are recorded here}}^{{Lich setting|name=cambrinth_cap |desc=The maximum amount of mana your cambrinth can hold}}^{{Lich setting|name=forage_item|desc=}}^{{Lich setting|name=hand_armor|desc=Noun of any armor that needs to be removed when braiding}}^{{Lich setting|name=braid_item|desc=}}^{{Lich setting|name=athletics_options|desc=}}^{{Lich setting|name=trail_override|desc=}}^{{Lich setting|name=art_options|desc=}}^{{Lich setting|name=train_workorders|desc=Disciplines to train via workorders when training that skill}}^{{Lich setting|name=work_order_disciplines|desc=Disciplines to train via workorders when training Trading}}^{{Lich setting|name=tithe|desc=Whether or not to tithe (two boxes are supported), with a cooldown of 4 hours}}^{{Lich setting|name=cleaning_cloth|desc=The type of cleaning cloth to use when zills are dirty}}^{{Lich setting|name=dedicated_camb_use|desc=Set to &#039;cyclic&#039; or &#039;spell&#039; with respect to the magical feat}} ^{{Lich setting|name=wield|desc=Set to true or false; If true, then it wields and sheaths your weapon. This is very useful if you have weapons in different containers. With this set to true on each weapon (e.g. :wield: true  in your gear settings), it will return them back from where they came with the wield and sheath commands.}}^{{Lich setting|name=dedicated_camb_use|desc=Set to &#039;cyclic&#039; or &#039;spell&#039; with respect to the magical feat}}&lt;br /&gt;
|uservars={{Lich setting|name=crossing_trainer_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=attunement, pick, sell-loot, theurgy, safe-room, workorders, sew, smith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== crowns ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Plays the Hollow Eve&#039;s game dice/crowns.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=dice_bet_amount|desc=Put this in your yaml and set to some whole number, like dice_bet_amount: 10.}}^{{Lich setting|name=dice_money_on_hand|desc=How much money to withdraw from the bank.}}^{{Lich setting|name=dice_withdraw|desc=Withdraw money from the bank setting.}}^{{Lich setting|name=hollow_eve_loot_container|desc=Storage container name.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== dusk-labyrinth ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Searches for pets, bloodscrip, and loot in [[Drathrok%27s_Duskruin#Labyrinth|Duskruin Labyrinth]].&lt;br /&gt;
|usage=Configure your settings, enter the labyrinth, then start the script. The script will wait for messaging about a critter scurrying about and either try to catch it or move to another room. If no pet has been found by the 5 minute warning then it begins to search each room to collect bloodscrip and incidentals.&lt;br /&gt;
|args={{Lich setting|name=debug|desc=(optional) Turns on debugging messages.}}&lt;br /&gt;
|settings={{Lich setting|name=duskruin:labyrinth:pet_noun|desc=(required) Kind of pet searching for, such as &#039;&#039;&#039;monkey&#039;&#039;&#039; or &#039;&#039;&#039;rat&#039;&#039;&#039;.}}^{{Lich setting|name=duskruin:labyrinth:loot_container|desc=(optional) Which container to put the bloodscrip and items you find when searching. If not specified then relies on {{com|STOW}} left/right.}}^{{Lich setting|name=duskruin:labyrinth:redeem_scrip|desc=(optional) Set to &#039;&#039;&#039;true&#039;&#039;&#039; to auto redeem any found bloodscrip. Default is &#039;&#039;false&#039;&#039;.}}&lt;br /&gt;
|uservars={{Lich setting|name=dusk_labyrinth_debug|desc=(optional) Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== echo ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== edityaml ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== empathylink ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Will link to your hunting_buddies while in combat running combat-trainer. Will attempt to link with Hodierna, if known, or Unity if not.&lt;br /&gt;
|usage=Start the script in your autostarts or manually start with ;empathylink when you want to use. Script is meant to run in the background.&lt;br /&gt;
&lt;br /&gt;
In your yaml put the following to never heal these people (replace the example names with yours):&lt;br /&gt;
 &lt;br /&gt;
 noheal_empathylink:&lt;br /&gt;
  - Bob&lt;br /&gt;
  - Joe&lt;br /&gt;
  - Jill&lt;br /&gt;
&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=has_hodierna|desc=Set to true in your yaml to use Hodierna link.}}^{{Lich setting|name=noheal_empathylink|desc=List of names you never want to heal even if in hunting_buddies list. This setting is in this script.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== equipmanager ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars={{Lich setting|name=equipmanager_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== expreset ==&lt;br /&gt;
Resets your EXP window in Wrayth. This is useful for removing erroneous game output that gets &#039;stuck&#039; in your exp window (usually during connection).&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== faux-atmo ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Bring your verby items to life! Turn toys and items with fun verbs into [[Atmospheric_item|atmospherics]] by periodically performing a random verb on a random item based on your settings.&lt;br /&gt;
|usage=Configure which items and verbs you want to periodically do then start the script. It runs in the background.&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Enable debug mode.}}&lt;br /&gt;
|settings=&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Number of minutes to wait between performing a verb on an item.&lt;br /&gt;
faux_atmo_interval: 15&lt;br /&gt;
&lt;br /&gt;
# Set to true to randomly select an item and verb to perform.&lt;br /&gt;
# Set to false to round-robin select items and verbs to perform.&lt;br /&gt;
faux_atmo_random: true&lt;br /&gt;
&lt;br /&gt;
# Items that don&#039;t have an inherent atmo effect&lt;br /&gt;
# but whose verbs if done periodically would.&lt;br /&gt;
faux_atmo_items:&lt;br /&gt;
  - name: blue basilisk&lt;br /&gt;
    verbs:&lt;br /&gt;
    - pet&lt;br /&gt;
    - pinch&lt;br /&gt;
    - poke&lt;br /&gt;
  - name: hooded cloak&lt;br /&gt;
    verbs:&lt;br /&gt;
    - rub&lt;br /&gt;
    - pat&lt;br /&gt;
    - wave&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t perform verbs on items if these scripts are running.&lt;br /&gt;
faux_atmo_no_use_scripts:&lt;br /&gt;
- combat-trainer&lt;br /&gt;
- go2&lt;br /&gt;
- get2&lt;br /&gt;
- bescort&lt;br /&gt;
- steal&lt;br /&gt;
- burgle&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t perform verbs on items if in these rooms.&lt;br /&gt;
faux_atmo_no_use_rooms:&lt;br /&gt;
- Carousel Chamber     # Room with vault&lt;br /&gt;
- Carousel Booth       # Room just before vault&lt;br /&gt;
- 1900                 # You can specify room ids, too&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|uservars={{Lich setting|name=faux_atmo_debug|desc=Enable debug mode.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== favor ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Gets one favor by rubbing an orb repeatedly.&lt;br /&gt;
|usage=&lt;br /&gt;
It is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
&lt;br /&gt;
If an argument is passed to the script, that Immortal&#039;s name will be used. The default is Hodierna.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== fill-dirt ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Fills a dirt stacker with dirt.&lt;br /&gt;
|usage=Run the script in any room where dirt is forageable.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=dirt_stacker|desc=Name of dirt stacker to fill. Must be worn.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== find ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Finds an NPC in [[RanikMap1|The Crossing]].&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=npc|desc=A unique name (or noun) of the NPC to find.}}^{{Lich setting|name=follow|desc=If present, the script will follow the NPC around.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== find-darkbox ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Finds and plays the Hollow Eve&#039;s game Darkbox.&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=override|desc=Optional arg. Passes override to heal-remedy to use remedies instead of herbs if you already have herbs setup in your yaml.}}&lt;br /&gt;
|settings={{Lich setting|name=he_use_herbs_remedies|desc=Put this as true in your yaml if you want to use heal-remedy.}}^{{Lich setting|name=hollow_eve_loot_container|desc=Storage container name.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== first-aid ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains the First Aid skill by reading compendiums or textbooks  More in-depth look at first-aid.lic: https://github.com/rpherbig/dr-scripts/wiki/First-Aid-Strategy&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=textbook|desc=False if using a compendium, true otherwise.}}^{{Lich setting|name=textbook_type|desc=If not using a compendium, the name of the thing to study.}}^{{Lich setting|name=compendium_type|desc=Will default to compendium but also supports burgled manuals and guides.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== faskinner ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains the First Aid skill with training items such as a small blue-belly crocodile with prominently stitched seams or a small fuzzy caracal with tufted ears and double-stitched seams.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Trainer noun should match exactly, such as crocodile or caracal&lt;br /&gt;
fa_skinning_trainer: &lt;br /&gt;
&lt;br /&gt;
# Container where you store your trainer, if it&#039;s not worn.&lt;br /&gt;
fa_skinning_trainer_container: &lt;br /&gt;
&lt;br /&gt;
# If you don&#039;t wear a skinning knife, this is the&lt;br /&gt;
# bladed weapon you want to use to skin with, such as a dagger.&lt;br /&gt;
fa_skinning_knife: &lt;br /&gt;
&lt;br /&gt;
# If you specify &#039;fa_skinning_knife:&#039; then this is&lt;br /&gt;
# the container where that bladed weapon is stored.&lt;br /&gt;
fa_skinning_knife_container: &lt;br /&gt;
&lt;br /&gt;
# Options:  First Aid, Skinning, Both or leave blank for whichever happens first&lt;br /&gt;
fa_skinning_priority: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== feed-cloak ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Feeds [[living vine cloaks]] that you are wearing so that they stay refreshed and healthy.&lt;br /&gt;
|usage=Run on demand or part of a training routine to feed your cloak regularly. Does not run in the background.&lt;br /&gt;
|settings=&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# If your cloak can&#039;t feed in your current room&lt;br /&gt;
# then feed-cloak will move to this specified room id.&lt;br /&gt;
# If not specified, or if the cloak can&#039;t feed here either,&lt;br /&gt;
# then the script will move to your `safe_room`.&lt;br /&gt;
feed_cloak_room: 992 # Crossing, [Northeast Wilds, Outside Northeast Gate]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== forge ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Forges an item. Adapted from a script by Mallitek.&lt;br /&gt;
|usage=&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;forge weaponsmithing 2 sword steel sword&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;forge blacksmithing 6 &amp;quot;shallow metal cup&amp;quot; bronze cup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;forge blacksmithing 6 scratcher bronze scratcher&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;forge temper sword&amp;lt;/code&amp;gt;&lt;br /&gt;
|args={{Lich setting|name=type|desc=Type of book (blacksmithing, armorsmithing, weaponsmithing)}}^{{Lich setting|name=chapter|desc=Chapter of the book}}^{{Lich setting|name=recipe|desc=the name of the recipe}}^{{Lich setting|name=metal|desc=metal type of the ingot in your bag}}^{{Lich setting|name=noun|desc=item noun to make}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== gbox ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Hand all boxes from a container (the first argument) to a character (the second argument).&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=container|desc=The container}}^{{Lich setting|name=character|desc=The character}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== glyph-of-mana ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script that will keep glyph of mana up always.&lt;br /&gt;
|usage=Meant to be used as a during: in combat but can be used anywhere.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Example usage:&lt;br /&gt;
hunting_info:&lt;br /&gt;
- :zone: cinder_beasts&lt;br /&gt;
  args:&lt;br /&gt;
  - d1&lt;br /&gt;
  stop_on:&lt;br /&gt;
  - Small Edged&lt;br /&gt;
  :duration: 55&lt;br /&gt;
  before:&lt;br /&gt;
  - go2 12345&lt;br /&gt;
  - mech-lore&lt;br /&gt;
  - athletics&lt;br /&gt;
  during:&lt;br /&gt;
  - glyph-of-mana&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== gmoney ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Hand money to the given character. The money is given 10 plat at a time, depositing first to minimize coinage (i.e. hand off plat instead of copper where possible). Useful for F2P players who cannot deposit more than 10 plat at once.&lt;br /&gt;
|usage=Start the script while you and the other player are standing at a bank teller.&lt;br /&gt;
|args={{Lich setting|name=character|desc=The character}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== heal-remedy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Uses crafted remedies for healing&lt;br /&gt;
|usage=This script will cycle through the remedies, from base-remedies.yaml, from the most potent to least potent. The script will pause a little bit, letting the remedies work to make scars, then apply scar remedies. Will need one hand free to use.&lt;br /&gt;
|args={{Lich setting|name=override|desc=Override setting to force using remedies instead of herbs if herbs are already defined in your yaml.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== healme ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A self healing script for empaths.&lt;br /&gt;
|usage=Will heal your own wounds, leaving external bleeders as desired. Uses the &#039;healing&#039; waggle set to configure how to cast your spells. Backwards compatible with &#039;empath_healing&#039; setting.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;YAML Configuration&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# healme script specific settings for empaths.&lt;br /&gt;
# Highly recommend that you define a &#039;healing&#039; waggle set&lt;br /&gt;
# for maximum control over how you cast your healing spells.&lt;br /&gt;
# If no &#039;healing&#039; waggle set is defined then healme script&lt;br /&gt;
# will use &#039;empath_healing:&#039; settings as backup.&lt;br /&gt;
healme:&lt;br /&gt;
  # Toggle debug mode. Can also use `debug` script argument.&lt;br /&gt;
  # Default is false.&lt;br /&gt;
  debug: false&lt;br /&gt;
  # Wound severities below this threshold will be ignored.&lt;br /&gt;
  # Range is 0 to 13 based on &#039;perceive health self&#039;.&lt;br /&gt;
  # If you have HEAL or REGENERATE, then you may choose&lt;br /&gt;
  # to set a low threshold (1 or 2) since those can be healed over time&lt;br /&gt;
  # rather than waiting for the script to heal them all in one sitting.&lt;br /&gt;
  # Default is 0.&lt;br /&gt;
  severity_threshold: 1&lt;br /&gt;
  # When waiting for a spell to be prepared and if you have wounds to tend,&lt;br /&gt;
  # such as bleeders or lodged ammo or parasites, then this is the max&lt;br /&gt;
  # number of those wounds to tend before casting to be efficient.&lt;br /&gt;
  # Even if you set this to 0, healme script will tend wounds just not&lt;br /&gt;
  # between preparing and casting a spell.&lt;br /&gt;
  # Default is 1.&lt;br /&gt;
  max_wounds_to_tend_while_prep_spells: 1&lt;br /&gt;
&lt;br /&gt;
# This is a sample &#039;healing&#039; waggle set for the healme script.&lt;br /&gt;
# You can configure which spells you want to use and how to cast them.&lt;br /&gt;
waggle_sets:&lt;br /&gt;
  # Used by the &#039;healme&#039; script&lt;br /&gt;
  # Spells are cast as needed, but as you define them here&lt;br /&gt;
  healing:&lt;br /&gt;
    # Required spells&lt;br /&gt;
    Heal Wounds:&lt;br /&gt;
      mana: 1&lt;br /&gt;
      cambrinth:&lt;br /&gt;
      - 5&lt;br /&gt;
      - 5&lt;br /&gt;
      prep_time: 10&lt;br /&gt;
    Heal Scars:&lt;br /&gt;
      mana: 1&lt;br /&gt;
      cambrinth:&lt;br /&gt;
      - 5&lt;br /&gt;
      - 5&lt;br /&gt;
      prep_time: 10&lt;br /&gt;
    # Important spells (optional)&lt;br /&gt;
    Blood Staunching:       # cast if bleeding&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    Vitality Healing:       # cast if low on vitality&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    # Niche spells (optional)&lt;br /&gt;
    Flush Poisons:          # cast if poisoned&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    Cure Disease:           # cast if diseased&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    # Helpful spells (optional)&lt;br /&gt;
    Heal:                   # cast to speed up healing&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    Regenerate:             # cast to speed up healing&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Script Usage&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Heal yourself using default settings.&lt;br /&gt;
;healme&lt;br /&gt;
&lt;br /&gt;
# Heal all wounds EXCEPT external wounds of&lt;br /&gt;
# the listed body parts to preserve pet bleeders.&lt;br /&gt;
;healme &amp;quot;chest, left arm&amp;quot;&lt;br /&gt;
&lt;br /&gt;
# Heal wounds whose severity is greater than 2.&lt;br /&gt;
# Overrides the healme.severity_threshold setting.&lt;br /&gt;
;healme 2&lt;br /&gt;
&lt;br /&gt;
# Echo debug information.&lt;br /&gt;
;healme debug&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== herb-stock ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Restocks herbs for healing with herbs in combat&lt;br /&gt;
|usage=This script will restock either default herbs or herbs defined in the user&#039;s yaml&lt;br /&gt;
|args={{Lich setting|name=town|desc=Override your character&#039;s hometown with a different town to use for stocking herbs.}}&lt;br /&gt;
|settings={{Lich setting|name=herbs|desc=Set this to true to restock default herbs based on your character&#039;s hometown. Alternatively, define a list of herbs to add to or override the default list.}}^{{Lich setting|name=herbs_override_herbstock|desc=Set this to true to ONLY use the herbs defined in the herbs setting.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== horse-trainer ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Teaches all skills to a horse.&lt;br /&gt;
|usage=This script will go through the list of skills and try to teach a horse. The order teaches is leadrope, saddle, animal, joust, kneel, prance, beg, spin, jump, combat, magic, war. You must be a Ranger to run this.&lt;br /&gt;
|args=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== hunting-buddy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Trains combat skills (using combat-trainer) in defined hunting areas&lt;br /&gt;
|usage= Will move through a series of defined hunting spots, training at each one until specified conditions are met. Stops at the first empty room it finds in the hunting area, will search for hiding players and wait 10 seconds for them to take any actions in rooms with monsters, moving on if a player is already there.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=training_manager_hunting_priority|desc=Set to true and and you will stay in hunting spots until stop_on skills are at 32/34, set to false and you will stay until stop_on or duration is met.}}^{{Lich setting|name=hunting_zones|desc=The set of hunting areas defined in base.yaml that can be directly reached with go2.}}^{{Lich setting|name=escort_zones|desc=The set of hunting areas defined in base.yaml that requires custom pathing to reach.}}^{{Lich setting|name=hunting_info|desc=In order list of hunts.}}^{{Lich setting|name=hunting_info:zone|desc=Name of hunting zone, must match one of the two zone lists above.}}^{{Lich setting|name=hunting_info:args|desc=List of arguments to call combat-trainer with at this hunting area.}}^{{Lich setting|name=hunting_info:full_waiting_room|desc=Room to wait in while the zones are full, defaults to safe_room number if not present.}}^{{Lich setting|name=hunting_info:duration|desc=Time in minutes to hunt here if hunting_priority is false.}}^{{Lich setting|name=hunting_info:stop_on|desc=List of skills that will stop hunting when they are all at 32/34}}^{{Lich setting|name=hunting_info:boxes|desc=Sets the hunt as a box priority hunt, will stop or skip if you have box_loot_limit number of boxes if set to true}}^{{Lich setting|name=hunting_buddies|desc=List of PC&#039;s that you&#039;re ok to share a hunting room with, remember proper Capitalization.}}^{{Lich setting|name=hunting_nemesis|desc=List of PC&#039;s you do not want to hunt with, remember proper Capitalization.}}^{{Lich setting|name=empty_hunting_room_messages|desc=List of messages to use when asking if a room is empty. A random message will be used each hunt.}}^{{Lich setting|name=prehunt_buffs|desc=Room number where you can cast buffs before beginning hunt.  List buffs under waggle_sets: with same heading prehunt_buffs:.}}^{{Lich setting|name=hunting_room_min_mana|desc=Minimum mana level of an acceptable hunting room.}}^{{Lich setting|name=hunting_room_strict_mana|desc=If false, it will find any empty room in the event that no empty rooms are found above the minimum mana level.}}^uservars=&lt;br /&gt;
|children=combat-trainer, buff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== inventory-manager ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Stores current &amp;quot;inv list&amp;quot; data in a YAML file for searching from any character... works across multiple accounts.&lt;br /&gt;
|usage= Store and access any character&#039;s &amp;quot;inventory list&amp;quot;. Prints a list of character names stored, prints individual inventory, and searches all inventory for any keyword(s).&lt;br /&gt;
|args={{Lich setting|name=save|desc=Executes game command &amp;quot;inv list&amp;quot; and saves all items to database labeled as either worn or in container.}}^{{Lich setting|name=search|desc=Searches database for text provided. Requires an item for which to search.}}^{{Lich setting|name=list|desc=Shows all character(s) names stored within the database. Optional input of a character&#039;s name to list their inventory.}}^{{Lich setting|name=remove|desc=Removes character and associated data from database, requires a name.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== invoke-rune ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Use to cast spells from runestones. The runestones are the ones purchased from Sierack&#039;s Reagents, https://elanthipedia.play.net/Sierack%27s_Reagents, in Shard. Can add more from Enchanting or other places.&lt;br /&gt;
|usage= ;invoke-rune &amp;quot;&amp;lt;spell name&amp;gt;&amp;quot; example: ;invoke-rune &amp;quot;Clear Vision&amp;quot; &lt;br /&gt;
|args={{Lich setting|name=spell|desc=Name of the spells: &amp;quot;Arc Light&amp;quot; Althleticism Bless Calm &amp;quot;Clear Vision&amp;quot; Compost &amp;quot;Eagle&#039;s Cry&amp;quot; &amp;quot;Fire Shards&amp;quot; &amp;quot;Glythtide&#039;s Gift&amp;quot; Geyser &amp;quot;Protection from Evil&amp;quot; Refresh Shadows Zephyr. Use double quotes for spells with two or more words.}}^{{Lich setting|name=debug|desc=Puts script in debug mode.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== jail-buddy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Handles being arrested in the crossing&lt;br /&gt;
|usage= Keep running.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== join-thieves ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Joins the thieves guild in Crossing.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== journal ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script to use an epistemic journal. Best used as an after:&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars= &#039;&#039;journal_noun&#039;&#039;: Set the noun of your journal, defaults to journal&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== lamprey ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Plays the Hollow Eve&#039;s game lamprey. Can only play this game once every 10 minutes if you get a lamprey or prize.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=hollow_eve_loot_container|desc=Storage container name.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== levelup ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Walks to your guild leader and levels up as many times as you can.&lt;br /&gt;
|usage= &amp;lt;pre&amp;gt;;levelup&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== locksmithing ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains locksmithing independently or with crossing-training.  Can use unlimited training boxes, daily charge training boxes, or limited use disposable training items such as corn maze pouches, liquor cabinets, or burgled keepsake boxes. Also trains [[Lich_script_repository#performance|performance]] while picking.&lt;br /&gt;
|usage=Can be used independently or by listing Locksmithing under crossing_training.  If used with crossing_training additional feature &amp;lt;code&amp;gt;train_with_burgle: true&amp;lt;/code&amp;gt; is available.  The [[Lich_script_repository#burgle|burgle_settings: loot_container]] is a shared feature for ease of use with keepsake boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Settings:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Do you use a worn lockpick ring for picking?&lt;br /&gt;
# If true then specify the name of your lockpick ring as the container.&lt;br /&gt;
use_lockpick_ring: true&lt;br /&gt;
lockpick_container: lockpick ring&lt;br /&gt;
&lt;br /&gt;
# If false then the script will get a loose lockpick from the container.&lt;br /&gt;
#use_lockpick_ring: false&lt;br /&gt;
#lockpick_container: backpack&lt;br /&gt;
&lt;br /&gt;
# When done picking boxes that contains coins, gems, and such,&lt;br /&gt;
# do you want to run the ;sell-loot script?&lt;br /&gt;
sell_loot: true&lt;br /&gt;
&lt;br /&gt;
# Do you want to pick looted boxes from critters and such?&lt;br /&gt;
# If true then the ;pick script is ran using its settings.&lt;br /&gt;
# Refer to that script for how to set up those settings.&lt;br /&gt;
pick_live_boxes: true&lt;br /&gt;
&lt;br /&gt;
# Do you want to pick a daily use lockbox trainer like a training box or harvest bag?&lt;br /&gt;
# If true then specify your trainer&#039;s name and whether it&#039;s worn or not.&lt;br /&gt;
have_training_box: false&lt;br /&gt;
picking_lockbox: training box&lt;br /&gt;
picking_worn_lockbox: false&lt;br /&gt;
&lt;br /&gt;
# Do you want to pick consumable boxes such as limited use trainers from burgling or incidentals?&lt;br /&gt;
# If true then list the names of those discardable consumables here.&lt;br /&gt;
# IMPORTANT! Consumable boxes will be pulled from your burgle_settings: loot_container.&lt;br /&gt;
# IMPORTANT! Consumable boxes should be kept separate from live boxes so as not to cause issues with ;pick script.&lt;br /&gt;
# IMPORTANT! THESE BOXES WILL BE DROPPED. MAKE CERTAIN YOU ONLY LIST THROW-AWAY TRAINERS.&lt;br /&gt;
consumable_lockboxes:&lt;br /&gt;
  - keepsake box&lt;br /&gt;
  - box puzzle&lt;br /&gt;
  - jewelry box&lt;br /&gt;
&lt;br /&gt;
# If you use a daily use lockpick trainer,&lt;br /&gt;
# be sure to add it to your gear: config.&lt;br /&gt;
gear:&lt;br /&gt;
- :adjective: training&lt;br /&gt;
  :name: box&lt;br /&gt;
  :skip_repair: true&lt;br /&gt;
  :container: backpack&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== makesteel ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Makes steel ingots. The script will handle acquiring the needed materials.&lt;br /&gt;
|usage= &amp;lt;pre&amp;gt;;makesteel count [type] [refine]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args= {{Lich setting|name=count|desc= (required) number of ingots to produce}}^{{Lich setting|name=type|desc=Carbon content, defaults to high. Options are: [l, m, h]}}^{{Lich setting|name=refine|desc=If provided, refine the resulting ingot}} &lt;br /&gt;
|settings={{Lich setting|name=hometown|desc=City in which to make the ingots, defaults to Crossing}} &lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== mine ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Mines a room while watching for danger&lt;br /&gt;
|usage= Prospects and mines out your current room, stowing or deeding anything in your vein list. Will prospect careful for more materials after exhausting the room.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=mining_buddy_vein_list|desc=List of metals and rocks that you wish to mine.}}^{{Lich setting|name=mining_implement|desc=Shovel or pick.}}^{{Lich setting|name=mine_use_packet|desc=Set to true to carry and use a deed packet, otherwise stow found minerals}} &lt;br /&gt;
|uservars=&lt;br /&gt;
|children=safe-room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== mining-buddy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Perform a single pass through the mines&lt;br /&gt;
|usage= Will navigate through all listed mines, prospecting and stopping to mine anywhere it finds a resources it watches for. Can alternatively mine out each room it comes to, or merely look for resource rich rooms if you lack the skill to see resources. Will keep 1 plat on hand for repairs and buying deed packets. Will heal on injuries due to failed danger checks, or exit if buried.&lt;br /&gt;
At the beginning of the script it will check for deed packets and buy more if it finds less than 2&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=mining_buddy_rooms|desc=Defined in base.yaml, links mine names to a list of rooms}}^{{Lich setting|name=mines_to_mine|desc=List of mine names to mine, matches up against mining_buddy_rooms.}}^{{Lich setting|name=mining_skip_populated|desc=Set to true will NOT prospect and mine in rooms with other players.}}^{{Lich setting|name=mining_buddy_mine_every_room|desc=Set to true will prospect and mine out each room regardless of minerals.}}^{{Lich setting|name=mining_buddy_vein_list|desc=List of metals and rocks that you wish to mine.}}^{{Lich setting|name=mining_implement|desc=Shovel or pick.}}^{{Lich setting|name=mine_use_packet|desc=Set to true to carry and use a deed packet, otherwise stow found minerals}} &lt;br /&gt;
|uservars={{Lich setting|name=mining_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=mine,safe-room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== mining-manager ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=repeatedly mines in defined mining areas (using mining-buddy)&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== mm ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A general purpose moon mage utility script&lt;br /&gt;
|usage= Run the script without any arguments to see usage&lt;br /&gt;
|args= {{Lich setting|name=locate &amp;lt;name&amp;gt;|desc=Locates the given name and reports the room number if the locate was successful}}^{{Lich setting|name=rift &amp;lt;name&amp;gt;|desc=Locates and rifts the given name to your current room. Checks if the moons are up. Uses the same settings as &amp;lt;code&amp;gt;;mm locate&amp;lt;/code&amp;gt;}}&lt;br /&gt;
|settings= {{Lich setting|name=waggle_sets[&#039;locate&#039;]|desc=Optional. A waggle set called &#039;locate&#039; with only the locate spell in it. Uses the data in DISCERN locate otherwise.}}^{{Lich setting|name=waggle_sets[&#039;rs&#039;]|desc=Optional. A waggle set called &#039;rs&#039; with only the locate Riftal Summons spell in it. Uses the data in DISCERN RS otherwise.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== moonwatch ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=populates UserVars.moons with data related to the moons&lt;br /&gt;
|usage=&lt;br /&gt;
Moonwatch will populate UserVars with the following data:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 UserVars.moons = {&lt;br /&gt;
 &#039;katamba&#039; =&amp;gt; { &#039;pretty&#039; =&amp;gt; &#039;Katamba is up for 35 minutes&#039;, &#039;rise&#039; =&amp;gt; nil, &#039;set&#039; =&amp;gt;35 },&lt;br /&gt;
 &#039;yavash&#039; =&amp;gt; { &#039;pretty&#039; =&amp;gt; &#039;Yavash will rise in 150 minutes&#039;, &#039;rise&#039; =&amp;gt; 150, &#039;set&#039; =&amp;gt; nil },&lt;br /&gt;
 &#039;xibar&#039; =&amp;gt; { &#039;pretty&#039; =&amp;gt; &#039;Xibar is up for 5 minutes&#039;, &#039;rise&#039; =&amp;gt; -1, &#039;set&#039; =&amp;gt; 5 }&lt;br /&gt;
 &#039;visible&#039; =&amp;gt; [&#039;katamba&#039;, &#039;xibar&#039;]&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We suggest using an alias such as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;alias add moon = ;eq respond(&amp;quot;#{UserVars.moons[&#039;katamba&#039;][&#039;pretty&#039;]} : #{UserVars.moons[&#039;yavash&#039;][&#039;pretty&#039;]} : #{UserVars.moons[&#039;xibar&#039;][&#039;pretty&#039;]}&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can {{com|PERCEIVE}} an individual moon to reset its data or [[Moon_Mage_attunement#Power Perception|PERCEIVE MOONS]] to reset all if this is a first start (or you&#039;ve been offline for a while and the data seems wrong).&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars={{Lich setting|name=moon_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== multi ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Executes a series of actions or scripts multiple times.&lt;br /&gt;
|usage=Run on-demand or as part of &#039;before&#039; or &#039;after&#039; steps of other scripts or as customized actions to perform with T2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Usage:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# This will cause you to sit then kneel then stand then repeat that sequence one time.&lt;br /&gt;
;multi 2,sit,kneel,stand&lt;br /&gt;
&lt;br /&gt;
# This toggles autosneak flag before/after burgling.&lt;br /&gt;
burgle_settings:&lt;br /&gt;
  before:&lt;br /&gt;
  - multi 1,flag autosneak off&lt;br /&gt;
  after:&lt;br /&gt;
  - multi 1,flag autosneak on&lt;br /&gt;
  ...&lt;br /&gt;
&lt;br /&gt;
# This example combines doing actions and running scripts.&lt;br /&gt;
# To run a script, prefix its name with a colon.&lt;br /&gt;
# It also passes arguments to the script (each argument separated by a space).&lt;br /&gt;
;multi 5,get sword from my backpack,:myForgingScript sword,put sword in my carryall&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== newbie-gear ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Crafts a set of gear for a new character.&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=storage|desc=The container in which to store finished items}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== oshu_manor ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Navigates you through the Oshu Manor. Used to hunt [[Seordhevor kartais]]. Note there is an underscore in this script&#039;s name, not a dash.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== paladin-quests ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Completes the paladin Glyph quests for you.&lt;br /&gt;
|args={{Lich setting|name=warding|desc=Complete the Glyph of Warding Quest.}}{{Lich setting|name=bonding|desc=Complete the Glyph of Bonding Quest.}}{{Lich setting|name=light|desc=Complete the Glyph of Light Quest.}}{{Lich setting|name=mana|desc=Complete the Glyph of Mana Quest.}}{{Lich setting|name=ease|desc=Complete the Glyph of Ease Quest.}}{{Lich setting|name=renewal|desc=Complete the Glyph of Renewal Quest.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== pattern-hues ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Casts Warrior Mage Pattern Hues cantrip at set intervals.&lt;br /&gt;
|usage= The script will cast pattern hues cantrip based on settings in yaml. If no custom settings set, will cast a random color. Examples: ;pattern-hues now will cast now and exit. ;pattern-hues in you before, after, t2, manually, or in a personal startup script will change cast the cantrip on your interval and with settings. Leave pattern and hue empty if you want to pick from all the available options. Put what you only want the color to go to for random. Custom is for those lucky enough to have their own color (Dartellum has a custom color). Or, put the exact color you want in gesture, such as bright emerald.&lt;br /&gt;
|args= {{Lich setting|name=now|desc=Cast now.}}{{Lich setting|name=debug|desc=Output variable values.}}&lt;br /&gt;
|settings={{Lich setting|name=Pattern Hues yaml settings: gesture is either random, custom, or a specific setting.}}&lt;br /&gt;
  pattern_hues:&lt;br /&gt;
    duration: 600&lt;br /&gt;
    gesture: custom&lt;br /&gt;
    pattern_hues_styles:&lt;br /&gt;
      pattern:&lt;br /&gt;
      - bright&lt;br /&gt;
      - hazy&lt;br /&gt;
      - gleaming&lt;br /&gt;
      - lucent&lt;br /&gt;
      hue:&lt;br /&gt;
      - soot black&lt;br /&gt;
      - emerald&lt;br /&gt;
      - bone white&lt;br /&gt;
      - snowflake white&lt;br /&gt;
      - yellow&lt;br /&gt;
      - charcoal black&lt;br /&gt;
      - sky blue&lt;br /&gt;
&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== pay-debt ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Pays your debt. Optionally retrieves your sack of belongings from the guard house.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== performance ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Script to train performance.  Defaults to worn instrument but accepts an instrument setting&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=instrument|desc=Optional. The instrument you would like to use.  Defaults to worn instrument if none selected}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== performance-monitor ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Logs combat-related events such as damage, roundtime, etc. for later parsing.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== pick ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Disarms, unlocks, and loots monster boxes&lt;br /&gt;
|usage=The script will look for suitable disposal sources in the room, or drop refuse on the ground. Refills lockpicking ring after finished.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  # Assuming YAML config matches your goals&lt;br /&gt;
  ;pick&lt;br /&gt;
&lt;br /&gt;
  # Pick boxes in different bag, ignoring exp mind state, skipping identify&lt;br /&gt;
  ;pick source=backpack all careful&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Example &#039;Simple&#039; Configuration&lt;br /&gt;
pick:&lt;br /&gt;
  debug: true&lt;br /&gt;
  tend_own_wounds: true&lt;br /&gt;
  picking_box_sources:&lt;br /&gt;
  - encompassing.shadows&lt;br /&gt;
  - lootsack&lt;br /&gt;
  trap_blacklist:&lt;br /&gt;
  - teleport&lt;br /&gt;
  - reaper&lt;br /&gt;
  - concussion&lt;br /&gt;
  blacklist_container:&lt;br /&gt;
  too_hard_container:&lt;br /&gt;
&lt;br /&gt;
lockpick_type: stout iron&lt;br /&gt;
lockpick_dismantle: pray&lt;br /&gt;
stop_pick_on_mindlock: false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Example &amp;quot;Higher Risk&amp;quot; Configuration&lt;br /&gt;
pick:&lt;br /&gt;
  debug: true&lt;br /&gt;
  disarm_quick_threshold: 0&lt;br /&gt;
  disarm_normal_threshold: 2&lt;br /&gt;
  disarm_careful_threshold: 5&lt;br /&gt;
  disarm_too_hard_threshold: 12&lt;br /&gt;
  pick_quick_threshold: 0&lt;br /&gt;
  pick_normal_threshold: 4&lt;br /&gt;
  pick_careful_threshold: 8&lt;br /&gt;
  trap_blacklist:&lt;br /&gt;
  - teleport&lt;br /&gt;
  picking_box_sources:&lt;br /&gt;
  - chef&#039;s bag&lt;br /&gt;
  - arm pouch&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
{{Lich setting|name=debug|desc=Turns on debug output}}^&lt;br /&gt;
{{Lich setting|name=refill|desc=Refill your lockpick ring}}^&lt;br /&gt;
{{Lich setting|name=source|desc=The container to get boxes from. Overrides &#039;pick.picking_box_sources&#039; config setting.}}^&lt;br /&gt;
{{Lich setting|name=all|desc=Keep picking after mindlock. Overrides &#039;stop_pick_on_mindlock&#039; config setting.}}^&lt;br /&gt;
{{Lich setting|name=assume|desc=Skips identification and assumes a given difficulty (i.e. ;pick careful will always do disarm/pick carefully)}}&lt;br /&gt;
|settings=&lt;br /&gt;
{{Lich setting|name=pick.debug|desc=Turns on debug output. Defaults to false.}}^&lt;br /&gt;
{{Lich setting|name=pick.use_glance|desc=Set this to false to disable glance if you&#039;re a thief.}}^&lt;br /&gt;
{{Lich setting|name=pick.trash_empty_boxes|desc=Disposes of empty boxes in trash containers (or drops them) instead of dismantling; will use global worn_trashcan settings if set.}}^&lt;br /&gt;
{{Lich setting|name=pick.assumed_difficulty|desc=Skips identification step and uses this &#039;speed&#039; for disarm and pick. NOTE: Using this will disable blacklist functionality.}}^&lt;br /&gt;
{{Lich setting|name=pick.picking_box_sources|desc=The list of bags that unopened boxes are stored in.}}^&lt;br /&gt;
{{Lich setting|name=pick.pick_quick_threshold|desc=Difficulty rating to switch to &#039;pick quick&#039;. Ratings below this will use &#039;pick blind&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.pick_normal_threshold|desc=Difficulty rating to switch to &#039;pick&#039;. Ratings below this will use &#039;pick quick&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.pick_careful_threshold|desc=Difficulty rating to switch to &#039;pick careful&#039;. Ratings below this will use &#039;pick&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.disarm_quick_threshold|desc=Difficulty rating to switch to &#039;disarm quick&#039;. Ratings below this will use &#039;disarm blind&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.disarm_normal_threshold|desc=Difficulty rating to switch to &#039;disarm&#039;. Ratings below this will use &#039;disarm quick&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.disarm_careful_threshold|desc=Difficulty rating to switch to &#039;disarm careful&#039;. Ratings below this will use &#039;disarm&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.disarm_too_hard_threshold|desc=Difficulty rating to discard/store the box in the pick.too_hard_container.}}^&lt;br /&gt;
{{Lich setting|name=pick.too_hard_container|desc=The bag to put boxes into that are too difficult to disarm; discards too hard boxes if not set.}}^&lt;br /&gt;
{{Lich setting|name=pick.blacklist|desc=List of trap types to not auto disarm}}^&lt;br /&gt;
{{Lich setting|name=pick.blacklist_container|desc=Container to store blacklisted boxes in; discards blacklisted boxes if not set.}}^&lt;br /&gt;
{{Lich setting|name=pick.tend_own_wounds|desc=Decides to run tendme.lic after a box pops before heading to your saferoom. Defaults to false.}}^&lt;br /&gt;
{{Lich setting|name=stop_pick_on_mindlock|desc=true to stop after the current box when your mind is full.}}^&lt;br /&gt;
{{Lich setting|name=use_lockpick_ring|desc=Do you wear a lockpick ring?}}^&lt;br /&gt;
{{Lich setting|name=skip_lockpick_ring_refill|desc=Set this to TRUE in order to skip buying lockpicks after mind-locked. This is important if you have crafted lockpicks on the ring, since you can&#039;t use lockpicks of differing qualities on the same ring.}}^&lt;br /&gt;
{{Lich setting|name=lockpick_type|desc=Type of lockpick to stock on ring.}}^&lt;br /&gt;
{{Lich setting|name=lockpick_dismantle|desc=If you have a custom dismantle type to use, put it here.}}^&lt;br /&gt;
{{Lich setting|name=waggle_sets.pick|desc=waggle set of buffs to use while picking}}&lt;br /&gt;
|children=tendme&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== release_cyclic ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Releases all cyclic spells.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== ranger-companion ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Summons a companion and feeds it milk or corn if it&#039;s a baby, handles raising a baby pet to young age. Meant to be used as a during: in combat but works anywhere as long as you are stationary. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== researcher ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Does research on a single subject.&lt;br /&gt;
|usage=Specify the subject as an argument, e.g. ;researcher augmentation&lt;br /&gt;
|args=missing&lt;br /&gt;
|settings=missing&lt;br /&gt;
|uservars=missing&lt;br /&gt;
|children=missing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== register ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for searching your deed register.&lt;br /&gt;
|usage=The script will search your deed register for the specified crafting material.&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;;register damite&amp;lt;/code&amp;gt;&lt;br /&gt;
    --- Lich: register active.&lt;br /&gt;
;Output of reading register not shown here to save space.&lt;br /&gt;
       Results:&lt;br /&gt;
        45 -- a deed for a damite ingot (48V 91Q - pure Damite --Binu)&lt;br /&gt;
        46 -- a deed for a damite ingot (10V 86Q - pure Damite --Binu)&lt;br /&gt;
    [register]&amp;gt;stow right&lt;br /&gt;
    You put your register in your hunting pack.&lt;br /&gt;
    --- Lich: register has exited.&lt;br /&gt;
&lt;br /&gt;
|args={{Lich setting|name=query|desc=The material you want to search for.  Can also be information you entered in the deed note.}}&lt;br /&gt;
|settings={{Lich setting|name=crafting_container|desc=The name of the container where you store your deed register.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== remedy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for crafting remedies using alchemy.&lt;br /&gt;
|usage = See examples:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 # ;remedy remedies 2 &amp;quot;blister cream&amp;quot; &amp;quot;red flower&amp;quot; nemoih bar mortar cream&lt;br /&gt;
 # ;remedy remedies 2 &amp;quot;blister cream&amp;quot; nemoih &amp;quot;not used&amp;quot; bar mortar cream  - for when only herb is required&lt;br /&gt;
 remedy &amp;lt;book type&amp;gt; &amp;lt;chapter&amp;gt; &amp;lt;recipe name&amp;gt; &amp;lt;herb1&amp;gt; &amp;lt;herb2&amp;gt; &amp;lt;catalyst&amp;gt; &amp;lt;container&amp;gt; &amp;lt;noun&amp;gt;&lt;br /&gt;
 Book type:    What alchemy type is this item. [remedies]&lt;br /&gt;
 Chapter: containing the item. &lt;br /&gt;
 Recipe name:  Name of the recipe, wrap in double quotes if this is multiple words. &lt;br /&gt;
 Herb1:        Prepared herb, wrap in double quotes if this is multiple words.. &lt;br /&gt;
 herb2:        Prepared herb, wrap in double quotes if this is multiple words. Put none for none. &lt;br /&gt;
 catalyst:     Type of catalyst. &lt;br /&gt;
 container:    Type of container for creating. &lt;br /&gt;
 noun:         End product [cream, salve, wash, balm, ungent, potion, tonic, ointment, elixir, poultices, draught]&lt;br /&gt;
 remedy &amp;lt;continue&amp;gt; &amp;lt;herb2&amp;gt; &amp;lt;catalyst&amp;gt; &amp;lt;container&amp;gt; &amp;lt;noun&amp;gt;&lt;br /&gt;
 continue      &lt;br /&gt;
 herb2:        Prepared herb, wrap in double quotes if this is multiple words. Put none for none. &lt;br /&gt;
 catalyst:     Type of catalyst. &lt;br /&gt;
 container:    Type of container for creating. &lt;br /&gt;
 noun:         End product [cream, salve, wash, balm, ungent, potion, tonic, ointment, elixir, poultices, draught]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Overrides for foraging (all setting in base):&lt;br /&gt;
 # container used to hold herbs for remedy.lic (optional) Not optional if overriding&lt;br /&gt;
 herb_container:&lt;br /&gt;
 # Following settings, including herb_container:, are required to override workorders for remedies&lt;br /&gt;
 # container used for raw herbs foraged - used by alchemy.lic script&lt;br /&gt;
 alchemy_herb_storage:&lt;br /&gt;
 # quantity of gathered herbs, recall a workorder requires 25 herbs per finished product&lt;br /&gt;
 # Set to your workorder_max_items: setting times 4. Example, if workorder_max_items: 4,&lt;br /&gt;
 # set this setting to 100.&lt;br /&gt;
 alchemy_herb_quantity:&lt;br /&gt;
 # How many prepared herbs you want:&lt;br /&gt;
 alchemy_prep_quantity:&lt;br /&gt;
 # if you want to forage careful&lt;br /&gt;
 alchemy_forage_type:&lt;br /&gt;
 # Set an override for foraging if Outdoorsmanship is high enough to find the herb anywhere&lt;br /&gt;
 forage_override_room:&lt;br /&gt;
 # Set an override for town&lt;br /&gt;
 forage_override_town:&lt;br /&gt;
 # Set this to true if you want to always forage for your herbs for workorders&lt;br /&gt;
 workorders_override_store: false&lt;br /&gt;
&lt;br /&gt;
 workorder_recipes:&lt;br /&gt;
   remedies:&lt;br /&gt;
   - some skin ungent&lt;br /&gt;
   #- some skin tonic&lt;br /&gt;
&lt;br /&gt;
 My guy&#039;s example:&lt;br /&gt;
 # Used by alchemy script #####&lt;br /&gt;
 alchemy_herb_storage: *back&lt;br /&gt;
 alchemy_herb_quantity: 25&lt;br /&gt;
 herb_container: *back&lt;br /&gt;
 alchemy_prep_quantity: 25&lt;br /&gt;
 #alchemy_forage_type:&lt;br /&gt;
 forage_override_room: 909 #8860&lt;br /&gt;
 forage_override_town:&lt;br /&gt;
 workorders_override_store: false&lt;br /&gt;
 ##############################&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== repeat ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for repeating a sequence of up to 10 commands. Does not take scripts.&lt;br /&gt;
|usage=&amp;gt;;repeat &amp;quot;get my rock&amp;quot; &amp;quot;drop my rock&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== restock ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for restocking your supply of stackable and nonstackable items.&lt;br /&gt;
|usage= Will parse your YAML for a restock set and make the appropriate purchases to maintain your desired quantity. This is called at the start of hunting-buddy as the preferred mechanism to maintain ammunition counts.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=restock|desc=list of item names or hashes. A name will be searched in base-consumables based on your hometown setting. It will go and purchase the appropriate version of that item found in that hometown. For example, lising &amp;quot;arrow&amp;quot; will purchase boar-tusk arrows in Crossing, but if your in Shard will purchase long arrows. Any of the values pulled from base-consumables can be overridden by providing by appropriate key-value-pair under the item name within your YAML. Not all cities have every type of item (for example only the Crossing sells rocks or sling/ammo). As such, you can explicitly define your own items within the YAML by setting the item name, with the following key-value-pairs: name, room, price, size (how many obtained in a single purchase transaction), stackable (t/f), and quantity (how many you want to maintain on hand at a given time). Here are some examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# This will purchase arrows from your hometown using all defaults; including quantity (which is 30)&lt;br /&gt;
restock:&lt;br /&gt;
  arrow&lt;br /&gt;
&lt;br /&gt;
# This is the same as above, but with a custom quantity&lt;br /&gt;
restock:&lt;br /&gt;
  arrow:&lt;br /&gt;
    quantity: 45&lt;br /&gt;
&lt;br /&gt;
# this is a completely custom item not contained in base-consumables. It will not change based on hometown. &lt;br /&gt;
restock:&lt;br /&gt;
  super_cool_thing:&lt;br /&gt;
     name: cool thing&lt;br /&gt;
     room: 1337&lt;br /&gt;
     price: 10&lt;br /&gt;
     size: 3&lt;br /&gt;
     stackable: true&lt;br /&gt;
     quantity: 4&lt;br /&gt;
&lt;br /&gt;
# Here are a list of generic items in base-consumables:&lt;br /&gt;
arrow&lt;br /&gt;
bolt&lt;br /&gt;
tk_ammo&lt;br /&gt;
rock&lt;br /&gt;
&lt;br /&gt;
# Restock now supports custom Hometowns. This will be super useful if you use Shard as a hometown and need rocks from Hib. You can have as many as you want, but be reminded that we must support the hometown in base-towns.yaml. The hometowns will be visited in order from first to last, listed top to bottom.&lt;br /&gt;
&lt;br /&gt;
hometown: Shard&lt;br /&gt;
&lt;br /&gt;
restock:&lt;br /&gt;
  arrow:&lt;br /&gt;
    quantity: 50&lt;br /&gt;
  bolt:&lt;br /&gt;
    quantity: 50    &lt;br /&gt;
  rock:&lt;br /&gt;
    hometown: Hibarnhvidar&lt;br /&gt;
    name: smooth rocks&lt;br /&gt;
    room: 12172&lt;br /&gt;
    price: 45&lt;br /&gt;
    size: 30&lt;br /&gt;
    stackable: true&lt;br /&gt;
    quantity: 50&lt;br /&gt;
&lt;br /&gt;
# restock can probably handle items with &amp;quot;charges&amp;quot; (i.e ritual foci) if they disappear/consumed once all charges are gone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;}} &lt;br /&gt;
|uservars=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== rezz ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script to rezz corpses&lt;br /&gt;
|usage=The script will either raise the person you specify, or if you don&#039;t specify someone it will raise all of the corpses in the room.  You should add a rezz: waggle set so that it doesn&#039;t use default values for rejuv and rezz.&lt;br /&gt;
|args={{Lich setting|name=player|desc=The person you want to raise.  Optional argument}}&lt;br /&gt;
|settings={{Lich setting|name=osrel_no_harness|desc=true to infuse directly, false to harness first.}}&lt;br /&gt;
&lt;br /&gt;
Waggle set to add.  Customize the mana and cambrinth values to your skill level:&lt;br /&gt;
&lt;br /&gt;
 waggle_sets:&lt;br /&gt;
   rezz:&lt;br /&gt;
     Resurrection:&lt;br /&gt;
       abbrev: rezz&lt;br /&gt;
       mana: 17&lt;br /&gt;
     Rejuvenation:&lt;br /&gt;
       abbrev: rejuv&lt;br /&gt;
       mana: 10&lt;br /&gt;
       cambrinth:&lt;br /&gt;
       - 15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== roomnumbers ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Adapted from a script by Geldan for Gemstone. Appends the Lich room ID# to your in-game room look.&lt;br /&gt;
|usage=&lt;br /&gt;
Example: &lt;br /&gt;
&amp;lt;pre&amp;gt;[Whistling Wood, Barrows]                                                                                                                          &lt;br /&gt;
A mound of earth looks curiously out of place beneath the twisted and warped branches of the dead trees.  Barren of all but the hardiest of grasses, the mound has several small&lt;br /&gt;
holes in its side.  You also see an Adan&#039;f blood warrior, a chipped and weather-beaten sign, an Adan&#039;f blood warrior and an Adan&#039;f blood warrior.&lt;br /&gt;
Obvious paths: southeast, southwest, northwest.&lt;br /&gt;
Room Number: 9471&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== safe-room ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Heals at a PC or NPC empath and shares items between characters by taking and dropping them in a safe room&lt;br /&gt;
|usage= Gets 4 gold (for autopath), goes to the auto empath and waits until healed. Alternatively can go to a specific set of rooms and wait for 45 seconds for a player empath to heal you. You can list several PC empaths. The script will go to the nearest one from your current location. PC Empaths will heal themselves using healme, Necromancers will not attempt to go to an empath. Can be configured to stop by a room and pick up or drop given item nouns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;How to determine your health threshold&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wound severities are based on a 1-8 numeric scale according to https://elanthipedia.play.net/Damage&lt;br /&gt;
&lt;br /&gt;
1. insignificant&amp;lt;br&amp;gt;&lt;br /&gt;
2. negligible&amp;lt;br&amp;gt;&lt;br /&gt;
3. minor&amp;lt;br&amp;gt;&lt;br /&gt;
4. harmful (bleeding wounds)&amp;lt;br&amp;gt;&lt;br /&gt;
5. damaging&amp;lt;br&amp;gt;&lt;br /&gt;
6. severe&amp;lt;br&amp;gt;&lt;br /&gt;
7. devastating&amp;lt;br&amp;gt;&lt;br /&gt;
8. useless&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script uses an equation to tally up all your wound severities to see if your total damage exceeds your &#039;&#039;&#039;health_threshold:&#039;&#039;&#039; yaml setting.&lt;br /&gt;
If yes, it gets you healed.&lt;br /&gt;
If no, it skips healing.&lt;br /&gt;
&lt;br /&gt;
The equation groups your wounds based on that numerical scale above so it knows the quantity of wounds at each severity. To know what severity your wound is you have to look at the wounds by body part table at https://elanthipedia.play.net/Damage#Wounds. For example, &amp;quot;some minor abrasions to the head&amp;quot; are considered &#039;&#039;insignificant&#039;&#039; and &amp;quot;cuts and bruises about the head&amp;quot; are considered &#039;&#039;minor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Knowing the severities and having the wounds grouped, the equation computes a number for each group by squaring the severity and multiplying by the number of wounds in that group.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
 You have some minor abrasions to the head, some minor abrasions to the left arm, some cuts and bruises about the right arm, some tiny scratches to the left leg, some cuts and bruises about the right leg, some minor abrasions to the right hand.&lt;br /&gt;
&lt;br /&gt;
would be grouped out to be:&lt;br /&gt;
&lt;br /&gt;
 1. insignificant x 3 wounds {minor abrasions to the head, left arm, and right hand} = (1^2 x 3) = 3&lt;br /&gt;
 2. negligible x 1 wounds {tiny scratches to the left leg} = (2^2 x 1) = 4&lt;br /&gt;
 3. minor x 2 wounds {cuts and bruises about the right arm and right leg} = (3^2 x 2) = 18&lt;br /&gt;
 4. harmful x 0 = 0&lt;br /&gt;
 5. damaging x 0 = 0&lt;br /&gt;
 6. severe x 0 = 0&lt;br /&gt;
 7. devastating x 0 = 0&lt;br /&gt;
 8. useless x 0 = 0&lt;br /&gt;
&lt;br /&gt;
The grand total of all those groupings is compared to your &#039;&#039;&#039;health_threshold:&#039;&#039;&#039; setting. In this example, the grand total is 3 + 4 + 18 = 25.&lt;br /&gt;
&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=safe_room_tip_threshold|desc=Amount of copper to carry for npc healing, or if you have more than this amount donate to player empath.}}^{{Lich setting|name=safe_room_id|desc=Id of room for player empath healer or item exchanges.}}^{{Lich setting|name=saferoom_health_threshold|desc=Skips saferoom healing unless the &#039;force&#039; argument is used. This is a number that represents your wound severity. The calculation of your wound score is Sum(wound level^2 * number of wounds at that level).}}^{{Lich setting|name=safe_room_empath|desc=Name of PC empath healer.}}^{{Lich setting|name=safe_room_empaths|desc=A list of PC empaths with their name and room ID}}^{{Lich setting|name=safe_room_tip_amount|desc=Amount in coppers to donate player empath.}}^{{Lich setting|name=safe_room|desc=Id of room to heal self at as empath.}}^{{Lich setting|name=safe_room_give|desc=List of nouns to drop at safe_room_id, CAUTION will drop all items of this noun there, don&#039;t use for anything valuable.}}^{{Lich setting|name=safe_room_take|desc=List of nouns to pick up in safe_room_id.}}^{{Lich setting|name=force_healer_town|desc=Override your hometown: setting to use an auto empath in a different town.}}^{{Lich setting|name=heal_with_divine_charm|desc=true/false - Attempt to use a divine charm that new characters start with to heal, instead of an auto-path.}} &lt;br /&gt;
|uservars=&lt;br /&gt;
|children=healme&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sanowret-crystal ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs in the background, gazing or exhaling your sanowret crystal to train [[Arcana]]. Checks for concentration and current mindstate to run only when necessary. Supports worn crystals or stored in a container.&lt;br /&gt;
|usage=This script can be run in passive mode or on-demand, and is well suited as part of your autostarts.&lt;br /&gt;
&lt;br /&gt;
Run once on-demand: &amp;lt;code&amp;gt;;sanowret-crystal run=true&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Run in the background: &amp;lt;code&amp;gt;;sanowret-crystal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Auto start: &amp;lt;code&amp;gt;;autostart add sanowret-crystal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|args={{Lich setting|name=run|desc=If present, only run the script once (instead of in passive mode).}}&lt;br /&gt;
|settings=In your YAML, configure the adjective of your sanowret crystal and list any scripts or rooms where you don&#039;t want the script to run, such as when burgling or in a room that prevents magical device usage.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
    sanowret_adjective: sanowret&lt;br /&gt;
    sanowret_no_use_scripts: # Don&#039;t try to use crystal while these scripts are active.&lt;br /&gt;
    - sew&lt;br /&gt;
    - carve&lt;br /&gt;
    - tinker&lt;br /&gt;
    - forge&lt;br /&gt;
    - remedy&lt;br /&gt;
    - shape&lt;br /&gt;
    - enchant&lt;br /&gt;
    - outdoorsmanship&lt;br /&gt;
    - combat-trainer&lt;br /&gt;
    - buff&lt;br /&gt;
    - burgle&lt;br /&gt;
    - go2&lt;br /&gt;
    sanowret_no_use_rooms: # Don&#039;t try to use crystal while in these rooms.&lt;br /&gt;
    - Carousel Chamber     # Room with vault&lt;br /&gt;
    - Carousel Booth       # Room just before vault&lt;br /&gt;
    - 1900                 # You can specify room ids, too (Crossing bank window)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== schedule ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Executes a series of actions or scripts (via &#039;&#039;&#039;multi&#039;&#039;&#039; script) if at least N minutes have elapsed since the last time they were done.&lt;br /&gt;
|usage=Run on-demand or as part of &#039;before&#039; or &#039;after&#039; steps of other scripts or as customized actions to perform with T2. Whatever you can do with &#039;&#039;&#039;multi&#039;&#039;&#039;, you can do with &#039;&#039;&#039;schedule&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syntax:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;schedule [timer-label], [timer-interval], [arguments for multi script]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Usage:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# This will cause you to sit then kneel then stand then repeat that sequence one time.&lt;br /&gt;
;multi 2, sit, kneel, stand&lt;br /&gt;
&lt;br /&gt;
# This does the same as the above example but only if 5 minutes have elapsed since the last time this ran.&lt;br /&gt;
;schedule aerobics, 5, 2, sit, kneel, stand&lt;br /&gt;
&lt;br /&gt;
# This configures crossing-repair to not run more often than every 2 hours&lt;br /&gt;
training_list:&lt;br /&gt;
- skill:&lt;br /&gt;
  - Small Edged&lt;br /&gt;
  ...&lt;br /&gt;
  start: 10&lt;br /&gt;
  scripts:&lt;br /&gt;
  - schedule repairs, 120, 1, :crossing-repair&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== scroll-search ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Searches through the given container for any and all spell scroll and displays them in a more readable way. Also allows for the player to grab a specific scroll or transfer scrolls between containers. This script allows you to search multiple containers and tracks the scrolls in each.&lt;br /&gt;
|usage= Player specifies the container to search and the script looks through the container for any nouns matching scroll_nouns specified in base-items.yaml&lt;br /&gt;
|args={{Lich setting|name=search &amp;lt;container&amp;gt;|desc=Searches the given container}}^{{Lich setting|name=display|desc=Displays the scrolls in all searched containers. Must have already searched or the list will be empty!}}&lt;br /&gt;
|settings={{Lich setting|name=scroll_nouns|desc=List of scroll nouns to search container for.}}&lt;br /&gt;
|uservars={{Lich setting|name=owned_scrolls|desc=Hashset of the scroll name and the container it resides in.}}^{{Lich setting|name=scroll_counter|desc=Global counter for the amount of scrolls owned.}}^{{Lich setting|name=scroll_search_debug|desc=Turns on debug messaging for scroll-search.lic script.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sell-loot ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Sells gems and bundles; then deposits coin. Defaults to keeping 3 silver on hand (the maximum amount that cannot be stolen by a Thief).&lt;br /&gt;
|usage= Will sell bundles and any gems in untied gem pouches. Optionally will make sure you have a spare gem pouch. It is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
* &amp;lt;code&amp;gt;;sell-loot&amp;lt;/code&amp;gt; # Uses the default: keeps 3 silver&lt;br /&gt;
* &amp;lt;code&amp;gt;;sell-loot 12&amp;lt;/code&amp;gt; # Uses one argument: keeps 12 silver, which is withdrawn as 1 gold and 2 silver&lt;br /&gt;
* &amp;lt;code&amp;gt;;sell-loot 4 g&amp;lt;/code&amp;gt; # Uses two arguments: keeps 4 gold&lt;br /&gt;
|args={{Lich setting|name=Withdraw|desc=Amount of coin to withdraw after depositing all. 3 silver, 5 gold, etc.}}&lt;br /&gt;
|settings={{Lich setting|name=sell_loot_money_on_hand|desc=Same as the Withdraw argument, overridden by the argument if both exist.}}^{{Lich setting|name=sell_loot_pouch|desc=Set true to sell any gems in a worn pouch.}}^{{Lich setting|name=sell_loot_bundle|desc=Set to true to sell a worn bundle.}}^{{Lich setting|name=sell_loot_metals_and_stones|desc=Set to true to sell nuggets and bars (e.g. zinc nuggets and bronze bars).}}^{{Lich setting|name=sell_loot_metals_and_stones_container|desc=The container that has the nuggets and bars (e.g. zinc nugget and bronze bar) to sell.}}^{{Lich setting|name=sell_loot_ignored_metals_and_stones|desc=List of metal or stone nuggets and bars NOT to sell.}}^{{Lich setting|name=sell_loot_traps|desc=Sell harvested traps from boxes that are in your &#039;component_container&#039;.}}^{{Lich setting|name=spare_gem_pouch_container|desc=The container to store a spare gem pouch in, should NOT be the container a pouch stows to.}}^{{Lich setting|name=gem_pouch_adjective|desc=Adjective you use to request gem pouches, you should be able to tap ADJ pouch to tap your current pouch.}}^{{Lich setting|name=sell_loot_skip_bank|desc=If true, skip bank parts of the script (currency exchange, deposit, withdrawal).}}^{{Lich setting|name=sell_loot_skip_exchange|desc=If true, skip currency exchange.}}^{{Lich setting|name=bankbot_name|desc=The name of the bankbot with whom you would like to deposit coin.}}^{{Lich setting|name=bankbot_deposit_threshold|desc=An amount of copper to keep on hand. Excess will be deposited with the bankbot. Your in-game bank will always be deposited into before the bankbot.}}^{{Lich setting|name=bankbot_room_id|desc=The room ID of the bankbot.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sell-pouches ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Sell gem pouches for trading experience&lt;br /&gt;
|usage=This script is called by crossing-training when you have &#039;Trading&#039; listed as a training skill and &#039;sell_pouches_for_trading&#039; set to true. You can also call it to sell a pouch.&lt;br /&gt;
|settings={{Lich setting|name=hometown|desc=Your hometown. This is used to determine which gemshop you will sell your pouches to}}^{{Lich setting|name=sale_pouches_container|desc=Container where your pouches for sale are stored}}^{{Lich setting|name=waggle_set named &#039;sell-pouches&#039;|desc=Casts these spells before selling a pouch. This is where you would include spell data for casting Finesse}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== setupaliases ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Adds a useful selection of aliases to the global list:&lt;br /&gt;
|usage=&lt;br /&gt;
* &amp;lt;code&amp;gt;as&amp;lt;/code&amp;gt; - accepts a trade offer and then stows the item&lt;br /&gt;
* &amp;lt;code&amp;gt;gs&amp;lt;/code&amp;gt; - gets the given item and then stows the item&lt;br /&gt;
* &amp;lt;code&amp;gt;cc&amp;lt;/code&amp;gt; - runs ;circlecheck to show your leveling status. it can take args, like cc 200&lt;br /&gt;
* &amp;lt;code&amp;gt;ct&amp;lt;/code&amp;gt; - toggles crossing-training on or off&lt;br /&gt;
* &amp;lt;code&amp;gt;tm&amp;lt;/code&amp;gt; - toggles training-manager on or off&lt;br /&gt;
* &amp;lt;code&amp;gt;fr&amp;lt;/code&amp;gt; - find room, searches for a room description matching provided text&lt;br /&gt;
* &amp;lt;code&amp;gt;ids&amp;lt;/code&amp;gt; - echos the current mapped connections from the room you&#039;re standing in&lt;br /&gt;
* &amp;lt;code&amp;gt;lr&amp;lt;/code&amp;gt; - echos the full data of the room you&#039;re standing in&lt;br /&gt;
* &amp;lt;code&amp;gt;lfr&amp;lt;/code&amp;gt; - echos the full data of the room a remote room number, pass the number to it&lt;br /&gt;
* &amp;lt;code&amp;gt;ls&amp;lt;/code&amp;gt; - shows all items in the current room you are in that are stealable that are not in base-stealing&lt;br /&gt;
* &amp;lt;code&amp;gt;cb&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;rec&amp;lt;/code&amp;gt; - these work as a pair, for recording room numbers (like setting up a hunting area); run &amp;lt;code&amp;gt;cb&amp;lt;/code&amp;gt; to start, then &amp;lt;code&amp;gt;rec&amp;lt;/code&amp;gt; in each room you want to record&lt;br /&gt;
* &amp;lt;code&amp;gt;hz&amp;lt;/code&amp;gt; - list all hunting zones alphabetically&lt;br /&gt;
* &amp;lt;code&amp;gt;ez&amp;lt;/code&amp;gt; - list all escort hunting zones alphabetically&lt;br /&gt;
* &amp;lt;code&amp;gt;fz&amp;lt;/code&amp;gt; - search hunting zones and get room numbers, e.g. &amp;lt;code&amp;gt;fz wark&amp;lt;/code&amp;gt; returns a list of room numbers for warklins&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sew ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== shape ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sigilharvest ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Script for sigil harvesting&lt;br /&gt;
|usage= Harvests sigils based on parameters passed in as arguments. Can be used to target specific sigils or harvest sigils at random. Automatically detects the current season and reads base-sigils.yaml for rooms containing the desired sigil.&lt;br /&gt;
|args= {{Lich setting|name=&amp;lt;code&amp;gt;;sigilharvest shard congruence 70 10 debug&amp;lt;/code&amp;gt;}}^{{Lich setting|name=city|desc=Full name of city in the vicinity of which to harvest sigils Supported cities are Crossing, Riverhaven, and Shard}}^{{Lich setting|name=sigil|desc=Name of sigil to target or &#039;random&#039; to target a random sigil every loop}}^{{Lich setting|name=precision|desc=Target precision 1 to 100. The script will harvest any sigils that meet or exceed this number. Use &#039;101&#039; to never harvest. Using very low precisions could result in a high number of items in your bags.}}^{{Lich setting|name=roomcap|desc=Optional. Maximum number of rooms to search.}}^{{Lich setting|name=debug|desc=Optional. USe &#039;debug&#039; as final arg to generate additional debug messaging about what the script is doing.}}&lt;br /&gt;
|settings=YAML settings are optional. By default the script avoids most rooms which contain enemies and will maintain a stock of at least 25 scrolls.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
    sigil_harvest_settings:&lt;br /&gt;
    &amp;amp;nbsp;&amp;amp;nbsp;danger_rooms: [5713, 656] #Array. Avoid these rooms even if they&#039;re listed in base-sigils.yaml&lt;br /&gt;
    &amp;amp;nbsp;&amp;amp;nbsp;blank_scrolls: 50 #Integer. Minimum number of blank scrolls to keep on hand.}}&lt;br /&gt;
&lt;br /&gt;
== sigilrecorder ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== skill-recorder ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== slackbot ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= If the status-monitor script detects an problem, it will use this script to send you a Direct Message on Slack.&lt;br /&gt;
|usage= This script should not be run directly. Instead, status-monitor will run it if the slack_username setting is present. On first time setup you will communicate with a lichbot to get a slack token. The token lets you send messages to your username via the bot. You will currently not receive any notification on setup.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=slack_username|desc=Your Slack username. It should be all lowercase.}}&lt;br /&gt;
|uservars={{Lich setting|name=slack_token|desc=The token used to authenticate to a Slack team.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smartlisten ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=If someone teaches you an approved class you&#039;ll start listening.&lt;br /&gt;
|usage=The default list of approved classes is all non-necromancer skills and no sorcery or thievery. Guild-specific skills are approved if you are of that guild. Some specific classes are also removed based on your guild (e.g. remove Arcana for Barbarians).&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smarttransfer ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=safely transfer wounds from the target, avoiding useless injuries in fatal areas&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=bleed|desc=If present, leave external bleeders.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smash-pumpkins ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Travel to the pumpkin vat, buy one, go one room away to smash and repeat until too injured. Then return to the safe room.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=hollow_eve_loot_container|desc=Storage container name.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smelt ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Smelt the contents of a crucible. Assumes that material has already been placed into the crucible.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smelt-deeds ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=combines deeds of like metals to save inventory space&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smith ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smoke ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=smokes an item&lt;br /&gt;
|usage=&lt;br /&gt;
You can run the script two ways, one from command line and the other from a YAML.&lt;br /&gt;
&lt;br /&gt;
Command line: &lt;br /&gt;
&lt;br /&gt;
  ;smoke &amp;lt;image&amp;gt; &amp;lt;cigar noun&amp;gt; &amp;lt;container things are in&amp;gt; &amp;lt;lighter&#039;s noun (MUST be a lighter)&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also run it from a YAML setting:&lt;br /&gt;
&lt;br /&gt;
  ;smoke &amp;lt;cigar noun&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|args=Command Line:&lt;br /&gt;
  &lt;br /&gt;
 &amp;lt;image&amp;gt; &amp;lt;cigar noun&amp;gt; &amp;lt;container things are in&amp;gt; &amp;lt;lighter&#039;s noun (MUST be a lighter)&amp;gt; &lt;br /&gt;
&lt;br /&gt;
YAML:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;cigar noun&amp;gt; (When running from YAML)&lt;br /&gt;
&lt;br /&gt;
|settings=&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  smoke:&lt;br /&gt;
    cigar_container: humidor&lt;br /&gt;
    smoke_image:&lt;br /&gt;
    lighter:&lt;br /&gt;
      type: flint&lt;br /&gt;
      container: humidor&lt;br /&gt;
      blade: dagger&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sorcery ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sort-scrolls ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=This is an alternative to stack-scrolls. This script uses all scroll stackers of the same noun, labeled with the guild.&lt;br /&gt;
|usage=&lt;br /&gt;
When run without any arguments, it will search your default_container for scrolls and put the in the correct cases.&lt;br /&gt;
&lt;br /&gt;
|args=&lt;br /&gt;
&amp;lt;code&amp;gt;;sort-scrolls [container]&amp;lt;/code&amp;gt; Script will search container specified for scrolls.^&lt;br /&gt;
&amp;lt;code&amp;gt;;sort-scrolls find [spell]&amp;lt;/code&amp;gt; Script will try to find a scroll matching the spell specified and remove a copy if one exists.  You can search for partial names, but if it matches more than 1 spell (fire rain, fire shards, etc), it will pick the first one alphabetically.&lt;br /&gt;
&lt;br /&gt;
You need 10 scroll stackers all with the same noun, and you have to put a wax label on each of them and label them with guild names.&lt;br /&gt;
They should look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;a striking felwood scroll case topped with a trio of silver-infused Gnomish kocho labeled &amp;quot;Bard&amp;quot;&lt;br /&gt;
a striking felwood scroll case topped with a trio of silver-infused Gnomish kocho labeled &amp;quot;Cleric&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Empath&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Moon Mage&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Necromancer&amp;quot;&lt;br /&gt;
a striking felwood scroll case topped with a trio of silver-infused Gnomish kocho labeled &amp;quot;Paladin&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Ranger&amp;quot;&lt;br /&gt;
a cerulean watersilk scroll case secured with a silver clasp labeled &amp;quot;Trader&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Warrior Mage&amp;quot;&lt;br /&gt;
a cerulean watersilk scroll case secured with a silver clasp labeled &amp;quot;Extras&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Extras&amp;quot; case is for overflow if any of the other cases get full.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Configuration&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;scroll_sorter:&lt;br /&gt;
    stacker: scroll folio&lt;br /&gt;
    stacker_container: haversack&lt;br /&gt;
    scroll_nouns: [&#039;cerulean scroll&#039;, &#039;glittery-pink scroll&#039;, &#039;silver-stippled scroll&#039;, &#039;gold-stippled scroll&#039;]&lt;br /&gt;
    close_container: false&amp;lt;/pre&amp;gt;&lt;br /&gt;
|settings=&lt;br /&gt;
{{Lich setting|name=stacker|desc=The noun or adjective and noun of the case type you&#039;re using.}}^&lt;br /&gt;
{{Lich setting|name=stacker_container|desc=Where you have your cases stored.  The script will put them back there as well. If you don&#039;t specify this setting, it will use default_container: instead.}}^&lt;br /&gt;
{{Lich setting|name=scroll_nouns|desc=Specify any custom scroll types that come from different cases and also from custom papers you can use.}}^&lt;br /&gt;
{{Lich setting|name=close_container|desc=Closes the stacker container when the script ends if this is true.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== spin ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=This script is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== stabbity ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Stabbity is designed for thieves, and relies on backstab and thrown weapons to kill things quickly. It&#039;s useful in invasions and events.&lt;br /&gt;
|usage=&lt;br /&gt;
When run without a mode specified  (e.g. &amp;lt;code&amp;gt;;stabbity&amp;lt;/code&amp;gt;), stabbity will wield your weapon and hide, killing any mob in the room. If no mobs are present, it will wait in hiding for one to arrive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Configuration&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;stabbity:&lt;br /&gt;
  eliminate: true&lt;br /&gt;
  weapons:&lt;br /&gt;
    preferred: glaes pasabas&lt;br /&gt;
    alternate: judge&#039;s gavel&lt;br /&gt;
    thrown: throwing club&lt;br /&gt;
  use_alternate_on:&lt;br /&gt;
    - archer&lt;br /&gt;
    - soldier&lt;br /&gt;
    - dryad&lt;br /&gt;
    - oshu&lt;br /&gt;
    - frostweaver&lt;br /&gt;
    - guardian&lt;br /&gt;
  use_thrown_on:&lt;br /&gt;
    - hawk&lt;br /&gt;
    - gryphon&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
{{Lich setting|name=mode|desc=Optional, can be one of:^&lt;br /&gt;
* &#039;&#039;equip&#039;&#039;: Wields your preferred weapon.^&lt;br /&gt;
* &#039;&#039;cleanup&#039;&#039;: Sheathes your preferred weapon.^&lt;br /&gt;
* &#039;&#039;single&#039;&#039;: Kills all mobs in the current room and exits. Does not wait for mob to arrive.^&lt;br /&gt;
* &#039;&#039;arena&#039;&#039;: Used to run the Dusk Ruin arena.}}^&lt;br /&gt;
{{Lich setting|name=noloot|desc=Do not loot mobs when killed.}}&lt;br /&gt;
|settings=&lt;br /&gt;
{{Lich setting|name=stabbity:eliminate|desc=True/False.  Only used during arena.  Will use krhi eliminate at the beginning of rounds 5/10/15/20/25. &#039;&#039;&#039;Only include if you are a thief with khri eliminate.&#039;&#039;&#039;}}^&lt;br /&gt;
{{Lich setting|name=stabbity:weapons:preferred|desc=The name of the weapon you wish to backstab with.}}^&lt;br /&gt;
{{Lich setting|name=stabbity:weapons:alternate|desc=The name of the weapon you wish to use for mobs defined in use_alternate_on.}}^&lt;br /&gt;
{{Lich setting|name=stabbity:weapons:thrown|desc=The name of the weapon you wish to use for mobs defined in use_thrown_on.  If this is left off, then it will never try thrown (useful for characters with passive abilities that can force flying thins to land - ex khri terrify).}}^&lt;br /&gt;
{{Lich setting|name=stabbity:use_alternate_on|desc=List of mobs on which to use your alternate weapon.}}^&lt;br /&gt;
{{Lich setting|name=stabbity:use_thrown_on|desc=List of mobs on which to use your thrown weapon.}}&lt;br /&gt;
|uservars={{Lich setting|name=stabbity_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== stack-scrolls ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Scroll stacker manager script that stores and retrieves scrolls using stackers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== status-monitor ==&lt;br /&gt;
&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Informs user of high-frequency game output and characters current health via a small window. Useful for keeping tabs on multiple characters.&lt;br /&gt;
|usage=Trust status monitor then run it. &lt;br /&gt;
|args={{Lich setting|name=debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== steal ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=^{{Lich setting|name=hide_to_steal|desc=set to false if you do not wish to hide to steal.}}^{{Lich setting|name=bin_stolen|desc=set to true for Thieves who wish to bin stolen goods.}}^{{Lich setting|name=stealing_bag|desc=storage bag for stolen goods if bin_stolen: true}}^{{Lich setting|name=slow_bin_speed|desc=set to true to bin items slower.  Resolves type-ahead issue for Genie users.}}^{{Lich setting|name=steal_past_mindlock|desc=set to true if you wish to continue stealing after Thievery is locked.}}^{{Lich setting|name=dont_steal_list|desc=list items by id# identified in &#039;&#039;&#039;base-stealing.yaml&#039;&#039;&#039; to skip these items when stealing.}}^{{Lich setting|name=stealing_buffs|desc=list of buffs to use before starting stealing run.}}^{{Lich setting|name=stealing_high_acceptable_count|desc=.}}^{{Lich setting|name=stealing_low_acceptable_count|desc=.}}^{{Lich setting|name=npc_stealing_attempt_count|desc=Numeric amount of stealing attempts on NPCs (minstrel, veteran, etc.)}}^{{Lich setting|name=stealing_options|desc=list of stealable items in base-stealing.yaml}}^&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== study-art ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Walks through the Crossing art gallery and appraises each piece on display. Trains scholarship and appraisal.&lt;br /&gt;
|usage=Just run it. e.g. &amp;lt;code&amp;gt;;study-art&amp;lt;/code&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== summoning ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains summoning via summoning and breaking a magical weapon. Summons admittance to build up charges to summon a weapon. [[Warrior Mages]] must have already {{com|align}}ed to an element.&lt;br /&gt;
|settings={{Lich setting|name=summoning_target_increment|desc=The desired number of mind states to increase by. Respects crossing_training_max_threshold as an upper threshold.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== tarantula ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Manages the automated usage of the biomechanical tarantula, a gift handed out for patrons of Hollow Eve 432.&lt;br /&gt;
|usage=Run &amp;lt;code&amp;gt;;tarantula&amp;lt;/code&amp;gt; after adjusting YAML settings as desired.  Can be added to startup.  The script watches for skills near max-mindstate to sacrifice for their bonus, with different behavior depending on if you&#039;re in combat or not.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=^{{Lich setting|name=tarantula_startup_delay|desc=Number of seconds to wait after first starting before it will eat skills.  Useful when tarantula is added to autostarts, so that it doesn&#039;t eat skills on first login, before login drain.}}^&lt;br /&gt;
{{Lich setting|name=tarantula_noun|desc=Change if you&#039;ve had a tarantula alteration or if you bought the harvester spider at 2020 Corn Maze. Use both the adjective and noun.}}^&lt;br /&gt;
{{Lich setting|name=tarantula_debug|desc=Set true if you wish to see debug messages}}^&lt;br /&gt;
{{Lich setting|name=tarantula_excluded_skills|desc=A list of skills never to sacrifice to the tarantula.}}^&lt;br /&gt;
{{Lich setting|name=tarantula_no_use_scripts|desc=A list of scripts defined by you, during which the tarantula will not activate.}}^&lt;br /&gt;
{{Lich setting|name=tarantula|desc=A list of skills, organized by skillset and by whether you want them sacrificed in and/or out of combat as defined by whether combat-trainer is running.  These are the prioritized choices, however ;tarantula will choose other full skills in that sphere if none of its prioritized skills are available, unless they are listed in &amp;lt;code&amp;gt;tarantula_excluded_skills&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
tarantula:&lt;br /&gt;
  Armor:&lt;br /&gt;
    combat:&lt;br /&gt;
    - Chain Armor&lt;br /&gt;
    - Brigandine&lt;br /&gt;
    - Plate Armor&lt;br /&gt;
    - Light Armor&lt;br /&gt;
    - Defending&lt;br /&gt;
  Weapon:&lt;br /&gt;
    combat:&lt;br /&gt;
    - Melee Mastery&lt;br /&gt;
    - Missile Mastery&lt;br /&gt;
  Magic:&lt;br /&gt;
    combat:&lt;br /&gt;
    - Utility&lt;br /&gt;
    non_combat:&lt;br /&gt;
    - Lunar Magic&lt;br /&gt;
    - Warding&lt;br /&gt;
    - Augmentation&lt;br /&gt;
    - Utility&lt;br /&gt;
  Survival:&lt;br /&gt;
    combat:&lt;br /&gt;
    - Evasion&lt;br /&gt;
    - Skinning&lt;br /&gt;
    non_combat:&lt;br /&gt;
    - Outdoorsmanship&lt;br /&gt;
  Lore:&lt;br /&gt;
    non_combat:&lt;br /&gt;
    - Appraisal&lt;br /&gt;
    - Performance&lt;br /&gt;
    - Scholarship&lt;br /&gt;
&lt;br /&gt;
An example of exclusions added to a yaml:&lt;br /&gt;
&lt;br /&gt;
tarantula_excluded_skills:&lt;br /&gt;
  - Large Edged&lt;br /&gt;
  - Brawling&lt;br /&gt;
  - Evasion&lt;br /&gt;
  - Parry&lt;br /&gt;
  - Shield&lt;br /&gt;
  - Athletics&lt;br /&gt;
  - Crossbow&lt;br /&gt;
  - Slings&lt;br /&gt;
  - Light Thrown&lt;br /&gt;
  - Bow&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}^&lt;br /&gt;
|uservars={{Lich setting|name=tarantula_last_use|desc=The last time the tarantula was sacrificed to.}}^{{Lich setting|name=tarantula_last_skillset|desc=The last sphere sacrificed to, since the tarantula can&#039;t be used on the same sphere twice in a row.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== tendme ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Automatic wound tender for self. On start, checks {{com|health}} for bleeding wounds and tends them, then watches for messages to unbind or retend wounds.&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=train|desc=If present, unwrap and rebind wounds for optimum learning.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== tendother ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Automatic wound tender for another player. On start, looks for bleeding wounds and tends them, then watches for messages to unbind or retend wounds.&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=player|desc=Name of the player to tend.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== tessera ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Uses the Tessera item every 6 minutes, 15 second (default). Runs in the background and handles safe pausing and unpausing running scripts.&lt;br /&gt;
|usage= Will attempt to ask retrieve the character&#039;s Tessera by asking it about invest. The script manages the handling of the item to and from storage container and pauses/unpauses scripts.&lt;br /&gt;
|args= None&lt;br /&gt;
|settings={{Lich setting|name=tessera_noun|desc=Item noun. (Default = Tessera).}}^{{Lich setting|name=tessera_retry_interval|desc=Interval in seconds to retry asking the Tessera about invest. (Default = 375).}}^{{Lich setting|name=tessera_startup_delay|desc=Startup delay in seconds Tessera script. Purpose is to avoid other startup conflicts. (Default = 15).}}^{{Lich setting|name=tessera_no_use_scripts|desc=List of scripts that when running delay or pause the processing of the Character&#039;s Tessera attempt.}}^{{Lich setting|name=tessera_no_use_rooms|desc=Add room title to the regex to avoid using the Tessera if in a particular room.}}&lt;br /&gt;
|uservars= {{Lich setting|name=tessera_last_use|desc=Keeps track of the last time asking the Tessera about invest was attempted. Ex: tessera_last_use:  2022-03-21 22:48:29 -0700.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== textsubs ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Provides in-game text substitution capabilities; comes with many defaults (e.g. appraisal and combat messages).&lt;br /&gt;
|usage=&lt;br /&gt;
Example of adding a sub: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;TextSubs.add(&#039;^(\s+)no (puncture|slice|impact|fire|cold|electric) damage&#039;,&#039;\1no (0/27) \2 damage&#039;)&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Clear out all stored subs with &amp;lt;code&amp;gt;TextSubs.clear()&amp;lt;/code&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== theurgy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=train theurgy by working up devotion and doing communes&lt;br /&gt;
|usage= Recommended - Eluned (holy water)&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=theurgy_supply_container|desc=Container for storing wine, flint, and incense.}}^{{Lich setting|name=water_holder|desc=Vessel that you store holy water in.}}^{{Lich setting|name=flint_lighter|desc=Blade for lighting flint.}}^{{Lich setting|name=immortal_aspect|desc=for bead carving/meditation (must be aspect of god you last got a favor from).}}^{{Lich setting|name=theurgy_prayer_mat_room|desc=Room in which to use your prayer mat.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
theurgy_prayer_mat_room: 1234&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== titlecheck ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Checks for new titles since the last time you ran the script.&lt;br /&gt;
|usage=Run the script and provide a set of titles to check (e.g. ;titlecheck moonmage). On the first run for that title set, all titles will be reported as new. Running the script afterwards will report only new titles.&lt;br /&gt;
|args=title_set&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=titles&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== trade ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Do caravan trading in Zoluren&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== train ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Train the given attributes. It is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
|usage=&lt;br /&gt;
Arguments are the name of the attribute to train, with an optional number of trainings (Defaults to 1):&lt;br /&gt;
* &amp;lt;code&amp;gt;;train&amp;lt;/code&amp;gt; &lt;br /&gt;
No arguments: nothing happens&lt;br /&gt;
* &amp;lt;code&amp;gt;;train st&amp;lt;/code&amp;gt; &lt;br /&gt;
&amp;quot;st&amp;quot; is ambiguious between stamina and strength: nothing happens&lt;br /&gt;
* &amp;lt;code&amp;gt;;train sta w2&amp;lt;/code&amp;gt;&lt;br /&gt;
Trains stamina once and wisdom twice&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== training-manager ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= High level script for managing combat and non combat training&lt;br /&gt;
|usage= Will alternate training in the crossing and hunting with a focus on either in or out of combat as specified. Heals and repairs after combat.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=training_manager_hunting_priority|desc=Set to true will cause it to focus on combat training at the expense of out of combat.}}^{{Lich setting|name=training_manager_priority_skills|desc=List of combat skills to monitor when it should go hunting again, only used if hunting_priority is set true.}}^{{Lich setting|name=training_manager_town_duration|desc=Number of minutes to limit town training to before going hunting. This works when hunting priority is true or false}}^{{Lich setting|name=mine_while_training|desc=Set to true will cause town training to start with a mining loop.}}^{{Lich setting|name=favor_goal|desc=Number of favors to work towards, if this is set will work on favors while training.}}^{{Lich setting|name=favor_god|desc=Desired immortal to request favor orb for Must be set for favor gathering to work properly.}}^{{Lich setting|name=repair_timer|desc=Time in seconds between each run of crossing-repair. Default is 10 minutes, or 600 seconds.}}^{{Lich setting|name=repair_withdrawal_amount|desc=Amount of currency to withdrawal for each repair. Default amount is 10,000.}}^{{Lich setting|name=skip_repair|desc=True/false setting. Use true to skip all crossing-repair functionality. Default is false.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=mining-buddy,sell-loot,hunting-buddy,crossing-training,safe-room,crossing-repair&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== transfer-items ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Transfers all items from one container to another. It may need to be run multiple times if you have a lot of stuff. If you use an adjective you must type it completely in double quotes, e.g. &amp;quot;hide sack&amp;quot;, not &amp;quot;h sack&amp;quot;.&lt;br /&gt;
|usage=&lt;br /&gt;
* Transfer all items from &amp;lt;source&amp;gt; to &amp;lt;destination&amp;gt;&lt;br /&gt;
  ;transfer-items &amp;lt;source&amp;gt; &amp;lt;destination&amp;gt;&lt;br /&gt;
  ;transfer-items backpack haversack&lt;br /&gt;
&lt;br /&gt;
* Transfer only items that respond to &amp;lt;noun&amp;gt; from &amp;lt;source&amp;gt; to &amp;lt;destination&amp;gt;&lt;br /&gt;
  ;transfer-items &amp;lt;source&amp;gt; &amp;lt;destination&amp;gt; &amp;lt;noun&amp;gt;&lt;br /&gt;
  ;transfer-items backpack quiver arrows&lt;br /&gt;
|args={{Lich setting|name=source|desc=Source container.}}^{{Lich setting|name=destination|desc=Destination container.}}^{{Lich setting|name=noun|desc=If specified, only items with this noun will be transferred.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== truffenyi-commune-quest ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs in the background to do all actions required during the truffenyi commune quest, praying to the gods presented in the visions and dropping any food items that appear in your hands. This should be run somewhere safe, without other scripts running because they can interfere. Start after drinking the vial created from your mini altar twice.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== validate ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Checks character yamls for common mistakes.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== vanity-pet ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Some [[vanity pet|vanity pets]], like hogs and monkeys, can be set on the ground to follow you. At times, these pets need to be stowed away for safe keeping, such as before [[Breaking_and_Entering|burgling]] so that they aren&#039;t lost when a room unloads. When stowing, the script will wait for pet to arrive in your room (sometimes the pet may lag behind, especially if you move fast and far).&lt;br /&gt;
|usage=Run to stow your pet before burgling or entering combat. Drop your pet at other times when you want it to follow you. &lt;br /&gt;
|args=&lt;br /&gt;
&lt;br /&gt;
* Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  vanity-pet pet_action pet_name pet_container [debug]&lt;br /&gt;
&lt;br /&gt;
   pet_action     STOW or DROP to either stow your pet in their container or drop them to the ground. &lt;br /&gt;
&lt;br /&gt;
   pet_name       Name of your pet. &lt;br /&gt;
&lt;br /&gt;
   pet_container  Container for your pet. &lt;br /&gt;
&lt;br /&gt;
   debug          Enable debug output &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Drop Pet Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt; ;vanity-pet drop farm.hog woven.sack&lt;br /&gt;
&lt;br /&gt;
--- Lich: vanity-pet active.&lt;br /&gt;
&lt;br /&gt;
[vanity-pet]&amp;gt;get farm.hog from my woven.sack&lt;br /&gt;
&lt;br /&gt;
You pluck a lazy farm hog from a soft woven sack with a golden piglet charm, the creature snorting as you wake it up.&lt;br /&gt;
&amp;gt; &lt;br /&gt;
[vanity-pet]&amp;gt;drop my farm.hog&lt;br /&gt;
&lt;br /&gt;
You set the farm hog on the ground.  It trots around you in a circle, happily oinking.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &lt;br /&gt;
--- Lich: vanity-pet has exited.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Stow Pet Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt; ;vanity-pet stow farm.hog woven.sack&lt;br /&gt;
&lt;br /&gt;
--- Lich: vanity-pet active.&lt;br /&gt;
&lt;br /&gt;
[vanity-pet]&amp;gt;get farm.hog&lt;br /&gt;
&lt;br /&gt;
You scoop the farm hog up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &lt;br /&gt;
[vanity-pet]&amp;gt;put my farm.hog in my woven.sack&lt;br /&gt;
&lt;br /&gt;
You tuck your farm hog into its snug woven sack and it curls up to go to sleep, snorting softly.&lt;br /&gt;
&amp;gt; &lt;br /&gt;
--- Lich: vanity-pet has exited.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|settings=&lt;br /&gt;
&lt;br /&gt;
Hook into hunting-buddy:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
hunting_info:&lt;br /&gt;
  before:&lt;br /&gt;
  - vanity-pet stow farm.hog woven.sack&lt;br /&gt;
  after:&lt;br /&gt;
  - vanity-pet drop farm.hog woven.sack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hook into burgle:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
burgle_settings:&lt;br /&gt;
  before:&lt;br /&gt;
  - vanity-pet stow farm.hog woven.sack&lt;br /&gt;
  after:&lt;br /&gt;
  - vanity-pet drop farm.hog woven.sack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== wait ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Designed for use with the &#039;&#039;&#039;multi&#039;&#039;&#039; script to pause N seconds between commands.&lt;br /&gt;
|usage=&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Runs &#039;somescript&#039; 20 times with a 100 second interval between each run.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;multi 20,:wait 100,:somescript&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example: Coughs, waits 5 seconds, sneezes, waits 5 seconds, then hiccups.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;multi 1,cough,:wait 5,sneeze,:wait 5,hiccup&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== walkingastro ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs as a background script whose aim is to keep your prediction pools filling and the Astrology Skill moving.&lt;br /&gt;
|usage=On a 215 second timer, while not in combat (or while a series of other scripts are running), it will grab your telescope and if day observe the Sun, if night observe the Heart constellation. If your survival prediction pool fills, the script will instead align and predict against a survival skill. The aim of the script is to keep Astrology moving while you are out and about with your character, without having to rely on the ;astrology script.&lt;br /&gt;
&lt;br /&gt;
Note, walkingastro will wait and not fire while the following scripts are running: &#039;steal&#039;, &#039;combat-trainer&#039;, &#039;pick&#039;, &#039;craft&#039;, &#039;shape&#039;, &#039;sew&#039;,&#039;bescort&#039;, &#039;remedy&#039;, &#039;forge&#039;, &#039;carve&#039;, &#039;performance&#039;, &#039;theurgy&#039;, &#039;hlctheurgy&#039;, &#039;astrology&#039;, &#039;astrology2&#039;, &#039;study-art&#039;, &#039;mech-lore&#039;, &#039;first-aid&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, this script assumes that you have a telescope (see Astrology for telescope support settings) and that Piercing Gaze is up. &lt;br /&gt;
&lt;br /&gt;
It is highly recommended that you add PG to your list of in/out of combat buff spells.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== wand-watcher ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Activates wands automatically based on cooldown timer&lt;br /&gt;
|usage=Best added to character autostart.&lt;br /&gt;
&lt;br /&gt;
You need to be intelligent about how cooldown / count interact.  If you only have 1 and the cooldown is 60 minutes, don&#039;t set a value less than 60 minutes.&lt;br /&gt;
&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
wands:&lt;br /&gt;
  # magic wand:                     #Adj + Noun of the wand.  Must be unique  [Mandatory]&lt;br /&gt;
  #   activation message: Foo Bar   #Spell activation message                 [Mandatory]&lt;br /&gt;
  #   activate verb: tap            #Verb used to activate the wand           [Optional - defaults to &#039;tap&#039;]&lt;br /&gt;
  #   container: backpack           #Container where the wand(s) are stored   [Mandatory]&lt;br /&gt;
  #   cooldown: 32                  #minutes between activation attempts      [Optional - defaults to 30]&lt;br /&gt;
  #   count: 2                      #number of wands you have                 [Optional - defaults to 2]&lt;br /&gt;
  bloodwood branch:&lt;br /&gt;
    activation message: The world around you seems to slow as the spell grips your mind.&lt;br /&gt;
    activate verb: tap&lt;br /&gt;
    container: rucksack&lt;br /&gt;
    cooldown: 32&lt;br /&gt;
    count: 2&lt;br /&gt;
  ironwood wand:&lt;br /&gt;
    activation message: A glistening net of coiling tendrils interlaces itself across your muscles&lt;br /&gt;
    activate verb: rub&lt;br /&gt;
    container: haversack&lt;br /&gt;
    cooldown: 34&lt;br /&gt;
    count: 2&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t try to grab any wands while these scripts are running.&lt;br /&gt;
wand_watcher_no_use_scripts:&lt;br /&gt;
  - burgle&lt;br /&gt;
  - go2&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t try to grab any wands while in these rooms (generally anti-magic rooms), can use roomnumber, title or regex that matches the title.&lt;br /&gt;
wand_watcher_no_use_rooms:&lt;br /&gt;
  - 1900                                          # Crossing bank teller - included with regex below but shown for example&lt;br /&gt;
  - Knife Clan, Triage                            # Dokt - silenced room&lt;br /&gt;
  - !ruby/regexp &#039;/^(?:First )?Provincial Bank,/&#039; # Crossing Bank - mapped, but 1 regex- -&amp;gt; 3 rooms&lt;br /&gt;
  - !ruby/regexp &#039;/Carousel (?:Booth|r)$/&#039;        # Vaults - unmapped silenced / nomagic&lt;br /&gt;
&lt;br /&gt;
# Wait n seconds on startup before doing anything [Optional - defaults to 10 s]&lt;br /&gt;
wand_watcher_startup_delay: 10  &lt;br /&gt;
# Wait n seconds between checks for reusing wands [Optional - defaults to 60 s]&lt;br /&gt;
wand_watcher_passive_delay: 60  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=See example for explanation.&lt;br /&gt;
|uservars={{Lich setting|name=wand_watcher_timers|desc=Persistent storage for next use time for all wands.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== weave-cloth ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=This script is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== workorders ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=completes a workorder for the given discipline.  Supplemental information: https://github.com/rpherbig/dr-scripts/wiki/Crafting-Setup&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=type|desc=Type of workorder to do, blacksmithing, tailoring, shaping.}}&lt;br /&gt;
|settings={{Lich setting|name=crafting_container|desc=Bag that materials, tools, and books are stored in.}}^{{Lich setting|name=workorder_diff|desc=difficulty of workorder to request.}}^{{Lich setting|name=crafting_recipes|desc=List of crafting recipes in base-crafting.yaml.}}^{{Lich setting|name=forging_tools|desc=List of tools used in forging.}}^{{Lich setting|name=forging_belt|desc=Set up this has if you have a toolbelt for this craft.}}^{{Lich setting|name=forging_belt:name|desc=Unique name of belt.}}^{{Lich setting|name=forging_belt:items|desc=List of items held on the belt.}}^{{Lich setting|name=knitting_tools|desc=List of tools used in knitting.}}^{{Lich setting|name=outfitting_belt|desc=Set up this has if you have a toolbelt for this craft.}}^{{Lich setting|name=outfitting_belt:name|desc=Unique name of belt.}}^{{Lich setting|name=outfitting_belt:items|desc=List of items held on the belt.}}^{{Lich setting|name=shaping_tools|desc=List of tools used in shaping.}}^{{Lich setting|name=engineering_belt|desc=Set up this has if you have a toolbelt for this craft.}}^{{Lich setting|name=engineering_belt:name|desc=Unique name of belt.}}^{{Lich setting|name=engineering_belt:items|desc=List of items held on the belt.}}^{{Lich setting|name=carving_tools|desc=List of tools used in carving.}}^{{Lich setting|name=workorder_min_items|desc=Minimum number of items in the workorder required to accept.}}^{{Lich setting|name=workorder_max_items|desc=Maximum number of items in the workorder required to accept. Set to 5 or below or run the risk of not having enough material, which will cause the script to endlessly loop.}}^{{Lich setting|name=workorders_repair|desc= Whether you want to repair your crafting tools after completing workorders or not. For those with tools setup under gear, set to false in your yaml.}}&lt;br /&gt;
workorders_repair: true&lt;br /&gt;
&lt;br /&gt;
#CARAVAN SETTINGS&lt;br /&gt;
# container holding caravan contracts for ;trade&lt;br /&gt;
&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=smith, shape, sew&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cat|Lich scripts}}&lt;/div&gt;</summary>
		<author><name>MIKETHEPENGUIN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cloud_rat&amp;diff=580498</id>
		<title>Cloud rat</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cloud_rat&amp;diff=580498"/>
		<updated>2022-01-15T08:46:48Z</updated>

