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	<id>https://elanthipedia.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=PHENOM0420</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=PHENOM0420"/>
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	<updated>2026-06-05T11:19:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Austalion&amp;diff=687630</id>
		<title>Austalion</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Austalion&amp;diff=687630"/>
		<updated>2026-01-22T04:25:36Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Adaptable Austalion, Philosopher of Phelim, a Human Moon Mage=&lt;br /&gt;
{{PC&lt;br /&gt;
|name=Austalion&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=n&lt;br /&gt;
|Image File=Austalion.jpg&lt;br /&gt;
}}&lt;br /&gt;
He has a triangular face with laugh lines, thick-lashed crystal blue eyes, a straight nose, dimples and a cleft chin.  He has cropped blonde hair, with tanned skin and an athletic build.&lt;br /&gt;
&amp;lt;br&amp;gt;He is very tall for a Human.&lt;br /&gt;
&amp;lt;br&amp;gt;He is young.&lt;br /&gt;
&amp;lt;br&amp;gt;He is clean shaven.&lt;br /&gt;
&lt;br /&gt;
He is wearing a Xibar-blue leather cloak clasped at the neck with a glistening silver star set with a dark sapphire, a softly-draped sapphire silk tunic, a brown leather belt, some black hose and some brown hobnail boots.&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Austalion&amp;diff=687564</id>
		<title>Austalion</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Austalion&amp;diff=687564"/>
		<updated>2026-01-19T07:26:21Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Adaptable Austalion, a Human Moon Mage=&lt;br /&gt;
{{PC&lt;br /&gt;
|name=Austalion&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=n&lt;br /&gt;
|Image File=Austalion.jpg&lt;br /&gt;
}}&lt;br /&gt;
He has a triangular face, thick-lashed crystal blue eyes, a straight nose, dimples, and a cleft chin.  He has cropped blonde hair, with tanned skin and an athletic build.&lt;br /&gt;
&amp;lt;br&amp;gt;He is very tall for a Human.&lt;br /&gt;
&amp;lt;br&amp;gt;He is young.&lt;br /&gt;
&amp;lt;br&amp;gt;He is clean shaven.&lt;br /&gt;
&lt;br /&gt;
He is wearing a Xibar-blue leather cloak clasped at the neck with a glistening silver star set with a dark sapphire, a softly-draped sapphire silk tunic, a brown leather belt, some black hose and some brown hobnail boots.&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Austalion&amp;diff=687050</id>
		<title>Austalion</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Austalion&amp;diff=687050"/>
		<updated>2026-01-03T08:20:32Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Adaptable Austalion, a Human Moon Mage=&lt;br /&gt;
{{PC&lt;br /&gt;
|name=Austalion&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=n&lt;br /&gt;
|Image File=Austalion.jpg&lt;br /&gt;
}}&lt;br /&gt;
He has a triangular face, almond-shaped blue eyes and a straight nose.  He has cropped blonde hair, with tanned skin and an athletic build.&lt;br /&gt;
&amp;lt;br&amp;gt;He is very tall for a Human.&lt;br /&gt;
&amp;lt;br&amp;gt;He is young.&lt;br /&gt;
&amp;lt;br&amp;gt;He is clean shaven.&lt;br /&gt;
&lt;br /&gt;
He is wearing a Xibar-blue leather cloak clasped at the neck with a glistening silver star set with a dark sapphire, a softly-draped sapphire silk tunic, a brown leather belt, some black hose and some brown hobnail boots.&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=File:Austalion.jpg&amp;diff=687049</id>
		<title>File:Austalion.jpg</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=File:Austalion.jpg&amp;diff=687049"/>
		<updated>2026-01-03T08:02:41Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Austalion&amp;diff=687048</id>
		<title>Austalion</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Austalion&amp;diff=687048"/>
		<updated>2026-01-03T08:01:18Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: Created page with &amp;quot;{{PC |name=Austalion |status=a |race=Human |gender=Male |guild=Moon Mage |instance=Prime |toc=n }}  {{PCSkills |Collapse=Yes }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Austalion&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=n&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=687039</id>
		<title>Airevel</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=687039"/>
		<updated>2026-01-02T05:36:48Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dedicated Airevel, Shadow&#039;s Touch of Eylhaar, a Rakash=&lt;br /&gt;
{{PC&lt;br /&gt;
|name=Airevel&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Rakash&lt;br /&gt;
|gender=Male&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=n&lt;br /&gt;
|Image File=Airevel-combinedProfile.jpg&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;aire &#039;&#039;(noun)&#039;&#039; — happiness; joy; serenity&amp;lt;br&amp;gt;&lt;br /&gt;
velet &#039;&#039;(verb)&#039;&#039; — wish; desire; soul&#039;s yearning&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&#039;&#039;&#039;Softskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
He has an oval face, tilted violet eyes and a classical nose. His red hair is short and thick, and is worn in a careless, windblown arrangement. He has copper skin and a curvaceous build. &amp;lt;br&amp;gt;&lt;br /&gt;
He is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
He is wearing a bronze-bladed fan with a linen wrapped handle, an anloral jackal pin, a softly flowing gown of burnished copper silk and rich honey-hued jaspe, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
He has a pointy-eared face, tilted violet eyes and an elegant muzzle. He has a white and grey coat, a thick tail and a curvaceous build. &amp;lt;br&amp;gt;&lt;br /&gt;
He is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
He is wearing an anloral jackal pin, a pleated moonsilk toga with one end draped over the shoulder, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
==Guardian Spirit==&lt;br /&gt;
You also see a &amp;lt;b&amp;gt;solemn alfar warrior&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
A solemn alfar warrior is tall and fair of face, with clear eyes and white skin that gleams like ceramic.  Its features are all sharp angles, with oblique cat-slitted eyes that survey its surroundings with an untouchable serenity.  Its pointed ears sweep upward, accentuating the eagle-like hauteur of its mien.  Its lips are tinted blue, the color of a bruise, and are set in a grim line.  Flat black clasps gather its colorless hair, binding it into a severe, warlike queue that brushes its waist.  Thin and attenuated, though with a wiry strength, this warrior of the alfar is not obviously male or female.&lt;br /&gt;
&lt;br /&gt;
The warrior hovers near Airevel protectively, giving you an assessing glance when it notices you looking its way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alteration Idea&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Name: Aurivane&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a &amp;lt;b&amp;gt;pearlescent alfar warrior with leporine ears&amp;lt;/b&amp;gt;.&amp;lt;/br&amp;gt;&lt;br /&gt;
A pearlescent alfar warrior stands tall and austere, its skin shimmering like moon shell. Its features are fine and remote, with pale, opalescent eyes that regard the world in tranquil detachment. Its leporine ears arch skyward, framing a profile of improbable courtliness. Sleek black hair is bound into a severe queue, interspersed with small pearl beads of many colors, that brushes the floor. Its slender frame moves with quiet, measured grace and is neither wholly masculine nor feminine.&lt;br /&gt;
&lt;br /&gt;
==Psychology==&lt;br /&gt;
Airevel is soft‑spoken but unyielding, his calm presence both comforting and disquieting. He carries himself with the quiet confidence of someone who has already made peace with his own mortality. Though deeply loyal to those he considers pack, he does not hesitate to walk alone when the path demands it. He gravitates toward liminal spaces—graveyards at dusk, moonlit fields, the hush of a sickroom just before dawn—places where life and death overlap. His serenity in the face of suffering can be unnerving, and his honesty is often sharper than a blade, but those who earn his trust find him steadfast, protective, and willing to bear any pain on their behalf.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Airevel was born beneath the brooding glow of Katamba, his first breath taken under a sky that seemed to watch him with a quiet, knowing stillness. Even among the Rakash - whose lives are shaped by exile, survival, and the memory of loss - he carried an uncanny calm that unsettled the elders. While other pups tumbled and sparred, Airevel lingered at the edges of the firelight, listening to the stories of death and return with a solemn fascination far beyond his years. His pack whispered that Eylhaar had paused to look upon him the night he was born, and as he grew, that shadowed blessing only deepened. He moved through childhood with a strange serenity, unafraid of blood, suffering, or silence. It was as if he had already made peace with the darker half of life.&lt;br /&gt;
&lt;br /&gt;
When Airevel’s Empathic gift first manifested, it did so with a clarity that left no room for doubt. He felt the wounds of others as though they were his own, but instead of recoiling, he embraced the pain with a frightening steadiness. Sent east to train with the Empath Guild, he learned the disciplines of healing, transference, and restraint—but he never adopted the fear his peers held toward Empathic shock. Where others saw it as a catastrophic failure, Airevel treated shock as a threshold, a sacred boundary between life and death that he alone was willing to cross. He took on agony deliberately, again and again, as if each brush with the brink brought him closer to understanding the Immortal whose presence he felt in every quiet moment. His instructors found him brilliant, unnerving, and impossible to categorize, a healer who walked willingly into the fire that others fled.&lt;br /&gt;
&lt;br /&gt;
Airevel’s devotion to Eylhaar grew not from doctrine, but from experience. In the stillness after shock, when his body trembled and his breath came thin, he felt a presence—cool, patient, and impossibly gentle. He came to believe that Eylhaar did not merely watch him; the Immortal guided his hand, teaching him that mercy had two faces. Healing was one, a gift that restored the living. Death was the other, a release that spared the suffering. Airevel began to weave small rituals into his work: crushed pearls hidden in his pockets, whispered prayers over the dying, and silent offerings left in moonlit places. He did not claim to be a Cleric, nor did he seek the authority of one. Instead, he walked a private path, convinced that Eylhaar had chosen him to be a quiet blade. One that cut away pain or severed the final thread when mercy demanded it.&lt;br /&gt;
&lt;br /&gt;
Airevel believes that every touch carries power, and that the one who wields it must choose its purpose with absolute clarity. To him, life and death are not opposites but companions, each necessary, each sacred. He sees pain as a message rather than a punishment, and shock as a toll paid for stepping into Eylhaar’s domain. He does not hasten death without cause, but he does not fear it, and when he stands beside someone whose suffering has become unbearable, he offers a serenity that unsettles even seasoned Clerics. Airevel’s philosophy is simple and terrifying: &#039;&#039;mercy is not always healing, and healing is not always mercy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Airevel moves through the world like a shadowed blessing, his presence quiet but unmistakable. In bustling cities he is the healer who arrives without fanfare, restoring the wounded with a touch that feels like cool moonlight. In lonely outposts he is the one who sits vigil through the night, guiding the dying with a calm that makes their final breaths peaceful. Rumors follow him wherever he goes—stories of criminals who collapsed after he laid a hand on their chest, of warriors who begged for his presence when their wounds were beyond saving, of necromancers who mistook his serenity for kinship and paid dearly for the error. Whether these tales are truth or embellishment, Airevel never corrects them. He simply continues her work, offering life or release as Eylhaar wills.&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=687038</id>
		<title>Airevel</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=687038"/>
		<updated>2026-01-02T04:57:57Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dedicated Airevel, Shadow&#039;s Touch of Eylhaar, a Rakash=&lt;br /&gt;
{{PC&lt;br /&gt;
|name=Airevel&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Rakash&lt;br /&gt;
|gender=Male&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=n&lt;br /&gt;
|Image File=Airevel-combinedProfile.jpg&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;aire &#039;&#039;(noun)&#039;&#039; — happiness; joy; serenity&amp;lt;br&amp;gt;&lt;br /&gt;
velet &#039;&#039;(verb)&#039;&#039; — wish; desire; soul&#039;s yearning&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&#039;&#039;&#039;Softskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
He has an oval face, tilted violet eyes and a classical nose. His red hair is short and thick, and is worn in a careless, windblown arrangement. He has copper skin and a curvaceous build. &amp;lt;br&amp;gt;&lt;br /&gt;
He is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
He is wearing a bronze-bladed fan with a linen wrapped handle, an anloral jackal pin, a softly flowing gown of burnished copper silk and rich honey-hued jaspe, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
He has a pointy-eared face, tilted violet eyes and an elegant muzzle. He has a white and grey coat, a thick tail and a curvaceous build. &amp;lt;br&amp;gt;&lt;br /&gt;
He is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
He is wearing an anloral jackal pin, a pleated moonsilk toga with one end draped over the shoulder, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
==Guardian Spirit==&lt;br /&gt;
You also see a &amp;lt;b&amp;gt;solemn alfar warrior&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
A solemn alfar warrior is tall and fair of face, with clear eyes and white skin that gleams like ceramic.  Its features are all sharp angles, with oblique cat-slitted eyes that survey its surroundings with an untouchable serenity.  Its pointed ears sweep upward, accentuating the eagle-like hauteur of its mien.  Its lips are tinted blue, the color of a bruise, and are set in a grim line.  Flat black clasps gather its colorless hair, binding it into a severe, warlike queue that brushes its waist.  Thin and attenuated, though with a wiry strength, this warrior of the alfar is not obviously male or female.&lt;br /&gt;
&lt;br /&gt;
The warrior hovers near Airevel protectively, giving you an assessing glance when it notices you looking its way.&lt;br /&gt;
&lt;br /&gt;
==Psychology==&lt;br /&gt;
Airevel is soft‑spoken but unyielding, his calm presence both comforting and disquieting. He carries himself with the quiet confidence of someone who has already made peace with his own mortality. Though deeply loyal to those he considers pack, he does not hesitate to walk alone when the path demands it. He gravitates toward liminal spaces—graveyards at dusk, moonlit fields, the hush of a sickroom just before dawn—places where life and death overlap. His serenity in the face of suffering can be unnerving, and his honesty is often sharper than a blade, but those who earn his trust find him steadfast, protective, and willing to bear any pain on their behalf.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Airevel was born beneath the brooding glow of Katamba, his first breath taken under a sky that seemed to watch him with a quiet, knowing stillness. Even among the Rakash - whose lives are shaped by exile, survival, and the memory of loss - he carried an uncanny calm that unsettled the elders. While other pups tumbled and sparred, Airevel lingered at the edges of the firelight, listening to the stories of death and return with a solemn fascination far beyond his years. His pack whispered that Eylhaar had paused to look upon him the night he was born, and as he grew, that shadowed blessing only deepened. He moved through childhood with a strange serenity, unafraid of blood, suffering, or silence. It was as if he had already made peace with the darker half of life.&lt;br /&gt;
&lt;br /&gt;
When Airevel’s Empathic gift first manifested, it did so with a clarity that left no room for doubt. He felt the wounds of others as though they were his own, but instead of recoiling, he embraced the pain with a frightening steadiness. Sent east to train with the Empath Guild, he learned the disciplines of healing, transference, and restraint—but he never adopted the fear his peers held toward Empathic shock. Where others saw it as a catastrophic failure, Airevel treated shock as a threshold, a sacred boundary between life and death that he alone was willing to cross. He took on agony deliberately, again and again, as if each brush with the brink brought him closer to understanding the Immortal whose presence he felt in every quiet moment. His instructors found him brilliant, unnerving, and impossible to categorize, a healer who walked willingly into the fire that others fled.&lt;br /&gt;
&lt;br /&gt;
Airevel’s devotion to Eylhaar grew not from doctrine, but from experience. In the stillness after shock, when his body trembled and his breath came thin, he felt a presence—cool, patient, and impossibly gentle. He came to believe that Eylhaar did not merely watch him; the Immortal guided his hand, teaching him that mercy had two faces. Healing was one, a gift that restored the living. Death was the other, a release that spared the suffering. Airevel began to weave small rituals into his work: crushed pearls hidden in his pockets, whispered prayers over the dying, and silent offerings left in moonlit places. He did not claim to be a Cleric, nor did he seek the authority of one. Instead, he walked a private path, convinced that Eylhaar had chosen him to be a quiet blade. One that cut away pain or severed the final thread when mercy demanded it.&lt;br /&gt;
&lt;br /&gt;
Airevel believes that every touch carries power, and that the one who wields it must choose its purpose with absolute clarity. To him, life and death are not opposites but companions, each necessary, each sacred. He sees pain as a message rather than a punishment, and shock as a toll paid for stepping into Eylhaar’s domain. He does not hasten death without cause, but he does not fear it, and when he stands beside someone whose suffering has become unbearable, he offers a serenity that unsettles even seasoned Clerics. Airevel’s philosophy is simple and terrifying: &#039;&#039;mercy is not always healing, and healing is not always mercy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Airevel moves through the world like a shadowed blessing, his presence quiet but unmistakable. In bustling cities he is the healer who arrives without fanfare, restoring the wounded with a touch that feels like cool moonlight. In lonely outposts he is the one who sits vigil through the night, guiding the dying with a calm that makes their final breaths peaceful. Rumors follow him wherever he goes—stories of criminals who collapsed after he laid a hand on their chest, of warriors who begged for his presence when their wounds were beyond saving, of necromancers who mistook his serenity for kinship and paid dearly for the error. Whether these tales are truth or embellishment, Airevel never corrects them. He simply continues her work, offering life or release as Eylhaar wills.&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=686496</id>
		<title>Airevel</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=686496"/>
		<updated>2025-12-30T08:57:15Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dedicated Airevel, Shadow&#039;s Touch of Eylhaar, a Rakash=&lt;br /&gt;
{{PC&lt;br /&gt;
|name=Airevel&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Rakash&lt;br /&gt;
|gender=Male&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=n&lt;br /&gt;
|Image File=Airevel-combinedProfile.jpg&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;aire &#039;&#039;(noun)&#039;&#039; — happiness; joy; serenity&amp;lt;br&amp;gt;&lt;br /&gt;
velet &#039;&#039;(verb)&#039;&#039; — wish; desire; soul&#039;s yearning&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&#039;&#039;&#039;Softskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
He has an oval face, tilted violet eyes and a classical nose. His red hair is short and thick, and is worn in a careless, windblown arrangement. &lt;br /&gt;
He has copper skin and a curvaceous build.&lt;br /&gt;
He is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
He is wearing a bronze-bladed fan with a linen wrapped handle, an anloral jackal pin, a softly flowing gown of burnished copper silk and rich honey-hued jaspe, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
He has a pointy-eared face, tilted violet eyes and an elegant muzzle. He has a white and grey coat, a thick tail and a curvaceous build.&lt;br /&gt;
He is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
He is wearing an anloral jackal pin, a pleated moonsilk toga with one end draped over the shoulder, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
==Psychology==&lt;br /&gt;
Airevel is soft‑spoken but unyielding, his calm presence both comforting and disquieting. He carries himself with the quiet confidence of someone who has already made peace with his own mortality. Though deeply loyal to those he considers pack, he does not hesitate to walk alone when the path demands it. He gravitates toward liminal spaces—graveyards at dusk, moonlit fields, the hush of a sickroom just before dawn—places where life and death overlap. His serenity in the face of suffering can be unnerving, and his honesty is often sharper than a blade, but those who earn his trust find him steadfast, protective, and willing to bear any pain on their behalf.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Airevel was born beneath the brooding glow of Katamba, his first breath taken under a sky that seemed to watch him with a quiet, knowing stillness. Even among the Rakash - whose lives are shaped by exile, survival, and the memory of loss - he carried an uncanny calm that unsettled the elders. While other pups tumbled and sparred, Airevel lingered at the edges of the firelight, listening to the stories of death and return with a solemn fascination far beyond his years. His pack whispered that Eylhaar had paused to look upon him the night he was born, and as he grew, that shadowed blessing only deepened. He moved through childhood with a strange serenity, unafraid of blood, suffering, or silence. It was as if he had already made peace with the darker half of life.&lt;br /&gt;
&lt;br /&gt;
When Airevel’s Empathic gift first manifested, it did so with a clarity that left no room for doubt. He felt the wounds of others as though they were his own, but instead of recoiling, he embraced the pain with a frightening steadiness. Sent east to train with the Empath Guild, he learned the disciplines of healing, transference, and restraint—but he never adopted the fear his peers held toward Empathic shock. Where others saw it as a catastrophic failure, Airevel treated shock as a threshold, a sacred boundary between life and death that he alone was willing to cross. He took on agony deliberately, again and again, as if each brush with the brink brought him closer to understanding the Immortal whose presence he felt in every quiet moment. His instructors found him brilliant, unnerving, and impossible to categorize, a healer who walked willingly into the fire that others fled.&lt;br /&gt;
&lt;br /&gt;
Airevel’s devotion to Eylhaar grew not from doctrine, but from experience. In the stillness after shock, when his body trembled and his breath came thin, he felt a presence—cool, patient, and impossibly gentle. He came to believe that Eylhaar did not merely watch him; the Immortal guided his hand, teaching him that mercy had two faces. Healing was one, a gift that restored the living. Death was the other, a release that spared the suffering. Airevel began to weave small rituals into his work: crushed pearls hidden in his pockets, whispered prayers over the dying, and silent offerings left in moonlit places. He did not claim to be a Cleric, nor did he seek the authority of one. Instead, he walked a private path, convinced that Eylhaar had chosen him to be a quiet blade. One that cut away pain or severed the final thread when mercy demanded it.&lt;br /&gt;
&lt;br /&gt;
Airevel believes that every touch carries power, and that the one who wields it must choose its purpose with absolute clarity. To him, life and death are not opposites but companions, each necessary, each sacred. He sees pain as a message rather than a punishment, and shock as a toll paid for stepping into Eylhaar’s domain. He does not hasten death without cause, but he does not fear it, and when he stands beside someone whose suffering has become unbearable, he offers a serenity that unsettles even seasoned Clerics. Airevel’s philosophy is simple and terrifying: &#039;&#039;mercy is not always healing, and healing is not always mercy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Airevel moves through the world like a shadowed blessing, his presence quiet but unmistakable. In bustling cities he is the healer who arrives without fanfare, restoring the wounded with a touch that feels like cool moonlight. In lonely outposts he is the one who sits vigil through the night, guiding the dying with a calm that makes their final breaths peaceful. Rumors follow him wherever he goes—stories of criminals who collapsed after he laid a hand on their chest, of warriors who begged for his presence when their wounds were beyond saving, of necromancers who mistook his serenity for kinship and paid dearly for the error. Whether these tales are truth or embellishment, Airevel never corrects them. He simply continues her work, offering life or release as Eylhaar wills.&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=File:Airevel-combinedProfile.jpg&amp;diff=686458</id>
		<title>File:Airevel-combinedProfile.jpg</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=File:Airevel-combinedProfile.jpg&amp;diff=686458"/>
		<updated>2025-12-29T00:44:37Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: PHENOM0420 uploaded a new version of File:Airevel-combinedProfile.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=686457</id>
		<title>Airevel</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=686457"/>
		<updated>2025-12-29T00:42:13Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dedicated Airevel, Shadow&#039;s Touch of Eylhaar, a Rakash=&lt;br /&gt;
{{PC&lt;br /&gt;
|name=Airevel&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Rakash&lt;br /&gt;
|gender=Male&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=n&lt;br /&gt;
|Image File=Airevel-combinedProfile.jpg&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;aire &#039;&#039;(noun)&#039;&#039; — happiness; joy; serenity&amp;lt;br&amp;gt;&lt;br /&gt;
velet &#039;&#039;(verb)&#039;&#039; — wish; desire; soul&#039;s yearning&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&#039;&#039;&#039;Softskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
He has an oval face, tilted violet eyes and a classical nose. His red hair is short and thick, and is worn in a careless, windblown arrangement. &lt;br /&gt;
He has copper skin and a curvaceous build.&lt;br /&gt;
He is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
He is wearing a bronze-bladed fan with a linen wrapped handle, an anloral jackal pin, a softly flowing gown of burnished copper silk and rich honey-hued jaspe, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
He has a pointy-eared face, tilted violet eyes and an elegant muzzle. He has a white and grey coat, a thick tail and a curvaceous build.&lt;br /&gt;
He is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
He is wearing a bronze-bladed fan with a linen wrapped handle, an anloral jackal pin, a softly flowing gown of burnished copper silk and rich honey-hued jaspe, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
==Psychology==&lt;br /&gt;
Airevel is soft‑spoken but unyielding, his calm presence both comforting and disquieting. He carries himself with the quiet confidence of someone who has already made peace with his own mortality. Though deeply loyal to those he considers pack, he does not hesitate to walk alone when the path demands it. He gravitates toward liminal spaces—graveyards at dusk, moonlit fields, the hush of a sickroom just before dawn—places where life and death overlap. His serenity in the face of suffering can be unnerving, and his honesty is often sharper than a blade, but those who earn his trust find him steadfast, protective, and willing to bear any pain on their behalf.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Airevel was born beneath the brooding glow of Katamba, his first breath taken under a sky that seemed to watch him with a quiet, knowing stillness. Even among the Rakash - whose lives are shaped by exile, survival, and the memory of loss - he carried an uncanny calm that unsettled the elders. While other pups tumbled and sparred, Airevel lingered at the edges of the firelight, listening to the stories of death and return with a solemn fascination far beyond his years. His pack whispered that Eylhaar had paused to look upon him the night he was born, and as he grew, that shadowed blessing only deepened. He moved through childhood with a strange serenity, unafraid of blood, suffering, or silence. It was as if he had already made peace with the darker half of life.&lt;br /&gt;
&lt;br /&gt;
When Airevel’s Empathic gift first manifested, it did so with a clarity that left no room for doubt. He felt the wounds of others as though they were his own, but instead of recoiling, he embraced the pain with a frightening steadiness. Sent east to train with the Empath Guild, he learned the disciplines of healing, transference, and restraint—but he never adopted the fear his peers held toward Empathic shock. Where others saw it as a catastrophic failure, Airevel treated shock as a threshold, a sacred boundary between life and death that he alone was willing to cross. He took on agony deliberately, again and again, as if each brush with the brink brought him closer to understanding the Immortal whose presence he felt in every quiet moment. His instructors found him brilliant, unnerving, and impossible to categorize, a healer who walked willingly into the fire that others fled.&lt;br /&gt;
&lt;br /&gt;
Airevel’s devotion to Eylhaar grew not from doctrine, but from experience. In the stillness after shock, when his body trembled and his breath came thin, he felt a presence—cool, patient, and impossibly gentle. He came to believe that Eylhaar did not merely watch him; the Immortal guided his hand, teaching him that mercy had two faces. Healing was one, a gift that restored the living. Death was the other, a release that spared the suffering. Airevel began to weave small rituals into his work: crushed pearls hidden in his pockets, whispered prayers over the dying, and silent offerings left in moonlit places. He did not claim to be a Cleric, nor did he seek the authority of one. Instead, he walked a private path, convinced that Eylhaar had chosen him to be a quiet blade. One that cut away pain or severed the final thread when mercy demanded it.&lt;br /&gt;
&lt;br /&gt;
Airevel believes that every touch carries power, and that the one who wields it must choose its purpose with absolute clarity. To him, life and death are not opposites but companions, each necessary, each sacred. He sees pain as a message rather than a punishment, and shock as a toll paid for stepping into Eylhaar’s domain. He does not hasten death without cause, but he does not fear it, and when he stands beside someone whose suffering has become unbearable, he offers a serenity that unsettles even seasoned Clerics. Airevel’s philosophy is simple and terrifying: &#039;&#039;mercy is not always healing, and healing is not always mercy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Airevel moves through the world like a shadowed blessing, his presence quiet but unmistakable. In bustling cities he is the healer who arrives without fanfare, restoring the wounded with a touch that feels like cool moonlight. In lonely outposts he is the one who sits vigil through the night, guiding the dying with a calm that makes their final breaths peaceful. Rumors follow him wherever he goes—stories of criminals who collapsed after he laid a hand on their chest, of warriors who begged for his presence when their wounds were beyond saving, of necromancers who mistook his serenity for kinship and paid dearly for the error. Whether these tales are truth or embellishment, Airevel never corrects them. He simply continues her work, offering life or release as Eylhaar wills.&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=686456</id>
		<title>Airevel</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=686456"/>
		<updated>2025-12-29T00:41:06Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dedicated Airevel, Shadow&#039;s Touch of Eylhaar, a Rakash=&lt;br /&gt;
{{PC&lt;br /&gt;
|name=Airevel&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Rakash&lt;br /&gt;
|gender=Male&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=n&lt;br /&gt;
|Image File=Airevel-combinedProfile.jpg&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;aire &#039;&#039;(noun)&#039;&#039; — happiness; joy; serenity&amp;lt;br&amp;gt;&lt;br /&gt;
velet &#039;&#039;(verb)&#039;&#039; — wish; desire; soul&#039;s yearning&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&#039;&#039;&#039;Softskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
He has an oval face, tilted violet eyes and a classical nose. His red hair is short and thick, and is worn in a careless, windblown arrangement. &lt;br /&gt;
He has copper skin and a curvaceous build.&lt;br /&gt;
He is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
He is wearing a bronze-bladed fan with a linen wrapped handle, an anloral jackal pin, a softly flowing gown of burnished copper silk and rich honey-hued jaspe, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
He has a pointy-eared face, tilted violet eyes and an elegant muzzle. He has a white and grey coat, a thick tail and a curvaceous build.&lt;br /&gt;
He is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
He is wearing a bronze-bladed fan with a linen wrapped handle, an anloral jackal pin, a softly flowing gown of burnished copper silk and rich honey-hued jaspe, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
==Psychology==&lt;br /&gt;
Airevel is soft‑spoken but unyielding, his calm presence both comforting and disquieting. He carries herself with the quiet confidence of someone who has already made peace with his own mortality. Though deeply loyal to those he considers pack, he does not hesitate to walk alone when the path demands it. He gravitates toward liminal spaces—graveyards at dusk, moonlit fields, the hush of a sickroom just before dawn—places where life and death overlap. His serenity in the face of suffering can be unnerving, and his honesty is often sharper than a blade, but those who earn his trust find him steadfast, protective, and willing to bear any pain on their behalf.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Airevel was born beneath the brooding glow of Katamba, his first breath taken under a sky that seemed to watch him with a quiet, knowing stillness. Even among the Rakash - whose lives are shaped by exile, survival, and the memory of loss - he carried an uncanny calm that unsettled the elders. While other pups tumbled and sparred, Airevel lingered at the edges of the firelight, listening to the stories of death and return with a solemn fascination far beyond her years. His pack whispered that Eylhaar had paused to look upon him the night he was born, and as he grew, that shadowed blessing only deepened. He moved through childhood with a strange serenity, unafraid of blood, suffering, or silence. It was as if he had already made peace with the darker half of life.&lt;br /&gt;
&lt;br /&gt;
When Airevel’s Empathic gift first manifested, it did so with a clarity that left no room for doubt. He felt the wounds of others as though they were his own, but instead of recoiling, he embraced the pain with a frightening steadiness. Sent east to train with the Empath Guild, he learned the disciplines of healing, transference, and restraint—but he never adopted the fear his peers held toward Empathic shock. Where others saw it as a catastrophic failure, Airevel treated shock as a threshold, a sacred boundary between life and death that he alone was willing to cross. He took on agony deliberately, again and again, as if each brush with the brink brought him closer to understanding the Immortal whose presence he felt in every quiet moment. His instructors found him brilliant, unnerving, and impossible to categorize, a healer who walked willingly into the fire that others fled.&lt;br /&gt;
&lt;br /&gt;
Airevel’s devotion to Eylhaar grew not from doctrine, but from experience. In the stillness after shock, when his body trembled and his breath came thin, he felt a presence—cool, patient, and impossibly gentle. He came to believe that Eylhaar did not merely watch him; the Immortal guided his hand, teaching him that mercy had two faces. Healing was one, a gift that restored the living. Death was the other, a release that spared the suffering. Airevel began to weave small rituals into his work: crushed pearls hidden in his pockets, whispered prayers over the dying, and silent offerings left in moonlit places. He did not claim to be a Cleric, nor did he seek the authority of one. Instead, he walked a private path, convinced that Eylhaar had chosen him to be a quiet blade. One that cut away pain or severed the final thread when mercy demanded it.&lt;br /&gt;
&lt;br /&gt;
Airevel believes that every touch carries power, and that the one who wields it must choose its purpose with absolute clarity. To him, life and death are not opposites but companions, each necessary, each sacred. He sees pain as a message rather than a punishment, and shock as a toll paid for stepping into Eylhaar’s domain. He does not hasten death without cause, but he does not fear it, and when he stands beside someone whose suffering has become unbearable, he offers a serenity that unsettles even seasoned Clerics. Airevel’s philosophy is simple and terrifying: &#039;&#039;mercy is not always healing, and healing is not always mercy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Airevel moves through the world like a shadowed blessing, his presence quiet but unmistakable. In bustling cities he is the healer who arrives without fanfare, restoring the wounded with a touch that feels like cool moonlight. In lonely outposts he is the one who sits vigil through the night, guiding the dying with a calm that makes their final breaths peaceful. Rumors follow him wherever he goes—stories of criminals who collapsed after he laid a hand on their chest, of warriors who begged for his presence when their wounds were beyond saving, of necromancers who mistook his serenity for kinship and paid dearly for the error. Whether these tales are truth or embellishment, Airevel never corrects them. He simply continues her work, offering life or release as Eylhaar wills.&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Silatya&amp;diff=685699</id>
		<title>Silatya</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Silatya&amp;diff=685699"/>
		<updated>2025-12-18T18:30:52Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: /* Silatya, a Snow Elf Warrior Mage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Silatya, a Snow Elf Warrior Mage=&lt;br /&gt;
{{PC&lt;br /&gt;
|name=Silatya&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Elf&lt;br /&gt;
|gender=Female&lt;br /&gt;
|guild=Warrior Mage&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=n&lt;br /&gt;
|Image File=Silatya-profile.jpg&lt;br /&gt;
}}&lt;br /&gt;
She has a square face, pointed ears, almond-shaped turquoise eyes and a crooked nose. Her silver hair is very long and thick, and is worn shaved on one side. She has translucent skin and a brawny figure.&amp;lt;br&amp;gt;&lt;br /&gt;
