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	<id>https://elanthipedia.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=REYANDO</id>
	<title>Elanthipedia - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/Special:Contributions/REYANDO"/>
	<updated>2026-06-01T10:00:09Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Holy_water&amp;diff=440646</id>
		<title>Holy water</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Holy_water&amp;diff=440646"/>
		<updated>2016-04-18T00:14:17Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: redirect to item page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Item:Holy_water]]&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=User:REYANDO/Home&amp;diff=440644</id>
		<title>User:REYANDO/Home</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=User:REYANDO/Home&amp;diff=440644"/>
		<updated>2016-04-18T00:01:49Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: added cleric rituals and communes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hunting ladders]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ranik Maps]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scripts]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Empath - Heal All (Script)]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Empath - Heal All Save Bleeders (Script)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Guilds:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
[[Trader]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Trader new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Trading]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ranger]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Ranger new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Scouting]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Stealth]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmithing]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Barbarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Barbarian new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Forging guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
**[[Work orders]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Empath]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Empath new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Empathy]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cleric]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Cleric rituals]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Communes]]&amp;lt;br&amp;gt;&lt;br /&gt;
**[[Cleric quest walkthroughs]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Cleric new player guide]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thief]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Thievery skill]]&amp;lt;br&amp;gt;&lt;br /&gt;
**[[Stealing List]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Stealth]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmithing]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmith hunting ladder]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warrior Mage]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Warrior Mage new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Summoning]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Theurgy_skill&amp;diff=440638</id>
		<title>Theurgy skill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Theurgy_skill&amp;diff=440638"/>
		<updated>2016-04-17T22:44:21Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: edit tiny grammar stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Theurgy skill&#039;&#039;&#039; is a [[guild association is::Cleric]]-only skill by which that the Cleric taps into the knowledge and power of the [[Immortals]].&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that boost Theurgy==&lt;br /&gt;
{{#ask:[[Boosts::Theurgy skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that decrease Theurgy==&lt;br /&gt;
{{#ask:[[Debuffs::Theurgy skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
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|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Training methods==&lt;br /&gt;
Theurgy is trained by engaging in the cycle of gaining [[devotion]] through [[Cleric rituals|rituals]] and using that devotion to perform [[communes]]. Imagine your devotion as a bucket. Rituals fill this bucket then communes empty it, training Theurgy in the process.&lt;br /&gt;
&lt;br /&gt;
At lower levels these [[Cleric Rituals|rituals]] will train Theurgy well, but it begins to taper off around 50 ranks. Note that the more involved the ritual, the more it teaches. Planting [[Clerical_rituals#Planting_of_sirese|sirese seeds]] and taking a [[Clerical_rituals#The_holy_bath|holy bath]] both teach well past 100 ranks, as do the [[Clerical_rituals#Offering_of_blood|offering of blood]] and [[Clerical_rituals#Dark-aligned_Incense|dark incense consecration]] rituals.&lt;br /&gt;
&lt;br /&gt;
Once rituals stop teaching, it&#039;s time to begin practicing communes. Communes allow you to invoke the powers granted to you by certain Immortals to produce effects as simple as increasing your proficiency at fighting Undead to as complex as creating a temporary holy site that increases the flow of mana for most everyone. Generally, the later you learned a commune, the more devotion it will consume and the more Theurgy it will grant when used. For example, Meraud&#039;s commune learned at circle 20 will teach more Theurgy than Hodierna&#039;s commune learned at circle 12 or Eluned&#039;s commune learned at circle 3. A very effective method of training Theurgy is to consecrate a hunting room using [[Meraud&#039;s commune]], then perform [[Cleric_Rituals#Consecrated_ground|consecrated ground rituals]] (including Last Rites, Prayer, Dance and Poetry) to raise devotion.&lt;br /&gt;
&lt;br /&gt;
As your skill in Theurgy grows, the downtime in your ability to use communes will decrease. Find a reasonable balance between what yields a decent amount of theurgy and spending time doing rituals and you’ll do well. Welcome to being a Cleric!&lt;br /&gt;
&lt;br /&gt;
===List of communes===&lt;br /&gt;
{{AbilityList|ha}}&lt;br /&gt;
{{#ask:[[guild association is::Cleric]][[Ability type is::commune]]&lt;br /&gt;
|?pretty name is&lt;br /&gt;
|?ability type is&lt;br /&gt;
|?ability skill is&lt;br /&gt;
|?prerequisite&lt;br /&gt;
|?ability effect is&lt;br /&gt;
|format=template&lt;br /&gt;
|sort=prerequisite&lt;br /&gt;
|template=AbilityList5&lt;br /&gt;
|link=none&lt;br /&gt;
|limit=100&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
Training Theurgy can feel a bit tedious, but you’ll learn to make the most of it with some time and practice.&lt;br /&gt;
&lt;br /&gt;
* Just starting out, the only method outside of a class will be in the form of doing [[Cleric Rituals|rituals]].&lt;br /&gt;
* Your current level of devotion can be checked by typing just {{com|commune}}. The closer you feel to your deity in that message will indicate how high your devotion has grown.&lt;br /&gt;
* Get in the habit of performing as many rituals as you can to raise your devotion. Devotion is the fuel for you communes that will train Therugy.&lt;br /&gt;
* The easiest ritual will be to simply {{com|pray}} {{tt|&amp;lt;immortal&amp;gt;}}.&lt;br /&gt;
* Many rituals are performed in front of an altar: dance at them, pour sacramental wine on them, clean them, kiss them, wave incense at them, play instruments at them.&lt;br /&gt;
* You’ll want to acquire a [[Pilgrim&#039;s badge|pilgrim’s badge]] and visit the many holy sites to link them with your badge. Perform your altar rituals while you are there too!&lt;br /&gt;
*The Gods will also reward you for destroying the [[Undead]], which you should be able to start doing fairly early in your career. Additionally, if you are able to acquire a skin or pelt from the slain Undead, you can take it to an altar, sprinkle it with holy water, and then offer it upon an altar. The commands to do so are {{tt|Put pelt/skin on altar}}, and {{tt|offer pelt/skin on altar}}.&lt;br /&gt;
* Don’t be afraid to ask your brothers and sisters about their favorite rituals to expand upon what you know.&lt;br /&gt;
* You’ll also want to learn how to use {{com|commune}} {{tt|sense}}. This sense will indicate if you are currently affected by any communes. It can also indicate whether you can activate another commune or if you’ll be able to gain experience from repeating a commune.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Guild skills,Supernatural skillset,Experience 3.0 Skills,Skills}}[[page type is::skill| ]]&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sorcery&amp;diff=440636</id>
		<title>Sorcery</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sorcery&amp;diff=440636"/>
		<updated>2016-04-17T22:32:58Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: added link to basic &amp;#039;sorcery skill&amp;#039; page.  ...weird that &amp;quot;sorcery&amp;quot; brings me to a theoretical discussion...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;See [[:Category:Sorcery Spells]] for a list of Sorcery spells.&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;See [[Sorcery Skill]] for basic skill information.&#039;&#039;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
Sorcery is the most infamous discipline studied by students of the Arcane. It is the use of spell patterns that rely on the laws and properties of two (or more) [[Mana#The Spectrum|frequencies of mana]] at once&amp;lt;ref&amp;gt;[[Post:Thought_crossed_my_mind._-_2/19/2009_-_17:17:54]]&amp;lt;/ref&amp;gt;. In contrast to the logical and methodical nature of conventional magic, sorcery relies on intuition and emotion. The act of casting a sorcerous matrix drags the caster beyond what is rational and logical into a dark world of unreason, intuition and unbridled emotion. This process is a distinctly painful experience.&amp;lt;ref&amp;gt;[[Post:Proposed Scroll Focus Feat - 06/02/2014 - 11:10]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:Proposed_Scroll_Focus_Feat_-_06/03/2014_-_14:31]]&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All sorcery can be thought of a violent attempt to break natural or cosmological laws.&lt;br /&gt;
&lt;br /&gt;
Compared to conventional magic, all sorcery has three universal characteristics:&amp;lt;ref&amp;gt;[[Post:Sorcery_Lore_-_7/19/2010_-_21:05:22]]&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1) &#039;&#039;&#039;Sorcery is violent.&#039;&#039;&#039; It may be darkly pervasive, metaphysically violent, or even literally violent, but at some level it will be breaking something&amp;lt;ref&amp;gt;[[Post:Introductory Magic Theory - 11/06/2014 - 12:23]]&amp;lt;/ref&amp;gt;. This is an infuriating but nonetheless immutable element of sorcery spellbooks: it&#039;s never &amp;quot;nice.&amp;lt;br/&amp;gt;&lt;br /&gt;
2) &#039;&#039;&#039;Sorcery is unstable.&#039;&#039;&#039; Even the best sorcerer is groping for at least half his mana blind, deaf and dumb. Even the most erudite sorcerer cannot hope to encompass the exponential growth in laws and mechanics that comes from interfacing mana frequencies that were never meant to work together. Even the luckiest sorcerer cannot escape that sometimes two streams cross and that&#039;s the end of that. Sorcery has an inherent tendency toward creating an unpleasant explosion of curses and half-formed spell effects.&amp;lt;br/&amp;gt;&lt;br /&gt;
3) &#039;&#039;&#039;Sorcery is greedy.&#039;&#039;&#039; Sorcery exists to create in the world that which does not and cannot exist, because the magician arrogantly says it should or attempts to do alone with sorcery what could be done with outside help or with an intentional mien of misanthropy.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sorcerous theory==&lt;br /&gt;
&lt;br /&gt;
===Mana spectrum theory===&lt;br /&gt;
[[image:ManaField.gif|400px|right]]&lt;br /&gt;
&lt;br /&gt;
Conventional magic theorists espouse the [[Mana#The_mana_spectrum|mana spectrum theory]] with the claim that each of the types of mana is a distinct realm that has much in common with the other realms, but also has unique laws, principles and properties. Sorcery can be understood as the introduction of the properties of one realm into another realm with divergent properties&amp;lt;ref&amp;gt;[[Post:Questions_about_mixing_mana_types_-_11/11/2009_-_15:26:49]]&amp;lt;/ref&amp;gt;. Consequently, Sorcery is the also the act of combining two (or more) of the four known realms of magic (Elemental, Holy, Life and Lunar) into a single matrix and, therefore, involves the use of mana that exists outside the magician&#039;s attuned realm. Magic users are limited to the ability to perceive a single realm of magic and therefore are forced to manipulate at least a portion of a spell matrix blindly&amp;lt;ref&amp;gt;[[Post:Questions about mixing mana types. - 11/10/2009 - 20:07:32]]&amp;lt;/ref&amp;gt;. The facts that the sorcerer is attempting to combine the incompatible and shape at least some mana streams blindly causes such spell matrixes to be inherently unstable and dangerous&amp;lt;ref&amp;gt;[[Post:Questions_about_mixing_mana_types_-_11/11/2009_-_15:26:49]]&amp;lt;/ref&amp;gt;. As a result, the use of a Sorcerous matrix always carries the risk of a [[#Sorcerous Backlash|Sorcerous Backlash]] that can have results ranging from inconvenient but invisible effects to spectacularly violent deaths.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mana Spectrum Theorists believe each of the realms of mana can be seen to lie along a spectrum of mana ranging from Holy Mana at one end to Lunar mana at the other. Holy and Life Mana lie on the conceptually ephemeral side of the spectrum while Elemental and Lunar mana lie on the conceptually physical realm of the spectrum. When considering sorcerous interactions, many theorists view the spectrum as being curved rather than linear. This causes the realms at the top of the spectrum, Lunar and Holy, to be grouped together as metaphysically abstract realms and those at the bottom, Elemental and Life, to be grouped together as metaphysically concrete realms. The most stable interactions can be found among realms that are metaphysically similar but conceptually different (Holy and Lunar, Elemental and Life) and the least stable among those that are conceptually similar but metaphysically different (Elemental and Lunar, Holy and Life)&amp;lt;ref&amp;gt;[[Post:Umm... Shadow Web? - 2/21/2011 - 18:27:12]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:Other school&#039;s spell scrolls - 1/14/2009 - 23:32:05]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:Lunar Magic 101 - 05/31/2014 - 10:27]]&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The mana field hypothesis===&lt;br /&gt;
&lt;br /&gt;
Sorcerous magic theorists champion an The Mana Field Hypothesis, which states that the four known realms of mana are not distinct fields but are instead parts of a greater ubiquitous whole&amp;lt;ref&amp;gt;[[Post:Sorcery_Lore_-_7/19/2010_-_21:05:22]]&amp;lt;/ref&amp;gt;. The fact that the individual realms appear to exist is the result of a weakness of the mortal mind; if one could see mana in its entirety, one would see that the end of one realm of magic only marks the border to another realm. Mana Field Theorists believe that attunement naturally grants all magic users the ability to manipulate portions of the mana field that are beyond their natural perception. One could further argue that the mana field contains a set of universal laws, principles and properties that apply across all of the conventional fields of mana. Sorcerous backlashes are, therefore, not the result of blending incompatible realms of mana but rather are caused by the Sorceror&#039;s inability to perceive the mana field in its entirety or comprehend the unifying laws that bind all magic together.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Much to the frustration of sorcerous researchers, current observations cannot support the Mana Field Hypothesis as the four realms do not fit neatly together into a unified whole. Numerous modifications to the hypothesis ranging from the existence of invisible mana bridging to gap between the realms, field-warping forces interfering with mana perception or undiscovered realms of mana abound. The fact that Sorcery is possible provides encouragement to Sorcerous Theorists, who are quick to point out that they are able to do what Conventional Mana Spectrum Theorists say is impossible.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Types of sorcery==&lt;br /&gt;
&lt;br /&gt;
===Sorcerous casting===&lt;br /&gt;
&lt;br /&gt;
Sorcerous casting is the act of a magic user attempting to cast a spell designed to use another type of mana. Traditionally this has been called &amp;quot;sorcery&amp;quot; with a lower-case &#039;&#039;s&#039;&#039; by players due to the perception that it less dangerous and therefore more morally acceptable than other Sorcery. This distinction is obsolete. Sorcerous casting may be as simple as a [[Cleric]] trying casting [[Clear Vision]], but it comes with the danger of  [[#Sorcerous Backlash|sorcerous backlash]]. The danger of this is that even when not attempting to do so, any attempt by a magic user to manipulate mana will either wholly or partially include their native mana as an unavoidable reflexive action. Without even intending to, the Cleric would end up funneling at least a small amount of holy mana into the Clear Vision spell, which it is not designed to handle, and occasionally result in catastrophic results.&amp;lt;ref&amp;gt;[[Post:Insert_Expletive_Here_-_06/08/2014_-_19:47]]&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt; While sorcerous casting is not in and of itself illegal in most locales due to the general inability to separate it from normal spell casting, body-destroying backlashes are evidence of sorcerous manipulation and are likely to bring legal troubles if they occur in justice zones &amp;lt;ref&amp;gt;[[Post:Is Using a Rune Sorcery? - 3/11/2011 - 20:23:51]]&amp;lt;/ref&amp;gt;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===True sorcery===&lt;br /&gt;
&lt;br /&gt;
True Sorcery involves a matrix which is designed inherently to use more than one type of mana.  It has also been traditionally known as &amp;quot;Sorcery&amp;quot; with a big &amp;quot;S&amp;quot; by players although, as mentioned above, this distinction is effectively obsolete. A True Sorcery spell that includes life mana in its matrix is also technically a [[Necromancy]] spell.&amp;lt;ref&amp;gt;[[Post:Sorcery_Lore_-_7/19/2010_-_21:05:22]]&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High sorcery====&lt;br /&gt;
&lt;br /&gt;
High Sorcery is a type of refined magic that combines two or more types of mana into a single matrix and requires the presence of a [[Magical_Theory#Confounds|confound]] and special background knowledge. Using these spells is often associated with some form of [[#sorcerous_corruption|corruption]]. There are currently four known High Sorcery spell book, each of which is a corruption of one of the four realms of magic.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Antinomic Sorcery]] is the corruption of cosmologic laws and structure&amp;lt;ref&amp;gt;[[Post:Thoughts_About_DO_3.0_%26_Necro_Playability_-_02/11/2012_-_18:36]]&amp;lt;/ref&amp;gt; It often deals with esoteric grey areas of religion. Its spell patterns are based on Holy Mana with Elemental or Lunar Mana. Such spells will likely require knowledge of the [[Theurgy]] skill and be limited to the [[Cleric]] Guild.&lt;br /&gt;
*[[Hylomorphic Sorcery]] is the corruption of cosmologic shape and function&amp;lt;ref&amp;gt;[[Post:Thoughts_About_DO_3.0_%26_Necro_Playability_-_02/11/2012_-_18:36]]&amp;lt;/ref&amp;gt;. It contains, among other things, the legendary Blackfire Spellbook. Its spell patterns are a mixture of Elemental Mana with Lunar or Holy and requires knowledge and connections to the [[Elemental planes]] unique to the [[Warrior Mage]] guild.&lt;br /&gt;
*[[Teleologic Sorcery]] is the corruption of names and meaning&amp;lt;ref&amp;gt;[[Post:Thoughts_About_DO_3.0_%26_Necro_Playability_-_02/11/2012_-_18:36]]&amp;lt;/ref&amp;gt;, often dealing with fate, luck and probability. Its spell patterns are a mixture of Lunar Mana with Elemental or Holy mana and require a link to the [[Plane of Probability]] and knowledge of [[Astrology]]. As a result this book is only usable by [[Moon Mages]]. Casting these spells leads to [[Teleologic Corruption]]&lt;br /&gt;
*[[Necromancy]], also known as &amp;quot;High Necromancy&amp;quot; or, by some scholars, as &amp;quot;Ontologic Sorcery&amp;quot;&amp;lt;ref&amp;gt;[[Post:Sorcery_Lore_-_7/19/2010_-_21:05:22]]&amp;lt;/ref&amp;gt;, is the corruption of life itself. It often involves the creation of false life or perversion of living things into unnatural forms. Its spell patterns are a mixture of Life Mana with either Elemenal or Lunar mana. This sorcery requires knowledge of the blasphemy known as [[Thanatology]] and is not a single spell book but instead contains the entire spectrum of spells used by [[Necromancer]]s. Unlike all other types of Sorcery, this magic does not contest the [[Sorcery_skill|Sorcery Skill]] as long as it is used by an attuned Necromancer.&lt;br /&gt;
&lt;br /&gt;
====Low sorcery====&lt;br /&gt;
&lt;br /&gt;
Low Sorcery lacks the philosophical and theoretical complexity of the High Sorceries and can, therefore, be cast by anyone who has attunement &amp;lt;ref&amp;gt;[[Post:Consent and Accuse - 4/8/2011 - 17:57:34]]&amp;lt;/ref&amp;gt;. The concept that unified the spells within a Low Sorcery spell book is the fact that that all attempt to do what is impossible with a single realm of magic. Such magic is usually violent, unstable and dangerous. There are currently three types of low sorcery:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{PRel|Category:Low Sorcery Spellbook|Low Sorcery}} is a combination of two of Elemental, Holy and Lunar magic.&lt;br /&gt;
*{{PRel|Category:Lay Necromancy Spellbook|Lay Necromancy}} is the combination of Life magic with Lunar or Elemental Magic.&lt;br /&gt;
*{{PRel|Category:Feral Magic Spellbook|Feral Magic}} is a combination of all four realms of magic and is exceptionally violent and unstable, even by sorcerous standards&amp;lt;ref&amp;gt;[[Post:Sorcery Lore - 7/20/2010 - 00:03:44]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:Commoners and magic - 3/11/2010 - 13:39:58]]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Sorcerous corruption==&lt;br /&gt;
&lt;br /&gt;
High sorceries tend to have corrupting effects on those that use them. The corrupting effects of Antinomic Sorcery and Hylomorphic sorcery are currently unknown. Moon mages who cast Teleologic Sorcery spells will suffer [[Teleologic Corruption]], which dampens the mages&#039; connection to the plane of probability and therefore their ability to make [[Prediction|predictions]]. [[Necromancer#Necromancer_Sanity|Necromantic corruption]] is much less visible but is far more pervasive and affects a necromancers entire psyche. Necromancers, at best, dance along the the borders of insanity as a result of their arcane magic.&lt;br /&gt;
&lt;br /&gt;
==Sorcerous backlash==&lt;br /&gt;
: &amp;lt;big&amp;gt;&#039;&#039;&#039;Please go [[Sorcerous Backlash/Feedback|here]] to leave feedback on the new backlash system.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
A sorcerous backlash is a significantly worse outcome than a [[backfire]] that is unique to sorcerous spell matrices. A sorcerous backlash results in uncontrolled bursts of spell energy that frequently manifests as characteristic blue-black flames. The risk of suffering a backlash can never be eliminated, but can be reduced through spell selection, increasing sorcery skill and choosing a safer mixture of mana&amp;lt;ref&amp;gt;[[Post:Sorcery backlash chance - 08/28/2014 - 22:01]]&amp;lt;/ref&amp;gt;. The effects of a backlash can range from minor to instant death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Backlash risk by mana type====&lt;br /&gt;
