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	<updated>2026-04-18T01:45:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Magical_research&amp;diff=611976</id>
		<title>Magical research</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Magical_research&amp;diff=611976"/>
		<updated>2023-04-04T19:23:29Z</updated>

		<summary type="html">&lt;p&gt;QUELGASH: Info about climbing practice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page is about magical research. Follow the link for information about [[Necromantic research]].&#039;&#039;&lt;br /&gt;
{{Incomplete | Needs research/symbiosis [[Magical research#Messaging|messaging]].}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
There are two types of magical research: Research and Symbiosis. These were introduced as part of [[Magic 3.1]] and use the same base mechanics as [[Appraisal skill#Appraise Focus|{{tt|Appraise Focus}}]]. Therefore, you cannot do appraise focus and magical research at the same time.&lt;br /&gt;
&lt;br /&gt;
Research projects are completed in portions between 30 and 300 seconds. Each portion is started with: {{com|RESEARCH}} {{tt|&amp;lt;project&amp;gt; &amp;lt;duration&amp;gt;}}. When the sum of all completed portions hits the required time, your project is complete.&lt;br /&gt;
&lt;br /&gt;
The scenarios in which you will find yourself needing to use magical research to train are:&lt;br /&gt;
*Your guild does not have a high level spell to train a specific magic skill efficiently (e.g. locking a magic takes longer than 15 minutes of chain casting)&lt;br /&gt;
*To get the bonus from a symbiosis&lt;br /&gt;
*To guarantee of mindlocking a skill&lt;br /&gt;
*Training the Sorcery skill without memorizing a spell scroll or using runestones&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research-type projects rely on the use of the [[Gauge Flow]] spell and give an instant lock of (or split experience among a group of) any magic skill after completion.&lt;br /&gt;
&lt;br /&gt;
#Cast the [[Gauge Flow]] spell. The amount of mana put into the spell will affect time necessary for researching.&lt;br /&gt;
#Start a Research project by performing {{com|RESEARCH}} {{tt|&amp;lt;type&amp;gt; &amp;lt;duration&amp;gt;}} (e.g. {{com|RESEARCH}} {{tt|UTILITY 300}}).&lt;br /&gt;
#:Use {{com|RESEARCH}} {{tt|LIST}} or see the table below for the types of research.&lt;br /&gt;
#Continue the Research project by doing {{com|RESEARCH}} {{tt|&amp;lt;type&amp;gt; &amp;lt;duration&amp;gt;}} until complete. You can use {{com|RESEARCH}} {{tt|STATUS}} to see how far along you are on your project.&lt;br /&gt;
#When the project completes, you will receive a message regarding your breakthrough. Experience for research is only awarded upon completion of research.&lt;br /&gt;
#:Note: Some research projects, marked with an asterisk in {{com|RESEARCH}} {{tt|LIST}}, are inherently dangerous and may result in [[Sorcery#Backlash Effects|sorcerous backlash]] upon completion.&lt;br /&gt;
&lt;br /&gt;
==Symbiosis==&lt;br /&gt;
Symbiosis-type projects increase the difficulty of a spell that is prepared with a symbiosis, thereby increasing the spell&#039;s learning potential for that cast. In effect, this reduces the mana needed to cast a given spell in order to learn from it, greatly increasing its training efficiency. This also gives the spell an additional effect which can alter the skills the spell trains. For example, using a symbiosis that adds a skill buff will cause a spell to train the {{skill|Augmentation}} in addition to any skills it normally trains if it doesn&#039;t already.&lt;br /&gt;
&lt;br /&gt;
#Complete a Symbiosis research project using the steps above.&lt;br /&gt;
#*From this point on you do not need to do symbiosis research again unless you die, cancel your research, or wish to change symbioses.&lt;br /&gt;
#{{com|PREPARE}} {{tt|SYMBIOSIS}} to start the metamagic.&lt;br /&gt;
#Successfully cast a spell.&lt;br /&gt;
#See your message about a bonus.&lt;br /&gt;
&lt;br /&gt;
Not all symbiosis increase the difficulty of spellcasting equally. In order from smallest to largest increase in difficulty, they are:&lt;br /&gt;
# Skill boosting symbiosis&lt;br /&gt;
# Chaos symbiosis&lt;br /&gt;
# Stat boosting symbiosis&lt;br /&gt;
::* You will not see a bonus to the [[Attributes|attribute]] immediately.&lt;br /&gt;
::* {{tt|Prep}} {{tt|symbiosis}}, then {{tt|prep}} {{tt|&amp;lt;spell&amp;gt;}}. The bonus will occur when the spell is {{com|cast}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: It is possible to use the Chaos symbiosis without researching it. Every character automatically has access to this as a default. The Chaos symbiosis only increases the difficulty of a spell and does not add any additional effects. This does allow a magic user to cast a spell that would normally be below their current skill level (due to the spell&#039;s difficulty level or mana being infused into it) and still learn from it. You can forget a currently known symbiosis using RELEASE SYMBIOSIS to revert back to the Chaos symbiosis.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Putting more mana into the [[Gauge Flow]] cast reduces the time needed for a research project, up to 20% at maximum mana.&lt;br /&gt;
*[[Arcana skill]] is required to learn Research-type options. Fundamental can be researched by everyone. Chaos is free for everyone and does not need to be researched.&lt;br /&gt;
*[[Magical feats]] unlock Symbiosis. Each feat is tied to a skillset. There is an Arcana skill requirement for each feat. Some Feats have pre-requisite Feats.&lt;br /&gt;
*You need to be able to cast a spell above minimum prep to use it with a symbiosis, since the symbiosis will increase the difficulty of the spell cast.&lt;br /&gt;
*&#039;&#039;Research is not designed for very low-level characters.&#039;&#039; It is primarily used to extend training for very skilled characters when using spells they can otherwise cap, and to manage Attunement costs when training for moderately skilled players.&lt;br /&gt;
&lt;br /&gt;
==Options==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Shorthand!!Backlash Chance?!!Feat Required!!Skill Required (Arcana)!!Minutes Needed*!!Result&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Research&#039;&#039;&#039;||FUNDAMENTAL||false||||60||4||Magic/Arcana experience (17/34 each)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Stream Theory&#039;&#039;&#039;||STREAM||false||||60||4||Attunement Experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Augmentation Patterns Research&#039;&#039;&#039;||AUGMENTATION||false||||60||8||Augment experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Utility Patterns Research&#039;&#039;&#039;||UTILITY||false||||60||8||Utility Experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warding Patterns Research&#039;&#039;&#039;||WARDING||false||||60||8||Warding Experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sorcerous Research&#039;&#039;&#039;||SORCERY||true||||250||15||Sorcery Experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High Energy Spellcasting&#039;&#039;&#039;||ENERGY||true||||500||7.5||Attunement Experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Field Theory&#039;&#039;&#039;||FIELD||true||||750||15||Magic, Sorcery, Attunement Experience (17/34 each)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plane of Probability&#039;&#039;&#039;||PLANE|| false |||| 250||20|| Astrology Experience (33/34) (24 hr cool down) Quest required&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Elemental Planes&#039;&#039;&#039;||PLANES|| false |||| 250||17|| Summoning Experience (34/34) (24 hr cool down) Quest required&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Starry Road&#039;&#039;&#039;||ROAD|| false |||| 118||18|| Theurgy Experience (34/34) (24 hr cool down) Quest required&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell Research&#039;&#039;&#039;||SPELL||true||||1000||15||Augmentation, Utility, Warding Experience (17/34 each)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strengthen Symbiosis&#039;&#039;&#039;||SYMBIOSIS STRENGTHEN||false||Physical Matrices||300||7.5||[[Boosts::Strength (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Endure Symbiosis&#039;&#039;&#039;||SYMBIOSIS ENDURE||false||Physical Matrices||||7.5||[[Boosts::Stamina (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Avoid Symbiosis&#039;&#039;&#039;||SYMBIOSIS AVOID||false||Physical Matrices||||7.5||[[Boosts::Reflex (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spring Symbiosis&#039;&#039;&#039;||SYMBIOSIS SPRING||false||Physical Matrices||||7.5||[[Boosts::Agility (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Remember Symbiosis&#039;&#039;&#039;||SYMBIOSIS REMEMBER||false||Mental Matrices||||7.5||[[Boosts::Intelligence (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resolve Symbiosis&#039;&#039;&#039;||SYMBIOSIS RESOLVE||false||Mental Matrices||||7.5||[[Boosts::Discipline (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Impress Symbiosis&#039;&#039;&#039;||SYMBIOSIS IMPRESS||false||Mental Matrices||||7.5||[[Boosts::Charisma (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discern Symbiosis&#039;&#039;&#039;||SYMBIOSIS DISCERN||false||Mental Matrices||||7.5||[[Boosts::Wisdom (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explore Symbiosis&#039;&#039;&#039;||SYMBIOSIS  EXPLORE||false||Survivalist||||7.5||[[Boosts::Athletics skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Watch Symbiosis&#039;&#039;&#039;||SYMBIOSIS WATCH||false||Survivalist||||7.5||[[Boosts::Perception skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Harvest Symbiosis&#039;&#039;&#039;||SYMBIOSIS HARVEST||false||Survivalist||||7.5||[[Boosts::Skinning skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heal Symbiosis&#039;&#039;&#039;||SYMBIOSIS HEAL||false||Survivalist||||7.5||[[Boosts::First Aid skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Learn Symbiosis&#039;&#039;&#039;||SYMBIOSIS LEARN||false||Scholar||||7.5||[[Boosts::Scholarship skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Examine Symbiosis&#039;&#039;&#039;||SYMBIOSIS EXAMINE||false||Scholar||||7.5||[[Boosts::Appraisal skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perform Symbiosis&#039;&#039;&#039;||SYMBIOSIS PERFORM||false||Scholar||||7.5||[[Boosts::Performance skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cast Symbiosis&#039;&#039;&#039;||SYMBIOSIS CAST||false||Symbiotic Research||200||7.5||[[Boosts::Primary Magic skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Harness Symbiosis&#039;&#039;&#039;||SYMBIOSIS HARNESS||false||Symbiotic Research||200||7.5||[[Boosts::Attunement skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Activate Symbiosis&#039;&#039;&#039;||SYMBIOSIS ACTIVATE||false||Symbiotic Research||200||7.5||[[Boosts::Arcana skill]] Boost&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;This is the base time with a minimum mana [[Gauge Flow]]. More mana will reduce the time required.&lt;br /&gt;
&lt;br /&gt;
==Other actions during research==&lt;br /&gt;
The following states prevent research from being started:&lt;br /&gt;
*having an active [[Appraisal skill#Appraise Focus|appraisal focus]] project&lt;br /&gt;
*{{com|play}}ing an instrument&lt;br /&gt;
*[[Prepare command|preparing]] a spell&lt;br /&gt;
&lt;br /&gt;
The following states will be broken upon starting a research project:&lt;br /&gt;
*being [[Hide command|hidden]] (N.B.: Invisibility does not break when starting research)&lt;br /&gt;
&lt;br /&gt;
The following actions interrupt research:&lt;br /&gt;
*Attacking or being attacked (you can engage and retreat freely)&lt;br /&gt;
*[[Cast command]]&lt;br /&gt;
*[[Infuse command]]&lt;br /&gt;
*[[Charge command]]&lt;br /&gt;
*[[Hide command]]&lt;br /&gt;
*[[Locksmithing skill|Locksmithing]] in general: both {{com|disarm}}ing and {{com|pick}}ing&lt;br /&gt;
*[[Mine command]] (although you can still {{com|prospect}})&lt;br /&gt;
*{{com|pay}}ing debt&lt;br /&gt;
*[[Play command]]&lt;br /&gt;
*[[Prepare command]]&lt;br /&gt;
*[[Study command]]&lt;br /&gt;
*[[Swim command]]&lt;br /&gt;
&lt;br /&gt;
The following actions can be performed during research (although not all are intentional):&lt;br /&gt;
*maintaining a [[:Category:Cyclic spells|cyclic spell]]&lt;br /&gt;
*[[Harness command|harnessing]] mana&lt;br /&gt;
*[[Summon command|Summoning]] the different planes ({{com|summon}} {{tt|admittance}}, etc)&lt;br /&gt;
*[[Focus command|focusing]] on magical items&lt;br /&gt;
*[[Invoke command|invoking]] cambrinth, gaethzen, and runestones&lt;br /&gt;
*[[Release command|releasing]] mana or spell effects&lt;br /&gt;
*[[Teach command|teaching]] or listening to a class&lt;br /&gt;
*[[Perceive command|perceiving]] mana or health&lt;br /&gt;
*[[Empathic healing]]: {{com|touch}} and {{com|take}}&lt;br /&gt;
*[[Tend command|tending]] wounds&lt;br /&gt;
*[[Climb command|climbing]], including {{com|climb}} {{tt|practice}}, but only if the research project is started prior to the climbing practice&lt;br /&gt;
*[[Hunt command|hunting]]&lt;br /&gt;
*Moving through water using cardinal directions (and not using {{com|swim}})&lt;br /&gt;
*[[Forage command|foraging]]/[[Collect command|collecting]]&lt;br /&gt;
*Braiding grass/vines&lt;br /&gt;
*[[Appraise command|appraising]] items&lt;br /&gt;
*[[Assess command|assessing]] instruments&lt;br /&gt;
*[[Juggle command|juggling]]&lt;br /&gt;
*[[Wipe command|wiping]] a wet instrument (and wringing the cloth after)&lt;br /&gt;
*Training stats&lt;br /&gt;
*Using a [[sanowret crystal]]&lt;br /&gt;
*Crafting (so long as you don&#039;t need to [[Study command|study]] instructions)&lt;br /&gt;
:*[[Blacksmithing discipline#Smelting|smelting]] metal&lt;br /&gt;
:*Repairing Items&lt;br /&gt;
*[[Scout command|scouting]] trailmarkers&lt;br /&gt;
&lt;br /&gt;
The following actions cannot be performed at all during research:&lt;br /&gt;
*starting an [[Appraisal skill#Appraise Focus|appraisal focus]] project&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