She is tall for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
She is young.&lt;br /&gt;
&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Player Snow Elf]]&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Silatya&amp;diff=685698</id>
		<title>Silatya</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Silatya&amp;diff=685698"/>
		<updated>2025-12-18T18:28:28Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: /* Silatya, a Snow Elf Warrior Mage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Silatya, a Snow Elf Warrior Mage=&lt;br /&gt;
{{PC&lt;br /&gt;
|name=Silatya&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Elf&lt;br /&gt;
|gender=Female&lt;br /&gt;
|guild=Warrior Mage&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=n&lt;br /&gt;
|Image File=Silatya-profile.jpg&lt;br /&gt;
}}&lt;br /&gt;
You see Silatya of Elanthia, an Elf.&lt;br /&gt;
She has a square face, pointed ears, almond-shaped turquoise eyes and a crooked nose. Her silver hair is very long and thick, and is worn shaved on one side. She has translucent skin and a brawny figure.&lt;br /&gt;
She is tall for an Elf.&lt;br /&gt;
She is young.&lt;br /&gt;
&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Player Snow Elf]]&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Silatya&amp;diff=685697</id>
		<title>Silatya</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Silatya&amp;diff=685697"/>
		<updated>2025-12-18T18:26:01Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Silatya, a Snow Elf Warrior Mage=&lt;br /&gt;
{{PC&lt;br /&gt;
|name=Silatya&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Elf&lt;br /&gt;
|gender=Female&lt;br /&gt;
|guild=Warrior Mage&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=n&lt;br /&gt;
|Image File=Silatya-profile.jpg&lt;br /&gt;
}}&lt;br /&gt;
You see Silatya of Elanthia, an Elf.&lt;br /&gt;
She has a square face, pointed ears, almond-shaped turquoise eyes and a crooked nose. Her silver hair is very long and thick, and is worn shaved on one side. She has translucent skin and a brawny figure.&lt;br /&gt;
She is tall for an Elf.&lt;br /&gt;
She is young.&lt;br /&gt;
&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Silatya&amp;diff=685696</id>
		<title>Silatya</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Silatya&amp;diff=685696"/>
		<updated>2025-12-18T18:24:25Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: Created page with &amp;quot;{{PC |name=Silatya |status=a |race=Elf |gender=Female |guild=Warrior Mage |instance=Prime |toc=n |Image File=Silatya-profile.jpg }}  {{PCSkills |Collapse=Yes }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Silatya&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Elf&lt;br /&gt;
|gender=Female&lt;br /&gt;
|guild=Warrior Mage&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=n&lt;br /&gt;
|Image File=Silatya-profile.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=File:Silatya-profile.jpg&amp;diff=685695</id>
		<title>File:Silatya-profile.jpg</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=File:Silatya-profile.jpg&amp;diff=685695"/>
		<updated>2025-12-18T18:22:54Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: PHENOM0420 uploaded a new version of File:Silatya-profile.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=File:Silatya-profile.jpg&amp;diff=685694</id>
		<title>File:Silatya-profile.jpg</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=File:Silatya-profile.jpg&amp;diff=685694"/>
		<updated>2025-12-18T17:57:00Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=685693</id>
		<title>Airevel</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=685693"/>
		<updated>2025-12-18T17:47:16Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dedicated Airevel, Shadow&#039;s Touch of Eylhaar, a Rakash=&lt;br /&gt;
{{PC&lt;br /&gt;
|name=Airevel&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Rakash&lt;br /&gt;
|gender=Female&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=n&lt;br /&gt;
|Image File=Airevel-combinedProfile.jpg&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;aire &#039;&#039;(noun)&#039;&#039; — happiness; joy; serenity&amp;lt;br&amp;gt;&lt;br /&gt;
velet &#039;&#039;(verb)&#039;&#039; — wish; desire; soul&#039;s yearning&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&#039;&#039;&#039;Softskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
She has an oval face, tilted violet eyes and a classical nose. Her red hair is short and thick, and is worn in a careless, windblown arrangement. &lt;br /&gt;
She has copper skin and a curvaceous build.&lt;br /&gt;
She is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
She is wearing a bronze-bladed fan with a linen wrapped handle, an anloral jackal pin, a softly flowing gown of burnished copper silk and rich honey-hued jaspe, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
She has a pointy-eared face, tilted violet eyes and an elegant muzzle. She has a white and grey coat, a thick tail and a curvaceous build.&lt;br /&gt;
She is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
She is wearing a bronze-bladed fan with a linen wrapped handle, an anloral jackal pin, a softly flowing gown of burnished copper silk and rich honey-hued jaspe, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
==Psychology==&lt;br /&gt;
Airevel is soft‑spoken but unyielding, her calm presence both comforting and disquieting. She carries herself with the quiet confidence of someone who has already made peace with her own mortality. Though deeply loyal to those she considers pack, she does not hesitate to walk alone when the path demands it. She gravitates toward liminal spaces—graveyards at dusk, moonlit fields, the hush of a sickroom just before dawn—places where life and death overlap. Her serenity in the face of suffering can be unnerving, and her honesty is often sharper than a blade, but those who earn her trust find her steadfast, protective, and willing to bear any pain on their behalf.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Airevel was born beneath the brooding glow of Katamba, her first breath taken under a sky that seemed to watch her with a quiet, knowing stillness. Even among the Rakash - whose lives are shaped by exile, survival, and the memory of loss - she carried an uncanny calm that unsettled the elders. While other pups tumbled and sparred, Airevel lingered at the edges of the firelight, listening to the stories of death and return with a solemn fascination far beyond her years. Her pack whispered that Eylhaar had paused to look upon her the night she was born, and as she grew, that shadowed blessing only deepened. She moved through childhood with a strange serenity, unafraid of blood, suffering, or silence. It was as if she had already made peace with the darker half of life.&lt;br /&gt;
&lt;br /&gt;
When Airevel’s Empathic gift first manifested, it did so with a clarity that left no room for doubt. She felt the wounds of others as though they were her own, but instead of recoiling, she embraced the pain with a frightening steadiness. Sent east to train with the Empath Guild, she learned the disciplines of healing, transference, and restraint—but she never adopted the fear her peers held toward Empathic shock. Where others saw it as a catastrophic failure, Airevel treated shock as a threshold, a sacred boundary between life and death that she alone was willing to cross. She took on agony deliberately, again and again, as if each brush with the brink brought her closer to understanding the Immortal whose presence she felt in every quiet moment. Her instructors found her brilliant, unnerving, and impossible to categorize, a healer who walked willingly into the fire that others fled.&lt;br /&gt;
&lt;br /&gt;
Airevel’s devotion to Eylhaar grew not from doctrine, but from experience. In the stillness after shock, when her body trembled and her breath came thin, she felt a presence—cool, patient, and impossibly gentle. She came to believe that Eylhaar did not merely watch her; the Immortal guided her hand, teaching her that mercy had two faces. Healing was one, a gift that restored the living. Death was the other, a release that spared the suffering. Airevel began to weave small rituals into her work: crushed pearls hidden in her pockets, whispered prayers over the dying, and silent offerings left in moonlit places. She did not claim to be a Cleric, nor did she seek the authority of one. Instead, she walked a private path, convinced that Eylhaar had chosen her to be a quiet blade. One that cut away pain or severed the final thread when mercy demanded it.&lt;br /&gt;
&lt;br /&gt;
Airevel believes that every touch carries power, and that the one who wields it must choose its purpose with absolute clarity. To her, life and death are not opposites but companions, each necessary, each sacred. She sees pain as a message rather than a punishment, and shock as a toll paid for stepping into Eylhaar’s domain. She does not hasten death without cause, but she does not fear it, and when she stands beside someone whose suffering has become unbearable, she offers a serenity that unsettles even seasoned Clerics. Airevel’s philosophy is simple and terrifying: &#039;&#039;mercy is not always healing, and healing is not always mercy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Airevel moves through the world like a shadowed blessing, her presence quiet but unmistakable. In bustling cities she is the healer who arrives without fanfare, restoring the wounded with a touch that feels like cool moonlight. In lonely outposts she is the one who sits vigil through the night, guiding the dying with a calm that makes their final breaths peaceful. Rumors follow her wherever she goes—stories of criminals who collapsed after she laid a hand on their chest, of warriors who begged for her presence when their wounds were beyond saving, of necromancers who mistook her serenity for kinship and paid dearly for the error. Whether these tales are truth or embellishment, Airevel never corrects them. She simply continues her work, offering life or release as Eylhaar wills.&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=File:Airevel-combinedProfile.jpg&amp;diff=685692</id>
		<title>File:Airevel-combinedProfile.jpg</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=File:Airevel-combinedProfile.jpg&amp;diff=685692"/>
		<updated>2025-12-18T17:45:26Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=File:Airevel-Moonskin.jpg&amp;diff=685691</id>
		<title>File:Airevel-Moonskin.jpg</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=File:Airevel-Moonskin.jpg&amp;diff=685691"/>
		<updated>2025-12-18T17:42:04Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=685681</id>
		<title>Airevel</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=685681"/>
		<updated>2025-12-18T05:47:28Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: correct moonskin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dedicated Airevel, Shadow&#039;s Touch of Eylhaar, a Rakash=&lt;br /&gt;
{{PC&lt;br /&gt;
|name=Airevel&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Rakash&lt;br /&gt;
|gender=Female&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=n&lt;br /&gt;
|Image File=AirevelProfile003-min.png&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;aire &#039;&#039;(noun)&#039;&#039; — happiness; joy; serenity&amp;lt;br&amp;gt;&lt;br /&gt;
velet &#039;&#039;(verb)&#039;&#039; — wish; desire; soul&#039;s yearning&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&#039;&#039;&#039;Softskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
She has an oval face, tilted violet eyes and a classical nose. Her red hair is short and thick, and is worn in a careless, windblown arrangement. &lt;br /&gt;
She has copper skin and a curvaceous build.&lt;br /&gt;
She is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
She is wearing a bronze-bladed fan with a linen wrapped handle, an anloral jackal pin, a softly flowing gown of burnished copper silk and rich honey-hued jaspe, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
She has a pointy-eared face, tilted violet eyes and an elegant muzzle. She has a white and grey coat, a thick tail and a curvaceous build.&lt;br /&gt;
She is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
She is wearing a bronze-bladed fan with a linen wrapped handle, an anloral jackal pin, a softly flowing gown of burnished copper silk and rich honey-hued jaspe, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
==Psychology==&lt;br /&gt;
Airevel is soft‑spoken but unyielding, her calm presence both comforting and disquieting. She carries herself with the quiet confidence of someone who has already made peace with her own mortality. Though deeply loyal to those she considers pack, she does not hesitate to walk alone when the path demands it. She gravitates toward liminal spaces—graveyards at dusk, moonlit fields, the hush of a sickroom just before dawn—places where life and death overlap. Her serenity in the face of suffering can be unnerving, and her honesty is often sharper than a blade, but those who earn her trust find her steadfast, protective, and willing to bear any pain on their behalf.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Airevel was born beneath the brooding glow of Katamba, her first breath taken under a sky that seemed to watch her with a quiet, knowing stillness. Even among the Rakash - whose lives are shaped by exile, survival, and the memory of loss - she carried an uncanny calm that unsettled the elders. While other pups tumbled and sparred, Airevel lingered at the edges of the firelight, listening to the stories of death and return with a solemn fascination far beyond her years. Her pack whispered that Eylhaar had paused to look upon her the night she was born, and as she grew, that shadowed blessing only deepened. She moved through childhood with a strange serenity, unafraid of blood, suffering, or silence. It was as if she had already made peace with the darker half of life.&lt;br /&gt;
&lt;br /&gt;
When Airevel’s Empathic gift first manifested, it did so with a clarity that left no room for doubt. She felt the wounds of others as though they were her own, but instead of recoiling, she embraced the pain with a frightening steadiness. Sent east to train with the Empath Guild, she learned the disciplines of healing, transference, and restraint—but she never adopted the fear her peers held toward Empathic shock. Where others saw it as a catastrophic failure, Airevel treated shock as a threshold, a sacred boundary between life and death that she alone was willing to cross. She took on agony deliberately, again and again, as if each brush with the brink brought her closer to understanding the Immortal whose presence she felt in every quiet moment. Her instructors found her brilliant, unnerving, and impossible to categorize, a healer who walked willingly into the fire that others fled.&lt;br /&gt;
&lt;br /&gt;
Airevel’s devotion to Eylhaar grew not from doctrine, but from experience. In the stillness after shock, when her body trembled and her breath came thin, she felt a presence—cool, patient, and impossibly gentle. She came to believe that Eylhaar did not merely watch her; the Immortal guided her hand, teaching her that mercy had two faces. Healing was one, a gift that restored the living. Death was the other, a release that spared the suffering. Airevel began to weave small rituals into her work: crushed pearls hidden in her pockets, whispered prayers over the dying, and silent offerings left in moonlit places. She did not claim to be a Cleric, nor did she seek the authority of one. Instead, she walked a private path, convinced that Eylhaar had chosen her to be a quiet blade. One that cut away pain or severed the final thread when mercy demanded it.&lt;br /&gt;
&lt;br /&gt;
Airevel believes that every touch carries power, and that the one who wields it must choose its purpose with absolute clarity. To her, life and death are not opposites but companions, each necessary, each sacred. She sees pain as a message rather than a punishment, and shock as a toll paid for stepping into Eylhaar’s domain. She does not hasten death without cause, but she does not fear it, and when she stands beside someone whose suffering has become unbearable, she offers a serenity that unsettles even seasoned Clerics. Airevel’s philosophy is simple and terrifying: &#039;&#039;mercy is not always healing, and healing is not always mercy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Airevel moves through the world like a shadowed blessing, her presence quiet but unmistakable. In bustling cities she is the healer who arrives without fanfare, restoring the wounded with a touch that feels like cool moonlight. In lonely outposts she is the one who sits vigil through the night, guiding the dying with a calm that makes their final breaths peaceful. Rumors follow her wherever she goes—stories of criminals who collapsed after she laid a hand on their chest, of warriors who begged for her presence when their wounds were beyond saving, of necromancers who mistook her serenity for kinship and paid dearly for the error. Whether these tales are truth or embellishment, Airevel never corrects them. She simply continues her work, offering life or release as Eylhaar wills.&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Weapon_strap&amp;diff=685667</id>
		<title>Weapon strap</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Weapon_strap&amp;diff=685667"/>
		<updated>2025-12-17T20:35:29Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: included syntax for usage of the weapon strap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;weapon strap&#039;&#039;&#039; can be {{com|tie}}d to weapons regardless of size, to allow them to be shoulder worn.&lt;br /&gt;
Weapons can be thrown while tied to a weapon strap.&lt;br /&gt;
&lt;br /&gt;
*{{com|STUDY}} {{tt|strap}}: The strap can be TIEd to most normal and thrown weapons to allow them to be slung over your shoulder.  This is most useful for large weapons that don&#039;t otherwise fit in backpacks, sheaths, or other containers.  Once tied, the weapon strap can be UNTIEd to remove it.&lt;br /&gt;
Syntax: UNTIE STRAP FROM &amp;lt;weapon&amp;gt; or TIE STRAP TO &amp;lt;weapon&amp;gt;. Strap must be in right hand and weapon in left hand.&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
{{ISearch|weapon strap}}&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Items}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=685546</id>
		<title>Airevel</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=685546"/>
		<updated>2025-12-13T10:35:36Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dedicated Airevel, Shadow&#039;s Touch of Eylhaar, a Rakash=&lt;br /&gt;
{{PC&lt;br /&gt;
|name=Airevel&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Rakash&lt;br /&gt;
|gender=Female&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=n&lt;br /&gt;
|Image File=AirevelProfile003-min.png&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;aire &#039;&#039;(noun)&#039;&#039; — happiness; joy; serenity&amp;lt;br&amp;gt;&lt;br /&gt;
velet &#039;&#039;(verb)&#039;&#039; — wish; desire; soul&#039;s yearning&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&#039;&#039;&#039;Softskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
She has an oval face, tilted violet eyes and a classical nose. Her red hair is short and thick, and is worn in a careless, windblown arrangement. &lt;br /&gt;
She has copper skin and a curvaceous build.&lt;br /&gt;
She is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
She is wearing a bronze-bladed fan with a linen wrapped handle, an anloral jackal pin, a softly flowing gown of burnished copper silk and rich honey-hued jaspe, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
She has a pointy-eared face, tilted violet eyes and an elegant muzzle. Her red hair is short and thick, and is worn in a careless, windblown arrangement. She has a white and grey coat, a thick tail and a curvaceous build.&lt;br /&gt;
She is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
She is wearing a bronze-bladed fan with a linen wrapped handle, an anloral jackal pin, a softly flowing gown of burnished copper silk and rich honey-hued jaspe, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
==Psychology==&lt;br /&gt;
Airevel is soft‑spoken but unyielding, her calm presence both comforting and disquieting. She carries herself with the quiet confidence of someone who has already made peace with her own mortality. Though deeply loyal to those she considers pack, she does not hesitate to walk alone when the path demands it. She gravitates toward liminal spaces—graveyards at dusk, moonlit fields, the hush of a sickroom just before dawn—places where life and death overlap. Her serenity in the face of suffering can be unnerving, and her honesty is often sharper than a blade, but those who earn her trust find her steadfast, protective, and willing to bear any pain on their behalf.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Airevel was born beneath the brooding glow of Katamba, her first breath taken under a sky that seemed to watch her with a quiet, knowing stillness. Even among the Rakash - whose lives are shaped by exile, survival, and the memory of loss - she carried an uncanny calm that unsettled the elders. While other pups tumbled and sparred, Airevel lingered at the edges of the firelight, listening to the stories of death and return with a solemn fascination far beyond her years. Her pack whispered that Eylhaar had paused to look upon her the night she was born, and as she grew, that shadowed blessing only deepened. She moved through childhood with a strange serenity, unafraid of blood, suffering, or silence. It was as if she had already made peace with the darker half of life.&lt;br /&gt;
&lt;br /&gt;
When Airevel’s Empathic gift first manifested, it did so with a clarity that left no room for doubt. She felt the wounds of others as though they were her own, but instead of recoiling, she embraced the pain with a frightening steadiness. Sent east to train with the Empath Guild, she learned the disciplines of healing, transference, and restraint—but she never adopted the fear her peers held toward Empathic shock. Where others saw it as a catastrophic failure, Airevel treated shock as a threshold, a sacred boundary between life and death that she alone was willing to cross. She took on agony deliberately, again and again, as if each brush with the brink brought her closer to understanding the Immortal whose presence she felt in every quiet moment. Her instructors found her brilliant, unnerving, and impossible to categorize, a healer who walked willingly into the fire that others fled.&lt;br /&gt;
&lt;br /&gt;
Airevel’s devotion to Eylhaar grew not from doctrine, but from experience. In the stillness after shock, when her body trembled and her breath came thin, she felt a presence—cool, patient, and impossibly gentle. She came to believe that Eylhaar did not merely watch her; the Immortal guided her hand, teaching her that mercy had two faces. Healing was one, a gift that restored the living. Death was the other, a release that spared the suffering. Airevel began to weave small rituals into her work: crushed pearls hidden in her pockets, whispered prayers over the dying, and silent offerings left in moonlit places. She did not claim to be a Cleric, nor did she seek the authority of one. Instead, she walked a private path, convinced that Eylhaar had chosen her to be a quiet blade. One that cut away pain or severed the final thread when mercy demanded it.&lt;br /&gt;
&lt;br /&gt;
Airevel believes that every touch carries power, and that the one who wields it must choose its purpose with absolute clarity. To her, life and death are not opposites but companions, each necessary, each sacred. She sees pain as a message rather than a punishment, and shock as a toll paid for stepping into Eylhaar’s domain. She does not hasten death without cause, but she does not fear it, and when she stands beside someone whose suffering has become unbearable, she offers a serenity that unsettles even seasoned Clerics. Airevel’s philosophy is simple and terrifying: &#039;&#039;mercy is not always healing, and healing is not always mercy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Airevel moves through the world like a shadowed blessing, her presence quiet but unmistakable. In bustling cities she is the healer who arrives without fanfare, restoring the wounded with a touch that feels like cool moonlight. In lonely outposts she is the one who sits vigil through the night, guiding the dying with a calm that makes their final breaths peaceful. Rumors follow her wherever she goes—stories of criminals who collapsed after she laid a hand on their chest, of warriors who begged for her presence when their wounds were beyond saving, of necromancers who mistook her serenity for kinship and paid dearly for the error. Whether these tales are truth or embellishment, Airevel never corrects them. She simply continues her work, offering life or release as Eylhaar wills.&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=685545</id>
		<title>Airevel</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=685545"/>
		<updated>2025-12-13T10:34:49Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dedicated Airevel, Shadow&#039;s Touch of Eylhaar, a Rakash=&lt;br /&gt;
{{PC&lt;br /&gt;
|name=Airevel&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Rakash&lt;br /&gt;
|gender=Female&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=n&lt;br /&gt;
|Image File=AirevelProfile003-min.png&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;aire &#039;&#039;(noun)&#039;&#039; — happiness; joy; serenity&amp;lt;br&amp;gt;&lt;br /&gt;
velet &#039;&#039;(verb)&#039;&#039; — wish; desire; soul&#039;s yearning&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&#039;&#039;&#039;Softskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
She has an oval face, tilted violet eyes and a classical nose. Her red hair is short and thick, and is worn in a careless, windblown arrangement. &lt;br /&gt;
She has copper skin and a curvaceous build.&lt;br /&gt;
She is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
She is wearing a bronze-bladed fan with a linen wrapped handle, an anloral jackal pin, a softly flowing gown of burnished copper silk and rich honey-hued jaspe, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
She has a pointy-eared face, tilted violet eyes and an elegant muzzle. Her red hair is short and thick, and is worn in a careless, windblown arrangement. She has a white and grey coat, a thick tail and a curvaceous build.&lt;br /&gt;
She is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
She is wearing a bronze-bladed fan with a linen wrapped handle, an anloral jackal pin, a softly flowing gown of burnished copper silk and rich honey-hued jaspe, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
==Psychology==&lt;br /&gt;
Airevel is soft‑spoken but unyielding, her calm presence both comforting and disquieting. She carries herself with the quiet confidence of someone who has already made peace with her own mortality. Though deeply loyal to those she considers pack, she does not hesitate to walk alone when the path demands it. She gravitates toward liminal spaces—graveyards at dusk, moonlit fields, the hush of a sickroom just before dawn—places where life and death overlap. Her serenity in the face of suffering can be unnerving, and her honesty is often sharper than a blade, but those who earn her trust find her steadfast, protective, and willing to bear any pain on their behalf.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Airevel was born beneath the brooding glow of Katamba, her first breath taken under a sky that seemed to watch her with a quiet, knowing stillness. Even among the Rakash - whose lives are shaped by exile, survival, and the memory of loss - she carried an uncanny calm that unsettled the elders. While other pups tumbled and sparred, Airevel lingered at the edges of the firelight, listening to the stories of death and return with a solemn fascination far beyond her years. Her pack whispered that Eylhaar had paused to look upon her the night she was born, and as she grew, that shadowed blessing only deepened. She moved through childhood with a strange serenity, unafraid of blood, suffering, or silence, as though she had already made peace with the darker half of life.&lt;br /&gt;
&lt;br /&gt;
When Airevel’s Empathic gift first manifested, it did so with a clarity that left no room for doubt. She felt the wounds of others as though they were her own, but instead of recoiling, she embraced the pain with a frightening steadiness. Sent east to train with the Empath Guild, she learned the disciplines of healing, transference, and restraint—but she never adopted the fear her peers held toward Empathic shock. Where others saw it as a catastrophic failure, Airevel treated shock as a threshold, a sacred boundary between life and death that she alone was willing to cross. She took on agony deliberately, again and again, as if each brush with the brink brought her closer to understanding the Immortal whose presence she felt in every quiet moment. Her instructors found her brilliant, unnerving, and impossible to categorize, a healer who walked willingly into the fire that others fled.&lt;br /&gt;
&lt;br /&gt;
Airevel’s devotion to Eylhaar grew not from doctrine, but from experience. In the stillness after shock, when her body trembled and her breath came thin, she felt a presence—cool, patient, and impossibly gentle. She came to believe that Eylhaar did not merely watch her; the Immortal guided her hand, teaching her that mercy had two faces. Healing was one, a gift that restored the living. Death was the other, a release that spared the suffering. Airevel began to weave small rituals into her work: crushed pearls hidden in her pockets, whispered prayers over the dying, and silent offerings left in moonlit places. She did not claim to be a Cleric, nor did she seek the authority of one. Instead, she walked a private path, convinced that Eylhaar had chosen her to be a quiet blade. One that cut away pain or severed the final thread when mercy demanded it.&lt;br /&gt;
&lt;br /&gt;
Airevel believes that every touch carries power, and that the one who wields it must choose its purpose with absolute clarity. To her, life and death are not opposites but companions, each necessary, each sacred. She sees pain as a message rather than a punishment, and shock as a toll paid for stepping into Eylhaar’s domain. She does not hasten death without cause, but she does not fear it, and when she stands beside someone whose suffering has become unbearable, she offers a serenity that unsettles even seasoned Clerics. Airevel’s philosophy is simple and terrifying: &#039;&#039;mercy is not always healing, and healing is not always mercy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Airevel moves through the world like a shadowed blessing, her presence quiet but unmistakable. In bustling cities she is the healer who arrives without fanfare, restoring the wounded with a touch that feels like cool moonlight. In lonely outposts she is the one who sits vigil through the night, guiding the dying with a calm that makes their final breaths peaceful. Rumors follow her wherever she goes—stories of criminals who collapsed after she laid a hand on their chest, of warriors who begged for her presence when their wounds were beyond saving, of necromancers who mistook her serenity for kinship and paid dearly for the error. Whether these tales are truth or embellishment, Airevel never corrects them. She simply continues her work, offering life or release as Eylhaar wills.&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=685544</id>
		<title>Airevel</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=685544"/>
		<updated>2025-12-13T10:32:22Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dedicated Airevel, Shadow&#039;s Touch of Eylhaar, a Rakash=&lt;br /&gt;
{{PC&lt;br /&gt;
|name=Airevel&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Rakash&lt;br /&gt;
|gender=Female&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=n&lt;br /&gt;
|Image File=AirevelProfile003-min.png&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;aire &#039;&#039;(noun)&#039;&#039; — happiness; joy; serenity&amp;lt;br&amp;gt;&lt;br /&gt;
velet &#039;&#039;(verb)&#039;&#039; — wish; desire; soul&#039;s yearning&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&#039;&#039;&#039;Softskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
She has an oval face, tilted violet eyes and a classical nose. Her red hair is short and thick, and is worn in a careless, windblown arrangement. &lt;br /&gt;
She has copper skin and a curvaceous build.&lt;br /&gt;
She is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
She is wearing a bronze-bladed fan with a linen wrapped handle, an anloral jackal pin, a softly flowing gown of burnished copper silk and rich honey-hued jaspe, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
She has a pointy-eared face, tilted violet eyes and an elegant muzzle. Her red hair is short and thick, and is worn in a careless, windblown arrangement. She has a white and grey coat, a thick tail and a curvaceous build.&lt;br /&gt;
She is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
She is wearing a bronze-bladed fan with a linen wrapped handle, an anloral jackal pin, a softly flowing gown of burnished copper silk and rich honey-hued jaspe, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
==Psychology==&lt;br /&gt;
Airevel is soft‑spoken but unyielding, her calm presence both comforting and disquieting. She carries herself with the quiet confidence of someone who has already made peace with her own mortality. Though deeply loyal to those she considers pack, she does not hesitate to walk alone when the path demands it. She gravitates toward liminal spaces—graveyards at dusk, moonlit fields, the hush of a sickroom just before dawn—places where life and death overlap. Her serenity in the face of suffering can be unnerving, and her honesty is often sharper than a blade, but those who earn her trust find her steadfast, protective, and willing to bear any pain on their behalf.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Airevel was born beneath the brooding glow of Katamba, her first breath taken under a sky that seemed to watch her with a quiet, knowing stillness. Even among the Rakash—whose lives are shaped by exile, survival, and the memory of loss—she carried an uncanny calm that unsettled the elders. While other pups tumbled and sparred, Airevel lingered at the edges of the firelight, listening to the stories of death and return with a solemn fascination far beyond her years. Her pack whispered that Eylhaar had paused to look upon her the night she was born, and as she grew, that shadowed blessing only deepened. She moved through childhood with a strange serenity, unafraid of blood, suffering, or silence, as though she had already made peace with the darker half of life.&lt;br /&gt;
&lt;br /&gt;
When Airevel’s Empathic gift first manifested, it did so with a clarity that left no room for doubt. She felt the wounds of others as though they were her own, but instead of recoiling, she embraced the pain with a frightening steadiness. Sent east to train with the Empath Guild, she learned the disciplines of healing, transference, and restraint—but she never adopted the fear her peers held toward Empathic shock. Where others saw it as a catastrophic failure, Airevel treated shock as a threshold, a sacred boundary between life and death that she alone was willing to cross. She took on agony deliberately, again and again, as if each brush with the brink brought her closer to understanding the Immortal whose presence she felt in every quiet moment. Her instructors found her brilliant, unnerving, and impossible to categorize, a healer who walked willingly into the fire that others fled.&lt;br /&gt;
&lt;br /&gt;
Airevel’s devotion to Eylhaar grew not from doctrine, but from experience. In the stillness after shock, when her body trembled and her breath came thin, she felt a presence—cool, patient, and impossibly gentle. She came to believe that Eylhaar did not merely watch her; the Immortal guided her hand, teaching her that mercy had two faces. Healing was one, a gift that restored the living. Death was the other, a release that spared the suffering. Airevel began to weave small rituals into her work: crushed pearls hidden in her pockets, whispered prayers over the dying, and silent offerings left in moonlit places. She did not claim to be a Cleric, nor did she seek the authority of one. Instead, she walked a private path, convinced that Eylhaar had chosen her to be a quiet blade. One that cut away pain or severed the final thread when mercy demanded it.&lt;br /&gt;
&lt;br /&gt;
Airevel believes that every touch carries power, and that the one who wields it must choose its purpose with absolute clarity. To her, life and death are not opposites but companions, each necessary, each sacred. She sees pain as a message rather than a punishment, and shock as a toll paid for stepping into Eylhaar’s domain. She does not hasten death without cause, but she does not fear it, and when she stands beside someone whose suffering has become unbearable, she offers a serenity that unsettles even seasoned Clerics. Airevel’s philosophy is simple and terrifying: &#039;&#039;mercy is not always healing, and healing is not always mercy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Airevel moves through the world like a shadowed blessing, her presence quiet but unmistakable. In bustling cities she is the healer who arrives without fanfare, restoring the wounded with a touch that feels like cool moonlight. In lonely outposts she is the one who sits vigil through the night, guiding the dying with a calm that makes their final breaths peaceful. Rumors follow her wherever she goes—stories of criminals who collapsed after she laid a hand on their chest, of warriors who begged for her presence when their wounds were beyond saving, of necromancers who mistook her serenity for kinship and paid dearly for the error. Whether these tales are truth or embellishment, Airevel never corrects them. She simply continues her work, offering life or release as Eylhaar wills.&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=File:AirevelProfile003-min.png&amp;diff=685543</id>
		<title>File:AirevelProfile003-min.png</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=File:AirevelProfile003-min.png&amp;diff=685543"/>
		<updated>2025-12-13T10:15:18Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: Category:Images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Images]]&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=685542</id>
		<title>Airevel</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Airevel&amp;diff=685542"/>
		<updated>2025-12-13T09:55:18Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: Test 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Airevel&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Rakash&lt;br /&gt;
|gender=Female&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=n&lt;br /&gt;
|Image File=AirevelProfile001.png&lt;br /&gt;
}}&lt;br /&gt;
==Appearance==&lt;br /&gt;
&#039;&#039;&#039;Softskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
She has an oval face, tilted violet eyes and a classical nose. Her red hair is short and thick, and is worn in a careless, windblown arrangement. &lt;br /&gt;
She has copper skin and a curvaceous build.&lt;br /&gt;
She is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
She is wearing a bronze-bladed fan with a linen wrapped handle, an anloral jackal pin, a softly flowing gown of burnished copper silk and rich honey-hued jaspe, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonskin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
She has a pointy-eared face, tilted violet eyes and an elegant muzzle. Her red hair is short and thick, and is worn in a careless, windblown arrangement. She has a white and grey coat, a thick tail and a curvaceous build.&lt;br /&gt;
She is average height for a Rakash.&lt;br /&gt;
&lt;br /&gt;
She is wearing a bronze-bladed fan with a linen wrapped handle, an anloral jackal pin, a softly flowing gown of burnished copper silk and rich honey-hued jaspe, and a polished gold ring inlaid in diamonds with the crest of the Empaths&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