		<summary type="html">&lt;p&gt;MIKETHEPENGUIN: /* Hunting Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=Silver-grey cloud rat&lt;br /&gt;
|Province=Ilithi&lt;br /&gt;
|City=Shard&lt;br /&gt;
|MapList=*{{rmap|70b|Shard}}&lt;br /&gt;
|simulevel=65&lt;br /&gt;
|levelvariancedown=2&lt;br /&gt;
|levelvarianceup=2&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=380&lt;br /&gt;
|MaxCap=480&lt;br /&gt;
|BodyType=quadruped&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Uses Weapons=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Casts Spells=yes&lt;br /&gt;
|Stealthy=yes&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=Rat tail&lt;br /&gt;
|Skin Weight=6 stones&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|MaxVal=895,&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|mcap=~580&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The cloud rat is a lithe, agile creature with ash-grey fur and a thin tail. Glittering black eyes gleam through the light mist that surrounds a slate-grey cloud rat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reflecting on the cloud rat, you remember hearing that these creatures got their name from the ability some varieties have to use clouds and mist to aid their defenses.&lt;br /&gt;
&lt;br /&gt;
Rumor speaks of even larger varieties that not only use mists but can use the fogs surrounding them to freeze the hearts of hunters.&lt;br /&gt;
&lt;br /&gt;
They are known to cast Rising Mists, Frostbite.&lt;br /&gt;
&lt;br /&gt;
They are not known to carry loot in locked boxes.&lt;br /&gt;
Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
===Hunting Info===&lt;br /&gt;
*Empathy from manipulating appeared to slow down around 580.&lt;br /&gt;
*Evasion slowed down around 410.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>MIKETHEPENGUIN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cloud_rat&amp;diff=580497</id>
		<title>Cloud rat</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cloud_rat&amp;diff=580497"/>
		<updated>2022-01-15T08:46:23Z</updated>