===Start===&lt;br /&gt;
*[Research] You tentatively reach out and begin manipulating the mana streams, testing their give and the amount of energy coursing through them.&lt;br /&gt;
*[Symbiosis] You start to research &amp;lt;option&amp;gt; symbiosis.&lt;br /&gt;
&lt;br /&gt;
===Pulse===&lt;br /&gt;
*[Research] You continue to flex the mana streams.&lt;br /&gt;
*[Symbiosis] You continue to research &amp;lt;option&amp;gt; symbiosis.&lt;br /&gt;
&lt;br /&gt;
===Portion Completion===&lt;br /&gt;
*You make definite progress in your &amp;lt;option&amp;gt; &amp;lt;Research/symbiosis project&amp;gt; and decide to take a break. However, there is still more to learn before you arrive at a breakthrough.&lt;br /&gt;
&lt;br /&gt;
===Portion Abandonment===&lt;br /&gt;
If your project is interrupted (see [[Magical research#Other actions during research|Other actions during research]]), you forfeit all progress made for that research period. For example, if you were researching Warding for 300 seconds and are interrupted 259 seconds in, you lose all progress made during that period. You can also choose abandon a portion with {{com|research}} {{tt|cancel}}.&lt;br /&gt;
*Distracted by your devices, you forget what you were researching.&lt;br /&gt;
*Distracted by your spellcasting, you forget what you were researching.&lt;br /&gt;
&lt;br /&gt;
===Project Completion (Breakthrough!)===&lt;br /&gt;
The following messaging appears when you finish a research project.&lt;br /&gt;
*[Augmentation Research] Breakthrough! You have woven an Augmentation pattern that had previously escaped your grasp.&lt;br /&gt;
*[Fundamental Research] Breakthrough! You have a novel insight into the nature of spellcasting.  While it probably won&#039;t make you famous, it will surely come in handy with practical magic.&lt;br /&gt;
*[Stream Research] Breakthrough! The mana streams dance in front of your magical senses and, at least in their present configuration, you understand the nature of their warp and weave.&lt;br /&gt;
*[Utility Research]Breakthrough! You have woven a Utility pattern that had previously escaped your grasp.&lt;br /&gt;
*[Warding Research] Breakthrough! You have built a ward with previously unknown cleverness and strength.&lt;br /&gt;
&lt;br /&gt;
===Project Degradation===&lt;br /&gt;
If you go too long between research portions, you will forget some of what you have researched.&lt;br /&gt;
*As time passes, you forget some of the finer points about your project about &amp;lt;research project&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Project Abandonment===&lt;br /&gt;
If too long passes without continuing your research, you will abandon the project entirely. You can also abandon a project by doing {{com|research}} {{tt|cancel}} while you are not doing portion research.&lt;br /&gt;
*You decide to stop researching Fundamental Research.&lt;br /&gt;
*You have abandoned your research project entirely.&lt;br /&gt;
&lt;br /&gt;
===Prepare===&lt;br /&gt;
*[Symbiosis] You recall the exact details of the &amp;lt;option&amp;gt; symbiosis, preparing to integrate it with the next spell you cast.&lt;br /&gt;
&lt;br /&gt;
===Spell Cast===&lt;br /&gt;
*[Skill Bonus] Familiar streams of magic blend with the weave of your &amp;lt;spell&amp;gt; spell, and you sense an increase in your knowledge of &amp;lt;skill&amp;gt;.&lt;br /&gt;
*[Stat Bonus] Familiar streams of magic blend with the weave of your Ethereal Shield spell and you feel your &amp;lt;stat&amp;gt; increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Preparation Loss===&lt;br /&gt;
*[Symbiosis] You pause for a moment as the details of the &amp;lt;option&amp;gt; symbiosis fade from your mind.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>QUELGASH</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Magical_research&amp;diff=611975</id>
		<title>Magical research</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Magical_research&amp;diff=611975"/>
		<updated>2023-04-04T18:48:53Z</updated>

		<summary type="html">&lt;p&gt;QUELGASH: Added scouting trails to the list of things that can be performed during magical research&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page is about magical research. Follow the link for information about [[Necromantic research]].&#039;&#039;&lt;br /&gt;
{{Incomplete | Needs research/symbiosis [[Magical research#Messaging|messaging]].}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
There are two types of magical research: Research and Symbiosis. These were introduced as part of [[Magic 3.1]] and use the same base mechanics as [[Appraisal skill#Appraise Focus|{{tt|Appraise Focus}}]]. Therefore, you cannot do appraise focus and magical research at the same time.&lt;br /&gt;
&lt;br /&gt;
Research projects are completed in portions between 30 and 300 seconds. Each portion is started with: {{com|RESEARCH}} {{tt|&amp;lt;project&amp;gt; &amp;lt;duration&amp;gt;}}. When the sum of all completed portions hits the required time, your project is complete.&lt;br /&gt;
&lt;br /&gt;
The scenarios in which you will find yourself needing to use magical research to train are:&lt;br /&gt;
*Your guild does not have a high level spell to train a specific magic skill efficiently (e.g. locking a magic takes longer than 15 minutes of chain casting)&lt;br /&gt;
*To get the bonus from a symbiosis&lt;br /&gt;
*To guarantee of mindlocking a skill&lt;br /&gt;
*Training the Sorcery skill without memorizing a spell scroll or using runestones&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research-type projects rely on the use of the [[Gauge Flow]] spell and give an instant lock of (or split experience among a group of) any magic skill after completion.&lt;br /&gt;
&lt;br /&gt;
#Cast the [[Gauge Flow]] spell. The amount of mana put into the spell will affect time necessary for researching.&lt;br /&gt;
#Start a Research project by performing {{com|RESEARCH}} {{tt|&amp;lt;type&amp;gt; &amp;lt;duration&amp;gt;}} (e.g. {{com|RESEARCH}} {{tt|UTILITY 300}}).&lt;br /&gt;
#:Use {{com|RESEARCH}} {{tt|LIST}} or see the table below for the types of research.&lt;br /&gt;
#Continue the Research project by doing {{com|RESEARCH}} {{tt|&amp;lt;type&amp;gt; &amp;lt;duration&amp;gt;}} until complete. You can use {{com|RESEARCH}} {{tt|STATUS}} to see how far along you are on your project.&lt;br /&gt;
#When the project completes, you will receive a message regarding your breakthrough. Experience for research is only awarded upon completion of research.&lt;br /&gt;
#:Note: Some research projects, marked with an asterisk in {{com|RESEARCH}} {{tt|LIST}}, are inherently dangerous and may result in [[Sorcery#Backlash Effects|sorcerous backlash]] upon completion.&lt;br /&gt;
&lt;br /&gt;
==Symbiosis==&lt;br /&gt;
Symbiosis-type projects increase the difficulty of a spell that is prepared with a symbiosis, thereby increasing the spell&#039;s learning potential for that cast. In effect, this reduces the mana needed to cast a given spell in order to learn from it, greatly increasing its training efficiency. This also gives the spell an additional effect which can alter the skills the spell trains. For example, using a symbiosis that adds a skill buff will cause a spell to train the {{skill|Augmentation}} in addition to any skills it normally trains if it doesn&#039;t already.&lt;br /&gt;
&lt;br /&gt;
#Complete a Symbiosis research project using the steps above.&lt;br /&gt;
#*From this point on you do not need to do symbiosis research again unless you die, cancel your research, or wish to change symbioses.&lt;br /&gt;
#{{com|PREPARE}} {{tt|SYMBIOSIS}} to start the metamagic.&lt;br /&gt;
#Successfully cast a spell.&lt;br /&gt;
#See your message about a bonus.&lt;br /&gt;
&lt;br /&gt;
Not all symbiosis increase the difficulty of spellcasting equally. In order from smallest to largest increase in difficulty, they are:&lt;br /&gt;
# Skill boosting symbiosis&lt;br /&gt;
# Chaos symbiosis&lt;br /&gt;
# Stat boosting symbiosis&lt;br /&gt;
::* You will not see a bonus to the [[Attributes|attribute]] immediately.&lt;br /&gt;
::* {{tt|Prep}} {{tt|symbiosis}}, then {{tt|prep}} {{tt|&amp;lt;spell&amp;gt;}}. The bonus will occur when the spell is {{com|cast}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: It is possible to use the Chaos symbiosis without researching it. Every character automatically has access to this as a default. The Chaos symbiosis only increases the difficulty of a spell and does not add any additional effects. This does allow a magic user to cast a spell that would normally be below their current skill level (due to the spell&#039;s difficulty level or mana being infused into it) and still learn from it. You can forget a currently known symbiosis using RELEASE SYMBIOSIS to revert back to the Chaos symbiosis.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Putting more mana into the [[Gauge Flow]] cast reduces the time needed for a research project, up to 20% at maximum mana.&lt;br /&gt;
*[[Arcana skill]] is required to learn Research-type options. Fundamental can be researched by everyone. Chaos is free for everyone and does not need to be researched.&lt;br /&gt;
*[[Magical feats]] unlock Symbiosis. Each feat is tied to a skillset. There is an Arcana skill requirement for each feat. Some Feats have pre-requisite Feats.&lt;br /&gt;
*You need to be able to cast a spell above minimum prep to use it with a symbiosis, since the symbiosis will increase the difficulty of the spell cast.&lt;br /&gt;
*&#039;&#039;Research is not designed for very low-level characters.&#039;&#039; It is primarily used to extend training for very skilled characters when using spells they can otherwise cap, and to manage Attunement costs when training for moderately skilled players.&lt;br /&gt;
&lt;br /&gt;
==Options==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Shorthand!!Backlash Chance?!!Feat Required!!Skill Required (Arcana)!!Minutes Needed*!!Result&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Research&#039;&#039;&#039;||FUNDAMENTAL||false||||60||4||Magic/Arcana experience (17/34 each)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Stream Theory&#039;&#039;&#039;||STREAM||false||||60||4||Attunement Experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Augmentation Patterns Research&#039;&#039;&#039;||AUGMENTATION||false||||60||8||Augment experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Utility Patterns Research&#039;&#039;&#039;||UTILITY||false||||60||8||Utility Experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warding Patterns Research&#039;&#039;&#039;||WARDING||false||||60||8||Warding Experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sorcerous Research&#039;&#039;&#039;||SORCERY||true||||250||15||Sorcery Experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High Energy Spellcasting&#039;&#039;&#039;||ENERGY||true||||500||7.5||Attunement Experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Field Theory&#039;&#039;&#039;||FIELD||true||||750||15||Magic, Sorcery, Attunement Experience (17/34 each)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plane of Probability&#039;&#039;&#039;||PLANE|| false |||| 250||20|| Astrology Experience (33/34) (24 hr cool down) Quest required&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Elemental Planes&#039;&#039;&#039;||PLANES|| false |||| 250||17|| Summoning Experience (34/34) (24 hr cool down) Quest required&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Starry Road&#039;&#039;&#039;||ROAD|| false |||| 118||18|| Theurgy Experience (34/34) (24 hr cool down) Quest required&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell Research&#039;&#039;&#039;||SPELL||true||||1000||15||Augmentation, Utility, Warding Experience (17/34 each)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strengthen Symbiosis&#039;&#039;&#039;||SYMBIOSIS STRENGTHEN||false||Physical Matrices||300||7.5||[[Boosts::Strength (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Endure Symbiosis&#039;&#039;&#039;||SYMBIOSIS ENDURE||false||Physical Matrices||||7.5||[[Boosts::Stamina (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Avoid Symbiosis&#039;&#039;&#039;||SYMBIOSIS AVOID||false||Physical Matrices||||7.5||[[Boosts::Reflex (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spring Symbiosis&#039;&#039;&#039;||SYMBIOSIS SPRING||false||Physical Matrices||||7.5||[[Boosts::Agility (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Remember Symbiosis&#039;&#039;&#039;||SYMBIOSIS REMEMBER||false||Mental Matrices||||7.5||[[Boosts::Intelligence (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resolve Symbiosis&#039;&#039;&#039;||SYMBIOSIS RESOLVE||false||Mental Matrices||||7.5||[[Boosts::Discipline (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Impress Symbiosis&#039;&#039;&#039;||SYMBIOSIS IMPRESS||false||Mental Matrices||||7.5||[[Boosts::Charisma (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discern Symbiosis&#039;&#039;&#039;||SYMBIOSIS DISCERN||false||Mental Matrices||||7.5||[[Boosts::Wisdom (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explore Symbiosis&#039;&#039;&#039;||SYMBIOSIS  EXPLORE||false||Survivalist||||7.5||[[Boosts::Athletics skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Watch Symbiosis&#039;&#039;&#039;||SYMBIOSIS WATCH||false||Survivalist||||7.5||[[Boosts::Perception skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Harvest Symbiosis&#039;&#039;&#039;||SYMBIOSIS HARVEST||false||Survivalist||||7.5||[[Boosts::Skinning skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heal Symbiosis&#039;&#039;&#039;||SYMBIOSIS HEAL||false||Survivalist||||7.5||[[Boosts::First Aid skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Learn Symbiosis&#039;&#039;&#039;||SYMBIOSIS LEARN||false||Scholar||||7.5||[[Boosts::Scholarship skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Examine Symbiosis&#039;&#039;&#039;||SYMBIOSIS EXAMINE||false||Scholar||||7.5||[[Boosts::Appraisal skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perform Symbiosis&#039;&#039;&#039;||SYMBIOSIS PERFORM||false||Scholar||||7.5||[[Boosts::Performance skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cast Symbiosis&#039;&#039;&#039;||SYMBIOSIS CAST||false||Symbiotic Research||200||7.5||[[Boosts::Primary Magic skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Harness Symbiosis&#039;&#039;&#039;||SYMBIOSIS HARNESS||false||Symbiotic Research||200||7.5||[[Boosts::Attunement skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Activate Symbiosis&#039;&#039;&#039;||SYMBIOSIS ACTIVATE||false||Symbiotic Research||200||7.5||[[Boosts::Arcana skill]] Boost&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;This is the base time with a minimum mana [[Gauge Flow]]. More mana will reduce the time required.&lt;br /&gt;