==Psychology==&lt;br /&gt;
Airevel is soft‑spoken but unyielding, her calm presence both comforting and disquieting. She carries herself with the quiet confidence of someone who has already made peace with her own mortality. Though deeply loyal to those she considers pack, she does not hesitate to walk alone when the path demands it. She gravitates toward liminal spaces—graveyards at dusk, moonlit fields, the hush of a sickroom just before dawn—places where life and death overlap. Her serenity in the face of suffering can be unnerving, and her honesty is often sharper than a blade, but those who earn her trust find her steadfast, protective, and willing to bear any pain on their behalf.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Airevel was born beneath the brooding glow of Katamba, her first breath taken under a sky that seemed to watch her with a quiet, knowing stillness. Even among the Rakash—whose lives are shaped by exile, survival, and the memory of loss—she carried an uncanny calm that unsettled the elders. While other pups tumbled and sparred, Airevel lingered at the edges of the firelight, listening to the stories of death and return with a solemn fascination far beyond her years. Her pack whispered that Eylhaar had paused to look upon her the night she was born, and as she grew, that shadowed blessing only deepened. She moved through childhood with a strange serenity, unafraid of blood, suffering, or silence, as though she had already made peace with the darker half of life.&lt;br /&gt;
&lt;br /&gt;
When Airevel’s Empathic gift first manifested, it did so with a clarity that left no room for doubt. She felt the wounds of others as though they were her own, but instead of recoiling, she embraced the pain with a frightening steadiness. Sent east to train with the Empath Guild, she learned the disciplines of healing, transference, and restraint—but she never adopted the fear her peers held toward Empathic shock. Where others saw it as a catastrophic failure, Airevel treated shock as a threshold, a sacred boundary between life and death that she alone was willing to cross. She took on agony deliberately, again and again, as if each brush with the brink brought her closer to understanding the Immortal whose presence she felt in every quiet moment. Her instructors found her brilliant, unnerving, and impossible to categorize, a healer who walked willingly into the fire that others fled.&lt;br /&gt;
&lt;br /&gt;
Airevel’s devotion to Eylhaar grew not from doctrine, but from experience. In the stillness after shock, when her body trembled and her breath came thin, she felt a presence—cool, patient, and impossibly gentle. She came to believe that Eylhaar did not merely watch her; the Immortal guided her hand, teaching her that mercy had two faces. Healing was one, a gift that restored the living. Death was the other, a release that spared the suffering. Airevel began to weave small rituals into her work: crushed pearls hidden in her pockets, whispered prayers over the dying, and silent offerings left in moonlit places. She did not claim to be a Cleric, nor did she seek the authority of one. Instead, she walked a private path, convinced that Eylhaar had chosen her to be a quiet blade. One that cut away pain or severed the final thread when mercy demanded it.&lt;br /&gt;
&lt;br /&gt;
Airevel believes that every touch carries power, and that the one who wields it must choose its purpose with absolute clarity. To her, life and death are not opposites but companions, each necessary, each sacred. She sees pain as a message rather than a punishment, and shock as a toll paid for stepping into Eylhaar’s domain. She does not hasten death without cause, but she does not fear it, and when she stands beside someone whose suffering has become unbearable, she offers a serenity that unsettles even seasoned Clerics. Airevel’s philosophy is simple and terrifying: &#039;&#039;mercy is not always healing, and healing is not always mercy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Airevel moves through the world like a shadowed blessing, her presence quiet but unmistakable. In bustling cities she is the healer who arrives without fanfare, restoring the wounded with a touch that feels like cool moonlight. In lonely outposts she is the one who sits vigil through the night, guiding the dying with a calm that makes their final breaths peaceful. Rumors follow her wherever she goes—stories of criminals who collapsed after she laid a hand on their chest, of warriors who begged for her presence when their wounds were beyond saving, of necromancers who mistook her serenity for kinship and paid dearly for the error. Whether these tales are truth or embellishment, Airevel never corrects them. She simply continues her work, offering life or release as Eylhaar wills.&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=File:AirevelProfile001.png&amp;diff=685541</id>
		<title>File:AirevelProfile001.png</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=File:AirevelProfile001.png&amp;diff=685541"/>
		<updated>2025-12-13T09:16:18Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: Category:Images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Images]]&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Astral_travel_quest&amp;diff=620886</id>
		<title>Astral travel quest</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Astral_travel_quest&amp;diff=620886"/>
		<updated>2023-08-07T01:47:25Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
*[[Moongate]] spell&lt;br /&gt;
* Subscription. Not an available quest for [[Free accounts]] characters.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* This quest is dangerous, it is helpful to have a moonmage to moongate/riftal summons you into Oshu’hhrsk Manor (step 4 below).&lt;br /&gt;
* The [[Planar Observatory]] is the area where the Planar Telescope (it&#039;s not an actual telescope) resides which you use to learn the ability of Astral Travel.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
# Start the quest in the [[RanikMap35|Imperial Palace Archives]].&lt;br /&gt;
# Ask the researcher the list of questions below. He wanders around in the palace.&lt;br /&gt;
#* {{com|ask}} {{tt|researcher about research}}&lt;br /&gt;
#* {{com|ask}} {{tt|researcher about astral travel}}&lt;br /&gt;
#* {{com|ask}} {{tt|researcher about research}}&lt;br /&gt;
#* {{com|ask}} {{tt|researcher about astral plane}}&lt;br /&gt;
#* {{com|ask}} {{tt|researcher about space}}&lt;br /&gt;
#* {{com|ask}} {{tt|researcher about mana}}&lt;br /&gt;
#* {{com|ask}} {{tt|researcher about the ways}}&lt;br /&gt;
#* {{com|ask}} {{tt|researcher about naming ritual}}&lt;br /&gt;
#* {{com|ask}} {{tt|researcher about quest}}&lt;br /&gt;
#* {{com|ask}} {{tt|researcher about cosmology}}&lt;br /&gt;
#* {{com|ask}} {{tt|researcher about research}}&lt;br /&gt;
# He will give you a ring that is an [[Astral Guide]].&lt;br /&gt;
#* {{com|Focus}} {{tt|ring}} (upon your astral guide) to see which moon it is attuned to. It will only work while this moon is above the horizon.&lt;br /&gt;
# Travel to underneath [[RanikMap63|Oshu’hhrsk Manor]]. The Asharshpar&#039;i shard is located here as well.&lt;br /&gt;
#* Another MM who knows how to astral travel and also knows the naming ritual of Asharshpar&#039;i may moongate or riftally summon you there.&lt;br /&gt;
#* Alternatively, have a S’kra {{com|dance}} {{tt|statuette}} (jade dragon statuette) in front of the obsidian-black door located underneath the manor inside the [[Germish&#039;din]] hunting grounds (lich #2325) for it to open.&lt;br /&gt;
#* The dancing sequence will require 100 seconds of roundtime in 20 second chunks of RT per dance statuette.&lt;br /&gt;
#* [[Whole Displacement]] will make the dancing sequence easier to survive the [[Germish&#039;din]].&lt;br /&gt;
# {{com|raise}} {{tt|ring}} in front of Asharshpar&#039;i and you’ll be transported into the ways.&lt;br /&gt;
#* Wait for the ring to tell you which direction to go then move.  Your guide will give you step by step instructions.&lt;br /&gt;
# The ring will eventually bring you to the silvery-white shard Teloish. From that room there will be only one direction available to go.&lt;br /&gt;
# Move to the next room and you will see a white door, when you find it {{com|go}} {{tt|door}}&lt;br /&gt;
# You’ll be in a room with a pool, a dial and a lever. You’ll need to manipulate these to find a soft grey sphere. Push or pull the lever to widen or narrow the focus. Turn the dial left or right to control what object it’s focused on. After adjusting the lever or the dial, you must look pool in order to see what you&#039;re looking at. Once you find the soft grey sphere, tap the dial until you’re clearly focused with crystal clarity. (My strategy in finding the grey sphere was 1) Look pool, 2) pull lever, 3) look pool, 4) turn dial left, 5) look pool. Repeat steps 4 and 5. If you can&#039;t turn the dial any more, pull the lever and repeat. If you think you can no longer pull the lever, then push the lever and repeat. &#039;&#039;&#039;When you get the soft grey sphere looks fuzzy, try tapping the dial instead of turning it.&#039;&#039;&#039;&lt;br /&gt;
# Once you get the &amp;quot;soft grey sphere focused with crystal clarity&amp;quot;, study the pool. Now you will see a blazing web of energy within the Astral Plane in the pool&lt;br /&gt;
# Finally, finely adjust the focus by tapping right or left until the blazing web of energy within the Astral Plane is focused in the pool with crystal clarity. This will probably slightly unfocus the soft grey sphere.&lt;br /&gt;
# {{com|study}} {{tt|pool}} until you get the messaging (You are confident that you have learned the secret of astral travel.) that you’ve learned the secret of astral travel. You may have to adjust the pool after you study it, to refocus on the Astral Plane in the pool&lt;br /&gt;
# {{com|go}} {{tt|door}}&lt;br /&gt;
# Go whichever direction you can and you will periodically receive messaging that you are hurt/attacked ([[Planar_Observatory|these rooms and messages change based on sect affiliation]]) but you won&#039;t be physically hurt, though linger too long in these two outside rooms and you will receive stuns and vitality loss over time.&lt;br /&gt;
# Inside the room with the silvery-white shard Teloish, {{com|raise}} {{tt|ring}} again and follow the directions back to Asharshpar’i.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve successfully gained the knowledge to travel astrally, do not forget to Study Asharshpar&#039;i to learn it&#039;s Naming Ritual upon exit of the Astral Plane.&lt;br /&gt;
&lt;br /&gt;
To exit, go South, East, Turn Sconce, Go west, Go door. You&#039;re now in the germish&#039;din filled catacombs below Oshu&#039;ehhrsk Manor.&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Beseech_the_Wind_to_Echo_quest&amp;diff=617206</id>
		<title>Beseech the Wind to Echo quest</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Beseech_the_Wind_to_Echo_quest&amp;diff=617206"/>
		<updated>2023-07-16T09:54:51Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
After getting the prompt from [[Tomma]], head to {{rmap|12|Silverwater Mines}} in [[Zoluren]].  Move down the shaft to a ledge.  Climb up the ladder until you see a niche.  Say something, but don&#039;t shout/exclaim it, or you&#039;ll have to return later once the echoes have died down. It is recommended that you keep it simple (&#039;Echo&#039;) and wait (~10 seconds or less) for the return echo. If you fall, climb up and try again. Repeat until you you get the following message (~5 times):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;After distinguishing and analyzing the sounds that bounce erratically off of the slick walls, you find that you have grasped the knowledge and secrets of the way of echoes.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{skill|Performance}} of 70 seems required; 70 is the minimum to get the Beseech, not to USE it. That requires further skill in Performance.&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Beseech_the_Wind_to_Echo_quest&amp;diff=617205</id>
		<title>Beseech the Wind to Echo quest</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Beseech_the_Wind_to_Echo_quest&amp;diff=617205"/>
		<updated>2023-07-16T09:53:31Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: Undo revision 617204 by PHENOM0420 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
After getting the prompt from [[Tomma]], head to {{rmap|12|Silverwater Mines}} in [[Zoluren]].  Move down the shaft to a ledge.  Climb up the ladder until you see a niche.  Say something, but don&#039;t shout/exclaim it, or you&#039;ll have to return later once the echoes have died down. It is recommended that you keep it simple (&#039;Echo&#039;) and wait (~10 seconds or less) for the return echo.  Repeat until you you get the following message (~5 times):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;After distinguishing and analyzing the sounds that bounce erratically off of the slick walls, you find that you have grasped the knowledge and secrets of the way of echoes.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{skill|Performance}} of 70 seems required; 70 is the minimum to get the Beseech, not to USE it. That requires further skill in Performance.&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Beseech_the_Wind_to_Echo_quest&amp;diff=617204</id>
		<title>Beseech the Wind to Echo quest</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Beseech_the_Wind_to_Echo_quest&amp;diff=617204"/>
		<updated>2023-07-16T09:52:01Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: Undo revision 617203 by PHENOM0420 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
After getting the prompt from [[Tomma]], head to {{rmap|12|Silverwater Mines}} in [[Zoluren]].  Move down the shaft to a ledge.  Climb up the ladder to a niche.  Say something, but don&#039;t shout/exclaim it, or you&#039;ll have to return later once the echoes have died down. It is recommended that you keep it simple (&#039;Echo&#039;) and wait (~10 seconds or less) for the return echo.  Repeat until you you get the following message (~5 times):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;After distinguishing and analyzing the sounds that bounce erratically off of the slick walls, you find that you have grasped the knowledge and secrets of the way of echoes.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{skill|Performance}} of 70 seems required; 70 is the minimum to get the Beseech, not to USE it. That requires further skill in Performance.&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Beseech_the_Wind_to_Echo_quest&amp;diff=617203</id>
		<title>Beseech the Wind to Echo quest</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Beseech_the_Wind_to_Echo_quest&amp;diff=617203"/>
		<updated>2023-07-16T09:50:24Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
After getting the prompt from [[Tomma]], head to {{rmap|12|Silverwater Mines}} in [[Zoluren]].  Move down the shaft to a ledge.  Climb up the ladder until you see a niche.  Say something, but don&#039;t shout/exclaim it, or you&#039;ll have to return later once the echoes have died down. It is recommended that you keep it simple (&#039;Echo&#039;) and wait (~10 seconds or less) for the return echo.  Repeat until you you get the following message (~5 times):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;After distinguishing and analyzing the sounds that bounce erratically off of the slick walls, you find that you have grasped the knowledge and secrets of the way of echoes.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{skill|Performance}} of 70 seems required; 70 is the minimum to get the Beseech, not to USE it. That requires further skill in Performance.&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Water-stained_leatherbound_grimoire&amp;diff=617197</id>
		<title>Water-stained leatherbound grimoire</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Water-stained_leatherbound_grimoire&amp;diff=617197"/>
		<updated>2023-07-15T00:01:17Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Presumably a work collected by the infamous [[Lasarhhtha]] Oshu&#039;ehhrsk while he was still pursuing lunar magic.&lt;br /&gt;
&lt;br /&gt;
[[Moon Mages]] of the appropriate Sect or who qualify for the Scorch cantrip may learn the secrets of the [[Cantrips|cantrips]] listed below within the water-stained leatherbound grimoire found upon a bookshelf in the [[Oshu&#039;ehhrsk Manor|Manor&#039;s]] library.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
*{{com|Turn}} grimoire until you see a page you are able to {{com|READ}} and {{com|STUDY}}.&lt;br /&gt;
&lt;br /&gt;
==Cantrips==&lt;br /&gt;
*[[Scorch]]: Moon Mages who can [[Enchanting quest|enchant]] with knowledge of the [[Burn]] spell and [[Cantrip quest|general cantrips]]. ((Scorch requires having completed the obsolete Moon Mage enchanting quest and applied to the obsolete enchanting sigil scrolls. Spell scrolls are labeled when read.))&lt;br /&gt;
*[[Maren Alshabi]]: ([[Prophets of G&#039;nar Peth]]) &lt;br /&gt;
*[[Lyodin Albir]]: ([[Fortune&#039;s Path]])&lt;br /&gt;
*[[Oshu Sarhhtha]]: ([[Nomads of the Arid Steppe]])&lt;br /&gt;
&lt;br /&gt;
[[guild association is::Moon Mage| ]][[page type is::ability| ]]&lt;br /&gt;
{{Cat|Moon Mages}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Scorch&amp;diff=617196</id>
		<title>Scorch</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Scorch&amp;diff=617196"/>
		<updated>2023-07-15T00:00:10Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
&lt;br /&gt;
{{GuildAbility&lt;br /&gt;
|name=Scorch&lt;br /&gt;
|guild=moon mage&lt;br /&gt;
|prereqs=Quest, Burn, Cantrip knowledge&lt;br /&gt;
|slots=-&lt;br /&gt;
|diff=-&lt;br /&gt;
|type=cantrip&lt;br /&gt;
|contest1=-&lt;br /&gt;
|contest2=-&lt;br /&gt;
|skill=-&lt;br /&gt;
|path=generic&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Labels sigil scrolls.&lt;br /&gt;
|messaging=As you gesture at an inscribed snakeskin scroll, a brilliant beam descends from the sky, flowing down along your arm like liquid light to gently scorch the scroll in your hand.&lt;br /&gt;
|abbrev=label&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Directions:&lt;br /&gt;
:# The sun or a bright moon (Xibar or Yavash) must be up.&lt;br /&gt;
:# Make sure your unlabeled scroll in unrolled and has been scribed upon.&lt;br /&gt;
:# Read your scroll.&lt;br /&gt;
:# Chant the cantrip&lt;br /&gt;
:# Then &amp;quot;{{com|GESTURE}} scroll&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* 5 minute cooldown between uses.&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Water-stained_leatherbound_grimoire&amp;diff=617195</id>
		<title>Water-stained leatherbound grimoire</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Water-stained_leatherbound_grimoire&amp;diff=617195"/>
		<updated>2023-07-14T23:59:56Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Presumably a work collected by the infamous [[Lasarhhtha]] Oshu&#039;ehhrsk while he was still pursuing lunar magic.&lt;br /&gt;
&lt;br /&gt;
[[Moon Mages]] of the appropriate Sect or who qualify for the Scorch cantrip may learn the secrets of the [[Cantrips|cantrips]] listed below within the water-stained leatherbound grimoire found upon a bookshelf in the [[Oshu&#039;ehhrsk Manor|Manor&#039;s]] library.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
*{{com|Turn}} grimoire until you see a page you are able to {{com|READ}} and {{com|STUDY}}.&lt;br /&gt;
&lt;br /&gt;
==Cantrips==&lt;br /&gt;
*[[Scorch]]: Moon Mages who can [[Enchanting quest|enchant]] with knowledge of the [[Burn]] spell and [[Cantrip quest|general cantrips]]. ((Scorch requires having completed the obsolete Moon Mage enchanting quest. Spell scrolls are also now automatically labeled when read.))&lt;br /&gt;
*[[Maren Alshabi]]: ([[Prophets of G&#039;nar Peth]]) &lt;br /&gt;
*[[Lyodin Albir]]: ([[Fortune&#039;s Path]])&lt;br /&gt;
*[[Oshu Sarhhtha]]: ([[Nomads of the Arid Steppe]])&lt;br /&gt;
&lt;br /&gt;
[[guild association is::Moon Mage| ]][[page type is::ability| ]]&lt;br /&gt;
{{Cat|Moon Mages}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Water-stained_leatherbound_grimoire&amp;diff=617194</id>
		<title>Water-stained leatherbound grimoire</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Water-stained_leatherbound_grimoire&amp;diff=617194"/>
		<updated>2023-07-14T23:57:47Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Presumably a work collected by the infamous [[Lasarhhtha]] Oshu&#039;ehhrsk while he was still pursuing lunar magic.&lt;br /&gt;
&lt;br /&gt;
[[Moon Mages]] of the appropriate Sect or who qualify for the Scorch cantrip may learn the secrets of the [[Cantrips|cantrips]] listed below within the water-stained leatherbound grimoire found upon a bookshelf in the [[Oshu&#039;ehhrsk Manor|Manor&#039;s]] library.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
*{{com|Turn}} grimoire until you see a page you are able to {{com|READ}} and {{com|STUDY}}.&lt;br /&gt;
&lt;br /&gt;
==Cantrips==&lt;br /&gt;
*[[Scorch]]: Moon Mages who can [[Enchanting quest|enchant]] with knowledge of the [[Burn]] spell and [[Cantrip quest|general cantrips]].&lt;br /&gt;
*[[Maren Alshabi]]: ([[Prophets of G&#039;nar Peth]]) &lt;br /&gt;
*[[Lyodin Albir]]: ([[Fortune&#039;s Path]])&lt;br /&gt;
*[[Oshu Sarhhtha]]: ([[Nomads of the Arid Steppe]])&lt;br /&gt;
&lt;br /&gt;
[[guild association is::Moon Mage| ]][[page type is::ability| ]]&lt;br /&gt;
{{Cat|Moon Mages}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Water-stained_leatherbound_grimoire&amp;diff=617193</id>
		<title>Water-stained leatherbound grimoire</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Water-stained_leatherbound_grimoire&amp;diff=617193"/>
		<updated>2023-07-14T23:57:30Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
{{obsolete}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Presumably a work collected by the infamous [[Lasarhhtha]] Oshu&#039;ehhrsk while he was still pursuing lunar magic.&lt;br /&gt;
&lt;br /&gt;
[[Moon Mages]] of the appropriate Sect or who qualify for the Scorch cantrip may learn the secrets of the [[Cantrips|cantrips]] listed below within the water-stained leatherbound grimoire found upon a bookshelf in the [[Oshu&#039;ehhrsk Manor|Manor&#039;s]] library.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
*{{com|Turn}} grimoire until you see a page you are able to {{com|READ}} and {{com|STUDY}}.&lt;br /&gt;
&lt;br /&gt;
==Cantrips==&lt;br /&gt;
*[[Scorch]]: Moon Mages who can [[Enchanting quest|enchant]] with knowledge of the [[Burn]] spell and [[Cantrip quest|general cantrips]].&lt;br /&gt;
*[[Maren Alshabi]]: ([[Prophets of G&#039;nar Peth]]) &lt;br /&gt;
*[[Lyodin Albir]]: ([[Fortune&#039;s Path]])&lt;br /&gt;
*[[Oshu Sarhhtha]]: ([[Nomads of the Arid Steppe]])&lt;br /&gt;
&lt;br /&gt;
[[guild association is::Moon Mage| ]][[page type is::ability| ]]&lt;br /&gt;
{{Cat|Moon Mages}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Vine-shaped_pestle_of_orange-tipped_green_chalcedony&amp;diff=616894</id>
		<title>Item:Vine-shaped pestle of orange-tipped green chalcedony</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Vine-shaped_pestle_of_orange-tipped_green_chalcedony&amp;diff=616894"/>
		<updated>2023-07-02T20:18:00Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=pestle&lt;br /&gt;
|look=Carved from a mostly green chunk of chalcedony, the pestle&#039;s grip resembles a sturdy vine with ridges to aid in gripping the tool.  The business end of the pestle is pumpkin-orange carnelian, suggesting the flesh of a squash growing on the end of the vine.&lt;br /&gt;
|MTag=chalcedony,carnelian&lt;br /&gt;
|CTag=green,orange,pumpkin-orange&lt;br /&gt;
|STag=vine&lt;br /&gt;
|verby=No&lt;br /&gt;
|pcrystal=No&lt;br /&gt;
|atmos=No&lt;br /&gt;
|istone=No&lt;br /&gt;
|type=alchemy&lt;br /&gt;
|weight=3&lt;br /&gt;
|appcost=550&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|ttype=pestle&lt;br /&gt;
|tquality=exceptional&lt;br /&gt;
|tdurability=average&lt;br /&gt;
|tspeed=not very effective&lt;br /&gt;
|feature-change=No&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452511</id>
		<title>Trader new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452511"/>
		<updated>2016-09-05T01:19:33Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: /* The Many Arts of Trading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Trader specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==&amp;lt;center&amp;gt;How to Trader&amp;lt;/center&amp;gt;==&lt;br /&gt;
Traders, you either love them or loathe them, but you are here and taking the first steps to become one or getting the 411 on how they tick. Back in the day, there was only one way to Trader and that was usually with a caravan or pack animal on the long, solitary roads all around Elanthia. It was an endless circle of running from one outpost to another. Joy, joy!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modern traders now enjoy many ways to be. You have the classic Caravan Traders, and then the Gem Shop Traders, Market Traders, Combat Traders, Student Traders, etc. So many choices that traders can dabble into; either specialize in one or a master of all.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
#&#039;&#039;&#039;Starting Stats&#039;&#039;&#039;: Deciding where to spend your TDPs can help you determine what type of Trader you&#039;d like to be. Of upmost importance is [[Charisma_(stat)|Charisma]], since it increases the profit you make whenever you sell items to NPC shops. More profit equals more experience in Trading, your primary skill. [[Strength_(stat)|Strength]] can also be useful for Traders that will spend a lot of time [[forging]] or [[carving]], while [[Agility_(stat)|Agility]] helps with [[carving]], [[outfitting]], and [[mechanical lore]] (although this will soon be retired). [[Reflex_(stat)|Reflex]] also helps with [[Tailoring]]. [[Discipline_(stat)|Discipline]], [[Stamina_(stat)|Stamina]], and [[Intelligence_(stat)|Intelligence]] can help with [[Speculate_command|speculates]] indirectly by increasing [[concentration]]. There are other uses for all abilities, and if you plan on focusing more on combat you&#039;ll want to consider that when you decide where to train.&lt;br /&gt;
#&#039;&#039;&#039;Find the Guilds&#039;&#039;&#039;: You can use the [[Directions command|DIR]] syntax to help find your way to guild in either starting town (Crossing or Riverhaven). This will lead you directly to the Guild Leader in each Guild Hall. You may find maps of the [[RanikMap1d|Crossing Guild Hall]] and the [[RanikMap30d|Riverhaven Guild Hall]] useful in navigating these locations.&lt;br /&gt;
&lt;br /&gt;
===The Many Arts of Trading===&lt;br /&gt;
When you first start out as a Trader, you can get really good experience by foraging sticks/branches and selling them to [[Mags]] in [[Crossings]] or [[Maisie_(2)|Old Maisie]] in [[Riverhaven]] (a good place to do this is outside the Northeast gate). Be sure to pause your selling when you&#039;ve maximized your learning, so you don&#039;t waste any of it. After making about 5 Gold or so, they will be done with you and from there you&#039;ll have a few different ways to train.&lt;br /&gt;
#&#039;&#039;&#039;Work Orders&#039;&#039;&#039; - Completing [[Work Orders]] through one of the [[Crafting]] Societies will earn you some Trading skill. You can use the gold you&#039;ve earned from selling branches to purchase a set of starter tools, or possibly find a friendly adventurer to craft a set for you. There is also an armoire in the Crossing guild hall (S and W from outside Ansprahv) that often will have items new adventures. Since you can ask for a work order repeatedly until you get a certain item, it is also possible to craft several of a certain item prior to getting the work order. This can allow you to turn in several work orders in a short time. At circle 8 you can learn [[Speculate command|Speculate Finesse]] which will give you a [[Charisma]] bonus, increasing the amount of money you earn. This is the primary method of learning for a lot of Traders, as crafting will also give you access to items you can later sell in your shop. Keep in mind that as a lore primary guild Trader&#039;s can have two careers and one hobby, opening up the possibility for a lot of techniques to help with crafting.&lt;br /&gt;
#&#039;&#039;&#039;Tasks&#039;&#039;&#039; - Completing skinning and foraging [[Tasks]] will yield some Trading experience. The tasks are repeatable roughly every minute, making them a preferred method of training Trading through the first twenty circles or so. &lt;br /&gt;
#&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
#*Skins &amp;amp; Lumpy/Tight Bundles - You can sell single skinned parts from creatures you hunt at the local Furrier. There is one in both of the starting cities,  [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} FURRIER to find them. Traders aren&#039;t the best of warriors, so early on you may find it difficult to produce bundles fast enough yourself. Selling other adventurer&#039;s bundles is a bonus for both of you, but foot traffic doesn&#039;t always allow for simply loitering.&lt;br /&gt;
#*Gems, Nuggets - You can sell single gems or nuggets to the Gem Shop regardless of circle or skill level. There are shops in both of the starting cities, [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} GEM to find them. Much like skins, early gem selling can take some time. &lt;br /&gt;
#*Gem Pouches - When you have gained enough skill in Trading and Appraisal, and have trained your Charisma to a significant degree, you will be able to sell pouches full of gems to the Gem Shop. Other adventurers will commonly ask for this service over the [[gweth]] network, so consider saving for jadeite gwethdesuan as you near this point in your career.&lt;br /&gt;
#&#039;&#039;&#039;Pawning&#039;&#039;&#039; - Another good way to get some starting ranks in the Trading skill to to pawn items at your local Pawnshop, this is done by use of the {{com|SELL}} command. Runestones should teach well at the start and are plentiful, often found in donation areas or just laying around. If you plan on training Thievery, you can also sell some of your stolen goods.&lt;br /&gt;
#&#039;&#039;&#039;Contracts &amp;amp; Commodities&#039;&#039;&#039; - Although these used to be the only way to train Trading early on, they have fallen out of favor for many Traders because of the ease other options offer. Contracts will give you a certain product and a specific destination, whereas with Commodities you choose what to buy and where to sell (hopefully for profit). Changes to how these work seem to be [[Post:Commodities/Contracts_Rewrite_-_08/17/2011_-_03:09|in the pipeline]].&lt;br /&gt;
#&#039;&#039;&#039;Trader Markets&#039;&#039;&#039; - At circle 20 and 30 you will gain access to market tables you can rent in the Market and shops you can rent in the Plaza, respectively. More information can be found [[Trader#Trader_Markets|here]].&lt;br /&gt;
#&#039;&#039;&#039;Horse Trading&#039;&#039;&#039; At circle 25 you will be able to buy and sell horses with other players. More information can be found [[Horse_brokering|here]].&lt;br /&gt;
#&#039;&#039;&#039;Auctioneering&#039;&#039;&#039; At circle 30 you will also gain access to the Auction Halls, to allow other adventurers a chance to bid on your goods. More information can be found [[Auction_halls|here]].&lt;br /&gt;
#&#039;&#039;&#039;Gem/Furrier Shop Financing&#039;&#039;&#039; At circle 50 you can start financing gem and fur shops, which will allow you to earn money based of what the shop sells. More information can be found [[Shop_financing|here]].&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
#&#039;&#039;&#039;Ledger&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Feedbag&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Beasts of Burden&#039;&#039;&#039;&lt;br /&gt;
#*Pack Animals&lt;br /&gt;
#*Caravans&lt;br /&gt;
&lt;br /&gt;
===With Experience, Comes Prestige===&lt;br /&gt;
#&#039;&#039;&#039;Hirelings&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Personally Own Caravans (POC)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speculates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Lore Skillset|Lore Skills]]==&lt;br /&gt;
&lt;br /&gt;
Traders are Lore primary, meaning Lore skills are your bread and butter. You will learn them faster than all other skills, making them important for your advancement for both circling and gaining TDP&#039;s.&lt;br /&gt;
&lt;br /&gt;
All lore can fall under the Lore Skillsets for Traders but the following ones will usually apply for them in this requirement.&lt;br /&gt;
&lt;br /&gt;
===[[Crafting|All Crafting Skills]]===&lt;br /&gt;
* [[Forging]]&lt;br /&gt;
* [[Outfitting]]&lt;br /&gt;
* [[Engineering]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Enchanting]]&lt;br /&gt;
&lt;br /&gt;
Enchanting is not yet released, nor do Traders currently have magical abilities. The other four are released to some capacity. Outfitting is a popular choice for Traders as it can be worked on while on the go. The Carving Discipline in Engineering can be performed with either stone or bone. Stone is very heavy and has to be trained within the confines of the Engineering Society Building. For that reason, some people choose to carve with bone instead. Blacksmithing is a popular choice in the Forging skill as it lets Traders make tools they can then sell. With enough Outdoorsmanship, Perception, and Appraisal (all of which Traders typically train!) it is possible to mine your own raw materials. Rare materials can be sold to other players for a profit. &lt;br /&gt;
&lt;br /&gt;
While entirely optional, it is recommended that a Trader pick up at least one crafting skill for their Lore requirements. Many Traders make at least some attempt at training Forging, Outfitting, and Engineering. Traders do get two free techniques in [[Blacksmithing]], and one in [[Artistry]]. If you decide to go the route of Blacksmithing, getting the [[Blacksmithing_techniques|Utility Forging technique]] can help you complete hard work orders sooner. For the most profit and experience gain, hard work orders are the best to fulfill. It&#039;s also a good idea to get techniques related to weapon repair at about skill level 50-75, as repairing your own tools will become important in maintaining the quality of items you craft. Since Artistry is not yet released, it is advised to hold off attempting to assign skills within that discipline. However, knitting is a very simple and relatively inexpensive way to train the Outfitting skill. Needing only a needle and some yarn, it&#039;s arguably one of the simplest methods for crafting. &lt;br /&gt;
&lt;br /&gt;
Engineering also offers some novel and useful items that Traders can craft for sale later. However, it is important to remember that stone carving objects are VERY heavy. Bundling the items with your logbook does NOT remove their weight from your encumbrance. Early on, it is best to get a packet of deeds (available at the Forging Society) so that you can PUSH the item with the packet, reducing the weight before you bundle the deed with your log book. You can also do this with crafting materials, should you not wish to keep their full weight in your inventory. To redeem a deed, simply TAP it while in any crafting society building and an attendant will bring you the item described by the deed. It is also possible to carve with bone, which you can purchase or skin from certain creatures using the [[arrange]] command.&lt;br /&gt;
&lt;br /&gt;
*ADDITIONAL NOTES: Careers and Hobbies are useful for gaining techniques that will make crafting easier. However, it is STRONGLY ADVISED to wait awhile before committing to a career and/or hobby as the choice is irreversible!&lt;br /&gt;
*The forges at the Forging Society are regularly filled with other adventurer&#039;s, so if you plan on Forging for your main craft it is advisable to select a second backup method to train Trading when forges are all in use.&lt;br /&gt;
&lt;br /&gt;
===[[Mechanical Lore]]===&lt;br /&gt;
&lt;br /&gt;
With the introduction of Crafting skills, Mechanical Lore will become an obsolete skill in the future, and will eventually lose all ways of training it. It is not recommended to train Mechanical Lore for circling purposes because of this. However, since Traders are Lore Primary, training Mechanical Lore will still yield TDPs. If you&#039;re sitting around listening to a class and have nothing else to do, you can always BRAID some grass or vines that are readily foraged up to train Mechanical Lore.&lt;br /&gt;
&lt;br /&gt;
===[[Appraisal]]=== &lt;br /&gt;
As a Trader you &#039;&#039;&#039;must&#039;&#039;&#039; train this skill. The guild has a requirement that you gain a few ranks every circle in order to advance to the next circle. However, Traders have an edge in this field. Beyond the standard training methods of appraising untied bundles and gem pouches, we also have access to [[Trader Jewelry]] which has expanded appraisal values over normal items in order to teach us better. You can get a few pieces within the [[Trader Guild, Crossing Shop]] but be prepared to pay a hefty sum for it. Regardless of the amount paid, they are a worthwhile investment and will provide you with something to appraise at all times.&lt;br /&gt;
&lt;br /&gt;
===[[Trading]]===&lt;br /&gt;
Next to Appraisal, this is a hard requirement for advancement, as well as the defining skill for a Trader. Trading, is what makes us Traders. Your first ranks should be learned by foraging branches for Mags or Old Maisey. After this, there will be a short lull while it seems the Trading skill takes forever to learn. At level 8 you will gain access to a speculate ability to give you a Charisma bonus, which will help with training. Also, utilizing crafting techniques can allow you to complete hard work orders sooner which teach more trading when you turn them in. There are other options for learning trading as well, such as pawning goods or selling skins/gems (as singles items or bundles/pouches). Eventually you will get access to shops where you can sell goods to other Adventurer&#039;s. Beyond that, you might even see yourself one day financing shops yourself. Contract trading is not currently as viable an option to learn, especially for younger Traders, compared to the others.&lt;br /&gt;
&lt;br /&gt;
===[[Scholarship]]===&lt;br /&gt;
Scholarship is all but required for Traders. It is gained through listening to and teaching classes (both of which can be done while doing just about everything else, including combat!), STUDYing crafting books, studying primers for Origami, reading books in libraries, and many other ways that can be found on the [[Scholarship]] page.&lt;br /&gt;
&lt;br /&gt;
===[[Performance]]=== &lt;br /&gt;
A popular skill choice for Traders due to the ability to train this skill nearly anywhere. Also, you can both {{com|APPRAISE}} and {{com|ANALYZE}} your instrument to train the appraisal skill.&lt;br /&gt;
&lt;br /&gt;
===[[Tactics]]===&lt;br /&gt;
Tactics is the offensive counterpart of the [[Defending]] skill. Offensive in nature, it allows you to identify weaknesses in your opponent&#039;s defenses and exploit them. Since it is a Lore skill and you are required to train a single weapon, it is advisable to train it to some degree. If you&#039;re going to focus on fighting to a greater degree, it becomes even more important.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
&lt;br /&gt;
===[[Evasion]]===&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
===[[Athletics]]===&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb. Perception is one of the main skills used in order to prevent yourself from having your coins stolen. For Traders who enjoy running Trading Routes, this can be pretty important.&lt;br /&gt;
&lt;br /&gt;
While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
&lt;br /&gt;
Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth will help you avoid being detected as you travel from location to location carrying coins and goods. Likewise, this is a rather easy skill to train while also gaining other skills in combat.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Stealth]] &lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. By getting into these boxes, you will be rewarded with gems (which you can sell at a gem shop to learn Trading skill) coins, runestones (which can be sold at pawnshops to learn Trading skill) and/or special items. It will be rather easy to train if you choose to hunt things which drop boxes when you&#039;re looking for combat training.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
