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	<updated>2026-05-16T23:17:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Gold-taloned_elder_forest_gryphon&amp;diff=689948</id>
		<title>Gold-taloned elder forest gryphon</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Gold-taloned_elder_forest_gryphon&amp;diff=689948"/>
		<updated>2026-04-15T22:32:56Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=No&lt;br /&gt;
|Critter Name=Gold-taloned Elder Forest Gryphon&lt;br /&gt;
|Province=Therengia&lt;br /&gt;
|City=Rossman&#039;s Landing&lt;br /&gt;
|MapList=*{{rmap|34d | Forest Gryphons (34d)}}&lt;br /&gt;
|simulevel=90&lt;br /&gt;
|naturallevel=90&lt;br /&gt;
|weaponlevel=0&lt;br /&gt;
|defenselevel=90&lt;br /&gt;
|level=90&lt;br /&gt;
|MinCap=380&lt;br /&gt;
|MaxCap=600&lt;br /&gt;
|BodyType2=monstrous&lt;br /&gt;
|BodySize=small&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Casts Spells=yes&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=a tawny gold gryphon pelt&lt;br /&gt;
|Skin Weight=5&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|InitCost=14&lt;br /&gt;
|Premium=no}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Smaller than a standard gryphon, the forest gryphon has the body of a bobcat with its fluffy bobbed tail and plush tawny fur, while soft brown and white feathers cover the forequarters and wings.  The creature&#039;s cat-slitted orange eyes are flecked with crimson veins around the pupil.  The golden talons on its forefeet mark it as an elder among the forest gryphons.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
*Cannot be knocked down.&lt;br /&gt;
==Special Attacks==&lt;br /&gt;
*Flying creature.&lt;br /&gt;
*Uses [[Thunderclap]]. &lt;br /&gt;
*:A gold-taloned elder forest gryphon falls back to the ground, folding its wings with a loud *CRACK*.&lt;br /&gt;
*: An overwhelming clap of thunder booms through the area, rattling the teeth in your jaw.&lt;br /&gt;
*: The noise rocks your body, shaking your chest and head with its force!&lt;br /&gt;
*: You are stunned!&lt;br /&gt;
&lt;br /&gt;
*Uses an unnamed knockdown ability.&lt;br /&gt;
*:A gold-taloned elder forest gryphon rears itself on its haunches and flaps its wings.  Heavy gusts of wind buffet and swirl around you.&lt;br /&gt;
*:Failing to leap in time, you get twisted about in the winds, losing your balance and falling to the ground!&lt;br /&gt;
&lt;br /&gt;
*Uses [[Vertigo]]. &lt;br /&gt;
*:A gold-taloned elder forest gryphon eyes swirl hypnotically as it gives a commanding cry.&lt;br /&gt;
*:Your ears suddenly pop, and a wave of dizziness floods over you.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Baby Forest Gryphon]]&lt;br /&gt;
*[[Fledgling Forest Gryphon]]&lt;br /&gt;
*[[Young Forest Gryphon]]&lt;br /&gt;
*[[Ruby-crested Adult Forest Gryphon]]&lt;br /&gt;
*[[Silver-tipped Mature Forest Gryphon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{cat|Bugged creatures}}&lt;br /&gt;
*&amp;quot;These creatures, despite appraising harder than warklins train my defenses infinitely worse than them. This is with 4 on me attempting to let them do their thing. The reason why is they are spending more time deciding on if they want to fly or not, so at any point I really only have 1 or 2 on me.&amp;quot;&lt;br /&gt;
{{Cat|Gryphons}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thaleena&amp;diff=670886</id>
		<title>Thaleena</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thaleena&amp;diff=670886"/>
		<updated>2025-08-09T22:21:27Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Horses: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Thaleena&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Elf&lt;br /&gt;
|gender=Female&lt;br /&gt;
|guild=Ranger&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|relat=Veshana&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Player Wind Elf]]&lt;br /&gt;
====&#039;&#039;&#039;About&#039;&#039;&#039;:====&lt;br /&gt;
You see Druid Thaleena, an Elven Ranger.&lt;br /&gt;
&lt;br /&gt;
Thaleena has pointed ears and crystal blue eyes and dimples.  Her honey hair is long and straight, and is worn arranged in an intricate Elven braid.  She has tanned skin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thaleena is a skilled horse wrangler.  When not wrangling horses, she spends most of her waking time around Crossing.  Currently the horses are with a trader friend for easier sale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the list below for horses currently available.  If you would like an untrained horse that can be arranged as well.  To arrange a purchase, please contact me in game.  If no training is needed you can also contact Dilga (Elothean Trader) in game as she currently holds the horses for sale.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Horses&#039;&#039;&#039;:====&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Height (hands)!!Color!!Mane and Tail color!!Markings!!Gender!!Training!!Platinum Kronar&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|no other markings&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|light chestnut with a light reddish brown coat&lt;br /&gt;