&lt;br /&gt;
==Other actions during research==&lt;br /&gt;
The following states prevent research from being started:&lt;br /&gt;
*having an active [[Appraisal skill#Appraise Focus|appraisal focus]] project&lt;br /&gt;
*{{com|play}}ing an instrument&lt;br /&gt;
*[[Prepare command|preparing]] a spell&lt;br /&gt;
&lt;br /&gt;
The following states will be broken upon starting a research project:&lt;br /&gt;
*being [[Hide command|hidden]] (N.B.: Invisibility does not break when starting research)&lt;br /&gt;
&lt;br /&gt;
The following actions interrupt research:&lt;br /&gt;
*Attacking or being attacked (you can engage and retreat freely)&lt;br /&gt;
*[[Cast command]]&lt;br /&gt;
*[[Infuse command]]&lt;br /&gt;
*[[Charge command]]&lt;br /&gt;
*[[Hide command]]&lt;br /&gt;
*[[Locksmithing skill|Locksmithing]] in general: both {{com|disarm}}ing and {{com|pick}}ing&lt;br /&gt;
*[[Mine command]] (although you can still {{com|prospect}})&lt;br /&gt;
*{{com|pay}}ing debt&lt;br /&gt;
*[[Play command]]&lt;br /&gt;
*[[Prepare command]]&lt;br /&gt;
*[[Study command]]&lt;br /&gt;
*[[Swim command]]&lt;br /&gt;
&lt;br /&gt;
The following actions can be performed during research (although not all are intentional):&lt;br /&gt;
*maintaining a [[:Category:Cyclic spells|cyclic spell]]&lt;br /&gt;
*[[Harness command|harnessing]] mana&lt;br /&gt;
*[[Summon command|Summoning]] the different planes ({{com|summon}} {{tt|admittance}}, etc)&lt;br /&gt;
*[[Focus command|focusing]] on magical items&lt;br /&gt;
*[[Invoke command|invoking]] cambrinth, gaethzen, and runestones&lt;br /&gt;
*[[Release command|releasing]] mana or spell effects&lt;br /&gt;
*[[Teach command|teaching]] or listening to a class&lt;br /&gt;
*[[Perceive command|perceiving]] mana or health&lt;br /&gt;
*[[Empathic healing]]: {{com|touch}} and {{com|take}}&lt;br /&gt;
*[[Tend command|tending]] wounds&lt;br /&gt;
*[[Climb command|climbing]], including {{com|climb}} {{tt|practice}}&lt;br /&gt;
*[[Hunt command|hunting]]&lt;br /&gt;
*Moving through water using cardinal directions (and not using {{com|swim}})&lt;br /&gt;
*[[Forage command|foraging]]/[[Collect command|collecting]]&lt;br /&gt;
*Braiding grass/vines&lt;br /&gt;
*[[Appraise command|appraising]] items&lt;br /&gt;
*[[Assess command|assessing]] instruments&lt;br /&gt;
*[[Juggle command|juggling]]&lt;br /&gt;
*[[Wipe command|wiping]] a wet instrument (and wringing the cloth after)&lt;br /&gt;
*Training stats&lt;br /&gt;
*Using a [[sanowret crystal]]&lt;br /&gt;
*Crafting (so long as you don&#039;t need to [[Study command|study]] instructions)&lt;br /&gt;
:*[[Blacksmithing discipline#Smelting|smelting]] metal&lt;br /&gt;
:*Repairing Items&lt;br /&gt;
*[[Scout command|scouting]] trailmarkers&lt;br /&gt;
&lt;br /&gt;
The following actions cannot be performed at all during research:&lt;br /&gt;
*starting an [[Appraisal skill#Appraise Focus|appraisal focus]] project&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
===Start===&lt;br /&gt;
*[Research] You tentatively reach out and begin manipulating the mana streams, testing their give and the amount of energy coursing through them.&lt;br /&gt;
*[Symbiosis] You start to research &amp;lt;option&amp;gt; symbiosis.&lt;br /&gt;
&lt;br /&gt;
===Pulse===&lt;br /&gt;
*[Research] You continue to flex the mana streams.&lt;br /&gt;
*[Symbiosis] You continue to research &amp;lt;option&amp;gt; symbiosis.&lt;br /&gt;
&lt;br /&gt;
===Portion Completion===&lt;br /&gt;
*You make definite progress in your &amp;lt;option&amp;gt; &amp;lt;Research/symbiosis project&amp;gt; and decide to take a break. However, there is still more to learn before you arrive at a breakthrough.&lt;br /&gt;
&lt;br /&gt;
===Portion Abandonment===&lt;br /&gt;
If your project is interrupted (see [[Magical research#Other actions during research|Other actions during research]]), you forfeit all progress made for that research period. For example, if you were researching Warding for 300 seconds and are interrupted 259 seconds in, you lose all progress made during that period. You can also choose abandon a portion with {{com|research}} {{tt|cancel}}.&lt;br /&gt;
*Distracted by your devices, you forget what you were researching.&lt;br /&gt;
*Distracted by your spellcasting, you forget what you were researching.&lt;br /&gt;
&lt;br /&gt;
===Project Completion (Breakthrough!)===&lt;br /&gt;
The following messaging appears when you finish a research project.&lt;br /&gt;
*[Augmentation Research] Breakthrough! You have woven an Augmentation pattern that had previously escaped your grasp.&lt;br /&gt;
*[Fundamental Research] Breakthrough! You have a novel insight into the nature of spellcasting.  While it probably won&#039;t make you famous, it will surely come in handy with practical magic.&lt;br /&gt;
*[Stream Research] Breakthrough! The mana streams dance in front of your magical senses and, at least in their present configuration, you understand the nature of their warp and weave.&lt;br /&gt;
*[Utility Research]Breakthrough! You have woven a Utility pattern that had previously escaped your grasp.&lt;br /&gt;
*[Warding Research] Breakthrough! You have built a ward with previously unknown cleverness and strength.&lt;br /&gt;
&lt;br /&gt;
===Project Degradation===&lt;br /&gt;
If you go too long between research portions, you will forget some of what you have researched.&lt;br /&gt;
*As time passes, you forget some of the finer points about your project about &amp;lt;research project&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Project Abandonment===&lt;br /&gt;
If too long passes without continuing your research, you will abandon the project entirely. You can also abandon a project by doing {{com|research}} {{tt|cancel}} while you are not doing portion research.&lt;br /&gt;
*You decide to stop researching Fundamental Research.&lt;br /&gt;
*You have abandoned your research project entirely.&lt;br /&gt;
&lt;br /&gt;
===Prepare===&lt;br /&gt;
*[Symbiosis] You recall the exact details of the &amp;lt;option&amp;gt; symbiosis, preparing to integrate it with the next spell you cast.&lt;br /&gt;
&lt;br /&gt;
===Spell Cast===&lt;br /&gt;
*[Skill Bonus] Familiar streams of magic blend with the weave of your &amp;lt;spell&amp;gt; spell, and you sense an increase in your knowledge of &amp;lt;skill&amp;gt;.&lt;br /&gt;
*[Stat Bonus] Familiar streams of magic blend with the weave of your Ethereal Shield spell and you feel your &amp;lt;stat&amp;gt; increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Preparation Loss===&lt;br /&gt;
*[Symbiosis] You pause for a moment as the details of the &amp;lt;option&amp;gt; symbiosis fade from your mind.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>QUELGASH</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Blood_wolf_(2)&amp;diff=445920</id>
		<title>Blood wolf (2)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Blood_wolf_(2)&amp;diff=445920"/>
		<updated>2016-06-05T14:11:39Z</updated>

		<summary type="html">&lt;p&gt;QUELGASH: /* 3.1 */ Added Tactics hard cap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Image File=Bloodwolf.jpg&lt;br /&gt;
|MinCap=75&lt;br /&gt;
|MaxCap=90&lt;br /&gt;
|BodyType=Quadruped&lt;br /&gt;
|new=Yes&lt;br /&gt;
|level=14&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=no&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Qi&#039;Reshalia, Therengia&lt;br /&gt;
|City=El&#039;Bain&#039;s, Aesry&lt;br /&gt;
|MapList=*{{rmap|41 | &#039;Neer&#039;s Hummock (41)}}&lt;br /&gt;
|MapList2=*{{rmap|41a| Tumulus near El&#039;Bain (41a)}}&lt;br /&gt;
|MapList3=*{{rmap|98b | Faluchui Ikeme (98b)}}&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=a blood wolf pelt&lt;br /&gt;
|Skin Weight=8&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=a blood wolf paw&lt;br /&gt;
|Part Weight=4&lt;br /&gt;
|hasbone=Yes&lt;br /&gt;
|Bone Name=some wolf bones&lt;br /&gt;
|RequiredRanks=57&lt;br /&gt;
|MaxVal=221 Lirums&lt;br /&gt;
|MaxArrangedVal=376 Lirums&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|mcap=120&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|InitCost=3&lt;br /&gt;
}}&lt;br /&gt;
{{disambig2|Blood wolf}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A beautiful red coat, flecked with gray, does not totally conceal the powerful form which lies beneath the wolf&#039;s exterior.  A toothy &amp;quot;smile&amp;quot; accompanied by a low growl gives fair warning to those who pass by this carnivorous beast.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
==3.0==&lt;br /&gt;
A full 200 &amp;quot;pelt&amp;quot; bundle, all arranged for skin 5 times, yields 4-5 plat lirums.  Haven&#039;t tested for paws, though it might be better for combat purposes as they weigh much less.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 3.1 ===&lt;br /&gt;
Defensive Soft Cap: 89&amp;lt;br&amp;gt;&lt;br /&gt;
Skinning still learning at 130 (survival primary)&amp;lt;br&amp;gt;&lt;br /&gt;
Tactics hard cap: 108&lt;br /&gt;
&lt;br /&gt;
===Area Information===&lt;br /&gt;
Most races will need to kneel to get inside the [[RanikMap41a|Wolf Den]].&amp;lt;br&amp;gt;&lt;br /&gt;
Being in the Wolf Den will periodically inflict nerve damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The blood wolf area near El&#039;bains [[RanikMap41|&#039;Neer&#039;s Hummock (41)]] was expanded to include extra hunting rooms and 9 climbable trees of various difficulties.  Wolves spawn 5 per hunter and can be extremely swarmy in the center rooms.  The trees will train well up to 120 ranks.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Entrance: The blood wolf slowly enters, evaluating the area.&amp;lt;br&amp;gt;&lt;br /&gt;
Exit: The blood wolf moves east.&amp;lt;br&amp;gt;&lt;br /&gt;
Death: A blood wolf whines briefly before closing its eyes forever.&amp;lt;br&amp;gt;&lt;br /&gt;
Decay: A blood wolf decays away.&lt;/div&gt;</summary>
		<author><name>QUELGASH</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Armorsmithing_discipline&amp;diff=445919</id>
		<title>Armorsmithing discipline</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Armorsmithing_discipline&amp;diff=445919"/>
		<updated>2016-06-05T11:13:05Z</updated>

		<summary type="html">&lt;p&gt;QUELGASH: /* Chain */ Removed sentence. &amp;quot;Chainmail&amp;quot; is a redundant word, mail is from French &amp;quot;maille&amp;quot; meaning &amp;quot;chain&amp;quot;. &amp;quot;Chainmail&amp;quot; translates as &amp;quot;Chainchain&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Armorsmithing&#039;&#039;&#039; controls the creation of metal armor using the [[Forging skill]].&lt;br /&gt;
&lt;br /&gt;
Creation of all Armorsmithing products, learning of Armorsmithing techniques, and choosing a Armorsmithing career/hobby are all done at a [[Forging Society]].&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
See [[Armorsmithing products]].&lt;br /&gt;
&lt;br /&gt;
===Armor Types===&lt;br /&gt;
Armor comes in four types: chain, brigandine, plate, and shields. Each armor type comes in three styles which are outlined below. Generally, there is a light, normal, and heavy style for each armor type. As the weight increases, so does the hindrance, protection, and amount of metal in each piece of armor. Absorption is not based on the style of the armor, rather it is based on the armor type and metal density.&lt;br /&gt;
&lt;br /&gt;
====Chain====&lt;br /&gt;
Styles: ring, chain, and mail&lt;br /&gt;
&lt;br /&gt;
Ring mail is the least protective of the chain armors, bearing similarities to scale armor, in that it consists of individual rings applied to a backing material. While ring mail is called &amp;quot;mail&amp;quot;, it is not made from linked rings. Chain, and its heavier cousin mail, are formed from interwoven metal rings, often with cloth padding worn underneath.&lt;br /&gt;
&lt;br /&gt;
====Brigandine====&lt;br /&gt;
Styles: scale, brigandine, and lamellar&lt;br /&gt;
&lt;br /&gt;
Brigandine armors are similar in concept to ring mail. However, they are often sewn to a heavier backing, such as leather, and bear a higher volume reinforcement. Scale armor is formed by overlapping scales attached to the backing at the top of each scale. Brigandine armor is made by assembling the plates directly to the leather backing at various points. Lamellar armor is constructed by assembling plates in close fashion to each other.&lt;br /&gt;
&lt;br /&gt;
====Plate====&lt;br /&gt;
Styles: light plate, plate, and heavy plate&lt;br /&gt;
&lt;br /&gt;
Plate armors are differentiated primarily by their weight classification, ranging from light to heavy.  Unlike chain and brigandine armors, plate armors are fashioned from large segments of metal.&lt;br /&gt;
&lt;br /&gt;
====Shields====&lt;br /&gt;
Sizes: small, medium, and large&lt;br /&gt;
&lt;br /&gt;
Refer to the [[Armor_and_shield_player_guide#Shields|armor and shield player guide]] for further information regarding the different sizes of shields.&lt;br /&gt;
&lt;br /&gt;
==Techiques==&lt;br /&gt;
See [[Armorsmithing techniques]].&lt;br /&gt;
&lt;br /&gt;
==Processes==&lt;br /&gt;
See the [[Forging guide]] for a walkthrough of all Armorsmithing processes, specifically:&lt;br /&gt;
&lt;br /&gt;
* [[Forging_guide#Forging_Walkthrough|Forging]] armor&lt;br /&gt;