===[[Thievery skill|Thievery]]===&lt;br /&gt;
While generally the bane of most Traders, this skill is actually practiced by some who find it easy enough to work because most of their time is spent in the city anyways. It&#039;s important to note that Traders caught stealing will suffer a penalty to contract values in the associated province for a period of time. However, there are many Traders who focus more on their private shop or crafting and do not care about the penalty because they don&#039;t use Trading Routes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Thievery skill|Thievery]]&lt;br /&gt;
&lt;br /&gt;
===[[First Aid]]===&lt;br /&gt;
&lt;br /&gt;
Useful for tending wounds and keeping yourself alive when injured. Learned by TENDING wounds and STUDYING Anatomy charts.&lt;br /&gt;
&lt;br /&gt;
===[[Outdoorsmanship]]===&lt;br /&gt;
There isn&#039;t much use for this skill as a Trader, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
===[[Skinning]]===&lt;br /&gt;
One of the most popular choices of survival skills, it can also be a quick way to working your Trading skill by selling your own bundles. This skill also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Being that the guild itself is developed as having [[Armor]] and [[Survival]] in the secondary skillet placement, with [[Weapons]] being in the tertiary, you can expect to see your fair share of combat as you progress. You will always have an armor requirement you must meet, and many survival skills can be trained while actively vanquishing foes. The equipment you use is purely your choice, however, there are some suggestions that can be made and they have been provided below. &lt;br /&gt;
&lt;br /&gt;
===[[Weapons]]===&lt;br /&gt;
Many Traders like to focus on Charisma first in order to hit that magic point in time where you can start selling gem pouches. Because of this, it often leads your more combat oriented stats to fall behind. That is why the writers of this guide suggest that you begin your foray into combat using the lightest and least tiring weapons. You only need a single weapon skill to circle, so pick one you like and you can decide if you want to train a wider variety later. All three of the light class weapon styles (Small Edge, Small Blunt, Light Thrown) are a good choice and often you can find all three trainable with a single weapon. &lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Choice of armor is a little more important due to the guild having this in the secondary placement for skillsets. You can expect to require ranks in two different armor skills to advance within the guild and what you choose could make this easier over all. It is our suggest that you make your primary armor skill the Shield skill. This will allow you to easily gain circles without having to spend as long in combat. For your secondary armor skill, you can choose one of the types of armor (Light Armor, Chain Armor, Brigandine, Plate) or the [[Defending]] skill. Likewise, you can wear a mixed set-up in order to learn more than one.&lt;br /&gt;
&lt;br /&gt;
==Role Playing a Trader==&lt;br /&gt;
&lt;br /&gt;
There are a number of books published in game which focus on the Trader lifestyle and are highly recommended for any Trader to read. You can view most of them in the Crossings guildhall, or click the links below to read them here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = Trader Novice Guide | CallLetters = 	ItvTNG}}&lt;br /&gt;
{{Book Row | Title = Trader&#039;s Courtesy Guide | CallLetters = 	RmoTCG}}&lt;br /&gt;
{{Book Row | Title = Words Every Trader Should Know | CallLetters = RahWET}}&lt;br /&gt;
&lt;br /&gt;
In addition to those, there is also a book which gives some brief history of the guild as a whole. It is available in game at the Riverhaven guild library, or you can view it here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = A Trader Guild History | CallLetters = 	HwmTGH}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452313</id>
		<title>Trader new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452313"/>
		<updated>2016-09-03T19:33:54Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: /* All Crafting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Trader specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==&amp;lt;center&amp;gt;How to Trader&amp;lt;/center&amp;gt;==&lt;br /&gt;
Traders, you either love them or loathe them, but you are here and taking the first steps to become one or getting the 411 on how they tick. Back in the day, there was only one way to Trader and that was usually with a caravan or pack animal on the long, solitary roads all around Elanthia. It was an endless circle of running from one outpost to another. Joy, joy!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modern traders now enjoy many ways to be. You have the classic Caravan Traders, and then the Gem Shop Traders, Market Traders, Combat Traders, Student Traders, etc. So many choices that traders can dabble into; either specialize in one or a master of all.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
#&#039;&#039;&#039;Starting Stats&#039;&#039;&#039;: Deciding where to spend your TDPs can help you determine what type of Trader you&#039;d like to be. Of upmost importance is [[Charisma_(stat)|Charisma]], since it increases the profit you make whenever you sell items to NPC shops. More profit equals more experience in Trading, your primary skill. [[Strength_(stat)|Strength]] can also be useful for Traders that will spend a lot of time [[forging]] or [[carving]], while [[Agility_(stat)|Agility]] helps with [[carving]], [[outfitting]], and [[mechanical lore]] (although this will soon be retired). [[Reflex_(stat)|Reflex]] also helps with [[Tailoring]]. [[Discipline_(stat)|Discipline]], [[Stamina_(stat)|Stamina]], and [[Intelligence_(stat)|Intelligence]] can help with [[Speculate_command|speculates]] indirectly by increasing [[concentration]]. There are other uses for all abilities, and if you plan on focusing more on combat you&#039;ll want to consider that when you decide where to train.&lt;br /&gt;
#&#039;&#039;&#039;Find the Guilds&#039;&#039;&#039;: You can use the [[Directions command|DIR]] syntax to help find your way to guild in either starting town (Crossing or Riverhaven). This will lead you directly to the Guild Leader in each Guild Hall. You may find maps of the [[RanikMap1d|Crossing Guild Hall]] and the [[RanikMap30d|Riverhaven Guild Hall]] useful in navigating these locations.&lt;br /&gt;
&lt;br /&gt;
===The Many Arts of Trading===&lt;br /&gt;
When you first start out as a Trader, you can get really good experience by foraging sticks/branches and selling them to [[Mags]] in [[Crossings]] or [[Maisie_(2)|Old Maisie]] in [[Riverhaven]] (a good place to do this is outside the Northeast gate). Be sure to pause your selling when you&#039;ve maximized your learning, so you don&#039;t waste any of it. After making about 5 Gold or so, they will be done with you and from there you&#039;ll have a few different ways to train.&lt;br /&gt;
#&#039;&#039;&#039;Work Orders&#039;&#039;&#039; - Completing [[Work Orders]] through one of the [[Crafting]] Societies will earn you some Trading skill. You can use the gold you&#039;ve earned from selling branches to purchase a set of starter tools, or possibly find a friendly adventurer to craft a set for you. Since you can ask for a work order repeatedly until you get a certain item, it is also possible to craft several of a certain item prior to getting the work order. This can allow you to turn in several work orders in a short time. At circle 8 you can learn [[Speculate]] [[Finesse]] which will give you a [[Charisma]] bonus, increasing the amount of money you earn. This is the primary method of learning for a lot of Traders, as crafting will also give you access to items you can later sell in your shop. Keep in mind that as a lore primary guild Trader&#039;s can have two careers and one hobby, opening up the possibility for a lot of techniques to help with crafting.&lt;br /&gt;
#&#039;&#039;&#039;Tasks&#039;&#039;&#039; - Completing skinning and foraging [[Tasks]] will yield some Trading experience. The tasks are repeatable roughly every minute, making them a preferred method of training Trading through the first twenty circles or so. &lt;br /&gt;
#&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
#*Skins &amp;amp; Lumpy/Tight Bundles - You can sell single skinned parts from creatures you hunt at the local Furrier. There is one in both of the starting cities,  [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} FURRIER to find them. Traders aren&#039;t the best of warriors, so early on you may find it difficult to produce bundles fast enough yourself. Selling other adventurer&#039;s bundles is a bonus for both of you, but foot traffic doesn&#039;t always allow for simply loitering.&lt;br /&gt;
#*Gems, Nuggets - You can sell single gems or nuggets to the Gem Shop regardless of circle or skill level. There are shops in both of the starting cities, [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} GEM to find them. Much like skins, early gem selling can take some time. &lt;br /&gt;
#*Gem Pouches - When you have gained enough skill in Trading and Appraisal, and have trained your Charisma to a significant degree, you will be able to sell pouches full of gems to the Gem Shop. Other adventurers will commonly ask for this service over the [[gweth]] network, so consider saving for jadeite gwethdesuan as you near this point in your career.&lt;br /&gt;
#&#039;&#039;&#039;Pawning&#039;&#039;&#039; - Another good way to get some starting ranks in the Trading skill to to pawn items at your local Pawnshop, this is done by use of the {{com|SELL}} command. Runestones should teach well at the start and are plentiful, often found in donation areas or just laying around. If you plan on training Thievery, you can also sell some of your stolen goods.&lt;br /&gt;
#&#039;&#039;&#039;Contracts &amp;amp; Commodities&#039;&#039;&#039; - Although these used to be the only way to train Trading early on, they have fallen out of favor for many Traders because of the ease other options offer. Contracts will give you a certain product and a specific destination, whereas with Commodities you choose what to buy and where to sell (hopefully for profit). Changes to how these work seem to be [[Post:Commodities/Contracts_Rewrite_-_08/17/2011_-_03:09|in the pipeline]].&lt;br /&gt;
#&#039;&#039;&#039;Trader Markets&#039;&#039;&#039; - At circle 20 and 30 you will gain access to market tables you can rent in the Market and shops you can rent in the Plaza, respectively. More information can be found [[Trader#Trader_Markets|here]].&lt;br /&gt;
#&#039;&#039;&#039;Horse Trading&#039;&#039;&#039; At circle 25 you will be able to buy and sell horses with other players. More information can be found [[Horse_brokering|here]].&lt;br /&gt;
#&#039;&#039;&#039;Auctioneering&#039;&#039;&#039; At circle 30 you will also gain access to the Auction Halls, to allow other adventurers a chance to bid on your goods. More information can be found [[Auction_halls|here]].&lt;br /&gt;
#&#039;&#039;&#039;Gem/Furrier Shop Financing&#039;&#039;&#039; At circle 50 you can start financing gem and fur shops, which will allow you to earn money based of what the shop sells. More information can be found [[Shop_financing|here]].&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
#&#039;&#039;&#039;Ledger&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Feedbag&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Beasts of Burden&#039;&#039;&#039;&lt;br /&gt;
#*Pack Animals&lt;br /&gt;
#*Caravans&lt;br /&gt;
&lt;br /&gt;
===With Experience, Comes Prestige===&lt;br /&gt;
#&#039;&#039;&#039;Hirelings&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Personally Own Caravans (POC)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speculates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Lore Skillset|Lore Skills]]==&lt;br /&gt;
&lt;br /&gt;
Traders are Lore primary, meaning Lore skills are your bread and butter. You will learn them faster than all other skills, making them important for your advancement for both circling and gaining TDP&#039;s.&lt;br /&gt;
&lt;br /&gt;
All lore can fall under the Lore Skillsets for Traders but the following ones will usually apply for them in this requirement.&lt;br /&gt;
&lt;br /&gt;
===[[Crafting|All Crafting Skills]]===&lt;br /&gt;
* [[Forging]]&lt;br /&gt;
* [[Outfitting]]&lt;br /&gt;
* [[Engineering]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Enchanting]]&lt;br /&gt;
&lt;br /&gt;
Enchanting is not yet released, nor do Traders currently have magical abilities. The other four are released to some capacity. Outfitting is a popular choice for Traders as it can be worked on while on the go. The Carving Discipline in Engineering can be performed with either stone or bone. Stone is very heavy and has to be trained within the confines of the Engineering Society Building. For that reason, some people choose to carve with bone instead. Blacksmithing is a popular choice in the Forging skill as it lets Traders make tools they can then sell. With enough Outdoorsmanship, Perception, and Appraisal (all of which Traders typically train!) it is possible to mine your own raw materials. Rare materials can be sold to other players for a profit. &lt;br /&gt;
&lt;br /&gt;
While entirely optional, it is recommended that a Trader pick up at least one crafting skill for their Lore requirements. Many Traders make at least some attempt at training Forging, Outfitting, and Engineering. Traders do get two free techniques in [[Blacksmithing]], and one in [[Artistry]]. If you decide to go the route of Blacksmithing, getting the [[Blacksmithing_techniques|Utility Forging technique]] can help you complete hard work orders sooner. For the most profit and experience gain, hard work orders are the best to fulfill. It&#039;s also a good idea to get techniques related to weapon repair at about skill level 50-75, as repairing your own tools will become important in maintaining the quality of items you craft. Since Artistry is not yet released, it is advised to hold off attempting to assign skills within that discipline. However, knitting is a very simple and relatively inexpensive way to train the Outfitting skill. Needing only a needle and some yarn, it&#039;s arguably one of the simplest methods for crafting. &lt;br /&gt;
&lt;br /&gt;
Engineering also offers some novel and useful items that Traders can craft for sale later. However, it is important to remember that stone carving objects are VERY heavy. Bundling the items with your logbook does NOT remove their weight from your encumbrance. Early on, it is best to get a packet of deeds (available at the Forging Society) so that you can PUSH the item with the packet, reducing the weight before you bundle the deed with your log book. You can also do this with crafting materials, should you not wish to keep their full weight in your inventory. To redeem a deed, simply TAP it while in any crafting society building and an attendant will bring you the item described by the deed. It is also possible to carve with bone, which you can purchase or skin from certain creatures using the [[arrange]] command.&lt;br /&gt;
&lt;br /&gt;
*ADDITIONAL NOTES: Careers and Hobbies are useful for gaining techniques that will make crafting easier. However, it is STRONGLY ADVISED to wait awhile before committing to a career and/or hobby as the choice is irreversible!&lt;br /&gt;
*The forges at the Forging Society are regularly filled with other adventurer&#039;s, so if you plan on Forging for your main craft it is advisable to select a second backup method to train Trading when forges are all in use.&lt;br /&gt;
&lt;br /&gt;
===[[Mechanical Lore]]===&lt;br /&gt;
&lt;br /&gt;
With the introduction of Crafting skills, Mechanical Lore will become an obsolete skill in the future, and will eventually lose all ways of training it. It is not recommended to train Mechanical Lore for circling purposes because of this. However, since Traders are Lore Primary, training Mechanical Lore will still yield TDPs. If you&#039;re sitting around listening to a class and have nothing else to do, you can always BRAID some grass or vines that are readily foraged up to train Mechanical Lore.&lt;br /&gt;
&lt;br /&gt;
===[[Appraisal]]=== &lt;br /&gt;
As a Trader you &#039;&#039;&#039;must&#039;&#039;&#039; train this skill. The guild has a requirement that you gain a few ranks every circle in order to advance to the next circle. However, Traders have an edge in this field. Beyond the standard training methods of appraising untied bundles and gem pouches, we also have access to [[Trader Jewelry]] which has expanded appraisal values over normal items in order to teach us better. You can get a few pieces within the [[Trader Guild, Crossing Shop]] but be prepared to pay a hefty sum for it. Regardless of the amount paid, they are a worthwhile investment and will provide you with something to appraise at all times.&lt;br /&gt;
&lt;br /&gt;
===[[Trading]]===&lt;br /&gt;
Next to Appraisal, this is a hard requirement for advancement, as well as the defining skill for a Trader. Trading, is what makes us Traders. Your first ranks should be learned by foraging branches for Mags or Old Maisey. After this, there will be a short lull while it seems the Trading skill takes forever to learn. At level 8 you will gain access to a speculate ability to give you a Charisma bonus, which will help with training. Also, utilizing crafting techniques can allow you to complete hard work orders sooner which teach more trading when you turn them in. There are other options for learning trading as well, such as pawning goods or selling skins/gems (as singles items or bundles/pouches). Eventually you will get access to shops where you can sell goods to other Adventurer&#039;s. Beyond that, you might even see yourself one day financing shops yourself. Contract trading is not currently as viable an option to learn, especially for younger Traders, compared to the others.&lt;br /&gt;
&lt;br /&gt;
===[[Scholarship]]===&lt;br /&gt;
Scholarship is all but required for Traders. It is gained through listening to and teaching classes (both of which can be done while doing just about everything else, including combat!), STUDYing crafting books, studying primers for Origami, reading books in libraries, and many other ways that can be found on the [[Scholarship]] page.&lt;br /&gt;
&lt;br /&gt;
===[[Performance]]=== &lt;br /&gt;
A popular skill choice for Traders due to the ability to train this skill nearly anywhere. Also, you can both {{com|APPRAISE}} and {{com|ANALYZE}} your instrument to train the appraisal skill.&lt;br /&gt;
&lt;br /&gt;
===[[Tactics]]===&lt;br /&gt;
Tactics is the offensive counterpart of the [[Defending]] skill. Offensive in nature, it allows you to identify weaknesses in your opponent&#039;s defenses and exploit them. Since it is a Lore skill and you are required to train a single weapon, it is advisable to train it to some degree. If you&#039;re going to focus on fighting to a greater degree, it becomes even more important.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
&lt;br /&gt;
===[[Evasion]]===&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
===[[Athletics]]===&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb. Perception is one of the main skills used in order to prevent yourself from having your coins stolen. For Traders who enjoy running Trading Routes, this can be pretty important.&lt;br /&gt;
&lt;br /&gt;
While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
&lt;br /&gt;
Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth will help you avoid being detected as you travel from location to location carrying coins and goods. Likewise, this is a rather easy skill to train while also gaining other skills in combat.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Stealth]] &lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. By getting into these boxes, you will be rewarded with gems (which you can sell at a gem shop to learn Trading skill) coins, runestones (which can be sold at pawnshops to learn Trading skill) and/or special items. It will be rather easy to train if you choose to hunt things which drop boxes when you&#039;re looking for combat training.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
===[[Thievery skill|Thievery]]===&lt;br /&gt;
While generally the bane of most Traders, this skill is actually practiced by some who find it easy enough to work because most of their time is spent in the city anyways. It&#039;s important to note that Traders caught stealing will suffer a penalty to contract values in the associated province for a period of time. However, there are many Traders who focus more on their private shop or crafting and do not care about the penalty because they don&#039;t use Trading Routes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Thievery skill|Thievery]]&lt;br /&gt;
&lt;br /&gt;
===[[First Aid]]===&lt;br /&gt;
&lt;br /&gt;
Useful for tending wounds and keeping yourself alive when injured. Learned by TENDING wounds and STUDYING Anatomy charts.&lt;br /&gt;
&lt;br /&gt;
===[[Outdoorsmanship]]===&lt;br /&gt;
There isn&#039;t much use for this skill as a Trader, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
===[[Skinning]]===&lt;br /&gt;
One of the most popular choices of survival skills, it can also be a quick way to working your Trading skill by selling your own bundles. This skill also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Being that the guild itself is developed as having [[Armor]] and [[Survival]] in the secondary skillet placement, with [[Weapons]] being in the tertiary, you can expect to see your fair share of combat as you progress. You will always have an armor requirement you must meet, and many survival skills can be trained while actively vanquishing foes. The equipment you use is purely your choice, however, there are some suggestions that can be made and they have been provided below. &lt;br /&gt;
&lt;br /&gt;
===[[Weapons]]===&lt;br /&gt;
Many Traders like to focus on Charisma first in order to hit that magic point in time where you can start selling gem pouches. Because of this, it often leads your more combat oriented stats to fall behind. That is why the writers of this guide suggest that you begin your foray into combat using the lightest and least tiring weapons. You only need a single weapon skill to circle, so pick one you like and you can decide if you want to train a wider variety later. All three of the light class weapon styles (Small Edge, Small Blunt, Light Thrown) are a good choice and often you can find all three trainable with a single weapon. &lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Choice of armor is a little more important due to the guild having this in the secondary placement for skillsets. You can expect to require ranks in two different armor skills to advance within the guild and what you choose could make this easier over all. It is our suggest that you make your primary armor skill the Shield skill. This will allow you to easily gain circles without having to spend as long in combat. For your secondary armor skill, you can choose one of the types of armor (Light Armor, Chain Armor, Brigandine, Plate) or the [[Defending]] skill. Likewise, you can wear a mixed set-up in order to learn more than one.&lt;br /&gt;
&lt;br /&gt;
==Role Playing a Trader==&lt;br /&gt;
&lt;br /&gt;
There are a number of books published in game which focus on the Trader lifestyle and are highly recommended for any Trader to read. You can view most of them in the Crossings guildhall, or click the links below to read them here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = Trader Novice Guide | CallLetters = 	ItvTNG}}&lt;br /&gt;
{{Book Row | Title = Trader&#039;s Courtesy Guide | CallLetters = 	RmoTCG}}&lt;br /&gt;
{{Book Row | Title = Words Every Trader Should Know | CallLetters = RahWET}}&lt;br /&gt;
&lt;br /&gt;
In addition to those, there is also a book which gives some brief history of the guild as a whole. It is available in game at the Riverhaven guild library, or you can view it here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = A Trader Guild History | CallLetters = 	HwmTGH}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452312</id>
		<title>Trader new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452312"/>
		<updated>2016-09-03T19:33:19Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: /* All Crafting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Trader specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==&amp;lt;center&amp;gt;How to Trader&amp;lt;/center&amp;gt;==&lt;br /&gt;
Traders, you either love them or loathe them, but you are here and taking the first steps to become one or getting the 411 on how they tick. Back in the day, there was only one way to Trader and that was usually with a caravan or pack animal on the long, solitary roads all around Elanthia. It was an endless circle of running from one outpost to another. Joy, joy!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modern traders now enjoy many ways to be. You have the classic Caravan Traders, and then the Gem Shop Traders, Market Traders, Combat Traders, Student Traders, etc. So many choices that traders can dabble into; either specialize in one or a master of all.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
#&#039;&#039;&#039;Starting Stats&#039;&#039;&#039;: Deciding where to spend your TDPs can help you determine what type of Trader you&#039;d like to be. Of upmost importance is [[Charisma_(stat)|Charisma]], since it increases the profit you make whenever you sell items to NPC shops. More profit equals more experience in Trading, your primary skill. [[Strength_(stat)|Strength]] can also be useful for Traders that will spend a lot of time [[forging]] or [[carving]], while [[Agility_(stat)|Agility]] helps with [[carving]], [[outfitting]], and [[mechanical lore]] (although this will soon be retired). [[Reflex_(stat)|Reflex]] also helps with [[Tailoring]]. [[Discipline_(stat)|Discipline]], [[Stamina_(stat)|Stamina]], and [[Intelligence_(stat)|Intelligence]] can help with [[Speculate_command|speculates]] indirectly by increasing [[concentration]]. There are other uses for all abilities, and if you plan on focusing more on combat you&#039;ll want to consider that when you decide where to train.&lt;br /&gt;
#&#039;&#039;&#039;Find the Guilds&#039;&#039;&#039;: You can use the [[Directions command|DIR]] syntax to help find your way to guild in either starting town (Crossing or Riverhaven). This will lead you directly to the Guild Leader in each Guild Hall. You may find maps of the [[RanikMap1d|Crossing Guild Hall]] and the [[RanikMap30d|Riverhaven Guild Hall]] useful in navigating these locations.&lt;br /&gt;
&lt;br /&gt;
===The Many Arts of Trading===&lt;br /&gt;
When you first start out as a Trader, you can get really good experience by foraging sticks/branches and selling them to [[Mags]] in [[Crossings]] or [[Maisie_(2)|Old Maisie]] in [[Riverhaven]] (a good place to do this is outside the Northeast gate). Be sure to pause your selling when you&#039;ve maximized your learning, so you don&#039;t waste any of it. After making about 5 Gold or so, they will be done with you and from there you&#039;ll have a few different ways to train.&lt;br /&gt;
#&#039;&#039;&#039;Work Orders&#039;&#039;&#039; - Completing [[Work Orders]] through one of the [[Crafting]] Societies will earn you some Trading skill. You can use the gold you&#039;ve earned from selling branches to purchase a set of starter tools, or possibly find a friendly adventurer to craft a set for you. Since you can ask for a work order repeatedly until you get a certain item, it is also possible to craft several of a certain item prior to getting the work order. This can allow you to turn in several work orders in a short time. At circle 8 you can learn [[Speculate]] [[Finesse]] which will give you a [[Charisma]] bonus, increasing the amount of money you earn. This is the primary method of learning for a lot of Traders, as crafting will also give you access to items you can later sell in your shop. Keep in mind that as a lore primary guild Trader&#039;s can have two careers and one hobby, opening up the possibility for a lot of techniques to help with crafting.&lt;br /&gt;
#&#039;&#039;&#039;Tasks&#039;&#039;&#039; - Completing skinning and foraging [[Tasks]] will yield some Trading experience. The tasks are repeatable roughly every minute, making them a preferred method of training Trading through the first twenty circles or so. &lt;br /&gt;
#&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
#*Skins &amp;amp; Lumpy/Tight Bundles - You can sell single skinned parts from creatures you hunt at the local Furrier. There is one in both of the starting cities,  [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} FURRIER to find them. Traders aren&#039;t the best of warriors, so early on you may find it difficult to produce bundles fast enough yourself. Selling other adventurer&#039;s bundles is a bonus for both of you, but foot traffic doesn&#039;t always allow for simply loitering.&lt;br /&gt;
#*Gems, Nuggets - You can sell single gems or nuggets to the Gem Shop regardless of circle or skill level. There are shops in both of the starting cities, [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} GEM to find them. Much like skins, early gem selling can take some time. &lt;br /&gt;
#*Gem Pouches - When you have gained enough skill in Trading and Appraisal, and have trained your Charisma to a significant degree, you will be able to sell pouches full of gems to the Gem Shop. Other adventurers will commonly ask for this service over the [[gweth]] network, so consider saving for jadeite gwethdesuan as you near this point in your career.&lt;br /&gt;
#&#039;&#039;&#039;Pawning&#039;&#039;&#039; - Another good way to get some starting ranks in the Trading skill to to pawn items at your local Pawnshop, this is done by use of the {{com|SELL}} command. Runestones should teach well at the start and are plentiful, often found in donation areas or just laying around. If you plan on training Thievery, you can also sell some of your stolen goods.&lt;br /&gt;
#&#039;&#039;&#039;Contracts &amp;amp; Commodities&#039;&#039;&#039; - Although these used to be the only way to train Trading early on, they have fallen out of favor for many Traders because of the ease other options offer. Contracts will give you a certain product and a specific destination, whereas with Commodities you choose what to buy and where to sell (hopefully for profit). Changes to how these work seem to be [[Post:Commodities/Contracts_Rewrite_-_08/17/2011_-_03:09|in the pipeline]].&lt;br /&gt;
#&#039;&#039;&#039;Trader Markets&#039;&#039;&#039; - At circle 20 and 30 you will gain access to market tables you can rent in the Market and shops you can rent in the Plaza, respectively. More information can be found [[Trader#Trader_Markets|here]].&lt;br /&gt;
#&#039;&#039;&#039;Horse Trading&#039;&#039;&#039; At circle 25 you will be able to buy and sell horses with other players. More information can be found [[Horse_brokering|here]].&lt;br /&gt;
#&#039;&#039;&#039;Auctioneering&#039;&#039;&#039; At circle 30 you will also gain access to the Auction Halls, to allow other adventurers a chance to bid on your goods. More information can be found [[Auction_halls|here]].&lt;br /&gt;
#&#039;&#039;&#039;Gem/Furrier Shop Financing&#039;&#039;&#039; At circle 50 you can start financing gem and fur shops, which will allow you to earn money based of what the shop sells. More information can be found [[Shop_financing|here]].&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
#&#039;&#039;&#039;Ledger&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Feedbag&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Beasts of Burden&#039;&#039;&#039;&lt;br /&gt;
#*Pack Animals&lt;br /&gt;
#*Caravans&lt;br /&gt;
&lt;br /&gt;
===With Experience, Comes Prestige===&lt;br /&gt;
#&#039;&#039;&#039;Hirelings&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Personally Own Caravans (POC)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speculates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Lore Skillset|Lore Skills]]==&lt;br /&gt;
&lt;br /&gt;
Traders are Lore primary, meaning Lore skills are your bread and butter. You will learn them faster than all other skills, making them important for your advancement for both circling and gaining TDP&#039;s.&lt;br /&gt;
&lt;br /&gt;
All lore can fall under the Lore Skillsets for Traders but the following ones will usually apply for them in this requirement.&lt;br /&gt;
&lt;br /&gt;
===[[Crafting|All Crafting Skills]]===&lt;br /&gt;
* [[Forging]]&lt;br /&gt;
* [[Outfitting]]&lt;br /&gt;
* [[Engineering]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Enchanting]]&lt;br /&gt;
&lt;br /&gt;
Enchanting is not yet released, nor do Traders currently have magical abilities. The other four are released to some capacity. Outfitting is a popular choice for Traders as it can be worked on while on the go. The Carving Discipline in Engineering can be performed with either stone or bone. Stone is very heavy and has to be trained within the confines of the Engineering Society Building. For that reason, some people choose to carve with bone instead. Blacksmithing is a popular choice in the Forging skill as it lets Traders make tools they can then sell. With enough Outdoorsmanship, Perception, and Appraisal (all of which Traders typically train!) it is possible to mine your own raw materials. Rare materials can be sold to other players for a profit. &lt;br /&gt;
&lt;br /&gt;
While entirely optional, it is recommended that a Trader pick up at least one crafting skill for their Lore requirements. Many Traders make at least some attempt at training Forging, Outfitting, and Engineering. Traders do get two free techniques in [[Blacksmithing]], and one in [[Artistry]]. If you decide to go the route of Blacksmithing, getting the [[Blacksmithing_techniques|Utility Forging technique]] can help you complete hard work orders sooner. For the most profit and experience gain, hard work orders are the best to fulfill. It&#039;s also a good idea to get techniques related to weapon repair at about skill level 50-75, as repairing your own tools will become important in maintaining the quality of items you craft. Since Artistry is not yet released, it is advised to hold off attempting to assign skills within that discipline. However, knitting is a very simple and relatively inexpensive way to train the Outfitting skill. Needing only a needle and some yarn, it&#039;s arguably one of the simplest methods for crafting. The forges at the Forging Society are regularly filled with other adventurer&#039;s, so if you plan on Forging for your main craft it is advisable to select a second backup method to train Trading when forges are all in use.&lt;br /&gt;
&lt;br /&gt;
Engineering also offers some novel and useful items that Traders can craft for sale later. However, it is important to remember that stone carving objects are VERY heavy. Bundling the items with your logbook does NOT remove their weight from your encumbrance. Early on, it is best to get a packet of deeds (available at the Forging Society) so that you can PUSH the item with the packet, reducing the weight before you bundle the deed with your log book. You can also do this with crafting materials, should you not wish to keep their full weight in your inventory. To redeem a deed, simply TAP it while in any crafting society building and an attendant will bring you the item described by the deed. It is also possible to carve with bone, which you can purchase or skin from certain creatures using the [[arrange]] command.&lt;br /&gt;
&lt;br /&gt;
*ADDITIONAL NOTE: Careers and Hobbies are useful for gaining techniques that will make crafting easier. However, it is STRONGLY ADVISED to wait awhile before committing to a career and/or hobby as the choice is irreversible!&lt;br /&gt;
&lt;br /&gt;
===[[Mechanical Lore]]===&lt;br /&gt;
&lt;br /&gt;
With the introduction of Crafting skills, Mechanical Lore will become an obsolete skill in the future, and will eventually lose all ways of training it. It is not recommended to train Mechanical Lore for circling purposes because of this. However, since Traders are Lore Primary, training Mechanical Lore will still yield TDPs. If you&#039;re sitting around listening to a class and have nothing else to do, you can always BRAID some grass or vines that are readily foraged up to train Mechanical Lore.&lt;br /&gt;
&lt;br /&gt;
===[[Appraisal]]=== &lt;br /&gt;
As a Trader you &#039;&#039;&#039;must&#039;&#039;&#039; train this skill. The guild has a requirement that you gain a few ranks every circle in order to advance to the next circle. However, Traders have an edge in this field. Beyond the standard training methods of appraising untied bundles and gem pouches, we also have access to [[Trader Jewelry]] which has expanded appraisal values over normal items in order to teach us better. You can get a few pieces within the [[Trader Guild, Crossing Shop]] but be prepared to pay a hefty sum for it. Regardless of the amount paid, they are a worthwhile investment and will provide you with something to appraise at all times.&lt;br /&gt;
&lt;br /&gt;
===[[Trading]]===&lt;br /&gt;
Next to Appraisal, this is a hard requirement for advancement, as well as the defining skill for a Trader. Trading, is what makes us Traders. Your first ranks should be learned by foraging branches for Mags or Old Maisey. After this, there will be a short lull while it seems the Trading skill takes forever to learn. At level 8 you will gain access to a speculate ability to give you a Charisma bonus, which will help with training. Also, utilizing crafting techniques can allow you to complete hard work orders sooner which teach more trading when you turn them in. There are other options for learning trading as well, such as pawning goods or selling skins/gems (as singles items or bundles/pouches). Eventually you will get access to shops where you can sell goods to other Adventurer&#039;s. Beyond that, you might even see yourself one day financing shops yourself. Contract trading is not currently as viable an option to learn, especially for younger Traders, compared to the others.&lt;br /&gt;
&lt;br /&gt;
===[[Scholarship]]===&lt;br /&gt;
Scholarship is all but required for Traders. It is gained through listening to and teaching classes (both of which can be done while doing just about everything else, including combat!), STUDYing crafting books, studying primers for Origami, reading books in libraries, and many other ways that can be found on the [[Scholarship]] page.&lt;br /&gt;
&lt;br /&gt;
===[[Performance]]=== &lt;br /&gt;
A popular skill choice for Traders due to the ability to train this skill nearly anywhere. Also, you can both {{com|APPRAISE}} and {{com|ANALYZE}} your instrument to train the appraisal skill.&lt;br /&gt;
&lt;br /&gt;
===[[Tactics]]===&lt;br /&gt;
Tactics is the offensive counterpart of the [[Defending]] skill. Offensive in nature, it allows you to identify weaknesses in your opponent&#039;s defenses and exploit them. Since it is a Lore skill and you are required to train a single weapon, it is advisable to train it to some degree. If you&#039;re going to focus on fighting to a greater degree, it becomes even more important.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
&lt;br /&gt;
===[[Evasion]]===&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
===[[Athletics]]===&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb. Perception is one of the main skills used in order to prevent yourself from having your coins stolen. For Traders who enjoy running Trading Routes, this can be pretty important.&lt;br /&gt;
&lt;br /&gt;
While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
&lt;br /&gt;
Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth will help you avoid being detected as you travel from location to location carrying coins and goods. Likewise, this is a rather easy skill to train while also gaining other skills in combat.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Stealth]] &lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. By getting into these boxes, you will be rewarded with gems (which you can sell at a gem shop to learn Trading skill) coins, runestones (which can be sold at pawnshops to learn Trading skill) and/or special items. It will be rather easy to train if you choose to hunt things which drop boxes when you&#039;re looking for combat training.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