|light brown&lt;br /&gt;
|white mark on the right foreleg extending from the coronet to the hock&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|flea-bitten dun horse with a greyish brown coat speckled with black spots over the entire body&lt;br /&gt;
|grey&lt;br /&gt;
|white marks on the legs extending from the top of the hooves to the top of the ankles&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|red roan horse with a reddish brown coat that has white hairs interspersed throughout&lt;br /&gt;
|flaxen&lt;br /&gt;
|white mark covering the left foreleg&#039;s fetlock&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|blue roan horse with a black coat that has white hairs interspersed throughout&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark off to the right of the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|buckskin with a light tan coat&lt;br /&gt;
|black&lt;br /&gt;
|white mark on the right hind leg extending from the coronet to the hock&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|light grey with black skin and a light grey coat&lt;br /&gt;
|light grey&lt;br /&gt;
|wide white stripe running down the center of the face&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|light chestnut with a light reddish brown coat&lt;br /&gt;
|light brown&lt;br /&gt;
|wide white stripe running from below the right eye to just above the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|white mark on the heels of both hind legs&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|liver chestnut with a dark reddish brown coat and dark red highlights&lt;br /&gt;
|dark brown&lt;br /&gt;
|white marking on the heel of the right hind leg&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|buckskin with a light tan coat&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark on the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|wide white stripe running from below the right eye to just above the nostrils&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|rose grey with a red-tinted medium grey coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|white star-shaped mark surrounding the left eye&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|cherry bay with a dark red colored coat and light brown highlights&lt;br /&gt;
|black&lt;br /&gt;
|dark brindle markings over the entire body&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|medium bay with a medium reddish brown colored coat and light brown highlights&lt;br /&gt;
|black&lt;br /&gt;
|wide white stripe running from below the left eye to just above the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|8&lt;br /&gt;
|black with a pure black coat&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark on the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|10&lt;br /&gt;
|gold-colored with a pale gold-colored coat&lt;br /&gt;
|white&lt;br /&gt;
|broad, vertical white marking extending the length of the face&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|10&lt;br /&gt;
|white with pink skin and a pure white coat&lt;br /&gt;
|white&lt;br /&gt;
|no other markings&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, rear/spin, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Horse Training Services ==&lt;br /&gt;
&lt;br /&gt;
There are two sets of classes related to horse training: classes/skills that are taught to the Adventurer, and classes/skills that are taught to the horse. To arrange training, please contact me in game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventurer Training&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different adventurer classes/skills must be taught by members of different guilds. The adventurer must first learn Basic Horsemanship from a stablemaster (free).  Additionally, they can learn Prepare from a stablemaster (free) (Empath at 15th circle; magic-primary at 20th circle; other MU at 25th circle) but it is not needed to ride a horse.  I am able to train adventurers in the Bareback riding skill as long as they are at least 20th circle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horse Training&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Full training takes approximately 7 real life hours, and can be purchased in whole at a discounted &#039;&#039;&#039;400 Platinum Kronar&#039;&#039;&#039; total.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