{| align=center class=wikitable&lt;br /&gt;
| Rowspan=&amp;quot;2&amp;quot;| Guild&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; width=75% | Mana Type&lt;br /&gt;
|-&lt;br /&gt;
| [[Mana#Holy_Mana|Holy Mana]] || [[Mana#Elemental_Mana|Elemental Mana]] || [[Mana#Life_Mana|Life Mana]] || [[Mana#Lunar_Mana|Lunar Mana]] || [[Mana#_Mana|Necromantic Mana]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric]], [[Paladin]] || Native Realm || Somewhat Dangerous || Most Dangerous || Least Dangerous || Most Dangerous (see below)&lt;br /&gt;
|-&lt;br /&gt;
| [[Warrior Mage]], [[Bard]] || Somewhat Dangerous || Native Realm || Least Dangerous || Most Dangerous || Rowspan=&amp;quot;3&amp;quot; | Somewhat Dangerous&lt;br /&gt;
|-&lt;br /&gt;
| [[Empath]], [[Ranger]] || Most Dangerous || Least Dangerous || Native Realm || Somewhat Dangerous&lt;br /&gt;
|-&lt;br /&gt;
| [[Moon Mage]] || Least Dangerous || Most Dangerous || Somewhat Dangerous || Native  Realm&lt;br /&gt;
|-&lt;br /&gt;
| [[Necromancer|Unsullied Necromancer]] || Most Dangerous || Colspan=&amp;quot;3&amp;quot; Rowspan=&amp;quot;2&amp;quot;| Least Dangerous || Rowspan=&amp;quot;2&amp;quot; | Native Realm&lt;br /&gt;
|-&lt;br /&gt;
| [[Necromancer|Forsaken Necromancer]] || Most Dangerous (see below)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*A Forsaken Necromancer casting a Holy spell is particularly dangerous&amp;lt;ref&amp;gt;[[Post:Questions about mixing mana types. - 11/11/2009 - 10:46:19]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:Questions about mixing mana types. - 11/10/2009 - 21:09:47]]&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
*A Paladin or Cleric casting a necromancy spell will suffer a loss of devotion and soul&amp;lt;br/&amp;gt;&lt;br /&gt;
*A Moon Mage casting a [[Teleologic Sorcery]] spell has half of the holy or elemental penalty to backlash chance, depending on which mana type the spell uses.&amp;lt;ref&amp;gt;[[Post:Re:_Teleology_backlash_chance?_-_11/12/2014_-_5:08]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Training in the [[Magical Feats#Sorcerous Patterns|Sorcerous Patterns feat]] will not only reduce the chances of backlash, but indirectly reduce the damage as well&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Note: This table is not an explicit ranking of the overall backlash danger because it doesn&#039;t factor in individual spell backlash chances. E.g. a spell of a more dangerous mana type might actually be less dangerous to cast than a spell of a less dangerous mana type if the former&#039;s backlash modifier is low enough compared to the latter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Backlash effects====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Result !! Messaging (Self) || Messaging (Others)&lt;br /&gt;
|-&lt;br /&gt;
| Stun || The spell pattern resists the influx of &amp;lt;mana type&amp;gt; mana though the backlash leaves you stunned! || &amp;lt;character&amp;gt; is stunned!&lt;br /&gt;
|-&lt;br /&gt;
| Minor Attunement Reduction|| The spell pattern resists the influx of &amp;lt;mana type&amp;gt; mana.  You are able to contain the backlash but doing so leaves your attunement to the mana streams dulled. || A sizzling sound briefly emanates from &amp;lt;character&amp;gt;&#039;s direction.&lt;br /&gt;
|-&lt;br /&gt;
| Minor Debuff of all magic skills ||The spell pattern resists the influx of &amp;lt;mana type&amp;gt; mana overloading your arcane senses in an torrent of uncontrolled power.||&lt;br /&gt;
|-&lt;br /&gt;
| Minor Internal Head Damage || The spell pattern resists the influx of&amp;lt;mana type&amp;gt; mana.  You are able to contain the backlash but doing so results in a splitting headache. || &amp;lt;character&amp;gt; cringes in pain!&lt;br /&gt;
|-&lt;br /&gt;
| Minor Nervous System Damage ||The spell pattern resists the influx of &amp;lt;mana type&amp;gt; mana though you are able to channel the worst of the backlash into your nervous system. ||&amp;lt;character&amp;gt; winces in pain!&lt;br /&gt;
|-&lt;br /&gt;
| Major Internal Head and Nervous System Damage, long duration unconsciousness||The spell pattern resists the influx of &amp;lt;mana type&amp;gt; mana and everything goes black.||&amp;lt;character&amp;gt; crumples to the ground and is still.&lt;br /&gt;
|-&lt;br /&gt;
| Major Limb Damage || The spell pattern resists the influx of&amp;lt;mana type&amp;gt; mana, and a strange burning sensation backwashes from the spell pattern into your body.&amp;lt;br.&amp;gt; An instant rush of black and blue fire explodes into being, consuming your &amp;lt;nowiki&amp;gt;&amp;lt;right|left&amp;gt;&amp;lt;/nowiki&amp;gt; hand and turning it into ash! || An instant rush of black and blue fire explodes into being, consuming &amp;lt;character&amp;gt;&#039;s &amp;lt;nowiki&amp;gt;&amp;lt;right|left&amp;gt;&amp;lt;/nowiki&amp;gt; hand and turning it into ash!&lt;br /&gt;
|-&lt;br /&gt;
| Major Nervous System and Skin Damage ||The spell pattern resists the influx of &amp;lt;mana type&amp;gt; mana as a strange itching sensation builds under your skin.  Geysers of uncontrolled mana suddenly erupt from your flesh illuminating the surroundings in an excruciating display of blue-black fire!||&lt;br /&gt;
|-&lt;br /&gt;
| Temporary Inability to sense mana or cast spells with loss of memorized scrolls||The spell pattern resists the influx of &amp;lt;mana type&amp;gt; mana overloading your arcane senses and rendering you magically inert.||&lt;br /&gt;
|-&lt;br /&gt;
| Multiple Major Limb Damage ||The spell pattern resists the influx of unstable mana, and a strange burning sensation backwashes from the spell pattern into your body.&amp;lt;br&amp;gt;An instant rush of black and blue fire explodes into being, consuming your outstretched limbs and turning them into ash!||&lt;br /&gt;
|-&lt;br /&gt;
| Complete incineration || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Necromantic backlash====&lt;br /&gt;
A related, but separate phenomina, Necromantic basklash is a type of Sorcerous backlash that occurs with Life mana.&lt;br /&gt;
&lt;br /&gt;
Currently Necromantic Backlash has been turned off due to technical issues with the recent Sorcerous Backlash updates.&lt;br /&gt;
&lt;br /&gt;
Previous Effects:&lt;br /&gt;
:You sense the spell pattern spontaneously extrude a series of uncontrollable ganglia with the influx of unfocused mana.&lt;br /&gt;
:A sudden and violent explosion of pale, sickly green light ruptures from within your fingertips, cascading up in a dramatic, shuddering display that finally collapses upon you like a tidal wave!&lt;br /&gt;
&lt;br /&gt;
This results in random damage, ranging from arm wounds light enough to be tendable to complete arm loss.&lt;br /&gt;
&lt;br /&gt;
It also causes [[fleshrot]].&lt;br /&gt;
&lt;br /&gt;
==Sorcery and the gods==&lt;br /&gt;
[[Image:sorceryandsociety.png|frameless|right|upright=2.5]]&lt;br /&gt;
Sorcery is not inherently despised by [[Immortals|The Thirteen]]. In most cases the gods will not even notice most sorcery. Even Paladins and Clerics can cast sorcerous spells with impunity and not suffer any ill effects from the gods directly, although being subject to the justice of society may still have repercussions for them. (See below.)&lt;br /&gt;
&lt;br /&gt;
The one very notable exception to this is Necromancy. The gods are violently opposed to anything necromantic, whether the casting of a necromantic spell, undead created through necromancy, or a Necromancer himself. It is currently unknown exactly why the gods are so vehement in their hatred of Necromancy, and yet will completely ignore every other type of sorcery.&lt;br /&gt;
 &lt;br /&gt;
==Sorcery and society==&lt;br /&gt;
Most average Elanthians (and many not-so-average Elanthians, for that matter) either don&#039;t understand the nuances of magic or don&#039;t care about them. In fact, trying to explain the difference between sorcerous casting and true sorcery is likely to be met with blank stares and confusion at best and derision at worst. As far as societies and governments are concerned, it is effect rather than method that matters. Casting [[Tangled Fate]] is (socially and legally) sorcery because anyone watching can tell that something &amp;quot;not right&amp;quot; happened. Casting [[Shadows]] with holy mana is not (socially and legally) sorcery; unless you cause a visible backlash, in which case the fact that you were dabbling in the arcane has been clearly exposed. On the other hand, if a Necromancer casts [[Eyes of the Blind]] it is not (socially and legally) a sorcery simply because no one witnessed the effect. To further muddy the waters, some &amp;quot;sorcerous appearing&amp;quot; spells are considered socially acceptable. The best example of this is among the  Moon Mage guild where spells such as [[shear]] are legal primarily due to public relations campaigns due to the activities of [[Celestial_Compact|Celestians]] and [[Progeny_of_Tezirah|Tezirites]] &amp;lt;ref&amp;gt;[[Post:Questions about mixing mana types. - 11/10/2009 - 20:07:32]]&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As GM Armifer put it, &amp;quot;Society doesn&#039;t care until society notices and then society cares.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y|a=y}}&lt;br /&gt;
&lt;br /&gt;
{{Cat|Magic}}&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Flee_command&amp;diff=440635</id>
		<title>Flee command</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Flee_command&amp;diff=440635"/>
		<updated>2016-04-17T22:25:54Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: /* Main usage */   Editted info to match Escape Skill being removed in DR3.0.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
*&#039;&#039;&#039;FLEE&#039;&#039;&#039; is a [[page type is::command]] that allows one to escape combat and move to an adjacent room (or if no adjacent room is available then back out of combat).&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
* {{tt|flee}} &#039;&#039;&amp;lt;self&amp;gt;&#039;&#039;: You ponder what dreadful fate may await you.  Your body quivers as if your doom was approaching.&lt;br /&gt;
: &#039;&#039;&amp;lt;Person&amp;gt;&#039;s body quivers as if &amp;lt;his/her&amp;gt; doom was approaching.&#039;&#039;&lt;br /&gt;
* {{tt|flee}} &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039;: Keep running! The &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039; is keeping up with you!&lt;br /&gt;
: &#039;&#039;&amp;lt;Person&amp;gt; tugs at &amp;lt;his/her&amp;gt; &amp;lt;object&amp;gt; as if it were possessed.&#039;&#039;&lt;br /&gt;
* In combat,&lt;br /&gt;
** FLEE &amp;lt;DIRECTION&amp;gt;&lt;br /&gt;
** FLEE &amp;lt;PORTAL&amp;gt;&lt;br /&gt;
** FLEE by itself will choose a random cardinal direction.  FLEE &amp;lt;anything nonexistent&amp;gt; will flee you back out of combat but stay in the same room.  This is a good way to train escaping while fighting.&lt;br /&gt;
&lt;br /&gt;
==Main usage==&lt;br /&gt;
*Flee no longer trains the [[Escaping skill]] as of DR3.0.&lt;br /&gt;
*Flee works 100% of the time unless during the flee attempt the fleeing character becomes incapacitated.&lt;br /&gt;
*How long it takes to escape is a challenge of the player character&#039;s [[Escaping skill]] versus the weapon skill of the opponent. (Since the skill was removed, according to the Escaping Skill page linked, this check goes through Athletics now.)&lt;br /&gt;
*Barbarians and Paladins take a trivial hit to [[Barbarian#Inner_Fire|Inner Fire]] or [[Paladin|Soul]] if they flee.&lt;br /&gt;
&lt;br /&gt;
==Additional usage==&lt;br /&gt;
Flee messaging is unique for each guild and additional, often comical, messages can be achieved by using &amp;lt;tt&amp;gt;FLEE &amp;lt;OBJECT&amp;gt;&amp;lt;/tt&amp;gt;, including fleeing other players, fleeing items in your hand or inventory, items on the ground, and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Posts about flee==&lt;br /&gt;
===GameMaster Ssra 1/1/2007===&lt;br /&gt;
The FLEE verb is now live in Plat.&lt;br /&gt;
&lt;br /&gt;
The flee verb will allow a player to disengage and clear themselves from combat by exiting through an obvious path, portal, or direction. In some cases, where a path is not obvious or the room has special contests to see if you can leave (swimming for example) you will not leave the room but it will clear you from engagement to afford you the chance to exit as you normally would.&lt;br /&gt;
&lt;br /&gt;
The ability contests and teaches escaping vs. attacker weapon skill. Success is automatic unless you find yourself incapacitated in anyway during the attempt to flee. Your escaping skill works to reduce the timer on flee thus increasing your odds of success. Therefore, any ability that bonuses escaping skill or adds a positive engagement modifier to your character will enhance your ability to flee.&lt;br /&gt;
&lt;br /&gt;
Barbarians and Paladins will take a somewhat trivial hit to inner fire or soul if they flee.&lt;br /&gt;
&lt;br /&gt;
Thieves who have sufficient escaping skill may find they have a special ability they can utilize.&lt;br /&gt;
&lt;br /&gt;
Also, there are a number of silly messages for role-play purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===GameMaster Ssra 1/1/2007===&lt;br /&gt;
Flee is now live in Prime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===GameMaster Ssra 1/1/2007===&lt;br /&gt;
First round of tweaking focuses on lower level characters and those who have high escaping skill compared to what they&#039;re hunting.&lt;br /&gt;
&lt;br /&gt;
1. Increased the soft cap. Creatures with less attack skill than your escape skill will teach a bit higher now.&lt;br /&gt;
&lt;br /&gt;
2. Factored into the equation the creature&#039;s agility. This will work to bump up their difficulty rating.&lt;br /&gt;
&lt;br /&gt;
3. Modified the EXP timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===GameMaster Ssra 1/2/2007===&lt;br /&gt;
Increased the minimum escaping reward per creature if you&#039;re not into the soft cap. This means those with low escaping, in comparison to what they&#039;re fleeing from, should learn a bit better.&lt;br /&gt;
&lt;br /&gt;
It&#039;s still much more efficient to flee from a creature that&#039;s within your escaping skill range.&lt;br /&gt;
&lt;br /&gt;
Further updates to the ability will be posted in the Combat -&amp;gt; Tactics folder.&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Commands,Combat commands}}&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Sorcery&amp;diff=440630</id>
		<title>Talk:Sorcery</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Sorcery&amp;diff=440630"/>
		<updated>2016-04-17T20:11:22Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: asked question on learning the sorcery skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why am I learning sorcery on my level 1 cleric who&#039;s done nothing but cast MPP and focus on a runestone?  [[User:REYANDO|Kashna]] April 17, 2016&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=User:REYANDO/Home&amp;diff=440629</id>
		<title>User:REYANDO/Home</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=User:REYANDO/Home&amp;diff=440629"/>
		<updated>2016-04-17T20:10:04Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: added cleric links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hunting ladders]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ranik Maps]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scripts]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Empath - Heal All (Script)]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Empath - Heal All Save Bleeders (Script)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Guilds:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
[[Trader]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Trader new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Trading]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ranger]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Ranger new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Scouting]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Stealth]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmithing]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Barbarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Barbarian new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Forging guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
**[[Work orders]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Empath]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Empath new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Empathy]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cleric]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Cleric new player guide]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thief]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Thievery skill]]&amp;lt;br&amp;gt;&lt;br /&gt;
**[[Stealing List]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Stealth]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmithing]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmith hunting ladder]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warrior Mage]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Warrior Mage new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Summoning]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=User:REYANDO/Home&amp;diff=440626</id>
		<title>User:REYANDO/Home</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=User:REYANDO/Home&amp;diff=440626"/>
		<updated>2016-04-17T19:05:00Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Added links to two empath scripts that I made  :-)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hunting ladders]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ranik Maps]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scripts]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Empath - Heal All (Script)]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Empath - Heal All Save Bleeders (Script)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Guilds:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
[[Trader]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Trader new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Trading]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ranger]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Ranger new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Scouting]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Stealth]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmithing]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Barbarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Barbarian new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Forging guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
**[[Work orders]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Empath]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Empath new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Empathy]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thief]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Thievery skill]]&amp;lt;br&amp;gt;&lt;br /&gt;
**[[Stealing List]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Stealth]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmithing]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmith hunting ladder]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warrior Mage]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Warrior Mage new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Summoning]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Empath_-_Heal_All_Save_Bleeders_(script)&amp;diff=440625</id>
		<title>Talk:Empath - Heal All Save Bleeders (script)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Empath_-_Heal_All_Save_Bleeders_(script)&amp;diff=440625"/>
		<updated>2016-04-17T18:51:23Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: invitation to leave suggestions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave commentary / suggestions here.  Once done, please add the date and your name as you see here:  [[User:REYANDO|Kashna]] April 17, 2015.&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Empath_-_Heal_All_Save_Bleeders_(script)&amp;diff=440624</id>
		<title>Empath - Heal All Save Bleeders (script)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Empath_-_Heal_All_Save_Bleeders_(script)&amp;diff=440624"/>
		<updated>2016-04-17T18:46:38Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Page / Script creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Script&lt;br /&gt;
|cat=utility&lt;br /&gt;
|fe=StormFront&lt;br /&gt;
|auth=[[User:REYANDO|Kashna]]&lt;br /&gt;
}}&lt;br /&gt;
==Basic Description==&lt;br /&gt;
This script is designed for an [[Empath]] to be able to heal themselves using the basic healing spells ([[Heal Wounds]] and [[Heal Scars]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How To Edit The Script==&lt;br /&gt;
If you wish to change the script, it is easiest to do so with the FIND &amp;amp; REPLACE feature of a word processing program.  Likely, the most common desire would be to change the amount of mana used for each spell.  To do this, you would want to:&lt;br /&gt;
&lt;br /&gt;
::Find &amp;quot;prep hw 4&amp;quot; and replace it with &amp;quot;prep hw ##&amp;quot;&lt;br /&gt;
::Find &amp;quot;prep hs 7&amp;quot; and replace it with &amp;quot;prep hs ##&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is important to include the entire phrase &amp;quot;prep hw&amp;quot;, etc, so that you are certain that the only portion of the script being changed is that very specific command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Caveat==&lt;br /&gt;
I have used this script only once as yet.  Although it did work for its intended purpose, it did not actually complete and exit because of the bleeder.  I do not want it to check through health and because the bleeder is higher on the list than something else, for it to stop healing everything else... so it simply hangs when it reaches completion.&lt;br /&gt;
&lt;br /&gt;
To attempt to remedy this, I&#039;ve added some new match commands.  Please use the TALK feature to give feedback.&lt;br /&gt;
&lt;br /&gt;
P.S.  I apologize for the HEALTH spam that this script uses. :-)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==HealAllSaveBleeders==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#HealAllSaveBleeders&lt;br /&gt;
&lt;br /&gt;
SkinCheck:&lt;br /&gt;
pause 1&lt;br /&gt;
put perc health InsertNameHere&lt;br /&gt;
match SkinExt Wounds to the SKIN&lt;br /&gt;
match HealthCheck Roundtime&lt;br /&gt;
match PercHealthWho I could not find&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PercHealthWho:&lt;br /&gt;
echo&lt;br /&gt;
echo **************************************************&lt;br /&gt;
echo&lt;br /&gt;
echo *** Please change script to PERC HEALTH on YourName in Line #3***&lt;br /&gt;
echo ***  This is used to insure that you have no nerve damage  ***&lt;br /&gt;
echo&lt;br /&gt;
echo **************************************************&lt;br /&gt;
echo&lt;br /&gt;
exit&lt;br /&gt;
&lt;br /&gt;
SkinConfirmation:&lt;br /&gt;
echo&lt;br /&gt;
echo *** Nerves healed!  Now healing all internals, scars, and leaving bleeders. ***&lt;br /&gt;
echo&lt;br /&gt;
echo&lt;br /&gt;
goto HealthCheck&lt;br /&gt;
&lt;br /&gt;
HealthCheck:&lt;br /&gt;
put health&lt;br /&gt;
match Head head&lt;br /&gt;
match Eye eye&lt;br /&gt;
match NeckChest neck&lt;br /&gt;
match NeckChest chest&lt;br /&gt;
match AbdomenBack abdomen&lt;br /&gt;
match AbdomenBack back&lt;br /&gt;
match Arm arm&lt;br /&gt;
match Hand hand&lt;br /&gt;
match Leg leg&lt;br /&gt;
match Done You have no significant&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HealthCheck2:&lt;br /&gt;
put health&lt;br /&gt;
match Eye eye&lt;br /&gt;
match NeckChest neck&lt;br /&gt;
match NeckChest chest&lt;br /&gt;