===[[Thievery skill|Thievery]]===&lt;br /&gt;
While generally the bane of most Traders, this skill is actually practiced by some who find it easy enough to work because most of their time is spent in the city anyways. It&#039;s important to note that Traders caught stealing will suffer a penalty to contract values in the associated province for a period of time. However, there are many Traders who focus more on their private shop or crafting and do not care about the penalty because they don&#039;t use Trading Routes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Thievery skill|Thievery]]&lt;br /&gt;
&lt;br /&gt;
===[[First Aid]]===&lt;br /&gt;
&lt;br /&gt;
Useful for tending wounds and keeping yourself alive when injured. Learned by TENDING wounds and STUDYING Anatomy charts.&lt;br /&gt;
&lt;br /&gt;
===[[Outdoorsmanship]]===&lt;br /&gt;
There isn&#039;t much use for this skill as a Trader, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
===[[Skinning]]===&lt;br /&gt;
One of the most popular choices of survival skills, it can also be a quick way to working your Trading skill by selling your own bundles. This skill also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Being that the guild itself is developed as having [[Armor]] and [[Survival]] in the secondary skillet placement, with [[Weapons]] being in the tertiary, you can expect to see your fair share of combat as you progress. You will always have an armor requirement you must meet, and many survival skills can be trained while actively vanquishing foes. The equipment you use is purely your choice, however, there are some suggestions that can be made and they have been provided below. &lt;br /&gt;
&lt;br /&gt;
===[[Weapons]]===&lt;br /&gt;
Many Traders like to focus on Charisma first in order to hit that magic point in time where you can start selling gem pouches. Because of this, it often leads your more combat oriented stats to fall behind. That is why the writers of this guide suggest that you begin your foray into combat using the lightest and least tiring weapons. You only need a single weapon skill to circle, so pick one you like and you can decide if you want to train a wider variety later. All three of the light class weapon styles (Small Edge, Small Blunt, Light Thrown) are a good choice and often you can find all three trainable with a single weapon. &lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Choice of armor is a little more important due to the guild having this in the secondary placement for skillsets. You can expect to require ranks in two different armor skills to advance within the guild and what you choose could make this easier over all. It is our suggest that you make your primary armor skill the Shield skill. This will allow you to easily gain circles without having to spend as long in combat. For your secondary armor skill, you can choose one of the types of armor (Light Armor, Chain Armor, Brigandine, Plate) or the [[Defending]] skill. Likewise, you can wear a mixed set-up in order to learn more than one.&lt;br /&gt;
&lt;br /&gt;
==Role Playing a Trader==&lt;br /&gt;
&lt;br /&gt;
There are a number of books published in game which focus on the Trader lifestyle and are highly recommended for any Trader to read. You can view most of them in the Crossings guildhall, or click the links below to read them here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = Trader Novice Guide | CallLetters = 	ItvTNG}}&lt;br /&gt;
{{Book Row | Title = Trader&#039;s Courtesy Guide | CallLetters = 	RmoTCG}}&lt;br /&gt;
{{Book Row | Title = Words Every Trader Should Know | CallLetters = RahWET}}&lt;br /&gt;
&lt;br /&gt;
In addition to those, there is also a book which gives some brief history of the guild as a whole. It is available in game at the Riverhaven guild library, or you can view it here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = A Trader Guild History | CallLetters = 	HwmTGH}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452286</id>
		<title>Trader new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452286"/>
		<updated>2016-09-03T02:51:16Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: /* Trading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Trader specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==&amp;lt;center&amp;gt;How to Trader&amp;lt;/center&amp;gt;==&lt;br /&gt;
Traders, you either love them or loathe them, but you are here and taking the first steps to become one or getting the 411 on how they tick. Back in the day, there was only one way to Trader and that was usually with a caravan or pack animal on the long, solitary roads all around Elanthia. It was an endless circle of running from one outpost to another. Joy, joy!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modern traders now enjoy many ways to be. You have the classic Caravan Traders, and then the Gem Shop Traders, Market Traders, Combat Traders, Student Traders, etc. So many choices that traders can dabble into; either specialize in one or a master of all.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
#&#039;&#039;&#039;Starting Stats&#039;&#039;&#039;: Deciding where to spend your TDPs can help you determine what type of Trader you&#039;d like to be. Of upmost importance is [[Charisma_(stat)|Charisma]], since it increases the profit you make whenever you sell items to NPC shops. More profit equals more experience in Trading, your primary skill. [[Strength_(stat)|Strength]] can also be useful for Traders that will spend a lot of time [[forging]] or [[carving]], while [[Agility_(stat)|Agility]] helps with [[carving]], [[outfitting]], and [[mechanical lore]] (although this will soon be retired). [[Reflex_(stat)|Reflex]] also helps with [[Tailoring]]. [[Discipline_(stat)|Discipline]], [[Stamina_(stat)|Stamina]], and [[Intelligence_(stat)|Intelligence]] can help with [[Speculate_command|speculates]] indirectly by increasing [[concentration]]. There are other uses for all abilities, and if you plan on focusing more on combat you&#039;ll want to consider that when you decide where to train.&lt;br /&gt;
#&#039;&#039;&#039;Find the Guilds&#039;&#039;&#039;: You can use the [[Directions command|DIR]] syntax to help find your way to guild in either starting town (Crossing or Riverhaven). This will lead you directly to the Guild Leader in each Guild Hall. You may find maps of the [[RanikMap1d|Crossing Guild Hall]] and the [[RanikMap30d|Riverhaven Guild Hall]] useful in navigating these locations.&lt;br /&gt;
&lt;br /&gt;
===The Many Arts of Trading===&lt;br /&gt;
When you first start out as a Trader, you can get really good experience by foraging sticks/branches and selling them to [[Mags]] in [[Crossings]] or [[Maisie_(2)|Old Maisie]] in [[Riverhaven]] (a good place to do this is outside the Northeast gate). Be sure to pause your selling when you&#039;ve maximized your learning, so you don&#039;t waste any of it. After making about 5 Gold or so, they will be done with you and from there you&#039;ll have a few different ways to train.&lt;br /&gt;
#&#039;&#039;&#039;Work Orders&#039;&#039;&#039; - Completing [[Work Orders]] through one of the [[Crafting]] Societies will earn you some Trading skill. You can use the gold you&#039;ve earned from selling branches to purchase a set of starter tools, or possibly find a friendly adventurer to craft a set for you. Since you can ask for a work order repeatedly until you get a certain item, it is also possible to craft several of a certain item prior to getting the work order. This can allow you to turn in several work orders in a short time. At circle 8 you can learn [[Speculate]] [[Finesse]] which will give you a [[Charisma]] bonus, increasing the amount of money you earn. This is the primary method of learning for a lot of Traders, as crafting will also give you access to items you can later sell in your shop. Keep in mind that as a lore primary guild Trader&#039;s can have two careers and one hobby, opening up the possibility for a lot of techniques to help with crafting.&lt;br /&gt;
#&#039;&#039;&#039;Tasks&#039;&#039;&#039; - Completing skinning and foraging [[Tasks]] will yield some Trading experience. The tasks are repeatable roughly every minute, making them a preferred method of training Trading through the first twenty circles or so. &lt;br /&gt;
#&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
#*Skins &amp;amp; Lumpy/Tight Bundles - You can sell single skinned parts from creatures you hunt at the local Furrier. There is one in both of the starting cities,  [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} FURRIER to find them. Traders aren&#039;t the best of warriors, so early on you may find it difficult to produce bundles fast enough yourself. Selling other adventurer&#039;s bundles is a bonus for both of you, but foot traffic doesn&#039;t always allow for simply loitering.&lt;br /&gt;
#*Gems, Nuggets - You can sell single gems or nuggets to the Gem Shop regardless of circle or skill level. There are shops in both of the starting cities, [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} GEM to find them. Much like skins, early gem selling can take some time. &lt;br /&gt;
#*Gem Pouches - When you have gained enough skill in Trading and Appraisal, and have trained your Charisma to a significant degree, you will be able to sell pouches full of gems to the Gem Shop. Other adventurers will commonly ask for this service over the [[gweth]] network, so consider saving for jadeite gwethdesuan as you near this point in your career.&lt;br /&gt;
#&#039;&#039;&#039;Pawning&#039;&#039;&#039; - Another good way to get some starting ranks in the Trading skill to to pawn items at your local Pawnshop, this is done by use of the {{com|SELL}} command. Runestones should teach well at the start and are plentiful, often found in donation areas or just laying around. If you plan on training Thievery, you can also sell some of your stolen goods.&lt;br /&gt;
#&#039;&#039;&#039;Contracts &amp;amp; Commodities&#039;&#039;&#039; - Although these used to be the only way to train Trading early on, they have fallen out of favor for many Traders because of the ease other options offer. Contracts will give you a certain product and a specific destination, whereas with Commodities you choose what to buy and where to sell (hopefully for profit). Changes to how these work seem to be [[Post:Commodities/Contracts_Rewrite_-_08/17/2011_-_03:09|in the pipeline]].&lt;br /&gt;
#&#039;&#039;&#039;Trader Markets&#039;&#039;&#039; - At circle 20 and 30 you will gain access to market tables you can rent in the Market and shops you can rent in the Plaza, respectively. More information can be found [[Trader#Trader_Markets|here]].&lt;br /&gt;
#&#039;&#039;&#039;Horse Trading&#039;&#039;&#039; At circle 25 you will be able to buy and sell horses with other players. More information can be found [[Horse_brokering|here]].&lt;br /&gt;
#&#039;&#039;&#039;Auctioneering&#039;&#039;&#039; At circle 30 you will also gain access to the Auction Halls, to allow other adventurers a chance to bid on your goods. More information can be found [[Auction_halls|here]].&lt;br /&gt;
#&#039;&#039;&#039;Gem/Furrier Shop Financing&#039;&#039;&#039; At circle 50 you can start financing gem and fur shops, which will allow you to earn money based of what the shop sells. More information can be found [[Shop_financing|here]].&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
#&#039;&#039;&#039;Ledger&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Feedbag&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Beasts of Burden&#039;&#039;&#039;&lt;br /&gt;
#*Pack Animals&lt;br /&gt;
#*Caravans&lt;br /&gt;
&lt;br /&gt;
===With Experience, Comes Prestige===&lt;br /&gt;
#&#039;&#039;&#039;Hirelings&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Personally Own Caravans (POC)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speculates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Lore Skillset|Lore Skills]]==&lt;br /&gt;
&lt;br /&gt;
Traders are Lore primary, meaning Lore skills are your bread and butter. You will learn them faster than all other skills, making them important for your advancement for both circling and gaining TDP&#039;s.&lt;br /&gt;
&lt;br /&gt;
All lore can fall under the Lore Skillsets for Traders but the following ones will usually apply for them in this requirement.&lt;br /&gt;
&lt;br /&gt;
===[[Crafting|All Crafting Skills]]===&lt;br /&gt;
* [[Forging]]&lt;br /&gt;
* [[Outfitting]]&lt;br /&gt;
* [[Engineering]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Enchanting]]&lt;br /&gt;
&lt;br /&gt;
Enchanting is not yet released, nor do Traders currently have magical abilities. The other four are released to some capacity. Outfitting is a popular choice for Traders as it can be worked on while on the go. The Carving Discipline in Engineering can be performed with either stone or bone. Stone is very heavy and has to be trained within the confines of the Engineering Society Building. For that reason, some people choose to carve with bone instead. Blacksmithing is a popular choice in the Forging skill as it lets Traders make tools they can then sell. With enough Outdoorsmanship, Perception, and Appraisal (all of which Traders typically train!) it is possible to mine your own raw materials. Rare materials can be sold to other players for a profit. &lt;br /&gt;
&lt;br /&gt;
While entirely optional, it is recommended that a Trader pick up at least one crafting skill for their Lore requirements. Many Traders make at least some attempt at training Forging, Outfitting, and Engineering. Traders do get two free techniques in [[Blacksmithing]], and one in [[Artistry]]. If you decide to go the route of Blacksmithing, getting the [[Blacksmithing_techniques|Utility Forging technique]] can help you complete hard work orders sooner. For the most profit and experience gain, hard work orders are the best to fulfill. It&#039;s also a good idea to get techniques related to weapon repair at about skill level 50-75, as repairing your own tools will become important in maintaining the quality of items you craft. Since Artistry is not yet released, it is advised to hold off attempting to assign skills within that discipline. However, knitting is a very simple and relatively inexpensive way to train the Outfitting skill. Needing only a needle and some yarn, it&#039;s arguably one of the simplest methods for crafting.&lt;br /&gt;
&lt;br /&gt;
Engineering also offers some novel and useful items that Traders can craft for sale later. However, it is important to remember that stone carving objects are VERY heavy. Bundling the items with your logbook does NOT remove their weight from your encumbrance. Early on, it is best to get a packet of deeds (available at the Forging Society) so that you can PUSH the item with the packet, reducing the weight before you bundle the deed with your log book. You can also do this with crafting materials, should you not wish to keep their full weight in your inventory. To redeem a deed, simply TAP it while in any crafting society building and an attendant will bring you the item described by the deed. It is also possible to carve with bone, which you can purchase or skin from certain creatures using the [[arrange]] command.&lt;br /&gt;
&lt;br /&gt;
*ADDITIONAL NOTE: Careers and Hobbies are useful for gaining techniques that will make crafting easier. However, it is STRONGLY ADVISED to wait awhile before committing to a career and/or hobby as the choice is irreversible!&lt;br /&gt;
&lt;br /&gt;
===[[Mechanical Lore]]===&lt;br /&gt;
&lt;br /&gt;
With the introduction of Crafting skills, Mechanical Lore will become an obsolete skill in the future, and will eventually lose all ways of training it. It is not recommended to train Mechanical Lore for circling purposes because of this. However, since Traders are Lore Primary, training Mechanical Lore will still yield TDPs. If you&#039;re sitting around listening to a class and have nothing else to do, you can always BRAID some grass or vines that are readily foraged up to train Mechanical Lore.&lt;br /&gt;
&lt;br /&gt;
===[[Appraisal]]=== &lt;br /&gt;
As a Trader you &#039;&#039;&#039;must&#039;&#039;&#039; train this skill. The guild has a requirement that you gain a few ranks every circle in order to advance to the next circle. However, Traders have an edge in this field. Beyond the standard training methods of appraising untied bundles and gem pouches, we also have access to [[Trader Jewelry]] which has expanded appraisal values over normal items in order to teach us better. You can get a few pieces within the [[Trader Guild, Crossing Shop]] but be prepared to pay a hefty sum for it. Regardless of the amount paid, they are a worthwhile investment and will provide you with something to appraise at all times.&lt;br /&gt;
&lt;br /&gt;
===[[Trading]]===&lt;br /&gt;
Next to Appraisal, this is a hard requirement for advancement, as well as the defining skill for a Trader. Trading, is what makes us Traders. Your first ranks should be learned by foraging branches for Mags or Old Maisey. After this, there will be a short lull while it seems the Trading skill takes forever to learn. At level 8 you will gain access to a speculate ability to give you a Charisma bonus, which will help with training. Also, utilizing crafting techniques can allow you to complete hard work orders sooner which teach more trading when you turn them in. There are other options for learning trading as well, such as pawning goods or selling skins/gems (as singles items or bundles/pouches). Eventually you will get access to shops where you can sell goods to other Adventurer&#039;s. Beyond that, you might even see yourself one day financing shops yourself. Contract trading is not currently as viable an option to learn, especially for younger Traders, compared to the others.&lt;br /&gt;
&lt;br /&gt;
===[[Scholarship]]===&lt;br /&gt;
Scholarship is all but required for Traders. It is gained through listening to and teaching classes (both of which can be done while doing just about everything else, including combat!), STUDYing crafting books, studying primers for Origami, reading books in libraries, and many other ways that can be found on the [[Scholarship]] page.&lt;br /&gt;
&lt;br /&gt;
===[[Performance]]=== &lt;br /&gt;
A popular skill choice for Traders due to the ability to train this skill nearly anywhere. Also, you can both {{com|APPRAISE}} and {{com|ANALYZE}} your instrument to train the appraisal skill.&lt;br /&gt;
&lt;br /&gt;
===[[Tactics]]===&lt;br /&gt;
Tactics is the offensive counterpart of the [[Defending]] skill. Offensive in nature, it allows you to identify weaknesses in your opponent&#039;s defenses and exploit them. Since it is a Lore skill and you are required to train a single weapon, it is advisable to train it to some degree. If you&#039;re going to focus on fighting to a greater degree, it becomes even more important.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
&lt;br /&gt;
===[[Evasion]]===&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
===[[Athletics]]===&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb. Perception is one of the main skills used in order to prevent yourself from having your coins stolen. For Traders who enjoy running Trading Routes, this can be pretty important.&lt;br /&gt;
&lt;br /&gt;
While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
&lt;br /&gt;
Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth will help you avoid being detected as you travel from location to location carrying coins and goods. Likewise, this is a rather easy skill to train while also gaining other skills in combat.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Stealth]] &lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. By getting into these boxes, you will be rewarded with gems (which you can sell at a gem shop to learn Trading skill) coins, runestones (which can be sold at pawnshops to learn Trading skill) and/or special items. It will be rather easy to train if you choose to hunt things which drop boxes when you&#039;re looking for combat training.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
===[[Thievery skill|Thievery]]===&lt;br /&gt;
While generally the bane of most Traders, this skill is actually practiced by some who find it easy enough to work because most of their time is spent in the city anyways. It&#039;s important to note that Traders caught stealing will suffer a penalty to contract values in the associated province for a period of time. However, there are many Traders who focus more on their private shop or crafting and do not care about the penalty because they don&#039;t use Trading Routes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Thievery skill|Thievery]]&lt;br /&gt;
&lt;br /&gt;
===[[First Aid]]===&lt;br /&gt;
&lt;br /&gt;
Useful for tending wounds and keeping yourself alive when injured. Learned by TENDING wounds and STUDYING Anatomy charts.&lt;br /&gt;
&lt;br /&gt;
===[[Outdoorsmanship]]===&lt;br /&gt;
There isn&#039;t much use for this skill as a Trader, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
===[[Skinning]]===&lt;br /&gt;
One of the most popular choices of survival skills, it can also be a quick way to working your Trading skill by selling your own bundles. This skill also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Being that the guild itself is developed as having [[Armor]] and [[Survival]] in the secondary skillet placement, with [[Weapons]] being in the tertiary, you can expect to see your fair share of combat as you progress. You will always have an armor requirement you must meet, and many survival skills can be trained while actively vanquishing foes. The equipment you use is purely your choice, however, there are some suggestions that can be made and they have been provided below. &lt;br /&gt;
&lt;br /&gt;
===[[Weapons]]===&lt;br /&gt;
Many Traders like to focus on Charisma first in order to hit that magic point in time where you can start selling gem pouches. Because of this, it often leads your more combat oriented stats to fall behind. That is why the writers of this guide suggest that you begin your foray into combat using the lightest and least tiring weapons. You only need a single weapon skill to circle, so pick one you like and you can decide if you want to train a wider variety later. All three of the light class weapon styles (Small Edge, Small Blunt, Light Thrown) are a good choice and often you can find all three trainable with a single weapon. &lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Choice of armor is a little more important due to the guild having this in the secondary placement for skillsets. You can expect to require ranks in two different armor skills to advance within the guild and what you choose could make this easier over all. It is our suggest that you make your primary armor skill the Shield skill. This will allow you to easily gain circles without having to spend as long in combat. For your secondary armor skill, you can choose one of the types of armor (Light Armor, Chain Armor, Brigandine, Plate) or the [[Defending]] skill. Likewise, you can wear a mixed set-up in order to learn more than one.&lt;br /&gt;
&lt;br /&gt;
==Role Playing a Trader==&lt;br /&gt;
&lt;br /&gt;
There are a number of books published in game which focus on the Trader lifestyle and are highly recommended for any Trader to read. You can view most of them in the Crossings guildhall, or click the links below to read them here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = Trader Novice Guide | CallLetters = 	ItvTNG}}&lt;br /&gt;
{{Book Row | Title = Trader&#039;s Courtesy Guide | CallLetters = 	RmoTCG}}&lt;br /&gt;
{{Book Row | Title = Words Every Trader Should Know | CallLetters = RahWET}}&lt;br /&gt;
&lt;br /&gt;
In addition to those, there is also a book which gives some brief history of the guild as a whole. It is available in game at the Riverhaven guild library, or you can view it here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = A Trader Guild History | CallLetters = 	HwmTGH}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452284</id>
		<title>Trader new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452284"/>
		<updated>2016-09-03T02:46:05Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: /* Lore Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Trader specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==&amp;lt;center&amp;gt;How to Trader&amp;lt;/center&amp;gt;==&lt;br /&gt;
Traders, you either love them or loathe them, but you are here and taking the first steps to become one or getting the 411 on how they tick. Back in the day, there was only one way to Trader and that was usually with a caravan or pack animal on the long, solitary roads all around Elanthia. It was an endless circle of running from one outpost to another. Joy, joy!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modern traders now enjoy many ways to be. You have the classic Caravan Traders, and then the Gem Shop Traders, Market Traders, Combat Traders, Student Traders, etc. So many choices that traders can dabble into; either specialize in one or a master of all.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
#&#039;&#039;&#039;Starting Stats&#039;&#039;&#039;: Deciding where to spend your TDPs can help you determine what type of Trader you&#039;d like to be. Of upmost importance is [[Charisma_(stat)|Charisma]], since it increases the profit you make whenever you sell items to NPC shops. More profit equals more experience in Trading, your primary skill. [[Strength_(stat)|Strength]] can also be useful for Traders that will spend a lot of time [[forging]] or [[carving]], while [[Agility_(stat)|Agility]] helps with [[carving]], [[outfitting]], and [[mechanical lore]] (although this will soon be retired). [[Reflex_(stat)|Reflex]] also helps with [[Tailoring]]. [[Discipline_(stat)|Discipline]], [[Stamina_(stat)|Stamina]], and [[Intelligence_(stat)|Intelligence]] can help with [[Speculate_command|speculates]] indirectly by increasing [[concentration]]. There are other uses for all abilities, and if you plan on focusing more on combat you&#039;ll want to consider that when you decide where to train.&lt;br /&gt;
#&#039;&#039;&#039;Find the Guilds&#039;&#039;&#039;: You can use the [[Directions command|DIR]] syntax to help find your way to guild in either starting town (Crossing or Riverhaven). This will lead you directly to the Guild Leader in each Guild Hall. You may find maps of the [[RanikMap1d|Crossing Guild Hall]] and the [[RanikMap30d|Riverhaven Guild Hall]] useful in navigating these locations.&lt;br /&gt;
&lt;br /&gt;
===The Many Arts of Trading===&lt;br /&gt;
When you first start out as a Trader, you can get really good experience by foraging sticks/branches and selling them to [[Mags]] in [[Crossings]] or [[Maisie_(2)|Old Maisie]] in [[Riverhaven]] (a good place to do this is outside the Northeast gate). Be sure to pause your selling when you&#039;ve maximized your learning, so you don&#039;t waste any of it. After making about 5 Gold or so, they will be done with you and from there you&#039;ll have a few different ways to train.&lt;br /&gt;
#&#039;&#039;&#039;Work Orders&#039;&#039;&#039; - Completing [[Work Orders]] through one of the [[Crafting]] Societies will earn you some Trading skill. You can use the gold you&#039;ve earned from selling branches to purchase a set of starter tools, or possibly find a friendly adventurer to craft a set for you. Since you can ask for a work order repeatedly until you get a certain item, it is also possible to craft several of a certain item prior to getting the work order. This can allow you to turn in several work orders in a short time. At circle 8 you can learn [[Speculate]] [[Finesse]] which will give you a [[Charisma]] bonus, increasing the amount of money you earn. This is the primary method of learning for a lot of Traders, as crafting will also give you access to items you can later sell in your shop. Keep in mind that as a lore primary guild Trader&#039;s can have two careers and one hobby, opening up the possibility for a lot of techniques to help with crafting.&lt;br /&gt;
#&#039;&#039;&#039;Tasks&#039;&#039;&#039; - Completing skinning and foraging [[Tasks]] will yield some Trading experience. The tasks are repeatable roughly every minute, making them a preferred method of training Trading through the first twenty circles or so. &lt;br /&gt;
#&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
#*Skins &amp;amp; Lumpy/Tight Bundles - You can sell single skinned parts from creatures you hunt at the local Furrier. There is one in both of the starting cities,  [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} FURRIER to find them. Traders aren&#039;t the best of warriors, so early on you may find it difficult to produce bundles fast enough yourself. Selling other adventurer&#039;s bundles is a bonus for both of you, but foot traffic doesn&#039;t always allow for simply loitering.&lt;br /&gt;
#*Gems, Nuggets - You can sell single gems or nuggets to the Gem Shop regardless of circle or skill level. There are shops in both of the starting cities, [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} GEM to find them. Much like skins, early gem selling can take some time. &lt;br /&gt;
#*Gem Pouches - When you have gained enough skill in Trading and Appraisal, and have trained your Charisma to a significant degree, you will be able to sell pouches full of gems to the Gem Shop. Other adventurers will commonly ask for this service over the [[gweth]] network, so consider saving for jadeite gwethdesuan as you near this point in your career.&lt;br /&gt;
#&#039;&#039;&#039;Pawning&#039;&#039;&#039; - Another good way to get some starting ranks in the Trading skill to to pawn items at your local Pawnshop, this is done by use of the {{com|SELL}} command. Runestones should teach well at the start and are plentiful, often found in donation areas or just laying around. If you plan on training Thievery, you can also sell some of your stolen goods.&lt;br /&gt;
#&#039;&#039;&#039;Contracts &amp;amp; Commodities&#039;&#039;&#039; - Although these used to be the only way to train Trading early on, they have fallen out of favor for many Traders because of the ease other options offer. Contracts will give you a certain product and a specific destination, whereas with Commodities you choose what to buy and where to sell (hopefully for profit). Changes to how these work seem to be [[Post:Commodities/Contracts_Rewrite_-_08/17/2011_-_03:09|in the pipeline]].&lt;br /&gt;
#&#039;&#039;&#039;Trader Markets&#039;&#039;&#039; - At circle 20 and 30 you will gain access to market tables you can rent in the Market and shops you can rent in the Plaza, respectively. More information can be found [[Trader#Trader_Markets|here]].&lt;br /&gt;
#&#039;&#039;&#039;Horse Trading&#039;&#039;&#039; At circle 25 you will be able to buy and sell horses with other players. More information can be found [[Horse_brokering|here]].&lt;br /&gt;
#&#039;&#039;&#039;Auctioneering&#039;&#039;&#039; At circle 30 you will also gain access to the Auction Halls, to allow other adventurers a chance to bid on your goods. More information can be found [[Auction_halls|here]].&lt;br /&gt;
#&#039;&#039;&#039;Gem/Furrier Shop Financing&#039;&#039;&#039; At circle 50 you can start financing gem and fur shops, which will allow you to earn money based of what the shop sells. More information can be found [[Shop_financing|here]].&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
#&#039;&#039;&#039;Ledger&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Feedbag&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Beasts of Burden&#039;&#039;&#039;&lt;br /&gt;
#*Pack Animals&lt;br /&gt;
#*Caravans&lt;br /&gt;
&lt;br /&gt;
===With Experience, Comes Prestige===&lt;br /&gt;
#&#039;&#039;&#039;Hirelings&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Personally Own Caravans (POC)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speculates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Lore Skillset|Lore Skills]]==&lt;br /&gt;
&lt;br /&gt;
Traders are Lore primary, meaning Lore skills are your bread and butter. You will learn them faster than all other skills, making them important for your advancement for both circling and gaining TDP&#039;s.&lt;br /&gt;
&lt;br /&gt;
All lore can fall under the Lore Skillsets for Traders but the following ones will usually apply for them in this requirement.&lt;br /&gt;
&lt;br /&gt;
===[[Crafting|All Crafting Skills]]===&lt;br /&gt;
* [[Forging]]&lt;br /&gt;
* [[Outfitting]]&lt;br /&gt;
* [[Engineering]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Enchanting]]&lt;br /&gt;
&lt;br /&gt;
Enchanting is not yet released, nor do Traders currently have magical abilities. The other four are released to some capacity. Outfitting is a popular choice for Traders as it can be worked on while on the go. The Carving Discipline in Engineering can be performed with either stone or bone. Stone is very heavy and has to be trained within the confines of the Engineering Society Building. For that reason, some people choose to carve with bone instead. Blacksmithing is a popular choice in the Forging skill as it lets Traders make tools they can then sell. With enough Outdoorsmanship, Perception, and Appraisal (all of which Traders typically train!) it is possible to mine your own raw materials. Rare materials can be sold to other players for a profit. &lt;br /&gt;
&lt;br /&gt;
While entirely optional, it is recommended that a Trader pick up at least one crafting skill for their Lore requirements. Many Traders make at least some attempt at training Forging, Outfitting, and Engineering. Traders do get two free techniques in [[Blacksmithing]], and one in [[Artistry]]. If you decide to go the route of Blacksmithing, getting the [[Blacksmithing_techniques|Utility Forging technique]] can help you complete hard work orders sooner. For the most profit and experience gain, hard work orders are the best to fulfill. It&#039;s also a good idea to get techniques related to weapon repair at about skill level 50-75, as repairing your own tools will become important in maintaining the quality of items you craft. Since Artistry is not yet released, it is advised to hold off attempting to assign skills within that discipline. However, knitting is a very simple and relatively inexpensive way to train the Outfitting skill. Needing only a needle and some yarn, it&#039;s arguably one of the simplest methods for crafting.&lt;br /&gt;
&lt;br /&gt;
Engineering also offers some novel and useful items that Traders can craft for sale later. However, it is important to remember that stone carving objects are VERY heavy. Bundling the items with your logbook does NOT remove their weight from your encumbrance. Early on, it is best to get a packet of deeds (available at the Forging Society) so that you can PUSH the item with the packet, reducing the weight before you bundle the deed with your log book. You can also do this with crafting materials, should you not wish to keep their full weight in your inventory. To redeem a deed, simply TAP it while in any crafting society building and an attendant will bring you the item described by the deed. It is also possible to carve with bone, which you can purchase or skin from certain creatures using the [[arrange]] command.&lt;br /&gt;
&lt;br /&gt;
*ADDITIONAL NOTE: Careers and Hobbies are useful for gaining techniques that will make crafting easier. However, it is STRONGLY ADVISED to wait awhile before committing to a career and/or hobby as the choice is irreversible!&lt;br /&gt;
&lt;br /&gt;
===[[Mechanical Lore]]===&lt;br /&gt;
&lt;br /&gt;
With the introduction of Crafting skills, Mechanical Lore will become an obsolete skill in the future, and will eventually lose all ways of training it. It is not recommended to train Mechanical Lore for circling purposes because of this. However, since Traders are Lore Primary, training Mechanical Lore will still yield TDPs. If you&#039;re sitting around listening to a class and have nothing else to do, you can always BRAID some grass or vines that are readily foraged up to train Mechanical Lore.&lt;br /&gt;
&lt;br /&gt;
===[[Appraisal]]=== &lt;br /&gt;
As a Trader you &#039;&#039;&#039;must&#039;&#039;&#039; train this skill. The guild has a requirement that you gain a few ranks every circle in order to advance to the next circle. However, Traders have an edge in this field. Beyond the standard training methods of appraising untied bundles and gem pouches, we also have access to [[Trader Jewelry]] which has expanded appraisal values over normal items in order to teach us better. You can get a few pieces within the [[Trader Guild, Crossing Shop]] but be prepared to pay a hefty sum for it. Regardless of the amount paid, they are a worthwhile investment and will provide you with something to appraise at all times.&lt;br /&gt;
&lt;br /&gt;
===[[Trading]]===&lt;br /&gt;
Next to Appraisal, this is a hard requirement for advancement, as well as the defining skill for a Trader. Trading, is what makes us Traders. Your first ranks should be learned by foraging branches for Mags or Old Maisey. Past that, selling items to the pawn shop, bundles of skins to the furrier, local provincial contract trading, [[Task]]s from various NPCs, and completing crafting work orders will be staples until further means of learning become available.&lt;br /&gt;
&lt;br /&gt;
===[[Scholarship]]===&lt;br /&gt;
Scholarship is all but required for Traders. It is gained through listening to and teaching classes (both of which can be done while doing just about everything else, including combat!), STUDYing crafting books, studying primers for Origami, reading books in libraries, and many other ways that can be found on the [[Scholarship]] page.&lt;br /&gt;
&lt;br /&gt;
===[[Performance]]=== &lt;br /&gt;
A popular skill choice for Traders due to the ability to train this skill nearly anywhere. Also, you can both {{com|APPRAISE}} and {{com|ANALYZE}} your instrument to train the appraisal skill.&lt;br /&gt;
&lt;br /&gt;
===[[Tactics]]===&lt;br /&gt;
Tactics is the offensive counterpart of the [[Defending]] skill. Offensive in nature, it allows you to identify weaknesses in your opponent&#039;s defenses and exploit them. Since it is a Lore skill and you are required to train a single weapon, it is advisable to train it to some degree. If you&#039;re going to focus on fighting to a greater degree, it becomes even more important.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
&lt;br /&gt;
===[[Evasion]]===&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
===[[Athletics]]===&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb. Perception is one of the main skills used in order to prevent yourself from having your coins stolen. For Traders who enjoy running Trading Routes, this can be pretty important.&lt;br /&gt;
&lt;br /&gt;
While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
&lt;br /&gt;
Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth will help you avoid being detected as you travel from location to location carrying coins and goods. Likewise, this is a rather easy skill to train while also gaining other skills in combat.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Stealth]] &lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. By getting into these boxes, you will be rewarded with gems (which you can sell at a gem shop to learn Trading skill) coins, runestones (which can be sold at pawnshops to learn Trading skill) and/or special items. It will be rather easy to train if you choose to hunt things which drop boxes when you&#039;re looking for combat training.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
===[[Thievery skill|Thievery]]===&lt;br /&gt;
While generally the bane of most Traders, this skill is actually practiced by some who find it easy enough to work because most of their time is spent in the city anyways. It&#039;s important to note that Traders caught stealing will suffer a penalty to contract values in the associated province for a period of time. However, there are many Traders who focus more on their private shop or crafting and do not care about the penalty because they don&#039;t use Trading Routes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Thievery skill|Thievery]]&lt;br /&gt;