* [[Forging_guide#Tempering_Armor|Tempering]] armor on a forge increases its [[Armor_and_shield_player_guide#Construction.2FDurability_and_Condition|durability]].&lt;br /&gt;
* [[Forging_guide#Lightening_Armor|Lightening]]* armor reduces its weight by 10% by grinding away excess metal.&lt;br /&gt;
* [[Forging_guide#Reinforcing_Armor|Reinforcing]]* armor increases [[Armor_and_shield_player_guide#Armor_Protection_and_Absorption|protection]], [[Armor_and_shield_player_guide#Hindrance|hindrance]], and weight by 20% through the addition of protective leather strips.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;Note:&#039;&#039; Lightening and reinforcing are mutually exclusive processes. Once one process is done to a piece of armor, the other can no longer be performed.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
See [[Crafting Tools]] for an in depth discussion of tool properties.&lt;br /&gt;
&lt;br /&gt;
* [[Anvil]]: A stationary forging tool used for pounding metal as part of the item creation process.&lt;br /&gt;
* [[Bellows]]: Used to keep the forge fires going when creation or tempering items.&lt;br /&gt;
* [[Item:Book_of_armorsmithing_instructions|Armorsmithing instruction book]]: Instructions for creation of [[Armorsmithing products]].&lt;br /&gt;
* [[Forging oil|Oil]]: Used to prevent rust on metal items as the final step in creation, tempering, lightening, or reinforcing.&lt;br /&gt;
* [[Forge]]: A stationary forging tool used for tempering items to increase the metal&#039;s durability.&lt;br /&gt;
* [[Forging hammer]]: Used to form ingots into items on the anvil.&lt;br /&gt;
* [[Maker&#039;s mark]]: Tool for stamping a crafted item with the maker&#039;s identity after creation.&lt;br /&gt;
* [[Pliers]]: Used to link, rivet, and form armor during the creation, lightening, and reinforcing processes.&lt;br /&gt;
* [[Shovel]]: Used to keep the fires going when creating and tempering items.&lt;br /&gt;
* [[Slack tub]]: A stationary forging tool used to quench hot metal as part of the item creation process.&lt;br /&gt;
* [[Tongs]]: Used to hold hot metal when pounding items on an anvil or heating in a forge.&lt;br /&gt;
* [[Wire brush]]: Used in armor repair.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Creation systems}}&lt;/div&gt;</summary>
		<author><name>QUELGASH</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Tailoring_player_guide&amp;diff=445745</id>
		<title>Tailoring player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Tailoring_player_guide&amp;diff=445745"/>
		<updated>2016-06-01T05:56:27Z</updated>

		<summary type="html">&lt;p&gt;QUELGASH: /* Required Techniques */ Noted Rangers don&amp;#039;t need to get the techs for arrange all&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For those that don&#039;t know a sewing needle from a knitting needle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Outfitting skill|Outfitting]] is a craft that consists of three disciplines: [[Tailoring discipline|tailoring]], [[Artistry discipline|artistry]], and [[Jewelry making discipline|jewelry making]]. (Only tailoring has been released; the other two have yet to be implemented.) Tailoring itself consists of [[Tailoring products|three areas]]: working cloth, knitting, and working leather. So this part of outfitting will consist of a complete explanation of the Tailoring part of outfitting.&lt;br /&gt;
&lt;br /&gt;
==Required Instructions and Tools==&lt;br /&gt;
&lt;br /&gt;
===Instructions===&lt;br /&gt;
&lt;br /&gt;
The first thing you need is a book of tailoring instructions from the tailoring society. (The [[Crossing Outfitting Society]] is three blocks south of the Bards&#039; Guild. There is also a [[Riverhaven Outfitting Society]].) I suggest you buy the journeyman tailoring book if you can afford it. If you can&#039;t afford it right away, get the apprentice tailoring book. (Once you have about 200 ranks in [[Outfitting skill|outfitting]], you will need to upgrade to the journeyman book anyway.)&lt;br /&gt;
&lt;br /&gt;
===Tools===&lt;br /&gt;
&lt;br /&gt;
Below are the tools used in tailoring.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Tool!!Used In!!Craftable?&lt;br /&gt;
|-&lt;br /&gt;
|distaff||cloth and leather||&lt;br /&gt;
|-&lt;br /&gt;
|pins||cloth and leather||&lt;br /&gt;
|-&lt;br /&gt;
|scissors||cloth and leather||blacksmithing&lt;br /&gt;
|-&lt;br /&gt;
|sewing needles||cloth and leather||blacksmithing&lt;br /&gt;
|-&lt;br /&gt;
|slickstone||cloth and leather||carving&lt;br /&gt;
|-&lt;br /&gt;
|yardstick||cloth and leather||blacksmithing&lt;br /&gt;
|-&lt;br /&gt;
|awl||leather||blacksmithing&lt;br /&gt;
|-&lt;br /&gt;
|lotion||leather||&lt;br /&gt;
|-&lt;br /&gt;
|scraper||leather||blacksmithing&lt;br /&gt;
|-&lt;br /&gt;
|skinning knife||leather||&lt;br /&gt;
|-&lt;br /&gt;
|knitting needles||knitting||blacksmithing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The best available crafted tools will cost between 12-18 plat each. On the other hand, if you find a blacksmith (forging) with 200-300 skill you can get the basic tools for whole lot less, and they will do just as well. The slickstone can be made by a carver (engineering) with 100 skill and be just fine for use. The pins are sold by outfitting societies, but the festivals have sold pins that are far superior to the society-bought pins.&lt;br /&gt;
&lt;br /&gt;
==Raw Materials==&lt;br /&gt;
&lt;br /&gt;
Now tailoring consists of understanding thread, cloth, yarn, and leather so you can work the items you need to work at the quality needed. Most folks including starting folks can use the society-bought yarn that is wool yarn. And until you can make the wool yarn masterful yourself, you might as well use the society-bought yarn. The cloth can be bought at the society or won playing games at fests or made from thread you spin and weave yourself. Rare cloths so far have only appeared in quests or at festivals. Note in the table below I do not give density of the cloth. This is because when you make cloth it can be of the following types fine/thin/average/thick/heavy, which will produce a different density of cloth. The basic cloths are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Property!!Burlap!!Wool!!Linen!!Cotten!!Silk&lt;br /&gt;
|-&lt;br /&gt;
|durability||60||80||65||70||60&lt;br /&gt;
|-&lt;br /&gt;
|workability||70||60||50||40||20&lt;br /&gt;
|-&lt;br /&gt;
|electrical||45||65||30||30||35&lt;br /&gt;
|-&lt;br /&gt;
|thermal||35||65||50||50||50&lt;br /&gt;
|-&lt;br /&gt;
|physical||85||75||80||80||85&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For a complete list of cloth properties, see [[:Category:Crafting_materials#Outfitting_Materials|Crafting Materials: Outfitting]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When you start out using cloth for making cloth items, you want to use a cloth with high workability. This means the two cloths to start out with would be burlap and wool. Using a cloth that is too difficult for you to work with usually results in poor quality. Poorly made items will suffer a loss in stats compared to a well made version of the same item. So do yourself a favor, start out with cloth you can use on the items you want to make. That way you will create items with high enough quality to satisfy work orders and train you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Making Cloth===&lt;br /&gt;
&lt;br /&gt;
Next is thread and yarn. Thread is really important to both cloth items and leather items. You use fine thread for cloth items when you sew them, and you use thick thread for leather items when you make them. However, as a beginner, it&#039;s sometimes better to use average thread, as it is much easier to make and it tends to work for both cloth and leather.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
First you can use a distaff, {{tt|STUDY MY DISTAFF}} will give you all the information you need to know about using a distaff). The distaff will use 100 yards of fiber to make thread and can be used any place you&#039;re at. Note if you buy fiber and it&#039;s not 100 yards, {{tt|COMBINE}} two of them to make it 100 yards or as close as you can. Or you can go into the outfitting society building and use a spinning wheel. ({{tt|STUDY WHEEL}} will give you info on how to use it.) The spinning wheel will use 400 yards of fiber to make thread. Below is a table that gives you an example of how much thread is made per each 100 yards of fiber you use. Note - when you put fiber on the distaff or wheel, you can then adjust distaff/wheel to fine/thin/average/thick/heavy/yarn to get the thread you want to create.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Early in your career, you can spin fiber into thread and then convert thread to cloth and learn a significant amount of [[Outfitting skill|outfitting]] without ever making anything but cloth. Note jute fiber makes burlap and flax fiber makes linen; all the other fibers are self-explanatory.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Initial Volume!!Thickness!!Resulting Volume&lt;br /&gt;
|-&lt;br /&gt;
|100||fine||100&lt;br /&gt;
|-&lt;br /&gt;
|100||thin||85&lt;br /&gt;
|-&lt;br /&gt;
|100||average||70&lt;br /&gt;
|-&lt;br /&gt;
|100||thick||55&lt;br /&gt;
|-&lt;br /&gt;
|100||heavy/yarn||40&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Surprisingly enough if you can make masterful fine thread using any fibers you can use it on most cloth items. So experiment, and see what you can create masterfully. Now that you have created thread you can use that thread to sew cloth or leather items or you can use it to make cloth.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can also buy 100 yards of average thickness cotton thread from the society building and this works just fine for completing work orders. I actually recommend making your own thread, especially if you can make it masterfully though.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To make cloth you need to use a loom in the society building. ({{tt|STUDY LOOM}} gives you information on how to use it.) Making cloth requires two bundles of thread that are of the same size. Let&#039;s say you use average thread and create two thread of 70 yards, using 2 threads of 70 yards will create 7 yards of cloth using average thread on the loom. Two 100 yards threads make 10 yards of cloth.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Remember ,with two cloths of the same type in each hand you can {{tt|COMBINE}} them or you can {{tt|MARK CLOTH AT # YARDS}} (# being the number of yards you want to take off) and use your scissors to {{tt|CUT}} it. Marking and cutting will also work with fibers and thread, so you can always be sure to use exactly what you need to use. 100 yards of cloth or less can be deeded and put into a deed register for later use.&lt;br /&gt;
&lt;br /&gt;
==Skills and Techniques==&lt;br /&gt;
&lt;br /&gt;
===Skill Requirements===&lt;br /&gt;
&lt;br /&gt;
In general if you do at least three items at your skill level or one above your skill level you will probably lock the skill. The table below will illustrate that. If an item in the book is called extremely easy for instance. That means from 0 to 100 skill you will learn with it. Once over that the tier 1 stuff will not teach much. You can do anything masterfully that matches your skill and learn from it well. Once an item becomes too easy, you stop learning much from it at all.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Basically, as you go up in skill your range of learning from items goes up as well. The easier stuff you can still do masterfully, but you won&#039;t learn much from doing so. The material used also plays a part. While at 0 ranks, you do tier 1 with silk you are probably going to ruin the item and may not learn much from doing so, but use a easier material (high workability) like burlap and you will complete the job well. In the table below the ~ sign means approximately.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The second number is where that skill is with certain techs, and right now I don&#039;t know exactly what techs will give you those numbers. I have checked everything to tier 5 with no techs at all, and those numbers appear really accurate. Now the way to use this table is as follows. Let&#039;s say you have 0 skill. That means you can probably do Tier 1 (extremely easy and that&#039;s how it shows in the tailoring book) close to masterful and tier 2 (very easy) jobs, but tier 3 will probably be a ruined item with little experience. Let&#039;s say you have 150 skill, that means you can do tier 1 masterfully but probably won&#039;t learn much from it. You will need to do tier 2, tier 3, or tier 4 items to learn. (You wouldn&#039;t complete tier 4 masterfully, and that would probably teach the best.) Tier 5 would be too difficult.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Tier!!Difficulty!!Base Ranks!!Ranks With Techs&lt;br /&gt;
|-&lt;br /&gt;
|1||extremely easy||25||~18&lt;br /&gt;
|-&lt;br /&gt;
|2||very easy||50||~36&lt;br /&gt;
|-&lt;br /&gt;
|3||easy||100||~71&lt;br /&gt;
|-&lt;br /&gt;
|4||simple||200||~143&lt;br /&gt;
|-&lt;br /&gt;
|5||basic||300||~214&lt;br /&gt;
|-&lt;br /&gt;
|6||somewhat challenging||425||~304&lt;br /&gt;
|-&lt;br /&gt;
|7||challenging||550||~368&lt;br /&gt;
|-&lt;br /&gt;
|8||complicated||700||~500&lt;br /&gt;
|-&lt;br /&gt;
|9||intricate||850||~607&lt;br /&gt;
|-&lt;br /&gt;
|10||difficult||1175||~839&lt;br /&gt;
|-&lt;br /&gt;
|11||very difficult||1400||850-950&lt;br /&gt;
|-&lt;br /&gt;
|12||extremely difficult||1500||900-1200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tailoring Techniques===&lt;br /&gt;
&lt;br /&gt;
Most tailoring techniques simply reduce the amount of skill that is needed to perform certain tasks, so they are not needed if you have enough skill. However, there are some armor things that cannot be done without certain techniques. These will be discussed below.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;You do not need to choose a career or hobby to train outfitting or create items. The choice of career or hobby is permanent, so do not choose until you are absolutely certain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Required Techniques====&lt;br /&gt;