match AbdomenBack abdomen&lt;br /&gt;
match AbdomenBack back&lt;br /&gt;
match Arm arm&lt;br /&gt;
match Hand hand&lt;br /&gt;
match Leg leg&lt;br /&gt;
match Done You have no significant&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HealthCheck3:&lt;br /&gt;
put health&lt;br /&gt;
match NeckChest neck&lt;br /&gt;
match NeckChest chest&lt;br /&gt;
match AbdomenBack abdomen&lt;br /&gt;
match AbdomenBack back&lt;br /&gt;
match Arm arm&lt;br /&gt;
match Hand hand&lt;br /&gt;
match Leg leg&lt;br /&gt;
match Done You have no significant&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HealthCheck4:&lt;br /&gt;
put health&lt;br /&gt;
match AbdomenBack abdomen&lt;br /&gt;
match AbdomenBack back&lt;br /&gt;
match Arm arm&lt;br /&gt;
match Hand hand&lt;br /&gt;
match Leg leg&lt;br /&gt;
match Done You have no significant&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HealthCheck5:&lt;br /&gt;
put health&lt;br /&gt;
match Arm arm&lt;br /&gt;
match Hand hand&lt;br /&gt;
match Leg leg&lt;br /&gt;
match Done You have no significant&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HealthCheck6:&lt;br /&gt;
put health&lt;br /&gt;
match Hand hand&lt;br /&gt;
match Leg leg&lt;br /&gt;
match Done You have no significant&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HealthCheck7:&lt;br /&gt;
put health&lt;br /&gt;
match Leg leg&lt;br /&gt;
match Done You have no significant&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Head:&lt;br /&gt;
put health&lt;br /&gt;
match HeadExt abrasions to the head&lt;br /&gt;
match HeadExt scratches to the head&lt;br /&gt;
match HeadExt bruises about the head&lt;br /&gt;
match HeadExtScar scars along the head&lt;br /&gt;
match HeadExtScar scarring across the head&lt;br /&gt;
match HeadExtScar scarring about the head&lt;br /&gt;
match HeadExtScar gashes about the head&lt;br /&gt;
match HeadExtScar chunks out of the head&lt;br /&gt;
match HeadExtScar malformed head&lt;br /&gt;
match HeadExtScar a stump for a head&lt;br /&gt;
match HeadInt tender head&lt;br /&gt;
match HeadInt bruised head&lt;br /&gt;
match HeadInt bruising around the head&lt;br /&gt;
match HeadInt bleeding from the ears&lt;br /&gt;
match HeadInt bleeding from the eyes and ears&lt;br /&gt;
match HeadIntScar twitch on the forehead&lt;br /&gt;
match HeadIntScar twitching of the forehead&lt;br /&gt;
match HeadIntScar a blank stare&lt;br /&gt;
match HealthCheck2 cuts across the chest&lt;br /&gt;
match HealthCheck2 slashes across the chest&lt;br /&gt;
match HealthCheck2 holes in the chest&lt;br /&gt;
match HealthCheck2 shattered chest&lt;br /&gt;
match HealthCheck2 destroyed chest&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Eye:&lt;br /&gt;
put health&lt;br /&gt;
match REyeExt abrasions to the right eye&lt;br /&gt;
match REyeExt scratches to the right eye&lt;br /&gt;
match REyeExt blue right eye&lt;br /&gt;
match REyeExt swollen right eye&lt;br /&gt;
match REyeExtScar scars along the right eye&lt;br /&gt;
match REyeExtScar scars across the right eye&lt;br /&gt;
match REyeExtScar scarring across the right eye&lt;br /&gt;
match REyeExtScar gashes across the right eye&lt;br /&gt;
match REyeExtScar shriveled right eye&lt;br /&gt;
match REyeExtScar malformed right eye&lt;br /&gt;
match REyeExtScar empty right eye&lt;br /&gt;
match REyeInt bruising around the right eye&lt;br /&gt;
match REyeInt bruised right eye&lt;br /&gt;
match REyeInt crossed right eye&lt;br /&gt;
match REyeInt cloudy right eye&lt;br /&gt;
match REyeInt bruised and blind right eye&lt;br /&gt;
match REyeIntScar twitching in the right eye&lt;br /&gt;
match REyeIntScar clouded right eye&lt;br /&gt;
match REyeIntScar blind right eye&lt;br /&gt;
match LEyeExt abrasions to the left eye&lt;br /&gt;
match LEyeExt scratches to the left eye&lt;br /&gt;
match LEyeExt blue left eye&lt;br /&gt;
match LEyeExt swollen left eye&lt;br /&gt;
match LEyeExtScar scars along the left eye&lt;br /&gt;
match LEyeExtScar scars across the left eye&lt;br /&gt;
match LEyeExtScar scarring across the left eye&lt;br /&gt;
match LEyeExtScar gashes across the left eye&lt;br /&gt;
match LEyeExtScar shriveled left eye&lt;br /&gt;
match LEyeExtScar malformed left eye&lt;br /&gt;
match LEyeExtScar empty left eye&lt;br /&gt;
match LEyeInt bruising around the left eye&lt;br /&gt;
match LEyeInt bruised left eye&lt;br /&gt;
match LEyeInt crossed left eye&lt;br /&gt;
match LEyeInt cloudy left eye&lt;br /&gt;
match LEyeInt bruised and blind left eye&lt;br /&gt;
match LEyeIntScar twitching in the left eye&lt;br /&gt;
match LEyeIntScar clouded left eye&lt;br /&gt;
match LEyeIntScar blind left eye&lt;br /&gt;
match HealthCheck3 bleeding right eye&lt;br /&gt;
match HealthCheck3 bleeding left eye&lt;br /&gt;
match HealthCheck3 slashed right eye&lt;br /&gt;
match HealthCheck3 slashed left eye&lt;br /&gt;
match HealthCheck3 shattered right eye&lt;br /&gt;
match HealthCheck3 shattered left eye&lt;br /&gt;
match HealthCheck3 cavity for right eye&lt;br /&gt;
match HealthCheck3 cavity for left eye&lt;br /&gt;
match Done You have no significant&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NeckChest:&lt;br /&gt;
put health&lt;br /&gt;
match NeckExt abrasions to the neck&lt;br /&gt;
match NeckExt scratches to the neck&lt;br /&gt;
match NeckExt bruises to the neck&lt;br /&gt;
match NeckExtScar scars along the neck&lt;br /&gt;
match NeckExtScar scars across the neck&lt;br /&gt;
match NeckExtScar scarring along the neck&lt;br /&gt;
match NeckExtScar gashes about the neck&lt;br /&gt;
match NeckExtScar malformed neck&lt;br /&gt;
match NeckExtScar stump for a neck&lt;br /&gt;
match NeckInt bruising around the neck&lt;br /&gt;
match NeckInt bruised neck&lt;br /&gt;
match NeckInt swollen and shattered neck&lt;br /&gt;
match NeckIntScar twitching in the neck&lt;br /&gt;
match NeckIntScar paralyzed neck&lt;br /&gt;
match ChestExt abrasions to the chest&lt;br /&gt;
match ChestExt scratches to the chest&lt;br /&gt;
match ChestExt bruises about the chest&lt;br /&gt;
match ChestExtScar scars along the chest&lt;br /&gt;
match ChestExtScar scars across the chest&lt;br /&gt;
match ChestExtScar scarring along the chest&lt;br /&gt;
match ChestExtScar gashes about the chest&lt;br /&gt;
match ChestExtScar missing from the chest&lt;br /&gt;
match ChestExtScar malformed chest&lt;br /&gt;
match ChestExtScar non-existent chest&lt;br /&gt;
match ChestInt bruising in the chest&lt;br /&gt;
match ChestInt bruised chest&lt;br /&gt;
match ChestInt swollen chest&lt;br /&gt;
match ChestIntScar twitching in the chest&lt;br /&gt;
match ChestIntScar painful chest&lt;br /&gt;
match HealthCheck4 cuts across the neck&lt;br /&gt;
match HealthCheck4 cuts across the chest&lt;br /&gt;
match HealthCheck4 slashes across the neck&lt;br /&gt;
match HealthCheck4 slashes across the chest&lt;br /&gt;
match HealthCheck4 holes in the neck&lt;br /&gt;
match HealthCheck4 holes in the chest&lt;br /&gt;
match HealthCheck4 shattered neck&lt;br /&gt;
match HealthCheck4 shattered chest&lt;br /&gt;
match HealthCheck4 useless neck&lt;br /&gt;
match HealthCheck4 destroyed chest&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
AbdomenBack:&lt;br /&gt;
put health&lt;br /&gt;
match AbdomenExt abrasions to the abdomen&lt;br /&gt;
match AbdomenExt scratches to the abdomen&lt;br /&gt;
match AbdomenExt bruises about the abdomen &lt;br /&gt;
match AbdomenExtScar scars along the abdomen&lt;br /&gt;
match AbdomenExtScar scars across the abdomen&lt;br /&gt;
match AbdomenExtScar scarring along the abdomen&lt;br /&gt;
match AbdomenExtScar ugly gashes about the abdomen&lt;br /&gt;
match AbdomenExtScar missing from the abdomen&lt;br /&gt;
match AbdomenExtScar malformed abdomen&lt;br /&gt;
match AbdomenExtScar non-existent abdomen&lt;br /&gt;
match AbdomenInt bruising in the abdomen&lt;br /&gt;
match AbdomenInt bruised abdomen&lt;br /&gt;
match AbdomenInt discolored abdomen &lt;br /&gt;
match AbdomenIntScar twitching in the abdomen&lt;br /&gt;
match AbdomenIntScar emaciated look&lt;br /&gt;
match AbdomenIntScar look of starvation&lt;br /&gt;
match AbdomenIntScar death pallor&lt;br /&gt;
match BackExt abrasions to the back&lt;br /&gt;
match BackExt scratches to the back&lt;br /&gt;
match BackExt bruises about the back&lt;br /&gt;
match BackExtScar scars along the back&lt;br /&gt;
match BackExtScar scars across the back&lt;br /&gt;
match BackExtScar scarring along the back&lt;br /&gt;
match BackExtScar gashes about the back&lt;br /&gt;
match BackExtScar missing from the back&lt;br /&gt;
match BackExtScar malformed back&lt;br /&gt;
match BackExtScar non-existent back&lt;br /&gt;
match BackInt bruising in the back&lt;br /&gt;
match BackInt bruised back&lt;br /&gt;
match BackInt shattered spinal cord &lt;br /&gt;
match BackIntScar twitching in the back&lt;br /&gt;
match BackIntScar painful back&lt;br /&gt;
match BackIntScar bizarrely twisted back&lt;br /&gt;
match HealthCheck You have some&lt;br /&gt;
match HealthCheck You have a&lt;br /&gt;
match HealthCheck5 cuts across the abdomen&lt;br /&gt;
match HealthCheck5 cuts across the back&lt;br /&gt;
match HealthCheck5 slashes across the abdomen&lt;br /&gt;
match HealthCheck5 slashes across the back&lt;br /&gt;
match HealthCheck5 holes in the abdomen&lt;br /&gt;
match HealthCheck5 holes in the back&lt;br /&gt;
match HealthCheck5 abdomen deeply gouged&lt;br /&gt;
match HealthCheck5 shattered back&lt;br /&gt;
match HealthCheck5 destroyed abdomen&lt;br /&gt;
match HealthCheck5 destroyed back&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Arm:&lt;br /&gt;
put health&lt;br /&gt;
match RArmExt abrasions to the right arm&lt;br /&gt;
match RArmExt scuffing to the right arm&lt;br /&gt;
match RArmExt scratches to the right arm&lt;br /&gt;
match RArmExt bruises about the right arm&lt;br /&gt;
match RArmExtScar scars along the right arm&lt;br /&gt;
match RArmExtScar scars across the right arm&lt;br /&gt;
match RArmExtScar scarring along the right arm&lt;br /&gt;
match RArmExtScar gashes about the right arm&lt;br /&gt;
match RArmExtScar flesh missing from the right arm&lt;br /&gt;
match RArmExtScar malformed right arm&lt;br /&gt;
match RArmExtScar stump for a right arm&lt;br /&gt;
match RArmInt bruising around the right arm&lt;br /&gt;
match RArmInt bruised right arm&lt;br /&gt;
match RArmInt shattered right arm&lt;br /&gt;
match RArmIntScar twitching in the right arm&lt;br /&gt;
match RArmIntScar paralyzed right arm&lt;br /&gt;
match LArmExt abrasions to the left arm&lt;br /&gt;
match LArmExt scuffing to the left arm&lt;br /&gt;
match LArmExt scratches to the left arm&lt;br /&gt;
match LArmExt bruises about the left arm&lt;br /&gt;
match LArmExtScar scars along the left arm&lt;br /&gt;
match LArmExtScar scars across the left arm&lt;br /&gt;
match LArmExtScar scarring along the left arm&lt;br /&gt;
match LArmExtScar gashes about the left arm&lt;br /&gt;
match LArmExtScar flesh missing from the left arm&lt;br /&gt;
match LArmExtScar malformed left arm&lt;br /&gt;
match LArmExtScar stump for a left arm&lt;br /&gt;
match LArmInt bruising around the left arm&lt;br /&gt;
match LArmInt bruised left arm&lt;br /&gt;
match LArmInt shattered left arm&lt;br /&gt;
match LArmIntScar twitching in the left arm&lt;br /&gt;
match LArmIntScar paralyzed left arm&lt;br /&gt;
match HealthCheck6 cuts across the right arm&lt;br /&gt;
match HealthCheck6 cuts across the left arm&lt;br /&gt;
match HealthCheck6 slashes across the right arm&lt;br /&gt;
match HealthCheck6 slashes across the left arm&lt;br /&gt;
match HealthCheck6 broken right arm&lt;br /&gt;
match HealthCheck6 broken left arm&lt;br /&gt;
match HealthCheck6 shattered right arm&lt;br /&gt;
match HealthCheck6 shattered left arm&lt;br /&gt;
match HealthCheck6 stump for a right arm&lt;br /&gt;
match HealthCheck6 stump for a left arm&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Hand:&lt;br /&gt;
put health&lt;br /&gt;
match RHandExt abrasions to the right hand&lt;br /&gt;
match RHandExt scuffing to the right hand&lt;br /&gt;
match RHandExt scratches to the right hand&lt;br /&gt;
match RHandExt bruises about the right hand&lt;br /&gt;
match RHandExtScar scars along the right hand&lt;br /&gt;
match RHandExtScar scars across the right hand&lt;br /&gt;
match RHandExtScar scarring along the right hand&lt;br /&gt;
match RHandExtScar gashes about the right hand&lt;br /&gt;
match RHandExtScar flesh missing from the right hand&lt;br /&gt;
match RHandExtScar malformed right hand&lt;br /&gt;
match RHandExtScar stump for a right hand&lt;br /&gt;
match RHandInt bruising around the right hand&lt;br /&gt;
match RHandInt bruised right hand&lt;br /&gt;
match RHandInt shattered right hand&lt;br /&gt;
match RHandIntScar twitching in the right hand&lt;br /&gt;
match RHandIntScar paralyzed right hand&lt;br /&gt;
match LHandExt abrasions to the left hand&lt;br /&gt;
match LHandExt scuffing to the left hand&lt;br /&gt;
match LHandExt scratches to the left hand&lt;br /&gt;
match LHandExt bruises about the left hand&lt;br /&gt;
match LHandExtScar scars along the left hand&lt;br /&gt;
match LHandExtScar scars across the left hand&lt;br /&gt;
match LHandExtScar scarring along the left hand&lt;br /&gt;
match LHandExtScar gashes about the left hand&lt;br /&gt;
match LHandExtScar flesh missing from the left hand&lt;br /&gt;
match LHandExtScar malformed left hand&lt;br /&gt;
match LHandExtScar stump for a left hand&lt;br /&gt;
match LHandInt bruising around the left hand&lt;br /&gt;
match LHandInt bruised left hand&lt;br /&gt;
match LHandInt shattered left hand&lt;br /&gt;
match LHandIntScar twitching in the left hand&lt;br /&gt;
match LHandIntScar paralyzed left hand&lt;br /&gt;
match HealthCheck7 cuts across the right hand&lt;br /&gt;
match HealthCheck7 cuts across the left hand&lt;br /&gt;
match HealthCheck7 slashes across the right hand&lt;br /&gt;
match HealthCheck7 slashes across the left hand&lt;br /&gt;
match HealthCheck7 broken right hand&lt;br /&gt;
match HealthCheck7 broken left hand&lt;br /&gt;
match HealthCheck7 shattered right hand&lt;br /&gt;
match HealthCheck7 shattered left hand&lt;br /&gt;
match HealthCheck7 ugly stump for a right hand&lt;br /&gt;
match HealthCheck7 ugly stump for a left hand&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Leg:&lt;br /&gt;
put health&lt;br /&gt;
match RLegExt abrasions to the right leg&lt;br /&gt;
match RLegExt scuffing to the right leg&lt;br /&gt;
match RLegExt scratches to the right leg&lt;br /&gt;
match RLegExt bruises about the right leg&lt;br /&gt;
match RLegExtScar scars along the right leg&lt;br /&gt;
match RLegExtScar scars across the right leg&lt;br /&gt;
match RLegExtScar scarring along the right leg&lt;br /&gt;
match RLegExtScar gashes about the right leg&lt;br /&gt;
match RLegExtScar flesh missing from the right leg&lt;br /&gt;
match RLegExtScar malformed right leg&lt;br /&gt;
match RLegExtScar stump for a right leg&lt;br /&gt;
match RLegInt bruising around the right leg&lt;br /&gt;
match RLegInt bruised right leg&lt;br /&gt;
match RLegInt shattered right leg&lt;br /&gt;
match RLegIntScar twitching in the right leg&lt;br /&gt;
match RLegIntScar paralyzed right leg&lt;br /&gt;
match LLegExt abrasions to the left leg&lt;br /&gt;
match LLegExt scuffing to the left leg&lt;br /&gt;
match LLegExt scratches to the left leg&lt;br /&gt;
match LLegExt bruises about the left leg&lt;br /&gt;
match LLegExtScar scars along the left leg&lt;br /&gt;
match LLegExtScar scars across the left leg&lt;br /&gt;
match LLegExtScar scarring along the left leg&lt;br /&gt;
match LLegExtScar gashes about the left leg&lt;br /&gt;
match LLegExtScar flesh missing from the left leg&lt;br /&gt;
match LLegExtScar malformed left leg&lt;br /&gt;
match LLegExtScar stump for a left leg&lt;br /&gt;
match LLegInt bruising around the left leg&lt;br /&gt;
match LLegInt bruised left leg&lt;br /&gt;
match LLegInt shattered left leg&lt;br /&gt;
match LLegIntScar twitching in the left leg&lt;br /&gt;
match LLegIntScar paralyzed left leg&lt;br /&gt;
match Done cuts across the right leg&lt;br /&gt;
match Done cuts across the left leg&lt;br /&gt;
match Done slashes across the right leg&lt;br /&gt;
match Done slashes across the left leg&lt;br /&gt;
match Done broken right leg&lt;br /&gt;
match Done broken left leg&lt;br /&gt;
match Done shattered right leg&lt;br /&gt;
match Done shattered left leg&lt;br /&gt;
match Done stump for a right leg&lt;br /&gt;
match Done stump for a left leg&lt;br /&gt;
match Done You have no significant&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SkinExt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast skin ext&lt;br /&gt;
match SkinExt better&lt;br /&gt;
match SkinExt improved&lt;br /&gt;
match SkinExtScar healed&lt;br /&gt;
match SkinExtScar is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SkinExtScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast skin ext&lt;br /&gt;
match SkinExtScar better&lt;br /&gt;
match SkinExtScar improved&lt;br /&gt;
match SkinInt healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SkinInt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast skin int&lt;br /&gt;
match SkinInt better&lt;br /&gt;
match SkinInt improved&lt;br /&gt;
match SkinIntScar healed&lt;br /&gt;
match SkinIntScar is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SkinExtScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast skin int&lt;br /&gt;
match SkinIntScar better&lt;br /&gt;
match SkinIntScar improved&lt;br /&gt;
match SkinConfirmation healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HeadExt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast head ext&lt;br /&gt;
match HeadExt better&lt;br /&gt;
match HeadExt improved&lt;br /&gt;
match HeadExtScar healed&lt;br /&gt;
match HeadInt is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HeadExtScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast head ext&lt;br /&gt;
match HeadExtScar better&lt;br /&gt;
match HeadExtScar improved&lt;br /&gt;
match HeadInt healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HeadInt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast head int&lt;br /&gt;
match HeadInt better&lt;br /&gt;
match HeadInt improved&lt;br /&gt;
match HeadIntScar healed&lt;br /&gt;
match HealthCheck is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HeadIntScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast head int&lt;br /&gt;
match HeadIntScar better&lt;br /&gt;
match HeadIntScar improved&lt;br /&gt;
match HealthCheck healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
REyeExt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast right eye ext&lt;br /&gt;
match REyeExt better&lt;br /&gt;
match REyeExt improved&lt;br /&gt;
match REyeExtScar healed&lt;br /&gt;
match REyeInt is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
REyeExtScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast right eye ext&lt;br /&gt;
match REyeExtScar better&lt;br /&gt;
match REyeExtScar improved&lt;br /&gt;
match REyeInt healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
REyeInt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast right eye int&lt;br /&gt;
match REyeInt better&lt;br /&gt;
match REyeInt improved&lt;br /&gt;
match REyeIntScar healed&lt;br /&gt;
match HealthCheck is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
REyeIntScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast right eye int&lt;br /&gt;
match REyeIntScar better&lt;br /&gt;
match REyeIntScar improved&lt;br /&gt;
match HealthCheck healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LEyeExt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast left eye ext&lt;br /&gt;
match LEyeExt better&lt;br /&gt;
match LEyeExt improved&lt;br /&gt;
match LEyeExtScar healed&lt;br /&gt;
match LEyeInt is not injured&lt;br /&gt;
matchwait	&lt;br /&gt;
&lt;br /&gt;
LEyeExtScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast left eye ext&lt;br /&gt;
match LEyeExtScar better&lt;br /&gt;
match LEyeExtScar improved&lt;br /&gt;
match LEyeInt healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LEyeInt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast left eye int&lt;br /&gt;
match LEyeInt better&lt;br /&gt;
match LEyeInt improved&lt;br /&gt;
match LEyeIntScar healed&lt;br /&gt;
match HealthCheck is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LEyeIntScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast left eye int&lt;br /&gt;
match LEyeIntScar better&lt;br /&gt;
match LEyeIntScar improved&lt;br /&gt;
match HealthCheck healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NeckExt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast neck ext&lt;br /&gt;
match NeckExt better&lt;br /&gt;
match NeckExt improved&lt;br /&gt;
match NeckExtScar healed&lt;br /&gt;
match NeckInt is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NeckExtScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast neck ext&lt;br /&gt;
match NeckExtScar better&lt;br /&gt;
match NeckExtScar improved&lt;br /&gt;
match NeckInt healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NeckInt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast neck int&lt;br /&gt;
match NeckInt better&lt;br /&gt;
match NeckInt improved&lt;br /&gt;
match NeckIntScar healed&lt;br /&gt;
match HealthCheck is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NeckIntScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast neck int&lt;br /&gt;
match NeckIntScar better&lt;br /&gt;
match NeckIntScar improved&lt;br /&gt;
match HealthCheck healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ChestExt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast chest ext&lt;br /&gt;
match ChestExt better&lt;br /&gt;
match ChestExt improved&lt;br /&gt;
match ChestExtScar healed&lt;br /&gt;
match ChestInt is not injured&lt;br /&gt;
matchwait	&lt;br /&gt;
&lt;br /&gt;
ChestExtScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast chest ext&lt;br /&gt;
match ChestExtScar better&lt;br /&gt;
match ChestExtScar improved&lt;br /&gt;
match ChestInt healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ChestInt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast chest int&lt;br /&gt;
match ChestInt better&lt;br /&gt;
match ChestInt improved&lt;br /&gt;
match ChestIntScar healed&lt;br /&gt;
match HealthCheck is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ChestIntScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast chest int&lt;br /&gt;
match ChestIntScar better&lt;br /&gt;
match ChestIntScar improved&lt;br /&gt;
match HealthCheck healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
AbdomenExt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast abdomen ext&lt;br /&gt;
match AbdomenExt better&lt;br /&gt;
match AbdomenExt improved&lt;br /&gt;
match AbdomenExtScar healed&lt;br /&gt;
match AbdomenInt is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
	&lt;br /&gt;
AbdomenExtScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast abdomen ext&lt;br /&gt;
match AbdomenExtScar better&lt;br /&gt;
match AbdomenExtScar improved&lt;br /&gt;
match AbdomenInt healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
AbdomenInt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast abdomen int&lt;br /&gt;
match AbdomenInt better&lt;br /&gt;
match AbdomenInt improved&lt;br /&gt;
match AbdomenIntScar healed&lt;br /&gt;
match HealthCheck is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
AbdomenIntScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast abdomen int&lt;br /&gt;
match AbdomenIntScar better&lt;br /&gt;
match AbdomenIntScar improved&lt;br /&gt;
match HealthCheck healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BackExt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast back ext&lt;br /&gt;
match BackExt better&lt;br /&gt;
match BackExt improved&lt;br /&gt;
match BackExtScar healed&lt;br /&gt;
match BackInt is not injured&lt;br /&gt;
matchwait	&lt;br /&gt;
&lt;br /&gt;
BackExtScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast back ext&lt;br /&gt;
match BackExtScar better&lt;br /&gt;
match BackExtScar improved&lt;br /&gt;
match BackInt healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BackInt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast back int&lt;br /&gt;