		<summary type="html">&lt;p&gt;MIKETHEPENGUIN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=Silver-grey cloud rat&lt;br /&gt;
|Province=Ilithi&lt;br /&gt;
|City=Shard&lt;br /&gt;
|MapList=*{{rmap|70b|Shard}}&lt;br /&gt;
|simulevel=65&lt;br /&gt;
|levelvariancedown=2&lt;br /&gt;
|levelvarianceup=2&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=380&lt;br /&gt;
|MaxCap=480&lt;br /&gt;
|BodyType=quadruped&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Uses Weapons=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Casts Spells=yes&lt;br /&gt;
|Stealthy=yes&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=Rat tail&lt;br /&gt;
|Skin Weight=6 stones&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|MaxVal=895,&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|mcap=~580&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The cloud rat is a lithe, agile creature with ash-grey fur and a thin tail. Glittering black eyes gleam through the light mist that surrounds a slate-grey cloud rat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reflecting on the cloud rat, you remember hearing that these creatures got their name from the ability some varieties have to use clouds and mist to aid their defenses.&lt;br /&gt;
&lt;br /&gt;
Rumor speaks of even larger varieties that not only use mists but can use the fogs surrounding them to freeze the hearts of hunters.&lt;br /&gt;
&lt;br /&gt;
They are known to cast Rising Mists, Frostbite.&lt;br /&gt;
&lt;br /&gt;
They are not known to carry loot in locked boxes.&lt;br /&gt;
Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
===Hunting Info===&lt;br /&gt;
Empathy from manipulating appeared to slow down around 580.&lt;br /&gt;
Evasion slowed down around 410.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>MIKETHEPENGUIN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cloud_rat&amp;diff=580496</id>
		<title>Cloud rat</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cloud_rat&amp;diff=580496"/>
		<updated>2022-01-15T08:45:51Z</updated>