&lt;br /&gt;
The first technique is Leather Tanning Expertise. To get the ability to use {{tt|ARRANGE ALL}} you need to get this tech. In carving (a discipline of engineering) you have basic bone collecting which also gives you {{tt|ARRANGE ALL}} as well. I suspect these will change at some point to allow {{tt|ARRANGE ALL FOR SKIN/PART}} for the leather tanning expertise, and {{tt|ARRANGE ALL FOR BONE/PART}} for basic bone collecting. So eventually you may need both but I guess we will see what happens. Rangers do not need to acquire either technique to perform {{tt|ARRANGE ALL}}, they receive this skill as a guild perk.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The next tech you need is Enhanced Stitching. This allows you to seal cloth and leather armor, which makes it more durable. Along that line you also need Enhanced Rare-Material Stitching to seal rare cloth or rare leather armors. Though in this case you won&#039;t need this one right away. It takes a little skill to get where you are able to masterfully make rare-material items.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Then Tailored Craft Enhancement is required to be able lighten or reinforce cloth or leather armors.&lt;br /&gt;
&lt;br /&gt;
====Techniques That Help====&lt;br /&gt;
&lt;br /&gt;
Next are techniques that can help you do your work. Fabric Specialization allows you to use lower quality materials without it affecting you as much. Threadcraft Theory allows you to make mistakes and not have it affect the product as badly and allows you to use inferior tools a lot better. Weaving Acumen provides a big increase to speed in completing projects. Beyond these, the three techs to maintain and repair cloth and leather armors grant you the ability to repair your own armor rather than taking it to a leather repair shop. These are Basic Tailoring Repair, Advanced Tailoring Repair, and Tailored Equipment Maintenance. Beyond this all techs you get just help you do things sooner than you would normally be able to do them. They are not absolutely necessary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating Items==&lt;br /&gt;
&lt;br /&gt;
===Knitting===&lt;br /&gt;
&lt;br /&gt;
OK first thing we will start off with is knitting. For learning outfitting through knitting you will need knitting needles, yarn, and a tailoring book. All knitting items are listed it chapter 5, so pick something according to your skill in the table just above. I think the first four things you can do in tailoring knitting in chapter 5 of the book are the ankleband, armband, socks and napkin. Note that there are no knitted armors.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s really easy to do, does not require many tools, and you can learn outfitting with it for quite a long time even with no techs. The first thing to do is {{tt|TURN}} your book to the right page and {{tt|STUDY}} the book. Then you get the knitting needles out of your container, then get the yarn out of your container (make sure you have enough yarn for the task). Then you use command 1 ({{tt|knit my yarn with my needles}}), put the remaining yarn back in the container, and respond to messages as you proceed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Command 1 ({{tt|knit my yarn with my needles}}) is only done one time to get you started. The last command ({{tt|cast my needles}}) is the last thing you do to finish the task. Note after each command you can {{tt|ANALYZE MY ITEM}} and get the next step to be taken. Knitting consists of the following commands:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{tt|knit my yarn with my needles}}&lt;br /&gt;
*{{tt|knit my needles}}&lt;br /&gt;
*{{tt|turn my needles}}&lt;br /&gt;
*{{tt|push my needles}}&lt;br /&gt;
*{{tt|cast my needles}}&lt;br /&gt;
&lt;br /&gt;
So depending on the messages you get those are the commands you do. The messages that cause you to do a command are as follows:&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Required Action!!Messaging&lt;br /&gt;
|-&lt;br /&gt;
|Turn||Now the needles must be turned&lt;br /&gt;
|-&lt;br /&gt;
|Turn||Some ribbing should be added&lt;br /&gt;
|-&lt;br /&gt;
|Push||Next the needles must be pushed&lt;br /&gt;
|-&lt;br /&gt;
|Push||ready to be pushed&lt;br /&gt;
|-&lt;br /&gt;
|Cast||The garment is nearly complete and now must be cast off&lt;br /&gt;
|-&lt;br /&gt;
|Knit||none of the above messages&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So you can see it&#039;s actually very simple.&lt;br /&gt;
&lt;br /&gt;
===Cloth and Leather Items===&lt;br /&gt;
&lt;br /&gt;
Next we have cloth and leather work! Cloth work is found in chapters 1 through 4 of the tailoring book. Chapters 6 through 10 deal with leather work.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 1 deals with making cloth paddings that are used to reinforce or add to things. (Other than cloth and leather armor, most things don&#039;t require padding.) The paddings you buy in the society are not actually 99 quality; they work just fine for most things, but if you can make your own padding at 99 quality, you actually improve the item you&#039;re making. When I started out I just bought the paddings and in fact to save time I still do.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 2 is decorative wear such as shirts, pants, etc. Chapter 3 is cloth containers. There are no leather containers other than a weapon strap. Chapter 4 is the cloth armors.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 6 talks about basic leather work including sealing etc. Chapter 7 is leather decorative wear, such as shirts and pants made from leather. Chapter 8 is leather containers and accessories (limited to weapon straps for now). Chapter 9 is leather armor. Chapter 10 is leather shields.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Working cloth and leather is an exercise in sewing just like using leather. The messages you get for both are slightly different in only one aspect. With leather you can get messages to use the awl to poke proper holes in the leather; you never get that using cloth.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The first step is to study your book (right chapter and page for the item). I also suggest you have the cloth cut to the right size for your project. This is done by taking cloth, {{tt|MARK CLOTH AT # YARDS}}, Then getting scissors and {{tt|CUT MY CLOTH WITH MY SCISSORS}}. Make sure your sewing needles have a good length of thread on them ({{tt|PUT THREAD ON MY NEEDLES}}). To remove thread from needles you {{tt|PULL MY NEEDLES}}. To check thread on your needles you {{tt|COUNT MY THREAD}}. I have used 300 yards of thread on the needles, and it lasts for quite a bit of sewing. (The maximum is 400 yards.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Then you get the cloth and scissors out for the project and do command 1 ({{tt|cut my cloth with my scissors}}). That is the only time the first command is used. The commands that follow are in response to the messages received (also note after each command you can {{tt|ANALYZE MY [ITEM]}} and see the next step). One last item.&amp;lt;br&amp;gt;&lt;br /&gt;
#{{tt|cut my cloth with my scissors}}: starts process&lt;br /&gt;
#{{tt|push my item with my needle}}&lt;br /&gt;
#{{tt|measure my item with my yardstick}}&lt;br /&gt;
#{{tt|cut my item with my scissors}}&lt;br /&gt;
#{{tt|poke my item with my pins}}&lt;br /&gt;
#{{tt|poke my item with my awl}}&lt;br /&gt;
#{{tt|rub my item with my slickstone}}&lt;br /&gt;
#{{tt|assemble my item with my small padding}}&lt;br /&gt;
#{{tt|assemble my item with my large padding}}&lt;br /&gt;
#{{tt|assemble my item with my handle}}&lt;br /&gt;
#{{tt|assemble my item with my long cord}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A note on the above commands. The handle and long cord are only used with shields made from leather. The small and large paddings can be used for most of the rest of the armors. After an assemble, you always get the needles out of your container and {{tt|PUSH MY [ITEM] WITH MY NEEDLE}}. Then continue until you&#039;re done with your project. If you are simply making clothing or containers, you will not use padding, handles, or cords.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now the messages that change what the next step is are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Required Action!!Messaging&lt;br /&gt;
|-&lt;br /&gt;
|measure with yardstick||dimensions appear to have shifted and could benefit from some remeasuring&lt;br /&gt;
|-&lt;br /&gt;
|cut with scissors||With the measuring complete, now it is time to cut away more&lt;br /&gt;
|-&lt;br /&gt;
|poke with pins||and could use some pins to&lt;br /&gt;
|-&lt;br /&gt;
|rub with slickstone||deep crease develops along&lt;br /&gt;
|-&lt;br /&gt;
|rub with slickstone||wrinkles from all the handling and could use&lt;br /&gt;
|-&lt;br /&gt;
|poke item with awl||One leather piece is too thick for the needle to penetrate&lt;br /&gt;
|-&lt;br /&gt;
|poke item with awl||A critical section of leather needs holes punched&lt;br /&gt;
|-&lt;br /&gt;
|assemble small padding||You need another finished small cloth padding&lt;br /&gt;
|-&lt;br /&gt;
|assemble large padding||You need another finished large cloth padding&lt;br /&gt;
|-&lt;br /&gt;
|assemble shield handle||You need another finished leather shield handle&lt;br /&gt;
|-&lt;br /&gt;
|assemble long cord||You need another finished long leather cord&lt;br /&gt;
|-&lt;br /&gt;
|push item with needle||if none of the above appear or after an assembly&lt;br /&gt;
|-&lt;br /&gt;
|nothing (you&#039;re done)||You cannot figure out how to do that&lt;br /&gt;
|-&lt;br /&gt;
|nothing (you&#039;re done)||You realize that cannot be repaired, and stop&lt;br /&gt;
|-&lt;br /&gt;
|nothing (you&#039;re done)||not damaged enough to&lt;br /&gt;
|-&lt;br /&gt;
|nothing (you&#039;re done)||Applying the final touches, you complete working&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So sewing as you can see is a bit more complicated.&lt;br /&gt;
&lt;br /&gt;
===Cloth and Leather Armor===&lt;br /&gt;
&lt;br /&gt;
The last part of tailoring is sealing, reinforcing, or lightening. You can seal and reinforce cloth or leather armor, or you can seal and lighten cloth or leather armor, but you can&#039;t lighten and reinforce the same piece.&lt;br /&gt;
&lt;br /&gt;
====Sealing (Added Durability)====&lt;br /&gt;
&lt;br /&gt;
Sealing will make the armor you make more durable. This lengthens the time armor can go without needing repairs. Chapter 1 of the tailoring book has a page for normal sealing and rare material sealing. You must study the right page in chapter 1 to seal a cloth armor, leather armor or shield. First you study the book at the right page. Second get the item to be sealed out. The you follow the commands in order until you get the finished message. Note you can analyze the item at each step after the first command and find out what is next.&amp;lt;br&amp;gt;&lt;br /&gt;
#{{tt|APPLY MY WAX TO MY [ITEM]}}&lt;br /&gt;
#{{tt|RUB MY [ITEM] WITH MY SLICKSTONE}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Basically you apply wax, then rub it in with the slickstone, then apply wax and then rub it in again. At some point when applying wax you will get a finished message.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*You cannot figure out&lt;br /&gt;
*material shows improved signs of durability and wear resistance&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If a &amp;quot;done&amp;quot; message does not show, use the slickstone. The done message should appear after you apply wax.&lt;br /&gt;
&lt;br /&gt;
====Reinforcing (Added Protection)====&lt;br /&gt;
&lt;br /&gt;
Reinforcing increases protection, hindrance, and weight. Chapter 1 of the tailoring book has a page for reinforcing cloth or leather armor. It doesn&#039;t matter if it&#039;s common material or rare material. You must be at the right page in chapter 1 to reinforce armor. Study the book at the right page. Then take out the item and scissors and do the command 1 ({{tt|cut my item with my scissors}}). Then you {{tt|ANALYZE MY [ITEM]}} on step 2 and proceed based on the messages produced. Note you can {{tt|ANALYZE}} the item at each step after you do step 1 and find out what&#039;s going on.&amp;lt;br&amp;gt;&lt;br /&gt;
#{{tt|cut my item with my scissors}}: starts process&lt;br /&gt;
#{{tt|analyze my item}}&lt;br /&gt;
#{{tt|push my item with my needle}}&lt;br /&gt;
#{{tt|measure my item with my yardstick}}&lt;br /&gt;
#{{tt|cut my item with my scissors}}&lt;br /&gt;
#{{tt|poke my item with my pins}}&lt;br /&gt;
#{{tt|poke my item with my awl}}: only used for leather&lt;br /&gt;
#{{tt|assemble my item with my large padding}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Notice after each command if an end message is not received you go back to command 2 ({{tt|analyze my item}}). You will notice all reinforcing is done with large padding. The messages you can get are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Required Action!!Messaging&lt;br /&gt;
|-&lt;br /&gt;
|use needle||pushing it with a needle and thread&lt;br /&gt;
|-&lt;br /&gt;
|use yardstick||dimensions changed while working on it, and further progress would be benefited by remeasuring&lt;br /&gt;
|-&lt;br /&gt;
|use scissors||Additional scissor cuts are required&lt;br /&gt;
|-&lt;br /&gt;
|use scissors||ready for further cutting with some scissors&lt;br /&gt;
|-&lt;br /&gt;
|use scissors||Some scissor cuts must be made to the&lt;br /&gt;
|-&lt;br /&gt;
|use pins||is in need of pinning to help arrange the material&lt;br /&gt;
|-&lt;br /&gt;
|use awl||an awl to add these holes&lt;br /&gt;
|-&lt;br /&gt;
|use awl||requires some holes punched&lt;br /&gt;