match BackInt better&lt;br /&gt;
match BackInt improved&lt;br /&gt;
match BackIntScar healed&lt;br /&gt;
match HealthCheck is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BackIntScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast back int&lt;br /&gt;
match BackIntScar better&lt;br /&gt;
match BackIntScar improved&lt;br /&gt;
match HealthCheck healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
RArmExt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast right arm ext&lt;br /&gt;
match RArmExt better&lt;br /&gt;
match RArmExt improved&lt;br /&gt;
match RArmExtScar healed&lt;br /&gt;
match RArmInt is not injured&lt;br /&gt;
matchwait	&lt;br /&gt;
&lt;br /&gt;
RArmExtScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast right arm ext&lt;br /&gt;
match RArmExtScar better&lt;br /&gt;
match RArmExtScar improved&lt;br /&gt;
match RArmInt healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
RArmInt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast right arm int&lt;br /&gt;
match RArmInt better&lt;br /&gt;
match RArmInt improved&lt;br /&gt;
match RArmIntScar healed&lt;br /&gt;
match HealthCheck is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
RArmIntScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast right arm int&lt;br /&gt;
match RArmIntScar better&lt;br /&gt;
match RArmIntScar improved&lt;br /&gt;
match HealthCheck healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LArmExt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast left arm ext&lt;br /&gt;
match LArmExt better&lt;br /&gt;
match LArmExt improved&lt;br /&gt;
match LArmExtScar healed&lt;br /&gt;
match LArmInt is not injured&lt;br /&gt;
matchwait	&lt;br /&gt;
&lt;br /&gt;
LArmExtScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast left arm ext&lt;br /&gt;
match LArmExtScar better&lt;br /&gt;
match LArmExtScar improved&lt;br /&gt;
match LArmInt healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LArmInt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast left arm int&lt;br /&gt;
match LArmInt better&lt;br /&gt;
match LArmInt improved&lt;br /&gt;
match LArmIntScar healed&lt;br /&gt;
match HealthCheck is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LArmIntScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast left arm int&lt;br /&gt;
match LArmIntScar better&lt;br /&gt;
match LArmIntScar improved&lt;br /&gt;
match HealthCheck healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
RHandExt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast right hand ext&lt;br /&gt;
match RHandExt better&lt;br /&gt;
match RHandExt improved&lt;br /&gt;
match RHandExtScar healed&lt;br /&gt;
match RHandInt is not injured&lt;br /&gt;
matchwait	&lt;br /&gt;
	&lt;br /&gt;
RHandExtScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast right hand ext&lt;br /&gt;
match RHandExtScar better&lt;br /&gt;
match RHandExtScar improved&lt;br /&gt;
match RHandInt healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
RHandInt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast right hand int&lt;br /&gt;
match RHandInt better&lt;br /&gt;
match RHandInt improved&lt;br /&gt;
match RHandIntScar healed&lt;br /&gt;
match HealthCheck is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
RHandIntScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast right hand int&lt;br /&gt;
match RHandIntScar better&lt;br /&gt;
match RHandIntScar improved&lt;br /&gt;
match HealthCheck healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LHandExt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast left hand ext&lt;br /&gt;
match LHandExt better&lt;br /&gt;
match LHandExt improved&lt;br /&gt;
match LHandExtScar healed&lt;br /&gt;
match LHandInt is not injured&lt;br /&gt;
matchwait	&lt;br /&gt;
	&lt;br /&gt;
LHandExtScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast left hand ext&lt;br /&gt;
match LHandExtScar better&lt;br /&gt;
match LHandExtScar improved&lt;br /&gt;
match LHandInt healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LHandInt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast left hand int&lt;br /&gt;
match LHandInt better&lt;br /&gt;
match LHandInt improved&lt;br /&gt;
match LHandIntScar healed&lt;br /&gt;
match HealthCheck is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LHandIntScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast left hand int&lt;br /&gt;
match LHandIntScar better&lt;br /&gt;
match LHandIntScar improved&lt;br /&gt;
match HealthCheck healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
RLegExt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast right leg ext&lt;br /&gt;
match RLegExt better&lt;br /&gt;
match RLegExt improved&lt;br /&gt;
match RLegExtScar healed&lt;br /&gt;
match RLegInt is not injured&lt;br /&gt;
matchwait	&lt;br /&gt;
		&lt;br /&gt;
RLegExtScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast right leg ext&lt;br /&gt;
match RLegExtScar better&lt;br /&gt;
match RLegExtScar improved&lt;br /&gt;
match RLegInt healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
RLegInt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast right leg int&lt;br /&gt;
match RLegInt better&lt;br /&gt;
match RLegInt improved&lt;br /&gt;
match RLegIntScar healed&lt;br /&gt;
match HealthCheck is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
RLegIntScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast right leg int&lt;br /&gt;
match RLegIntScar better&lt;br /&gt;
match RLegIntScar improved&lt;br /&gt;
match HealthCheck healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LLegExt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast left leg ext&lt;br /&gt;
match LLegExt better&lt;br /&gt;
match LLegExt improved&lt;br /&gt;
match LLegExtScar healed&lt;br /&gt;
match LLegInt is not injured&lt;br /&gt;
matchwait	&lt;br /&gt;
		&lt;br /&gt;
LLegExtScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast left leg ext&lt;br /&gt;
match LLegExtScar better&lt;br /&gt;
match LLegExtScar improved&lt;br /&gt;
match LLegInt healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LLegInt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast left leg int&lt;br /&gt;
match LLegInt better&lt;br /&gt;
match LLegInt improved&lt;br /&gt;
match LLegIntScar healed&lt;br /&gt;
match HealthCheck is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LLegIntScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast left leg int&lt;br /&gt;
match LLegIntScar better&lt;br /&gt;
match LLegIntScar improved&lt;br /&gt;
match HealthCheck healed&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Done:&lt;br /&gt;
echo&lt;br /&gt;
echo ************************************************&lt;br /&gt;
echo&lt;br /&gt;
echo *** All clean!  Careful with those bleeders! ***&lt;br /&gt;
echo&lt;br /&gt;
echo ************************************************&lt;br /&gt;
echo&lt;br /&gt;
exit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Empath_-_Heal_All_(script)&amp;diff=440623</id>
		<title>Empath - Heal All (script)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Empath_-_Heal_All_(script)&amp;diff=440623"/>
		<updated>2016-04-17T18:42:27Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Menu adjustment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Script&lt;br /&gt;
|cat=Empath, utility&lt;br /&gt;
|fe=StormFront&lt;br /&gt;
|auth=[[User:REYANDO|Kashna]]&lt;br /&gt;
}}&lt;br /&gt;
==Basic Description==&lt;br /&gt;
This script will use [[Heal Wounds]] and [[Heal Scars]] to completely heal an [[Empath]] of wounds.  It actually works as two separate scripts in tandem.  This is because I don&#039;t know how to make a script determine its own variables.  As such, I made it so that the HealAll script checks one&#039;s health and calls out to the HealAllSupport script in a different way depending upon the part of the body that is wounded.&lt;br /&gt;
&lt;br /&gt;
HealAll:  checks health, calls out to HealAllSupport, informs you when you are clean from wounds&lt;br /&gt;
&lt;br /&gt;
HealAllSupport:  heals the external wound, then external scar, then internal wound and resulting internal scar as well.  Checks are built in so as to not waste too much mana - if there is no wound to heal, this script will skip over trying to heal the scar.  As a result, you may need to manually heal body parts that had no wound and only scars later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How To Use These Scripts==&lt;br /&gt;
This is simple.  Create two scripts and call the first one &amp;quot;HealAll&amp;quot; (no spaces!).  The second script needs to be called &amp;quot;HealAllSupport&amp;quot;.  You will only ever call to &amp;quot;HealAll,&amp;quot; the HealAllSupport script uses two variables (%1 %2) to accept input of body part and cast accordingly.  As such, it is possible to use HealAllSupport on its own to be very specific to healing individual body parts should you choose, a simple &amp;quot;.HealAllSupport right arm&amp;quot; would do it... this is precisely the input that &amp;quot;HealAll&amp;quot; does when it detects a right arm wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Both scripts are necessary in order for this to function appropriately.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Possible Desired Edits==&lt;br /&gt;
If you want it to heal all scars regardless, edit HealAllSupport for the following:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;match HealInt is not injured&amp;quot;  --  change &amp;quot;HealInt&amp;quot; to &amp;quot;HealExtScar&amp;quot;&lt;br /&gt;
:&amp;quot;match BackToHealAll is not injured&amp;quot; -- change &amp;quot;BackToHealAll&amp;quot; to &amp;quot;HealIntScar&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You may also want to change the amount of mana that you put into each spell.  I used HW 4, and HS 7.  If you would like to change these values, do so within the HealAllSupport script.  It casts each spell twice (once external and once internal).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==HealAll==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#HealAll&lt;br /&gt;
&lt;br /&gt;
HealthCheck:&lt;br /&gt;
put health&lt;br /&gt;
match Skin paralysis of the entire&lt;br /&gt;
match Skin difficulty controlling&lt;br /&gt;
match Skin some severe twitching&lt;br /&gt;
match Skin some minor twitching&lt;br /&gt;
match Skin to the skin&lt;br /&gt;
match Head head&lt;br /&gt;
match REye right eye&lt;br /&gt;
match LEye left eye&lt;br /&gt;
match Neck neck&lt;br /&gt;
match RArm right arm&lt;br /&gt;
match LArm left arm&lt;br /&gt;
match RHand right hand&lt;br /&gt;
match LHand left hand&lt;br /&gt;
match Chest chest&lt;br /&gt;
match Back back&lt;br /&gt;
match Abdomen abdomen&lt;br /&gt;
match RLeg right leg&lt;br /&gt;
match LLeg left leg&lt;br /&gt;
match Done You have no significant&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Skin:&lt;br /&gt;
put .HealAllSupport skin&lt;br /&gt;
&lt;br /&gt;
Head:&lt;br /&gt;
put .HealAllSupport head&lt;br /&gt;
&lt;br /&gt;
REye:&lt;br /&gt;
put .HealAllSupport right eye&lt;br /&gt;
&lt;br /&gt;
LEye:&lt;br /&gt;
put .HealAllSupport left eye&lt;br /&gt;
&lt;br /&gt;
Neck:&lt;br /&gt;
put .HealAllSupport neck&lt;br /&gt;
&lt;br /&gt;
RArm:&lt;br /&gt;
put .HealAllSupport right arm&lt;br /&gt;
&lt;br /&gt;
Larm:&lt;br /&gt;
put .HealAllSupport left arm&lt;br /&gt;
&lt;br /&gt;
RHand:&lt;br /&gt;
put .HealAllSupport right hand&lt;br /&gt;
&lt;br /&gt;
LHand:&lt;br /&gt;
put .HealAllSupport left hand&lt;br /&gt;
&lt;br /&gt;
Chest:&lt;br /&gt;
put .HealAllSupport chest&lt;br /&gt;
&lt;br /&gt;
Back:&lt;br /&gt;
put .HealAllSupport back&lt;br /&gt;
&lt;br /&gt;
Abdomen:&lt;br /&gt;
put .HealAllSupport abdomen&lt;br /&gt;
&lt;br /&gt;
RLeg:&lt;br /&gt;
put .HealAllSupport right leg&lt;br /&gt;
&lt;br /&gt;
LLeg:&lt;br /&gt;
put .HealAllSupport left leg&lt;br /&gt;
&lt;br /&gt;
Done:&lt;br /&gt;
echo&lt;br /&gt;
echo ******************&lt;br /&gt;
echo&lt;br /&gt;
echo *** All clean! ***&lt;br /&gt;
echo&lt;br /&gt;
echo ******************&lt;br /&gt;
echo&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==HealAllSupport==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#HealAllSupport&lt;br /&gt;
&lt;br /&gt;
HealExt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast %1 %2 ext&lt;br /&gt;
match HealExt better&lt;br /&gt;
match HealExt improved&lt;br /&gt;
match HealExtScar healed&lt;br /&gt;
match HealInt is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HealExtScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast %1 %2 ext&lt;br /&gt;
match HealExtScar better&lt;br /&gt;
match HealExtScar improved&lt;br /&gt;
match HealInt healed&lt;br /&gt;
match HealInt is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HealInt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast %1 %2 int&lt;br /&gt;
match HealInt better&lt;br /&gt;
match HealInt improved&lt;br /&gt;
match HealIntScar healed&lt;br /&gt;
match BackToHealAll is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HealIntScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast %1 %2 int&lt;br /&gt;
match HealIntScar better&lt;br /&gt;
match HealIntScar improved&lt;br /&gt;
match BackToHealAll healed&lt;br /&gt;
match BackToHealAll is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BackToHealAll:&lt;br /&gt;
put .HealAll&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category_talk:Scripts&amp;diff=440616</id>
		<title>Category talk:Scripts</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category_talk:Scripts&amp;diff=440616"/>
		<updated>2016-04-17T16:53:06Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Guild categories possible?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve categorized all of the script pages that I&#039;ve found. However, some of them are missing front-end and/or author info. --[[User:Isharon|Isharon]] 20:24, 24 March 2011 (UTC)&lt;br /&gt;
:There any sort of auto-list scheme that is possible?  For example, I know many of my early scripts all worked for Wizard, Stormfront, and YASSE (thus also probably Genie), but that other scripts are only Stormfront (but also work with YASSE/Genie). --[[User:Hithrael|Hithrael]] 20:43, 24 March 2011 (UTC)&lt;br /&gt;
::I&#039;m not sure if the current [[Template:Script|script template]] supports that, but you can put more than one front-end in the infobox. I&#039;ll ask [[User:Caraamon|Caraamon]]. --[[User:Isharon|Isharon]] 01:27, 25 March 2011 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
:I am fairly new to Wiki creation, and also I don&#039;t know how acceptable my scripts are, but if they could be helpful how would I go about getting them onto the &amp;quot;Scripts&amp;quot; Page, and should I ask anyone for approval first? Here is my first possible submission: [[Forage_Script(GLbasic)|Forage Script(GLBasic)]] --[[User:Glause|Glause]]&lt;br /&gt;
:: Just add &amp;lt;nowiki&amp;gt;{{Cat|Scripts}}&amp;lt;/nowiki&amp;gt; to the bottom of the script page. -Moderator [[User:Caraamon|Caraamon Makdasi]]&amp;lt;sup&amp;gt;([[User talk:Caraamon|talk]])&amp;lt;/sup&amp;gt; 06:44, 14 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I would like to categorize scripts by relevance to Guild.  Can we create a new category for each Guild?  After doing so, I would be glad to sort through stuff and add in the appropriate tag.  We also should make an obvious template for anyone that wishes to add a script to this page. [[User:REYANDO|Kashna]] April 17, 2015&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Empath_-_Heal_All_(script)&amp;diff=440615</id>
		<title>Empath - Heal All (script)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Empath_-_Heal_All_(script)&amp;diff=440615"/>
		<updated>2016-04-17T16:46:10Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Creation of page/script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Script&lt;br /&gt;
|cat=Empath, utility&lt;br /&gt;
|fe=StormFront&lt;br /&gt;
|auth=[[User:REYANDO|Kashna]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This script will use [[Heal Wounds]] and [[Heal Scars]] to completely heal an [[Empath]] of wounds.  It actually works as two separate scripts in tandem.  This is because I don&#039;t know how to make a script determine its own variables.  As such, I made it so that the HealAll script checks one&#039;s health and calls out to the HealAllSupport script in a different way depending upon the part of the body that is wounded.&lt;br /&gt;
&lt;br /&gt;
HealAll:  checks health, calls out to HealAllSupport, informs you when you are clean from wounds&lt;br /&gt;
&lt;br /&gt;
HealAllSupport:  heals the external wound, then external scar, then internal wound and resulting internal scar as well.  Checks are built in so as to not waste too much mana - if there is no wound to heal, this script will skip over trying to heal the scar.  As a result, you may need to manually heal body parts that had no wound and only scars later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How To Use These Scripts==&lt;br /&gt;
This is simple.  Create two scripts and call the first one &amp;quot;HealAll&amp;quot; (no spaces!).  The second script needs to be called &amp;quot;HealAllSupport&amp;quot;.  You will only ever call to &amp;quot;HealAll,&amp;quot; the HealAllSupport script uses two variables (%1 %2) to accept input of body part and cast accordingly.  As such, it is possible to use HealAllSupport on its own to be very specific to healing individual body parts should you choose, a simple &amp;quot;.HealAllSupport right arm&amp;quot; would do it... this is precisely the input that &amp;quot;HealAll&amp;quot; does when it detects a right arm wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Both scripts are necessary in order for this to function appropriately.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Possible Desired Edits==&lt;br /&gt;
If you want it to heal all scars regardless, edit HealAllSupport for the following:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;match HealInt is not injured&amp;quot;  --  change &amp;quot;HealInt&amp;quot; to &amp;quot;HealExtScar&amp;quot;&lt;br /&gt;
:&amp;quot;match BackToHealAll is not injured&amp;quot; -- change &amp;quot;BackToHealAll&amp;quot; to &amp;quot;HealIntScar&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You may also want to change the amount of mana that you put into each spell.  I used HW 4, and HS 7.  If you would like to change these values, do so within the HealAllSupport script.  It casts each spell twice (once external and once internal).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==HealAll==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#HealAll&lt;br /&gt;
&lt;br /&gt;
HealthCheck:&lt;br /&gt;
put health&lt;br /&gt;
match Skin paralysis of the entire&lt;br /&gt;
match Skin difficulty controlling&lt;br /&gt;
match Skin some severe twitching&lt;br /&gt;
match Skin some minor twitching&lt;br /&gt;
match Skin to the skin&lt;br /&gt;
match Head head&lt;br /&gt;
match REye right eye&lt;br /&gt;
match LEye left eye&lt;br /&gt;
match Neck neck&lt;br /&gt;
match RArm right arm&lt;br /&gt;
match LArm left arm&lt;br /&gt;
match RHand right hand&lt;br /&gt;
match LHand left hand&lt;br /&gt;
match Chest chest&lt;br /&gt;
match Back back&lt;br /&gt;
match Abdomen abdomen&lt;br /&gt;
match RLeg right leg&lt;br /&gt;
match LLeg left leg&lt;br /&gt;
match Done You have no significant&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Skin:&lt;br /&gt;
put .HealAllSupport skin&lt;br /&gt;
&lt;br /&gt;
Head:&lt;br /&gt;
put .HealAllSupport head&lt;br /&gt;
&lt;br /&gt;
REye:&lt;br /&gt;
put .HealAllSupport right eye&lt;br /&gt;
&lt;br /&gt;
LEye:&lt;br /&gt;
put .HealAllSupport left eye&lt;br /&gt;
&lt;br /&gt;
Neck:&lt;br /&gt;
put .HealAllSupport neck&lt;br /&gt;
&lt;br /&gt;
RArm:&lt;br /&gt;
put .HealAllSupport right arm&lt;br /&gt;
&lt;br /&gt;
Larm:&lt;br /&gt;
put .HealAllSupport left arm&lt;br /&gt;
&lt;br /&gt;
RHand:&lt;br /&gt;
put .HealAllSupport right hand&lt;br /&gt;
&lt;br /&gt;
LHand:&lt;br /&gt;
put .HealAllSupport left hand&lt;br /&gt;
&lt;br /&gt;
Chest:&lt;br /&gt;
put .HealAllSupport chest&lt;br /&gt;
&lt;br /&gt;
Back:&lt;br /&gt;
put .HealAllSupport back&lt;br /&gt;
&lt;br /&gt;
Abdomen:&lt;br /&gt;
put .HealAllSupport abdomen&lt;br /&gt;
&lt;br /&gt;
RLeg:&lt;br /&gt;
put .HealAllSupport right leg&lt;br /&gt;
&lt;br /&gt;
LLeg:&lt;br /&gt;
put .HealAllSupport left leg&lt;br /&gt;
&lt;br /&gt;
Done:&lt;br /&gt;
echo&lt;br /&gt;
echo ******************&lt;br /&gt;
echo&lt;br /&gt;
echo *** All clean! ***&lt;br /&gt;
echo&lt;br /&gt;
echo ******************&lt;br /&gt;
echo&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==HealAllSupport==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#HealAllSupport&lt;br /&gt;
&lt;br /&gt;
HealExt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast %1 %2 ext&lt;br /&gt;
match HealExt better&lt;br /&gt;
match HealExt improved&lt;br /&gt;
match HealExtScar healed&lt;br /&gt;
match HealInt is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HealExtScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast %1 %2 ext&lt;br /&gt;
match HealExtScar better&lt;br /&gt;
match HealExtScar improved&lt;br /&gt;
match HealInt healed&lt;br /&gt;
match HealInt is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HealInt:&lt;br /&gt;
put prep hw 4&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast %1 %2 int&lt;br /&gt;
match HealInt better&lt;br /&gt;
match HealInt improved&lt;br /&gt;
match HealIntScar healed&lt;br /&gt;
match BackToHealAll is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HealIntScar:&lt;br /&gt;
put prep hs 7&lt;br /&gt;
waitfor You feel fully prepared&lt;br /&gt;
put cast %1 %2 int&lt;br /&gt;
match HealIntScar better&lt;br /&gt;
match HealIntScar improved&lt;br /&gt;
match BackToHealAll healed&lt;br /&gt;
match BackToHealAll is not injured&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BackToHealAll:&lt;br /&gt;
put .HealAll&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Heal_scar&amp;diff=440614</id>
		<title>Heal scar</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Heal_scar&amp;diff=440614"/>
		<updated>2016-04-17T16:22:55Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Redirected page to Heal Scars&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Heal Scars]]&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Heal_wound&amp;diff=440613</id>
		<title>Heal wound</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Heal_wound&amp;diff=440613"/>
		<updated>2016-04-17T16:22:18Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Redirected page to Heal Wounds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Heal Wounds]]&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Defending_skill&amp;diff=440610</id>
		<title>Defending skill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Defending_skill&amp;diff=440610"/>
		<updated>2016-04-17T14:05:19Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Organized introduction info, added stance info &amp;amp; link to stance page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{UpdateDR3|Article needs development}}&lt;br /&gt;
&lt;br /&gt;
Defending indicates your overall ability to defend against attacks, and is in the armor skillset. It replaces Multiple Opponent&#039;s functionality as the skill used when being engaged with multiple foes, and also increases your defensive skills so that they&#039;re more effective overall. Defending is best trained by being in combat and successfully defending against an attack.&lt;br /&gt;
&lt;br /&gt;
Managing multiple opponents in combat is now a skill check of the aggressor&#039;s [[Tactics_skill|Tactics]] against the defenders Defending. This allows the skill to grow with you as you fight harder things, rather than requiring defense against five creatures to keep the skill moving at high ranks. In general, fighting more than two creatures at the same time will drastically increase the difficulty to defend.&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that boost Defending==&lt;br /&gt;