! Skill&lt;br /&gt;
! What it Does&lt;br /&gt;
! Approximate Class Time&lt;br /&gt;
! Cost in Platinum Kronar&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Leadrope&lt;br /&gt;
|Horse stays calm while having a rope or bridle on.&lt;br /&gt;
|10 min&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Saddle&lt;br /&gt;
|Horse stays calm while having a saddle on.&lt;br /&gt;
|30 min&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Beg/Sit&lt;br /&gt;
|Trick&lt;br /&gt;
|7 min&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|Trick&lt;br /&gt;
|30 min&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Kneel&lt;br /&gt;
|Teaches horse to kneel so smaller races can mount.&lt;br /&gt;
|7 min&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Prance&lt;br /&gt;
|Trick&lt;br /&gt;
|65 min&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|Rear/Spin&lt;br /&gt;
|Trick&lt;br /&gt;
|5 min&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Animal&lt;br /&gt;
|Teaches a horse not to be afraid of animal races ([[Prydaen]], and [[Rakash]] in Moonskin), else they may bolt.&lt;br /&gt;
|35 min&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|Combat &lt;br /&gt;
|Teaches horse to go to battle&lt;br /&gt;
|60 min&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Joust&lt;br /&gt;
|Teaches horse to perform a joust&lt;br /&gt;
|20 min&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Magic&lt;br /&gt;
|Teaches horse not to fear offensive magic being cast atop it.&lt;br /&gt;
|45 min&lt;br /&gt;
|45&lt;br /&gt;
|-&lt;br /&gt;
|War&lt;br /&gt;
|[[Paladin]] only. Horse will fight with you in combat.&lt;br /&gt;
|1 hr 20 min&lt;br /&gt;
|120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{cat|Player horse trainers}}&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thaleena&amp;diff=670851</id>
		<title>Thaleena</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thaleena&amp;diff=670851"/>
		<updated>2025-08-08T02:20:01Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Thaleena&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Elf&lt;br /&gt;
|gender=Female&lt;br /&gt;
|guild=Ranger&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|relat=Veshana&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Player Wind Elf]]&lt;br /&gt;
====&#039;&#039;&#039;About&#039;&#039;&#039;:====&lt;br /&gt;
You see Druid Thaleena, an Elven Ranger.&lt;br /&gt;
&lt;br /&gt;
Thaleena has pointed ears and crystal blue eyes and dimples.  Her honey hair is long and straight, and is worn arranged in an intricate Elven braid.  She has tanned skin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thaleena is a skilled horse wrangler.  When not wrangling horses, she spends most of her waking time around Crossing.  Currently the horses are with a trader friend for easier sale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the list below for horses currently available.  If you would like an untrained horse that can be arranged as well.  To arrange a purchase, please contact me in game.  If no training is needed you can also contact Dilga (Elothean Trader) in game as she currently holds the horses for sale.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Horses&#039;&#039;&#039;:====&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Height (hands)!!Color!!Mane and Tail color!!Markings!!Gender!!Training!!Platinum Kronar&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|no other markings&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|dapple grey with a light grey coat mottled with darker spots on the hindquarters&lt;br /&gt;
|grey&lt;br /&gt;
|white mark between the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|light chestnut with a light reddish brown coat&lt;br /&gt;
|light brown&lt;br /&gt;
|white mark on the right foreleg extending from the coronet to the hock&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|flea-bitten dun horse with a greyish brown coat speckled with black spots over the entire body&lt;br /&gt;
|grey&lt;br /&gt;
|white marks on the legs extending from the top of the hooves to the top of the ankles&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|red roan horse with a reddish brown coat that has white hairs interspersed throughout&lt;br /&gt;
|flaxen&lt;br /&gt;