&lt;br /&gt;
===[[First Aid]]===&lt;br /&gt;
&lt;br /&gt;
Useful for tending wounds and keeping yourself alive when injured. Learned by TENDING wounds and STUDYING Anatomy charts.&lt;br /&gt;
&lt;br /&gt;
===[[Outdoorsmanship]]===&lt;br /&gt;
There isn&#039;t much use for this skill as a Trader, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
===[[Skinning]]===&lt;br /&gt;
One of the most popular choices of survival skills, it can also be a quick way to working your Trading skill by selling your own bundles. This skill also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Being that the guild itself is developed as having [[Armor]] and [[Survival]] in the secondary skillet placement, with [[Weapons]] being in the tertiary, you can expect to see your fair share of combat as you progress. You will always have an armor requirement you must meet, and many survival skills can be trained while actively vanquishing foes. The equipment you use is purely your choice, however, there are some suggestions that can be made and they have been provided below. &lt;br /&gt;
&lt;br /&gt;
===[[Weapons]]===&lt;br /&gt;
Many Traders like to focus on Charisma first in order to hit that magic point in time where you can start selling gem pouches. Because of this, it often leads your more combat oriented stats to fall behind. That is why the writers of this guide suggest that you begin your foray into combat using the lightest and least tiring weapons. You only need a single weapon skill to circle, so pick one you like and you can decide if you want to train a wider variety later. All three of the light class weapon styles (Small Edge, Small Blunt, Light Thrown) are a good choice and often you can find all three trainable with a single weapon. &lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Choice of armor is a little more important due to the guild having this in the secondary placement for skillsets. You can expect to require ranks in two different armor skills to advance within the guild and what you choose could make this easier over all. It is our suggest that you make your primary armor skill the Shield skill. This will allow you to easily gain circles without having to spend as long in combat. For your secondary armor skill, you can choose one of the types of armor (Light Armor, Chain Armor, Brigandine, Plate) or the [[Defending]] skill. Likewise, you can wear a mixed set-up in order to learn more than one.&lt;br /&gt;
&lt;br /&gt;
==Role Playing a Trader==&lt;br /&gt;
&lt;br /&gt;
There are a number of books published in game which focus on the Trader lifestyle and are highly recommended for any Trader to read. You can view most of them in the Crossings guildhall, or click the links below to read them here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = Trader Novice Guide | CallLetters = 	ItvTNG}}&lt;br /&gt;
{{Book Row | Title = Trader&#039;s Courtesy Guide | CallLetters = 	RmoTCG}}&lt;br /&gt;
{{Book Row | Title = Words Every Trader Should Know | CallLetters = RahWET}}&lt;br /&gt;
&lt;br /&gt;
In addition to those, there is also a book which gives some brief history of the guild as a whole. It is available in game at the Riverhaven guild library, or you can view it here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = A Trader Guild History | CallLetters = 	HwmTGH}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452283</id>
		<title>Trader new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452283"/>
		<updated>2016-09-03T02:42:25Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Trader specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==&amp;lt;center&amp;gt;How to Trader&amp;lt;/center&amp;gt;==&lt;br /&gt;
Traders, you either love them or loathe them, but you are here and taking the first steps to become one or getting the 411 on how they tick. Back in the day, there was only one way to Trader and that was usually with a caravan or pack animal on the long, solitary roads all around Elanthia. It was an endless circle of running from one outpost to another. Joy, joy!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modern traders now enjoy many ways to be. You have the classic Caravan Traders, and then the Gem Shop Traders, Market Traders, Combat Traders, Student Traders, etc. So many choices that traders can dabble into; either specialize in one or a master of all.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
#&#039;&#039;&#039;Starting Stats&#039;&#039;&#039;: Deciding where to spend your TDPs can help you determine what type of Trader you&#039;d like to be. Of upmost importance is [[Charisma_(stat)|Charisma]], since it increases the profit you make whenever you sell items to NPC shops. More profit equals more experience in Trading, your primary skill. [[Strength_(stat)|Strength]] can also be useful for Traders that will spend a lot of time [[forging]] or [[carving]], while [[Agility_(stat)|Agility]] helps with [[carving]], [[outfitting]], and [[mechanical lore]] (although this will soon be retired). [[Reflex_(stat)|Reflex]] also helps with [[Tailoring]]. [[Discipline_(stat)|Discipline]], [[Stamina_(stat)|Stamina]], and [[Intelligence_(stat)|Intelligence]] can help with [[Speculate_command|speculates]] indirectly by increasing [[concentration]]. There are other uses for all abilities, and if you plan on focusing more on combat you&#039;ll want to consider that when you decide where to train.&lt;br /&gt;
#&#039;&#039;&#039;Find the Guilds&#039;&#039;&#039;: You can use the [[Directions command|DIR]] syntax to help find your way to guild in either starting town (Crossing or Riverhaven). This will lead you directly to the Guild Leader in each Guild Hall. You may find maps of the [[RanikMap1d|Crossing Guild Hall]] and the [[RanikMap30d|Riverhaven Guild Hall]] useful in navigating these locations.&lt;br /&gt;
&lt;br /&gt;
===The Many Arts of Trading===&lt;br /&gt;
When you first start out as a Trader, you can get really good experience by foraging sticks/branches and selling them to [[Mags]] in [[Crossings]] or [[Maisie_(2)|Old Maisie]] in [[Riverhaven]] (a good place to do this is outside the Northeast gate). Be sure to pause your selling when you&#039;ve maximized your learning, so you don&#039;t waste any of it. After making about 5 Gold or so, they will be done with you and from there you&#039;ll have a few different ways to train.&lt;br /&gt;
#&#039;&#039;&#039;Work Orders&#039;&#039;&#039; - Completing [[Work Orders]] through one of the [[Crafting]] Societies will earn you some Trading skill. You can use the gold you&#039;ve earned from selling branches to purchase a set of starter tools, or possibly find a friendly adventurer to craft a set for you. Since you can ask for a work order repeatedly until you get a certain item, it is also possible to craft several of a certain item prior to getting the work order. This can allow you to turn in several work orders in a short time. At circle 8 you can learn [[Speculate]] [[Finesse]] which will give you a [[Charisma]] bonus, increasing the amount of money you earn. This is the primary method of learning for a lot of Traders, as crafting will also give you access to items you can later sell in your shop. Keep in mind that as a lore primary guild Trader&#039;s can have two careers and one hobby, opening up the possibility for a lot of techniques to help with crafting.&lt;br /&gt;
#&#039;&#039;&#039;Tasks&#039;&#039;&#039; - Completing skinning and foraging [[Tasks]] will yield some Trading experience. The tasks are repeatable roughly every minute, making them a preferred method of training Trading through the first twenty circles or so. &lt;br /&gt;
#&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
#*Skins &amp;amp; Lumpy/Tight Bundles - You can sell single skinned parts from creatures you hunt at the local Furrier. There is one in both of the starting cities,  [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} FURRIER to find them. Traders aren&#039;t the best of warriors, so early on you may find it difficult to produce bundles fast enough yourself. Selling other adventurer&#039;s bundles is a bonus for both of you, but foot traffic doesn&#039;t always allow for simply loitering.&lt;br /&gt;
#*Gems, Nuggets - You can sell single gems or nuggets to the Gem Shop regardless of circle or skill level. There are shops in both of the starting cities, [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} GEM to find them. Much like skins, early gem selling can take some time. &lt;br /&gt;
#*Gem Pouches - When you have gained enough skill in Trading and Appraisal, and have trained your Charisma to a significant degree, you will be able to sell pouches full of gems to the Gem Shop. Other adventurers will commonly ask for this service over the [[gweth]] network, so consider saving for jadeite gwethdesuan as you near this point in your career.&lt;br /&gt;
#&#039;&#039;&#039;Pawning&#039;&#039;&#039; - Another good way to get some starting ranks in the Trading skill to to pawn items at your local Pawnshop, this is done by use of the {{com|SELL}} command. Runestones should teach well at the start and are plentiful, often found in donation areas or just laying around. If you plan on training Thievery, you can also sell some of your stolen goods.&lt;br /&gt;
#&#039;&#039;&#039;Contracts &amp;amp; Commodities&#039;&#039;&#039; - Although these used to be the only way to train Trading early on, they have fallen out of favor for many Traders because of the ease other options offer. Contracts will give you a certain product and a specific destination, whereas with Commodities you choose what to buy and where to sell (hopefully for profit). Changes to how these work seem to be [[Post:Commodities/Contracts_Rewrite_-_08/17/2011_-_03:09|in the pipeline]].&lt;br /&gt;
#&#039;&#039;&#039;Trader Markets&#039;&#039;&#039; - At circle 20 and 30 you will gain access to market tables you can rent in the Market and shops you can rent in the Plaza, respectively. More information can be found [[Trader#Trader_Markets|here]].&lt;br /&gt;
#&#039;&#039;&#039;Horse Trading&#039;&#039;&#039; At circle 25 you will be able to buy and sell horses with other players. More information can be found [[Horse_brokering|here]].&lt;br /&gt;
#&#039;&#039;&#039;Auctioneering&#039;&#039;&#039; At circle 30 you will also gain access to the Auction Halls, to allow other adventurers a chance to bid on your goods. More information can be found [[Auction_halls|here]].&lt;br /&gt;
#&#039;&#039;&#039;Gem/Furrier Shop Financing&#039;&#039;&#039; At circle 50 you can start financing gem and fur shops, which will allow you to earn money based of what the shop sells. More information can be found [[Shop_financing|here]].&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
#&#039;&#039;&#039;Ledger&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Feedbag&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Beasts of Burden&#039;&#039;&#039;&lt;br /&gt;
#*Pack Animals&lt;br /&gt;
#*Caravans&lt;br /&gt;
&lt;br /&gt;
===With Experience, Comes Prestige===&lt;br /&gt;
#&#039;&#039;&#039;Hirelings&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Personally Own Caravans (POC)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speculates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Lore Skillset|Lore Skills]]==&lt;br /&gt;
&lt;br /&gt;
Traders are Lore primary, meaning Lore skills are your bread and butter. You will learn them faster than all other skills, making them important for your advancement for both circling and gaining TDP&#039;s.&lt;br /&gt;
&lt;br /&gt;
All lore can fall under the Lore Skillsets for Traders but the following ones will usually apply for them in this requirement.&lt;br /&gt;
&lt;br /&gt;
===[[Crafting|All Crafting Skills]]===&lt;br /&gt;
* [[Forging]]&lt;br /&gt;
* [[Outfitting]]&lt;br /&gt;
* [[Engineering]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Enchanting]]&lt;br /&gt;
&lt;br /&gt;
Enchanting is not yet released, nor do Traders currently have magical abilities. The other four are released to some capacity. Outfitting is a popular choice for Traders as it can be worked on while on the go. The Carving Discipline in Engineering can be performed with either stone or bone. Stone is very heavy and has to be trained within the confines of the Engineering Society Building. For that reason, some people choose to carve with bone instead. Blacksmithing is a popular choice in the Forging skill as it lets Traders make tools they can then sell. With enough Outdoorsmanship, Perception, and Appraisal (all of which Traders typically train!) it is possible to mine your own raw materials. Rare materials can be sold to other players for a profit. &lt;br /&gt;
&lt;br /&gt;
While entirely optional, it is recommended that a Trader pick up at least one crafting skill for their Lore requirements. Traders do get two free techniques in Blacksmithing, and one in Artistry. If you decide to go the route of Blacksmithing, getting the Utility Forging technique can help you complete hard work orders sooner. For the most profit and experience gain, hard work orders are the best to fulfill. It&#039;s also a good idea to get techniques related to weapon repair at about skill level 50-75, as repairing your own tools will become important in maintaining the quality of items you craft. Since Artistry is not yet released, it is advised to hold off attempting to assign skills within that discipline. However, knitting is a very simple and relatively inexpensive way to train the Outfitting skill. Needing only a needle and some yarn, it&#039;s arguably one of the simplest methods for crafting.&lt;br /&gt;
&lt;br /&gt;
Engineering also offers some novel and useful items that Traders can craft for sale later. However, it is important to remember that stone carving objects are VERY heavy. Bundling the items with your logbook does NOT remove their weight from your encumbrance. Early on, it is best to get a packet of deeds (available at the Forging Society) so that you can PUSH the item with the packet, reducing the weight before you bundle the deed with your log book. You can also do this with crafting materials, should you not wish to keep their full weight in your inventory. To redeem a deed, simply TAP it while in any crafting society building and an attendant will bring you the item described by the deed.&lt;br /&gt;
&lt;br /&gt;
*ADDITIONAL NOTE: Careers and Hobbies are useful for gaining techniques that will make crafting easier. However, it is STRONGLY ADVISED to wait awhile before committing to a career and/or hobby as the choice is irreversible!&lt;br /&gt;
&lt;br /&gt;
===[[Mechanical Lore]]===&lt;br /&gt;
&lt;br /&gt;
With the introduction of Crafting skills, Mechanical Lore will become an obsolete skill in the future, and will eventually lose all ways of training it. It is not recommended to train Mechanical Lore for circling purposes because of this. However, since Traders are Lore Primary, training Mechanical Lore will still yield TDPs. If you&#039;re sitting around listening to a class and have nothing else to do, you can always BRAID some grass or vines that are readily foraged up to train Mechanical Lore.&lt;br /&gt;
&lt;br /&gt;
===[[Appraisal]]=== &lt;br /&gt;
As a Trader you &#039;&#039;&#039;must&#039;&#039;&#039; train this skill. The guild has a requirement that you gain a few ranks every circle in order to advance to the next circle. However, Traders have an edge in this field. Beyond the standard training methods of appraising untied bundles and gem pouches, we also have access to [[Trader Jewelry]] which has expanded appraisal values over normal items in order to teach us better. You can get a few pieces within the [[Trader Guild, Crossing Shop]] but be prepared to pay a hefty sum for it. Regardless of the amount paid, they are a worthwhile investment and will provide you with something to appraise at all times.&lt;br /&gt;
&lt;br /&gt;
===[[Tactics]]===&lt;br /&gt;
Tactics is the offensive counterpart of the [[Defending]] skill. Offensive in nature, it allows you to identify weaknesses in your opponent&#039;s defenses and exploit them. Since it is a Lore skill and you are required to train a single weapon, it is advisable to train it to some degree. If you&#039;re going to focus on fighting to a greater degree, it becomes even more important.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Next to Appraisal, this is a hard requirement for advancement, as well as the defining skill for a Trader. Trading, is what makes us Traders. Your first ranks should be learned by foraging branches for Mags or Old Maisey. Past that, selling items to the pawn shop, bundles of skins to the furrier, local provincial contract trading, [[Task]]s from various NPCs, and completing crafting work orders will be staples until further means of learning become available.&lt;br /&gt;
&lt;br /&gt;
===Scholarship===&lt;br /&gt;
Scholarship is all but required for Traders. It is gained through listening to and teaching classes (both of which can be done while doing just about everything else, including combat!), STUDYing crafting books, studying primers for Origami, reading books in libraries, and many other ways that can be found on the [[Scholarship]] page.&lt;br /&gt;
&lt;br /&gt;
===Performance=== &lt;br /&gt;
A popular skill choice for Traders due to the ability to train this skill nearly anywhere. Also, you can both {{com|APPRAISE}} and {{com|ANALYZE}} your instrument to train the appraisal skill.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
&lt;br /&gt;
===[[Evasion]]===&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
===[[Athletics]]===&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb. Perception is one of the main skills used in order to prevent yourself from having your coins stolen. For Traders who enjoy running Trading Routes, this can be pretty important.&lt;br /&gt;
&lt;br /&gt;
While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
&lt;br /&gt;
Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth will help you avoid being detected as you travel from location to location carrying coins and goods. Likewise, this is a rather easy skill to train while also gaining other skills in combat.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Stealth]] &lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. By getting into these boxes, you will be rewarded with gems (which you can sell at a gem shop to learn Trading skill) coins, runestones (which can be sold at pawnshops to learn Trading skill) and/or special items. It will be rather easy to train if you choose to hunt things which drop boxes when you&#039;re looking for combat training.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
===[[Thievery skill|Thievery]]===&lt;br /&gt;
While generally the bane of most Traders, this skill is actually practiced by some who find it easy enough to work because most of their time is spent in the city anyways. It&#039;s important to note that Traders caught stealing will suffer a penalty to contract values in the associated province for a period of time. However, there are many Traders who focus more on their private shop or crafting and do not care about the penalty because they don&#039;t use Trading Routes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Thievery skill|Thievery]]&lt;br /&gt;
&lt;br /&gt;
===[[First Aid]]===&lt;br /&gt;
&lt;br /&gt;
Useful for tending wounds and keeping yourself alive when injured. Learned by TENDING wounds and STUDYING Anatomy charts.&lt;br /&gt;
&lt;br /&gt;
===[[Outdoorsmanship]]===&lt;br /&gt;
There isn&#039;t much use for this skill as a Trader, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
===[[Skinning]]===&lt;br /&gt;
One of the most popular choices of survival skills, it can also be a quick way to working your Trading skill by selling your own bundles. This skill also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Being that the guild itself is developed as having [[Armor]] and [[Survival]] in the secondary skillet placement, with [[Weapons]] being in the tertiary, you can expect to see your fair share of combat as you progress. You will always have an armor requirement you must meet, and many survival skills can be trained while actively vanquishing foes. The equipment you use is purely your choice, however, there are some suggestions that can be made and they have been provided below. &lt;br /&gt;
&lt;br /&gt;
===[[Weapons]]===&lt;br /&gt;
Many Traders like to focus on Charisma first in order to hit that magic point in time where you can start selling gem pouches. Because of this, it often leads your more combat oriented stats to fall behind. That is why the writers of this guide suggest that you begin your foray into combat using the lightest and least tiring weapons. You only need a single weapon skill to circle, so pick one you like and you can decide if you want to train a wider variety later. All three of the light class weapon styles (Small Edge, Small Blunt, Light Thrown) are a good choice and often you can find all three trainable with a single weapon. &lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Choice of armor is a little more important due to the guild having this in the secondary placement for skillsets. You can expect to require ranks in two different armor skills to advance within the guild and what you choose could make this easier over all. It is our suggest that you make your primary armor skill the Shield skill. This will allow you to easily gain circles without having to spend as long in combat. For your secondary armor skill, you can choose one of the types of armor (Light Armor, Chain Armor, Brigandine, Plate) or the [[Defending]] skill. Likewise, you can wear a mixed set-up in order to learn more than one.&lt;br /&gt;
&lt;br /&gt;
==Role Playing a Trader==&lt;br /&gt;
&lt;br /&gt;
There are a number of books published in game which focus on the Trader lifestyle and are highly recommended for any Trader to read. You can view most of them in the Crossings guildhall, or click the links below to read them here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = Trader Novice Guide | CallLetters = 	ItvTNG}}&lt;br /&gt;
{{Book Row | Title = Trader&#039;s Courtesy Guide | CallLetters = 	RmoTCG}}&lt;br /&gt;
{{Book Row | Title = Words Every Trader Should Know | CallLetters = RahWET}}&lt;br /&gt;
&lt;br /&gt;
In addition to those, there is also a book which gives some brief history of the guild as a whole. It is available in game at the Riverhaven guild library, or you can view it here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = A Trader Guild History | CallLetters = 	HwmTGH}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452282</id>
		<title>Trader new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452282"/>
		<updated>2016-09-03T02:42:18Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: /* Appraisal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Trader specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==&amp;lt;center&amp;gt;How to Trader&amp;lt;/center&amp;gt;==&lt;br /&gt;
Traders, you either love them or loathe them, but you are here and taking the first steps to become one or getting the 411 on how they tick. Back in the day, there was only one way to Trader and that was usually with a caravan or pack animal on the long, solitary roads all around Elanthia. It was an endless circle of running from one outpost to another. Joy, joy!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modern traders now enjoy many ways to be. You have the classic Caravan Traders, and then the Gem Shop Traders, Market Traders, Combat Traders, Student Traders, etc. So many choices that traders can dabble into; either specialize in one or a master of all.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
#&#039;&#039;&#039;Starting Stats&#039;&#039;&#039;: Deciding where to spend your TDPs can help you determine what type of Trader you&#039;d like to be. Of upmost importance is [[Charisma_(stat)|Charisma]], since it increases the profit you make whenever you sell items to NPC shops. More profit equals more experience in Trading, your primary skill. [[Strength_(stat)|Strength]] can also be useful for Traders that will spend a lot of time [[forging]] or [[carving]], while [[Agility_(stat)|Agility]] helps with [[carving]], [[outfitting]], and [[mechanical lore]] (although this will soon be retired). [[Reflex_(stat)|Reflex]] also helps with [[Tailoring]]. [[Discipline_(stat)|Discipline]], [[Stamina_(stat)|Stamina]], and [[Intelligence_(stat)|Intelligence]] can help with [[Speculate_command|speculates]] indirectly by increasing [[concentration]]. There are other uses for all abilities, and if you plan on focusing more on combat you&#039;ll want to consider that when you decide where to train.&lt;br /&gt;
#&#039;&#039;&#039;Find the Guilds&#039;&#039;&#039;: You can use the [[Directions command|DIR]] syntax to help find your way to guild in either starting town (Crossing or Riverhaven). This will lead you directly to the Guild Leader in each Guild Hall. You may find maps of the [[RanikMap1d|Crossing Guild Hall]] and the [[RanikMap30d|Riverhaven Guild Hall]] useful in navigating these locations.&lt;br /&gt;
&lt;br /&gt;
===The Many Arts of Trading===&lt;br /&gt;
When you first start out as a Trader, you can get really good experience by foraging sticks/branches and selling them to [[Mags]] in [[Crossings]] or [[Maisie_(2)|Old Maisie]] in [[Riverhaven]] (a good place to do this is outside the Northeast gate). Be sure to pause your selling when you&#039;ve maximized your learning, so you don&#039;t waste any of it. After making about 5 Gold or so, they will be done with you and from there you&#039;ll have a few different ways to train.&lt;br /&gt;
#&#039;&#039;&#039;Work Orders&#039;&#039;&#039; - Completing [[Work Orders]] through one of the [[Crafting]] Societies will earn you some Trading skill. You can use the gold you&#039;ve earned from selling branches to purchase a set of starter tools, or possibly find a friendly adventurer to craft a set for you. Since you can ask for a work order repeatedly until you get a certain item, it is also possible to craft several of a certain item prior to getting the work order. This can allow you to turn in several work orders in a short time. At circle 8 you can learn [[Speculate]] [[Finesse]] which will give you a [[Charisma]] bonus, increasing the amount of money you earn. This is the primary method of learning for a lot of Traders, as crafting will also give you access to items you can later sell in your shop. Keep in mind that as a lore primary guild Trader&#039;s can have two careers and one hobby, opening up the possibility for a lot of techniques to help with crafting.&lt;br /&gt;
#&#039;&#039;&#039;Tasks&#039;&#039;&#039; - Completing skinning and foraging [[Tasks]] will yield some Trading experience. The tasks are repeatable roughly every minute, making them a preferred method of training Trading through the first twenty circles or so. &lt;br /&gt;
#&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
#*Skins &amp;amp; Lumpy/Tight Bundles - You can sell single skinned parts from creatures you hunt at the local Furrier. There is one in both of the starting cities,  [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} FURRIER to find them. Traders aren&#039;t the best of warriors, so early on you may find it difficult to produce bundles fast enough yourself. Selling other adventurer&#039;s bundles is a bonus for both of you, but foot traffic doesn&#039;t always allow for simply loitering.&lt;br /&gt;
#*Gems, Nuggets - You can sell single gems or nuggets to the Gem Shop regardless of circle or skill level. There are shops in both of the starting cities, [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} GEM to find them. Much like skins, early gem selling can take some time. &lt;br /&gt;
#*Gem Pouches - When you have gained enough skill in Trading and Appraisal, and have trained your Charisma to a significant degree, you will be able to sell pouches full of gems to the Gem Shop. Other adventurers will commonly ask for this service over the [[gweth]] network, so consider saving for jadeite gwethdesuan as you near this point in your career.&lt;br /&gt;
#&#039;&#039;&#039;Pawning&#039;&#039;&#039; - Another good way to get some starting ranks in the Trading skill to to pawn items at your local Pawnshop, this is done by use of the {{com|SELL}} command. Runestones should teach well at the start and are plentiful, often found in donation areas or just laying around. If you plan on training Thievery, you can also sell some of your stolen goods.&lt;br /&gt;
#&#039;&#039;&#039;Contracts &amp;amp; Commodities&#039;&#039;&#039; - Although these used to be the only way to train Trading early on, they have fallen out of favor for many Traders because of the ease other options offer. Contracts will give you a certain product and a specific destination, whereas with Commodities you choose what to buy and where to sell (hopefully for profit). Changes to how these work seem to be [[Post:Commodities/Contracts_Rewrite_-_08/17/2011_-_03:09|in the pipeline]].&lt;br /&gt;
#&#039;&#039;&#039;Trader Markets&#039;&#039;&#039; - At circle 20 and 30 you will gain access to market tables you can rent in the Market and shops you can rent in the Plaza, respectively. More information can be found [[Trader#Trader_Markets|here]].&lt;br /&gt;
#&#039;&#039;&#039;Horse Trading&#039;&#039;&#039; At circle 25 you will be able to buy and sell horses with other players. More information can be found [[Horse_brokering|here]].&lt;br /&gt;
#&#039;&#039;&#039;Auctioneering&#039;&#039;&#039; At circle 30 you will also gain access to the Auction Halls, to allow other adventurers a chance to bid on your goods. More information can be found [[Auction_halls|here]].&lt;br /&gt;
#&#039;&#039;&#039;Gem/Furrier Shop Financing&#039;&#039;&#039; At circle 50 you can start financing gem and fur shops, which will allow you to earn money based of what the shop sells. More information can be found [[Shop_financing|here]].&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
#&#039;&#039;&#039;Ledger&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Feedbag&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Beasts of Burden&#039;&#039;&#039;&lt;br /&gt;
#*Pack Animals&lt;br /&gt;
#*Caravans&lt;br /&gt;
&lt;br /&gt;
===With Experience, Comes Prestige===&lt;br /&gt;
#&#039;&#039;&#039;Hirelings&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Personally Own Caravans (POC)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speculates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Lore Skillset|Lore Skills]]==&lt;br /&gt;
&lt;br /&gt;
Traders are Lore primary, meaning Lore skills are your bread and butter. You will learn them faster than all other skills, making them important for your advancement for both circling and gaining TDP&#039;s.&lt;br /&gt;
&lt;br /&gt;
All lore can fall under the Lore Skillsets for Traders but the following ones will usually apply for them in this requirement.&lt;br /&gt;
&lt;br /&gt;
===[[Crafting|All Crafting Skills]]===&lt;br /&gt;
* [[Forging]]&lt;br /&gt;
* [[Outfitting]]&lt;br /&gt;
* [[Engineering]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Enchanting]]&lt;br /&gt;
&lt;br /&gt;
Enchanting is not yet released, nor do Traders currently have magical abilities. The other four are released to some capacity. Outfitting is a popular choice for Traders as it can be worked on while on the go. The Carving Discipline in Engineering can be performed with either stone or bone. Stone is very heavy and has to be trained within the confines of the Engineering Society Building. For that reason, some people choose to carve with bone instead. Blacksmithing is a popular choice in the Forging skill as it lets Traders make tools they can then sell. With enough Outdoorsmanship, Perception, and Appraisal (all of which Traders typically train!) it is possible to mine your own raw materials. Rare materials can be sold to other players for a profit. &lt;br /&gt;
&lt;br /&gt;
While entirely optional, it is recommended that a Trader pick up at least one crafting skill for their Lore requirements. Traders do get two free techniques in Blacksmithing, and one in Artistry. If you decide to go the route of Blacksmithing, getting the Utility Forging technique can help you complete hard work orders sooner. For the most profit and experience gain, hard work orders are the best to fulfill. It&#039;s also a good idea to get techniques related to weapon repair at about skill level 50-75, as repairing your own tools will become important in maintaining the quality of items you craft. Since Artistry is not yet released, it is advised to hold off attempting to assign skills within that discipline. However, knitting is a very simple and relatively inexpensive way to train the Outfitting skill. Needing only a needle and some yarn, it&#039;s arguably one of the simplest methods for crafting.&lt;br /&gt;
&lt;br /&gt;
Engineering also offers some novel and useful items that Traders can craft for sale later. However, it is important to remember that stone carving objects are VERY heavy. Bundling the items with your logbook does NOT remove their weight from your encumbrance. Early on, it is best to get a packet of deeds (available at the Forging Society) so that you can PUSH the item with the packet, reducing the weight before you bundle the deed with your log book. You can also do this with crafting materials, should you not wish to keep their full weight in your inventory. To redeem a deed, simply TAP it while in any crafting society building and an attendant will bring you the item described by the deed.&lt;br /&gt;
&lt;br /&gt;
*ADDITIONAL NOTE: Careers and Hobbies are useful for gaining techniques that will make crafting easier. However, it is STRONGLY ADVISED to wait awhile before committing to a career and/or hobby as the choice is irreversible!&lt;br /&gt;
&lt;br /&gt;
===[[Mechanical Lore]]===&lt;br /&gt;
&lt;br /&gt;
With the introduction of Crafting skills, Mechanical Lore will become an obsolete skill in the future, and will eventually lose all ways of training it. It is not recommended to train Mechanical Lore for circling purposes because of this. However, since Traders are Lore Primary, training Mechanical Lore will still yield TDPs. If you&#039;re sitting around listening to a class and have nothing else to do, you can always BRAID some grass or vines that are readily foraged up to train Mechanical Lore.&lt;br /&gt;
&lt;br /&gt;
===[[Appraisal]]=== &lt;br /&gt;
As a Trader you &#039;&#039;&#039;must&#039;&#039;&#039; train this skill. The guild has a requirement that you gain a few ranks every circle in order to advance to the next circle. However, Traders have an edge in this field. Beyond the standard training methods of appraising untied bundles and gem pouches, we also have access to [[Trader Jewelry]] which has expanded appraisal values over normal items in order to teach us better. You can get a few pieces within the [[Trader Guild, Crossing Shop]] but be prepared to pay a hefty sum for it. Regardless of the amount paid, they are a worthwhile investment and will provide you with something to appraise at all times.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
Tactics is the offensive counterpart of the [[Defending]] skill. Offensive in nature, it allows you to identify weaknesses in your opponent&#039;s defenses and exploit them. Since it is a Lore skill and you are required to train a single weapon, it is advisable to train it to some degree. If you&#039;re going to focus on fighting to a greater degree, it becomes even more important.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Next to Appraisal, this is a hard requirement for advancement, as well as the defining skill for a Trader. Trading, is what makes us Traders. Your first ranks should be learned by foraging branches for Mags or Old Maisey. Past that, selling items to the pawn shop, bundles of skins to the furrier, local provincial contract trading, [[Task]]s from various NPCs, and completing crafting work orders will be staples until further means of learning become available.&lt;br /&gt;
&lt;br /&gt;
===Scholarship===&lt;br /&gt;
Scholarship is all but required for Traders. It is gained through listening to and teaching classes (both of which can be done while doing just about everything else, including combat!), STUDYing crafting books, studying primers for Origami, reading books in libraries, and many other ways that can be found on the [[Scholarship]] page.&lt;br /&gt;
&lt;br /&gt;
===Performance=== &lt;br /&gt;
A popular skill choice for Traders due to the ability to train this skill nearly anywhere. Also, you can both {{com|APPRAISE}} and {{com|ANALYZE}} your instrument to train the appraisal skill.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
&lt;br /&gt;
===[[Evasion]]===&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
===[[Athletics]]===&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb. Perception is one of the main skills used in order to prevent yourself from having your coins stolen. For Traders who enjoy running Trading Routes, this can be pretty important.&lt;br /&gt;
&lt;br /&gt;
While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
&lt;br /&gt;
Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth will help you avoid being detected as you travel from location to location carrying coins and goods. Likewise, this is a rather easy skill to train while also gaining other skills in combat.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Stealth]] &lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. By getting into these boxes, you will be rewarded with gems (which you can sell at a gem shop to learn Trading skill) coins, runestones (which can be sold at pawnshops to learn Trading skill) and/or special items. It will be rather easy to train if you choose to hunt things which drop boxes when you&#039;re looking for combat training.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
===[[Thievery skill|Thievery]]===&lt;br /&gt;
While generally the bane of most Traders, this skill is actually practiced by some who find it easy enough to work because most of their time is spent in the city anyways. It&#039;s important to note that Traders caught stealing will suffer a penalty to contract values in the associated province for a period of time. However, there are many Traders who focus more on their private shop or crafting and do not care about the penalty because they don&#039;t use Trading Routes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Thievery skill|Thievery]]&lt;br /&gt;
&lt;br /&gt;
===[[First Aid]]===&lt;br /&gt;
&lt;br /&gt;
Useful for tending wounds and keeping yourself alive when injured. Learned by TENDING wounds and STUDYING Anatomy charts.&lt;br /&gt;
&lt;br /&gt;
===[[Outdoorsmanship]]===&lt;br /&gt;
There isn&#039;t much use for this skill as a Trader, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
===[[Skinning]]===&lt;br /&gt;
One of the most popular choices of survival skills, it can also be a quick way to working your Trading skill by selling your own bundles. This skill also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Being that the guild itself is developed as having [[Armor]] and [[Survival]] in the secondary skillet placement, with [[Weapons]] being in the tertiary, you can expect to see your fair share of combat as you progress. You will always have an armor requirement you must meet, and many survival skills can be trained while actively vanquishing foes. The equipment you use is purely your choice, however, there are some suggestions that can be made and they have been provided below. &lt;br /&gt;
&lt;br /&gt;
===[[Weapons]]===&lt;br /&gt;
Many Traders like to focus on Charisma first in order to hit that magic point in time where you can start selling gem pouches. Because of this, it often leads your more combat oriented stats to fall behind. That is why the writers of this guide suggest that you begin your foray into combat using the lightest and least tiring weapons. You only need a single weapon skill to circle, so pick one you like and you can decide if you want to train a wider variety later. All three of the light class weapon styles (Small Edge, Small Blunt, Light Thrown) are a good choice and often you can find all three trainable with a single weapon. &lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Choice of armor is a little more important due to the guild having this in the secondary placement for skillsets. You can expect to require ranks in two different armor skills to advance within the guild and what you choose could make this easier over all. It is our suggest that you make your primary armor skill the Shield skill. This will allow you to easily gain circles without having to spend as long in combat. For your secondary armor skill, you can choose one of the types of armor (Light Armor, Chain Armor, Brigandine, Plate) or the [[Defending]] skill. Likewise, you can wear a mixed set-up in order to learn more than one.&lt;br /&gt;