{{#ask:[[Boosts::Defending skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that decrease Defending==&lt;br /&gt;
{{#ask:[[Debuffs::Defending skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Stance and Stance Points==&lt;br /&gt;
Your stance determines where you are focusing your defensive capabilities.  The [[stance]] command will show you how you are currently dividing your Stance Points in-game.  While you can modify each of these values individually by typing STANCE (evasion/parry/shield) (0-100).  The total number of Stance Points distributed among the three separate defenses may not exceed the total that you have accumulated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Adventurers gain stance points over time as their skill in Defending increases.  For Armor Primaries, a new stance point is received every 50 ranks. For Secondaries, every 60 ranks, and for Tertiarties a new stance point comes with every 70 ranks.  To accommodate these additional Stance Points, one may create custom stances beyond the basic three provided.  See [[stance]] for details.&amp;lt;br&amp;gt;&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Armor skillset,Experience 3.0 skills,Skills}}&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Stance&amp;diff=440609</id>
		<title>Stance</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Stance&amp;diff=440609"/>
		<updated>2016-04-17T13:56:20Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: redirect to Stance Command&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[stance command]]&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=User:REYANDO&amp;diff=440603</id>
		<title>User:REYANDO</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=User:REYANDO&amp;diff=440603"/>
		<updated>2016-04-17T03:41:22Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Created redirect to character page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Kashna]]&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Kashna&amp;diff=440602</id>
		<title>Kashna</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Kashna&amp;diff=440602"/>
		<updated>2016-04-17T03:40:23Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Created character page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kashna is a young barbarian with a thirst for knowledge and hunger for battle and treasure, wherever that may lead!&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category_talk:Roars&amp;diff=440601</id>
		<title>Category talk:Roars</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category_talk:Roars&amp;diff=440601"/>
		<updated>2016-04-17T03:08:17Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Created page with &amp;quot;Magic using classes can use the command &amp;quot;magic&amp;quot; to view their current spells and see if they have any available spell slots.  How can a barbarian check if they have an eligibl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic using classes can use the command &amp;quot;magic&amp;quot; to view their current spells and see if they have any available spell slots.  How can a barbarian check if they have an eligible &amp;quot;roar&amp;quot; slot? (or an eligible &amp;quot;[[berserk]]&amp;quot; slot for that matter... update that page, too?)&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Justice&amp;diff=440600</id>
		<title>Justice</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Justice&amp;diff=440600"/>
		<updated>2016-04-17T03:04:52Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
Crime in Elanthia is regulated by the justice systems of the various provinces and local villages. &lt;br /&gt;
The {{com|JUSTICE}} verb will tell you if the area has justice enforced or if it is a lawless area.&lt;br /&gt;
If you are wanted guards will, in time, capture you as you pass.  If you wish to surrender yourself to clear charges against you, you may do so with the [[Surrender command]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Justice Type !! Messaging&lt;br /&gt;
|-&lt;br /&gt;
|  [[#Standard Justice|Standard Justice]] || After assessing the area, you think local law enforcement keeps an eye on what&#039;s going on here.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Clan Justice|Clan Justice]] || After assessing the area, you believe there is some kind of unusual law enforcement in this area.&lt;br /&gt;
|-&lt;br /&gt;
|  [[#Dirge Justice|Dirge Justice]] || After assessing the area, you believe there is some kind of unusual law enforcement in this area.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Hara&#039;jaal Justice|Hara&#039;jaal Justice]] || You&#039;re fairly certain this area is lawless and unsafe.&lt;br /&gt;
|-&lt;br /&gt;
|  Non Justice Area || You&#039;re fairly certain this area is lawless and unsafe.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[#Thieves&#039; Guild Justice|Thief Guild]] and [[#Trade Route Justice|Trader Guild]] also employ their own form of justice.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Standard Justice==&lt;br /&gt;
&lt;br /&gt;
===Crimes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Charge !! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Aiding and Abetting || Dragging someone out of a shop after they have been caught stealing&amp;lt;br/&amp;gt;Teaching or listening to thievery&lt;br /&gt;
|-&lt;br /&gt;
| Crimes Against the State ||&lt;br /&gt;
|-&lt;br /&gt;
| Disturbing the Peace || Casting certain AoE spells in a justice zone, usually those that can&#039;t harm bystanders&lt;br /&gt;
|-&lt;br /&gt;
| Endangering the Public || Casting certain AoE spells in a justice zone, usually potentially lethal ones&lt;br /&gt;
|-&lt;br /&gt;
| Forbidden Practices&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; ||Suffering a visible [[Sorcery#Sorcerous Backlash|sorcerous backlash]] in a justice zone&amp;lt;br/&amp;gt;Casting a [[necromancy]] or [[sorcery]] spell in a justice zone&amp;lt;br/&amp;gt;Having a visible necromancy or sorcery effect in a justice zone&amp;lt;br/&amp;gt;Teaching sorcery in a justice zone&amp;lt;br/&amp;gt;Empathic shifting in a justice zone(except in Ilithi)&lt;br /&gt;
|-&lt;br /&gt;
| Murder|| Killing another player&lt;br /&gt;
|-&lt;br /&gt;
| Thievery || Stealing from a shop &amp;lt;br/&amp;gt;Stealing from a player&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1 - May also cause  [[Outrage#Social Corruption|Social Corruption]] which may lead to subsequent arrests.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Old Charges that may not be used in the current justice system:&lt;br /&gt;
*Assault&lt;br /&gt;
*trafficking guild secrets&lt;br /&gt;
&lt;br /&gt;
===Jurisdictions===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Jurisdiction !! Guardhouse Location (Recover Items)!! Wanted Board Location&lt;br /&gt;
|-&lt;br /&gt;
| [[Aesry_Surlaenis&#039;a|Aesry Surlaenis&#039;a]] || Guard Office || Courtyard of the Jail&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossing|Crossing]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;[[Kaerna|Kaerna]]&amp;lt;br/&amp;gt;[[Arthe Dale|Arthe Dale]] ||Guard House Office in the Crossing||Guard House Office in the Crossing&amp;lt;br/&amp;gt;Crossing Town Green North&lt;br /&gt;
|-&lt;br /&gt;
| [[Hibarnhvidar|Hibarnhvidar]] &amp;lt;br/&amp;gt;[[Raven&#039;s_Point|Raven&#039;s Point]] || Justice Office ||  Outside the Justice Office&lt;br /&gt;
|- &lt;br /&gt;
| [[Leth_Deriel|Leth Deriel]] || The Gallows Tree || The Gallows Tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Mer&#039;kresh|Mer&#039;kresh]] || Courthouse Guardroom || Courthouse Entryway&lt;br /&gt;
|-&lt;br /&gt;
| [[Muspar&#039;i|Muspar&#039;i]] ||Justice Office||Justice Office&lt;br /&gt;
|- &lt;br /&gt;
| [[Ratha|Lower Ratha - 1st/2nd Tier]] || High Guardhouse ||Board on the Greater Cobra Road&lt;br /&gt;
|- &lt;br /&gt;
| [[Ratha|Upper Ratha - 3rd/4th Tier]] ||Office of the Malk&#039;smo || Office of the Malk&#039;smo&lt;br /&gt;
|-&lt;br /&gt;
| [[Riverhaven|Riverhaven]] ||Town Jail Lobby||Town Jail Lobby&lt;br /&gt;
|-&lt;br /&gt;
| [[Shard|Shard]] &amp;lt;br/&amp;gt; [[Fayrin&#039;s_Rest|Fayrin&#039;s Rest]] ||Sentinel&#039;s Office in the Great Tower ||  Sentinel&#039;s Office in the Great Tower&lt;br /&gt;
|-&lt;br /&gt;
| [[Siksraja|Siksraja]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; ||Cietums||Cietums&lt;br /&gt;
|-&lt;br /&gt;
| [[Taisgath|Taisgath]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||Guard Room in the Moon Mage Guild || Taisgath Dock&lt;br /&gt;
|-&lt;br /&gt;
| [[Therenborough|Therenborough]]&amp;lt;br/&amp;gt;[[Langenfirth|Langenfirth]]&amp;lt;br/&amp;gt;[[Rossman&#039;s_Landing|Rossman&#039;s Landing]]||Theren Keep Dungeon||Theren Keep Dungeon&lt;br /&gt;
|-&lt;br /&gt;
| [[Throne_City|Throne City]]||Imperial Palace, Dungeon||Old Throne City, Dahl Aeliy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1 - For some stealing charges you may be placed in the stocks instead of fined. This generally happens when the total fine is low.&amp;lt;br /&amp;gt;&lt;br /&gt;
2 - Siksraja is part of the Theren Keep justice conglomerate, despite having its own jail, wanted board, and guards.&amp;lt;br /&amp;gt;&lt;br /&gt;
3 - Taisgath has its own jail and guards, but is part of Upper Ratha justice.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clan Justice==&lt;br /&gt;
&lt;br /&gt;
===Crimes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crime !! Punishment&lt;br /&gt;
|-&lt;br /&gt;
| Casting an AoE spell|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Casting a Necromancy Spell|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Having a Visible Necromancy Spell|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Teaching a Sorcery Class|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Teaching a Thievery Class|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Stealing from a shop || Cut off hand with a very long stun and a heavy bleeder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Jurisdictions===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Jurisdiction&lt;br /&gt;
|-&lt;br /&gt;
| [[Ain_Ghazal|Ain Ghazal]] &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Boar_Clan|Boar Clan]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Horse_Clan|Horse Clan]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Ilaya_Taipa|Ilaya Taipa]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Knife_Clan|Knife Clan]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Steelclaw_Clan|Steelclaw Clan]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Stone_Clan|Stone Clan]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Tiger_Clan|Tiger Clan]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Wolf_Clan|Wolf Clan]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1 - I was not arrested or punished after several unsuccessful stealing attempts but the area is listed as &amp;quot;Unusual Justice&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Dirge Justice==&lt;br /&gt;
&lt;br /&gt;
The city of [[Dirge]] has it&#039;s own unique style of justice&lt;br /&gt;
&lt;br /&gt;
===Crimes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crime !! Punishment&lt;br /&gt;
|-&lt;br /&gt;
| Casting an AoE Spell|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Casting a Necromancy Spell|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Having a Visible Necromancy Spell|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Teaching a Sorcery Class|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Teaching a Thievery Class|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Stealing from a shop || Severe beating with a long stun and numerous bleeding weeds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Hara%27jaal_Justice|Hara&#039;jaal Justice]]==&lt;br /&gt;
[[Hara&#039;jaal]] is a non justice area and most crimes will result in no punishment. If you are hunting [[Corsair|Corsairs]], they will occasionally look for a guard to have you arrested. If caught by the guards you will be tied to a post and whipped.&lt;br /&gt;
&lt;br /&gt;
==[[Thief|Thieves&#039; Guild]] Justice==&lt;br /&gt;
&lt;br /&gt;
Thieves can use their [[Thief#contacts|contacts]] to dispense their own justice.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Use&lt;br /&gt;
|-&lt;br /&gt;
| Contact &amp;lt;target&amp;gt; Thug [Theft]  || Sends your thugs after a non-Thief who steals.&lt;br /&gt;
|-&lt;br /&gt;
| Contact &amp;lt;target&amp;gt; Thug Item ||Sends your thugs to collect Ambika items from non-Thieves&lt;br /&gt;
|-&lt;br /&gt;
| Contact &amp;lt;target&amp;gt; Thug Graverob ||Sends your thugs after any Thief grave robber.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Trader#Guild Abilities and Breakdowns|Trade Route Justice]]==&lt;br /&gt;
If a trader catches a thief stealing from them on a trade route they can accuse the thief at the nearest outpost. The guild will thugs to beat the perpetrator and leave them for dead.&lt;br /&gt;
&lt;br /&gt;
Syntax: Acuuse &amp;lt;thief&amp;gt;&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=User:REYANDO/Home&amp;diff=440598</id>
		<title>User:REYANDO/Home</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=User:REYANDO/Home&amp;diff=440598"/>
		<updated>2016-04-17T00:12:14Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hunting ladders]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ranik Maps]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scripts]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Guilds:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
[[Trader]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Trader new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Trading]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ranger]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Ranger new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Scouting]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Stealth]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmithing]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Barbarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Barbarian new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Forging guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
**[[Work orders]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Empath]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Empath new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Empathy]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thief]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Thievery skill]]&amp;lt;br&amp;gt;&lt;br /&gt;
**[[Stealing List]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Stealth]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmithing]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmith hunting ladder]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warrior Mage]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Warrior Mage new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Summoning]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=User:REYANDO/Home&amp;diff=440597</id>
		<title>User:REYANDO/Home</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=User:REYANDO/Home&amp;diff=440597"/>
		<updated>2016-04-17T00:11:05Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hunting ladders]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ranik Maps]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scripts]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Guilds:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
[[Trader]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Trader new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Trading]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ranger]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Ranger new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Scouting]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Stealth]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmithing]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Barbarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Barbarian new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Forging guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
**[[Work orders]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Empath]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Empath new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Empathy]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thief]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Thievery skill]]&amp;lt;br&amp;gt;&lt;br /&gt;
**[[What to Steal]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Stealth]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmithing]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmith hunting ladder]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warrior Mage]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Warrior Mage new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Summoning]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=User:REYANDO/Home&amp;diff=440596</id>
		<title>User:REYANDO/Home</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=User:REYANDO/Home&amp;diff=440596"/>
		<updated>2016-04-17T00:10:45Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hunting ladders]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ranik Maps]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scripts]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Guilds:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
[[Trader]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Trader new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Trading]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ranger]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Ranger new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Scouting]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Stealth]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmithing]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Barbarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Barbarian new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Forging guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
**[[Work orders]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Empath]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Empath new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Empathy]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thief]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Thievery skill]]&amp;lt;br&amp;gt;&lt;br /&gt;
**[[What_to_Steal]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Stealth]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmithing]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmith hunting ladder]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warrior Mage]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Warrior Mage new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Summoning]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader&amp;diff=440595</id>
		<title>Trader</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader&amp;diff=440595"/>
		<updated>2016-04-17T00:08:38Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: /* Rentable Pack Animals and Caravans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;::&#039;&#039;Returning players may want to read the page for [[Returning Players]] before continuing.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;&#039;&#039;New to the game? You may want to check out the [[Trader new player guide|new player guide for this guild]].&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{guild infobox|guild=Trader|image=Small_trader_300.jpg&lt;br /&gt;
|skill1=Lore|skill2a=Survival|skill2b=Armor|skill3a=Weapon|skill3b=Magic&lt;br /&gt;
|abilities=Caravans, Trading,&amp;lt;br&amp;gt;Market Advantages&lt;br /&gt;
|mana=None}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traders&#039;&#039;&#039; are all about making money, pure and simple. The Guild rules the transportation business with an iron fist, and through contract work and playing the commodities markets, a Trader earns (or loses) his fortune.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most (in)famous figure among Traders was [[Arnile Hanskwin]], Syndic of the Trader&#039;s Guild. He was known for his desire to come up with more and more devious ways to combat the efforts of those who would steal from a trader. He was especially inventive when it came to designing new trap varieties.&lt;br /&gt;
&lt;br /&gt;
==Official Information==&lt;br /&gt;
[[Image:TraderCrest.jpg|thumb|&#039;&#039;&#039;Guild crest:&#039;&#039;&#039; A shield divided by a diagonal line. One half bears the stylized image of a man leading a donkey burdened with sacks of golden coins, the other, a picture of a sailing ship cresting a wave, its sail bearing the image of a large diamond]]Information courtesy of [http://www.play.net/dr/info/guilds/trader.asp Dragonrealms Website].&lt;br /&gt;
=== Guild Hall Locations ===&lt;br /&gt;
; [[Crossing|The Crossing]]&lt;br /&gt;
:The distinguished Trader Guildleader [[Ansprahv]] advises young entrepreneurs from this prosperous guild hall. (You can type DIR TRADER for directions.)&lt;br /&gt;
; [[Riverhaven]]&lt;br /&gt;
:Inside Riverhaven&#039;s large guild hall, the noble Guild Leader [[Willowbrook]] instructs her students in commerce and finance.&lt;br /&gt;
; [[Muspar&#039;i]]&lt;br /&gt;
:A grand guildhall set in the Desert City.  The Guild Leader [[Kworlin]] oversees commerce in the northern most part of Elanthia.&lt;br /&gt;
; [[Shard]]&lt;br /&gt;
:Guild Leader [[Cialen]] administrates guild business from his office in opulent Brickwell Tower.&lt;br /&gt;
; [[Ratha]]&lt;br /&gt;
: Guild Leader [[Imaar]] presides over the guildhall here.&lt;br /&gt;
; [[Aesry|Aesry Surlaenis&#039;a]]&lt;br /&gt;
:The capable Guild Leader [[Seranda]] oversees sea trade at the Surlaenis exchange.&lt;br /&gt;
; [[Hibarnhvidar|Outer Hibarnhvidar]]&lt;br /&gt;
:The shrewd Guild Leader [[Raelem]] took advantage of a recent career opportunity and now operates out of the Guild offices in Forfedhdar.&lt;br /&gt;
&lt;br /&gt;
=== Skillsets and Common Races===&lt;br /&gt;
A [[Trader]]&#039;s primary [[Guilds#Skill_Sets|skillset]] is {{catskill|Lore}}.  {{Catskill|Survival}} and {{catskill|Armor}} are secondary skillsets, with {{Catskill|Magic}} and {{Catskill|Weapon}} as tertiaries.&lt;br /&gt;
&lt;br /&gt;
According to the DragonRealms website, Traders tend to be:&lt;br /&gt;
{|&lt;br /&gt;
| [[:Category:Human|Human]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Elothean|Elothean]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 22%&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Elf|Elven]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Prydaen|Prydaen]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 11%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Crafting Affiliation===&lt;br /&gt;
Guilded traders receive two free technique slot in the [[Blacksmithing discipline]] of the [[Forging skill]] and one free technique slot in the [[Artistry discipline]] of the [[Outfitting skill]].&lt;br /&gt;
&lt;br /&gt;
See: [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
NOTE: Reading a contract and/or commodity board sends the output to the Familiar Window. If you do not see any information within the game, check that window. If you would like it sent to the Story window, make sure to close the Familiar Window.&lt;br /&gt;
&lt;br /&gt;
===What You Should Know===&lt;br /&gt;
Becoming a successful trader takes patience and perseverance; regardless of what you do you probably won&#039;t be rich for quite some time.  There are a lot of steps that should be taken and a lot of training one must do before he will attain a large sum of wealth.&lt;br /&gt;
&lt;br /&gt;