		<summary type="html">&lt;p&gt;MIKETHEPENGUIN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=Silver-grey cloud rat&lt;br /&gt;
|Province=Ilithi&lt;br /&gt;
|City=Shard&lt;br /&gt;
|MapList=*{{rmap|70b|Shard}}&lt;br /&gt;
|simulevel=65&lt;br /&gt;
|levelvariancedown=2&lt;br /&gt;
|levelvarianceup=2&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=380&lt;br /&gt;
|MaxCap=480&lt;br /&gt;
|BodyType=quadruped&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Uses Weapons=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Casts Spells=yes&lt;br /&gt;
|Stealthy=yes&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=Rat tail&lt;br /&gt;
|Skin Weight=6 stones&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|MaxVal=895,&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|mcap=~580&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The cloud rat is a lithe, agile creature with ash-grey fur and a thin tail. Glittering black eyes gleam through the light mist that surrounds a slate-grey cloud rat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reflecting on the cloud rat, you remember hearing that these creatures got their name from the ability some varieties have to use clouds and mist to aid their defenses.&lt;br /&gt;
&lt;br /&gt;
Rumor speaks of even larger varieties that not only use mists but can use the fogs surrounding them to freeze the hearts of hunters.&lt;br /&gt;
&lt;br /&gt;
They are known to cast Rising Mists, Frostbite.&lt;br /&gt;
&lt;br /&gt;
They are not known to carry loot in locked boxes.&lt;br /&gt;
Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
===Hunting Info===&lt;br /&gt;
Empathy from manipulating appeared to slow down around 580.&lt;br /&gt;
Evasion slowed down around 410.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>MIKETHEPENGUIN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cloud_rat&amp;diff=580495</id>
		<title>Cloud rat</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cloud_rat&amp;diff=580495"/>
		<updated>2022-01-15T08:44:52Z</updated>

		<summary type="html">&lt;p&gt;MIKETHEPENGUIN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=Silver-grey cloud rat&lt;br /&gt;
|Province=Ilithi&lt;br /&gt;
|City=Shard&lt;br /&gt;
|MapList=*{{rmap|70b|Shard}}&lt;br /&gt;
|simulevel=65&lt;br /&gt;
|levelvariancedown=2&lt;br /&gt;
|levelvarianceup=2&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=380&lt;br /&gt;
|MaxCap=480&lt;br /&gt;
|BodyType=quadruped&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Uses Weapons=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Casts Spells=yes&lt;br /&gt;
|Stealthy=yes&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=Rat tail&lt;br /&gt;
|Skin Weight=6 stones&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|MaxVal=895,&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|mcap=~580&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The cloud rat is a lithe, agile creature with ash-grey fur and a thin tail. Glittering black eyes gleam through the light mist that surrounds a slate-grey cloud rat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reflecting on the cloud rat, you remember hearing that these creatures got their name from the ability some varieties have to use clouds and mist to aid their defenses.&lt;br /&gt;
&lt;br /&gt;
Rumor speaks of even larger varieties that not only use mists but can use the fogs surrounding them to freeze the hearts of hunters.&lt;br /&gt;
&lt;br /&gt;
They are known to cast Rising Mists, Frostbite.&lt;br /&gt;
&lt;br /&gt;
They are not known to carry loot in locked boxes.&lt;br /&gt;
Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>MIKETHEPENGUIN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cloud_rat&amp;diff=579606</id>
		<title>Cloud rat</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cloud_rat&amp;diff=579606"/>
		<updated>2022-01-10T19:12:17Z</updated>

		<summary type="html">&lt;p&gt;MIKETHEPENGUIN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=Silver-grey cloud rat&lt;br /&gt;
|Province=Ilithi&lt;br /&gt;
|City=Shard&lt;br /&gt;
|MapList=*{{rmap|70b|Shard}}&lt;br /&gt;
|simulevel=65&lt;br /&gt;
|levelvariancedown=2&lt;br /&gt;
|levelvarianceup=2&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=380&lt;br /&gt;
|MaxCap=480&lt;br /&gt;
|BodyType=quadruped&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Uses Weapons=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Casts Spells=yes&lt;br /&gt;
|Stealthy=yes&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=Rat tail&lt;br /&gt;
|Skin Weight=6 stones&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|MaxVal=895,&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The cloud rat is a lithe, agile creature with ash-grey fur and a thin tail. Glittering black eyes gleam through the light mist that surrounds a slate-grey cloud rat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reflecting on the cloud rat, you remember hearing that these creatures got their name from the ability some varieties have to use clouds and mist to aid their defenses.&lt;br /&gt;
&lt;br /&gt;
Rumor speaks of even larger varieties that not only use mists but can use the fogs surrounding them to freeze the hearts of hunters.&lt;br /&gt;
&lt;br /&gt;
They are known to cast Rising Mists, Frostbite.&lt;br /&gt;
&lt;br /&gt;
They are not known to carry loot in locked boxes.&lt;br /&gt;
Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>MIKETHEPENGUIN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Death%27s_Embrace&amp;diff=575318</id>
		<title>Death&#039;s Embrace</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Death%27s_Embrace&amp;diff=575318"/>
		<updated>2021-11-22T06:47:18Z</updated>

		<summary type="html">&lt;p&gt;MIKETHEPENGUIN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|guild=barbarian&lt;br /&gt;
|prereqs=1&lt;br /&gt;
|slots=1&lt;br /&gt;
|diff=basic&lt;br /&gt;
|type=roar&lt;br /&gt;
|contest1=fear&lt;br /&gt;
|contest2=fortitude&lt;br /&gt;
|skill=debilitation&lt;br /&gt;
|path=Horde&lt;br /&gt;
|desc=Sapped of confidence, enemies will be find their attacks grow weak after hearing this roar.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=Melee accuracy, Ranged accuracy&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|messaging=&amp;quot;Death comes to all.  None can escape its embrace.&amp;quot;  This mantra runs through your mind as you recall your training, and roar out your unwavering desire to make your foes tremble&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
Choose EMBRACE when choosing this ability from the Guild Leader.&lt;/div&gt;</summary>
		<author><name>MIKETHEPENGUIN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Death%27s_Embrace&amp;diff=575115</id>
		<title>Death&#039;s Embrace</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Death%27s_Embrace&amp;diff=575115"/>
		<updated>2021-11-21T18:40:50Z</updated>

		<summary type="html">&lt;p&gt;MIKETHEPENGUIN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|guild=barbarian&lt;br /&gt;
|prereqs=1&lt;br /&gt;
|slots=2&lt;br /&gt;
|diff=basic&lt;br /&gt;
|type=roar&lt;br /&gt;
|contest1=fear&lt;br /&gt;
|contest2=fortitude&lt;br /&gt;
|skill=debilitation&lt;br /&gt;
|path=Horde&lt;br /&gt;
|desc=Sapped of confidence, enemies will be find their attacks grow weak after hearing this roar.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=Melee accuracy, Ranged accuracy&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|messaging=&amp;quot;Death comes to all.  None can escape its embrace.&amp;quot;  This mantra runs through your mind as you recall your training, and roar out your unwavering desire to make your foes tremble&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
Choose EMBRACE when choosing this ability from the Guild Leader.&lt;/div&gt;</summary>
		<author><name>MIKETHEPENGUIN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Link_ability&amp;diff=572601</id>
		<title>Link ability</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Link_ability&amp;diff=572601"/>
		<updated>2021-11-13T08:37:47Z</updated>

		<summary type="html">&lt;p&gt;MIKETHEPENGUIN: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
After opening a diagnostic link to another character, an [[Empath]] can temporarily add a portion of that person&#039;s knowledge to their own via the &#039;&#039;&#039;&amp;lt;tt&amp;gt;LINK&amp;lt;/tt&amp;gt;&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
==Learning how to link==&lt;br /&gt;
You can learn how to Link in one of two ways, depending on which game instance you are playing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Via PC Empath&#039;&#039;&#039; (available in all instances)&lt;br /&gt;
# Empath extends a link to you&lt;br /&gt;
# You accept the link&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Via [[Nadigo]]&#039;&#039;&#039; (Platinum and The Fallen only)&lt;br /&gt;
# Find Nadigo (he wanders the streets of Crossing)&lt;br /&gt;
# Ask Nadigo about link (follow his instructions)&lt;br /&gt;
&lt;br /&gt;
==Establishing the link==&lt;br /&gt;
The steps of forming a link are:&lt;br /&gt;
#&amp;lt;tt&amp;gt;TOUCH &amp;lt;person&amp;gt;&amp;lt;/tt&amp;gt; to establish the necessary diagnostic connection.&lt;br /&gt;
#&amp;lt;tt&amp;gt;LINK &amp;lt;person&amp;gt; &amp;lt;skill&amp;gt;&amp;lt;/tt&amp;gt; to initiate the link itself.&lt;br /&gt;
#The other person then has to accept the link, by entering &amp;lt;tt&amp;gt;LINK &amp;lt;empath&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If successful, the initiating Empath will gain a boost in the chosen skill.  Maintaining the link will cost the initiating Empath in fatigue and [[concentration]], and if either drops too low, the link will end.  But otherwise the link will continue indefinitely.  Both parties must also stay in the same room for the link to remain active.  &lt;br /&gt;
&lt;br /&gt;
As the initiator, you can hold multiple links at once, even multiple links in the same skill.  But you can only be the target of one link.  The strength of a link is random, but will always be positive.  It is commonly believed that the length of Roundtime you receive when activating the link is an indication of the strength of the skill boost.  The link will also pass along a tiny bit of experience to the initiator of the link.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
An Empath can initiate a LINK to another player to temporarily share some of the knowledge that player has in a skill.&lt;br /&gt;
&lt;br /&gt;
*LINK options for Empaths:&lt;br /&gt;
**&amp;lt;tt&amp;gt;LINK &amp;lt;target&#039;s name&amp;gt; &amp;lt;skill&amp;gt;&amp;lt;/tt&amp;gt;   - Issues a request to link&lt;br /&gt;
**&amp;lt;tt&amp;gt;LINK CHECK&amp;lt;/tt&amp;gt; - Checks to see what links are in place&lt;br /&gt;
&lt;br /&gt;
*LINK options for non-Empaths:&lt;br /&gt;
**&amp;lt;tt&amp;gt;LINK &amp;lt;Empath&#039;s name&amp;gt;&amp;lt;/tt&amp;gt; - Accepts a request to link&lt;br /&gt;
**&amp;lt;tt&amp;gt;LINK &amp;lt;Empath&#039;s name&amp;gt; REFUSE&amp;lt;/tt&amp;gt; - Refuses a request to link&lt;br /&gt;
**&amp;lt;tt&amp;gt;LINK CANCEL&amp;lt;/tt&amp;gt; - Breaks a link&lt;br /&gt;
&lt;br /&gt;
*LINK options for all:&lt;br /&gt;
**&amp;lt;tt&amp;gt;LINK &amp;lt;name&amp;gt; CANCEL&amp;lt;/tt&amp;gt; - Breaks a link with a specific person&lt;br /&gt;
**&amp;lt;tt&amp;gt;LINK ALL CANCEL&amp;lt;/tt&amp;gt; - Breaks all links&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Persistent link]]&lt;br /&gt;
* [[Hand of Hodierna]]&lt;br /&gt;
* [[Unity link]]&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Empath abilities}}&lt;/div&gt;</summary>
		<author><name>MIKETHEPENGUIN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sleeping_Dragon_Corn_Maze_439/Incidental_loot&amp;diff=571692</id>
		<title>Sleeping Dragon Corn Maze 439/Incidental loot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sleeping_Dragon_Corn_Maze_439/Incidental_loot&amp;diff=571692"/>
		<updated>2021-11-07T01:03:55Z</updated>

		<summary type="html">&lt;p&gt;MIKETHEPENGUIN: /* Containers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
* When doing the &#039;&#039;short maze&#039;&#039; version of the event, your incidental prizes will be given to you in a {{sloot|i|overstuffed corn sack}}.&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|a|light chain greaves with an interlinked basketweave pattern}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shields and Parry Sticks==&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* &#039;&#039;&#039;{{sloot|s|Dwarven iron skirmisher&#039;s shield embellished with asini crows}}&#039;&#039;&#039;&lt;br /&gt;
* {{sloot|s|green-scaled buckler painted with a raging centaur}}&lt;br /&gt;
* {{sloot|w|notched iron parry stick with a padded demonscale grip}}&lt;br /&gt;
* {{sloot|w|polished obsidian parry stick}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|w|farmer&#039;s hand sickle composed of iron}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|black velvet pouch intricately embroidered with &amp;quot;Induction&amp;quot;}}&lt;br /&gt;
* {{sloot|i|blue wool pouch intricately embroidered with &amp;quot;Rarefaction&amp;quot;}}&lt;br /&gt;
* {{sloot|i|faded sigil tome}}&lt;br /&gt;
* {{sloot|i|plain voile pouch embroidered with a blank scroll}}&lt;br /&gt;
* {{sloot|i|red silk pouch intricately embroidered with &amp;quot;Abolition&amp;quot;}}&lt;br /&gt;
* {{sloot|i|rugged leather booklet stamped with a pair of crossed chisels atop a bone saw}}&lt;br /&gt;
* {{sloot|i|silver brocade pouch embroidered with a wire brush}}&lt;br /&gt;
* {{sloot|i|white satin pouch intricately embroidered with &amp;quot;Permutation&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|baggy blue overalls with folded cuffs}}&lt;br /&gt;
* {{sloot|i|dusky-rose kimono with a spring-green sash}}&lt;br /&gt;
* {{sloot|i|Elven wool kilt with a golden silk tassel}}&lt;br /&gt;
* {{sloot|i|enveloping web-patterned pall of lace layered with gauze}}&lt;br /&gt;
* {{sloot|i|pair of ripped leggings}}&lt;br /&gt;
* {{sloot|i|pair of scuffed boots}}&lt;br /&gt;
* {{sloot|i|trim silverweave cassock strung with carved adderwood beads}}&lt;br /&gt;
* {{sloot|i|velvety dergatine cassock draped with a thin silversteel mesh}}&lt;br /&gt;
* {{sloot|i|woven girdle formed from golden wire}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Containers==&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|dented pewter tankard painted with a corn field}}&lt;br /&gt;
* {{sloot|i|light spidersilk hip pouch stitched with a dragon ouroboros}}&lt;br /&gt;
* {{sloot|i|oilcloth moneybelt with leather straps}} - &#039;&#039;Holds 25 coins&#039;&#039;&lt;br /&gt;
* {{sloot|i|pale yellow belt purse shaped like a kernel of corn}}&lt;br /&gt;
* {{sloot|i|rough leather war belt with a razaksel-crow&#039;s head belt buckle}}&lt;br /&gt;
* {{sloot|i|star-streaked midnight black sack fastened with an obsidian murder crow}}&lt;br /&gt;
* &#039;&#039;&#039;{{sloot|i|steelsilk farmer&#039;s carryall with an onyx-hide strap}}&#039;&#039;&#039;&lt;br /&gt;
* {{sloot|i|grey homespun pouch embroidered with a large deed packet}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|eight-sided black gold ring inset with a mosaic crest of the Barbarian Guild}}&lt;br /&gt;
* {{sloot|i|liquid-filled crystal rose displayed upon braided faesilk}}&lt;br /&gt;
* {{sloot|i|pair of gold earrings with dangling carved Ilithi emeralds}}&lt;br /&gt;
* {{sloot|i|pair of yellow quartz cufflinks shaped like kernels of corn}}&lt;br /&gt;
* {{sloot|i|small toad pin of rusted wrought iron}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* &#039;&#039;&#039;{{sloot|i|cambrinth brain coral with brown diamond encrusted grooves}}&#039;&#039;&#039;&lt;br /&gt;
* {{sloot|i|cambrinth geoduck with a glossy mother-of-pearl valve}}&lt;br /&gt;
* {{sloot|i|cambrinth moon jelly with a clear diopside bell}}&lt;br /&gt;
* {{sloot|i|small featherstone bound by wire coils}}&lt;br /&gt;
* {{sloot|i|cambrinth tailband shaped like a Harawep&#039;s web rose with sapphire petals}}&lt;br /&gt;
* {{sloot|i|cambrinth wreath of entwined straw gussied up with gingham ties}}&lt;br /&gt;
* {{sloot|i|tarnished sigil}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|corn maze pass}}&lt;br /&gt;
* {{sloot|i|corn maze ticket}}&lt;br /&gt;
* {{sloot|i|delicate triptych in a frame of blue-black-stained lacewood}}&lt;br /&gt;
* {{sloot|i|engraved Dwarven iron flask}}&lt;br /&gt;
* {{sloot|i|miniature ogre wielding a crooked tree for a club}}&lt;br /&gt;
* {{sloot|i|silverwillow ocarina painted with gilded sugar-plums}}&lt;br /&gt;
* {{sloot|i|simple wooden sign with blocky lettering and a red arrow pointing to one side}}&lt;br /&gt;
* {{sloot|i|tiny copper memory orb etched with an ear of corn}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Toys &amp;amp; Props===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|featureless corn husk poppet}}&lt;br /&gt;
* {{sloot|i|metallic mirror with a simple brass handle}}&lt;br /&gt;
* {{sloot|i|murder crow puppet}}&lt;br /&gt;
* {{sloot|i|shrunken orc head}}&lt;br /&gt;
* {{sloot|i|simple paper fan stamped with a stylized fist}}&lt;br /&gt;
* &#039;&#039;&#039;{{sloot|i|spotted white hobbyhorse}}&#039;&#039;&#039;&lt;br /&gt;
* {{sloot|i|tattered finger puppet painted like a scarecrow}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Writing Items===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|blue notebook with a dirt-smudged binding}}&lt;br /&gt;
* {{sloot|i|fat orange book with clouds painted on the cover}}&lt;br /&gt;
* {{sloot|i|owl-feather quill with a slender diacan tip}}&lt;br /&gt;
* {{sloot|i|white felt-covered book dappled with glittered lady bugs}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Home Items===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|origami brain encased within a clear glass paperweight}}&lt;br /&gt;
* &#039;&#039;&#039;{{sloot|i|twisted cornstalk}}&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Food/Drink===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|applewood wand topped with an autumn jasper pumpkin}}&lt;br /&gt;
* {{sloot|i|black oak beam mottled by weathering}} - &#039;&#039;creates food/drink&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Collections===&lt;/div&gt;</summary>
		<author><name>MIKETHEPENGUIN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Cornhusk-canopied_umbrella_with_a_cornstalk_pole&amp;diff=571588</id>
		<title>Item:Cornhusk-canopied umbrella with a cornstalk pole</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Cornhusk-canopied_umbrella_with_a_cornstalk_pole&amp;diff=571588"/>
		<updated>2021-11-06T18:41:22Z</updated>

		<summary type="html">&lt;p&gt;MIKETHEPENGUIN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=umbrella&lt;br /&gt;
|look=Every part of this weather shield is made from parts of the corn plant, from the cornstalk ferrules and pole, to the cornhusk canopy.&lt;br /&gt;
|MTag=cornhusk,cornstalk&lt;br /&gt;
|STag=corn&lt;br /&gt;
|type=magic&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|itype=teleportation item&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
* See [[teleportation item]] for additional notes on setting locations.[[target city::Kermoria| ]]&lt;br /&gt;
* {{com|study}}:&lt;br /&gt;
: The umbrella looks designed to carry you from place to place.&lt;br /&gt;
: You think you can TAP the ground with the umbrella to mark this as the place to return.&lt;br /&gt;
: You can RAISE the umbrella to return to the place you marked.&lt;br /&gt;
: You can also OPEN and CLOSE the umbrella.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
- Using the umbrella to travel takes you to the location you set, and it makes the location you left as the new set location. &lt;br /&gt;
&lt;br /&gt;
- Travel time increases based on distance.  Shard to crossing took about 80 seconds.  A round trip takes about 3 minutes. &lt;br /&gt;
&lt;br /&gt;
- No cool down.  You can use this back to back. &lt;br /&gt;
&lt;br /&gt;
- Does not work indoors. &lt;br /&gt;
&lt;br /&gt;
- Does work in a warded room. &lt;br /&gt;
&lt;br /&gt;
- Does not require moons. &lt;br /&gt;
&lt;br /&gt;
- Does not appear to work in some warded rooms  Messaging: &amp;quot;You raise your cornhusk umbrella above your head, and a gust of wind catches the canopy!  You are lifted briefly off the ground, before being deposited back on the ground.&amp;quot;&lt;/div&gt;</summary>
		<author><name>MIKETHEPENGUIN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enchanting_Guide&amp;diff=569239</id>
		<title>Enchanting Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enchanting_Guide&amp;diff=569239"/>
		<updated>2021-10-18T06:57:23Z</updated>