|white mark covering the left foreleg&#039;s fetlock&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|blue roan horse with a black coat that has white hairs interspersed throughout&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark off to the right of the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|buckskin with a light tan coat&lt;br /&gt;
|black&lt;br /&gt;
|white mark on the right hind leg extending from the coronet to the hock&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|light grey with black skin and a light grey coat&lt;br /&gt;
|light grey&lt;br /&gt;
|wide white stripe running down the center of the face&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|light chestnut with a light reddish brown coat&lt;br /&gt;
|light brown&lt;br /&gt;
|wide white stripe running from below the right eye to just above the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|white mark on the heels of both hind legs&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|liver chestnut with a dark reddish brown coat and dark red highlights&lt;br /&gt;
|dark brown&lt;br /&gt;
|white marking on the heel of the right hind leg&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|buckskin with a light tan coat&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark on the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|wide white stripe running from below the right eye to just above the nostrils&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|rose grey with a red-tinted medium grey coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|white star-shaped mark surrounding the left eye&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|cherry bay with a dark red colored coat and light brown highlights&lt;br /&gt;
|black&lt;br /&gt;
|dark brindle markings over the entire body&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|medium bay with a medium reddish brown colored coat and light brown highlights&lt;br /&gt;
|black&lt;br /&gt;
|wide white stripe running from below the left eye to just above the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|8&lt;br /&gt;
|black with a pure black coat&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark on the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|10&lt;br /&gt;
|gold-colored with a pale gold-colored coat&lt;br /&gt;
|white&lt;br /&gt;
|broad, vertical white marking extending the length of the face&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|10&lt;br /&gt;
|white with pink skin and a pure white coat&lt;br /&gt;
|white&lt;br /&gt;
|no other markings&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, rear/spin, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Horse Training Services ==&lt;br /&gt;
&lt;br /&gt;
There are two sets of classes related to horse training: classes/skills that are taught to the Adventurer, and classes/skills that are taught to the horse. To arrange training, please contact me in game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventurer Training&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different adventurer classes/skills must be taught by members of different guilds. The adventurer must first learn Basic Horsemanship from a stablemaster (free).  Additionally, they can learn Prepare from a stablemaster (free) (Empath at 15th circle; magic-primary at 20th circle; other MU at 25th circle) but it is not needed to ride a horse.  I am able to train adventurers in the Bareback riding skill as long as they are at least 20th circle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horse Training&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Full training takes approximately 7 real life hours, and can be purchased in whole at a discounted &#039;&#039;&#039;400 Platinum Kronar&#039;&#039;&#039; total.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
! Skill&lt;br /&gt;
! What it Does&lt;br /&gt;
! Approximate Class Time&lt;br /&gt;
! Cost in Platinum Kronar&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Leadrope&lt;br /&gt;
|Horse stays calm while having a rope or bridle on.&lt;br /&gt;
|10 min&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Saddle&lt;br /&gt;
|Horse stays calm while having a saddle on.&lt;br /&gt;
|30 min&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Beg/Sit&lt;br /&gt;
|Trick&lt;br /&gt;
|7 min&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|Trick&lt;br /&gt;
|30 min&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Kneel&lt;br /&gt;
|Teaches horse to kneel so smaller races can mount.&lt;br /&gt;
|7 min&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Prance&lt;br /&gt;