In my opinion, Traders are the bravest people in all the provinces.  It doesn&#039;t take much courage to be all armored up and weapons gleaming, hurling spells, knowing you can take out anything that crosses your path.  But it takes nerve to stand there calmly while an enemy that you *know* can kill you in one hit advances on you as you wait for your caravan to move on or your pack animal to catch up&lt;br /&gt;
&lt;br /&gt;
And if you do go into combat, barring enchanted items, you&#039;re reliant on yourself and your base skills and stats.  No roars, no magic - just you and your opponent.&lt;br /&gt;
&lt;br /&gt;
===Tips and Methods===&lt;br /&gt;
&lt;br /&gt;
For the early circles I would recommend foraging branches and selling them to [[Mags]] at the Mongers&#039; Bazaar in Crossing.  This will lock your trading and make you a little coin at the same time.  She should buy up to around 5 golds&#039; worth, but it varies.  Using caravans is a terrible idea for a newcomer.  The transportation fees alone will be more than you&#039;re making.  It will take some time before you can use them at a profit and even longer to make the profit seem worthwhile.&lt;br /&gt;
&lt;br /&gt;
===Advancing in the Guild===&lt;br /&gt;
&lt;br /&gt;
After your initial training there are a few different methods that you could use in order to train.  Even though hunting isn&#039;t a strong point of a trader be sure that you still have a healthy dose of it as you will need it to advance in the armor requirements of the guild.  On top of that, you will have your survival training; this and lore can be done in a number of ways.  One way utilized by many traders is to train while following your caravan to different locations.  Though its not a constant, it will allow you to gain experience in these fields while gaining the trading ranks that we all love!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Contract Trading&#039;&#039;&#039;-  This is a form of trading that will not reap good benefits for quite some time, however if done on a constant basis it can provide a good and steady flow of experience in the trading field.  If you&#039;re going to start contract trading at an early circle it is recommended you use the pack animals rather than caravans.  This is inconvenient since you can&#039;t have them lead you, but a caravan will be too expensive to afford.  The longer you do this the more you will be capable of making.  When you feel that you are at a sufficient amount then you can switch to caravans.  Transportation fees are charged for each shipment so be sure you can afford to pay it!  It takes a while but eventually you will notice more and more money building up, however don&#039;t get too excited because you wont ever reach a state where you have an unlimited flow of money.  It&#039;s a fatal mistake to think that huge traders have unlimited amounts of money and is also the reason many traders quit after a period of time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Commodity Trading&#039;&#039;&#039;- This form of trading can be used at a younger age with significantly less risk.  This is also another great way to lock trading, buying goods from certain outpost and selling them at another.  However, the entire risk is on you when you use this method.  To trade commodities just go into the Crossing, Arthe Dale or Leth Deriel trader outpost and read the commodity boards.  They will list the items they have and their prices.  Beside the item will be a word such as &amp;quot;surplus&amp;quot;.  This refers to the amount they have on hand currently.  Be sure to be careful what you buy because if an outpost has a surplus then they will not take any more of that product.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Pawnshop&#039;&#039;&#039;- Selling off items to any pawnshop will grant considerable trading experience at low ranks.  More experience is granted for higher value items, and there appears to be no limit to how many times you can gain field experience this way.  The trick to training with this method is to find a reliable source of items with a high enough value to teach for your ranks.  If your trader is training stealing you can simply sell off the stolen goods.  Also, many creatures drop weapons, armor, or fluff items that can be pawned.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Crafting Society Workorders&#039;&#039;&#039;- Traders now gain experience in Trading when they turn in completed workorders at any crafting society.  The experience granted depends on the difficulty of the items you made for the workorder.  This can be an effective way to train trading and other lores, such as mech lore and appraisal.  Also, the crafting books used in this process can be studied for scholarship experience as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Other Methods&#039;&#039;&#039;- Most of the following methods usually can&#039;t be used as consistent modes of training, but can be useful if you find someone in need of the service.  Selling pouches is actually a very quick way to lock the trading of any trader.  However, this is dependent upon people needing pouches sold.  If you get the chance, however, it&#039;s a good way to train.  Your charisma and trading skill will determine the amount you are capable of receiving for your pouches.  Most traders gain this ability around circle 12. Selling bundles is also another way to train.  This isn&#039;t as effective as pouches and generally isn&#039;t as common, but it can still work.  Also, with the new teaching system, if you can find a trader in the market tents who will be around a while to teach, a class can also benefit you greatly.  You can also train up certain lore and survival skills while sitting and listening, so take advantage and utilize your time to its fullest extent.  Obviously this will not yield you any profit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Low Level Methods&#039;&#039;&#039;- The best way to learn trading for the first few circles is to forage sticks or branches and sell them to Mags in the Crossing. This works until you have sold 5-6 gold worth of wood. Be sure to stop selling when trading is locked or you will miss out on potential exp. Once you can kill goblins out the west gate of the Crossing, use the loot all option and sell equipment - shields, weapons, and metal body armor sell the best. Finally, completing some type of tasks rewards trading experience. Foraging tasks from Mags are a great way to supplement the experience from other sources.&lt;br /&gt;
&lt;br /&gt;
==Guild Abilities and Breakdowns==&lt;br /&gt;
&lt;br /&gt;
===Rentable Pack Animals and Caravans===&lt;br /&gt;
Traders can rent pack animals or caravans to transport goods between guild outposts, the staple activity of the Trader Guild.  To rent a caravan simply go to the room with the clerk and RENT CARAVAN.  The initial cost is 400 kronars at any Zoluren outpost.  If you accidentally start a contract or shipment without a caravan you will automatically be defaulted to a pack animal.  You may upgrade this by simply asking to rent a caravan.  A storage box is included with every caravan rental once a Trader achieves 35th circle, and can be used like a mobile vault.  If the caravan starves to death with items in its storage box, the items will be transferred to the next caravan that is rented. Trading contracts cannot be canceled, but they can expire. If your contract expires before you can deliver the goods you can still give it to the shipping clerk of the intended destination to have the crates removed from your caravan (though you will not be paid for the delivery). If for some reason you lose the contract and you just have crates piled up on your caravan that you want to remove you can PUSH CRATE ON CARAVAN so the one you want to get rid of is listed first when you look at the caravan. Then you can PULL CRATE ON CARAVAN to dump it.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Trade Route Justice&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:When a trader catches anyone stealing from them on a trade route they can run to the nearest outpost and accuse the culprit of stealing.  This will allow the guild to send out thugs who will basically beat your thief to near death and leave him there.  Be careful though because this ability cannot be used if they are not caught on a trade route.  Meaning if you are in the grasslands out past the west gate or in town traveling to the NRT then you won&#039;t be able to accuse.  &lt;br /&gt;
::Syntax: [[Accuse_command|ACCUSE]] &amp;lt;person&amp;gt; - see the list of current [[Trade Route|Outpost Locations]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caravan Drivers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:One of the more often used abilities of a [[caravan]] is to use it to lead you places.  When doing this you will automatically follow the caravan and stay with it even during round time.  While the caravan is leading you may engage in actions that give a roundtime while still moving with the caravan, making it possible to train other skills at the same time.  You have to be on a trade route for this to work however, the current places you can get led to are as follows: Leth Deriel (Will lead you from the ferry to the Bower Gate, Crossing (will lead to the northeast gate, or to the ferry from Bower Gate), stone clan (will lead to the trail in Beisswurms), Dirge (will lead to the path directly on the trail to the town gate of Dirge).&lt;br /&gt;
::Syntax: [[Tell_command|TELL]] &amp;lt;caravan&amp;gt; TO LEAD TO &amp;lt;location&amp;gt; - see the list of current [[Trade Route]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Corpse Hauling&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:Caravans and pack animals can also be used to tie deaders to, this is especially helpful in the fact that it can drag people out of places that people can&#039;t drag out of by hand.  Normally this is the case at the barricade in rocktrolls and the trail in beisswurms. &lt;br /&gt;
&lt;br /&gt;
::This ability is learned from Guild Leader [[Cialen]] in [[Shard]]. (Ask Cialen about corpse)&lt;br /&gt;
&lt;br /&gt;
::Syntax: [[Tie_command|TIE]] &amp;lt;caravan/animal&amp;gt; TO &amp;lt;player&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caravan Loss and Recovery&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:At the current moment and time there is some talk about traders being able to purchase a caravan for their own personal use but nothing is confirmed as of late.  When looking for a caravan go to the stable closest to the area the caravan was originally lost in.  Locations are in leth, stone clan, dirge, and crossing.  They will not be the normal stables used to keep horses in.  When a caravan is dead your guild will give you a very harsh lecture then you will be charged an additional amount to all your contracts for a very long time.  So be careful and take care of those caravans!&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;RECALL CARAVAN&#039;&#039;&#039; in an attempt to remember where they parked. The results can vary based on both the recall ability of the trader and the distance from the caravan. &lt;br /&gt;
&lt;br /&gt;
::Recall Caravan is simply a tool for traders who may have left a caravan briefly to attend other matters and forgot where they left it. This ability does work if the caravan is stabled somewhere; it only works if the caravan is sitting out in a room. To find a stabled caravan, one can either go searching the various stables for it or TRANSFER it to the closest stable.  &lt;br /&gt;
&lt;br /&gt;
::NOTE:  It is not part of the main Recall system, and does not award experience as a result, nor is it likely to. The verb recall was used simply because it made the most sense.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caravan Spook&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:Caravans and Pack Animals have the ability to drag you from combat.  There is a small potential to be hurt from the attempt.&lt;br /&gt;
::Syntax: [[Tell_command|TELL]] &amp;lt;pack animal/caravan&amp;gt; SPOOK&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[kregkeirel|Kregkeirels]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:Found only on the island of [[Aesry]], these stalwart pack animals are there to assist island Traders with carrying their wares, similar to the storage packing crates found on mainland caravans.  They are rentable at two locations on Aesry by Traders of at least 35th circle. One stable is near the Trader guild hall by the docks, and the other is near the city.&lt;br /&gt;
&lt;br /&gt;
===Player Owned Caravans===&lt;br /&gt;
[[Player Owned Caravans]] are custom caravans owned by Traders that can start being built at 25th circle.&lt;br /&gt;
&lt;br /&gt;
===Commodity Trading===&lt;br /&gt;
Only Traders have access to the commodities market, allowing them to speculate on price fluctuations between cities and provinces.  Currently there are only three working commodity pits in Elanthia: [[Crossing]], [[Arthe Dale]], and [[Leth Deriel]].&lt;br /&gt;
&lt;br /&gt;
Table of Commodies [[Commodity Trading]]&lt;br /&gt;
&lt;br /&gt;
===Market Advantages===&lt;br /&gt;
Traders receive a better price when purchasing from shops with shopowners and when selling items to a pawnshop, gem buyer, or tanner.  Increased [[Charisma]] also increases profit.&lt;br /&gt;
&lt;br /&gt;
===Trader Markets===&lt;br /&gt;
Traders of at least 20th circle may rent market tables located in [[The Crossing]], [[Riverhaven]], [[Shard]], [[Muspar&#039;i]], [[Aesry]] and the first tier of [[Ratha]]. Traders of at least 30th circle can rent their own [[Trader Owned Shops|Shops]] in the plazas located in [[The Crossing]], [[Riverhaven]] and [[Shard]].  As of the release of the Trader Shops, stalls, which are currently only located in [[The Crossing]], have been closed.&lt;br /&gt;
&lt;br /&gt;
To remove a disruptive adventurer from a market place, two Traders of at least 20th circle or a single Trader at least 10 circles higher than the target must &amp;lt;tt&amp;gt;ASK GUARD FOR THE REMOVAL OF (person)&amp;lt;/tt&amp;gt;.  This will also work on fellow Traders if they do not have a table rented in the building.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tables&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:The cost per table is a couple gold for four hours of rental. Each table can hold up to twenty items. Traders can purchase one rental ticket per hour, therefore it takes three hours to claim all four tables in a room. To rent a table, &amp;lt;tt&amp;gt;ASK MONGER FOR TICKET&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;PUT&amp;lt;/tt&amp;gt; the ticket on an empty table.  If left unattended for even a couple minutes, rented tables are covered by a tarp courtesy a market attendant.  Goods should be removed from the table before the rental ticket expires, or else there is a storage fee of several gold. &amp;lt;tt&amp;gt;ASK MONGER FOR GOODS&amp;lt;/tt&amp;gt; within 48 hours to recover your items.&lt;br /&gt;
:For more information see [[Trader Market Tables]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Stalls&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:With the introduction of Trader Owned Shops, the stalls have been closed, possibly permanently.  The price for a stall is 10 platinum Kronars for 10 days of rental.  Stalls contain three tables, each holding up to twenty items.  All tables may be used immediately upon rental.  To rent a stall, &amp;lt;tt&amp;gt;ASK MONGER FOR STALL&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;PUT&amp;lt;/tt&amp;gt; the ticket on an empty stall.  Unlike regular tables, stall tables can be left unattended and will not be covered until someone attempts to price or buy an item.  To remove an unwelcome guest, &amp;lt;tt&amp;gt;ASK GUARD FOR THE REMOVAL OF (person)&amp;lt;/tt&amp;gt;.  You can also &amp;lt;tt&amp;gt;OPEN&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;CLOSE&amp;lt;/tt&amp;gt; a stall while standing outside of it.  Once your rental expires, you must wait 10 days before renting another stall.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Trader Owned Shops&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:For more information see [[Player owned shop]].&lt;br /&gt;
&lt;br /&gt;
===Auction Halls===&lt;br /&gt;
Traders of at least 30th circle are able to use the auction halls located in [[The Crossing]], [[Riverhaven]] and the guildhall in [[Ratha]].&lt;br /&gt;
:For more information see [[Trader Auction Halls]].&lt;br /&gt;
&lt;br /&gt;
===Horse Trading===&lt;br /&gt;
Traders of sufficient skill and circle (25) can buy and sell horses with other adventurers.  This ability is most frequently used to facilitate transfer of a horse from one person to another.  Traders also have an [[Horses#Teaching_Adventurers_and_Horses|Instruction Technique]], Advanced Riding, to teach.&lt;br /&gt;
:For more information see [[Trader Horse Brokering]].&lt;br /&gt;
&lt;br /&gt;
===Gem Pouches &amp;amp; Shops===&lt;br /&gt;
Traders of appropriate skill and circle (approximately 12th circle) have the unique ability to sell gems in bulk via gem pouches.  In addition to selling the gems in bulk Traders also receive a higher profit on their sales than the typical adventurer, up to 60% for a high-level, high-charisma Trader using Speculate Finesse.  This [[Trader_gem_selling_bonus|gem selling bonus]] is based on charisma, trading skill, and appraisal skill.  Traders are also able to [[Untie_command|UNTIE]] POUCH in order to split the contents of one pouch into another and [[Combine_command|COMBINE]] POUCH WITH SECOND POUCH to merge 2 tied pouches together. Note that untie does not actually untie a pouch so you can get or see individual gems.  &lt;br /&gt;
&lt;br /&gt;
Traders also have the ability to [[Gather_command|GATHER]] gems to move them from one container to another.  This verb will move all gems of a particular type into a separate gem pouch, which must be in your other hand. For example, GATHER RUBY IN MY POUCH would take all rubies from your first pouch, and move them into your second pouch.&lt;br /&gt;
&lt;br /&gt;
Traders of sufficient skill can also finance gem shops.&lt;br /&gt;
:For more information see [[Trader Shop Financing]].&lt;br /&gt;
&lt;br /&gt;
===Fur Shops===&lt;br /&gt;
Traders are also able to sell bundles at a higher profit than the typical adventurer as with the gem pouches.  To facilitate this, [[item:fur packing crate|fur packing crates]] are available for purchase at the [[Stone Clan]] and [[Fayrin&#039;s Rest]] outposts and will hold 100 skinned items each.&lt;br /&gt;
&lt;br /&gt;
Traders of sufficient skill can also finance fur shops.&lt;br /&gt;
:For more information see [[Trader Shop Financing]].&lt;br /&gt;
&lt;br /&gt;
===Shardstar Shipping===&lt;br /&gt;
In order to promote trade between the islands and the mainland, [[Shardstar Shipping]] allows Traders to ship items from one of their locations to another for a small fee.  Currently, there are shipping locations in [[The Crossing]], [[Riverhaven]], [[Aesry Surlaenis&#039;a]] and [[Ratha]].&lt;br /&gt;
&lt;br /&gt;
===Speculate===&lt;br /&gt;
Traders have a series of [[Speculate_command|Speculate]] abilities that are taught by various guild leaders:&lt;br /&gt;
Syntax: ASK (GUILDLEADER) ABOUT SKILL&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Speculate!!Circle!!Guild!!Details&lt;br /&gt;
|-&lt;br /&gt;
|Paranoia||5||Automatic||Boosts the peception abilities of the trader for a short period of time.  This will give you a bigger opportunity to catch thieves.&lt;br /&gt;
|-&lt;br /&gt;
|Finesse||8||Riverhaven||Increases ability to get higher profits on sales of gems, bundles, and pawn items.  Also gives more elaborate emotes to various verbs (smile, bow, etc).&lt;br /&gt;
|-&lt;br /&gt;
|Coin||12||Muspar&#039;i||Allows you to throw a random coin you are carrying and possibly stun your target.  CAUTION - You lose the coin!&lt;br /&gt;
|-&lt;br /&gt;
|Defense||25||Automatic||Boosts the defensive abilities of the trader for a short period of time.&lt;br /&gt;
|-&lt;br /&gt;
|Chaffer||45||Ratha||Allows you to publicly announce the sale on an object.  The messaging differs based on the type of object as well as the target character.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hirelings and Criers===&lt;br /&gt;
Hirelings are a new thing to the guild, you have to be in a town where their services are offered to hire one.  What hireling you get depends much on your circle, but there&#039;s still a random factor in for which one you&#039;ll get.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Syntax:&lt;br /&gt;
HIRE &amp;lt;TYPE&amp;gt; (where TYPE is one of the following)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
ATTENDANT&amp;lt;BR&amp;gt;&lt;br /&gt;
LOCATE (Attained at 8th Circle)&amp;lt;BR&amp;gt;&lt;br /&gt;
CRIER&amp;lt;BR&amp;gt;&lt;br /&gt;
MESSENGER&amp;lt;BR&amp;gt;&lt;br /&gt;
DELIVERY&lt;br /&gt;
&lt;br /&gt;
Here are the basic commands:&lt;br /&gt;
&lt;br /&gt;
ATTENDANT: groom, dry, perfume, cologne, rope, pouch, pack, goods, follow, stay, leave, dismiss, and cost.&lt;br /&gt;
&lt;br /&gt;
Please be aware some services incur a onetime cost for each use. For a list of prices for services, ask the hireling about cost.&lt;br /&gt;
&lt;br /&gt;
LOCATE: Ask the hireling about HELP and he or she will give you instructions and cost to find someone.&lt;br /&gt;
&lt;br /&gt;
CRIER: Criers can be used in order to let the city know that you have a shop open for business or you are available to offer gem selling services.  There is a charge for this service though, the criers have two forms of usage.  First is they can alert all people in the city that your stall or table is open.  In order to do this you must HIRE CRIER TOWN CONFIRM.  This service will cost you 2500 kronars.  The second service they offer is to not only alert the town of your presence but to go into neighboring hunting areas and send out messages there to.  The actual range of this isnt yet confirmed, to use this feature just use HIRE CRIER HUNT CONFIRM, there is a charge of 5000 kronars for this service.&lt;br /&gt;
&lt;br /&gt;
MESSENGER: Ask the hireling about HELP and he or she will give you instructions and cost to send a message to someone (within city limits).&lt;br /&gt;
&lt;br /&gt;
DELIVERY:  A dapper servant steps forward and says, &amp;quot;I will use our guild&#039;s resources to deliver to a person of your choosing in any of the known provinces for only 3000 Kronars, less if you have recently located, messaged or delivered to your target.  First, you will need to hold the item you want delivered in your right hand.  Then ask me to weigh the item that you want delivered to make sure it doesn&#039;t exceed limitations.  If the item is acceptable, you will need to give me the name of the person you want the item delivered.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
(To have an item weighed, put it in your right hand and type ASK servant FOR WEIGHT)&amp;lt;br /&amp;gt;&lt;br /&gt;
(To send the item, keep it in your right hand and type ASK servant for DELIVER &amp;lt;person&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
==Circle Requirements==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Circle !! Trading !! Appraisal !! 1st Lore !! 2nd Lore !! 3rd Lore !! 1st Armor !! 2nd Armor !! 1st Surv. !! 2nd-3rd Surv. !! 4th Surv. !! 5th Surv !! 6th Surv !! 1st Weapon !! 1st Magic !! 2nd Magic !! 3rd Magic&lt;br /&gt;
|- &lt;br /&gt;
| 1-10   || 4 || 3 || 3 || 2 || 2 || 2 || 1 || 3 || 2 || 1 || 1 || 1 || 1 || 1 || 1 || 0&lt;br /&gt;
|- &lt;br /&gt;
| 11-30  || 5 || 3 || 3 || 3 || 2 || 3 || 2 || 3 || 3 || 2 || 2 || 1 || 2 || 2 || 1 || 1&lt;br /&gt;
|- &lt;br /&gt;
| 31-70  || 6 || 4 || 4 || 3 || 3 || 3|| 2 || 4 || 3 || 2 || 2 || 1 || 2 || 2 || 2 || 1&lt;br /&gt;
|- &lt;br /&gt;
| 71-100 || 6 || 5 || 4 || 4 || 4 || 3|| 3 || 4 || 4 || 3 || 3 || 2 || 3 || 3 || 2 || 2&lt;br /&gt;
|- &lt;br /&gt;