		<summary type="html">&lt;p&gt;MIKETHEPENGUIN: /* Echanting Notes On Making Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For those that don&#039;t know a burin from a fount.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Enchanting skill|Enchanting]] is a craft that consists of three disciplines: [[Artificing discipline|Artificing]], [[Binding discipline|Binding]], and [[Invoking discipline|Invoking]]. (Only Artificing has been released; the other two have yet to be implemented.) Artificing itself consists of [[Artificing products|five areas]]: Utility and Fluff, Magical Foci, Fount Creation, Artificing Tools and Wands and Runestones. &lt;br /&gt;
&lt;br /&gt;
=Artificing=&lt;br /&gt;
&lt;br /&gt;
Artificing is very complex.  It produces a lot of things - including tools needed for all enchanting, magical trinkets, invisibility rings, gweths and gweth smashers, specific former moon mage enchanting items such as garden&#039;s vision, celestial beacon, devourer, and cambrinth retuners.  In addition, it adds rings of glory, mining stone, nemirro stones, various focus items (most guilds have a ritual spell and those require a ritual focus item, and TM focus items tend to boost TM casting in some form), wands, and runestones (though the last two are in limited form).  Each of these items are slightly different from one another but we now have a way using Enchanting Artificing to make all them.  Since each item you make can be slightly different in how they are used, it introduces a huge complexity to making things.  For instance, runestones do not work the same as enchanting tools do nor do they work the same as a gweth does, and ritual focus items do not work the same as TM focus items nor any of the other items we can make.  In order to cover the enchanting part of the entire Enchanting Artificing area, we need to break it down into Instructions on how to enchant items, the tools required, some information on raw materials, and an overall procedure to working the various items that can be created.  In addition we are adding some information on doing work orders for those who want to earn coins doing enchanting.&lt;br /&gt;
&lt;br /&gt;
==Required Instructions and Tools==&lt;br /&gt;
&lt;br /&gt;
===Instructions===&lt;br /&gt;
&lt;br /&gt;
The first thing you need is a book of artificing instructions from the enchanting society. The book contains the recipes, ingredients, and instructions for each of the Artificing products you can make. There are three books but only the master artificing instructions contain all of the projects. The smaller books contain subsets. All three books are for sale in the local Enchanting Society&#039;s Bookstore.  If you plan on doing work orders you also might want to purchase a logbook, get a deed register, and a deed packet.  The registers are free from the clerk in the forging society, (ask clerk for register, or the repair clerk at the Engineering Society), deed packets are sold in the supplies section of the forging society (ORDER to see what is sold there).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tools===&lt;br /&gt;
&lt;br /&gt;
Below are the tools used in artificing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Tool!!Used In!!Crafted by!!Item Crafted From&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchanter&#039;s burin]]||Artificing||Shaping and Carving||Burin&lt;br /&gt;
|-&lt;br /&gt;
|[[Fount]]||Artificing||Shaping and Carving||Sphere&lt;br /&gt;
|-&lt;br /&gt;
|[[Augmenting loop]]||Artificing||Shaping and Carving||Pole&lt;br /&gt;
|-&lt;br /&gt;
|[[Imbuement rod]]||Artificing||Shaping and Carving||rod&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchanter&#039;s brazier]]||Artificing||Blacksmithing||brazier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As soon as you are able to make a mastercrafted enchanting tool, make one of each for yourself and use it. Then work your skills up for the next tier of tool. &#039;&#039;&#039;You will always craft better end-products with master-crafted tools&#039;&#039;&#039;. The best available crafted tools have not been sold yet with the exception of the burin sold in GuildFest and some tools dropped during the Ulf&#039;hara Ruins quest that appeared recently.  Note the table shows you start with a crafted burin in shaping or carving and then you enchant it.  The same is true for each of the tools and many of the items you make in Artificing.  You must get the base item created and then you enchant it to allow it to become a tool.&lt;br /&gt;
&lt;br /&gt;
==Raw Materials==&lt;br /&gt;
&lt;br /&gt;
Artificing has one main component, sigils.  Sigils have two aspects to them, both are important.  Precision tells you the strength of the sigil.  Clarity is the quality of the sigil.  When you begin learning to enchant, you can purchase sigils at the Enchanting Society Shop, but the only ones they sell are primary sigils with 70 clarity and 20 precision.  You are going to need better sigils than that very soon, and you will need the secondary ones too, and they are not currently sold in the society.  Start learning to harvest sigils as soon as you can.  More on that in a section below.  For work orders however you just need the clarity between 91-99 (actually the more skill you have that could go as low as 80).  And precision can be 1 or up to 20.  Keep in mind work orders are based upon how close to masterful you get your end product so precision is absolutely not need for work orders.  In fact, don&#039;t waste your time trying to get sigils with really high precision for work orders, only use those for your own crafted items, or end-use tools you may sell.  I tested this out and got masterful items with really low precision and masterful with really high precision and there was no difference in pay on it.  Makes sense though you are just trying to earn some coins not create the greatest enchanted item on Planet.&lt;br /&gt;
&lt;br /&gt;
Enchanting can use base items from various different crafts.  Remember to use master-crafted parts in your projects.  Capacity will sooner or later become an important thing to watch for some of your parts, especially in helping you create masterful items for work orders or otherwise.  Now understand what is being said here.  You must create an item as close to masterful as you can using various metals, rock or bone.  In some cases, you may have to use a gem, which right now you only find on critters.  Or in some cases you need rings, which currently you can only get from a shop or in the society.  Hopefully a ring will be able to be crafted at some time to be used in the process.  You then use these items to enchant them.  Below are some of the capacity for the different materials for crafting: &lt;br /&gt;
&lt;br /&gt;
For a complete list of all the marterials&#039; properties, see [[:Category:Crafting_materials|Crafting Materials]]&lt;br /&gt;
&lt;br /&gt;
===Common/Uncommon Materials===&lt;br /&gt;
====Bone====&lt;br /&gt;
{{#ask:[[Crafting material type is::bone]]&lt;br /&gt;
[[Crafting capacity is::&amp;gt;=0]]&lt;br /&gt;
[[rarity is::common||uncommon]]&lt;br /&gt;
|?Crafting capacity is&lt;br /&gt;
|format=table|limit=10|link=all|sort=Crafting capacity is|order=desc|headers=show|searchlabel=... further results|class=sortable wikitable smwtable}}&lt;br /&gt;
&lt;br /&gt;
====Metal====&lt;br /&gt;
{{#ask:[[Crafting material type is::metal]]&lt;br /&gt;
[[Crafting capacity is::&amp;gt;=0]]&lt;br /&gt;
[[rarity is::common||uncommon]]&lt;br /&gt;
|?Crafting capacity is&lt;br /&gt;
|format=table|limit=10|link=all|sort=Crafting capacity is|order=desc|headers=show|searchlabel=... further results|class=sortable wikitable smwtable}}&lt;br /&gt;
&lt;br /&gt;
====Stone====&lt;br /&gt;
{{#ask:[[Crafting material type is::stone]]&lt;br /&gt;
[[Crafting capacity is::&amp;gt;=0]]&lt;br /&gt;
[[rarity is::common||uncommon]]&lt;br /&gt;
|?Crafting capacity is&lt;br /&gt;
|format=table|limit=10|link=all|sort=Crafting capacity is|order=desc|headers=show|searchlabel=... further results|class=sortable wikitable smwtable}}&lt;br /&gt;
&lt;br /&gt;
====Wood====&lt;br /&gt;
{{#ask:[[Crafting material type is::wood]]&lt;br /&gt;
[[Crafting capacity is::&amp;gt;=0]]&lt;br /&gt;
[[rarity is::common||uncommon]]&lt;br /&gt;
|?Crafting capacity is&lt;br /&gt;
|format=table|limit=10|link=all|sort=Crafting capacity is|order=desc|headers=show|searchlabel=... further results|class=sortable wikitable smwtable}}&lt;br /&gt;
&lt;br /&gt;
===Rare/Very Rare/Special Materials===&lt;br /&gt;
====Bone====&lt;br /&gt;
{{#ask:[[Crafting material type is::bone]]&lt;br /&gt;
[[Crafting capacity is::&amp;gt;=0]]&lt;br /&gt;
[[rarity is::rare||very rare||special]]&lt;br /&gt;
|?Crafting capacity is&lt;br /&gt;
|format=table|limit=10|link=all|sort=Crafting capacity is|order=desc|headers=show|searchlabel=... further results|class=sortable wikitable smwtable}}&lt;br /&gt;
&lt;br /&gt;
====Metal====&lt;br /&gt;
{{#ask:[[Crafting material type is::metal]]&lt;br /&gt;
[[Crafting capacity is::&amp;gt;=0]]&lt;br /&gt;
[[rarity is::rare||very rare||special]]&lt;br /&gt;
|?Crafting capacity is&lt;br /&gt;
|format=table|limit=10|link=all|sort=Crafting capacity is|order=desc|headers=show|searchlabel=... further results|class=sortable wikitable smwtable}}&lt;br /&gt;
&lt;br /&gt;
====Stone====&lt;br /&gt;
{{#ask:[[Crafting material type is::stone]]&lt;br /&gt;
[[Crafting capacity is::&amp;gt;=0]]&lt;br /&gt;
[[rarity is::rare||very rare||special]]&lt;br /&gt;
|?Crafting capacity is&lt;br /&gt;
|format=table|limit=10|link=all|sort=Crafting capacity is|order=desc|headers=show|searchlabel=... further results|class=sortable wikitable smwtable}}&lt;br /&gt;
&lt;br /&gt;
====Wood====&lt;br /&gt;
{{#ask:[[Crafting material type is::wood]]&lt;br /&gt;
[[Crafting capacity is::&amp;gt;=0]]&lt;br /&gt;
[[rarity is::rare||very rare||special]]&lt;br /&gt;
|?Crafting capacity is&lt;br /&gt;
|format=table|limit=10|link=all|sort=Crafting capacity is|order=desc|headers=show|searchlabel=... further results|class=sortable wikitable smwtable}}&lt;br /&gt;
&lt;br /&gt;
==Expanded Fount Information==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Founts are the key to enchanting&#039;&#039;&#039;.  They determine how strong of enchant you can put on an object.  The max capacity of the base material (a burin) used to create a burin also matters.  GM Kodius introduced for us a new concept called the grade of your enchant.  The grade of your enchant must match up to both of these items&#039; properties, your fount and in this case your new burin.  (If you&#039;re counting, you now have three balls in the air!  So keep juggling and trust you won’t drop one on your head.)  Now what do we mean by grade of your enchant.  In this case your burin to create a enchanting burin has a capacity and the sigils used to create it have a Precision value, which if you use more than one sigil in a project the average of the sigils precisions will be used to compare to the burin&#039;s capacity.  The lower of the two is used as the grade of your final burin, which means the fount you use must be at least as good as the burin you are trying to create.  Therefore, if your base burin has 70 capacity (say you used balsa wood) and your sigils have an average 70 Precision.  Your burin has a grade of 70.  This means you would have to use at least an uncommon fount capacity able to handle at least minor grade. So you would have to have an uncommon minor fount to handle this enchantment work.  The same is true of other items you can enchant (tools, runestones, gweths, trinkets, etc.)  In addition, when you read the artificing book you will find a line in it that generally gives the grade of the item you are about to enchant.  Please note that some items you can enchant don&#039;t fall into neat categories, but instead have a general note (potentially they can have almost any grade depending on material and sigil precision).  The radiant trinket for example has the following:&lt;br /&gt;
&lt;br /&gt;
 - This item is listed as a &amp;quot;a minor magic item&amp;quot;, and is applied using a magical brazier, an imbue spell or rod and a burin.  A crafter may also find it helpful to have a mana fount, an augmenting loop and sigil scrolls or a book of sigils on hand.&lt;br /&gt;
&lt;br /&gt;
So the grade for the trinket is a minor one.  The second part of this now is the capacity of the ingredient you are making for the bead that will become the radiant trinket.   If you use Belzune it has a capacity of 90, this now means you are making a Rare minor item as can be seen in the grades and capacities shown below.  The second part of this is the precision of the sigils you use.  In this case if you got a 90 precision sigil you can match the capacity of the belzune.  Just between you and me I would never use a 90 precision sigil for any trinkets they are toys.  Some of the things you make may have something in the artificing book along these lines:&lt;br /&gt;
&lt;br /&gt;
This item is listed as a &amp;quot;enchanted stones&amp;quot;,&amp;lt;br&amp;gt;&lt;br /&gt;
This item is listed as a &amp;quot;an artifact&amp;quot;,&amp;lt;br&amp;gt;&lt;br /&gt;
This item is listed as a &amp;quot;enchanted rings&amp;quot;,&amp;lt;br&amp;gt;&lt;br /&gt;
This item is listed as a &amp;quot;ritual foci&amp;quot;,&amp;lt;br&amp;gt;&lt;br /&gt;
This item is listed as a &amp;quot;targeted foci&amp;quot;,&amp;lt;br&amp;gt;&lt;br /&gt;
This item is listed as a &amp;quot;mana fount&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
This item is listed as a &amp;quot;an enchanting tool&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
This item is listed as a &amp;quot;an enchanting tool&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
This item is listed as a &amp;quot;an enchanted gwethdesuan&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
This item is listed as a &amp;quot;a magic wand&amp;quot;,&amp;lt;br&amp;gt;&lt;br /&gt;
This item is listed as a &amp;quot;an ease burden runestone&amp;quot;,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Near as I can tell they can have a wide range on the grade of the item depending on material used and sigils applied.  Now back to founts.  Please note that when you complete a fount and focus on my fount.  You will get something similar to the following:&lt;br /&gt;
&lt;br /&gt;
 - The fount appears to have a faint enchantment upon it and you recall these are used for enchanting.  Judging from the intensity of the glow within you estimate it has 101 uses remaining.&lt;br /&gt;
&lt;br /&gt;
Yes that means the fount you just created will last for 101 uses.  The ones I have made have always had faint enchantment and I suspect that is because all the sigils I used to make them had precision’s from 40 to 69, which if you look below is a common item.  Higher might change what you see as the enchantment in the message.  So once you use it 101 times, then you need to make another one.  I do not see a way yet to recharge them, which may or may not happen.  So a fount is a limited use item though the number of uses are pretty large and they do not tend to get damaged.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Enchants have four possible grades&#039;&#039;&#039;&lt;br /&gt;
    Minor&lt;br /&gt;
    Lesser&lt;br /&gt;
    Greater&lt;br /&gt;
    Major&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;Capacity has four levels&#039;&#039;&#039;&lt;br /&gt;
    Common (50 and below capacity)&lt;br /&gt;
    Uncommon (70 and below capacity)&lt;br /&gt;
    Rare (90 and below capacity)&lt;br /&gt;
    Ultra Rare (99 and below capacity)&lt;br /&gt;
&lt;br /&gt;
You use the right fount for the right method. Example: a rare material lesser fount can be used for minor and lesser enchants and common uncommon and rare capacity. Though I must point out I did one like that using a rare lesser fount to make a minor common item and the item failed.  Not sure if it was me, the steps were off or the fount just did not work for the item.  Take note if it happens and bug report it just in case.  Supposedly you can use an ultra rare major fount and make everything in the book, but that is not a good idea.  Why?  Because you have to use a really rare material to make the fount and super high sigil precision which is really hard to get and it will have a limited number of uses.   I do not think it is a good idea to use something that rare for a minor common item you might make.  Save those uses for the really ultra rare things you might make.  It would be a waste of materials.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchanting Steps (in The Enchanting Society)==&lt;br /&gt;
&lt;br /&gt;
This section covers the actual steps you need to use to make an item and it can vary based on what you make and materials you use (yes including sigils).  Also if you make your own brazier and enchant elsewhere other than the society, there is a general change to the steps you must make to ensure you don&#039;t end up getting messed up by someone else also enchanting in the room you happen to be in.  The first set of steps is for use in the enchanting society.  The second set of steps is for when you use your own brazier in any other room.  Please note once you study the book and put the item on the brazier you can use &#039;&#039;&#039;ANALYZE &amp;lt;ITEM NAME&amp;gt; ON BRAZIER&#039;&#039;&#039; at any time during the process and get information on how your project is going.&lt;br /&gt;
&lt;br /&gt;
:Step 1. &amp;gt;STUDY BOOK &lt;br /&gt;
 - Study the recipe, the instructions for the item you want to make in the artificing book in the correct chapter and page.&lt;br /&gt;
&lt;br /&gt;
:Step 2. PUT &amp;lt;ITEM NAME&amp;gt; ON BRAZIER &lt;br /&gt;
 - (do this twice, it asks for a confirmation)  Read the screen carefully for all the messages as you are learning enchanting.&lt;br /&gt;
&lt;br /&gt;
:Step 3. WAVE FOUNT AT &amp;lt;ITEM NAME&amp;gt; ON BRAZIER&lt;br /&gt;
 - The fount will leave your hands and become part of the enchanting project on the brazier. This step is not used when making a fount.&lt;br /&gt;
&lt;br /&gt;
:Step 4. CAST &amp;lt;ITEM&amp;gt; ON BRAZIER or WAVE ROD AT &amp;lt;ITEM&amp;gt; ON BRAZIER &lt;br /&gt;
 - Prep and cast imbue or use an imbue rod instead.  GM Kodius suggested using all the mana you can in that Imbue cast. You may need to increase the mana in the room. I use 100. The enchanting project will wait for you to do that if you hadn&#039;t done it already.  General note if you can’t cast imbue over 40 you are better off buying and imbue rod and setting it to cast at 40 and using it.  The next step required after casting imbue is to apply the first sigil.&lt;br /&gt;
&lt;br /&gt;
:Step 5. This step can get messy.  You will be told you need a specific Sigil and you need to make sure you use the right one.  Each project you do will usually require from 1 to 4 sigils or some combination.  Make sure you have all the sigils you need before you start.  There are three ways to do this step.  You can have the sigils needed in your container individually, you can have the sigils needed in a sigil book and remove them as needed or you can study them from the book as needed.  &lt;br /&gt;
:If the sigil scrolls are in the container:&lt;br /&gt;
:GET &amp;lt;NAME OF SIGIL&amp;gt; SCROLL&lt;br /&gt;
:If the sigils are in the book you can do the following:&lt;br /&gt;
:GET SIGIL BOOK, READ SIGIL BOOK, TURN SIGIL BOOK TO PAGE X, PULL SIGIL BOOK, PUT SIGIL BOOK IN CONTAINER (which will leave you holding the sigil-scroll.)&lt;br /&gt;
:Or you can simply use the sigil book to study the right sigil:&lt;br /&gt;
:GET SIGIL BOOK, READ SIGIL BOOK, TURN SIGIL BOOK TO PAGE X, READ SIGIL BOOK&lt;br /&gt;
&lt;br /&gt;
:Step 6.  STUDY SIGIL-SCROLL (for first 2 ways of step 5) or STUDY SIGIL BOOK (For last way on step 5) &lt;br /&gt;
 - The sigil POOFS from hand or book and a timer starts here, you have some time to do the next step not lots.&lt;br /&gt;
&lt;br /&gt;
:Step 7. TRACE &amp;lt;ITEM NAME&amp;gt; ON BRAZIER&lt;br /&gt;
&lt;br /&gt;
:Step 8. GET BURIN&lt;br /&gt;
&lt;br /&gt;
:Step 9. SCRIBE &amp;lt;ITEM NAME&amp;gt; ON BRAZIER  WITH MY BURIN&lt;br /&gt;
&lt;br /&gt;
Now you start the SCRIBE part of the process.  There are three messages that indicate a problem had occurred during this process.  The steps you take are shown with the messages.  Also note you might see you did the step with only a minor problem.  This type of message is an error but you just scribe on as its not an error you can control other than having more skill.  You basically do step 9 till you are required to get another sigil or cast the imbue spell.  If you have to get another sigil you repeat steps 5, 6 and 7.  There are instances where you can get another sigil required along with one of the three problem messages.   In that case you apply the new sigil but before you start step 8 again you must apply the problem solution or you degrade the final product.  Note only the messages below require you to do something other than step 9 until you have to apply another sigil or complete the enchant through casting imbue.&lt;br /&gt;
&lt;br /&gt;
:Error 1. &amp;quot;You notice many of the scribed sigils are slowly merging back into the burin&#039;s surface.&amp;quot;&lt;br /&gt;
:Solution 1. GET  LOOP&lt;br /&gt;
:Solution 2. PUSH &amp;lt;ITEM NAME&amp;gt; ON BRAZIER WITH MY LOOP&lt;br /&gt;
:Solution 3. Back to step 9&lt;br /&gt;
&lt;br /&gt;
:Error 2. &amp;quot;The traced sigil pattern blurs before your eyes, making it difficult to follow.&amp;quot;&lt;br /&gt;
:Solution 1. MEDITATE FOUNT ON BRAZIER&lt;br /&gt;
:Solution 2. Back to step 9&lt;br /&gt;
&lt;br /&gt;
:Error 3. &amp;quot;struggles to accept the sigil &amp;quot;&lt;br /&gt;
:Solution 1. FOCUS &amp;lt;ITEM NAME&amp;gt; ON BRAZIER&lt;br /&gt;
:Solution 2. Back to step 9&lt;br /&gt;
&lt;br /&gt;
:Step 10.  You need to add a different sigil &lt;br /&gt;
:Solution 1. Go back to step 5, 6, and 7.&lt;br /&gt;
&lt;br /&gt;
:Step 11. &amp;quot;Once finished you sense an imbue spell will be required to continue enchanting.&amp;quot;&lt;br /&gt;
:Solution 1.  CAST &amp;lt;ITEM NAME&amp;gt; ON BRAZIER or WAVE ROD AT &amp;lt;ITEM NAME&amp;gt; ON BRAZIER - Remember, once again, bring all the mana you can into your imbue spell cast on the &amp;lt;ITEM NAME&amp;gt;.  If you backfire you have not ruined the project, take your time and cast the spell again.&lt;br /&gt;
&lt;br /&gt;
:Final result.  The items will land at your feet. Pick them up. You now have enchanted something hopefully you have not turned yourself into a frog in the process.&lt;br /&gt;
&lt;br /&gt;
:Final Note:  If you screw up and can&#039;t continue you need to CLEAN BRAZIER (maybe two times) then get the &amp;lt;ITEM NAME&amp;gt; you were making from the brazier, then the Fount from the brazier to clear it all off.  Right now I am not positive this ruins the &amp;lt;ITEM NAME&amp;gt; for later use.   You can try it and see and we will all know.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchanting Steps (Personal Brazier)==&lt;br /&gt;
&lt;br /&gt;
To enchant with a personal brazier where others may be doing the same thing you have to use the VERB - MY when indicating the brazier because you may have some brazier&#039;s in your containers and someone else may drop there brazier to use it.  You on the other hand should LOWER MY BRAZIER GROUND so that it is at your feet and others cant mess with it by accident.  Also while enchanting if the brazier is at your feet and you loose contact with the lands you will not loose the brazier and the items on it.  Please note once you study the book and put the item on the brazier you can use &#039;&#039;&#039;ANALYZE &amp;lt;ITEM NAME&amp;gt; ON BRAZIER&#039;&#039;&#039; at any time during the process and get information on how your project is going.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Step 1. &amp;gt;STUDY BOOK &lt;br /&gt;
 - Study the recipe, the instructions for the item you want to make in the artificing book in the correct chapter and page.&lt;br /&gt;
&lt;br /&gt;
:Step 2. PUT &amp;lt;ITEM NAME&amp;gt; ON MY BRAZIER &lt;br /&gt;
 - (do this twice, it asks for a confirmation)  Read the screen carefully for all the messages as you are learning enchanting.&lt;br /&gt;
&lt;br /&gt;
:Step 3. WAVE FOUNT AT &amp;lt;ITEM NAME&amp;gt; ON MY BRAZIER&lt;br /&gt;
 - The fount will leave your hands and become part of the enchanting project on the brazier. This step not used when making a fount.&lt;br /&gt;
&lt;br /&gt;
:Step 4. CAST &amp;lt;ITEM NAME&amp;gt; ON MY BRAZIER or WAVE ROD AT &amp;lt;ITEM Name&amp;gt; ON MY BRAZIER &lt;br /&gt;
 - Prep and cast imbue or use an imbue rod instead.   GM Kodius suggested using all the mana you can in that Imbue cast. You may need to increase the mana in the room. I use 100. The enchanting project will wait for you to do that if you hadn&#039;t done it already.  General note if you can’t cast imbue over 40 you are better off buying and imbue rod and setting it to cast at 40 and using it.  The next step required after casting imbue is to apply the first sigil.&lt;br /&gt;
&lt;br /&gt;
:Step 5. This step can get messy.  You will be told you need a specific Sigil and you need to make sure you use the right one.  Each project you do will usually require from 1 to 4 sigils or some combination.  Make sure you have all the sigils you need before you start.  There are three ways to do this step.  You can have the sigils needed in your container individually, you can have the sigils needed in a sigil book and remove them as needed or you can study them from the book as needed.  &lt;br /&gt;
:If the sigil scrolls are in the container:&lt;br /&gt;
:GET &amp;lt;NAME OF SIGIL&amp;gt; SCROLL&lt;br /&gt;
:If the sigils are in the book you can do the following:&lt;br /&gt;
:GET SIGIL BOOK, READ SIGIL BOOK, TURN SIGIL BOOK TO PAGE X, PULL SIGIL BOOK, PUT SIGIL BOOK IN CONTAINER (which will leave you holding the sigil scroll.)&lt;br /&gt;
:Or you can simply use the sigil book to study the right sigil:&lt;br /&gt;
:GET SIGIL BOOK, READ SIGIL BOOK, TURN SIGIL BOOK TO PAGE X, READ SIGIL BOOK&lt;br /&gt;
&lt;br /&gt;
:Step 6. STUDY SIGIL-SCROLL (for first 2 ways of step 5) or STUDY SIGIL BOOK (For last way on step 5) &lt;br /&gt;
 - The sigil POOFS from hand or book and a timer starts here, you have some time to do the next step not lots.&lt;br /&gt;
&lt;br /&gt;
:Step 7. TRACE &amp;lt;ITEM NAME&amp;gt; ON MY BRAZIER&lt;br /&gt;
&lt;br /&gt;
:Step 8. GET BURIN&lt;br /&gt;
&lt;br /&gt;
:Step 9. SCRIBE &amp;lt;ITEM NAME&amp;gt; ON MY BRAZIER WITH MY BURIN&lt;br /&gt;
&lt;br /&gt;
Now you start the SCRIBE part of the process.  There are three messages that indicate a problem had occurred during this process.  The steps you take are shown with the messages.  Also note you might see you did the step with only a minor problem.  This type of message is an error but you just scribe on as its not an error you can control other than having more skill.  You basically do step 9 till you are required to get another sigil or cast the imbue spell.  If you have to get another sigil you repeat steps 5, 6 and 7.  There are instances where you can get another sigil required along with one of the three problem messages.   In that case you apply the new sigil but before you start step 8 again you must apply the problem solution or you degrade the final product.  Note only the messages below require you to do something other than step 9 until you have to apply another sigil or complete the enchant through casting imbue.&lt;br /&gt;
&lt;br /&gt;
:Error 1. &amp;quot;You notice many of the scribed sigils are slowly merging back into the burin&#039;s surface.&amp;quot;&lt;br /&gt;
:Solution 1. GET  LOOP&lt;br /&gt;
:Solution 2. PUSH &amp;lt;ITEM NAME&amp;gt; ON MY BRAZIER WITH MY LOOP&lt;br /&gt;
:Solution 3. Back to step 9&lt;br /&gt;
&lt;br /&gt;
:Error 2. &amp;quot;The traced sigil pattern blurs before your eyes, making it difficult to follow.&amp;quot;&lt;br /&gt;
:Solution 1. MEDITATE FOUNT ON MY BRAZIER&lt;br /&gt;
:Solution 2. Back to step 9&lt;br /&gt;
&lt;br /&gt;
:Error 3. &amp;quot;struggles to accept the sigil &amp;quot;&lt;br /&gt;
:Solution 1. FOCUS &amp;lt;ITEM NAME&amp;gt; ON MY BRAZIER&lt;br /&gt;
:Solution 2. Back to step 9&lt;br /&gt;
&lt;br /&gt;
:Step 10.  You need to add a different sigil &lt;br /&gt;
:Solution 1. Go back to steps 5, 6, and 7.&lt;br /&gt;
&lt;br /&gt;
:Step 11. &amp;quot;Once finished you sense an imbue spell will be required to continue enchanting.&amp;quot;&lt;br /&gt;
:Solution 1.  CAST &amp;lt;ITEM NAME&amp;gt; ON MY BRAZIER or WAVE ROD AT &amp;lt;ITEM NAME&amp;gt; ON MY BRAZIER - Remember, once again, bring all the mana you can into your imbue spell to cast on the &amp;lt;ITEM NAME&amp;gt;.  If you backfire you have not ruined the project, take your time and cast the spell again.&lt;br /&gt;
&lt;br /&gt;
:Final result.  The items will land at your feet. Pick them up. You now have enchanted something and hopefully you have not turned yourself into a frog in the process.&lt;br /&gt;
&lt;br /&gt;
:Final Note:  If you screw up and cant continue you need to CLEAN MY BRAZIER (maybe two times) then get the &amp;lt;ITEM&amp;gt; you were making from the brazier, then the Fount from the brazier to clear it all off.  Right now I am not positive this ruins the &amp;lt;ITEM NAME&amp;gt; for later use.   You can try it and see and we will all know.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchanting Notes On Making Items==&lt;br /&gt;
&lt;br /&gt;
This section will list a few of the gotchas that can be encountered when making items and will list some things for each in relation to work orders.  Note for all the various types of things you can make I did not find any one thing you can do to the items you use that will increase a general pay out on work orders other than having a masterful output product.   So there is no equivalent to the Forging work order ingot that is mixed with another metal to bring the price up.  You can however, use more expensive and quality items to bring the pay up.  Though in the case of gems and such you are at the mercy of what you can find.  Also every item is affected by the sigil precision.  If you are doing work orders you don’t even want to bother with high precision sigils, they don’t appear to make a difference.  But if you are making something like a gwethdusaen for yourself, friends and folks who will buy them.  You are going to want to use sigils for a gweth that are as high as you can can get them.  In the case of a low precision 69 or lower you can expect to get between 8 and 10 charges on the gweth you create.  If the precision is 70-79 you can expect even higher charges,  80-89 even higher and 90-99 you will achieve the max number of charges you can get on a gweth in the new system.  And don’t ask me what it is since I have yet to get a sigil over 70.  In the case of the imbue rod this is the same situation.  I managed to make a perfect balsa imbue rod (70 capacity) and since all the sigils were 40-55 in precision it was able to cast imbue at a magnificent 18 mana max with said perfect rod.  So your main goal in what I would call high end enchanting is the sigil quality (clarity) and the sigil precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===TRINKETS===&lt;br /&gt;
&lt;br /&gt;
Trinkets are basically toys that cause a cantrip like effect based upon the type of trinket being used.  Example is the radiant trinket - RUB: You rub your thumb across the bead, causing an intense blue radiance to erupt from your eyes!  Each item will have a number of charges to it.&lt;br /&gt;
&lt;br /&gt;
It can be made from A finished stone, bone or wood bead, totem, figurine, wand, rod, statuette, or statue.  Though I doubt you could carry the statue for long, maybe not even the statuette.  These are made in chapter 8 of shaping or chapter 5 of carving.  So yes you have to make something or you can buy a lower quality version from the society, or you can actually find an engineer to make things for you (keep this one in mind it will save you time, might lower your gain some for the work orders paying for items you need but will make things a lot easier).&lt;br /&gt;
&lt;br /&gt;
Note if the item you use is masterful it will help get you a better payout on the final product for a work order but so far I don’t see a way to improve upon masterful items.  I speculate the more expensive the item used of stone, bone or wood and masterful end item will give the highest pay for a work order.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CAMBRINTH RETUNER===&lt;br /&gt;
&lt;br /&gt;
A finished stone, bone or wood rod.  So you create a rod using shaping or carving and you then enchant it into a cambrinth retuner.  Usually it will have like 1+ uses, I have seen 4.   And you wave it at a cambrinth item to retune it.&lt;br /&gt;
&lt;br /&gt;
Note if the item you use is masterful it will help get you a better payout on the final product for a work order.  I speculate the more expensive the item used of stone, bone or wood and masterful end item will give the highest pay for a work order.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CELESTIAL BEACON===&lt;br /&gt;
&lt;br /&gt;
The Celestial Beacon enchantment allows a user to create a beacon point for a Moon Mage to cast a moonbeam on via Focus Moonbeam.  It uses a gem.  Have the holder RAISE the beacon, then with Focus Moonbeam, CAST &amp;lt;moon&amp;gt; &amp;lt;target&amp;gt;.  Gem type does not seem to matter, every gem tested so far gives 2 charges.&lt;br /&gt;
&lt;br /&gt;
Not sure at this point if more expensive gems give you better work order pay.  I do know when you appraise a gem careful and have enough appraisal you get some information regarding the gem such as the following:&lt;br /&gt;
&lt;br /&gt;
:&amp;gt;appraise my agate careful&lt;br /&gt;
:You are certain that the taupe agate has a hardness of 72, placing it at &#039;hard&#039; on the official Trader&#039;s Scale.&lt;br /&gt;
:You are certain that the taupe agate has a quality of 45, placing it at &#039;medium quality&#039; on the offical Trader&#039;s Scale.&lt;br /&gt;
:You are certain that the taupe agate has a waxy luster.&lt;br /&gt;
:You are certain that the taupe agate is murky.&lt;br /&gt;
:You are certain that the taupe agate is unmarked.&lt;br /&gt;
:You are certain that the taupe agate weighs exactly 1 stone.&lt;br /&gt;
:You are certain that the taupe agate is worth exactly 3302 Kronars.&lt;br /&gt;
:Roundtime: 16 seconds.&lt;br /&gt;
&lt;br /&gt;
Often the quality of the gem is directly associated to the worth of the gem so higher quality will probably give you a better result as far as the work orders go.  But that can be hard to achieve since you are at the mercy of getting the gems from hunting.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SIMPLE DEVOURER===&lt;br /&gt;
&lt;br /&gt;
This item will reflect the base component pearl used to create it, so the base measurements may vary. If the base component was a small pink pearl, the finished item will also be a small pink pearl.  A pearl of sufficient value is required.  The thing I can’t tell yet is how low the value can go as I only had 1 pearl to check with and it was worth over 2 gold kronars.  Multi-armed devourers are a type of benign shadow creature.  They serve by cleaning up anything on the floor in a room by eating it.  Devourers have a ravenous appetite and will move in search of &#039;food&#039; left on the ground. Devourers are summoned with &#039;devourer eggs,&#039; which may be created using any type of pearl.&lt;br /&gt;
&lt;br /&gt;
Note again I suspect the better quality the pearl the more the pearl appraises for and you will get a bit higher work order pay out if its masterful.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ELUNED&#039;S SCRY===&lt;br /&gt;
&lt;br /&gt;
This item requires a cleaned bonestack with 1 piece remaining.  If the base component was a deer-bone stack, the finished item will also be a deer-bone stack.  The Eluned&#039;s Scry enchantment creates an item that, when bound to a person, will allow another person to break the enchantment and receive a vision of the bonded persons location just like the Locate spell.&lt;br /&gt;
&lt;br /&gt;
Note with bone stacks the higher quality (because you tend to get closer to masterful on the finished item) and more expensive bone stacks will tend to give slightly more payout.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GARDEN&#039;S VISION===&lt;br /&gt;
&lt;br /&gt;
This enchant actually does work.  Some were speculating it did not work.  However it does work on a very narrow range of gems.  Specifically A tear-shaped star sapphire or any purple, lilac, lavender, indigo or lightning amethyst.  No other versions of these gems work.  These were the old gems that worked for the enchant before crafting came out.  In fact originally only the purple amethyst worked but eventually got expanded.  Not sure at this point if these will be expanded further... So warning.  You now know what only old really ancient crusty moon mages knew.&lt;br /&gt;
&lt;br /&gt;
Note the better quality the gem used the better chance you have to get masterful output and thus it’s also more expensive and produces better work order pay.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MIRKIK SOKIS===&lt;br /&gt;
&lt;br /&gt;
If the base component was a large green tourmaline, the finished item will also be a large green tourmaline.  Near as I can tell your gem must be at least 200+ kronars in appraisal to work for this enchant.  The Mirkik Sokis enchantment turns a high value gem into a portable light source that can be used to allow the user to see in dark rooms.&lt;br /&gt;
&lt;br /&gt;
Note again the better quality the gem used the better chance you have to get masterful output and thus it’s also more expensive and produces better work order pay.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===AURA DEVICE===&lt;br /&gt;
&lt;br /&gt;
It can be made from A finished stone, bone or wood bead, totem, figurine, wand, rod, statuette, or statue.  Though I doubt you could carry the statue for long, maybe not even the statuette.  These are made in chapter 8 of shaping or chapter 5 of carving.  So yes you have to make something or you can buy a lower quality version from the society.  I suggest making the bead because if you got no engineering to speak of its really easy to make the bead masterful and they weigh a lot less than any of the other items on the list.  The Aura Device is a device that is made primarily for the Thief guild and is used for shady purposes.&lt;br /&gt;
&lt;br /&gt;
Note if the item you use is masterful it will help get you a better payout on the final product for a work order but so far I don’t see a way to improve upon masterful items.  I speculate the more expensive the item used of stone, bone or wood and masterful end item will give the highest pay for a work order.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MAGIC GEM===&lt;br /&gt;
&lt;br /&gt;
This requires any gem cheap gems.  Right now I’m not sure what this actually does.  I suspect at this point it may be used for something further in enchanting under Binding or Invoking.&lt;br /&gt;
&lt;br /&gt;
Note I have no clue about using this in work orders most of the GEM ones above still apply for work orders.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===NEMIRRO STONE===&lt;br /&gt;
&lt;br /&gt;
Nemirro stones are usually obtained in the hive near the gondola on the shard side.  They are dropped as part of the loot on critters killed in the hive.  They change one mana type to another for a period of time.  To make one of these you need a pebble.  So if you don’t mine and save pebbles, you need to buy a rock from the Engineering Society.  Carve something from it in order to make sure you have a pebble left over.  I have discovered that metamorphosis sigils are elemental mana and nuture sigils are life mana.  These require 3 sigils the first is abolition, the second one is what mana you convert from, the third one is what you convert the mana too.  Using these in a room will convert one mana type in the room to another.&lt;br /&gt;
&lt;br /&gt;
Note since you are using the pebbles the more expensive the pebble and the higher quality, the better the pay out on your work orders.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SHATTER SIGIL===&lt;br /&gt;
&lt;br /&gt;
The shatter sigil I thought at first was the shatter spell used in combat.   Had to actually make one to figure out what it does.  The one I had only had 2 charges.  When you wave it at something it gives you a message similar to this if it’s not the right thing to be waved at - You wave the ingot through the air, but nothing happens.  Perhaps wave it at an item you wish to unenchant?  So basically this lets you unenchant something.   At this point I am not sure if that allows you to use the item and enchant it with something else.  It will remove enchantments/flares from items.  The way I used it incorrectly still used a charge from the device so make sure you wave it at the right item.  The enchant requires a metal ingot (1 volume of metal ingot) and when done it’s still a metal ingot.  Also be careful to note what is said about gwethsmashers and shatter sigils.&lt;br /&gt;
&lt;br /&gt;
Note though I did not try it, I suspect this is the only thing in artificing where you can use a work order ingot and get the added pay out.  Though it’s also possible using a mixed metal ingot even if it’s still mostly one metal won’t work for this.  If you do this keep that in mind you will be the first one to do it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MINING STONE===&lt;br /&gt;
&lt;br /&gt;
This item absorbs mining accidents where you were not alert of the danger signals and set off some danger item.  Right now I’m not sure if it works in lumberjacking but if anyone wants to test it be my guest.  This one like the Nemirro stone requires a pebble to create the mining stone.  This item is a pebble till the very last cast of IMBUE, when it is then converted to a mining stone.  &lt;br /&gt;
&lt;br /&gt;
Note if you get one of these for a work order use a pebble that is of a material that costs as much as you can get for the stone.  Do not use the really rare stuff here, it’s just not worth doing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GWETHSMASHERS===&lt;br /&gt;
&lt;br /&gt;
Notes indicate that after completion of the enchantment two gweth stones (kyanite or jadeite) must be put inside of the enchanted device. For the stronger enchantment, an unleash spell must be cast upon the device, or a shatter sigil must be used upon it, in order to finalize the enchantment.  So if you can’t cast unleash you need to use a shatter sigil, which of course you can make.  To make one you need to use A finished stone, bone or wood bead, totem, figurine, etc.&lt;br /&gt;
&lt;br /&gt;
Note if the item you use is masterful it will help get you a better payout on the final product for a work order but so far I don’t see a way to improve upon masterful items.  I speculate the more expensive the item used of stone, bone or wood and masterful end item will give the highest pay for a work order.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===RINGS OF GLORY===&lt;br /&gt;
&lt;br /&gt;
A store bought or crafted ring is required and at the moment I don’t know of any crafted rings available.  So until they do become available you are dealing with store bought or society bought rings.  Doing something like this requires two things.  A more expensive quality ring and good precision sigils to get the biggest bonus to the ring.  It was specifically stated we could make +1, +2 and +3 rings of glory and I suspect most of that requires the higher precision sigils.  &lt;br /&gt;
&lt;br /&gt;
Note if you are doing one for a work order the only real requirement is that you do it masterful.   I have yet to get a good enough sigil set for these to see if higher precision helps at all though based one how hard it is to get great sigil precision, you don’t want to bother with a high precision set of sigils for a work order.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ASTOSHE&#039;S ECLIPSE===&lt;br /&gt;
&lt;br /&gt;
In olden days this was a normal moon mage enchant (better known as an invisibility ring).  This item will reflect the base component ring used to create it, so the measurements may vary.  If the base component was a silver ring, the finished item will also be a silver ring.  Again like the rings of glory a store bought or crafted ring is required and there are no crafted rings yet.  So it’s only store bought.  You have all the same problems here as making a ring of glory.&lt;br /&gt;
&lt;br /&gt;
Note if you are doing one for a work order the only real requirement is that you do it masterful.   If higher precision helps at all though based one how hard it is to get great sigil precision, you don’t want to bother with a high precision set of sigils for a work order.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===FOCUS ITEMS===&lt;br /&gt;
&lt;br /&gt;
These items all appear in chapter 3 and they are all requiring the same things - A finished stone, bone or wood bead, totem, figurine, wand or rod.  If you make these you need to be able to tell which focus item is what and if you got wands you don’t want to confuse them with a wand focus item.  Personally for me I would tend to make specific beads in various images to keep track of them.  Beads are small and light, easy to keep unencumbered.  &lt;br /&gt;
&lt;br /&gt;
Now I need to point out something about focus items.   Let’s say I as a ranger want to create an elemental ritual focus.  I would create it as it calls for, and the end result would be an elemental ritual focus based on life power.  Meaning only a ranger or an empath could actually use it.  If it were made by a bard it would be a ritual elemental focus based on elemental power and only a bard or a war mage could use it.  If on the other hand you want to create a ritual focus so that anyone who gets it can use it.   You would end up creating basic untuned ritual focus or an advanced untuned ritual focus.   The first person who actually invokes the focus then has it completely set for that person.  I suspect these will be the main ones created for sale in trader shops.&lt;br /&gt;
&lt;br /&gt;
There are also TM Foci created here.  I have created three and tested them.  They can boost some aspect of your TM casting or they can actually add flares to the TM spell you cast.  In the case of an accurate focus you find this when you focus on the bead - This enchantment was tuned to provide additional durability and a large bonus to accuracy with targeted spells.  That means you should be able to hit much better with your TM spells when this foci is activated.  You can also make the TM spell more efficient and it will use less mana when you cast.  You can make them more lethal or more destructive.  Then you get to the fire, frost and electric versions.  These add flares of the type activated to your current tm cast.  And as an added bonus if your TM spell is cyclic the flares are added to that as well.  &lt;br /&gt;
&lt;br /&gt;
Work orders for the Focus item is based on it being as close to masterful as you can get it and as expensive of material as you could use and still make it as close to masterful as you can.  Still though don’t waste effort by having high precision sigils.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===FOUNTS===&lt;br /&gt;
&lt;br /&gt;
Founts as you saw in the Expanded fount information section above, are all in chapter 4.  There are 16 of them.  Each capacity level has four founts to cover each grade (Minor, Lesser, Greater, Major).  Each of the sixteen founts is based upon a small stone, wood or bone sphere.  The difference here is that when you put the sphere on the brazier it immediately becomes a fount.  This means that when you follow the steps we give near the beginning of this guide you will skip step 3.  You will not be waving a fount at the fount on the brazier, you will go from step 2 to step 4.  Each fount you create will have a number of uses.   The four I have made have used 40-50 precision sigils and all of them ended up close to 101 uses.  Once the uses are done you need to create another one because I don’t see a way to recharge them at this point.  It appears if your sigils are higher precision you tend to get some speed boost to using the fount as it is based on just being a tool.  Means if precision is 90-99 you are going to get a really good speed boost on the tool.  These also never appear to get damaged, probably because they are limited use.&lt;br /&gt;
&lt;br /&gt;
Work orders for the Founts are based on it being as close to masterful as you can get it and as expensive of material as you could use and still make it as close to masterful as you can.  Just remember one thing.  Higher capacity of the material is more valuable to you than the price of the material.  Still though don’t waste effort by having high precision sigils.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===BURIN===&lt;br /&gt;
&lt;br /&gt;
Burins all appear in chapter 5 of the book.  They require you to have a finished bone or wood burin to start, which you create from the shaping (engineering) craft or the carving (engineering) craft or you might have to buy some from someone.  Burins are a tool and as such have no charges and are repaired exactly like any blacksmithing tool using a wire brush and oil.  Make sure you keep yours repaired.  At this point higher precision results in speed boosts to the tool being used.&lt;br /&gt;
&lt;br /&gt;
Work orders for the Burin are based on it being as close to masterful as you can get it and speed of the tool does not appear to change that.  Just remember one thing.  Higher capacity of the material is more valuable to you than the price of the material.  Still though don’t waste effort by having high precision sigils.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===BRAZIER===&lt;br /&gt;
&lt;br /&gt;
Brazier is made in blacksmithing and appears in chapter 5 of the book.  There is one single brazier you can create and you need to use a material (metal) that you can make masterfully.  Means if you are really young you starting with bronze.  Like the burin this is a tool and not limited in use or does not have charges.  It’s simply a tool where higher precision sigils can add speed to the tool.  It also is repaired just like any blacksmithing tool is using a wire brush and oil.&lt;br /&gt;
&lt;br /&gt;
Work orders for the Brazier are based on it being as close to masterful as you can get it and speed of the tool does not appear to change that.  Just remember one thing.  Higher Workability of the metal allows you to get masterful sooner but don’t forget you also need some capacity with the material.  Still though don’t waste effort by having high precision sigils with work orders requiring a brazier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ENCHANTERS LOOP===&lt;br /&gt;
&lt;br /&gt;
The enchanters loop like the fount is one of the items that changes the moment you put it on the brazier.  In this case you start with a short pole, specifically a short stone, wood or bone pole.  The moment you put the pole on the brazier it then becomes a loop.  And you deal with a loop the rest of the way through the steps.  The loop is used during the scribe portion of the steps to handle one of the error messages that can appear.  Again its a tool and masterful is the goal and if you have higher precision sigils use them for your own tool to try to get a speed boost to using it.   But do not use the higher precision sigils for work orders.  The enchanters loop like the brazier and burin is a tool and is repaired as if it were any blacksmithing tool using the wire brush and oil.&lt;br /&gt;
&lt;br /&gt;
Work orders for the loop are based on it being as close to masterful as possible.  So use a material you can get to masterful if possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===IMBUE ROD===&lt;br /&gt;
&lt;br /&gt;
I liken the imbue rod to a help for those who either can’t cast the spell or can’t cast the spell as high as the imbue rod you buy in the society.  That rod can cast at 40 mana.  So if you are young and can’t cast imbue over 40, you might as well use the rod or if you simply don’t use magic, use the imbue rod.  I swear the imbue rod does not even detect as a magic item it’s just a rod, trust me I’m a Ranger we know these things.   Like the loop, brazier and burin, the imbue rod is a tool and you repair it just like you do any blacksmithing tool, using a wire brush and oil.  The imbue rod can be made from a stone, metal, wood or bone rod and yes it remains a rod throughout the procedure.  When you study the rod you will find how to adjust it to the amount of mana you want it to cast when you wave rod at &amp;lt;item name&amp;gt; on brazier.  You want to use a material that gives you a chance to make the item masterful in the case of balsa wood it not only has high workability but also 70 capacity which should help your attempts to make the rod.&lt;br /&gt;
&lt;br /&gt;
Work orders for the Imbue Rod are based on it being as close to masterful as possible.  So use a material you can get to masterful if possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GWETH===&lt;br /&gt;
&lt;br /&gt;
Notes indicate the oil-dipped gwethdesuan requires some additional preparation.  The crafter should find at least two appropriate stones (jadeite, kyanite, waermodi, etc), combine them and then DIP them in ju&#039;ladan oil.  Once the dipping is complete the stones can then be AFFIXed to a metal chain.  So your first step is to:&lt;br /&gt;
&lt;br /&gt;
:Step 1 - remove 1 stone from my stones (usually they drop as 2 stone groupings)&lt;br /&gt;
:Step 2 - then you combine stone &lt;br /&gt;
:Step 3 - then dip my stones in my oil&lt;br /&gt;
:Step 4 - affix stones to chain.  &lt;br /&gt;
&lt;br /&gt;
The chain you buy in the jewelry shop.  This completes the gweth creation and now you must enchant it to so it works as a gweth.  Now you start the process of enchanting the gweth.  Note in this case with what we call low enchant sigils (1-69 precision) you can get from 1 to 10 charges on the gweth maybe higher depending on your Imbue cast.  If your sigils are 70-79 precision, there will be yet more charges.  Again if the sigils are 80-89 even more charges and 90-99 even more charges.  Now having said this getting sigils higher than 70 takes a lot of work and luck to boot.  So if you making gweths for work orders don’t waste those really hard to get high precision sigils.  Those take a lot of effort and I suspect will be the difference between a dabbler at enchanting and a true enchanter.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WAND===&lt;br /&gt;
&lt;br /&gt;
In artificing there are 2 wands.  One is a bubble wand and the other is a lore arcana wand.  The first one creates bubbles.  The second one actually gives you focus information on an enchanted item.  Much better than if your arcana is really low.  Each one is listed as using a finished stone, bone or wood bead wand.  I suspect that might be an error and bead should not be there just wand.  In any case I did not try to make a wand using a bead.  The wand you create will have charges and again like the gweth, the precision of the sigils will determine the number of charges it has.  So again you do not want to use really high precision sigils to make these for work orders.   Save those high precision sigils for your own use or to create something to sell.  Work orders are best served by creating a masterful wand.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===RUNESTONE===&lt;br /&gt;
&lt;br /&gt;
The last item in artificing is the runestone.  You carve all runestones (engineering carving) to create a basic, fine or ornate carved runestone.  Once you have your runestone you then work to enchant it.  Currently all the runestones you can enchant use spells from the analogous patterns spells - https://elanthipedia.play.net/Category:Analogous_Patterns_spellbook - which is nice because none of those spells currently show up on runestones.  In the case of the runestones I only had sigils between 40 and 60 precision and all mine came out with - You should get seven more fully powered spells out of the runestone before it wears out, or more with conservative use.  I suspect with higher precision more uses.  Though these are good.   Again don’t waste your really high precision sigils for work orders.  Not worth the time or the effort.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Artificing Techniques==&lt;br /&gt;
&lt;br /&gt;
In Enchanting Artificing there are a few techniques that are more important than many of the ones you can actually select.  This section will cover the ones that appear to be the most important based on observation and a lot of feedback.  &lt;br /&gt;
&lt;br /&gt;
To begin with there are 4 techniques, which everyone is considering to be the SIGIL techniques.  These are the techniques that help you sigil harvest among other things.  They consist of the following four in the order they can be obtained - Inspired Sigil Comprehension, Enlightened Sigil Comprehension, Illuminated Sigil Comprehension and Awakened Sigil Comprehension.  For an enchanter these four techniques are a must even though the last two do not appear to be active yet as you will read below.&lt;br /&gt;
&lt;br /&gt;
The first one Inspired sigil comprehension allows you to distort sigils in an area and gives you more details on the sigils.  There is a slight little thing you need to know about distorting sigils however.  It appears that the three skills that are trained when you sigil harvest, scholarship, arcana, and outdoorsmanship all have to be at least 200 or you will often distort a sigil and fail the distort.  You will not fail all of them but you will fail to distort a lot of them.  &lt;br /&gt;
&lt;br /&gt;
The second one Enlightened Sigil Comprehension allows you to PERCIEVE SIGIL with a lower time than you would without it.  It also reduces the chances of the clarity of the sigil reducing with each improve attempt.&lt;br /&gt;
&lt;br /&gt;
The third one Illuminated Sigil Comprehension reduces the amount of danger increased through repeated perceptions while also increasing the chances of a critical success.  The current thinking is that this sigil is not currently working as most folks are not noticing a difference between having this sigil and not having but trust me on this when it is working it will really help you improve attempts.&lt;br /&gt;
&lt;br /&gt;
The fourth one Awakened Sigil Comprehension will allow you to scribe more sigils off of a single sigil find.   Currently most folks get between 2 and 4 sigils when they find them and scribe them or find them and improve them and then scribe them.   That does not change even if you have this technique which means its not active.  However, when it is activated it will really help the process along.&lt;br /&gt;
&lt;br /&gt;
The next set of techniques that will be of great help to any enchanter require you to have either of Martial Artificing and Artificer Specialization.  Either of these give you access to the two you really need.  Now If I were a young enchanter I would probably get Artificer specialization because your sigils and materials are probably going to suck to start with.  This technique helps you not be as impacted by those particular problems.  The two you really want will be Enchanting Maintenance and Enchanting Manipulation in that order.  Now let me explain why you need these two.  Currently the catastrophic effects of failure are basically turned off.  When they are turned ON you will have need of the first Technique and the second technique will give you perks you need as well.&lt;br /&gt;
&lt;br /&gt;
Enchanting Maintenance removes the chance for critical failure when activating enchanted items, and the excess charges it consumes.  Notice what it says.  Critical failure will consume a great number of charges off the item.  Right now no one I know of is having any problem activating enchanted items.   So be warned they will be sooner or later.  &lt;br /&gt;
&lt;br /&gt;
Enchanting Manipulation unlocks the ability to shake Founts to adjust what aspect of an enchantment will be bonused. It also allows enchanters to instill such a bonus on items they are enchanting.  Right at the moment I think anyone can shake a fount and it will change color but you need this technique to apply said color to the enchanted item you are making.  Through talking with elder mages and experimentation a number of us have come to the conclusion that the colors do the following:  Yellow can reduce roundtime or make an item easier to activate (which has obvious usage to using the previous technique as well). Red we think adds more strength of the enchantment.  Grey we believe gives more charges something you might like for certain things you can make such as a gweth.  Each item you can enchant is slightly different, for instance, a fount will have uses but no charges per say.  And most of the rest of the tools have no charges at all.  So you basically need to apply the right color to the right project.&lt;br /&gt;
&lt;br /&gt;
Obviously this does not cover every technique you can take.  It just appears these might be the biggest benefit to an enchanter.  For those that just want to find and sell sigils to enchanters the obvious choice would be the first four sigil techniques.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sigil Harvesting Basics==&lt;br /&gt;
&lt;br /&gt;
Sigils come in Primary and Secondary sigils. They have two aspects to them to judge their strength and how easy they are to use. [[clarity]] (quality) and [[precision]] (hardness).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
#{{tt|Clarity}} is the quality rating, like a material&#039;s quality property. It determines how pure the Sigil is.&lt;br /&gt;
#{{tt|Precision}} is the strength. Like the hardness property is to weapons, the greater the precision, the more powerful the enchant from the sigil will be.  In some cases for instance tools, the precision is what gives your tool speed to do the its particular task, so its also involved in tool speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As Kodius stated for all of us - Master-crafted is the quality (Clarity). Potency is how (quality, precision, enchantment capacity of material, imbue mana used, etc) all translate into oomph for that given enchantment. More potency = more damage, charges, effect, etc. One of the challenges with enchantments is they do so much. With weapons or armor its just quality and hardness = P/S/I. Or quality and protection stats = absorb/protect. But each enchantment does vastly different things and so we had to abstract this out a bit into a potency metric.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When you farm sigils you are looking for them in any room in the realms. They are supposedly separated by different seasons and rural and city areas.  They also tend to be the same ones in the same rooms.  This means if you find a rare sigil in one spot you can continue to farm them at that same spot in the future for that season only.  There are currently 5 primary sigils.   These are normally the first sigils you find.  If you harvest that sigil you should get that sigil.   If instead you continue to look for sigils after finding a primary you then usually find a secondary sigil.  So make sure you note where you found a specific sigil and you can always go back there for more during that season.  As of the change from spring to summer, the sigils are definitely randomized now.  That means no season will look like the previous season.  In fact the sigils that were only in cities might end up rural in the new season.  This most likely means enchanters will need to relocate sigils at the start to each season to keep getting the sigils they need.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil Harvesting trains the skills Outdoorsmanship, Arcana and Scholarship.  I have some idea it may also be using the basic CONCENTRATION you have as well.  Concentration is based on the following stats - Discipline, Stamina, Intelligence.  With most gain through Discipline and Stamina.  You can see concentration when you use INFO.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sigils are very imporant to the enchanting process.  To create masterful items you need high clarity.   Getting high precision gives you a few extra little things.   For instance in making tools the higher precision is the more speed you tend to get in the tool.  If all you have is clarity all you get is a masterful item with no ability to speed up the process.  Precision also helps you get more charges in the tool for the item you make.  It also makes the item more potent as far as power is concerned.  I do suggest however you concentrate on clarity to start with.  You want to make at least masterful tools for yourself even if you dont get speed for the craft out of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sigil Types===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Sigil Name!!Sigil Type!!Location/s Found!!Season!!Notes&lt;br /&gt;
|-&lt;br /&gt;
||[[Abolition sigil|abolition]]||Primary||city||spring, winter, summer||&lt;br /&gt;
|-&lt;br /&gt;
||[[Congruence sigil|congruence]]||Primary||city, rural||spring, winter||&lt;br /&gt;
|-&lt;br /&gt;
||[[Induction sigil|induction]]||Primary||city, rural||spring, winter||&lt;br /&gt;
|-&lt;br /&gt;
||[[Permutation sigil|permutation]]||Primary||city||spring||&lt;br /&gt;
|-&lt;br /&gt;
||[[Rarefaction sigil|rarefaction]]||Primary||city, rural||spring, winter||&lt;br /&gt;
|-&lt;br /&gt;
||[[Antipode sigil|antipode]]||Secondary||city||winter||&lt;br /&gt;
|-&lt;br /&gt;
||[[Ascension sigil|ascension]]||Secondary||city||spring||&lt;br /&gt;
|-&lt;br /&gt;
||[[Clarification sigil|clarification]]||Secondary||city, rural||spring, summer||&lt;br /&gt;
|-&lt;br /&gt;
||[[Decay sigil|decay]]||Secondary||city||spring||&lt;br /&gt;
|-&lt;br /&gt;
||[[Evolution sigil|evolution]]||Secondary||city, rural||spring||&lt;br /&gt;
|-&lt;br /&gt;
||[[Integration sigil|integration]]||Secondary||city, rural||spring||&lt;br /&gt;
|-&lt;br /&gt;
||[[Metamorphosis sigil|metamorphosis]]||Secondary||city||spring, winter||&lt;br /&gt;
|-&lt;br /&gt;
||[[Nurture sigil|nurture]]||Secondary||city||spring, winter||&lt;br /&gt;
|-&lt;br /&gt;
||[[Paradox sigil|paradox]]||Secondary||city||spring, winter||&lt;br /&gt;
|-&lt;br /&gt;
||[[Unity sigil|unity]]||Secondary||rural||spring||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sigil Harvesting Steps===&lt;br /&gt;
&lt;br /&gt;
First to understand how you do do Sigil Harvesting I suggest you use &#039;&#039;&#039;PERC HELP&#039;&#039;&#039;.  This will produce the following information generally:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;gt; &#039;&#039;&#039;PERCEIVE HELP&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;PRE&amp;gt;:USAGE:&lt;br /&gt;
:As a magic user, you can type PERCEIVE, CONCENTRATE or POWER to determine the mana available for your spells.  As you get more skill, you&#039;ll also be able to sense mana in neighboring areas.&lt;br /&gt;
&lt;br /&gt;
:As a sigil harvester, you can type PERCEIVE SIGIL to try and locate sigil patterns in the area.  Your skill with arcana, perception and outdoorsmanship will help with this effort.  Multiple attempts will be required to identify primary and secondary sigils for you to further clarify or scribe.&lt;br /&gt;
&lt;br /&gt;
:Options Available (most are skill dependant):&lt;br /&gt;
&lt;br /&gt;
:PERCEIVE AREA - Checks the room for spells in effect.&lt;br /&gt;
:PERCEIVE SELF - Checks the spells in effect on you.&lt;br /&gt;
:PERCEIVE MANA - Checks the mana available to you.&lt;br /&gt;
:PERCEIVE ALL - Checks everything you are able to sense.&lt;br /&gt;
&lt;br /&gt;
:PERCEIVE SIGIL - Checks the area for enchanting sigils to harvest.&lt;br /&gt;
:PERCEIVE SIGIL INFO - Clarifies what sigils have been identified in the area.&lt;br /&gt;
:PERCEIVE SIGIL IMPROVE - Attempts to improve a discovered sigil.&lt;br /&gt;
&lt;br /&gt;
:PERCEIVE SIGIL ACTION/TASK/METHOD/APPROACH/FORM/RITUAL/TECHNIQUE/PROCESS...&lt;br /&gt;
::  - Opportunities to improve the sigil&#039;s stats after a successful perception.&lt;br /&gt;
:PERCEIVE SIGIL DISTORT - Potential to change sigil found in location.&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The last five are the key to sigil harvesting.   You use &#039;&#039;&#039;PERC SIGIL&#039;&#039;&#039; to start off finding your first primary or secondary sigil and you use &#039;&#039;&#039;PERC SIGIL IMPROVE&#039;&#039;&#039; to improve clarity (quality) or precision on your sigil before you harvest it.  Also pay special note on &#039;&#039;&#039;PERC SIGIL DISTORT&#039;&#039;&#039;.   This can change the sigil found in your location.  The way this works is to DISTORT you need the first sigil technique called Inspired Sigil Comprehension.  Once you have this you find a secondary sigil and you use Perc SIGIL IMPROVE and one of the options you will have is to DISTORT the sigil.  Right now there is a case bug in perc sigil &amp;lt;Command&amp;gt; where we recommend you capitalize the first letter of the command but that does not work all the time.  In fact put the command in ALL CAPS (example DISTORT or ACTION, etc.)  This wont guarantee it will work every time though, because it still might not do the command but it at least it works better this way.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have a scribing burin and blank scrolls ready, (on you when you start this).  You can make a burin or buy one in the enchanting society and you buy the blank scrolls in the enchanting society as well.  Sigils are pretty ephemeral, and can disappear on you while you rummage around finding the right burin, etc. The sigil will not be there when you return if you have to leave the area to get something.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Here are the steps with a few notes to consider:&lt;br /&gt;
&lt;br /&gt;
:Step 1. &#039;&#039;&#039;PERCEIVE SIGIL&#039;&#039;&#039; for as many times until you see the first sigil. It will be a primary sigil.&lt;br /&gt;
&lt;br /&gt;
:Step 2. Decide if you want the primary sigil if so go to step 4, if you want a secondary sigil go to step 3.&lt;br /&gt;
&lt;br /&gt;
:Step 3. &#039;&#039;&#039;PERCEIVE SIGIL&#039;&#039;&#039; again, repeatedly, until you see the next kind of sigil, this will be a secondary sigil.&lt;br /&gt;
&lt;br /&gt;
:Step 4. Now we want to upgrade the sigil clarity or precision.  Start this by using &#039;&#039;&#039;PERCEIVE SIGIL IMPROVE&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039; - if you want to just train the 3 skills of sigil harvesting, [[outdoorsmanship]], [[arcana]], and [[scholarship]] , I suggest you just find the primary and secondary sigil and move to the next room without scribing or improving it, then repeat the process.  It turns out the improvement process does not train all that much but really is the only way for you to obtain much better sigils.  So you have to decide if you are training or gathering sigils.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Also Note&#039;&#039;&#039; - You will see a small chart that shows you the actions to take to increase your sigil&#039;s precision (hardness) and clarity (quality), using your sanity, resolve, and focus.  You can even increase your own sanity, resolve, or focus at the cost of one of the other criteria.  You do this by doing &#039;&#039;&#039;PERCEIVE SIGIL &amp;lt;Command - make sure to capitalize the first letter&amp;gt;&#039;&#039;&#039;.  For instance - perceive sigil Process (Examples of the process are further down in this document).  The goal is to keep your sanity, resolve, and focus from reaching zero stars, and to keep your danger from reaching full stars.  When one of those conditions happens, you will lose that sigil and possibly die at some point.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:Step 5. Once you have your sigil ready you get your blank scrolls in hand and your burin in the other hand and you simply &#039;&#039;&#039;SCRIBE SIGIL&#039;&#039;&#039;.  You now have a new sigil-scroll!&lt;br /&gt;
&lt;br /&gt;
:Step 6. Stow the sigil-scroll and get scrolls (they get put at your feet once you SCRIBE SIGIL). Continue to &#039;&#039;&#039;SCRIBE SIGIL&#039;&#039;&#039; until you no longer get a message about remnants lingering.  Note - Scribe them quickly, sigils do not hang around long at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BIG NOTE: You sometimes run across the ability to DISTORT. This will allow you to get a random sigil from chosen sigil you decided to work in. So if you are trying to improve a primary sigil, you  will get a different primary sigil.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now I want to point out when you use &#039;&#039;&#039;PERC SIGIL IMPROVE&#039;&#039;&#039; you do not need to do all the improves that appear.  Do the ones you want, then use &#039;&#039;&#039;PERC SIGIL IMPROVE&#039;&#039;&#039; again if you want to continue to try to improve the sigil you are currently working on.  As long as you don&#039;t run out of stars on the sanity, resolve and focus mental stats and don&#039;t completely fill up the stars on the danger item you can do as many Improves as you want.  You will find a number of difficulty types that show up when you are doing improves.  I&#039;ve been able to note that trivial ones can move stars by 1 to 3 stars and difficult ones can move 6 to 8 stars.   Each difficulty can change by a range of numbers.  Till we figure out what those can be use the ones I just listed to guide yourself somewhat.  I have a feeling we are going to need to figure out how much these can change.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Important NOTE:&#039;&#039;&#039;  If you blow a sigil in the improve process or loose it somehow.  It will then take 5 minutes before you can find a sigil in that room again.  Anyone else can come in and find one there but you wont be able to until 5 min has elapsed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I also noted that for the three mental states if the stars go to zero you might not loose the sigil but if it goes below zero it will most certainly loose the sigil (and oddly enough it does not show you it went below zero stars).  I had one go from 8 stars to 0 stars on a difficult one and I did not loose the sigil.  I just happened to note I had 8 stars when it happened.  I suspect this means it dropped 8 stars which is no stars left and did not reach the point of removing the sigil yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Improve Sigil Process===&lt;br /&gt;
&lt;br /&gt;
Ok in showing the improve process I am going to show you what you look for as you are doing the whole process.  This particular version shows you going after the primary (first sigil) you find.  I suppose at this point I should point out that you can get Round Times of between 5 and 12 seconds doing this.  However, if you get the first two SIGIL techniques you cut this down to 3-5 seconds (usually 3).  These Techniques are as follows: Inspired Sigil Comprehension and Enlightened Sigil Comprehension.  There are currently 4 sigil techniques and it does not appear the last 2 are completely turned on at this point.  But I suspect they are going to be completely worth getting at some stage.&lt;br /&gt;
&lt;br /&gt;
Step 1 - perc sigil&lt;br /&gt;
:Whorls of dust upon the ground catch your eye.  You get closer to study them in more detail.&lt;br /&gt;
:Roundtime: 7 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1 - perc sigil (Notice you see the induction sigil at this point, it could have taken you 2-3 more tries at perc sigil to actually see it.)&lt;br /&gt;
:The sky holds your interest and you wander about scanning it for sigil clues.&lt;br /&gt;
:Though the seemingly mundane lighting you focus intently on an lurking induction sigil.&lt;br /&gt;
:Roundtime: 8 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
perc sigil info (Ok notice clarity is 37 and precision is 9.  This is how you see what the sigil is if you want to decide if you will just train or go on to improve.)&lt;br /&gt;
:You have perceived a simple (Clarity:37) induction sigil comprised of broad strokes (Precision:9) in the area.  You are unable to perceive any opportunities for improving the sigil.&lt;br /&gt;
:Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 - (Now you try to see how you can improve the sigil, note the attempt to check lowers clarity by 1 and keeps precision 9. This does not always happen but it can reduce the clarity.  Notice you have no stars in danger and sanity, resolve and focus each have 15 of 20 possible stars.  This particular improve has given you 7 possible improves.  Note you have 3 that improve precision and 1 that improves quality.  The others allow you raise a mental ability at the expensive of another if you want to try to even them out so that you can do more improves.)&lt;br /&gt;
:perc sigil improve &lt;br /&gt;
:You have perceived a simple (Clarity:36) induction sigil comprised of broad strokes (Precision:9) in the area.  &lt;br /&gt;
:Focusing all of your mental acumen, you strain to reveal more precision from the sigil.  Your perceptions reveal several interesting opportunities, including...&lt;br /&gt;
:...a challenging, sanity destroying PROCESS for recovering your resolve.&lt;br /&gt;
:...a trivial, sanity destroying RITUAL to elevate the sigil precision.&lt;br /&gt;
:...a straightforward, resolve taxing METHOD for recovering your focus.&lt;br /&gt;
:...a straightforward, focus disrupting TASK for enhancing the sigil precision.&lt;br /&gt;
:...a challenging, sanity destroying FORM to elevate the sigil quality.&lt;br /&gt;
:...a challenging, focus disrupting APPROACH for recovering your resolve.&lt;br /&gt;
:...a trivial, resolve taxing TECHNIQUE for improving the sigil precision.&lt;br /&gt;
:You also take the opportunity to take stock of your mental health.&lt;br /&gt;
:Danger:  --------------------&lt;br /&gt;
:Sanity:  ***************-----&lt;br /&gt;
:Resolve: ***************-----&lt;br /&gt;
:Focus:   ***************-----&lt;br /&gt;
:Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 - (Now you are attempting to improve the FORM of the sigil that can destroy sanity and will raise the quality of the sigil.  Notice this improve has also disappeared from the list now that you have used it.  But you raised clarity to 63 and precsion stays at 9.  The real key is you lost 6 stars off the Sanity stat on your mental health, so we know a challenging improve can at least remove 6 stars.  Really wish they would use numbers here but the stars can be dealt with.)&lt;br /&gt;
:perc sigil form &lt;br /&gt;
:Your mind survives a chaotic break induced by the challenging FORM, and you improve the sigil&#039;s quality.&lt;br /&gt;
:You have perceived a detailed (Clarity:63) induction sigil comprised of broad strokes (Precision:9) in the area.  &lt;br /&gt;
:Your perceptions reveal several interesting opportunities, including...&lt;br /&gt;
:...a challenging, sanity destroying PROCESS for recovering your resolve.&lt;br /&gt;
:...a trivial, sanity destroying RITUAL to elevate the sigil precision.&lt;br /&gt;
:...a straightforward, resolve taxing METHOD for recovering your focus.&lt;br /&gt;
:...a straightforward, focus disrupting TASK for enhancing the sigil precision.&lt;br /&gt;
:...a challenging, focus disrupting APPROACH for recovering your resolve.&lt;br /&gt;
:...a trivial, resolve taxing TECHNIQUE for improving the sigil precision.&lt;br /&gt;
:You also take the opportunity to take stock of your mental health.&lt;br /&gt;
:Danger:  --------------------&lt;br /&gt;
:Sanity:  *********-----------&lt;br /&gt;
:Resolve: ***************-----&lt;br /&gt;
:Focus:   ***************-----&lt;br /&gt;
:Roundtime: 7 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 - (Now you try to improve it with RITUAL another trivial (easy to do) item that will lower your sanity score again and should improve precision once again.  You see RITUAL does not show up again and yes clarity remains at 63 and Precision goes from 9 to 13.  Note also you lost 2 more stars on the Sanity stat.  Good part is the danger level is still not affected.)&lt;br /&gt;
:perc sigil ritual&lt;br /&gt;
:Your mind survives a chaotic break induced by the trivial RITUAL, and you improve the sigil&#039;s precision.&lt;br /&gt;
:You have perceived a detailed (Clarity:63) induction sigil comprised of broad strokes (Precision:13) in the area.  &lt;br /&gt;
:Your perceptions reveal several interesting opportunities, including...&lt;br /&gt;
:...a challenging, sanity destroying PROCESS for recovering your resolve.&lt;br /&gt;
:...a straightforward, resolve taxing METHOD for recovering your focus.&lt;br /&gt;
:...a straightforward, focus disrupting TASK for enhancing the sigil precision.&lt;br /&gt;
:...a challenging, focus disrupting APPROACH for recovering your resolve.&lt;br /&gt;
:You also take the opportunity to take stock of your mental health.&lt;br /&gt;
:Danger:  --------------------&lt;br /&gt;
:Sanity:  *******-------------&lt;br /&gt;
:Resolve: *************-------&lt;br /&gt;
:Focus:   ***************-----&lt;br /&gt;
:Roundtime: 7 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 - (Now you try the TASK improvement which is straightforward and not difficult but will hit focus but again raise precision.  Notice TASK does not appear again, and clarity is still 63 and your precision has gone from 13 to 16.  Note your focus dropped 2 stars but you still have not changed the danger stat.)&lt;br /&gt;
:perc sigil task&lt;br /&gt;
:Your focus successfully weathers a straightforward TASK for improving the sigil&#039;s precision.&lt;br /&gt;
:You have perceived a detailed (Clarity:63) induction sigil comprised of broad strokes (Precision:16) in the area.  &lt;br /&gt;
:Your perceptions reveal several interesting opportunities, including...&lt;br /&gt;
:...a challenging, sanity destroying PROCESS for recovering your resolve.&lt;br /&gt;
:...a straightforward, resolve taxing METHOD for recovering your focus.&lt;br /&gt;
:...a challenging, focus disrupting APPROACH for recovering your resolve.&lt;br /&gt;
:You also take the opportunity to take stock of your mental health.&lt;br /&gt;
:Danger:  --------------------&lt;br /&gt;
:Sanity:  *******-------------&lt;br /&gt;
:Resolve: *************-------&lt;br /&gt;
:Focus:   *************-------&lt;br /&gt;
:Roundtime: 7 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 5 - (Now you could still try some of the 3 remaining improves but none of them really actually help you.  At this point you can try to do another improve process using PERC SIGIL IMPROVE, or you can scribe the sigil.  For this explanation we are going to scribe the sigil.)&lt;br /&gt;
:get scr&lt;br /&gt;
:You get some blank scrolls from inside your rucksack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:get bur in my ruc&lt;br /&gt;
:You get a simple burin from inside your rucksack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:scribe sigil (Notice you can scribe it again cuz the pattern still lingers)&lt;br /&gt;
:You carefully scribe the sigil of induction onto one of the scrolls, then place the remainder at your feet.&lt;br /&gt;
:Remnants of the sigil pattern linger, allowing for additional scribing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:put sigil in bag&lt;br /&gt;
:You put your sigil-scroll in your traveling bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:get scr&lt;br /&gt;
:You pick up the scrolls lying at your feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:scribe sigil (Second scribe the sigil is gone.  So you got 2 Sigil-scrolls of induction from that one effort.)&lt;br /&gt;
:You carefully scribe the sigil of induction onto one of the scrolls, then place the remainder at your feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the basic process you go through to do what folks call the improve game.  You play with your mental states to try to even them or raise one at the expense of another and hope you can do more improvements.  Personally I have gotten clarity to 99 and 54 on precision but not much over that so far.  Any clarity from 91-99 should be able to allow you to make a masterful item in artificing as long as the item you are making is in your skill level.  There is no limit to the number of improves you can use if you can manage to keep manipulating your mental states with other improves, though eventually each new improve starts to bring out danger and I have yet to see a way to lower the danger score until one of the last two SIGIL Techniques is actually turned on.&lt;br /&gt;
&lt;br /&gt;
{{Cat|Player guides,Crafting player guides}}&lt;/div&gt;</summary>
		<author><name>MIKETHEPENGUIN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Magical_research&amp;diff=567408</id>
		<title>Magical research</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Magical_research&amp;diff=567408"/>
		<updated>2021-09-12T18:48:15Z</updated>