|Trick&lt;br /&gt;
|65 min&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|Rear/Spin&lt;br /&gt;
|Trick&lt;br /&gt;
|5 min&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Animal&lt;br /&gt;
|Teaches a horse not to be afraid of animal races ([[Prydaen]], and [[Rakash]] in Moonskin), else they may bolt.&lt;br /&gt;
|35 min&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|Combat &lt;br /&gt;
|Teaches horse to go to battle&lt;br /&gt;
|60 min&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Joust&lt;br /&gt;
|Teaches horse to perform a joust&lt;br /&gt;
|20 min&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Magic&lt;br /&gt;
|Teaches horse not to fear offensive magic being cast atop it.&lt;br /&gt;
|45 min&lt;br /&gt;
|45&lt;br /&gt;
|-&lt;br /&gt;
|War&lt;br /&gt;
|[[Paladin]] only. Horse will fight with you in combat.&lt;br /&gt;
|1 hr 20 min&lt;br /&gt;
|120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{cat|Player horse trainers}}&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Deep_red_felt_gutalles&amp;diff=670752</id>
		<title>Item:Deep red felt gutalles</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Deep_red_felt_gutalles&amp;diff=670752"/>
		<updated>2025-08-03T23:35:56Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=gutalles&lt;br /&gt;
|look=Heavily padded crimson felt designed to hug the calf from heel to knee forms the body of each of these supple riding boots.  Gleaming like the promise in a fine horse&#039;s eye, deep onyx beads have been sewn in tight spirals and whorls across the surface of the cloth.  Dark kidskin leather soles, each incised with the traditional tailor&#039;s emblem, are securely attached to the padded felt with glossy waxed thread.&lt;br /&gt;
|ptype=clothing&lt;br /&gt;
|verby=No&lt;br /&gt;
|pcrystal=No&lt;br /&gt;
|atmos=No&lt;br /&gt;
|istone=No&lt;br /&gt;
|wearloc=feet&lt;br /&gt;
|metal=no&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|feature-change=No&lt;br /&gt;
|generator=No&lt;br /&gt;
|source=Anaylisse&#039;s Felterie&lt;br /&gt;
|cost=22550 Dokoras&lt;br /&gt;
|sourcetype=sold by&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Citizenship&amp;diff=670751</id>
		<title>Citizenship</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Citizenship&amp;diff=670751"/>
		<updated>2025-08-03T22:48:58Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Citizenship Clerk Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citizenship&#039;&#039;&#039; is the state of being a member to a particular province or region.&lt;br /&gt;
&lt;br /&gt;
==How To Become a Citizen==&lt;br /&gt;
To become a citizen simply find the local citizenship office and &amp;lt;tt&amp;gt;ASK CLERK ABOUT CITIZENSHIP&amp;lt;/tt&amp;gt; and follow the directions.  Citizenship offices are typically found in town halls.&lt;br /&gt;
&amp;lt;br&amp;gt;You must have at least 300 total ranks to become a citizen.&lt;br /&gt;
&lt;br /&gt;
Note: Free-to-play are not eligible for citizenship unless they purchase from the Simucoin store.&lt;br /&gt;
&lt;br /&gt;
==Available Citizenships and Benefits==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Location!!Title!!Benefits&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|[[Aesry]]||of Aesry Surlaenis&#039;a||&lt;br /&gt;
*Recognition by the city guardians.&lt;br /&gt;
*Public ship captains will alert you when their ship is about to leave, upon request.&lt;br /&gt;
*Access to citizen only rooms in the [[Inn of the Crystal Wave]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|[[Forfedhdar]]||of Forfedhdar||&lt;br /&gt;
*Access to additional home sites.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|[[Ilithi]]||of Ilithi||&lt;br /&gt;
*Access to citizen-only establishments ([[Vaalrin House]]).&lt;br /&gt;
*Recognition by the guards that allow entry at night through the north, south and west gates.&lt;br /&gt;
*Night access to shops for citizens.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|[[M&#039;Riss]]||of M&#039;Riss||&lt;br /&gt;
*Free galley fare between [[M&#039;Riss]] and [[Mer&#039;kresh]].&lt;br /&gt;
*Access to the [[RanikMap108|Fever Point]] Pier and the [[Degan]], a ship that sails between M&#039;riss and [[Acenamacra]].&lt;br /&gt;
*Cypress medallion featuring the city&#039;s triskele crest.&lt;br /&gt;
*Citizen-only room in [[Trintah&#039;s Herbal Remedies]].&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|[[Ratha]]||of Ratha||&lt;br /&gt;
*Free lift rides&lt;br /&gt;
*Access to the Golden Lyre club in the [[Hotagi&#039;rath_Theater_(shop)|Hotagi&#039;rath Theater]]&lt;br /&gt;