|-&lt;br /&gt;
|assemble padding||is ready to be reinforced with some large cloth padding&lt;br /&gt;
|-&lt;br /&gt;
|get more thread||The last of your thread is used up&lt;br /&gt;
|-&lt;br /&gt;
|nothing (you&#039;re done)||to be a type of finished&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For common leather and cloth reinforcing does not help the stats of the armor so you&#039;re better off just making the item and sealing it. However, this is not true for making shields. Shields reinforced do change the stats for any material used and sealing makes it more durable.&lt;br /&gt;
&lt;br /&gt;
====Lightening (Reduces Weight)====&lt;br /&gt;
&lt;br /&gt;
Lightening armor will reduce weight but not protection or hindrance. Chapter 1 of the tailoring book has a page for lightening cloth or leather armor. It doesn&#039;t matter if it&#039;s common material or rare material. You must be at the right page in chapter 1 to lighten armor. {{tt|STUDY}} the book at the right page. Then you get the item and scissors and do the command 1 ({{tt|cut my item with my scissors}}). Then you {{tt|ANALYZE MY [ITEM]}} on step 2 and proceed based on the messages produced. Note you can {{tt|ANALYZE}} the item at each step after you do step 1 and find out what&#039;s going on.&amp;lt;br&amp;gt;&lt;br /&gt;
#{{tt|cut my item with my scissors}}&lt;br /&gt;
#{{tt|analyze my item}}&lt;br /&gt;
#{{tt|push my item with my needle}}&lt;br /&gt;
#{{tt|measure my item with my yardstick}}&lt;br /&gt;
#{{tt|cut my item with my scissors}}&lt;br /&gt;
#{{tt|poke my item with my pins}}&lt;br /&gt;
#{{tt|poke my item with my awl}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After each command, if an end message is not received, you go back to command 2 ({{tt|analyze my item}}). You will notice all lightening is basically done with scissors removing material and re-sewing things. The messages you can get are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Required Action!!Messaging&lt;br /&gt;
|-&lt;br /&gt;
|use needle||pushing it with a needle and thread&lt;br /&gt;
|-&lt;br /&gt;
|use yardstick||dimensions changed while working on it, and further progress would be benefited by remeasuring&lt;br /&gt;
|-&lt;br /&gt;
|use scissors||Additional scissor cuts are required&lt;br /&gt;
|-&lt;br /&gt;
|use scissors||ready for further cutting with some scissors&lt;br /&gt;
|-&lt;br /&gt;
|use scissors||Some scissor cuts must be made to the&lt;br /&gt;
|-&lt;br /&gt;
|use pins||is in need of pinning to help arrange the material&lt;br /&gt;
|-&lt;br /&gt;
|use awl||an awl to add these holes&lt;br /&gt;
|-&lt;br /&gt;
|use awl||requires some holes punched&lt;br /&gt;
|-&lt;br /&gt;
|get more thread||The last of your thread is used up&lt;br /&gt;
|-&lt;br /&gt;
|nothing (you&#039;re done)||to be a type of finished&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Work Orders==&lt;br /&gt;
&lt;br /&gt;
When doing work orders you might get cloth, leather, or knitting, as all those areas will have something you are capable of doing. If you don&#039;t like the work order you got, just ask for another one. To my knowledge there is no limit to how many times you can ask for a different work order.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you just want to learn without doing work orders, pick something at your level, and work on it.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
One other note. I seem to get better payout from doing work orders for knitting when using the yarn you buy even though the yarn I make is actually better. I&#039;m not certain why this is, but it&#039;s something worth noting.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
From some of the experiments I&#039;ve done, making an armor and sealing it for work orders pays better than simply making the armor. I&#039;m not sure if reinforcing or lightening the armor will up the price you get for the work order as well but seal does appear to raise the price you get on the work order.&lt;br /&gt;
&lt;br /&gt;
{{Cat|Player Guides,Crafting Player Guides}}&lt;/div&gt;</summary>
		<author><name>QUELGASH</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Tailoring_player_guide&amp;diff=445743</id>
		<title>Tailoring player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Tailoring_player_guide&amp;diff=445743"/>
		<updated>2016-06-01T05:32:59Z</updated>

		<summary type="html">&lt;p&gt;QUELGASH: /* Making Cloth */ No mention of yarn in conversion chart, added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For those that don&#039;t know a sewing needle from a knitting needle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Outfitting skill|Outfitting]] is a craft that consists of three disciplines: [[Tailoring discipline|tailoring]], [[Artistry discipline|artistry]], and [[Jewelry making discipline|jewelry making]]. (Only tailoring has been released; the other two have yet to be implemented.) Tailoring itself consists of [[Tailoring products|three areas]]: working cloth, knitting, and working leather. So this part of outfitting will consist of a complete explanation of the Tailoring part of outfitting.&lt;br /&gt;
&lt;br /&gt;
==Required Instructions and Tools==&lt;br /&gt;
&lt;br /&gt;
===Instructions===&lt;br /&gt;
&lt;br /&gt;
The first thing you need is a book of tailoring instructions from the tailoring society. (The [[Crossing Outfitting Society]] is three blocks south of the Bards&#039; Guild. There is also a [[Riverhaven Outfitting Society]].) I suggest you buy the journeyman tailoring book if you can afford it. If you can&#039;t afford it right away, get the apprentice tailoring book. (Once you have about 200 ranks in [[Outfitting skill|outfitting]], you will need to upgrade to the journeyman book anyway.)&lt;br /&gt;
&lt;br /&gt;
===Tools===&lt;br /&gt;
&lt;br /&gt;
Below are the tools used in tailoring.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Tool!!Used In!!Craftable?&lt;br /&gt;
|-&lt;br /&gt;
|distaff||cloth and leather||&lt;br /&gt;
|-&lt;br /&gt;
|pins||cloth and leather||&lt;br /&gt;
|-&lt;br /&gt;
|scissors||cloth and leather||blacksmithing&lt;br /&gt;
|-&lt;br /&gt;
|sewing needles||cloth and leather||blacksmithing&lt;br /&gt;
|-&lt;br /&gt;
|slickstone||cloth and leather||carving&lt;br /&gt;
|-&lt;br /&gt;
|yardstick||cloth and leather||blacksmithing&lt;br /&gt;
|-&lt;br /&gt;
|awl||leather||blacksmithing&lt;br /&gt;
|-&lt;br /&gt;
|lotion||leather||&lt;br /&gt;
|-&lt;br /&gt;
|scraper||leather||blacksmithing&lt;br /&gt;
|-&lt;br /&gt;
|skinning knife||leather||&lt;br /&gt;
|-&lt;br /&gt;
|knitting needles||knitting||blacksmithing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The best available crafted tools will cost between 12-18 plat each. On the other hand, if you find a blacksmith (forging) with 200-300 skill you can get the basic tools for whole lot less, and they will do just as well. The slickstone can be made by a carver (engineering) with 100 skill and be just fine for use. The pins are sold by outfitting societies, but the festivals have sold pins that are far superior to the society-bought pins.&lt;br /&gt;
&lt;br /&gt;
==Raw Materials==&lt;br /&gt;
&lt;br /&gt;
Now tailoring consists of understanding thread, cloth, yarn, and leather so you can work the items you need to work at the quality needed. Most folks including starting folks can use the society-bought yarn that is wool yarn. And until you can make the wool yarn masterful yourself, you might as well use the society-bought yarn. The cloth can be bought at the society or won playing games at fests or made from thread you spin and weave yourself. Rare cloths so far have only appeared in quests or at festivals. Note in the table below I do not give density of the cloth. This is because when you make cloth it can be of the following types fine/thin/average/thick/heavy, which will produce a different density of cloth. The basic cloths are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Property!!Burlap!!Wool!!Linen!!Cotten!!Silk&lt;br /&gt;
|-&lt;br /&gt;
|durability||60||80||65||70||60&lt;br /&gt;
|-&lt;br /&gt;
|workability||70||60||50||40||20&lt;br /&gt;
|-&lt;br /&gt;
|electrical||45||65||30||30||35&lt;br /&gt;
|-&lt;br /&gt;
|thermal||35||65||50||50||50&lt;br /&gt;
|-&lt;br /&gt;
|physical||85||75||80||80||85&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For a complete list of cloth properties, see [[:Category:Crafting_materials#Outfitting_Materials|Crafting Materials: Outfitting]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When you start out using cloth for making cloth items, you want to use a cloth with high workability. This means the two cloths to start out with would be burlap and wool. Using a cloth that is too difficult for you to work with usually results in poor quality. Poorly made items will suffer a loss in stats compared to a well made version of the same item. So do yourself a favor, start out with cloth you can use on the items you want to make. That way you will create items with high enough quality to satisfy work orders and train you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Making Cloth===&lt;br /&gt;
&lt;br /&gt;
Next is thread and yarn. Thread is really important to both cloth items and leather items. You use fine thread for cloth items when you sew them, and you use thick thread for leather items when you make them. However, as a beginner, it&#039;s sometimes better to use average thread, as it is much easier to make and it tends to work for both cloth and leather.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
First you can use a distaff, {{tt|STUDY MY DISTAFF}} will give you all the information you need to know about using a distaff). The distaff will use 100 yards of fiber to make thread and can be used any place you&#039;re at. Note if you buy fiber and it&#039;s not 100 yards, {{tt|COMBINE}} two of them to make it 100 yards or as close as you can. Or you can go into the outfitting society building and use a spinning wheel. ({{tt|STUDY WHEEL}} will give you info on how to use it.) The spinning wheel will use 400 yards of fiber to make thread. Below is a table that gives you an example of how much thread is made per each 100 yards of fiber you use. Note - when you put fiber on the distaff or wheel, you can then adjust distaff/wheel to fine/thin/average/thick/heavy/yarn to get the thread you want to create.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Early in your career, you can spin fiber into thread and then convert thread to cloth and learn a significant amount of [[Outfitting skill|outfitting]] without ever making anything but cloth. Note jute fiber makes burlap and flax fiber makes linen; all the other fibers are self-explanatory.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Initial Volume!!Thickness!!Resulting Volume&lt;br /&gt;
|-&lt;br /&gt;
|100||fine||100&lt;br /&gt;
|-&lt;br /&gt;
|100||thin||85&lt;br /&gt;
|-&lt;br /&gt;
|100||average||70&lt;br /&gt;
|-&lt;br /&gt;
|100||thick||55&lt;br /&gt;
|-&lt;br /&gt;
|100||heavy/yarn||40&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Surprisingly enough if you can make masterful fine thread using any fibers you can use it on most cloth items. So experiment, and see what you can create masterfully. Now that you have created thread you can use that thread to sew cloth or leather items or you can use it to make cloth.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can also buy 100 yards of average thickness cotton thread from the society building and this works just fine for completing work orders. I actually recommend making your own thread, especially if you can make it masterfully though.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To make cloth you need to use a loom in the society building. ({{tt|STUDY LOOM}} gives you information on how to use it.) Making cloth requires two bundles of thread that are of the same size. Let&#039;s say you use average thread and create two thread of 70 yards, using 2 threads of 70 yards will create 7 yards of cloth using average thread on the loom. Two 100 yards threads make 10 yards of cloth.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Remember ,with two cloths of the same type in each hand you can {{tt|COMBINE}} them or you can {{tt|MARK CLOTH AT # YARDS}} (# being the number of yards you want to take off) and use your scissors to {{tt|CUT}} it. Marking and cutting will also work with fibers and thread, so you can always be sure to use exactly what you need to use. 100 yards of cloth or less can be deeded and put into a deed register for later use.&lt;br /&gt;
&lt;br /&gt;
==Skills and Techniques==&lt;br /&gt;
&lt;br /&gt;
===Skill Requirements===&lt;br /&gt;
&lt;br /&gt;
In general if you do at least three items at your skill level or one above your skill level you will probably lock the skill. The table below will illustrate that. If an item in the book is called extremely easy for instance. That means from 0 to 100 skill you will learn with it. Once over that the tier 1 stuff will not teach much. You can do anything masterfully that matches your skill and learn from it well. Once an item becomes too easy, you stop learning much from it at all.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Basically, as you go up in skill your range of learning from items goes up as well. The easier stuff you can still do masterfully, but you won&#039;t learn much from doing so. The material used also plays a part. While at 0 ranks, you do tier 1 with silk you are probably going to ruin the item and may not learn much from doing so, but use a easier material (high workability) like burlap and you will complete the job well. In the table below the ~ sign means approximately.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The second number is where that skill is with certain techs, and right now I don&#039;t know exactly what techs will give you those numbers. I have checked everything to tier 5 with no techs at all, and those numbers appear really accurate. Now the way to use this table is as follows. Let&#039;s say you have 0 skill. That means you can probably do Tier 1 (extremely easy and that&#039;s how it shows in the tailoring book) close to masterful and tier 2 (very easy) jobs, but tier 3 will probably be a ruined item with little experience. Let&#039;s say you have 150 skill, that means you can do tier 1 masterfully but probably won&#039;t learn much from it. You will need to do tier 2, tier 3, or tier 4 items to learn. (You wouldn&#039;t complete tier 4 masterfully, and that would probably teach the best.) Tier 5 would be too difficult.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Tier!!Difficulty!!Base Ranks!!Ranks With Techs&lt;br /&gt;