		<summary type="html">&lt;p&gt;MIKETHEPENGUIN: /* Symbiosis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page is about magical research. Follow the link for information about [[Necromantic research]].&#039;&#039;&lt;br /&gt;
{{Incomplete | Needs research/symbiosis [[Magical research#Messaging|messaging]].}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
There are two types of magical research: Research and Symbiosis. These were introduced as part of [[Magic 3.1]] and use the same base mechanics as [[Appraisal skill#Appraise Focus|{{tt|Appraise Focus}}]]. Therefore, you cannot do appraise focus and magical research at the same time.&lt;br /&gt;
&lt;br /&gt;
Research projects are completed in portions between 30 and 300 seconds. Each portion is started with: {{com|RESEARCH}} {{tt|&amp;lt;project&amp;gt; &amp;lt;duration&amp;gt;}}. When the sum of all completed portions hits the required time, your project is complete.&lt;br /&gt;
&lt;br /&gt;
The scenarios in which you will find yourself needing to use magical research to train are:&lt;br /&gt;
*Your guild does not have a high level spell to train a specific magic skill efficiently (e.g. locking a magic takes longer than 15 minutes of chain casting)&lt;br /&gt;
*To get the bonus from a symbiosis&lt;br /&gt;
*To guarantee of mindlocking a skill&lt;br /&gt;
*Training the Sorcery skill without memorizing a spell scroll or using runestones&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research-type projects rely on the use of the [[Gauge Flow]] spell and give an instant lock of (or split experience among a group of) any magic skill after completion.&lt;br /&gt;
&lt;br /&gt;
#Cast the [[Gauge Flow]] spell. The amount of mana put into the spell will affect time necessary for researching.&lt;br /&gt;
#Start a Research project by performing {{com|RESEARCH}} {{tt|&amp;lt;type&amp;gt; &amp;lt;duration&amp;gt;}} (e.g. {{com|RESEARCH}} {{tt|UTILITY 300}}).&lt;br /&gt;
#:Use {{com|RESEARCH}} {{tt|LIST}} or see the table below for the types of research.&lt;br /&gt;
#Continue the Research project by doing {{com|RESEARCH}} &amp;lt;duration&amp;gt; until complete. You can use {{com|RESEARCH}} {{tt|STATUS}} to see how far along you are on your project.&lt;br /&gt;
#When the project completes, you will receive a message regarding your breakthrough. Experience for research is only awarded upon completion of research.&lt;br /&gt;
#:Note: Some research projects, marked with an asterisk in {{com|RESEARCH}} {{tt|LIST}}, are inherently dangerous and may result in [[Sorcery#Backlash Effects|sorcerous backlash]] upon completion.&lt;br /&gt;
&lt;br /&gt;
==Symbiosis==&lt;br /&gt;
Symbiosis-type projects increase the difficulty of a spell that is prepared with a symbiosis, thereby increasing the spell&#039;s learning potential for that cast. In effect, this reduces the mana needed to cast a given spell in order to learn from it, greatly increasing its training efficiency. This also gives the spell an additional effect which can alter the skills the spell trains. For example, using a symbiosis that adds a skill buff will cause a spell to train the {{skill|Augmentation}} in addition to any skills it normally trains if it doesn&#039;t already.&lt;br /&gt;
&lt;br /&gt;
#Complete a Symbiosis research project using the steps above.&lt;br /&gt;
#*From this point on you do not need to do symbiosis research again unless you die, cancel your research, or wish to change symbioses.&lt;br /&gt;
#{{com|PREPARE}} {{tt|SYMBIOSIS}} to start the metamagic.&lt;br /&gt;
#Successfully cast a spell.&lt;br /&gt;
#See your message about a bonus.&lt;br /&gt;
&lt;br /&gt;
Not all symbiosis increase the difficulty of spellcasting equally. In order from smallest to largest increase in difficulty, they are:&lt;br /&gt;
# Skill boosting symbiosis&lt;br /&gt;
# Chaos symbiosis&lt;br /&gt;
# Stat boosting symbiosis&lt;br /&gt;
::* You will not see a bonus to the [[Attributes|attribute]] immediately.&lt;br /&gt;
::* {{tt|Prep}} {{tt|symbiosis}}, then {{tt|prep}} {{tt|&amp;lt;spell&amp;gt;}}. The bonus will occur when the spell is {{com|cast}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: It is possible to use the Chaos symbiosis without researching it. Every character automatically has access to this as a default. The Chaos symbiosis only increases the difficulty of a spell and does not add any additional effects. This does allow a magic user to cast a spell that would normally be below their current skill level (due to the spell&#039;s difficulty level or mana being infused into it) and still learn from it.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Putting more mana into the [[Gauge Flow]] cast reduces the time needed for a research project, up to 20% at maximum mana.&lt;br /&gt;
*[[Arcana skill]] is required to learn Research-type options. Fundamental can be researched by everyone. Chaos is free for everyone and does not need to be researched.&lt;br /&gt;
*[[Magical feats]] unlock Symbiosis. Each feat is tied to a skillset. There is an Arcana skill requirement for each feat. Some Feats have pre-requisite Feats.&lt;br /&gt;
*You need to be able to cast a spell above minimum prep to use it with a symbiosis, since the symbiosis will increase the difficulty of the spell cast.&lt;br /&gt;
*&#039;&#039;Research is not designed for very low-level characters.&#039;&#039; It is primarily used to extend training for very skilled characters when using spells they can otherwise cap, and to manage Attunement costs when training for moderately skilled players.&lt;br /&gt;
&lt;br /&gt;
==Options==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Shorthand!!Backlash Chance?!!Feat Required!!Skill Required (Arcana)!!Minutes Needed*!!Result&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Research&#039;&#039;&#039;||FUNDAMENTAL||false||||60||5||Magic/Arcana experience (17/34 each)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Stream Theory&#039;&#039;&#039;||STREAM||false||||60||6.5||Attunement Experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Augmentation Patterns Research&#039;&#039;&#039;||AUGMENTATION||false||||60||10||Augment experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Utility Patterns Research&#039;&#039;&#039;||UTILITY||false||||60||10||Utility Experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warding Patterns Research&#039;&#039;&#039;||WARDING||false||||60||10||Warding Experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sorcerous Research&#039;&#039;&#039;||SORCERY||true||||250||15||Sorcery Experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High Energy Spellcasting&#039;&#039;&#039;||ENERGY||true||||500||7.5||Attunement Experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Field Theory&#039;&#039;&#039;||FIELD||true||||750||15||Magic, Sorcery, Attunement Experience (17/34 each)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plane of Probability&#039;&#039;&#039;||PLANE|| false |||| 250||20|| Astrology Experience (33/34) (24 hr cool down) Quest required&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Elemental Planes&#039;&#039;&#039;||PLANES|| false |||| 250||17|| Summoning Experience (34/34) (24 hr cool down) Quest required&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Starry Road&#039;&#039;&#039;||ROAD|| false |||| 118||18|| Theurgy Experience (34/34) (24 hr cool down) Quest required&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell Research&#039;&#039;&#039;||SPELL||true||||1000||15||Augmentation, Utility, Warding Experience (17/34 each)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strengthen Symbiosis&#039;&#039;&#039;||SYMBIOSIS STRENGTHEN||false||Physical Matrices||300||7.5||[[Boosts::Strength (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Endure Symbiosis&#039;&#039;&#039;||SYMBIOSIS ENDURE||false||Physical Matrices||||7.5||[[Boosts::Stamina (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Avoid Symbiosis&#039;&#039;&#039;||SYMBIOSIS AVOID||false||Physical Matrices||||7.5||[[Boosts::Reflex (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spring Symbiosis&#039;&#039;&#039;||SYMBIOSIS SPRING||false||Physical Matrices||||7.5||[[Boosts::Agility (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Remember Symbiosis&#039;&#039;&#039;||SYMBIOSIS REMEMBER||false||Mental Matrices||||7.5||[[Boosts::Intelligence (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resolve Symbiosis&#039;&#039;&#039;||SYMBIOSIS RESOLVE||false||Mental Matrices||||7.5||[[Boosts::Discipline (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Impress Symbiosis&#039;&#039;&#039;||SYMBIOSIS IMPRESS||false||Mental Matrices||||7.5||[[Boosts::Charisma (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discern Symbiosis&#039;&#039;&#039;||SYMBIOSIS DISCERN||false||Mental Matrices||||7.5||[[Boosts::Wisdom (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explore Symbiosis&#039;&#039;&#039;||SYMBIOSIS  EXPLORE||false||Survivalist||||7.5||[[Boosts::Athletics skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Watch Symbiosis&#039;&#039;&#039;||SYMBIOSIS WATCH||false||Survivalist||||7.5||[[Boosts::Perception skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Harvest Symbiosis&#039;&#039;&#039;||SYMBIOSIS HARVEST||false||Survivalist||||7.5||[[Boosts::Skinning skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heal Symbiosis&#039;&#039;&#039;||SYMBIOSIS HEAL||false||Survivalist||||7.5||[[Boosts::First Aid skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Learn Symbiosis&#039;&#039;&#039;||SYMBIOSIS LEARN||false||Scholar||||7.5||[[Boosts::Scholarship skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Examine Symbiosis&#039;&#039;&#039;||SYMBIOSIS EXAMINE||false||Scholar||||7.5||[[Boosts::Appraisal skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perform Symbiosis&#039;&#039;&#039;||SYMBIOSIS PERFORM||false||Scholar||||7.5||[[Boosts::Performance skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cast Symbiosis&#039;&#039;&#039;||SYMBIOSIS CAST||false||Symbiotic Research||200||7.5||[[Boosts::Primary Magic skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Harness Symbiosis&#039;&#039;&#039;||SYMBIOSIS HARNESS||false||Symbiotic Research||200||7.5||[[Boosts::Attunement skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Activate Symbiosis&#039;&#039;&#039;||SYMBIOSIS ACTIVATE||false||Symbiotic Research||200||7.5||[[Boosts::Arcana skill]] Boost&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;This is the base time with a minimum mana [[Gauge Flow]]. More mana will reduce the time required.&lt;br /&gt;
&lt;br /&gt;
==Other actions during research==&lt;br /&gt;
The following states prevent research from being started:&lt;br /&gt;
*having an active [[Appraisal skill#Appraise Focus|appraisal focus]] project&lt;br /&gt;
*{{com|play}}ing an instrument&lt;br /&gt;
*[[Prepare command|preparing]] a spell&lt;br /&gt;
&lt;br /&gt;
The following states will be broken upon starting a research project:&lt;br /&gt;
*being [[Hide command|hidden]] (N.B.: Invisibility does not break when starting research)&lt;br /&gt;
&lt;br /&gt;
The following actions interrupt research:&lt;br /&gt;
*Attacking or being attacked (you can engage and retreat freely)&lt;br /&gt;
*[[Cast command]]&lt;br /&gt;
*[[Charge command]]&lt;br /&gt;
*[[Hide command]]&lt;br /&gt;
*[[Locksmithing skill|Locksmithing]] in general: both {{com|disarm}}ing and {{com|pick}}ing&lt;br /&gt;
*[[Mine command]] (although you can still {{com|prospect}})&lt;br /&gt;
*{{com|pay}}ing debt&lt;br /&gt;
*[[Play command]]&lt;br /&gt;
*[[Prepare command]]&lt;br /&gt;
*[[Study command]]&lt;br /&gt;
*[[Swim command]]&lt;br /&gt;
&lt;br /&gt;
The following actions can be performed during research (although not all are intentional):&lt;br /&gt;
*maintaining a [[:Category:Cyclic spells|cyclic spell]]&lt;br /&gt;
*[[Harness command|harnessing]] mana&lt;br /&gt;
*[[Summon command|Summoning]] the different planes ({{com|summon}} {{tt|admittance}}, etc)&lt;br /&gt;
*[[Focus command|focusing]] on magical items&lt;br /&gt;
*[[Invoke command|invoking]] cambrinth, gaethzen, and runestones&lt;br /&gt;
*[[Release command|releasing]] mana or spell effects&lt;br /&gt;
*[[Teach command|teaching]] or listening to a class&lt;br /&gt;
*[[Perceive command|perceiving]] mana or health&lt;br /&gt;
*[[Empathic healing]]: {{com|touch}} and {{com|take}}&lt;br /&gt;
*[[Tend command|tending]] wounds&lt;br /&gt;
*[[Climb command|climbing]], including {{com|climb}} {{tt|practice}}&lt;br /&gt;
*[[Hunt command|hunting]]&lt;br /&gt;
*Moving through water using cardinal directions (and not using {{com|swim}})&lt;br /&gt;
*[[Forage command|foraging]]/[[Collect command|collecting]]&lt;br /&gt;
*Braiding grass/vines&lt;br /&gt;
*[[Appraise command|appraising]] items&lt;br /&gt;
*[[Assess command|assessing]] instruments&lt;br /&gt;
*[[Juggle command|juggling]]&lt;br /&gt;
*[[Wipe command|wiping]] a wet instrument (and wringing the cloth after)&lt;br /&gt;
*Training stats&lt;br /&gt;
*Using a [[sanowret crystal]]&lt;br /&gt;
*Crafting (so long as you don&#039;t need to [[Study command|study]] instructions)&lt;br /&gt;
:*[[Blacksmithing discipline#Smelting|smelting]] metal&lt;br /&gt;
:*Repairing Items&lt;br /&gt;
&lt;br /&gt;
The following actions cannot be performed at all during research:&lt;br /&gt;
*starting an [[Appraisal skill#Appraise Focus|appraisal focus]] project&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
===Start===&lt;br /&gt;
*[Research] You tentatively reach out and begin manipulating the mana streams, testing their give and the amount of energy coursing through them.&lt;br /&gt;
*[Symbiosis] You start to research &amp;lt;option&amp;gt; symbiosis.&lt;br /&gt;
&lt;br /&gt;
===Pulse===&lt;br /&gt;
*[Research] You continue to flex the mana streams.&lt;br /&gt;
*[Symbiosis] You continue to research &amp;lt;option&amp;gt; symbiosis.&lt;br /&gt;
&lt;br /&gt;
===Portion Completion===&lt;br /&gt;
*You make definite progress in your &amp;lt;option&amp;gt; &amp;lt;Research/symbiosis project&amp;gt; and decide to take a break. However, there is still more to learn before you arrive at a breakthrough.&lt;br /&gt;
&lt;br /&gt;
===Portion Abandonment===&lt;br /&gt;
If your project is interrupted (see [[Magical research#Other actions during research|Other actions during research]]), you forfeit all progress made for that research period. For example, if you were researching Warding for 300 seconds and are interrupted 259 seconds in, you lose all progress made during that period. You can also choose abandon a portion with {{com|research}} {{tt|cancel}}.&lt;br /&gt;
*Distracted by your devices, you forget what you were researching.&lt;br /&gt;
*Distracted by your spellcasting, you forget what you were researching.&lt;br /&gt;
&lt;br /&gt;
===Project Completion (Breakthrough!)===&lt;br /&gt;
The following messaging appears when you finish a research project.&lt;br /&gt;
*[Augmentation Research] Breakthrough! You have woven an Augmentation pattern that had previously escaped your grasp.&lt;br /&gt;
*[Fundamental Research] Breakthrough! You have a novel insight into the nature of spellcasting.  While it probably won&#039;t make you famous, it will surely come in handy with practical magic.&lt;br /&gt;
*[Stream Research] Breakthrough! The mana streams dance in front of your magical senses and, at least in their present configuration, you understand the nature of their warp and weave.&lt;br /&gt;
*[Utility Research]Breakthrough! You have woven a Utility pattern that had previously escaped your grasp.&lt;br /&gt;
*[Warding Research] Breakthrough! You have built a ward with previously unknown cleverness and strength.&lt;br /&gt;
&lt;br /&gt;
===Project Degradation===&lt;br /&gt;
If you go too long between research portions, you will forget some of what you have researched.&lt;br /&gt;
*As time passes, you forget some of the finer points about your project about &amp;lt;research project&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Project Abandonment===&lt;br /&gt;
If too long passes without continuing your research, you will abandon the project entirely. You can also abandon a project by doing {{com|research}} {{tt|cancel}} while you are not doing portion research.&lt;br /&gt;
*You decide to stop researching Fundamental Research.&lt;br /&gt;
*You have abandoned your research project entirely.&lt;br /&gt;
&lt;br /&gt;
===Prepare===&lt;br /&gt;
*[Symbiosis] You recall the exact details of the &amp;lt;option&amp;gt; symbiosis, preparing to integrate it with the next spell you cast.&lt;br /&gt;
&lt;br /&gt;
===Spell Cast===&lt;br /&gt;
*[Skill Bonus] Familiar streams of magic blend with the weave of your &amp;lt;spell&amp;gt; spell, and you sense an increase in your knowledge of &amp;lt;skill&amp;gt;.&lt;br /&gt;
*[Stat Bonus] Familiar streams of magic blend with the weave of your Ethereal Shield spell and you feel your &amp;lt;stat&amp;gt; increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Preparation Loss===&lt;br /&gt;
*[Symbiosis] You pause for a moment as the details of the &amp;lt;option&amp;gt; symbiosis fade from your mind.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>MIKETHEPENGUIN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Blue-dappled_prereni_(2)&amp;diff=567272</id>
		<title>Blue-dappled prereni (2)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Blue-dappled_prereni_(2)&amp;diff=567272"/>
		<updated>2021-09-08T00:39:29Z</updated>