&lt;br /&gt;
==Role Playing a Trader==&lt;br /&gt;
&lt;br /&gt;
There are a number of books published in game which focus on the Trader lifestyle and are highly recommended for any Trader to read. You can view most of them in the Crossings guildhall, or click the links below to read them here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = Trader Novice Guide | CallLetters = 	ItvTNG}}&lt;br /&gt;
{{Book Row | Title = Trader&#039;s Courtesy Guide | CallLetters = 	RmoTCG}}&lt;br /&gt;
{{Book Row | Title = Words Every Trader Should Know | CallLetters = RahWET}}&lt;br /&gt;
&lt;br /&gt;
In addition to those, there is also a book which gives some brief history of the guild as a whole. It is available in game at the Riverhaven guild library, or you can view it here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = A Trader Guild History | CallLetters = 	HwmTGH}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452281</id>
		<title>Trader new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452281"/>
		<updated>2016-09-03T02:42:10Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: /* [Mechanical Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Trader specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==&amp;lt;center&amp;gt;How to Trader&amp;lt;/center&amp;gt;==&lt;br /&gt;
Traders, you either love them or loathe them, but you are here and taking the first steps to become one or getting the 411 on how they tick. Back in the day, there was only one way to Trader and that was usually with a caravan or pack animal on the long, solitary roads all around Elanthia. It was an endless circle of running from one outpost to another. Joy, joy!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modern traders now enjoy many ways to be. You have the classic Caravan Traders, and then the Gem Shop Traders, Market Traders, Combat Traders, Student Traders, etc. So many choices that traders can dabble into; either specialize in one or a master of all.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
#&#039;&#039;&#039;Starting Stats&#039;&#039;&#039;: Deciding where to spend your TDPs can help you determine what type of Trader you&#039;d like to be. Of upmost importance is [[Charisma_(stat)|Charisma]], since it increases the profit you make whenever you sell items to NPC shops. More profit equals more experience in Trading, your primary skill. [[Strength_(stat)|Strength]] can also be useful for Traders that will spend a lot of time [[forging]] or [[carving]], while [[Agility_(stat)|Agility]] helps with [[carving]], [[outfitting]], and [[mechanical lore]] (although this will soon be retired). [[Reflex_(stat)|Reflex]] also helps with [[Tailoring]]. [[Discipline_(stat)|Discipline]], [[Stamina_(stat)|Stamina]], and [[Intelligence_(stat)|Intelligence]] can help with [[Speculate_command|speculates]] indirectly by increasing [[concentration]]. There are other uses for all abilities, and if you plan on focusing more on combat you&#039;ll want to consider that when you decide where to train.&lt;br /&gt;
#&#039;&#039;&#039;Find the Guilds&#039;&#039;&#039;: You can use the [[Directions command|DIR]] syntax to help find your way to guild in either starting town (Crossing or Riverhaven). This will lead you directly to the Guild Leader in each Guild Hall. You may find maps of the [[RanikMap1d|Crossing Guild Hall]] and the [[RanikMap30d|Riverhaven Guild Hall]] useful in navigating these locations.&lt;br /&gt;
&lt;br /&gt;
===The Many Arts of Trading===&lt;br /&gt;
When you first start out as a Trader, you can get really good experience by foraging sticks/branches and selling them to [[Mags]] in [[Crossings]] or [[Maisie_(2)|Old Maisie]] in [[Riverhaven]] (a good place to do this is outside the Northeast gate). Be sure to pause your selling when you&#039;ve maximized your learning, so you don&#039;t waste any of it. After making about 5 Gold or so, they will be done with you and from there you&#039;ll have a few different ways to train.&lt;br /&gt;
#&#039;&#039;&#039;Work Orders&#039;&#039;&#039; - Completing [[Work Orders]] through one of the [[Crafting]] Societies will earn you some Trading skill. You can use the gold you&#039;ve earned from selling branches to purchase a set of starter tools, or possibly find a friendly adventurer to craft a set for you. Since you can ask for a work order repeatedly until you get a certain item, it is also possible to craft several of a certain item prior to getting the work order. This can allow you to turn in several work orders in a short time. At circle 8 you can learn [[Speculate]] [[Finesse]] which will give you a [[Charisma]] bonus, increasing the amount of money you earn. This is the primary method of learning for a lot of Traders, as crafting will also give you access to items you can later sell in your shop. Keep in mind that as a lore primary guild Trader&#039;s can have two careers and one hobby, opening up the possibility for a lot of techniques to help with crafting.&lt;br /&gt;
#&#039;&#039;&#039;Tasks&#039;&#039;&#039; - Completing skinning and foraging [[Tasks]] will yield some Trading experience. The tasks are repeatable roughly every minute, making them a preferred method of training Trading through the first twenty circles or so. &lt;br /&gt;
#&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
#*Skins &amp;amp; Lumpy/Tight Bundles - You can sell single skinned parts from creatures you hunt at the local Furrier. There is one in both of the starting cities,  [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} FURRIER to find them. Traders aren&#039;t the best of warriors, so early on you may find it difficult to produce bundles fast enough yourself. Selling other adventurer&#039;s bundles is a bonus for both of you, but foot traffic doesn&#039;t always allow for simply loitering.&lt;br /&gt;
#*Gems, Nuggets - You can sell single gems or nuggets to the Gem Shop regardless of circle or skill level. There are shops in both of the starting cities, [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} GEM to find them. Much like skins, early gem selling can take some time. &lt;br /&gt;
#*Gem Pouches - When you have gained enough skill in Trading and Appraisal, and have trained your Charisma to a significant degree, you will be able to sell pouches full of gems to the Gem Shop. Other adventurers will commonly ask for this service over the [[gweth]] network, so consider saving for jadeite gwethdesuan as you near this point in your career.&lt;br /&gt;
#&#039;&#039;&#039;Pawning&#039;&#039;&#039; - Another good way to get some starting ranks in the Trading skill to to pawn items at your local Pawnshop, this is done by use of the {{com|SELL}} command. Runestones should teach well at the start and are plentiful, often found in donation areas or just laying around. If you plan on training Thievery, you can also sell some of your stolen goods.&lt;br /&gt;
#&#039;&#039;&#039;Contracts &amp;amp; Commodities&#039;&#039;&#039; - Although these used to be the only way to train Trading early on, they have fallen out of favor for many Traders because of the ease other options offer. Contracts will give you a certain product and a specific destination, whereas with Commodities you choose what to buy and where to sell (hopefully for profit). Changes to how these work seem to be [[Post:Commodities/Contracts_Rewrite_-_08/17/2011_-_03:09|in the pipeline]].&lt;br /&gt;
#&#039;&#039;&#039;Trader Markets&#039;&#039;&#039; - At circle 20 and 30 you will gain access to market tables you can rent in the Market and shops you can rent in the Plaza, respectively. More information can be found [[Trader#Trader_Markets|here]].&lt;br /&gt;
#&#039;&#039;&#039;Horse Trading&#039;&#039;&#039; At circle 25 you will be able to buy and sell horses with other players. More information can be found [[Horse_brokering|here]].&lt;br /&gt;
#&#039;&#039;&#039;Auctioneering&#039;&#039;&#039; At circle 30 you will also gain access to the Auction Halls, to allow other adventurers a chance to bid on your goods. More information can be found [[Auction_halls|here]].&lt;br /&gt;
#&#039;&#039;&#039;Gem/Furrier Shop Financing&#039;&#039;&#039; At circle 50 you can start financing gem and fur shops, which will allow you to earn money based of what the shop sells. More information can be found [[Shop_financing|here]].&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
#&#039;&#039;&#039;Ledger&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Feedbag&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Beasts of Burden&#039;&#039;&#039;&lt;br /&gt;
#*Pack Animals&lt;br /&gt;
#*Caravans&lt;br /&gt;
&lt;br /&gt;
===With Experience, Comes Prestige===&lt;br /&gt;
#&#039;&#039;&#039;Hirelings&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Personally Own Caravans (POC)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speculates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Lore Skillset|Lore Skills]]==&lt;br /&gt;
&lt;br /&gt;
Traders are Lore primary, meaning Lore skills are your bread and butter. You will learn them faster than all other skills, making them important for your advancement for both circling and gaining TDP&#039;s.&lt;br /&gt;
&lt;br /&gt;
All lore can fall under the Lore Skillsets for Traders but the following ones will usually apply for them in this requirement.&lt;br /&gt;
&lt;br /&gt;
===[[Crafting|All Crafting Skills]]===&lt;br /&gt;
* [[Forging]]&lt;br /&gt;
* [[Outfitting]]&lt;br /&gt;
* [[Engineering]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Enchanting]]&lt;br /&gt;
&lt;br /&gt;
Enchanting is not yet released, nor do Traders currently have magical abilities. The other four are released to some capacity. Outfitting is a popular choice for Traders as it can be worked on while on the go. The Carving Discipline in Engineering can be performed with either stone or bone. Stone is very heavy and has to be trained within the confines of the Engineering Society Building. For that reason, some people choose to carve with bone instead. Blacksmithing is a popular choice in the Forging skill as it lets Traders make tools they can then sell. With enough Outdoorsmanship, Perception, and Appraisal (all of which Traders typically train!) it is possible to mine your own raw materials. Rare materials can be sold to other players for a profit. &lt;br /&gt;
&lt;br /&gt;
While entirely optional, it is recommended that a Trader pick up at least one crafting skill for their Lore requirements. Traders do get two free techniques in Blacksmithing, and one in Artistry. If you decide to go the route of Blacksmithing, getting the Utility Forging technique can help you complete hard work orders sooner. For the most profit and experience gain, hard work orders are the best to fulfill. It&#039;s also a good idea to get techniques related to weapon repair at about skill level 50-75, as repairing your own tools will become important in maintaining the quality of items you craft. Since Artistry is not yet released, it is advised to hold off attempting to assign skills within that discipline. However, knitting is a very simple and relatively inexpensive way to train the Outfitting skill. Needing only a needle and some yarn, it&#039;s arguably one of the simplest methods for crafting.&lt;br /&gt;
&lt;br /&gt;
Engineering also offers some novel and useful items that Traders can craft for sale later. However, it is important to remember that stone carving objects are VERY heavy. Bundling the items with your logbook does NOT remove their weight from your encumbrance. Early on, it is best to get a packet of deeds (available at the Forging Society) so that you can PUSH the item with the packet, reducing the weight before you bundle the deed with your log book. You can also do this with crafting materials, should you not wish to keep their full weight in your inventory. To redeem a deed, simply TAP it while in any crafting society building and an attendant will bring you the item described by the deed.&lt;br /&gt;
&lt;br /&gt;
*ADDITIONAL NOTE: Careers and Hobbies are useful for gaining techniques that will make crafting easier. However, it is STRONGLY ADVISED to wait awhile before committing to a career and/or hobby as the choice is irreversible!&lt;br /&gt;
&lt;br /&gt;
===[[Mechanical Lore]]===&lt;br /&gt;
&lt;br /&gt;
With the introduction of Crafting skills, Mechanical Lore will become an obsolete skill in the future, and will eventually lose all ways of training it. It is not recommended to train Mechanical Lore for circling purposes because of this. However, since Traders are Lore Primary, training Mechanical Lore will still yield TDPs. If you&#039;re sitting around listening to a class and have nothing else to do, you can always BRAID some grass or vines that are readily foraged up to train Mechanical Lore.&lt;br /&gt;
&lt;br /&gt;
===Appraisal=== &lt;br /&gt;
As a Trader you &#039;&#039;&#039;must&#039;&#039;&#039; train this skill. The guild has a requirement that you gain a few ranks every circle in order to advance to the next circle. However, Traders have an edge in this field. Beyond the standard training methods of appraising untied bundles and gem pouches, we also have access to [[Trader Jewelry]] which has expanded appraisal values over normal items in order to teach us better. You can get a few pieces within the [[Trader Guild, Crossing Shop]] but be prepared to pay a hefty sum for it. Regardless of the amount paid, they are a worthwhile investment and will provide you with something to appraise at all times.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
Tactics is the offensive counterpart of the [[Defending]] skill. Offensive in nature, it allows you to identify weaknesses in your opponent&#039;s defenses and exploit them. Since it is a Lore skill and you are required to train a single weapon, it is advisable to train it to some degree. If you&#039;re going to focus on fighting to a greater degree, it becomes even more important.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Next to Appraisal, this is a hard requirement for advancement, as well as the defining skill for a Trader. Trading, is what makes us Traders. Your first ranks should be learned by foraging branches for Mags or Old Maisey. Past that, selling items to the pawn shop, bundles of skins to the furrier, local provincial contract trading, [[Task]]s from various NPCs, and completing crafting work orders will be staples until further means of learning become available.&lt;br /&gt;
&lt;br /&gt;
===Scholarship===&lt;br /&gt;
Scholarship is all but required for Traders. It is gained through listening to and teaching classes (both of which can be done while doing just about everything else, including combat!), STUDYing crafting books, studying primers for Origami, reading books in libraries, and many other ways that can be found on the [[Scholarship]] page.&lt;br /&gt;
&lt;br /&gt;
===Performance=== &lt;br /&gt;
A popular skill choice for Traders due to the ability to train this skill nearly anywhere. Also, you can both {{com|APPRAISE}} and {{com|ANALYZE}} your instrument to train the appraisal skill.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
&lt;br /&gt;
===[[Evasion]]===&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
===[[Athletics]]===&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb. Perception is one of the main skills used in order to prevent yourself from having your coins stolen. For Traders who enjoy running Trading Routes, this can be pretty important.&lt;br /&gt;
&lt;br /&gt;
While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
&lt;br /&gt;
Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth will help you avoid being detected as you travel from location to location carrying coins and goods. Likewise, this is a rather easy skill to train while also gaining other skills in combat.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Stealth]] &lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. By getting into these boxes, you will be rewarded with gems (which you can sell at a gem shop to learn Trading skill) coins, runestones (which can be sold at pawnshops to learn Trading skill) and/or special items. It will be rather easy to train if you choose to hunt things which drop boxes when you&#039;re looking for combat training.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
===[[Thievery skill|Thievery]]===&lt;br /&gt;
While generally the bane of most Traders, this skill is actually practiced by some who find it easy enough to work because most of their time is spent in the city anyways. It&#039;s important to note that Traders caught stealing will suffer a penalty to contract values in the associated province for a period of time. However, there are many Traders who focus more on their private shop or crafting and do not care about the penalty because they don&#039;t use Trading Routes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Thievery skill|Thievery]]&lt;br /&gt;
&lt;br /&gt;
===[[First Aid]]===&lt;br /&gt;
&lt;br /&gt;
Useful for tending wounds and keeping yourself alive when injured. Learned by TENDING wounds and STUDYING Anatomy charts.&lt;br /&gt;
&lt;br /&gt;
===[[Outdoorsmanship]]===&lt;br /&gt;
There isn&#039;t much use for this skill as a Trader, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
===[[Skinning]]===&lt;br /&gt;
One of the most popular choices of survival skills, it can also be a quick way to working your Trading skill by selling your own bundles. This skill also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Being that the guild itself is developed as having [[Armor]] and [[Survival]] in the secondary skillet placement, with [[Weapons]] being in the tertiary, you can expect to see your fair share of combat as you progress. You will always have an armor requirement you must meet, and many survival skills can be trained while actively vanquishing foes. The equipment you use is purely your choice, however, there are some suggestions that can be made and they have been provided below. &lt;br /&gt;
&lt;br /&gt;
===[[Weapons]]===&lt;br /&gt;
Many Traders like to focus on Charisma first in order to hit that magic point in time where you can start selling gem pouches. Because of this, it often leads your more combat oriented stats to fall behind. That is why the writers of this guide suggest that you begin your foray into combat using the lightest and least tiring weapons. You only need a single weapon skill to circle, so pick one you like and you can decide if you want to train a wider variety later. All three of the light class weapon styles (Small Edge, Small Blunt, Light Thrown) are a good choice and often you can find all three trainable with a single weapon. &lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Choice of armor is a little more important due to the guild having this in the secondary placement for skillsets. You can expect to require ranks in two different armor skills to advance within the guild and what you choose could make this easier over all. It is our suggest that you make your primary armor skill the Shield skill. This will allow you to easily gain circles without having to spend as long in combat. For your secondary armor skill, you can choose one of the types of armor (Light Armor, Chain Armor, Brigandine, Plate) or the [[Defending]] skill. Likewise, you can wear a mixed set-up in order to learn more than one.&lt;br /&gt;
&lt;br /&gt;
==Role Playing a Trader==&lt;br /&gt;
&lt;br /&gt;
There are a number of books published in game which focus on the Trader lifestyle and are highly recommended for any Trader to read. You can view most of them in the Crossings guildhall, or click the links below to read them here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = Trader Novice Guide | CallLetters = 	ItvTNG}}&lt;br /&gt;
{{Book Row | Title = Trader&#039;s Courtesy Guide | CallLetters = 	RmoTCG}}&lt;br /&gt;
{{Book Row | Title = Words Every Trader Should Know | CallLetters = RahWET}}&lt;br /&gt;
&lt;br /&gt;
In addition to those, there is also a book which gives some brief history of the guild as a whole. It is available in game at the Riverhaven guild library, or you can view it here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = A Trader Guild History | CallLetters = 	HwmTGH}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452280</id>
		<title>Trader new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452280"/>
		<updated>2016-09-03T02:42:02Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: /* Mechanical Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Trader specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==&amp;lt;center&amp;gt;How to Trader&amp;lt;/center&amp;gt;==&lt;br /&gt;
Traders, you either love them or loathe them, but you are here and taking the first steps to become one or getting the 411 on how they tick. Back in the day, there was only one way to Trader and that was usually with a caravan or pack animal on the long, solitary roads all around Elanthia. It was an endless circle of running from one outpost to another. Joy, joy!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modern traders now enjoy many ways to be. You have the classic Caravan Traders, and then the Gem Shop Traders, Market Traders, Combat Traders, Student Traders, etc. So many choices that traders can dabble into; either specialize in one or a master of all.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
#&#039;&#039;&#039;Starting Stats&#039;&#039;&#039;: Deciding where to spend your TDPs can help you determine what type of Trader you&#039;d like to be. Of upmost importance is [[Charisma_(stat)|Charisma]], since it increases the profit you make whenever you sell items to NPC shops. More profit equals more experience in Trading, your primary skill. [[Strength_(stat)|Strength]] can also be useful for Traders that will spend a lot of time [[forging]] or [[carving]], while [[Agility_(stat)|Agility]] helps with [[carving]], [[outfitting]], and [[mechanical lore]] (although this will soon be retired). [[Reflex_(stat)|Reflex]] also helps with [[Tailoring]]. [[Discipline_(stat)|Discipline]], [[Stamina_(stat)|Stamina]], and [[Intelligence_(stat)|Intelligence]] can help with [[Speculate_command|speculates]] indirectly by increasing [[concentration]]. There are other uses for all abilities, and if you plan on focusing more on combat you&#039;ll want to consider that when you decide where to train.&lt;br /&gt;
#&#039;&#039;&#039;Find the Guilds&#039;&#039;&#039;: You can use the [[Directions command|DIR]] syntax to help find your way to guild in either starting town (Crossing or Riverhaven). This will lead you directly to the Guild Leader in each Guild Hall. You may find maps of the [[RanikMap1d|Crossing Guild Hall]] and the [[RanikMap30d|Riverhaven Guild Hall]] useful in navigating these locations.&lt;br /&gt;
&lt;br /&gt;
===The Many Arts of Trading===&lt;br /&gt;
When you first start out as a Trader, you can get really good experience by foraging sticks/branches and selling them to [[Mags]] in [[Crossings]] or [[Maisie_(2)|Old Maisie]] in [[Riverhaven]] (a good place to do this is outside the Northeast gate). Be sure to pause your selling when you&#039;ve maximized your learning, so you don&#039;t waste any of it. After making about 5 Gold or so, they will be done with you and from there you&#039;ll have a few different ways to train.&lt;br /&gt;
#&#039;&#039;&#039;Work Orders&#039;&#039;&#039; - Completing [[Work Orders]] through one of the [[Crafting]] Societies will earn you some Trading skill. You can use the gold you&#039;ve earned from selling branches to purchase a set of starter tools, or possibly find a friendly adventurer to craft a set for you. Since you can ask for a work order repeatedly until you get a certain item, it is also possible to craft several of a certain item prior to getting the work order. This can allow you to turn in several work orders in a short time. At circle 8 you can learn [[Speculate]] [[Finesse]] which will give you a [[Charisma]] bonus, increasing the amount of money you earn. This is the primary method of learning for a lot of Traders, as crafting will also give you access to items you can later sell in your shop. Keep in mind that as a lore primary guild Trader&#039;s can have two careers and one hobby, opening up the possibility for a lot of techniques to help with crafting.&lt;br /&gt;
#&#039;&#039;&#039;Tasks&#039;&#039;&#039; - Completing skinning and foraging [[Tasks]] will yield some Trading experience. The tasks are repeatable roughly every minute, making them a preferred method of training Trading through the first twenty circles or so. &lt;br /&gt;
#&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
#*Skins &amp;amp; Lumpy/Tight Bundles - You can sell single skinned parts from creatures you hunt at the local Furrier. There is one in both of the starting cities,  [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} FURRIER to find them. Traders aren&#039;t the best of warriors, so early on you may find it difficult to produce bundles fast enough yourself. Selling other adventurer&#039;s bundles is a bonus for both of you, but foot traffic doesn&#039;t always allow for simply loitering.&lt;br /&gt;
#*Gems, Nuggets - You can sell single gems or nuggets to the Gem Shop regardless of circle or skill level. There are shops in both of the starting cities, [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} GEM to find them. Much like skins, early gem selling can take some time. &lt;br /&gt;
#*Gem Pouches - When you have gained enough skill in Trading and Appraisal, and have trained your Charisma to a significant degree, you will be able to sell pouches full of gems to the Gem Shop. Other adventurers will commonly ask for this service over the [[gweth]] network, so consider saving for jadeite gwethdesuan as you near this point in your career.&lt;br /&gt;
#&#039;&#039;&#039;Pawning&#039;&#039;&#039; - Another good way to get some starting ranks in the Trading skill to to pawn items at your local Pawnshop, this is done by use of the {{com|SELL}} command. Runestones should teach well at the start and are plentiful, often found in donation areas or just laying around. If you plan on training Thievery, you can also sell some of your stolen goods.&lt;br /&gt;
#&#039;&#039;&#039;Contracts &amp;amp; Commodities&#039;&#039;&#039; - Although these used to be the only way to train Trading early on, they have fallen out of favor for many Traders because of the ease other options offer. Contracts will give you a certain product and a specific destination, whereas with Commodities you choose what to buy and where to sell (hopefully for profit). Changes to how these work seem to be [[Post:Commodities/Contracts_Rewrite_-_08/17/2011_-_03:09|in the pipeline]].&lt;br /&gt;
#&#039;&#039;&#039;Trader Markets&#039;&#039;&#039; - At circle 20 and 30 you will gain access to market tables you can rent in the Market and shops you can rent in the Plaza, respectively. More information can be found [[Trader#Trader_Markets|here]].&lt;br /&gt;
#&#039;&#039;&#039;Horse Trading&#039;&#039;&#039; At circle 25 you will be able to buy and sell horses with other players. More information can be found [[Horse_brokering|here]].&lt;br /&gt;
#&#039;&#039;&#039;Auctioneering&#039;&#039;&#039; At circle 30 you will also gain access to the Auction Halls, to allow other adventurers a chance to bid on your goods. More information can be found [[Auction_halls|here]].&lt;br /&gt;
#&#039;&#039;&#039;Gem/Furrier Shop Financing&#039;&#039;&#039; At circle 50 you can start financing gem and fur shops, which will allow you to earn money based of what the shop sells. More information can be found [[Shop_financing|here]].&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
#&#039;&#039;&#039;Ledger&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Feedbag&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Beasts of Burden&#039;&#039;&#039;&lt;br /&gt;
#*Pack Animals&lt;br /&gt;
#*Caravans&lt;br /&gt;
&lt;br /&gt;
===With Experience, Comes Prestige===&lt;br /&gt;
#&#039;&#039;&#039;Hirelings&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Personally Own Caravans (POC)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speculates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Lore Skillset|Lore Skills]]==&lt;br /&gt;
&lt;br /&gt;
Traders are Lore primary, meaning Lore skills are your bread and butter. You will learn them faster than all other skills, making them important for your advancement for both circling and gaining TDP&#039;s.&lt;br /&gt;
&lt;br /&gt;
All lore can fall under the Lore Skillsets for Traders but the following ones will usually apply for them in this requirement.&lt;br /&gt;
&lt;br /&gt;
===[[Crafting|All Crafting Skills]]===&lt;br /&gt;
* [[Forging]]&lt;br /&gt;
* [[Outfitting]]&lt;br /&gt;
* [[Engineering]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Enchanting]]&lt;br /&gt;
&lt;br /&gt;
Enchanting is not yet released, nor do Traders currently have magical abilities. The other four are released to some capacity. Outfitting is a popular choice for Traders as it can be worked on while on the go. The Carving Discipline in Engineering can be performed with either stone or bone. Stone is very heavy and has to be trained within the confines of the Engineering Society Building. For that reason, some people choose to carve with bone instead. Blacksmithing is a popular choice in the Forging skill as it lets Traders make tools they can then sell. With enough Outdoorsmanship, Perception, and Appraisal (all of which Traders typically train!) it is possible to mine your own raw materials. Rare materials can be sold to other players for a profit. &lt;br /&gt;
&lt;br /&gt;
While entirely optional, it is recommended that a Trader pick up at least one crafting skill for their Lore requirements. Traders do get two free techniques in Blacksmithing, and one in Artistry. If you decide to go the route of Blacksmithing, getting the Utility Forging technique can help you complete hard work orders sooner. For the most profit and experience gain, hard work orders are the best to fulfill. It&#039;s also a good idea to get techniques related to weapon repair at about skill level 50-75, as repairing your own tools will become important in maintaining the quality of items you craft. Since Artistry is not yet released, it is advised to hold off attempting to assign skills within that discipline. However, knitting is a very simple and relatively inexpensive way to train the Outfitting skill. Needing only a needle and some yarn, it&#039;s arguably one of the simplest methods for crafting.&lt;br /&gt;
&lt;br /&gt;
Engineering also offers some novel and useful items that Traders can craft for sale later. However, it is important to remember that stone carving objects are VERY heavy. Bundling the items with your logbook does NOT remove their weight from your encumbrance. Early on, it is best to get a packet of deeds (available at the Forging Society) so that you can PUSH the item with the packet, reducing the weight before you bundle the deed with your log book. You can also do this with crafting materials, should you not wish to keep their full weight in your inventory. To redeem a deed, simply TAP it while in any crafting society building and an attendant will bring you the item described by the deed.&lt;br /&gt;
&lt;br /&gt;
*ADDITIONAL NOTE: Careers and Hobbies are useful for gaining techniques that will make crafting easier. However, it is STRONGLY ADVISED to wait awhile before committing to a career and/or hobby as the choice is irreversible!&lt;br /&gt;
&lt;br /&gt;
===[[[Mechanical Lore]]===&lt;br /&gt;
&lt;br /&gt;
With the introduction of Crafting skills, Mechanical Lore will become an obsolete skill in the future, and will eventually lose all ways of training it. It is not recommended to train Mechanical Lore for circling purposes because of this. However, since Traders are Lore Primary, training Mechanical Lore will still yield TDPs. If you&#039;re sitting around listening to a class and have nothing else to do, you can always BRAID some grass or vines that are readily foraged up to train Mechanical Lore.&lt;br /&gt;
&lt;br /&gt;
===Appraisal=== &lt;br /&gt;
As a Trader you &#039;&#039;&#039;must&#039;&#039;&#039; train this skill. The guild has a requirement that you gain a few ranks every circle in order to advance to the next circle. However, Traders have an edge in this field. Beyond the standard training methods of appraising untied bundles and gem pouches, we also have access to [[Trader Jewelry]] which has expanded appraisal values over normal items in order to teach us better. You can get a few pieces within the [[Trader Guild, Crossing Shop]] but be prepared to pay a hefty sum for it. Regardless of the amount paid, they are a worthwhile investment and will provide you with something to appraise at all times.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
Tactics is the offensive counterpart of the [[Defending]] skill. Offensive in nature, it allows you to identify weaknesses in your opponent&#039;s defenses and exploit them. Since it is a Lore skill and you are required to train a single weapon, it is advisable to train it to some degree. If you&#039;re going to focus on fighting to a greater degree, it becomes even more important.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Next to Appraisal, this is a hard requirement for advancement, as well as the defining skill for a Trader. Trading, is what makes us Traders. Your first ranks should be learned by foraging branches for Mags or Old Maisey. Past that, selling items to the pawn shop, bundles of skins to the furrier, local provincial contract trading, [[Task]]s from various NPCs, and completing crafting work orders will be staples until further means of learning become available.&lt;br /&gt;
&lt;br /&gt;
===Scholarship===&lt;br /&gt;
Scholarship is all but required for Traders. It is gained through listening to and teaching classes (both of which can be done while doing just about everything else, including combat!), STUDYing crafting books, studying primers for Origami, reading books in libraries, and many other ways that can be found on the [[Scholarship]] page.&lt;br /&gt;
&lt;br /&gt;
===Performance=== &lt;br /&gt;
A popular skill choice for Traders due to the ability to train this skill nearly anywhere. Also, you can both {{com|APPRAISE}} and {{com|ANALYZE}} your instrument to train the appraisal skill.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
&lt;br /&gt;
===[[Evasion]]===&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
===[[Athletics]]===&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb. Perception is one of the main skills used in order to prevent yourself from having your coins stolen. For Traders who enjoy running Trading Routes, this can be pretty important.&lt;br /&gt;
&lt;br /&gt;
While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
&lt;br /&gt;
Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth will help you avoid being detected as you travel from location to location carrying coins and goods. Likewise, this is a rather easy skill to train while also gaining other skills in combat.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Stealth]] &lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. By getting into these boxes, you will be rewarded with gems (which you can sell at a gem shop to learn Trading skill) coins, runestones (which can be sold at pawnshops to learn Trading skill) and/or special items. It will be rather easy to train if you choose to hunt things which drop boxes when you&#039;re looking for combat training.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
===[[Thievery skill|Thievery]]===&lt;br /&gt;
While generally the bane of most Traders, this skill is actually practiced by some who find it easy enough to work because most of their time is spent in the city anyways. It&#039;s important to note that Traders caught stealing will suffer a penalty to contract values in the associated province for a period of time. However, there are many Traders who focus more on their private shop or crafting and do not care about the penalty because they don&#039;t use Trading Routes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Thievery skill|Thievery]]&lt;br /&gt;
&lt;br /&gt;
===[[First Aid]]===&lt;br /&gt;
&lt;br /&gt;
Useful for tending wounds and keeping yourself alive when injured. Learned by TENDING wounds and STUDYING Anatomy charts.&lt;br /&gt;
&lt;br /&gt;
===[[Outdoorsmanship]]===&lt;br /&gt;
There isn&#039;t much use for this skill as a Trader, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
===[[Skinning]]===&lt;br /&gt;
One of the most popular choices of survival skills, it can also be a quick way to working your Trading skill by selling your own bundles. This skill also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Being that the guild itself is developed as having [[Armor]] and [[Survival]] in the secondary skillet placement, with [[Weapons]] being in the tertiary, you can expect to see your fair share of combat as you progress. You will always have an armor requirement you must meet, and many survival skills can be trained while actively vanquishing foes. The equipment you use is purely your choice, however, there are some suggestions that can be made and they have been provided below. &lt;br /&gt;
&lt;br /&gt;
===[[Weapons]]===&lt;br /&gt;
Many Traders like to focus on Charisma first in order to hit that magic point in time where you can start selling gem pouches. Because of this, it often leads your more combat oriented stats to fall behind. That is why the writers of this guide suggest that you begin your foray into combat using the lightest and least tiring weapons. You only need a single weapon skill to circle, so pick one you like and you can decide if you want to train a wider variety later. All three of the light class weapon styles (Small Edge, Small Blunt, Light Thrown) are a good choice and often you can find all three trainable with a single weapon. &lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Choice of armor is a little more important due to the guild having this in the secondary placement for skillsets. You can expect to require ranks in two different armor skills to advance within the guild and what you choose could make this easier over all. It is our suggest that you make your primary armor skill the Shield skill. This will allow you to easily gain circles without having to spend as long in combat. For your secondary armor skill, you can choose one of the types of armor (Light Armor, Chain Armor, Brigandine, Plate) or the [[Defending]] skill. Likewise, you can wear a mixed set-up in order to learn more than one.&lt;br /&gt;
&lt;br /&gt;
==Role Playing a Trader==&lt;br /&gt;
&lt;br /&gt;
There are a number of books published in game which focus on the Trader lifestyle and are highly recommended for any Trader to read. You can view most of them in the Crossings guildhall, or click the links below to read them here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = Trader Novice Guide | CallLetters = 	ItvTNG}}&lt;br /&gt;
{{Book Row | Title = Trader&#039;s Courtesy Guide | CallLetters = 	RmoTCG}}&lt;br /&gt;
{{Book Row | Title = Words Every Trader Should Know | CallLetters = RahWET}}&lt;br /&gt;
&lt;br /&gt;
In addition to those, there is also a book which gives some brief history of the guild as a whole. It is available in game at the Riverhaven guild library, or you can view it here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = A Trader Guild History | CallLetters = 	HwmTGH}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452279</id>
		<title>Trader new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452279"/>
		<updated>2016-09-03T02:41:46Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: /* All Crafting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Trader specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==&amp;lt;center&amp;gt;How to Trader&amp;lt;/center&amp;gt;==&lt;br /&gt;