|-&lt;br /&gt;
|1||extremely easy||25||~18&lt;br /&gt;
|-&lt;br /&gt;
|2||very easy||50||~36&lt;br /&gt;
|-&lt;br /&gt;
|3||easy||100||~71&lt;br /&gt;
|-&lt;br /&gt;
|4||simple||200||~143&lt;br /&gt;
|-&lt;br /&gt;
|5||basic||300||~214&lt;br /&gt;
|-&lt;br /&gt;
|6||somewhat challenging||425||~304&lt;br /&gt;
|-&lt;br /&gt;
|7||challenging||550||~368&lt;br /&gt;
|-&lt;br /&gt;
|8||complicated||700||~500&lt;br /&gt;
|-&lt;br /&gt;
|9||intricate||850||~607&lt;br /&gt;
|-&lt;br /&gt;
|10||difficult||1175||~839&lt;br /&gt;
|-&lt;br /&gt;
|11||very difficult||1400||850-950&lt;br /&gt;
|-&lt;br /&gt;
|12||extremely difficult||1500||900-1200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tailoring Techniques===&lt;br /&gt;
&lt;br /&gt;
Most tailoring techniques simply reduce the amount of skill that is needed to perform certain tasks, so they are not needed if you have enough skill. However, there are some armor things that cannot be done without certain techniques. These will be discussed below.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;You do not need to choose a career or hobby to train outfitting or create items. The choice of career or hobby is permanent, so do not choose until you are absolutely certain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Required Techniques====&lt;br /&gt;
&lt;br /&gt;
The first technique is Leather Tanning Expertise. To get the ability to use {{tt|ARRANGE ALL}} you need to get this tech. In carving (a discipline of engineering) you have basic bone collecting which also gives you {{tt|ARRANGE ALL}} as well. I suspect these will change at some point to allow {{tt|ARRANGE ALL FOR SKIN/PART}} for the leather tanning expertise, and {{tt|ARRANGE ALL FOR BONE/PART}} for basic bone collecting. So eventually you may need both but I guess we will see what happens.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The next tech you need is Enhanced Stitching. This allows you to seal cloth and leather armor, which makes it more durable. Along that line you also need Enhanced Rare-Material Stitching to seal rare cloth or rare leather armors. Though in this case you won&#039;t need this one right away. It takes a little skill to get where you are able to masterfully make rare-material items.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Then Tailored Craft Enhancement is required to be able lighten or reinforce cloth or leather armors.&lt;br /&gt;
&lt;br /&gt;
====Techniques That Help====&lt;br /&gt;
&lt;br /&gt;
Next are techniques that can help you do your work. Fabric Specialization allows you to use lower quality materials without it affecting you as much. Threadcraft Theory allows you to make mistakes and not have it affect the product as badly and allows you to use inferior tools a lot better. Weaving Acumen provides a big increase to speed in completing projects. Beyond these, the three techs to maintain and repair cloth and leather armors grant you the ability to repair your own armor rather than taking it to a leather repair shop. These are Basic Tailoring Repair, Advanced Tailoring Repair, and Tailored Equipment Maintenance. Beyond this all techs you get just help you do things sooner than you would normally be able to do them. They are not absolutely necessary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating Items==&lt;br /&gt;
&lt;br /&gt;
===Knitting===&lt;br /&gt;
&lt;br /&gt;
OK first thing we will start off with is knitting. For learning outfitting through knitting you will need knitting needles, yarn, and a tailoring book. All knitting items are listed it chapter 5, so pick something according to your skill in the table just above. I think the first four things you can do in tailoring knitting in chapter 5 of the book are the ankleband, armband, socks and napkin. Note that there are no knitted armors.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s really easy to do, does not require many tools, and you can learn outfitting with it for quite a long time even with no techs. The first thing to do is {{tt|TURN}} your book to the right page and {{tt|STUDY}} the book. Then you get the knitting needles out of your container, then get the yarn out of your container (make sure you have enough yarn for the task). Then you use command 1 ({{tt|knit my yarn with my needles}}), put the remaining yarn back in the container, and respond to messages as you proceed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Command 1 ({{tt|knit my yarn with my needles}}) is only done one time to get you started. The last command ({{tt|cast my needles}}) is the last thing you do to finish the task. Note after each command you can {{tt|ANALYZE MY ITEM}} and get the next step to be taken. Knitting consists of the following commands:&amp;lt;br&amp;gt;&lt;br /&gt;
*{{tt|knit my yarn with my needles}}&lt;br /&gt;
*{{tt|knit my needles}}&lt;br /&gt;
*{{tt|turn my needles}}&lt;br /&gt;
*{{tt|push my needles}}&lt;br /&gt;
*{{tt|cast my needles}}&lt;br /&gt;
&lt;br /&gt;
So depending on the messages you get those are the commands you do. The messages that cause you to do a command are as follows:&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Required Action!!Messaging&lt;br /&gt;
|-&lt;br /&gt;
|Turn||Now the needles must be turned&lt;br /&gt;
|-&lt;br /&gt;
|Turn||Some ribbing should be added&lt;br /&gt;
|-&lt;br /&gt;
|Push||Next the needles must be pushed&lt;br /&gt;
|-&lt;br /&gt;
|Push||ready to be pushed&lt;br /&gt;
|-&lt;br /&gt;
|Cast||The garment is nearly complete and now must be cast off&lt;br /&gt;
|-&lt;br /&gt;
|Knit||none of the above messages&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So you can see it&#039;s actually very simple.&lt;br /&gt;
&lt;br /&gt;
===Cloth and Leather Items===&lt;br /&gt;
&lt;br /&gt;
Next we have cloth and leather work! Cloth work is found in chapters 1 through 4 of the tailoring book. Chapters 6 through 10 deal with leather work.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 1 deals with making cloth paddings that are used to reinforce or add to things. (Other than cloth and leather armor, most things don&#039;t require padding.) The paddings you buy in the society are not actually 99 quality; they work just fine for most things, but if you can make your own padding at 99 quality, you actually improve the item you&#039;re making. When I started out I just bought the paddings and in fact to save time I still do.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 2 is decorative wear such as shirts, pants, etc. Chapter 3 is cloth containers. There are no leather containers other than a weapon strap. Chapter 4 is the cloth armors.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 6 talks about basic leather work including sealing etc. Chapter 7 is leather decorative wear, such as shirts and pants made from leather. Chapter 8 is leather containers and accessories (limited to weapon straps for now). Chapter 9 is leather armor. Chapter 10 is leather shields.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Working cloth and leather is an exercise in sewing just like using leather. The messages you get for both are slightly different in only one aspect. With leather you can get messages to use the awl to poke proper holes in the leather; you never get that using cloth.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The first step is to study your book (right chapter and page for the item). I also suggest you have the cloth cut to the right size for your project. This is done by taking cloth, {{tt|MARK CLOTH AT # YARDS}}, Then getting scissors and {{tt|CUT MY CLOTH WITH MY SCISSORS}}. Make sure your sewing needles have a good length of thread on them ({{tt|PUT THREAD ON MY NEEDLES}}). To remove thread from needles you {{tt|PULL MY NEEDLES}}. To check thread on your needles you {{tt|COUNT MY THREAD}}. I have used 300 yards of thread on the needles, and it lasts for quite a bit of sewing. (The maximum is 400 yards.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Then you get the cloth and scissors out for the project and do command 1 ({{tt|cut my cloth with my scissors}}). That is the only time the first command is used. The commands that follow are in response to the messages received (also note after each command you can {{tt|ANALYZE MY [ITEM]}} and see the next step). One last item.&amp;lt;br&amp;gt;&lt;br /&gt;
#{{tt|cut my cloth with my scissors}}: starts process&lt;br /&gt;
#{{tt|push my item with my needle}}&lt;br /&gt;
#{{tt|measure my item with my yardstick}}&lt;br /&gt;
#{{tt|cut my item with my scissors}}&lt;br /&gt;
#{{tt|poke my item with my pins}}&lt;br /&gt;
#{{tt|poke my item with my awl}}&lt;br /&gt;
#{{tt|rub my item with my slickstone}}&lt;br /&gt;
#{{tt|assemble my item with my small padding}}&lt;br /&gt;
#{{tt|assemble my item with my large padding}}&lt;br /&gt;
#{{tt|assemble my item with my handle}}&lt;br /&gt;
#{{tt|assemble my item with my long cord}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A note on the above commands. The handle and long cord are only used with shields made from leather. The small and large paddings can be used for most of the rest of the armors. After an assemble, you always get the needles out of your container and {{tt|PUSH MY [ITEM] WITH MY NEEDLE}}. Then continue until you&#039;re done with your project. If you are simply making clothing or containers, you will not use padding, handles, or cords.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now the messages that change what the next step is are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Required Action!!Messaging&lt;br /&gt;
|-&lt;br /&gt;
|measure with yardstick||dimensions appear to have shifted and could benefit from some remeasuring&lt;br /&gt;
|-&lt;br /&gt;
|cut with scissors||With the measuring complete, now it is time to cut away more&lt;br /&gt;
|-&lt;br /&gt;
|poke with pins||and could use some pins to&lt;br /&gt;
|-&lt;br /&gt;
|rub with slickstone||deep crease develops along&lt;br /&gt;
|-&lt;br /&gt;
|rub with slickstone||wrinkles from all the handling and could use&lt;br /&gt;
|-&lt;br /&gt;
|poke item with awl||One leather piece is too thick for the needle to penetrate&lt;br /&gt;
|-&lt;br /&gt;
|poke item with awl||A critical section of leather needs holes punched&lt;br /&gt;
|-&lt;br /&gt;
|assemble small padding||You need another finished small cloth padding&lt;br /&gt;
|-&lt;br /&gt;
|assemble large padding||You need another finished large cloth padding&lt;br /&gt;
|-&lt;br /&gt;
|assemble shield handle||You need another finished leather shield handle&lt;br /&gt;
|-&lt;br /&gt;
|assemble long cord||You need another finished long leather cord&lt;br /&gt;
|-&lt;br /&gt;
|push item with needle||if none of the above appear or after an assembly&lt;br /&gt;
|-&lt;br /&gt;
|nothing (you&#039;re done)||You cannot figure out how to do that&lt;br /&gt;
|-&lt;br /&gt;
|nothing (you&#039;re done)||You realize that cannot be repaired, and stop&lt;br /&gt;
|-&lt;br /&gt;
|nothing (you&#039;re done)||not damaged enough to&lt;br /&gt;
|-&lt;br /&gt;
|nothing (you&#039;re done)||Applying the final touches, you complete working&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So sewing as you can see is a bit more complicated.&lt;br /&gt;
&lt;br /&gt;
===Cloth and Leather Armor===&lt;br /&gt;
&lt;br /&gt;
The last part of tailoring is sealing, reinforcing, or lightening. You can seal and reinforce cloth or leather armor, or you can seal and lighten cloth or leather armor, but you can&#039;t lighten and reinforce the same piece.&lt;br /&gt;
&lt;br /&gt;
====Sealing (Added Durability)====&lt;br /&gt;
&lt;br /&gt;
Sealing will make the armor you make more durable. This lengthens the time armor can go without needing repairs. Chapter 1 of the tailoring book has a page for normal sealing and rare material sealing. You must study the right page in chapter 1 to seal a cloth armor, leather armor or shield. First you study the book at the right page. Second get the item to be sealed out. The you follow the commands in order until you get the finished message. Note you can analyze the item at each step after the first command and find out what is next.&amp;lt;br&amp;gt;&lt;br /&gt;
#{{tt|APPLY MY WAX TO MY [ITEM]}}&lt;br /&gt;
#{{tt|RUB MY [ITEM] WITH MY SLICKSTONE}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Basically you apply wax, then rub it in with the slickstone, then apply wax and then rub it in again. At some point when applying wax you will get a finished message.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*You cannot figure out&lt;br /&gt;
*material shows improved signs of durability and wear resistance&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If a &amp;quot;done&amp;quot; message does not show, use the slickstone. The done message should appear after you apply wax.&lt;br /&gt;
&lt;br /&gt;
====Reinforcing (Added Protection)====&lt;br /&gt;
&lt;br /&gt;
Reinforcing increases protection, hindrance, and weight. Chapter 1 of the tailoring book has a page for reinforcing cloth or leather armor. It doesn&#039;t matter if it&#039;s common material or rare material. You must be at the right page in chapter 1 to reinforce armor. Study the book at the right page. Then take out the item and scissors and do the command 1 ({{tt|cut my item with my scissors}}). Then you {{tt|ANALYZE MY [ITEM]}} on step 2 and proceed based on the messages produced. Note you can {{tt|ANALYZE}} the item at each step after you do step 1 and find out what&#039;s going on.&amp;lt;br&amp;gt;&lt;br /&gt;