| 101-150 || 7 || 6 || 5 || 4 || 4 || 4 || 3 || 5 || 4 || 4 || 3 || 2 || 3 || 3 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 151+ || 15 || 15 || 13 || 10 || 10 || 10 || 8 || 13 || 10 || 10 || 8 || 5 || 8 || 8 || 8 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Trading]] and [[appraisal]] are hard requirements (do not count toward Nth lore requirements).&amp;lt;br/&amp;gt;&lt;br /&gt;
Magic requirements are not live until Trader magic is released.&lt;br /&gt;
&lt;br /&gt;
==[[Rumor System]]==&lt;br /&gt;
The rumor system allows you to gossip with certain NPCs throughout the realms.  &amp;lt;tt&amp;gt;ASK (NPC) ABOUT/FOR RUMOR&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;WHISPER (NPC) (your rumor)&amp;lt;/tt&amp;gt; to have your rumor reviewed by a [[GameMaster]] and possibly added to the system one day!&lt;br /&gt;
&lt;br /&gt;
==Tools of the Trade==&lt;br /&gt;
Traders have a number of role play and functional items in game available to them.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[abacus|The Abacus]] - items that allow all Traders to quickly calculate the conversion between the 3 currencies.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[handbill|Handbills]] - sold at [[Chispin&#039;s Handbills]] in [[RanikMap42|Therenborough]], these are pre-printed items to hand out to your customers.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[ledger|Ledgers]] - a vital tool given to each Trader upon entering the guild, these work similar to [[spellbook|spellbooks]] with chapters and pages covering many facets of the Trader&#039;s business.  [[Read_command|Reading]] will provide the basic information on each page, and [[Study_command|studying]] each page will teach a very small amount of [[Scholarship_skill|scholarship]] and [[Appraisal_skill|appraisal]].&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[Embroidery]] - while open to all guilds, Traders receive a large bonus to the quality of the stitch, as well as the ability to use a number of Trader-only patterns.  See also [[:Category:Embroidery_Shops|Embroidery Shops]] for patterns and supplies.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[Trader Jewelry]] - while wearable and usable by all guilds, when a Trader [[Appraise_command|appraises]] these uncommon pieces of jewelry and decorative items, they see a large amount of information on the gems, metals and craftsmanship of the components.  Due to the large amount of information given per piece, these items teach [[Appraisal_skill|appraisal]] higher than basic items.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[Banquet Hall|Banquet Halls]] - while a Trader will get no experience for renting one, these locations can be rented by a Trader for parties, public gatherings, etc.  Banquet Halls also include a gambling room with a fully functional craps table.  Currently there is a Hall in the [[RiverHaven]] Trader Guild.&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
*[[Trader Titles]]&lt;br /&gt;
*[[Trader Abilities Chart]]&lt;br /&gt;
*[[:Category:Trader_Shops|Trader-only Shops]]&lt;br /&gt;
*[[Traders of Renown]]&lt;br /&gt;
{{cat|Guilds}}&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Caravan&amp;diff=440594</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Caravan&amp;diff=440594"/>
		<updated>2016-04-17T00:03:21Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Usage: TELL &amp;lt;CARAVAN&amp;gt; TO . . .&lt;br /&gt;
::FOLLOW&lt;br /&gt;
::LEAD TO &amp;lt;CITY&amp;gt;&lt;br /&gt;
::STOP&lt;br /&gt;
::WAIT&lt;br /&gt;
::RETURN&lt;br /&gt;
::JOIN&lt;br /&gt;
::SPOOK&lt;br /&gt;
::GO &amp;lt;SLOW/SLOWER/FAST/FASTER&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: TELL CARAVAN TO LEAD TO CROSSING&lt;br /&gt;
&lt;br /&gt;
Not all commands are available for all caravan types and not all caravan drivers know all possible caravan routes, locations and towns.&lt;br /&gt;
&lt;br /&gt;
==Using Caravans To Lead==&lt;br /&gt;
Caravans may only lead via major trade routes.  Your destination must be reachable without the need to traverse a body of water via ferry, gondola, or boat for the destination to be considered valid.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Possible Destinations in Zoluren:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Crossing&lt;br /&gt;
* Arthe Dale&lt;br /&gt;
* Stone Clan&lt;br /&gt;
* Dirge&lt;br /&gt;
* Haven&lt;br /&gt;
* The ferry from Crossing to Leth, Tiger Clan, Wolf Clan and Knife Clan are not valid destinations for the LEAD command.&lt;br /&gt;
* Command may not be given within the city proper.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Possible Destinations in Therengia:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Possible Destinations in Ilithi:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Possible Destinations in Qi&#039;Reshalia:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Possible Destinations in Forfedhdar:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{RefAl}}&lt;br /&gt;
{{cat|Trader abilities}}&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Tdps&amp;diff=440590</id>
		<title>Tdps</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Tdps&amp;diff=440590"/>
		<updated>2016-04-16T22:15:49Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Redirected page to Time Development Points&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Time Development Points]]&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category_talk:Techniques&amp;diff=440577</id>
		<title>Category talk:Techniques</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category_talk:Techniques&amp;diff=440577"/>
		<updated>2016-04-16T18:39:40Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Created page with &amp;quot;How / where does one acquire a technique?  Are they given, or are they purchased?  ...or acquired via quest?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How / where does one acquire a technique?&lt;br /&gt;
&lt;br /&gt;
Are they given, or are they purchased?  ...or acquired via quest?&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Technique&amp;diff=440576</id>
		<title>Technique</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Technique&amp;diff=440576"/>
		<updated>2016-04-16T18:37:47Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Redirected page to Techniques&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[techniques]]&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Zoluren&amp;diff=440555</id>
		<title>Talk:Zoluren</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Zoluren&amp;diff=440555"/>
		<updated>2016-04-16T00:04:14Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Created page with &amp;quot;Could someone please make this opening map an interactive one, where clicking on the JPG brings you to Ranik&amp;#039;s map for that particular town/area, rather than to some random JPG?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Could someone please make this opening map an interactive one, where clicking on the JPG brings you to Ranik&#039;s map for that particular town/area, rather than to some random JPG?&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Scout_awareness&amp;diff=440554</id>
		<title>Talk:Scout awareness</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Scout_awareness&amp;diff=440554"/>
		<updated>2016-04-15T22:29:17Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Created page with &amp;quot;... any chance you could help me understand what this even means?  ...what IS &amp;quot;Scout awareness&amp;quot;?  How does one acquire it?  Is it a spell?  Does a ranger actually cast it some...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;... any chance you could help me understand what this even means?&lt;br /&gt;
&lt;br /&gt;
...what IS &amp;quot;Scout awareness&amp;quot;?  How does one acquire it?  Is it a spell?  Does a ranger actually cast it somehow?&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=User:REYANDO/Home&amp;diff=440527</id>
		<title>User:REYANDO/Home</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=User:REYANDO/Home&amp;diff=440527"/>
		<updated>2016-04-14T23:29:10Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hunting ladders]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ranik Maps]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scripts]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Guilds:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
[[Trader]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Trader new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Trading]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ranger]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Ranger new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Scouting]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Stealth]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmithing]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Barbarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Barbarian new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Forging guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
**[[Work orders]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Empath]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Empath new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Empathy]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thief]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Thievery skill]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Stealth]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmithing]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmith hunting ladder]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warrior Mage]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Warrior Mage new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Summoning]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Armorsmithing_discipline&amp;diff=440524</id>
		<title>Talk:Armorsmithing discipline</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Armorsmithing_discipline&amp;diff=440524"/>
		<updated>2016-04-14T18:37:47Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Created page with &amp;quot;Upon what skills and stats does the final product depend?  Do ranks in that particular armor type have an affect upon the quality of the final product?  Does one&amp;#039;s strength or...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon what skills and stats does the final product depend?  Do ranks in that particular armor type have an affect upon the quality of the final product?&lt;br /&gt;
&lt;br /&gt;
Does one&#039;s strength or agility affect the chance of creating/avoiding errors in the forging process?&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trading_skill&amp;diff=440523</id>
		<title>Trading skill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trading_skill&amp;diff=440523"/>
		<updated>2016-04-14T16:27:06Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trading is the special [[page type is::skill]] of the [[guild association is::Trader]] guild.  It allows Traders to get better deals from merchants, better contract deals, and many other Trader-specific benefits.  The amount that you earn upon completion of the following acts is determined in part by the value of the transaction that is taking place and what kind of transaction it is, all with consideration to your current level.  As such, the greater your [[charisma]], the greater amount that you receive financially per transaction, and thus, potentially, the greater the experience rewarded as well.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Non-traditional ways to train Trading:&amp;lt;br&amp;gt;&lt;br /&gt;
*selling branches to [[Mags]]&amp;lt;br&amp;gt;&lt;br /&gt;
* selling items at the pawn shop&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional ways to train Trading:&amp;lt;br&amp;gt;&lt;br /&gt;
* moving contracts for the guild&amp;lt;br&amp;gt;&lt;br /&gt;
* completing [[work orders]]&lt;br /&gt;
* selling bundles, gems, and gem pouches*&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Selling bundles and gems is potentially lucrative for both parties due to the [[Trader gem selling bonus]].)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that boost Trading==&lt;br /&gt;
{{#ask:[[Boosts::Trading skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that decrease Trading==&lt;br /&gt;
{{#ask:[[Debuffs::Trading skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Guild skills,Lore skillset,Experience 3.0 skills,Skills}}&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trading_skill&amp;diff=440522</id>
		<title>Trading skill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trading_skill&amp;diff=440522"/>
		<updated>2016-04-14T16:26:15Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Trading is the special [[page type is::skill]] of the [[guild association is::Trader]] guild.  It allows Traders to get better deals from merchants, better contract deals, and many other Trader-specific benefits.  The amount that you earn upon completion of the following acts is determined in part by the value of the transaction that is taking place and what kind of transaction it is, all with consideration to your current level.  As such, the greater your [[charisma]], the greater amount that you receive financially per transaction, and thus, potentially, the greater the experience rewarded as well.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Non-traditional ways to train Trading:&amp;lt;br&amp;gt;&lt;br /&gt;
*selling branches to [[Mags]]&amp;lt;br&amp;gt;&lt;br /&gt;
* selling items at the pawn shop&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional ways to train Trading:&amp;lt;br&amp;gt;&lt;br /&gt;
* moving contracts for the guild&amp;lt;br&amp;gt;&lt;br /&gt;
* completing [[work orders]]&lt;br /&gt;
* selling bundles, gems, and gem pouches*&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Selling bundles and gems is potentially lucrative for both parties due to the [[Trader gem selling bonus]].)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that boost Trading==&lt;br /&gt;
{{#ask:[[Boosts::Trading skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that decrease Trading==&lt;br /&gt;
{{#ask:[[Debuffs::Trading skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Guild skills,Lore skillset,Experience 3.0 skills,Skills}}&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trading_skill&amp;diff=440521</id>
		<title>Trading skill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trading_skill&amp;diff=440521"/>
		<updated>2016-04-14T16:15:56Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Trading is the special [[page type is::skill]] of the [[guild association is::Trader]] guild.  It allows Traders to get better deals from merchants, better contract deals, and many other Trader-specific benefits.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several non-traditional ways to train Trading:&amp;lt;br&amp;gt;&lt;br /&gt;
*selling branches to [[Mags]]&amp;lt;br&amp;gt;&lt;br /&gt;
* selling items at the pawn shop&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are also several traditional ways to train Trading:&amp;lt;br&amp;gt;&lt;br /&gt;
* moving contracts for the guild&amp;lt;br&amp;gt;&lt;br /&gt;
* completing [[work orders]]&lt;br /&gt;
* selling bundles, gems, and gem pouches*&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Selling bundles and gems is potentially lucrative for both parties due to the [[Trader gem selling bonus]].)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that boost Trading==&lt;br /&gt;
{{#ask:[[Boosts::Trading skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that decrease Trading==&lt;br /&gt;
{{#ask:[[Debuffs::Trading skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Guild skills,Lore skillset,Experience 3.0 skills,Skills}}&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=User:REYANDO/Home&amp;diff=440520</id>
		<title>User:REYANDO/Home</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=User:REYANDO/Home&amp;diff=440520"/>
		<updated>2016-04-14T16:12:03Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Created page with &amp;quot;Hunting ladders&amp;lt;br&amp;gt; Ranik Maps&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;  &amp;lt;b&amp;gt;Guilds:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt; Trader&amp;lt;br&amp;gt; *Trader new player guide&amp;lt;br&amp;gt; *Trading&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Ranger&amp;lt;br&amp;gt; *[[Ranger new player...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hunting ladders]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ranik Maps]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Guilds:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
[[Trader]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Trader new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Trading]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ranger]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Ranger new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Scouting]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Stealth]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmithing]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Barbarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Barbarian new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Forging guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
**[[Work orders]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Empath]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Empath new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Empathy]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thief]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Thievery skill]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Stealth]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmithing]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Locksmith hunting ladder]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warrior Mage]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Warrior Mage new player guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Summoning]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thievery&amp;diff=440519</id>
		<title>Thievery</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thievery&amp;diff=440519"/>
		<updated>2016-04-14T16:05:56Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Redirected page to Thievery skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Thievery skill]]&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trading_skill&amp;diff=440476</id>
		<title>Trading skill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trading_skill&amp;diff=440476"/>
		<updated>2016-04-14T01:40:16Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Trading is the special [[page type is::skill]] of the [[guild association is::Trader]] guild.  It allows Traders to get better deals from merchants, better contract deals, and many other Trader-specific benefits.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several non-traditional ways to train Trading:&amp;lt;br&amp;gt;&lt;br /&gt;
*selling branches to [[Mags]]&amp;lt;br&amp;gt;&lt;br /&gt;
* selling items at the pawn shop&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are also several traditional ways to train Trading:&amp;lt;br&amp;gt;&lt;br /&gt;
* moving contracts for the guild&amp;lt;br&amp;gt;&lt;br /&gt;
* completing [[work orders]]&lt;br /&gt;
* selling bundles, gems, and gem pouches*&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Selling bundles and gems is potentially lucrative for both parties due to the bonus in sales values that Traders receive over non-Traders. [[Trader_gem_selling_bonus]])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that boost Trading==&lt;br /&gt;
{{#ask:[[Boosts::Trading skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that decrease Trading==&lt;br /&gt;
{{#ask:[[Debuffs::Trading skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Guild skills,Lore skillset,Experience 3.0 skills,Skills}}&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Commodities&amp;diff=440474</id>
		<title>Commodities</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Commodities&amp;diff=440474"/>
		<updated>2016-04-14T00:39:23Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Redirected page to Commodity trading&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Commodity_trading]]&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_gem_selling_bonus&amp;diff=440473</id>
		<title>Trader gem selling bonus</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_gem_selling_bonus&amp;diff=440473"/>
		<updated>2016-04-14T00:38:43Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Trader]] bonus is used to increase the coin gained from when the Trader personally sells gems or skins, whether individually or in open, closed, or tied gem pouches.  This bonus is based upon a Trader&#039;s [[Charisma]], as well as their [[Trading]] and [[Appraisal]] skill.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Traders gain the ability to sell whole [[Gem_pouch]] as of approximately level 12.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
1.  When a Player Character attempts to sell a gem or skin to an NPC buyer, the base appraisal value seen with Appraisal is the starting base value of the item.&lt;br /&gt;
&lt;br /&gt;
2.  This is then modified by the player&#039;s Trading bonus.  Non-Traders have a 0% Trading bonus.  Traders have an inherent bonus that raises their base setting higher than 0%.&lt;br /&gt;
&lt;br /&gt;
3.  This is then further modified by +/- 10% in discrete 1% increments (accurate to at least 2 decimal places, such as 122.00xxxx%), easily confirmable with single gems/hides, or tied gem pouches.  (In untied gem pouches, EACH gem gets a separate offer, so the % bonus is not a clean discreet percentage.  But it can be useful for making a rough guess to a Trader&#039;s bonus with little work of finding the precise bonus level, particularly if the gems are of fairly uniform value, as an untied gem pouch is 70 offerings rolled into one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For an example, presume a hypothetical tied gem pouch worth precisely 100,000 kronar (10 plat kronar) when appraised certainly and exactly.  When a non-Trader has an NPC gembuyer make an offer on it, they will see a range from 90-110% of the appraisal, that is, offers from 90000 to 110000 kronar, in increments of 1000 kronar (9 plat, 9.1 plat, etc., up to 11 plat).&lt;br /&gt;
&lt;br /&gt;
According to the table of data below, a Trader with 60 Charisma, 394 Trading, and 331 Appraisal has a bonus of 40%, and a bonus of 50% when under the effects of Speculate Finesse bonus.  This Trader, with the same pouch, would see offers ranging from 13 to 15 plat in 1000 kronar increments (30% to 50%).  If that Trader uses Spec Finesse when selling, the offers can range from 14 plat to as high as 16 plat. (+/- 10% from a 50% base)&lt;br /&gt;
&lt;br /&gt;
NPC buyers also subject a flat cap of 60% to selling.  Anecdotal evidence appears that Traders with skill beyond this can hit the cap more often, but it is unknown how it works precisely.&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
The formula for the Trader bonus for selling is known to be a complicated function, the exact formula of which has not been determined.&lt;br /&gt;
&lt;br /&gt;
What is known is that it is a piecewise function of some sort (that is, the formula changes across the range of variables), making it difficult to pin down a precise formula.&lt;br /&gt;
&lt;br /&gt;
To that end though, a table follows containing data collected by the player of [[Naniaki]] over several years.&lt;br /&gt;
&lt;br /&gt;
== Table ==&lt;br /&gt;
&lt;br /&gt;
*Trading Bonus Values 50% and higher are truncated to 50% due to no practical way to determine when one hits a new bonus percentage beyond 50% (barring impractical statistical analysis).&lt;br /&gt;
&lt;br /&gt;