Traders, you either love them or loathe them, but you are here and taking the first steps to become one or getting the 411 on how they tick. Back in the day, there was only one way to Trader and that was usually with a caravan or pack animal on the long, solitary roads all around Elanthia. It was an endless circle of running from one outpost to another. Joy, joy!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modern traders now enjoy many ways to be. You have the classic Caravan Traders, and then the Gem Shop Traders, Market Traders, Combat Traders, Student Traders, etc. So many choices that traders can dabble into; either specialize in one or a master of all.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
#&#039;&#039;&#039;Starting Stats&#039;&#039;&#039;: Deciding where to spend your TDPs can help you determine what type of Trader you&#039;d like to be. Of upmost importance is [[Charisma_(stat)|Charisma]], since it increases the profit you make whenever you sell items to NPC shops. More profit equals more experience in Trading, your primary skill. [[Strength_(stat)|Strength]] can also be useful for Traders that will spend a lot of time [[forging]] or [[carving]], while [[Agility_(stat)|Agility]] helps with [[carving]], [[outfitting]], and [[mechanical lore]] (although this will soon be retired). [[Reflex_(stat)|Reflex]] also helps with [[Tailoring]]. [[Discipline_(stat)|Discipline]], [[Stamina_(stat)|Stamina]], and [[Intelligence_(stat)|Intelligence]] can help with [[Speculate_command|speculates]] indirectly by increasing [[concentration]]. There are other uses for all abilities, and if you plan on focusing more on combat you&#039;ll want to consider that when you decide where to train.&lt;br /&gt;
#&#039;&#039;&#039;Find the Guilds&#039;&#039;&#039;: You can use the [[Directions command|DIR]] syntax to help find your way to guild in either starting town (Crossing or Riverhaven). This will lead you directly to the Guild Leader in each Guild Hall. You may find maps of the [[RanikMap1d|Crossing Guild Hall]] and the [[RanikMap30d|Riverhaven Guild Hall]] useful in navigating these locations.&lt;br /&gt;
&lt;br /&gt;
===The Many Arts of Trading===&lt;br /&gt;
When you first start out as a Trader, you can get really good experience by foraging sticks/branches and selling them to [[Mags]] in [[Crossings]] or [[Maisie_(2)|Old Maisie]] in [[Riverhaven]] (a good place to do this is outside the Northeast gate). Be sure to pause your selling when you&#039;ve maximized your learning, so you don&#039;t waste any of it. After making about 5 Gold or so, they will be done with you and from there you&#039;ll have a few different ways to train.&lt;br /&gt;
#&#039;&#039;&#039;Work Orders&#039;&#039;&#039; - Completing [[Work Orders]] through one of the [[Crafting]] Societies will earn you some Trading skill. You can use the gold you&#039;ve earned from selling branches to purchase a set of starter tools, or possibly find a friendly adventurer to craft a set for you. Since you can ask for a work order repeatedly until you get a certain item, it is also possible to craft several of a certain item prior to getting the work order. This can allow you to turn in several work orders in a short time. At circle 8 you can learn [[Speculate]] [[Finesse]] which will give you a [[Charisma]] bonus, increasing the amount of money you earn. This is the primary method of learning for a lot of Traders, as crafting will also give you access to items you can later sell in your shop. Keep in mind that as a lore primary guild Trader&#039;s can have two careers and one hobby, opening up the possibility for a lot of techniques to help with crafting.&lt;br /&gt;
#&#039;&#039;&#039;Tasks&#039;&#039;&#039; - Completing skinning and foraging [[Tasks]] will yield some Trading experience. The tasks are repeatable roughly every minute, making them a preferred method of training Trading through the first twenty circles or so. &lt;br /&gt;
#&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
#*Skins &amp;amp; Lumpy/Tight Bundles - You can sell single skinned parts from creatures you hunt at the local Furrier. There is one in both of the starting cities,  [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} FURRIER to find them. Traders aren&#039;t the best of warriors, so early on you may find it difficult to produce bundles fast enough yourself. Selling other adventurer&#039;s bundles is a bonus for both of you, but foot traffic doesn&#039;t always allow for simply loitering.&lt;br /&gt;
#*Gems, Nuggets - You can sell single gems or nuggets to the Gem Shop regardless of circle or skill level. There are shops in both of the starting cities, [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} GEM to find them. Much like skins, early gem selling can take some time. &lt;br /&gt;
#*Gem Pouches - When you have gained enough skill in Trading and Appraisal, and have trained your Charisma to a significant degree, you will be able to sell pouches full of gems to the Gem Shop. Other adventurers will commonly ask for this service over the [[gweth]] network, so consider saving for jadeite gwethdesuan as you near this point in your career.&lt;br /&gt;
#&#039;&#039;&#039;Pawning&#039;&#039;&#039; - Another good way to get some starting ranks in the Trading skill to to pawn items at your local Pawnshop, this is done by use of the {{com|SELL}} command. Runestones should teach well at the start and are plentiful, often found in donation areas or just laying around. If you plan on training Thievery, you can also sell some of your stolen goods.&lt;br /&gt;
#&#039;&#039;&#039;Contracts &amp;amp; Commodities&#039;&#039;&#039; - Although these used to be the only way to train Trading early on, they have fallen out of favor for many Traders because of the ease other options offer. Contracts will give you a certain product and a specific destination, whereas with Commodities you choose what to buy and where to sell (hopefully for profit). Changes to how these work seem to be [[Post:Commodities/Contracts_Rewrite_-_08/17/2011_-_03:09|in the pipeline]].&lt;br /&gt;
#&#039;&#039;&#039;Trader Markets&#039;&#039;&#039; - At circle 20 and 30 you will gain access to market tables you can rent in the Market and shops you can rent in the Plaza, respectively. More information can be found [[Trader#Trader_Markets|here]].&lt;br /&gt;
#&#039;&#039;&#039;Horse Trading&#039;&#039;&#039; At circle 25 you will be able to buy and sell horses with other players. More information can be found [[Horse_brokering|here]].&lt;br /&gt;
#&#039;&#039;&#039;Auctioneering&#039;&#039;&#039; At circle 30 you will also gain access to the Auction Halls, to allow other adventurers a chance to bid on your goods. More information can be found [[Auction_halls|here]].&lt;br /&gt;
#&#039;&#039;&#039;Gem/Furrier Shop Financing&#039;&#039;&#039; At circle 50 you can start financing gem and fur shops, which will allow you to earn money based of what the shop sells. More information can be found [[Shop_financing|here]].&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
#&#039;&#039;&#039;Ledger&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Feedbag&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Beasts of Burden&#039;&#039;&#039;&lt;br /&gt;
#*Pack Animals&lt;br /&gt;
#*Caravans&lt;br /&gt;
&lt;br /&gt;
===With Experience, Comes Prestige===&lt;br /&gt;
#&#039;&#039;&#039;Hirelings&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Personally Own Caravans (POC)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speculates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Lore Skillset|Lore Skills]]==&lt;br /&gt;
&lt;br /&gt;
Traders are Lore primary, meaning Lore skills are your bread and butter. You will learn them faster than all other skills, making them important for your advancement for both circling and gaining TDP&#039;s.&lt;br /&gt;
&lt;br /&gt;
All lore can fall under the Lore Skillsets for Traders but the following ones will usually apply for them in this requirement.&lt;br /&gt;
&lt;br /&gt;
===[[Crafting|All Crafting Skills]]===&lt;br /&gt;
* [[Forging]]&lt;br /&gt;
* [[Outfitting]]&lt;br /&gt;
* [[Engineering]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Enchanting]]&lt;br /&gt;
&lt;br /&gt;
Enchanting is not yet released, nor do Traders currently have magical abilities. The other four are released to some capacity. Outfitting is a popular choice for Traders as it can be worked on while on the go. The Carving Discipline in Engineering can be performed with either stone or bone. Stone is very heavy and has to be trained within the confines of the Engineering Society Building. For that reason, some people choose to carve with bone instead. Blacksmithing is a popular choice in the Forging skill as it lets Traders make tools they can then sell. With enough Outdoorsmanship, Perception, and Appraisal (all of which Traders typically train!) it is possible to mine your own raw materials. Rare materials can be sold to other players for a profit. &lt;br /&gt;
&lt;br /&gt;
While entirely optional, it is recommended that a Trader pick up at least one crafting skill for their Lore requirements. Traders do get two free techniques in Blacksmithing, and one in Artistry. If you decide to go the route of Blacksmithing, getting the Utility Forging technique can help you complete hard work orders sooner. For the most profit and experience gain, hard work orders are the best to fulfill. It&#039;s also a good idea to get techniques related to weapon repair at about skill level 50-75, as repairing your own tools will become important in maintaining the quality of items you craft. Since Artistry is not yet released, it is advised to hold off attempting to assign skills within that discipline. However, knitting is a very simple and relatively inexpensive way to train the Outfitting skill. Needing only a needle and some yarn, it&#039;s arguably one of the simplest methods for crafting.&lt;br /&gt;
&lt;br /&gt;
Engineering also offers some novel and useful items that Traders can craft for sale later. However, it is important to remember that stone carving objects are VERY heavy. Bundling the items with your logbook does NOT remove their weight from your encumbrance. Early on, it is best to get a packet of deeds (available at the Forging Society) so that you can PUSH the item with the packet, reducing the weight before you bundle the deed with your log book. You can also do this with crafting materials, should you not wish to keep their full weight in your inventory. To redeem a deed, simply TAP it while in any crafting society building and an attendant will bring you the item described by the deed.&lt;br /&gt;
&lt;br /&gt;
*ADDITIONAL NOTE: Careers and Hobbies are useful for gaining techniques that will make crafting easier. However, it is STRONGLY ADVISED to wait awhile before committing to a career and/or hobby as the choice is irreversible!&lt;br /&gt;
&lt;br /&gt;
===Mechanical Lore===&lt;br /&gt;
&lt;br /&gt;
With the introduction of Crafting skills, Mechanical Lore will become an obsolete skill in the future, and will eventually lose all ways of training it. It is not recommended to train Mechanical Lore for circling purposes because of this. However, since Traders are Lore Primary, training Mechanical Lore will still yield TDPs. If you&#039;re sitting around listening to a class and have nothing else to do, you can always BRAID some grass or vines that are readily foraged up to train Mechanical Lore.&lt;br /&gt;
&lt;br /&gt;
===Appraisal=== &lt;br /&gt;
As a Trader you &#039;&#039;&#039;must&#039;&#039;&#039; train this skill. The guild has a requirement that you gain a few ranks every circle in order to advance to the next circle. However, Traders have an edge in this field. Beyond the standard training methods of appraising untied bundles and gem pouches, we also have access to [[Trader Jewelry]] which has expanded appraisal values over normal items in order to teach us better. You can get a few pieces within the [[Trader Guild, Crossing Shop]] but be prepared to pay a hefty sum for it. Regardless of the amount paid, they are a worthwhile investment and will provide you with something to appraise at all times.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
Tactics is the offensive counterpart of the [[Defending]] skill. Offensive in nature, it allows you to identify weaknesses in your opponent&#039;s defenses and exploit them. Since it is a Lore skill and you are required to train a single weapon, it is advisable to train it to some degree. If you&#039;re going to focus on fighting to a greater degree, it becomes even more important.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Next to Appraisal, this is a hard requirement for advancement, as well as the defining skill for a Trader. Trading, is what makes us Traders. Your first ranks should be learned by foraging branches for Mags or Old Maisey. Past that, selling items to the pawn shop, bundles of skins to the furrier, local provincial contract trading, [[Task]]s from various NPCs, and completing crafting work orders will be staples until further means of learning become available.&lt;br /&gt;
&lt;br /&gt;
===Scholarship===&lt;br /&gt;
Scholarship is all but required for Traders. It is gained through listening to and teaching classes (both of which can be done while doing just about everything else, including combat!), STUDYing crafting books, studying primers for Origami, reading books in libraries, and many other ways that can be found on the [[Scholarship]] page.&lt;br /&gt;
&lt;br /&gt;
===Performance=== &lt;br /&gt;
A popular skill choice for Traders due to the ability to train this skill nearly anywhere. Also, you can both {{com|APPRAISE}} and {{com|ANALYZE}} your instrument to train the appraisal skill.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
&lt;br /&gt;
===[[Evasion]]===&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
===[[Athletics]]===&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb. Perception is one of the main skills used in order to prevent yourself from having your coins stolen. For Traders who enjoy running Trading Routes, this can be pretty important.&lt;br /&gt;
&lt;br /&gt;
While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
&lt;br /&gt;
Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth will help you avoid being detected as you travel from location to location carrying coins and goods. Likewise, this is a rather easy skill to train while also gaining other skills in combat.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Stealth]] &lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. By getting into these boxes, you will be rewarded with gems (which you can sell at a gem shop to learn Trading skill) coins, runestones (which can be sold at pawnshops to learn Trading skill) and/or special items. It will be rather easy to train if you choose to hunt things which drop boxes when you&#039;re looking for combat training.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
===[[Thievery skill|Thievery]]===&lt;br /&gt;
While generally the bane of most Traders, this skill is actually practiced by some who find it easy enough to work because most of their time is spent in the city anyways. It&#039;s important to note that Traders caught stealing will suffer a penalty to contract values in the associated province for a period of time. However, there are many Traders who focus more on their private shop or crafting and do not care about the penalty because they don&#039;t use Trading Routes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Thievery skill|Thievery]]&lt;br /&gt;
&lt;br /&gt;
===[[First Aid]]===&lt;br /&gt;
&lt;br /&gt;
Useful for tending wounds and keeping yourself alive when injured. Learned by TENDING wounds and STUDYING Anatomy charts.&lt;br /&gt;
&lt;br /&gt;
===[[Outdoorsmanship]]===&lt;br /&gt;
There isn&#039;t much use for this skill as a Trader, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
===[[Skinning]]===&lt;br /&gt;
One of the most popular choices of survival skills, it can also be a quick way to working your Trading skill by selling your own bundles. This skill also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Being that the guild itself is developed as having [[Armor]] and [[Survival]] in the secondary skillet placement, with [[Weapons]] being in the tertiary, you can expect to see your fair share of combat as you progress. You will always have an armor requirement you must meet, and many survival skills can be trained while actively vanquishing foes. The equipment you use is purely your choice, however, there are some suggestions that can be made and they have been provided below. &lt;br /&gt;
&lt;br /&gt;
===[[Weapons]]===&lt;br /&gt;
Many Traders like to focus on Charisma first in order to hit that magic point in time where you can start selling gem pouches. Because of this, it often leads your more combat oriented stats to fall behind. That is why the writers of this guide suggest that you begin your foray into combat using the lightest and least tiring weapons. You only need a single weapon skill to circle, so pick one you like and you can decide if you want to train a wider variety later. All three of the light class weapon styles (Small Edge, Small Blunt, Light Thrown) are a good choice and often you can find all three trainable with a single weapon. &lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Choice of armor is a little more important due to the guild having this in the secondary placement for skillsets. You can expect to require ranks in two different armor skills to advance within the guild and what you choose could make this easier over all. It is our suggest that you make your primary armor skill the Shield skill. This will allow you to easily gain circles without having to spend as long in combat. For your secondary armor skill, you can choose one of the types of armor (Light Armor, Chain Armor, Brigandine, Plate) or the [[Defending]] skill. Likewise, you can wear a mixed set-up in order to learn more than one.&lt;br /&gt;
&lt;br /&gt;
==Role Playing a Trader==&lt;br /&gt;
&lt;br /&gt;
There are a number of books published in game which focus on the Trader lifestyle and are highly recommended for any Trader to read. You can view most of them in the Crossings guildhall, or click the links below to read them here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = Trader Novice Guide | CallLetters = 	ItvTNG}}&lt;br /&gt;
{{Book Row | Title = Trader&#039;s Courtesy Guide | CallLetters = 	RmoTCG}}&lt;br /&gt;
{{Book Row | Title = Words Every Trader Should Know | CallLetters = RahWET}}&lt;br /&gt;
&lt;br /&gt;
In addition to those, there is also a book which gives some brief history of the guild as a whole. It is available in game at the Riverhaven guild library, or you can view it here:&lt;br /&gt;
&lt;br /&gt;
{{Book Row | Title = A Trader Guild History | CallLetters = 	HwmTGH}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452278</id>
		<title>Trader new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_new_player_guide&amp;diff=452278"/>
		<updated>2016-09-03T02:40:18Z</updated>

		<summary type="html">&lt;p&gt;PHENOM0420: /* All Crafting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Trader specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==&amp;lt;center&amp;gt;How to Trader&amp;lt;/center&amp;gt;==&lt;br /&gt;
Traders, you either love them or loathe them, but you are here and taking the first steps to become one or getting the 411 on how they tick. Back in the day, there was only one way to Trader and that was usually with a caravan or pack animal on the long, solitary roads all around Elanthia. It was an endless circle of running from one outpost to another. Joy, joy!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modern traders now enjoy many ways to be. You have the classic Caravan Traders, and then the Gem Shop Traders, Market Traders, Combat Traders, Student Traders, etc. So many choices that traders can dabble into; either specialize in one or a master of all.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
#&#039;&#039;&#039;Starting Stats&#039;&#039;&#039;: Deciding where to spend your TDPs can help you determine what type of Trader you&#039;d like to be. Of upmost importance is [[Charisma_(stat)|Charisma]], since it increases the profit you make whenever you sell items to NPC shops. More profit equals more experience in Trading, your primary skill. [[Strength_(stat)|Strength]] can also be useful for Traders that will spend a lot of time [[forging]] or [[carving]], while [[Agility_(stat)|Agility]] helps with [[carving]], [[outfitting]], and [[mechanical lore]] (although this will soon be retired). [[Reflex_(stat)|Reflex]] also helps with [[Tailoring]]. [[Discipline_(stat)|Discipline]], [[Stamina_(stat)|Stamina]], and [[Intelligence_(stat)|Intelligence]] can help with [[Speculate_command|speculates]] indirectly by increasing [[concentration]]. There are other uses for all abilities, and if you plan on focusing more on combat you&#039;ll want to consider that when you decide where to train.&lt;br /&gt;
#&#039;&#039;&#039;Find the Guilds&#039;&#039;&#039;: You can use the [[Directions command|DIR]] syntax to help find your way to guild in either starting town (Crossing or Riverhaven). This will lead you directly to the Guild Leader in each Guild Hall. You may find maps of the [[RanikMap1d|Crossing Guild Hall]] and the [[RanikMap30d|Riverhaven Guild Hall]] useful in navigating these locations.&lt;br /&gt;
&lt;br /&gt;
===The Many Arts of Trading===&lt;br /&gt;
When you first start out as a Trader, you can get really good experience by foraging sticks/branches and selling them to [[Mags]] in [[Crossings]] or [[Maisie_(2)|Old Maisie]] in [[Riverhaven]] (a good place to do this is outside the Northeast gate). Be sure to pause your selling when you&#039;ve maximized your learning, so you don&#039;t waste any of it. After making about 5 Gold or so, they will be done with you and from there you&#039;ll have a few different ways to train.&lt;br /&gt;
#&#039;&#039;&#039;Work Orders&#039;&#039;&#039; - Completing [[Work Orders]] through one of the [[Crafting]] Societies will earn you some Trading skill. You can use the gold you&#039;ve earned from selling branches to purchase a set of starter tools, or possibly find a friendly adventurer to craft a set for you. Since you can ask for a work order repeatedly until you get a certain item, it is also possible to craft several of a certain item prior to getting the work order. This can allow you to turn in several work orders in a short time. At circle 8 you can learn [[Speculate]] [[Finesse]] which will give you a [[Charisma]] bonus, increasing the amount of money you earn. This is the primary method of learning for a lot of Traders, as crafting will also give you access to items you can later sell in your shop. Keep in mind that as a lore primary guild Trader&#039;s can have two careers and one hobby, opening up the possibility for a lot of techniques to help with crafting.&lt;br /&gt;
#&#039;&#039;&#039;Tasks&#039;&#039;&#039; - Completing skinning and foraging [[Tasks]] will yield some Trading experience. The tasks are repeatable roughly every minute, making them a preferred method of training Trading through the first twenty circles or so. &lt;br /&gt;
#&#039;&#039;&#039;Selling&#039;&#039;&#039;&lt;br /&gt;
#*Skins &amp;amp; Lumpy/Tight Bundles - You can sell single skinned parts from creatures you hunt at the local Furrier. There is one in both of the starting cities,  [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} FURRIER to find them. Traders aren&#039;t the best of warriors, so early on you may find it difficult to produce bundles fast enough yourself. Selling other adventurer&#039;s bundles is a bonus for both of you, but foot traffic doesn&#039;t always allow for simply loitering.&lt;br /&gt;
#*Gems, Nuggets - You can sell single gems or nuggets to the Gem Shop regardless of circle or skill level. There are shops in both of the starting cities, [[Crossings]] and [[Riverhaven]]. You can use {{com|DIR}} GEM to find them. Much like skins, early gem selling can take some time. &lt;br /&gt;
#*Gem Pouches - When you have gained enough skill in Trading and Appraisal, and have trained your Charisma to a significant degree, you will be able to sell pouches full of gems to the Gem Shop. Other adventurers will commonly ask for this service over the [[gweth]] network, so consider saving for jadeite gwethdesuan as you near this point in your career.&lt;br /&gt;
#&#039;&#039;&#039;Pawning&#039;&#039;&#039; - Another good way to get some starting ranks in the Trading skill to to pawn items at your local Pawnshop, this is done by use of the {{com|SELL}} command. Runestones should teach well at the start and are plentiful, often found in donation areas or just laying around. If you plan on training Thievery, you can also sell some of your stolen goods.&lt;br /&gt;
#&#039;&#039;&#039;Contracts &amp;amp; Commodities&#039;&#039;&#039; - Although these used to be the only way to train Trading early on, they have fallen out of favor for many Traders because of the ease other options offer. Contracts will give you a certain product and a specific destination, whereas with Commodities you choose what to buy and where to sell (hopefully for profit). Changes to how these work seem to be [[Post:Commodities/Contracts_Rewrite_-_08/17/2011_-_03:09|in the pipeline]].&lt;br /&gt;
#&#039;&#039;&#039;Trader Markets&#039;&#039;&#039; - At circle 20 and 30 you will gain access to market tables you can rent in the Market and shops you can rent in the Plaza, respectively. More information can be found [[Trader#Trader_Markets|here]].&lt;br /&gt;
#&#039;&#039;&#039;Horse Trading&#039;&#039;&#039; At circle 25 you will be able to buy and sell horses with other players. More information can be found [[Horse_brokering|here]].&lt;br /&gt;
#&#039;&#039;&#039;Auctioneering&#039;&#039;&#039; At circle 30 you will also gain access to the Auction Halls, to allow other adventurers a chance to bid on your goods. More information can be found [[Auction_halls|here]].&lt;br /&gt;
#&#039;&#039;&#039;Gem/Furrier Shop Financing&#039;&#039;&#039; At circle 50 you can start financing gem and fur shops, which will allow you to earn money based of what the shop sells. More information can be found [[Shop_financing|here]].&lt;br /&gt;
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===Tools of the Trade===&lt;br /&gt;
#&#039;&#039;&#039;Ledger&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Feedbag&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Beasts of Burden&#039;&#039;&#039;&lt;br /&gt;
#*Pack Animals&lt;br /&gt;
#*Caravans&lt;br /&gt;
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===With Experience, Comes Prestige===&lt;br /&gt;
#&#039;&#039;&#039;Hirelings&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Personally Own Caravans (POC)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speculates&#039;&#039;&#039;&lt;br /&gt;
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==[[Lore Skillset|Lore Skills]]==&lt;br /&gt;
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Traders are Lore primary, meaning Lore skills are your bread and butter. You will learn them faster than all other skills, making them important for your advancement for both circling and gaining TDP&#039;s.&lt;br /&gt;
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All lore can fall under the Lore Skillsets for Traders but the following ones will usually apply for them in this requirement.&lt;br /&gt;
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===[[Crafting|All Crafting Skills]]===&lt;br /&gt;
* [[Forging]]&lt;br /&gt;
* [[Outfitting]]&lt;br /&gt;
* [[Engineering]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Enchanting]]&lt;br /&gt;
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Enchanting is not yet released, nor do Traders currently have magical abilities. The other four are released to some capacity. Outfitting is a popular choice for Traders as it can be worked on while on the go. The Carving Discipline in Engineering can be performed with either stone or bone. Stone is very heavy and has to be trained within the confines of the Engineering Society Building. For that reason, some people choose to carve with bone instead. Blacksmithing is a popular choice in the Forging skill as it lets Traders make tools they can then sell. With enough Outdoorsmanship, Perception, and Appraisal (all of which Traders typically train!) it is possible to mine your own raw materials. Rare materials can be sold to other players for a profit. &lt;br /&gt;
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While entirely optional, it is recommended that a Trader pick up at least one crafting skill for their Lore requirements. Traders do get two free techniques in Blacksmithing, and one in Artistry. If you decide to go the route of Blacksmithing, getting the Utility Forging technique can help you complete hard work orders sooner. For the most profit and experience gain, hard work orders are the best to fulfill. It&#039;s also a good idea to get techniques related to weapon repair at about skill level 50-75, as repairing your own tools will become important in maintaining the quality of items you craft. Since Artistry is not yet released, it is advised to hold off attempting to assign skills within that discipline. However, knitting is a very simple and relatively inexpensive way to train the Outfitting skill. Needing only a needle and some yarn, it&#039;s arguably one of the simplest methods for crafting.&lt;br /&gt;
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Engineering also offers some novel and useful items that Traders can craft for sale later. However, it is important to remember that stone carving objects are VERY heavy. Bundling the items with your logbook does NOT remove their weight from your encumbrance. Early on, it is best to get a packet of deeds (available at the Forging Society) so that you can PUSH the item with the packet, reducing the weight before you bundle it with your log book. You can also do this with crafting materials, should you not wish to keep their full weight in your inventory. To redeem a deed, simply TAP it while in any crafting society building and an attendant will bring you the item described by the deed.&lt;br /&gt;
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*ADDITIONAL NOTE: Careers and Hobbies are useful for gaining techniques that will make crafting easier. However, it is STRONGLY ADVISED to wait awhile before committing to a career and/or hobby as the choice is irreversible!&lt;br /&gt;
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===Mechanical Lore===&lt;br /&gt;
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With the introduction of Crafting skills, Mechanical Lore will become an obsolete skill in the future, and will eventually lose all ways of training it. It is not recommended to train Mechanical Lore for circling purposes because of this. However, since Traders are Lore Primary, training Mechanical Lore will still yield TDPs. If you&#039;re sitting around listening to a class and have nothing else to do, you can always BRAID some grass or vines that are readily foraged up to train Mechanical Lore.&lt;br /&gt;
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===Appraisal=== &lt;br /&gt;
As a Trader you &#039;&#039;&#039;must&#039;&#039;&#039; train this skill. The guild has a requirement that you gain a few ranks every circle in order to advance to the next circle. However, Traders have an edge in this field. Beyond the standard training methods of appraising untied bundles and gem pouches, we also have access to [[Trader Jewelry]] which has expanded appraisal values over normal items in order to teach us better. You can get a few pieces within the [[Trader Guild, Crossing Shop]] but be prepared to pay a hefty sum for it. Regardless of the amount paid, they are a worthwhile investment and will provide you with something to appraise at all times.&lt;br /&gt;
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===Tactics===&lt;br /&gt;
Tactics is the offensive counterpart of the [[Defending]] skill. Offensive in nature, it allows you to identify weaknesses in your opponent&#039;s defenses and exploit them. Since it is a Lore skill and you are required to train a single weapon, it is advisable to train it to some degree. If you&#039;re going to focus on fighting to a greater degree, it becomes even more important.&lt;br /&gt;
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===Trading===&lt;br /&gt;
Next to Appraisal, this is a hard requirement for advancement, as well as the defining skill for a Trader. Trading, is what makes us Traders. Your first ranks should be learned by foraging branches for Mags or Old Maisey. Past that, selling items to the pawn shop, bundles of skins to the furrier, local provincial contract trading, [[Task]]s from various NPCs, and completing crafting work orders will be staples until further means of learning become available.&lt;br /&gt;
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===Scholarship===&lt;br /&gt;
Scholarship is all but required for Traders. It is gained through listening to and teaching classes (both of which can be done while doing just about everything else, including combat!), STUDYing crafting books, studying primers for Origami, reading books in libraries, and many other ways that can be found on the [[Scholarship]] page.&lt;br /&gt;
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===Performance=== &lt;br /&gt;
A popular skill choice for Traders due to the ability to train this skill nearly anywhere. Also, you can both {{com|APPRAISE}} and {{com|ANALYZE}} your instrument to train the appraisal skill.&lt;br /&gt;
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==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
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===[[Evasion]]===&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
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===[[Athletics]]===&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
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:For more information see [[Athletics]].&lt;br /&gt;
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===[[Perception]]===&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb. Perception is one of the main skills used in order to prevent yourself from having your coins stolen. For Traders who enjoy running Trading Routes, this can be pretty important.&lt;br /&gt;
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While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
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Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
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===[[Stealth]]===&lt;br /&gt;
Stealth will help you avoid being detected as you travel from location to location carrying coins and goods. Likewise, this is a rather easy skill to train while also gaining other skills in combat.&lt;br /&gt;
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:For more information see [[Stealth]] &lt;br /&gt;
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===[[Locksmithing]]===&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. By getting into these boxes, you will be rewarded with gems (which you can sell at a gem shop to learn Trading skill) coins, runestones (which can be sold at pawnshops to learn Trading skill) and/or special items. It will be rather easy to train if you choose to hunt things which drop boxes when you&#039;re looking for combat training.&lt;br /&gt;
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:For more information see [[Locksmithing]]&lt;br /&gt;
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===[[Thievery skill|Thievery]]===&lt;br /&gt;
While generally the bane of most Traders, this skill is actually practiced by some who find it easy enough to work because most of their time is spent in the city anyways. It&#039;s important to note that Traders caught stealing will suffer a penalty to contract values in the associated province for a period of time. However, there are many Traders who focus more on their private shop or crafting and do not care about the penalty because they don&#039;t use Trading Routes.&lt;br /&gt;
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:For more information see [[Thievery skill|Thievery]]&lt;br /&gt;
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===[[First Aid]]===&lt;br /&gt;
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Useful for tending wounds and keeping yourself alive when injured. Learned by TENDING wounds and STUDYING Anatomy charts.&lt;br /&gt;
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===[[Outdoorsmanship]]===&lt;br /&gt;
There isn&#039;t much use for this skill as a Trader, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
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:For more information see [[Outdoorsmanship]]&lt;br /&gt;
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===[[Skinning]]===&lt;br /&gt;
One of the most popular choices of survival skills, it can also be a quick way to working your Trading skill by selling your own bundles. This skill also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
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:For more information see [[Skinning]].&lt;br /&gt;
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==Combat Skills==&lt;br /&gt;
Being that the guild itself is developed as having [[Armor]] and [[Survival]] in the secondary skillet placement, with [[Weapons]] being in the tertiary, you can expect to see your fair share of combat as you progress. You will always have an armor requirement you must meet, and many survival skills can be trained while actively vanquishing foes. The equipment you use is purely your choice, however, there are some suggestions that can be made and they have been provided below. &lt;br /&gt;
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===[[Weapons]]===&lt;br /&gt;
Many Traders like to focus on Charisma first in order to hit that magic point in time where you can start selling gem pouches. Because of this, it often leads your more combat oriented stats to fall behind. That is why the writers of this guide suggest that you begin your foray into combat using the lightest and least tiring weapons. You only need a single weapon skill to circle, so pick one you like and you can decide if you want to train a wider variety later. All three of the light class weapon styles (Small Edge, Small Blunt, Light Thrown) are a good choice and often you can find all three trainable with a single weapon. &lt;br /&gt;
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===[[Armor]]===&lt;br /&gt;
Choice of armor is a little more important due to the guild having this in the secondary placement for skillsets. You can expect to require ranks in two different armor skills to advance within the guild and what you choose could make this easier over all. It is our suggest that you make your primary armor skill the Shield skill. This will allow you to easily gain circles without having to spend as long in combat. For your secondary armor skill, you can choose one of the types of armor (Light Armor, Chain Armor, Brigandine, Plate) or the [[Defending]] skill. Likewise, you can wear a mixed set-up in order to learn more than one.&lt;br /&gt;
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==Role Playing a Trader==&lt;br /&gt;
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There are a number of books published in game which focus on the Trader lifestyle and are highly recommended for any Trader to read. You can view most of them in the Crossings guildhall, or click the links below to read them here:&lt;br /&gt;
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{{Book Row | Title = Trader Novice Guide | CallLetters = 	ItvTNG}}&lt;br /&gt;
{{Book Row | Title = Trader&#039;s Courtesy Guide | CallLetters = 	RmoTCG}}&lt;br /&gt;
{{Book Row | Title = Words Every Trader Should Know | CallLetters = RahWET}}&lt;br /&gt;
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In addition to those, there is also a book which gives some brief history of the guild as a whole. It is available in game at the Riverhaven guild library, or you can view it here:&lt;br /&gt;
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{{Book Row | Title = A Trader Guild History | CallLetters = 	HwmTGH}}&lt;br /&gt;
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{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>PHENOM0420</name></author>
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