#{{tt|cut my item with my scissors}}: starts process&lt;br /&gt;
#{{tt|analyze my item}}&lt;br /&gt;
#{{tt|push my item with my needle}}&lt;br /&gt;
#{{tt|measure my item with my yardstick}}&lt;br /&gt;
#{{tt|cut my item with my scissors}}&lt;br /&gt;
#{{tt|poke my item with my pins}}&lt;br /&gt;
#{{tt|poke my item with my awl}}: only used for leather&lt;br /&gt;
#{{tt|assemble my item with my large padding}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Notice after each command if an end message is not received you go back to command 2 ({{tt|analyze my item}}). You will notice all reinforcing is done with large padding. The messages you can get are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Required Action!!Messaging&lt;br /&gt;
|-&lt;br /&gt;
|use needle||pushing it with a needle and thread&lt;br /&gt;
|-&lt;br /&gt;
|use yardstick||dimensions changed while working on it, and further progress would be benefited by remeasuring&lt;br /&gt;
|-&lt;br /&gt;
|use scissors||Additional scissor cuts are required&lt;br /&gt;
|-&lt;br /&gt;
|use scissors||ready for further cutting with some scissors&lt;br /&gt;
|-&lt;br /&gt;
|use scissors||Some scissor cuts must be made to the&lt;br /&gt;
|-&lt;br /&gt;
|use pins||is in need of pinning to help arrange the material&lt;br /&gt;
|-&lt;br /&gt;
|use awl||an awl to add these holes&lt;br /&gt;
|-&lt;br /&gt;
|use awl||requires some holes punched&lt;br /&gt;
|-&lt;br /&gt;
|assemble padding||is ready to be reinforced with some large cloth padding&lt;br /&gt;
|-&lt;br /&gt;
|get more thread||The last of your thread is used up&lt;br /&gt;
|-&lt;br /&gt;
|nothing (you&#039;re done)||to be a type of finished&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For common leather and cloth reinforcing does not help the stats of the armor so you&#039;re better off just making the item and sealing it. However, this is not true for making shields. Shields reinforced do change the stats for any material used and sealing makes it more durable.&lt;br /&gt;
&lt;br /&gt;
====Lightening (Reduces Weight)====&lt;br /&gt;
&lt;br /&gt;
Lightening armor will reduce weight but not protection or hindrance. Chapter 1 of the tailoring book has a page for lightening cloth or leather armor. It doesn&#039;t matter if it&#039;s common material or rare material. You must be at the right page in chapter 1 to lighten armor. {{tt|STUDY}} the book at the right page. Then you get the item and scissors and do the command 1 ({{tt|cut my item with my scissors}}). Then you {{tt|ANALYZE MY [ITEM]}} on step 2 and proceed based on the messages produced. Note you can {{tt|ANALYZE}} the item at each step after you do step 1 and find out what&#039;s going on.&amp;lt;br&amp;gt;&lt;br /&gt;
#{{tt|cut my item with my scissors}}&lt;br /&gt;
#{{tt|analyze my item}}&lt;br /&gt;
#{{tt|push my item with my needle}}&lt;br /&gt;
#{{tt|measure my item with my yardstick}}&lt;br /&gt;
#{{tt|cut my item with my scissors}}&lt;br /&gt;
#{{tt|poke my item with my pins}}&lt;br /&gt;
#{{tt|poke my item with my awl}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After each command, if an end message is not received, you go back to command 2 ({{tt|analyze my item}}). You will notice all lightening is basically done with scissors removing material and re-sewing things. The messages you can get are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Required Action!!Messaging&lt;br /&gt;
|-&lt;br /&gt;
|use needle||pushing it with a needle and thread&lt;br /&gt;
|-&lt;br /&gt;
|use yardstick||dimensions changed while working on it, and further progress would be benefited by remeasuring&lt;br /&gt;
|-&lt;br /&gt;
|use scissors||Additional scissor cuts are required&lt;br /&gt;
|-&lt;br /&gt;
|use scissors||ready for further cutting with some scissors&lt;br /&gt;
|-&lt;br /&gt;
|use scissors||Some scissor cuts must be made to the&lt;br /&gt;
|-&lt;br /&gt;
|use pins||is in need of pinning to help arrange the material&lt;br /&gt;
|-&lt;br /&gt;
|use awl||an awl to add these holes&lt;br /&gt;
|-&lt;br /&gt;
|use awl||requires some holes punched&lt;br /&gt;
|-&lt;br /&gt;
|get more thread||The last of your thread is used up&lt;br /&gt;
|-&lt;br /&gt;
|nothing (you&#039;re done)||to be a type of finished&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Work Orders==&lt;br /&gt;
&lt;br /&gt;
When doing work orders you might get cloth, leather, or knitting, as all those areas will have something you are capable of doing. If you don&#039;t like the work order you got, just ask for another one. To my knowledge there is no limit to how many times you can ask for a different work order.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you just want to learn without doing work orders, pick something at your level, and work on it.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
One other note. I seem to get better payout from doing work orders for knitting when using the yarn you buy even though the yarn I make is actually better. I&#039;m not certain why this is, but it&#039;s something worth noting.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
From some of the experiments I&#039;ve done, making an armor and sealing it for work orders pays better than simply making the armor. I&#039;m not sure if reinforcing or lightening the armor will up the price you get for the work order as well but seal does appear to raise the price you get on the work order.&lt;br /&gt;
&lt;br /&gt;
{{Cat|Player Guides,Crafting Player Guides}}&lt;/div&gt;</summary>
		<author><name>QUELGASH</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Outfitting_Society_(Ratha)&amp;diff=444038</id>
		<title>Outfitting Society (Ratha)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Outfitting_Society_(Ratha)&amp;diff=444038"/>
		<updated>2016-05-21T05:36:29Z</updated>

		<summary type="html">&lt;p&gt;QUELGASH: Since I couldn&amp;#039;t find it I thought I&amp;#039;d make it a little easier to locate! Not on the Ranik Map!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Store At A Glance&lt;br /&gt;
|Town=Ratha&lt;br /&gt;
|Province=Qi&#039;Reshalia&lt;br /&gt;
|Owner=&lt;br /&gt;
|Store Type=Crafting,Outfitting&lt;br /&gt;
|NumRooms=&lt;br /&gt;
|MapNumber=90&lt;br /&gt;
}}&lt;br /&gt;
Found in the city of [[Ratha]] on East Eslan Street, on the Second Tier. Located next to the Tailor Shop.&lt;/div&gt;</summary>
		<author><name>QUELGASH</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Forest_geni_(1)&amp;diff=442631</id>
		<title>Talk:Forest geni (1)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Forest_geni_(1)&amp;diff=442631"/>
		<updated>2016-05-11T22:23:04Z</updated>

		<summary type="html">&lt;p&gt;QUELGASH: Posted a question.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;5/11/2016&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The notes say it requires 300 perception to enter, but it takes 100 perception to enter with some luck; does this mean that 300 is the sweet spot that means you don&#039;t go wandering off in random directions? Does a Ranger&#039;s Scouting skill lower the bar further, since moving around in there apparently trains both?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8/11/2015&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are certain that the forest geni is healthy.&lt;br /&gt;
You are certain that it is somewhat weaker than you are.&lt;br /&gt;
You are certain that it is not quite as agile (41) as you are.&lt;br /&gt;
You are certain that it is not quite as disciplined (42) as you are.&lt;br /&gt;
You are certain that it is not quite as quick to react (40) as you are.&lt;br /&gt;
You are certain that it is rather less conditioned (40) than you are.&lt;br /&gt;
Taking stock of its offensive abilities, and defending with a storm-bull buckler &lt;br /&gt;
&lt;br /&gt;
If you brawled (264) with the enemy, you are certain that it would train acceptably.&lt;br /&gt;
If you defended by parrying (241) attacks, you are certain that the enemy would train rather well.&lt;br /&gt;
If you defended by evading (337) attacks, you are certain that the enemy would train somewhat poorly.&lt;br /&gt;
If you defended by blocking (281) attacks, you are certain that the enemy would train acceptably.&lt;br /&gt;
If you attempted to beguile the enemy with tactics (325), you are certain that it would train somewhat poorly.&lt;br /&gt;
If you attempted to debilitate (167) the enemy, you are certain that it would train very well, provided you can affect it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
385 Stealth:&lt;br /&gt;
mark geni&lt;br /&gt;
You take a quick glance at the forest geni, briefly assessing its perception compared to your overall abilities.&lt;br /&gt;
It&#039;ll be troublesome to be unnoticed.&lt;br /&gt;
&lt;br /&gt;
Comparing the following results to this, the creature appears to have between 30-35 Agility, Discipline, Reflex.  Appears to have between 25 and 30 Stamina.  Optimal 3.1 range appears to be 250-320, but trains Stealth much higher.&lt;br /&gt;
&lt;br /&gt;
[[User:HERALD42|HERALD42]] ([[User talk:HERALD42|talk]]) 05:22, 11 August 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Update: 15 August, 2014&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is somewhat weaker than you are.(@ 40 Strength)&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is apparently as agile as you are.(@ 30 Agility)&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is somewhat more discipline than you are.(@ 22 Discipline)&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is about as quick to react as you are.(@ 30 Reflex)&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is rather less conditioned than you are. (@ 40 Stamina)&lt;br /&gt;
&amp;lt;br/&amp;gt;Taking stock of its offensive abilities, and defending, you are certain that the forest geni is a solid opponent.(@ 255 armor, 247 shield, 249 defending, and 247 parry)&lt;br /&gt;
&amp;lt;br/&amp;gt;Taking stock of its defensive abilities, and attacking, you are certain that the forest geni is well beneath your abilities.(@ 244 overall weapon)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you attacked with a (X), you are certain that the enemy would train acceptably.(@ 176 weapon)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you threw (X) at the enemy you are certain that it would train rather well.(@ 176 thrown)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you defended by parrying attacks, you are certain that the enemy would train rather well.(@247 parry)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you defended by evading attacks, you are certain that the enemy would train acceptably.(@ 252 evasion)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you defended by blocking attacks, you are certain that the enemy would train rather well.(@ 247 shield)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you attempted to beguile the enemy with tactics, you are certain that it would train acceptably.(@ 265 tactics)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you attempted to debilitate the enemy, you are certain that it would train somewhat poorly.(@ 311 debilitation)&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Overall impression:&#039;&#039;&#039; Could not handle three at melee with the above stats/skills(including 249 defending); within 10 minutes, I was battered/hurt and bleeding from multiple wounds.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Update: 30 September, 2014&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is somewhat weaker than you are.(@ 40 Strength)&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is apparently as agile as you are.(@ 30 Agility)&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is about as disciplined as you are.(@ 30 Discipline)&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is about as quick to react as you are.(@ 30 Reflex)&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is rather less conditioned than you are.(@ 40 Stamina)&lt;br /&gt;
&amp;lt;br/&amp;gt;Taking stock of its offensive abilities, and defending, you are certain that the forest geni is a worthy opponent.(@ 291 armor, 283 shield, 283 defending, and 277 parry)&lt;br /&gt;
&amp;lt;br/&amp;gt;Taking stock of its defensive abilities, and attacking, you are certain that the forest geni is well beneath your abilities.(@ 262 overall weapon)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you attacked with a (X), you are certain that the enemy would train acceptably.(@ 188 weapon)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you threw (X) at the enemy you are certain that it would train rather well.(@ 195 thrown)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you defended by parrying attacks, you are certain that the enemy would train acceptably.(@ 277 parry)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you defended by evading attacks, you are certain that the enemy would train acceptably.(@ 288 evasion)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you defended by blocking attacks, you are certain that the enemy would train acceptably.(@ 283 shield)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you attempted to beguile the enemy with tactics, you are certain that it would train somewhat poorly.(@ 290 tactics)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you attempted to debilitate the enemy, you are certain that it would train somewhat poorly.(@ 335 debilitation)&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Overall impression:&#039;&#039;&#039; handling 3 at melee with the occasional light hits (1/23 - 3/23) with the above stats/skills. Defenses training to ML quickly, offenses not as quick due to missing ~30% of my attacks.&lt;/div&gt;</summary>
		<author><name>QUELGASH</name></author>
	</entry>
</feed>