		<summary type="html">&lt;p&gt;MIKETHEPENGUIN: /* Post 3.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=Blue-dappled prereni&lt;br /&gt;
|Province=Ilithi&lt;br /&gt;
|City=Shard&lt;br /&gt;
|MapList=*{{rmap|66| Road to Shard (66)}}&lt;br /&gt;
|simulevel=45&lt;br /&gt;
|naturallevel=45&lt;br /&gt;
|weaponlevel=45&lt;br /&gt;
|defenselevel=45&lt;br /&gt;
|MinCap=180&lt;br /&gt;
|MaxCap=250&lt;br /&gt;
|BodyType=quadruped&lt;br /&gt;
|BodyType2=monstrous&lt;br /&gt;
|BodySize=large&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=prereni skin&lt;br /&gt;
|Skin Weight=10 stones&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=Yes&lt;br /&gt;
|Bone Name=prereni bones&lt;br /&gt;
|Bone Weight=8 stones&lt;br /&gt;
|MaxVal=308 dokoras&lt;br /&gt;
|Boxes=no&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
}}&lt;br /&gt;
{{disambig2|Blue-dappled prereni}}&lt;br /&gt;
==Notes==&lt;br /&gt;
Prereni is [[Gerenshuge]] for &#039;deer&#039;.&lt;br /&gt;
&lt;br /&gt;
There are several tiers of prereni, this one being the middle. The lowest tier is [[Young blue-dappled prereni]] and the highest tier is [[Elder blue-dappled prereni]]. The premium version of each type is a bit harder than the standard version.  This is the premium version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prereni can be found through a gateway one room north of the path to Steelclaw Clan.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A rather small species of deer, the prereni is unusual in that it will aggressively defend its territory.  Standing about ten and a half hands high, it is characterized by its delicately pointed ears and a grey coat patterned with blued spots.&lt;br /&gt;
&lt;br /&gt;
==Recall==&lt;br /&gt;
These prereni are typically found in small herds.  They live for about twenty years, although often are killed well before that.  As they have numerous predators, they are quick to defend themselves from attack.&lt;br /&gt;
&lt;br /&gt;
The fawns of the blue-dappled prereni typically stay with their parent for one year.  Fawns are hard to spot, as they have no scent and are taught by their mother to stay perfectly still so that they blend in with the foliage.  If the mother is killed while away from her fawn, it will typically seek out a foster mother that will raise it to maturity.&lt;br /&gt;
&lt;br /&gt;
Prereni have a great love of fruit and are often spotted in or near orchards.  However, they are occasionally seen by roadsides and are not especially afraid of people.&lt;br /&gt;
&lt;br /&gt;
They are not known to cast any recognized spells.&lt;br /&gt;
&lt;br /&gt;
They are not known to carry loot in locked boxes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Post 3.1==&lt;br /&gt;
&lt;br /&gt;
Soft capping debilitation, and evasion at 250 ranks on normal ones.  Max spawn is 6 per hunter, can come in packs of 4.&lt;br /&gt;
&lt;br /&gt;
Premium version soft caps at 280 ranks.&lt;br /&gt;
&lt;br /&gt;
Dissect trains First Aid around 250 ranks.&lt;br /&gt;
&lt;br /&gt;
Premium version is quite a bit tougher. With 219 Shield, 219 Evasion, 233 Parry, 218 Defending, 39 Reflex, I get hit pretty frequently and can&#039;t make my usual 60 minute hunt without healing.&lt;/div&gt;</summary>
		<author><name>MIKETHEPENGUIN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Blue-belly_crocodile_(1)&amp;diff=566478</id>
		<title>Blue-belly crocodile (1)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Blue-belly_crocodile_(1)&amp;diff=566478"/>
		<updated>2021-08-30T22:40:21Z</updated>

		<summary type="html">&lt;p&gt;MIKETHEPENGUIN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=Blue-belly crocodile&lt;br /&gt;
|Province=Zoluren, Therengia&lt;br /&gt;
|City=Throne City, Greater Fist, Dirge&lt;br /&gt;
|MapList=*{{rmap|14| North Road (14)}}&lt;br /&gt;
|MapList2=*{{rmap|35a|Faldesu Inlet near Throne City (35a)}}&lt;br /&gt;
|simulevel=22&lt;br /&gt;
|naturallevel=22&lt;br /&gt;
|weaponlevel=0&lt;br /&gt;
|defenselevel=22&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=100&lt;br /&gt;
|MaxCap=140&lt;br /&gt;
|BodyType=quadruped&lt;br /&gt;
|BodyType2=monstrous&lt;br /&gt;
|BodySize=medium&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=a crocodile skin&lt;br /&gt;
|Skin Weight=10&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=Yes&lt;br /&gt;
|Bone Name=some crocodile bones&lt;br /&gt;
|Bone Weight=9&lt;br /&gt;
|RequiredRanks=73&lt;br /&gt;
|MaxVal=376 Kronars&lt;br /&gt;
|MaxArrangedVal=421 Kronars&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|mcap=&amp;lt;269, ?&lt;br /&gt;
|Boxes=no&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
}}&lt;br /&gt;
{{disambig2|Blue-belly crocodile}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The blue-belly crocodile is large, approximately 30 feet in length from snout to tail.  Bony plates cover its back and tail forming a kind of armor on its thick skin.  The crocodile has a long, triangular snout.  Its teeth, 30 to 40 in each jaw, are set into sockets in the jawbones and interlock when the mouth is closed; the fourth tooth from the front on each side of the jaw can always be seen, even when its mouth is shut.  It is amphibious, spending most of time in the water, where it swims with rhythmic strokes of its tail.  The tail is also used to capture prey, sweeping it from shallow to deeper water, where it can be devoured more easily.  As it floats almost completely submerged, the crocodile&#039;s protruding nostrils and eyes and a portion of its back are the only parts visible as it stalks its prey.  It moves most quickly in a belly crawl, but can also walk on all four legs.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
===Skills/Exp===&lt;br /&gt;
&amp;lt;b&amp;gt;Haven Ferry (swamp) Crocs:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Defense soft cap at 130&amp;lt;br /&amp;gt;&lt;br /&gt;
Offense soft cap at 120&amp;lt;br /&amp;gt;&lt;br /&gt;
Offense Hard cap at 121&amp;lt;br /&amp;gt; &lt;br /&gt;
Skinning still teaches well at 161&amp;lt;br /&amp;gt;           &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Shard Crocs:&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Teaches evasion until 134.&amp;lt;br/&amp;gt;&lt;br /&gt;
Shard crocs are still locking evasion at 159 on 6/30/17.&amp;lt;br/&amp;gt;&lt;br /&gt;
At 120 Parry, as Weapons secondary guild, slowed considerably even with 4&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you fight the in the Marsh, you&#039;ll quickly notice that you can move in the eight directions. The Marsh is a maze, so you may not exactly go the direction you want to (No messaging indicates this, unlike the Black Leucro area) so backtracking your way out will not work. To find your way out, walk around and type LOOK REED or until you find the shack. From there, go west, go northwest, and GO REED to exit the area.  For a script to exit the area, go [[Exit Crocs (script)|here]].&lt;br /&gt;
&lt;br /&gt;
Additionally, Rangers can SEARCH to find the direction of both the reeds leading out as well as to the shack. Not certain if this is based on skill, circle or a combination, but should be possible by the time the creatures can be hunted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Note that some verbs do not function in the Marsh as they do normally, particularly STALK, HUNT, KICK, and FLEE.&amp;lt;/s&amp;gt;&lt;br /&gt;
*Not sure what doesn&#039;t function about HUNT, it works perfectly fine and normal for me on multiple characters, which is actually weird since it&#039;s a water area.&lt;br /&gt;
*STALK and KICK work just fine as well, able to kick crocs for brawling and piles of collected rocks normally.&lt;br /&gt;
*FLEE works just has some weird messaging.&lt;/div&gt;</summary>
		<author><name>MIKETHEPENGUIN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Giant_black_leucro_(1)&amp;diff=566461</id>
		<title>Giant black leucro (1)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Giant_black_leucro_(1)&amp;diff=566461"/>
		<updated>2021-08-30T22:21:50Z</updated>

		<summary type="html">&lt;p&gt;MIKETHEPENGUIN: /* 3.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=Giant Black Leucro&lt;br /&gt;
|Image File=leucro.jpg&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Stone Clan&lt;br /&gt;
|MapList=*{{rmap|11a | Leucros and Vipers (11a)}}&lt;br /&gt;
|simulevel=34&lt;br /&gt;
|levelvariancedown=2&lt;br /&gt;
|levelvarianceup=2&lt;br /&gt;
|naturallevel=34&lt;br /&gt;
|weaponlevel=0&lt;br /&gt;
|defenselevel=34&lt;br /&gt;
|level=34&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=160&lt;br /&gt;
|MaxCap=215&lt;br /&gt;
|BodyType=quadruped&lt;br /&gt;
|BodyType2=creatural&lt;br /&gt;
|BodySize=large&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Uses Weapons=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=a black leucro hide&lt;br /&gt;
|Skin Weight=7&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=a black leucro paw&lt;br /&gt;
|Part Weight=4&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=~110&lt;br /&gt;
|MaxVal=623&lt;br /&gt;
|MaxArrangedVal=813&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{disambig2|Giant black leucro}}&lt;br /&gt;
&lt;br /&gt;
The premium version of this creature is a bit harder than the standard version. This is the standard version.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Jet black and looking very much like a giant wolf, the black leucro is half as tall as a normal sized human.  Its eyes burn with a fire that suggests that it is more than an overgrown wolf.  Something otherwordly seems to burn within its soul.  Though often appearing in large groups, it seems to move with an independence that seems to go beyond the pack mentality of normal wolves.  Perhaps that is for the best since you are almost certain that if they learned or desired to act in unison, you would be dead now.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
Leucros can charge from pole range.&lt;br /&gt;
&lt;br /&gt;
===Area===&lt;br /&gt;
The areas where these leucros live is heavily overgrown. With low [[Perception skill | perception]] and/or [[Scouting skill | scouting]] ranks you will likely not go in the direction you intend when you move. This can make getting out of the area quite difficult. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*Moving around teaches minimal perception and scouting (if a Ranger).&lt;br /&gt;
*Moving around drains your fatigue.&lt;br /&gt;
*Peering can cause roundtime as you climb a tree to look around.&lt;br /&gt;
*You can use a machete to {{com|HACK}} in a certain direction. This will make it easier to move in that direction.&lt;br /&gt;
*As perception and scouting increase you will be better able to move in your intended direction, until you are no longer hindered at all.&lt;br /&gt;
*Leucros experience diminished spawn rates during the daytime, and increased spawn rates during peak night time hours.&lt;br /&gt;
*Black leucros are noted for being very perceptive and therefore very good teachers of [[Stealth]] for their level, past 250 ranks.&lt;br /&gt;
*Soft cap for learning appears to be around 210 ranks.&lt;br /&gt;
*Leucros past the deadfall are slightly lower level and mixed in with [[Giant thicket viper]]s.&lt;br /&gt;
&lt;br /&gt;
===3.1===&lt;br /&gt;
Soft Caps defensively are around 210 and stay on dabbling at around 215.&amp;lt;br&amp;gt;&lt;br /&gt;
Recommended to have around 180 in defenses to be able to fight, with around 200 ranks to take multiple leucros for extended periods of time.&amp;lt;br&amp;gt;&lt;br /&gt;
Weapons begin to slow down around 200 and refuse to move off dabbling at 207. - 8/16/15&lt;br /&gt;
&lt;br /&gt;
Currently at 207 weapons and they are training well, actually. - 1/1/18&lt;br /&gt;
&lt;br /&gt;
Occasional miss with weapons at 140 and masteries at about 238 but training quite well.&amp;lt;br&amp;gt;&lt;br /&gt;
198 shield, 184 parry, 179 evasion is enough to handle 4 with only occasional light hits.&amp;lt;br&amp;gt;&lt;br /&gt;
Full arranges result in nearly ruined to superior paws at 194 skinning.- 1/6/19&lt;br /&gt;
&lt;br /&gt;
I&#039;m hardly ever even hit engaging 3-4 with 185 Evasion, 185 Shield, 184 Defending, and 197 Parry (regardless of stance). I&#039;ve been here for a couple days now. It looks like low to mid 180s works very well from a defensive perspective. 32 Reflex. Training very well. - 8/30/21&lt;br /&gt;
&lt;br /&gt;
===Back Training Information===&lt;br /&gt;
As an Empath with 51 agility, was able to back train all weapons with 220 Melee Mastery and 105 Missile Mastery with most weapon skills being between 90-120. Debilitation was needed to train some missile weapons.&lt;br /&gt;
&lt;br /&gt;
===[[Attributes]]===&lt;br /&gt;
*&#039;&#039;&#039;[[Strength (stat)|Strength]]&#039;&#039;&#039; - is a little less than 38 &amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Agility (stat)|Agility]]&#039;&#039;&#039; - is close to 25 &amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Discipline (stat)|Discipline]]&#039;&#039;&#039; - is a little less 25 &amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Reflex (stat)|Reflex]]&#039;&#039;&#039; - is close to 27 &amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Stamina (stat)|Stamina]]&#039;&#039;&#039; - is less than 38 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Grizzled Red Leucro]]&lt;br /&gt;
*[[Silver Leucro]]&lt;/div&gt;</summary>
		<author><name>MIKETHEPENGUIN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Empath_new_player_guide&amp;diff=565229</id>
		<title>Empath new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Empath_new_player_guide&amp;diff=565229"/>
		<updated>2021-08-10T21:12:47Z</updated>