*Bolded values are where it is known that the Trader bonus rolled over to the next highest value at that exact stat/rank increase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Date&lt;br /&gt;
! Spec Finesse Bonus&lt;br /&gt;
! Bonus&lt;br /&gt;
! Circle&lt;br /&gt;
! Charisma&lt;br /&gt;
! Trading&lt;br /&gt;
! Appraisal&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 27&lt;br /&gt;
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|}&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_gem_selling_bonus&amp;diff=440472</id>
		<title>Trader gem selling bonus</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_gem_selling_bonus&amp;diff=440472"/>
		<updated>2016-04-14T00:35:10Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Trader]] bonus is used to increase the coin gained from when the Trader personally sells gems or skins, whether individually or in open, closed, or tied gem pouches.  This bonus is based upon a Trader&#039;s [[Charisma]], as well as their [[Trading]] and [[Appraisal]] skill.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Traders gain the ability to sell whole gem pouches as of approximately level 12.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
1.  When a Player Character attempts to sell a gem or skin to an NPC buyer, the base appraisal value seen with Appraisal is the starting base value of the item.&lt;br /&gt;
&lt;br /&gt;
2.  This is then modified by the player&#039;s Trading bonus.  Non-Traders have a 0% Trading bonus.  Traders have an inherent bonus that raises their base setting higher than 0%.&lt;br /&gt;
&lt;br /&gt;
3.  This is then further modified by +/- 10% in discrete 1% increments (accurate to at least 2 decimal places, such as 122.00xxxx%), easily confirmable with single gems/hides, or tied gem pouches.  (In untied gem pouches, EACH gem gets a separate offer, so the % bonus is not a clean discreet percentage.  But it can be useful for making a rough guess to a Trader&#039;s bonus with little work of finding the precise bonus level, particularly if the gems are of fairly uniform value, as an untied gem pouch is 70 offerings rolled into one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For an example, presume a hypothetical tied gem pouch worth precisely 100,000 kronar (10 plat kronar) when appraised certainly and exactly.  When a non-Trader has an NPC gembuyer make an offer on it, they will see a range from 90-110% of the appraisal, that is, offers from 90000 to 110000 kronar, in increments of 1000 kronar (9 plat, 9.1 plat, etc., up to 11 plat).&lt;br /&gt;
&lt;br /&gt;
According to the table of data below, a Trader with 60 Charisma, 394 Trading, and 331 Appraisal has a bonus of 40%, and a bonus of 50% when under the effects of Speculate Finesse bonus.  This Trader, with the same pouch, would see offers ranging from 13 to 15 plat in 1000 kronar increments (30% to 50%).  If that Trader uses Spec Finesse when selling, the offers can range from 14 plat to as high as 16 plat. (+/- 10% from a 50% base)&lt;br /&gt;
&lt;br /&gt;
NPC buyers also subject a flat cap of 60% to selling.  Anecdotal evidence appears that Traders with skill beyond this can hit the cap more often, but it is unknown how it works precisely.&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
The formula for the Trader bonus for selling is known to be a complicated function, the exact formula of which has not been determined.&lt;br /&gt;
&lt;br /&gt;
What is known is that it is a piecewise function of some sort (that is, the formula changes across the range of variables), making it difficult to pin down a precise formula.&lt;br /&gt;
&lt;br /&gt;
To that end though, a table follows containing data collected by the player of [[Naniaki]] over several years.&lt;br /&gt;
&lt;br /&gt;
== Table ==&lt;br /&gt;
&lt;br /&gt;
*Trading Bonus Values 50% and higher are truncated to 50% due to no practical way to determine when one hits a new bonus percentage beyond 50% (barring impractical statistical analysis).&lt;br /&gt;
&lt;br /&gt;
*Bolded values are where it is known that the Trader bonus rolled over to the next highest value at that exact stat/rank increase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Date&lt;br /&gt;
! Spec Finesse Bonus&lt;br /&gt;
! Bonus&lt;br /&gt;
! Circle&lt;br /&gt;
! Charisma&lt;br /&gt;
! Trading&lt;br /&gt;
! Appraisal&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader_gem_selling_bonus&amp;diff=440471</id>
		<title>Trader gem selling bonus</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader_gem_selling_bonus&amp;diff=440471"/>
		<updated>2016-04-14T00:24:27Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Trader]] bonus is used to increase the coin gained from when the Trader personally sells gems or skins, whether individually or in open, closed, or tied gem pouches.  This bonus is based upon a Trader&#039;s [[Charisma]], as well as their [[Trading]] and [[Appraisal]] skill.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
1.  When a Player Character attempts to sell a gem or skin to an NPC buyer, the base appraisal value seen with Appraisal is the starting base value of the item.&lt;br /&gt;
&lt;br /&gt;
2.  This is then modified by the player&#039;s Trading bonus.  Non-Traders have a 0% Trading bonus.  Traders have an inherent bonus that raises their base setting higher than 0%.&lt;br /&gt;
&lt;br /&gt;
3.  This is then further modified by +/- 10% in discrete 1% increments (accurate to at least 2 decimal places, such as 122.00xxxx%), easily confirmable with single gems/hides, or tied gem pouches.  (In untied gem pouches, EACH gem gets a separate offer, so the % bonus is not a clean discreet percentage.  But it can be useful for making a rough guess to a Trader&#039;s bonus with little work of finding the precise bonus level, particularly if the gems are of fairly uniform value, as an untied gem pouch is 70 offerings rolled into one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For an example, presume a hypothetical tied gem pouch worth precisely 100,000 kronar (10 plat kronar) when appraised certainly and exactly.  When a non-Trader has an NPC gembuyer make an offer on it, they will see a range from 90-110% of the appraisal, that is, offers from 90000 to 110000 kronar, in increments of 1000 kronar (9 plat, 9.1 plat, etc., up to 11 plat).&lt;br /&gt;
&lt;br /&gt;
According to the table of data below, a Trader with 60 Charisma, 394 Trading, and 331 Appraisal has a bonus of 40%, and a bonus of 50% when under the effects of Speculate Finesse bonus.  This Trader, with the same pouch, would see offers ranging from 13 to 15 plat in 1000 kronar increments (30% to 50%).  If that Trader uses Spec Finesse when selling, the offers can range from 14 plat to as high as 16 plat. (+/- 10% from a 50% base)&lt;br /&gt;
&lt;br /&gt;
NPC buyers also subject a flat cap of 60% to selling.  Anecdotal evidence appears that Traders with skill beyond this can hit the cap more often, but it is unknown how it works precisely.&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
The formula for the Trader bonus for selling is known to be a complicated function, the exact formula of which has not been determined.&lt;br /&gt;
&lt;br /&gt;
What is known is that it is a piecewise function of some sort (that is, the formula changes across the range of variables), making it difficult to pin down a precise formula.&lt;br /&gt;
&lt;br /&gt;
To that end though, a table follows containing data collected by the player of [[Naniaki]] over several years.&lt;br /&gt;
&lt;br /&gt;
== Table ==&lt;br /&gt;
&lt;br /&gt;
*Trading Bonus Values 50% and higher are truncated to 50% due to no practical way to determine when one hits a new bonus percentage beyond 50% (barring impractical statistical analysis).&lt;br /&gt;
&lt;br /&gt;
*Bolded values are where it is known that the Trader bonus rolled over to the next highest value at that exact stat/rank increase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Date&lt;br /&gt;
! Spec Finesse Bonus&lt;br /&gt;
! Bonus&lt;br /&gt;
! Circle&lt;br /&gt;
! Charisma&lt;br /&gt;
! Trading&lt;br /&gt;
! Appraisal&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 27&lt;br /&gt;
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|}&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Summon&amp;diff=440467</id>
		<title>Summon</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Summon&amp;diff=440467"/>
		<updated>2016-04-13T23:57:04Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Redirected page to Summon command&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Summon_command]]&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trading_skill&amp;diff=440465</id>
		<title>Trading skill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trading_skill&amp;diff=440465"/>
		<updated>2016-04-13T23:48:11Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Trading is the special [[page type is::skill]] of the [[guild association is::Trader]] guild.  It allows Traders to get better deals from merchants, better contract deals, and many other Trader-specific benefits.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several non-traditional ways to train Trading:&amp;lt;br&amp;gt;&lt;br /&gt;
*selling branches to [[Mags]]&amp;lt;br&amp;gt;&lt;br /&gt;
* selling items at the pawn shop&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are also several traditional ways to train Trading:&amp;lt;br&amp;gt;&lt;br /&gt;
* moving contracts for the guild&amp;lt;br&amp;gt;&lt;br /&gt;
*selling bundles, gems, and gem pouches*&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Selling bundles and gems is potentially lucrative for both parties due to the bonus in sales values that Traders receive over non-Traders. [[Trader_gem_selling_bonus]])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that boost Trading==&lt;br /&gt;
{{#ask:[[Boosts::Trading skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that decrease Trading==&lt;br /&gt;
{{#ask:[[Debuffs::Trading skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Guild skills,Lore skillset,Experience 3.0 skills,Skills}}&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Stealth_skill&amp;diff=440463</id>
		<title>Stealth skill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Stealth_skill&amp;diff=440463"/>
		<updated>2016-04-13T21:59:37Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: /* Training Stealth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth is a new skill in [[Skills 3.0|DR 3.0]] [[page type is::skill]] which includes both of the now obsolete Hiding and Stalking skills. Actions which previously trained Hiding or Stalking or were governed by one of these two skills now fall under Stealth instead.&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that boost Stealth==&lt;br /&gt;
{{#ask:[[Boosts::Stealth skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that decrease Stealth==&lt;br /&gt;
{{#ask:[[Debuffs::Stealth skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hiding &amp;amp; Stalking==&lt;br /&gt;
The Stealth skill is a measure of how well you can find a hiding place without being noticed, stay hidden, and move while hidden.  It is affected by your wounds, [[armor]] type, combat status, and [[Discipline]]. It is contested against [[Perception]].&lt;br /&gt;
&lt;br /&gt;
==Training Stealth==&lt;br /&gt;
There are various methods to learn Stealth. Initially, depending on the type of armor you chose it may be very difficult to learn hiding against creatures you hunt. Alternatives to hiding in combat include hiding with non-violent creatures in the room ([[shadowling]]s, [[horse]]s, etc) and hiding in the same room as an NPC such as the Journeyman outside the [[Ranger]]&#039;s guild in [[The Crossing]].&lt;br /&gt;
&lt;br /&gt;
When training hiding in combat you will find it easier to slip into hiding with creatures that are not facing you. Once a creature begins to engage you the difficulty in hiding will raise the closer the creature gets to you.&lt;br /&gt;
&lt;br /&gt;
While once true that only [[:Category:Survival Skillset|survival]] prime guilds had a reasonable chance at hiding at melee with a creature, this has now been opened to all guilds again.  Non survival prime guilds no longer have an extra punishing hiding requirement to make this attempt. &lt;br /&gt;
&lt;br /&gt;
There are various combat maneuvers that can be attempted which will also help in the training of hiding. These maneuvers include &amp;lt;b&amp;gt;[[snipe]], [[ambush]]&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;[[poach]]&amp;lt;/b&amp;gt;. Each creature has a diminishing return on it which means that after a certain number of successful attempts at hiding you will begin to gain less experience.&lt;br /&gt;
&lt;br /&gt;
====Hide Roundtimes====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effective Ranks&lt;br /&gt;
! Roundtime&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| 120&lt;br /&gt;
| 4 seconds&lt;br /&gt;
|-&lt;br /&gt;
| 180 &lt;br /&gt;
| 3 seconds&lt;br /&gt;
|-&lt;br /&gt;
| 240&lt;br /&gt;
| 2 seconds (Survival Primary only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stealth Ranks Required====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Location&lt;br /&gt;
! Ranks Required to Hide&lt;br /&gt;
|-&lt;br /&gt;
| journeyman&lt;br /&gt;
| Wilds, Pine Needle Path&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Usable verbs====&lt;br /&gt;
Certain commands can be used from hiding that will either not bring you from hiding or produce a different result.&lt;br /&gt;
* {{com|appraise}} &#039;&#039;&amp;lt;person&amp;gt;&#039;&#039;&lt;br /&gt;
* {{com|eat}} &#039;&#039;&amp;lt;person&amp;gt;&#039;&#039;&lt;br /&gt;
* {{com|gawk}} &#039;&#039;&amp;lt;person&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stealth is also trained by advancing on a critter while in hiding. Their ability to see you (and thus point you out) is based on their {{skill|perception}} vs. your stalking. Significant bonuses are applied to the critter as you get closer during combat.&lt;br /&gt;
&lt;br /&gt;
The STALK command uses your stealth skill to try to follow a target without being seen. This trains the stealth skill, as well.&lt;br /&gt;
&lt;br /&gt;
====Stalk Roundtimes====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective Ranks&lt;br /&gt;
! Roundtime&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 120&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 160&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Examples====&lt;br /&gt;
&#039;&#039;&#039;When facing a target:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;stalk&lt;br /&gt;
&lt;br /&gt;
You are convinced that your stalking went unobserved.&amp;lt;br \&amp;gt;&lt;br /&gt;
You move into position to stalk a silver leucro when it moves.&amp;lt;br \&amp;gt;&lt;br /&gt;
Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When not facing a target:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; stalk leucro&lt;br /&gt;
&lt;br /&gt;
You are convinced that your stalking went unobserved.&amp;lt;br \&amp;gt;&lt;br /&gt;
You move into position to stalk a silver leucro when it moves.&amp;lt;br \&amp;gt;&lt;br /&gt;
Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Survival skillset,Experience 3.0 skills,Skills}}&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Stealth_skill&amp;diff=440462</id>
		<title>Stealth skill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Stealth_skill&amp;diff=440462"/>
		<updated>2016-04-13T21:59:10Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: /* Training Stealth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth is a new skill in [[Skills 3.0|DR 3.0]] [[page type is::skill]] which includes both of the now obsolete Hiding and Stalking skills. Actions which previously trained Hiding or Stalking or were governed by one of these two skills now fall under Stealth instead.&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that boost Stealth==&lt;br /&gt;
{{#ask:[[Boosts::Stealth skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that decrease Stealth==&lt;br /&gt;
{{#ask:[[Debuffs::Stealth skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hiding &amp;amp; Stalking==&lt;br /&gt;
The Stealth skill is a measure of how well you can find a hiding place without being noticed, stay hidden, and move while hidden.  It is affected by your wounds, [[armor]] type, combat status, and [[Discipline]]. It is contested against [[Perception]].&lt;br /&gt;
&lt;br /&gt;
==Training Stealth==&lt;br /&gt;
There are various methods to learn Stealth. Initially, depending on the type of armor you chose it may be very difficult to learn hiding against creatures you hunt. Alternatives to hiding in combat include hiding with non-violent creatures in the room ([[shadowling]]s, [[horse]]s, etc) and hiding in the same room as an NPC such as the Journeyman outside the [[Ranger]]&#039;s guild in [[The Crossing]].&lt;br /&gt;
&lt;br /&gt;
When training hiding in combat you will find it easier to slip into hiding with creatures that are not facing you. Once a creature begins to engage you the difficulty in hiding will raise the closer the creature gets to you.&lt;br /&gt;
&lt;br /&gt;
While once true that only [[:Category:Survival Skillset|survival]] prime guilds had a reasonable chance at hiding at melee with a creature, this has now been opened to all guilds again.  Non survival prime guilds no longer have an extra punishing hiding requirement to make this attempt. &lt;br /&gt;
&lt;br /&gt;
There are various combat maneuvers that can be attempted which will also help in the training of hiding. These maneuvers include &amp;lt;b&amp;gt;[[snipe]], [[ambush]] and [[poach]]&amp;lt;/b&amp;gt;. Each creature has a diminishing return on it which means that after a certain number of successful attempts at hiding you will begin to gain less experience.&lt;br /&gt;
&lt;br /&gt;
====Hide Roundtimes====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effective Ranks&lt;br /&gt;
! Roundtime&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| 120&lt;br /&gt;
| 4 seconds&lt;br /&gt;
|-&lt;br /&gt;
| 180 &lt;br /&gt;
| 3 seconds&lt;br /&gt;
|-&lt;br /&gt;
| 240&lt;br /&gt;
| 2 seconds (Survival Primary only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stealth Ranks Required====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Location&lt;br /&gt;
! Ranks Required to Hide&lt;br /&gt;
|-&lt;br /&gt;
| journeyman&lt;br /&gt;
| Wilds, Pine Needle Path&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Usable verbs====&lt;br /&gt;
Certain commands can be used from hiding that will either not bring you from hiding or produce a different result.&lt;br /&gt;
* {{com|appraise}} &#039;&#039;&amp;lt;person&amp;gt;&#039;&#039;&lt;br /&gt;
* {{com|eat}} &#039;&#039;&amp;lt;person&amp;gt;&#039;&#039;&lt;br /&gt;
* {{com|gawk}} &#039;&#039;&amp;lt;person&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stealth is also trained by advancing on a critter while in hiding. Their ability to see you (and thus point you out) is based on their {{skill|perception}} vs. your stalking. Significant bonuses are applied to the critter as you get closer during combat.&lt;br /&gt;
&lt;br /&gt;
The STALK command uses your stealth skill to try to follow a target without being seen. This trains the stealth skill, as well.&lt;br /&gt;
&lt;br /&gt;
====Stalk Roundtimes====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective Ranks&lt;br /&gt;
! Roundtime&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 120&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 160&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Examples====&lt;br /&gt;
&#039;&#039;&#039;When facing a target:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;stalk&lt;br /&gt;
&lt;br /&gt;
You are convinced that your stalking went unobserved.&amp;lt;br \&amp;gt;&lt;br /&gt;
You move into position to stalk a silver leucro when it moves.&amp;lt;br \&amp;gt;&lt;br /&gt;
Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When not facing a target:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; stalk leucro&lt;br /&gt;
&lt;br /&gt;
You are convinced that your stalking went unobserved.&amp;lt;br \&amp;gt;&lt;br /&gt;
You move into position to stalk a silver leucro when it moves.&amp;lt;br \&amp;gt;&lt;br /&gt;
Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Survival skillset,Experience 3.0 skills,Skills}}&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Stealth&amp;diff=440461</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Stealth&amp;diff=440461"/>
		<updated>2016-04-13T21:57:57Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Redirected page to Stealth skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Stealth_skill]]&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Defending_skill&amp;diff=440458</id>
		<title>Defending skill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Defending_skill&amp;diff=440458"/>
		<updated>2016-04-13T16:34:52Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: /* Stance Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{UpdateDR3|Article needs development}}&lt;br /&gt;
&lt;br /&gt;
Defending indicates your overall ability to defend against attacks, and is in the armor skillset. It replaces Multiple Opponent&#039;s functionality as the skill used when being engaged with multiple foes, and also increases your defensive skills so that they&#039;re more effective overall. Defending is best trained by being in combat and successfully defending against an attack.  With the removal of Multi-Opponent as a skill, managing multiple opponents in combat has become a skill check - The aggressor&#039;s [[Tactics_skill|Tactics]] vs the defenders Defending. This allows the skill to grow with you as you fight harder things, rather than requiring defense against five creatures to keep the skill moving at high ranks. In general, fighting more than two creatures at the same time will drastically increase the difficulty to defend.&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that boost Defending==&lt;br /&gt;
{{#ask:[[Boosts::Defending skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that decrease Defending==&lt;br /&gt;
{{#ask:[[Debuffs::Defending skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Stance and Stance Points==&lt;br /&gt;
STANCE will show you how you are currently dividing your Stance Points in-game.  While you can modify each of these values individually by typing STANCE (evasion/parry/shield) (0-100).  The total number of Stance Points distributed among the three separate defenses may not exceed the total that you have accumulated.  All begin with 180 Stance Points.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may also use the basic command, without any number modifiers, to set that portion of your defense to 100, while setting a secondary defense (parry or evasion, depending) to 80.&amp;lt;br&amp;gt;Example:  STANCE PARRY will set your parry to 100, and evasion to 80.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The number of ranks that you have in Defending affects the number of stance points that you have available. For Armor Primaries, a new stance point is received every 50 ranks. For Secondaries, every 60 ranks, and for Tertiarties a new stance point comes with every 70 ranks.  It is thus important to manually adjust the basic settings, when you choose to use them, to incorporate all of the stance points that you have available.&amp;lt;br&amp;gt;&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Armor skillset,Experience 3.0 skills,Skills}}&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Tracking&amp;diff=440457</id>
		<title>Tracking</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Tracking&amp;diff=440457"/>
		<updated>2016-04-13T16:18:15Z</updated>

		<summary type="html">&lt;p&gt;REYANDO: Redirected page to Scouting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Scouting]]&lt;/div&gt;</summary>
		<author><name>REYANDO</name></author>
	</entry>
</feed>