		<summary type="html">&lt;p&gt;MIKETHEPENGUIN: /* Suggested Spell and Feat Progression */ Fixing Awaken spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Empath specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction to Empaths==&lt;br /&gt;
Empaths are best known for their healing abilities. No other guild is able to heal the wounds of others, or even their own wounds, with the proficiency of an Empath. The official Play.net description of the Empath guild says that &amp;quot;Empaths are highly attuned to other living creatures, allowing them to heal the wounds of others. Such powers have their [[Empathic Shock|drawbacks]], however; since Empaths are so close to the pain of the living beings around them, if they so much as try to harm another living creature they will lose their ability to heal for a time. If they kill, such ability can be lost forever.&lt;br /&gt;
&lt;br /&gt;
That doesn&#039;t mean, however, that Empaths are barred from combat. Many choose the path of the Battle Empath, with defensive skills and abilities often outstripping those of the hunters they seek out to heal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Game play wise, Empath [[skillset]]s are Lore primary, Magic and Survival secondary, and Weapon and Armor tertiary. This means that Empaths are exceptionally suited for healing, teaching, and [[crafting]] while still having access to a great deal of magic and combat survivability. Most people choose to play an Empath do so because they want to be able to heal other people. Empaths are generally unable to directly attack creatures or other players directly (such as swinging a sword) but do have access to tools which allow them to hunt and kill creatures.&lt;br /&gt;
&lt;br /&gt;
The Empath guild circling requirements have virtually no skills that require combat, so Empaths also make good characters for people looking to stay in town, craft, socialize, or just don&#039;t like combat.&lt;br /&gt;
&lt;br /&gt;
===Making your Empath===&lt;br /&gt;
Every race has the potential to become a great Empath. However here are a few considerations in selecting the race for your Empath. Social empaths may prefer races that can train mental [[attributes]] faster, while combat empaths will want a balance. &lt;br /&gt;
&lt;br /&gt;
====Tails==== &lt;br /&gt;
The [[First Aid]] skill is a key skill for advancing in the Empath guild. Although there are other options to train first aid, such as [[anatomy charts]] in compendiums, the most effective way of training first aid still comes from keeping bleeders tended. A pet tail bleeder is a huge advantage to the combat empath, because bleeders at any other location run the risk of being hit, increasing its severity and possibly stunning the empath. A pet tail bleeder also benefits the social empath as most people do not have tail wounds, and it is possible to maintain a tail bleeder through heavy transfers of wounds. As long as self-healing is targeted (avoiding the use of [[Regenerate]] or [[Fountain of Creation]]), the tail wound can be kept.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The following races have tails: [[S&#039;kra Mur]], [[Prydaen]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Empath [[Attributes]]====&lt;br /&gt;
Joining the Empath guild requires 10 [[Stamina]], 9 [[Wisdom]] and 9 [[Intelligence]]. If your chosen starting race does not have these by default, the Empath Guildleaders are able to bump you up to this minimum when you join. Doing so will deduct the appropriate amount of [[Time Development Point]]s and coin at the time it is done.&lt;br /&gt;
&lt;br /&gt;
Early on it does not matter much what attributes you train. You cannot &amp;quot;break&amp;quot; a character or go wrong by spending TDPs on any attribute. Don&#039;t stress over what to spend TDPs on too much. Until you get more comfortable with the DragonRealms systems, it&#039;s best to approach a somewhat balanced approach to attributes. Training all attributes to 20 or 30 before choosing to specialize will give you a strong foundation for your character to branch off from.&lt;br /&gt;
&lt;br /&gt;
While these attributes may have other uses, these are their biggest impacts on an Empath.&lt;br /&gt;
&lt;br /&gt;
* [[Discipline]], [[Intelligence]], and [[Wisdom]] are the &amp;quot;mental&amp;quot; attributes. Most Empaths favor these in their training by raising them first or higher than other attributes.&lt;br /&gt;
** &#039;&#039;&#039;[[Discipline]]&#039;&#039;&#039;: Aids transferring wounds, spell casting and [[Manipulation]] by increasing available [[concentration]]. Discipline is the biggest contributor to concentration and increases fatigue recovery. Higher discipline means an Empath can take more wounds without needing to rest. This is a very valuable attribute to train as an Empath.&lt;br /&gt;
** &#039;&#039;&#039;[[Intelligence]]&#039;&#039;&#039;: Aids transferring wounds, spell casting and [[Manipulation]] by increasing available [[concentration]]. Also increases the size of [[experience]] pools.&lt;br /&gt;
** &#039;&#039;&#039;[[Wisdom]]&#039;&#039;&#039;: Increases rate at which [[experience]] becomes usable ranks.&lt;br /&gt;
* &#039;&#039;&#039;[[Stamina]]&#039;&#039;&#039;: Aids transferring wounds, spell casting and [[Manipulation]] by increasing available [[concentration]]. Stamina is crucial to determining the size of a character&#039;s [[Vitality]] and [[Fatigue]] pools and recovery. Affects how much weight a character [[Encumbrance|can carry]].&lt;br /&gt;
* &#039;&#039;&#039;[[Charisma]]&#039;&#039;&#039;: Improves the amount of experience from teaching and effects [[Manipulation]] and [[Shifting]].&lt;br /&gt;
* [[Strength]], [[Agility]] and [[Reflex]] are all physical attributes which mainly effect combat and some survival skills. These tend to be low priorities to Empaths compared to the other attributes.&lt;br /&gt;
** &#039;&#039;&#039;[[Strength]]&#039;&#039;&#039;: Improves [[Encumbrance]] and how much weight a character can drag. Used in weapon, shield and other combat skills.&lt;br /&gt;
** &#039;&#039;&#039;[[Agility]]&#039;&#039;&#039;: Used to improve parry skill and ability to do fine motor tasks such as [[crafting]], [[Skinning]], or [[Locksmithing]].&lt;br /&gt;
** &#039;&#039;&#039;[[Reflex]]&#039;&#039;&#039;: Primarily used for evading and surviving in combat.&lt;br /&gt;
&lt;br /&gt;
====Role-playing Considerations====&lt;br /&gt;
&lt;br /&gt;
Traditionally, Empaths have often been played as cheerful, selfless healers who eschew violence. Even now, many players believe that Empaths are supposed to be that way, and those who stray from that path are flouting the guild&#039;s teachings. This belief is the result of several factors:&lt;br /&gt;
#&#039;&#039;&#039;a misunderstanding of supernatural [[Empathy skill|empathy]]&#039;&#039;&#039;: In the everyday sense, when we describe someone as empathic, we mean that he understands another person&#039;s feelings by putting himself in that person&#039;s shoes -- and usually that he feels sympathetic or compassionate as a result. Supernatural empathy doesn&#039;t really have anything to do with people&#039;s feelings. It is a breaking down of the barrier that separates two beings, allowing the Empath to sense and manipulate life essences. (As an extreme example, the [[First Empaths]] could not tolerate being around other people due to their godlike empathy.)&lt;br /&gt;
#&#039;&#039;&#039;a misunderstanding of [[Empathic Shock|empathic shock]]&#039;&#039;&#039;: Empaths who directly cause injury or pain to another living being experience Empathic shock. Many people (including Empaths) misinterpret this as a punishment for violating the guild&#039;s moral teachings, similar to the way a Paladin&#039;s soul declines when he engages in dishonorable or unchivalrous deeds. Although some Empaths may choose to attach moral significance to empathic shock, it is simply an automatic physiological reaction that arises by virtue of the Empath&#039;s heightened sensitivity to the life forces around him. If you lived in a cave for a year, and then wandered out into the noonday sun, the bright light would hurt your eyes, and you would be temporarily blinded. This is much like empathic shock, which is pain followed by a temporary insensitivity that is caused by over-stimulation of one&#039;s empathic senses.&lt;br /&gt;
#&#039;&#039;&#039;early guild mechanics that limited empathy to the transference of wounds&#039;&#039;&#039;: The Empathy skill used to be called &amp;quot;Transference.&amp;quot; This is paralleled by the guild&#039;s own belief that empathy should be &amp;quot;channeled only into the transference of injuries, so as to prevent it from growing too great, as it has with [the First Empaths].&amp;quot; In the wake of [[Jomay]], who was accused of spreading an empathic plague that maimed and killed hundreds, the Empaths&#039; Guild attempted to eradicate knowledge of all other empathic powers from the public record. See [[Shift Debacle]] for a summary of this history.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Because early PC Empaths were generally helpless and totally reliant on other adventurers for training, protection, and income, a lot of ideas developed about how Empaths were supposed to be treated and how they were supposed to behave. This attitude has largely waned, as Empaths now have ways to train, defend themselves, and make money that don&#039;t involve other adventurers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In short, there is nothing wrong with going the traditional route if you want, but the guild&#039;s lore allows for a lot more flexibility in character design. As GM Armifer put it, &amp;quot;Empathy doesn&#039;t make people &#039;&#039;nice&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==How to Empath==&lt;br /&gt;
&lt;br /&gt;
Here is some recommended reading for those who are new to the guild or returning after a long break.&lt;br /&gt;
*[[Empath Healing]]: An explanation of how to heal others and yourself.&lt;br /&gt;
*[[Empathy skill]]: Includes a list of methods for training Empathy.&lt;br /&gt;
*[[Link ability]]: This ability allows Empaths to temporarily benefit from the increased skill of other adventurers. The persistent link is also required for certain advanced healing techniques. The guild does not teach this ability; you must learn it from another Empath.&lt;br /&gt;
*[[Manipulate ability]]: Using his empathic senses, the Empath can manipulate the minds of creatures, causing them to fight each other instead of the Empath. This provides the earliest method for killing creatures that are not constructs. It also allows you to train empathy in combat! Once you have about 50 ranks in effective empathy, you can learn this from another Empath.&lt;br /&gt;
*[[Perceive Health]]: At about 50 ranks (average of empathy and attunement), the Empath can begin to sense the life essences of those around them. This ability is very helpful, as you can sense even the most stealthy of beings. (However, you will not see the names of those who are in hiding, only that someone is there.) With more skill, you can see certain health details, such as disease, poison, or vitality loss. With high skill, you can sense people who are several rooms away. This teaches a small amount of empathy (less than healing or manipulation).&lt;br /&gt;
*[[Shift ability]]: This ability allows Empaths to permanently alter the appearance of other people. The guild does not teach shifting. Shifting is prohibited by the guild and is illegal in [[Zoluren]] and [[Therengia]]. Nonetheless, you can undergo a quest to learn this at 30th circle.&lt;br /&gt;
*[[Empath hunting ladder]]: Unlike living creatures and the undead, constructs are magically animated and have no life force. Therefore, Empaths can hunt them without experiencing empathic shock. To check whether something is a construct, {{com|perceive}} it. For a construct, it will say, &amp;quot;You sense that a [monster] will not cause shock if you attack it.&amp;quot; Empaths who cast [[Absolution]] can also hunt the undead without experiencing empathic shock.&lt;br /&gt;
*[[Empathic shock]]: Empathic shock is an automatic physiological reaction to inflicting injury on a living being. This article explains the lore, what causes shock, and how being shocked affects your abilities as an Empath.&lt;br /&gt;
&lt;br /&gt;
===Empath Ability Checklist===&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Ability!!When to Learn!!How to Learn!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Touch command|diagnostic link]]||Circle: 1||learned automatically||see detailed information about patient&#039;s wounds and scars&lt;br /&gt;
|-&lt;br /&gt;
|[[Perceive_command#Empath_Options|perceive health self]]||Circle: 1||learned automatically||see detailed information about your own wounds and scars&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Wounds_and_Scars|external wound transference]]||Circle: 1||learned automatically||transfer patient&#039;s external wounds to your body&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Empathic_Shock|shock transference]]||Circle: 1||learned automatically||transfer half of Empath&#039;s shock to you&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Vitality.2C_Poison.2C_and_Disease|vitality transference]]||Circle: 1||learned automatically||give some of your vitality to patient&lt;br /&gt;
|-&lt;br /&gt;
|[[Link ability|link]]||Circle: 1||from a PC Empath||temporarily share skill with another player&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Wounds_and_Scars|internal wound transference]]||Empathy: 6||learned automatically||transfer patient&#039;s internal wounds to your body&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Wounds_and_Scars|external scar transference]]||Empathy: 7||learned automatically||transfer patient&#039;s external scars to your body&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Wounds_and_Scars|internal scar transference]]||Empathy: 8||learned automatically||transfer patient&#039;s internal scars to your body&lt;br /&gt;
|-&lt;br /&gt;
|[[Magical Feats|Injured Casting (feat)]]||Circle: 2||learned automatically||reduce penalty for casting spells while injured&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Vitality.2C_Poison.2C_and_Disease|poison transference]]||Empathy: 40*||learned automatically||transfer patient&#039;s poison to your body&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing|shock transference]]||Circle: 10||learned automatically||take shock from Shocked Empaths&lt;br /&gt;
|-&lt;br /&gt;
|[[Perceive Health|perceive health]]||Empathy/Attunement: 50||learned automatically||see other life essences, even if hidden&lt;br /&gt;
|-&lt;br /&gt;
|[[Manipulate ability|manipulate]]||Empathy: 50||from a PC Empath||force other creatures to fight each other instead of you&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Vitality.2C_Poison.2C_and_Disease|disease transference]]||Empathy: 80*||learned automatically||transfer patient&#039;s disease to your body&lt;br /&gt;
|-&lt;br /&gt;
|[[Shift ability|shift]]||Circle: 30||quest||permanently alter another person&#039;s appearance&lt;br /&gt;
|-&lt;br /&gt;
|[[Persistent Link|persistent link]]||Empathy: 300||from a PC Empath||diagnostic link lasts as long as Empath and patient are in the same room&lt;br /&gt;
|-&lt;br /&gt;
|[[Wound Redirect|wound redirection]]||Circle: 60 (Empathy: 320)||ask [guildleader] about wound redirect||change where patient&#039;s wounds appear on your body&lt;br /&gt;
|-&lt;br /&gt;
|[[Unity Link|Unity link]]||Circle: 70 (Empathy: 380)||ask [guildleader] about unity||instantly heal patient of all wounds and scars&lt;br /&gt;
|-&lt;br /&gt;
|[[Hand of Hodierna|Hand of Hodierna]]||Circle: 80 (Empathy: 440)||ask [guildleader] about Hand of Hodierna||passively (and gradually) heal patient&#039;s wounds and scars&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Wound_Reduction|wound reduction]]||Empathy: 450||learned automatically||reduce severity of wounds transferred to your body&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Some poisons and diseases require more skill to transfer than others. The ranks indicated here are the minimum requirements for the simplest conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Because of the low population, Empaths in Plat receive manipulation from the guildleader at first circle.&lt;br /&gt;
&lt;br /&gt;
==Dedicated Healer/Support Character==&lt;br /&gt;
&lt;br /&gt;
===Suggested Spell and Feat Progression===&lt;br /&gt;
&lt;br /&gt;
The order takes into account spell slot costs and expected (minimum) magic ranks for each circle, indicated in the far-right column. You may be able to use spells and feats earlier than listed here. If you have the magic ranks to cast Cure Disease, Flush Poisons, Heal, Regenerate, and Fountain of Creation earlier than listed, I would take those spells sooner. See [[:Category:Empath_spells#Summary%20of%20Spell%20Information|this table]] for rank requirements. (Note: ritual spells also require about the same number of ranks in [[Arcana skill|arcana]].)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I have prioritized healing, support, and scholarly spells and feats. However, since there are more spell slots than such abilities, some combat buffs are included. If you want to emphasize combat more than was done here, see the [[Empath_new_player_guide#Suggested_Spell_and_Feat_Progression_2|suggested spell and feat progression for combat Empaths]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How you spend your final slots is really a matter of personal preference. I like the mastery feats, because they let you channel more mana into spells than your skill would otherwise allow, and when you outgrow them, you can unlearn them and re-allocate those spell slots. If you are nosy, you may like the [[Magical feats|Basic Preparation Recognition and Advanced Spell Knowledge feats]] These reveal what spells people are preparing around you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The research feats at the end of the list let you add a single stat or skill buff to any of your standard spells, greatly increasing the challenge of casting. (This is good for training at high levels.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you want to practice [[Sorcery]], you will need the [[Magical feats|Magic Theorist]] feat, and you may also want to invest in Sorcerous Patterns to reduce sorcerous backlash. (Without this feat, if you follow the progression below, you can only use [[:Category:Ranger spells|other life mana spells]].)&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Circle!!Spell!!Effect/Comment!!Cost!!Prerequisites!!Magic.Ranks&lt;br /&gt;
|-&lt;br /&gt;
|1||[[Heal Wounds]]||heals wounds||1||none||3&lt;br /&gt;
|-&lt;br /&gt;
|2||[[Heal Scars]]||heals scars||1||Heal Wounds||6&lt;br /&gt;
|-&lt;br /&gt;
|3||||||||||9&lt;br /&gt;
|-&lt;br /&gt;
|4||[[Vitality Healing]]||restores vitality||2||Heal Scars||12&lt;br /&gt;
|-&lt;br /&gt;
|5||||||||||15&lt;br /&gt;
|-&lt;br /&gt;
|6||[[Refresh]]||-fatigue, +fatigue recovery||2||Heal Scars||18&lt;br /&gt;
|-&lt;br /&gt;
|7||[[Blood Staunching]]||prevents blood loss (prereq)||1||Heal Scars||21&lt;br /&gt;
|-&lt;br /&gt;
|8||||||||||24&lt;br /&gt;
|-&lt;br /&gt;
|9||[[Gift of Life]]||+stamina, +empathy skill (prereq)||2||Refresh||27&lt;br /&gt;
|-&lt;br /&gt;
|10||||||||||30&lt;br /&gt;
|-&lt;br /&gt;
|11||[[Iron Constitution]]||-damage from serious hits (warding trainer, prereq)||2||Heal Scars||33&lt;br /&gt;
|-&lt;br /&gt;
|12||||||||||36&lt;br /&gt;
|-&lt;br /&gt;
|13||[[Mental Focus]]||+intelligence, +concentration/recovery (prereq)||2||Heal Scars||39&lt;br /&gt;
|-&lt;br /&gt;
|14||[[Innocence]]||forces target to disengage; prevents facing/advancing (prereq)||1||Iron Constitution||42&lt;br /&gt;
|-&lt;br /&gt;
|15||||||||||45&lt;br /&gt;
|-&lt;br /&gt;
|16||||||||||48&lt;br /&gt;
|-&lt;br /&gt;
|17||[[Lethargy]]||pulsing fatigue damage, agility debuff (debilitation trainer, prereq)||3||Refresh||51&lt;br /&gt;
|-&lt;br /&gt;
|18||||||||||54&lt;br /&gt;
|-&lt;br /&gt;
|19||[[Paralysis]]||immobilizes and knocks down (to train TM in anticipation of Guardian Spirit)||2||Lethargy||57&lt;br /&gt;
|-&lt;br /&gt;
|20||||||||||60&lt;br /&gt;
|-&lt;br /&gt;
|22||[[Gauge Flow]]||unlocks magical research* (prereq)||2||||66&lt;br /&gt;
|-&lt;br /&gt;
|24||[[Lay Ward]]||potency barrier against spells (great for PvE)||1||Gauge Flow, Ease Burden or Strange Arrow||72&lt;br /&gt;
|-&lt;br /&gt;
|26||||||||||78&lt;br /&gt;
|-&lt;br /&gt;
|28||[[Manifest Force]]||ablative physical damage barrier (great for PvP)||2||Gauge Flow, Ease Burden or Strange Arrow||84&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Cure Disease]]||cures disease||1||Blood Staunching||90&lt;br /&gt;
|-&lt;br /&gt;
|32||[[Flush Poisons]]||cures poison||1||Blood Staunching||98&lt;br /&gt;
|-&lt;br /&gt;
|34||[[Magical feats|Deep Attunement]]||+harness regeneration||1||100 Attunement, 100 Arcana||106&lt;br /&gt;
|-&lt;br /&gt;
|36||[[Magical feats|Efficient Harnessing]]||-harness cost||1||100 Attunement, 100 Arcana||114&lt;br /&gt;
|-&lt;br /&gt;
|38||[[Magical feats|Utility Mastery]]||increases your personal cap for utility spells||1||100 Utility, 100 Arcana||122&lt;br /&gt;
|-&lt;br /&gt;
|40||||||||||130&lt;br /&gt;
|-&lt;br /&gt;
|42||[[Heal]]||heals most severe wounds/scars (up to 4)||2||Vitality Healing||138&lt;br /&gt;
|-&lt;br /&gt;
|44||||||||||146&lt;br /&gt;
|-&lt;br /&gt;
|46||||||||||154&lt;br /&gt;
|-&lt;br /&gt;
|48||[[Heart Link]]||protects from bleeding, poison, disease, and vitality loss||3||Mental Focus and Cure Disease or Flush Poisons||162&lt;br /&gt;
|-&lt;br /&gt;
|50||||||||||170&lt;br /&gt;
|-&lt;br /&gt;
|52||[[Awaken_(spell)|Awaken]]||-stuns/unconsciousness||2||Mental Focus||178&lt;br /&gt;
|-&lt;br /&gt;
|54||||||||||186&lt;br /&gt;
|-&lt;br /&gt;
|56||||||||||194&lt;br /&gt;
|-&lt;br /&gt;
|58||[[Nissa&#039;s Binding]]||puts target to sleep (AoE debilitation)||2||Compel or Awaken||202&lt;br /&gt;
|-&lt;br /&gt;
|60||||||||||210&lt;br /&gt;
|-&lt;br /&gt;
|62||[[Dispel]]||dispels one magical effect||2||two AP spells||218&lt;br /&gt;
|-&lt;br /&gt;
|64||[[Magical feats|Raw Channeling]]||power cyclics directly from attunement||1||100 Attunement, 100 Arcana||226&lt;br /&gt;
|-&lt;br /&gt;
|66||[[Magical feats|Efficient Channeling]]||-cyclic cost||1||100 Attunement, 100 Arcana||234&lt;br /&gt;
|-&lt;br /&gt;
|68||||||||||242&lt;br /&gt;
|-&lt;br /&gt;
|70||[[Regenerate]]||gradually heals wounds/scars (cyclic, great for hunting)||2||circle 30, Heal||250&lt;br /&gt;
|-&lt;br /&gt;
|72||||||||||260&lt;br /&gt;
|-&lt;br /&gt;
|74||||||||||270&lt;br /&gt;
|-&lt;br /&gt;
|76||[[Fountain of Creation]]||heals all wounds/scars||3||circle 30, Heal||280&lt;br /&gt;
|-&lt;br /&gt;
|78||||||||||290&lt;br /&gt;
|-&lt;br /&gt;
|80||[[Guardian Spirit]]||summons combat &amp;quot;pet&amp;quot; (cyclic, trains TM)||2||circle 20, Innocence and Compel or Paralysis||300&lt;br /&gt;
|-&lt;br /&gt;
|82||||||||||310&lt;br /&gt;
|-&lt;br /&gt;
|84||||||||||320&lt;br /&gt;
|-&lt;br /&gt;
|86||[[Tranquility]]||+discipline, +defense against vs. will/fortitude attacks (prereq)||3||Mental Focus||330&lt;br /&gt;
|-&lt;br /&gt;
|88||||||||||340&lt;br /&gt;
|-&lt;br /&gt;
|90||||||||||350&lt;br /&gt;
|-&lt;br /&gt;
|92||[[Perseverance of Peri&#039;el]]||ablative vitality barrier (ritual)||3||circle 30, Tranquility and Iron Constitution||360&lt;br /&gt;
|-&lt;br /&gt;
|94||||||||||370&lt;br /&gt;
|-&lt;br /&gt;
|96||[[Aggressive Stance]]||+evasion skill, +brawling skill||2||Iron Constitution and Heart Link or Gift of Life||380&lt;br /&gt;
|-&lt;br /&gt;
|98||||||||||390&lt;br /&gt;
|-&lt;br /&gt;
|100||||||||||400&lt;br /&gt;
|-&lt;br /&gt;
|102||[[Aesandry Darlaeth]]||+reflex, +recovery from balance/immobilization/webbing (cyclic)||3||circle 20, Aggressive Stance||410&lt;br /&gt;
|-&lt;br /&gt;
|105||[[Circle of Sympathy]]||allows Empaths to share attunement||1||circle 40, Mental Focus and Gift of Life||425&lt;br /&gt;
|-&lt;br /&gt;
|108||[[Vigor]]||+agility, +strength||1||Gift of Life||440&lt;br /&gt;
|-&lt;br /&gt;
|111||[[Adaptive Curing]]||allows preemptive casting of Flush Poisons and Cure Disease*||1||Cure Disease or Flush Poisons||455&lt;br /&gt;
|-&lt;br /&gt;
|114||[[Magical feats|Augmentation Mastery]]||increases your personal cap for augmentation spells||1||||470&lt;br /&gt;
|-&lt;br /&gt;
|117||[[Magical feats|Warding Mastery]]||increases your personal cap for warding spells||1||||485&lt;br /&gt;
|-&lt;br /&gt;
|120||[[Magical feats|Group Supporter]]||+potency of casting beneficial spells on groups||1||||500&lt;br /&gt;
|-&lt;br /&gt;
|123||[[Magical feats|Team Player]]||-penalty for casting beneficial on others||1||||515&lt;br /&gt;
|-&lt;br /&gt;
|126||[[Magical feats|Faster Battle Preparations]]||shortens prep time for battle spells&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;||1||100 Primary Magic, 100 Arcana||530&lt;br /&gt;
|-&lt;br /&gt;
|129||[[Magical feats|Dedicated Cambrinth Use]]||designate how cambrinth is used (cyclics, standard, or both)||1||||545&lt;br /&gt;
|-&lt;br /&gt;
|132||[[Magical feats|Improved Memory]]||memorize a second spell scroll||1||100 Scholarship, 100 Arcana||560&lt;br /&gt;
|-&lt;br /&gt;
|135||[[Magical feats|Improvised Rituals]]||allows universal and realm-attuned foci||1||100 Primary Magic, 100 Arcana||575&lt;br /&gt;
|-&lt;br /&gt;
|138||[[Magical feats|Symbiotic Research]]||unlocks Activate, Cast, and Harness symbioses||1||||590&lt;br /&gt;
|-&lt;br /&gt;
|141||[[Magical feats|Mental Matrices]]||unlocks Discern, Impress, Remember, and Resolve symbioses||1||Symbiotic Research||605&lt;br /&gt;
|-&lt;br /&gt;
|144||[[Magical feats|Physical Matrices]]||unlocks Avoid, Endure, Spring, and Strengthen symbioses||1||Symbiotic Research||620&lt;br /&gt;
|-&lt;br /&gt;
|147||[[Magical feats|Scholar]]||unlocks Examine, Learn, and Perform symbioses||1||Symbiotic Research||635&lt;br /&gt;
|-&lt;br /&gt;
|150||[[Magical feats|Survivalist]]||unlocks Explore, Harvest, Heal, and Watch symbioses||1||Symbiotic Research||650&lt;br /&gt;
|}&lt;br /&gt;
*[[Gauge Flow]] is required to access the [[Magical research]] system. This is intended as an alternative training method for non-combat magic skills, particularly at high levels. Gauge Flow appears earlier than you really need it, because Empaths trained to those circle requirements will lack the magic skills to complete some of the more useful projects. Since you will eventually want to use magical research, I put it here rather than wasting spell slots on other choices.&lt;br /&gt;
*Adaptive Curing is found only on randomly dropped spell scrolls. If you&#039;re lucky enough to find the scroll earlier, go ahead and use it.&lt;br /&gt;
*applies to the following recommended battle spells: Lay Ward, Lethargy, Awaken, Dispel, and Nissa&#039;s Binding&lt;br /&gt;
&lt;br /&gt;
==Combat Empath==&lt;br /&gt;
&lt;br /&gt;
[[Empath hunting ladder]]: creatures that Empaths can hunt without experiencing [[Empathic Shock]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
I will continue to expand this, but for now, here is a suggested [[:Category:Empath Spells|spell]] and [[Magical Feats|magical feat]] progression for combat-oriented [[Empaths]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two routes you can take for training a combat Empath. The first, which is most effective, relies on your magic, particularly your [[Guardian Spirit]], tactics, and Empathy to bring down creatures. To this end, you will want to focus heavily on your mentals, though you may want to wear heavier armors, which will require some strength. You will want to focus on living creatures, which you will Manipulate, and support your Guardian Spirit by casting [[Paralysis]] and [[Lethargy]] on the creature it is fighting. You will also want to engage that creature, and utilize [[Tactics]] on it for further balance and position debuffing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
While in combat, you can choose between your three cyclic spells, each having advantages and disadvantages.&lt;br /&gt;
*[[Regenerate]] - This will heal you, which will help prevent any enemies from getting the better of you. This is largely a defensive option.&lt;br /&gt;
*[[Guardian Spirit]] - Your spirits strength is determined by your skill in TM, and as the spirit fights, it will train your TM. The more mana you put into the cyclic, the stronger the spirit will be. Since TM is a secondary trained skill, this represents a fairly effective way to take down creatures or other players.&lt;br /&gt;
*[[Aesandry Darlaeth]] - This is a less popular option. While the Reflex and balance and recovery pulsing is useful, this is often considered to be lackluster compared to Regenerate or Guardian Spirit. I personally find this useful when supporting other hunters, or when stepping into a new hunting grounds.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The second route you can take while training a combat Empath is to find the various constructs in the land, and fight them directly with weapons. This is largely viewed as a secondary hobby for most Empaths, though training a handful of weapons can be an effective means for increasing your TDPs. Typically, an Empath won&#039;t rely on their weapons to do anything very effectively, though it might surprise someone if they&#039;re focusing on rushing you and ignoring your Guardian Spirit, and you&#039;re able to dish out some punishment with a weapon or two. That said, attacking PCs will accrue Empathic Shock, so make sure you know what you&#039;re getting into! Your spell options probably won&#039;t vary much between these two routes, though weapons will undoubtedly trail behind your magics, so you may not want to use your Guardian Spirit in constructs while training weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Stat Contests for Debilitation===&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. Be aware that casting [[Nissa&#039;s Binding]] in town will upset the locals!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Offensive Contest Types Relevant to Empaths&#039;&#039;&#039;&lt;br /&gt;
*Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom to determine success&lt;br /&gt;
*Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success&lt;br /&gt;
*Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Of the Debilitation spells available to Empaths, the breakdown is as follows;&lt;br /&gt;
*Mind - [[Nissa&#039;s Binding]]&lt;br /&gt;
*Magic - [[Lethargy]]&lt;br /&gt;
*Spirit - [[Compel]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
More information on [[Contested Abilities|stat contests]] can be found here.&lt;br /&gt;
&lt;br /&gt;
===Suggested Spell and Feat Progression===&lt;br /&gt;
&lt;br /&gt;
The order takes into account spell slot costs and expected (minimum) magic ranks for each circle, indicated in the far-right column. You may be able to use spells earlier than listed here, especially with the mastery feats. I would recommend getting [[Absolution]] (80 ranks in utility and arcana) and the cyclic spells ([[Guardian Spirit]], [[Aesandry Darlaeth]], and [[Regenerate]]) as early as you are able to cast them. (The cyclic spells require 200-250 ranks to begin casting with minimal mana.) See [[:Category:Empath_spells#Summary%20of%20Spell%20Information|this table]] for rank requirements. (Note: ritual spells also require about the same number of ranks in [[Arcana skill|arcana]].)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I have prioritized combat-oriented spells and included some spells that improve self-sufficiency/survivability. You may shift the order if you would like to emphasize healing ability more than I have.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How you spend your final slots is really a matter of personal preference. I like the mastery feats, because they let you channel more mana into spells than your skill would otherwise allow, and when you outgrow them, you can unlearn them and re-allocate those spell slots. For PvP combat, the recognition feats may be beneficial in that you can see what your opponent is doing (and try to react accordingly). Some people also recommend the &amp;quot;faster&amp;quot; prep feats.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Circle!!Spell!!Effect/Comment!!Cost!!Prerequisites!!Magic.Ranks&lt;br /&gt;
|-&lt;br /&gt;
|1||[[Heal Wounds]]||heals wounds||1||N/A||3&lt;br /&gt;
|-&lt;br /&gt;
|2||[[Heal Scars]]||heals scars||1||Heal Wounds||6&lt;br /&gt;
|-&lt;br /&gt;
|3||||||||||9&lt;br /&gt;
|-&lt;br /&gt;
|4||[[Refresh]]||-fatigue, +fatigue recovery||2||Heal Scars||12&lt;br /&gt;
|-&lt;br /&gt;
|5||||||||||15&lt;br /&gt;
|-&lt;br /&gt;
|6||||||||||18&lt;br /&gt;
|-&lt;br /&gt;
|7||[[Lethargy]]||pulsing fatigue damage, agility debuff||3||Refresh||21&lt;br /&gt;
|-&lt;br /&gt;
|8||||||||||24&lt;br /&gt;
|-&lt;br /&gt;
|9||[[Paralysis]]||immobilizes and knocks down (to train TM in anticipation of Guardian Spirit)||2||Lethargy||27&lt;br /&gt;
|-&lt;br /&gt;
|10||||||||||30&lt;br /&gt;
|-&lt;br /&gt;
|11||[[Iron Constitution]]||-damage from serious hits (prereq, becomes good at high levels)||2||Heal Scars||33&lt;br /&gt;
|-&lt;br /&gt;
|12||||||||||36&lt;br /&gt;
|-&lt;br /&gt;
|13||[[Gift of Life]]||+stamina, +empathy skill (prereq)||2||Refresh||39&lt;br /&gt;
|-&lt;br /&gt;
|14||||||||||42&lt;br /&gt;
|-&lt;br /&gt;
|15||[[Aggressive Stance]]||+evasion skill, +brawling skill||2||Iron Constitution and Heart Link or Gift of Life||45&lt;br /&gt;
|-&lt;br /&gt;
|16||||||||||48&lt;br /&gt;
|-&lt;br /&gt;
|17||[[Vitality Healing]]||restores vitality (you might want it even earlier)||2||Heal Scars||51&lt;br /&gt;
|-&lt;br /&gt;
|18||[[Blood Staunching]]||prevents blood loss (prereq)||1||Heal Scars||54&lt;br /&gt;
|-&lt;br /&gt;
|19||[[Strange Arrow]]||puncture/electrical damage (prereq)||1||none||57&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Lay Ward]]||potency barrier against spells (great for PvE)||1||Gauge Flow, Ease Burden or Strange Arrow||60&lt;br /&gt;
|-&lt;br /&gt;
|22||||||||||66&lt;br /&gt;
|-&lt;br /&gt;
|24||[[Manifest Force]]||ablative physical damage barrier (great for PvP)||2||Gauge Flow, Ease Burden or Strange Arrow||72&lt;br /&gt;
|-&lt;br /&gt;
|26||[[Cure Disease]]||cures disease||1||Blood Staunching||78&lt;br /&gt;
|-&lt;br /&gt;
|28||||||||||84&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Absolution]]||allows Empath to attack the undead without shock&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;||2||Cure Disease or Flush Poisons||90&lt;br /&gt;
|-&lt;br /&gt;
|32||||||||||98&lt;br /&gt;
|-&lt;br /&gt;
|34||[[Mental Focus]]||+intelligence, +concentration/recovery (prereq)||2||Heal Scars||106&lt;br /&gt;
|-&lt;br /&gt;
|36||[[Compel]]||forces target to leave room (prereq)||1||Mental Focus||114&lt;br /&gt;
|-&lt;br /&gt;
|38||||||||||122&lt;br /&gt;
|-&lt;br /&gt;
|40||||||||||130&lt;br /&gt;
|-&lt;br /&gt;
|42||[[Nissa&#039;s Binding]]||puts target to sleep (AoE debilitation)||2||Compel or Awaken||138&lt;br /&gt;
|-&lt;br /&gt;
|44||[[Magical feats|Deep Attunement]]||+harness regeneration||1||100 Attunement, 100 Arcana||146&lt;br /&gt;
|-&lt;br /&gt;
|46||[[Magical feats|Efficient Harnessing]]||-harness cost||1||100 Attunement, 100 Arcana||154&lt;br /&gt;
|-&lt;br /&gt;
|48||[[Innocence]]||forces target to disengage; prevents facing/advancing (prereq)||1||Iron Constitution||162&lt;br /&gt;
|-&lt;br /&gt;
|50||||||||||170&lt;br /&gt;
|-&lt;br /&gt;
|52||||||||||178&lt;br /&gt;
|-&lt;br /&gt;
|54||[[Tranquility]]||+discipline, +defense against vs. will/fortitude attacks (prereq)||3||Mental Focus||186&lt;br /&gt;
|-&lt;br /&gt;
|56||[[Vigor]]||+agility, +strength||1||Gift of Life||194&lt;br /&gt;
|-&lt;br /&gt;
|58||[[Magical feats|Utility Mastery]]||increases your personal cap for utility spells||1||100 Utility, 100 Arcana||202&lt;br /&gt;
|-&lt;br /&gt;
|60||||||||||210&lt;br /&gt;
|-&lt;br /&gt;
|62||[[Awaken]]||-stuns/unconsciousness||2||Mental Focus||218&lt;br /&gt;
|-&lt;br /&gt;
|64||[[Magical feats|Raw Channeling]]||power cyclics directly from attunement||1||100 Attunement, 100 Arcana||226&lt;br /&gt;
|-&lt;br /&gt;
|66||[[Magical feats|Efficient Channeling]]||-cyclic cost||1||100 Attunement, 100 Arcana||234&lt;br /&gt;
|-&lt;br /&gt;
|68||||||||||242&lt;br /&gt;
|-&lt;br /&gt;
|70||[[Guardian Spirit]]||summons combat &amp;quot;pet&amp;quot; (cyclic, trains TM)||2||circle 20, Innocence and Compel or Paralysis||250&lt;br /&gt;
|-&lt;br /&gt;
|72||||||||||260&lt;br /&gt;
|-&lt;br /&gt;
|74||||||||||270&lt;br /&gt;
|-&lt;br /&gt;
|76||[[Aesandry Darlaeth]]||+reflex, +recovery from balance/immobilization/webbing (cyclic)||3||circle 20, Aggressive Stance||280&lt;br /&gt;
|-&lt;br /&gt;
|78||||||||||290&lt;br /&gt;
|-&lt;br /&gt;
|80||||||||||300&lt;br /&gt;
|-&lt;br /&gt;
|82||[[Perseverance of Peri&#039;el]]||ablative vitality barrier (ritual)||3||circle 30, Tranquility and Iron Constitution||310&lt;br /&gt;
|-&lt;br /&gt;
|84||||||||||320&lt;br /&gt;
|-&lt;br /&gt;
|86||[[Heal]]||heals most severe wounds/scars (up to 4)||2||Vitality Healing||330&lt;br /&gt;
|-&lt;br /&gt;
|88||||||||||340&lt;br /&gt;
|-&lt;br /&gt;
|90||[[Regenerate]]||gradually heals wounds/scars (cyclic, great for hunting)||2||circle 30, Heal||350&lt;br /&gt;
|-&lt;br /&gt;
|92||||||||||360&lt;br /&gt;
|-&lt;br /&gt;
|94||[[Dispel]]||dispels one magical effect||2||two AP spells||370&lt;br /&gt;
|-&lt;br /&gt;
|96||[[Flush Poisons]]||cures poison||1||Blood Staunching||380&lt;br /&gt;
|-&lt;br /&gt;
|98||[[Magical feats|Magic Theorist]]||learn spells designed for other mana types||1||100 Scholarship, 50 Arcana||390&lt;br /&gt;
|-&lt;br /&gt;
|100||[[Magical feats|Improved Memory]]||memorize a second spell scroll||1||100 Scholarship, 100 Arcana||400&lt;br /&gt;
|-&lt;br /&gt;
|102||[[Magical feats|Sorcerous Patterns]]||-sorcerous backlash||1||100 Sorcery, 100 Arcana||410&lt;br /&gt;
|-&lt;br /&gt;
|105||[[Magical feats|Targeted Mastery]]||increases your personal cap for TM spells||1||100 TM, 100 Arcana||425&lt;br /&gt;
|-&lt;br /&gt;
|108||[[Magical feats|Debilitation Mastery]]||increases your personal cap for debilitation spells||1||100 Debilitation, 100 Arcana||440&lt;br /&gt;
|-&lt;br /&gt;
|111||[[Magical feats|Augmentation Mastery]]||increases your personal cap for augmentation spells||1||100 Augmentation, 100 Arcana||455&lt;br /&gt;
|-&lt;br /&gt;
|114||[[Magical feats|Warding Mastery]]||increases your personal cap for warding spells||1||100 Warding, 100 Arcana||470&lt;br /&gt;
|-&lt;br /&gt;
|117||[[Magical feats|Legerdemain]]||easier to conceal spell preps||1||50 Stealth, 50 Arcana||485&lt;br /&gt;
|-&lt;br /&gt;
|120||[[Magical feats|Alternate Preparation]]||prereq||1||100 PM, 100 Arcana||500&lt;br /&gt;
|-&lt;br /&gt;
|123||[[Magical feats|Silent Preparation]]||can learn spell preps that are easy to conceal||1||Alternate Preparation, 100 Stealth, 100 Arcana||515&lt;br /&gt;
|-&lt;br /&gt;
|126||||||||||530&lt;br /&gt;
|-&lt;br /&gt;
|129||||||||||545&lt;br /&gt;
|-&lt;br /&gt;
|132||[[Fountain of Creation]]||heals all wounds/scars||3||circle 30, Heal||560&lt;br /&gt;
|-&lt;br /&gt;
|135||[[Burden]]||-strength||1||Gauge Flow, Ease Burden or Strange Arrow||575&lt;br /&gt;
|-&lt;br /&gt;
|138||[[Adaptive Curing]]||allows preemptive casting of Flush Poisons and Cure Disease||1||Cure Disease or Flush Poisons||590&lt;br /&gt;
|-&lt;br /&gt;
|141||[[Magical feats|Faster Battle Preparations]]||shortens prep time for battle spells&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;||1||100 Primary Magic, 100 Arcana||605&lt;br /&gt;
|-&lt;br /&gt;
|144||[[Magical feats|Faster Targeting]]||shortens targeting time for targeted spells&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;||1||100 Primary Magic, 100 Arcana||620&lt;br /&gt;
|-&lt;br /&gt;
|147||[[Magical feats|Faster Rituals]]||shortens prep time for ritual spells&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;||1||100 Primary Magic, 100 Arcana||635&lt;br /&gt;
|-&lt;br /&gt;
|150||[[Magical feats|Basic Preparation Recognition]]||recognize introductory and basic spells (advanced warning in PvP)||1||50 Perception, 50 Arcana||650&lt;br /&gt;
|}&lt;br /&gt;
*Absolution requires 80 ranks of [[Utility skill|utility magic]] and [[Arcana skill|arcana]] to cast. The spell can be learned from the scroll sold at [[Sierack&#039;s Reagents]] in Shard. According to GM Armifer, it takes less significantly less [[Arcana skill|arcana]] skill to learn the spell than to use the spell.&lt;br /&gt;
*applies to the following recommended battle spells: Awaken, Burden, Compel, Dispel, Lay Ward, Lethargy, and Nissa&#039;s Binding&lt;br /&gt;
*applies to the following recommended targeted spells: Strange Arrow and Paralysis&lt;br /&gt;
*applies to the following recommended ritual spells: Absolution and Perseverance of Peri&#039;el&lt;br /&gt;
&lt;br /&gt;
=Finding More Help=&lt;br /&gt;
Finding your community and additional IC (in character) and OOC (out of character) help is much more easier now.  You can join the DR [[Discord]] at any time and secure an invite to a Guild Discord or you can find any of the following characters below that have volunteered their time to assisting new and returning characters:&lt;br /&gt;
&lt;br /&gt;
;Volunteers may sign up or remove their names at will.&lt;br /&gt;
* [[Kaelie]] - Current Empath [[Mentor]]&lt;br /&gt;
&amp;lt;!--- Please keep the Mentor on top and add your name alphabetically below. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Cat|Empaths,Player guides,New player guides,Guild player guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>MIKETHEPENGUIN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Empath_new_player_guide&amp;diff=565228</id>
		<title>Empath new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Empath_new_player_guide&amp;diff=565228"/>
		<updated>2021-08-10T21:11:39Z</updated>

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