*Public ship captains will gweth to alert you when their ship is about to leave, upon request.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|[[Therengia]]||of Therengia||&lt;br /&gt;
*Half-price barge and ferry fare.&lt;br /&gt;
*Recognition by the [[Theren Keep]] guards that allows entry at night.&lt;br /&gt;
*Citizen-only [[Telomin Hall]] (clubhouse &amp;amp; library) in [[Therenborough]].&lt;br /&gt;
*Citizen-only backroom of [[Gretchen&#039;s Hats]].&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|[[Velaka]]||of Velaka||&lt;br /&gt;
*Anytime access to Palace Walk via KNOCKing on the palace gates.&lt;br /&gt;
*Reduced [[currency]] exchange fee (in [[Muspar&#039;i]]).&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|[[Zoluren]]||of Zoluren||&lt;br /&gt;
*Free ferry fare between [[Crossing]] and [[Leth Deriel]].&lt;br /&gt;
**Traders still pay ferry fees for caravans and cargo.&lt;br /&gt;
*Ability to close/open city gates (currently disabled).&lt;br /&gt;
*Private door off the [[Taelbert&#039;s Inn]] dining room&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Citizenship Clerk Locations===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Region!!Clerk Location!!Genie Room!!Lich Room&lt;br /&gt;
|-&lt;br /&gt;
|Aesry Surlaenis&#039;a||[[RanikMap99|North Inner Ring, within the Debt Office.]]||r153||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[RanikMap117|Inner Hibarnhvidar, Office of Citizenship near the Office of Debts]]||r197||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[RanikMap67|Within the Great Tower, Citizenship Office]]||r548||12186&lt;br /&gt;
|-&lt;br /&gt;
|M&#039;Riss||[[RanikMap107|Mer&#039;Kresh, Town Hall Office of Citizens]]||r297||&lt;br /&gt;
|-&lt;br /&gt;
|Ratha||[[RanikMap91|Within Shhoi-sson Palace, Office of Citizenry Registration near Debt Collection.]]||r470||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[RanikMap42|In Therenborough&#039;s Ibec Hall.]]||r272||13898&lt;br /&gt;
|-&lt;br /&gt;
|Velaka||[[RanikMap47|In Muspar&#039;i, southwest of the jail, Civic Building.]]||r552||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[RanikMap1|Crossing Town Hall, Citizenship Office]]||r312||11799&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Titles==&lt;br /&gt;
You can receive an [[Affiliation Titles| Affiliation title]] by locating the clerk adjacent to the clerk that first bestowed citizenship and by typing &amp;lt;tt&amp;gt;ASK CLERK ABOUT TITLE&amp;lt;/tt&amp;gt;.  Affiliation titles appear after the character&#039;s name and post title and look like &amp;quot;of Zoluren&amp;quot; or &amp;quot;of Therengia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Also possible are city-based titles. You can {{com|ask}} {{tt|about}} {{tt|CITY}} to gain the new title. You may only pledge to a single city at a time, and it&#039;s in addition to your &amp;quot;of (province)&amp;quot; affiliation title. Claiming one of these new titles comes with an initial paperwork fee and will increase your monthly taxes as well.&lt;br /&gt;
&lt;br /&gt;
==Costs of Citizenship==&lt;br /&gt;
===Fees and Taxes===&lt;br /&gt;
There is a charge to becoming a citizen that is a few gold.  Additionally, every month, real life time, taxes are assessed whether you are in the game or not.  Taxes typically cost a few gold as well. &#039;&#039;Please note some of these prices seem to be lower due to premium status.  If you join and get a higher fee, please leave a note on the discussion page with the price, province and if you are premium or not.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Canceling/Changing Citizenship===&lt;br /&gt;
In order to change citizenship to another area the existing citizenship must first be canceled.  This is done by returning to the office of the province you &#039;&#039;currently&#039;&#039; have citizenship in and then typing &amp;lt;tt&amp;gt;CANCEL&amp;lt;/tt&amp;gt;. Note that there is a fairly long waiting period of 30(RL) days afterward, before another citizenship with any province may be acquired.  A fee is also added to your debt once you cancel.&lt;br /&gt;
&lt;br /&gt;
===Joining Fees, Upkeep Taxes, and Cancellation Fees===&lt;br /&gt;
Taxes are charged approximately every 120 days (30 real life days).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Location !! Joining Fees !! Taxes&amp;amp;nbsp;&amp;lt;ref&amp;gt;Taxes are increased further if you hold a city [[Affiliation Titles|affiliation title]].&amp;lt;/ref&amp;gt; !! Cancellation Fees !! Charging Province&lt;br /&gt;
|-&lt;br /&gt;
| Aesry: || 8,000 lirums || 5,000 lirums || 10,000 lirums || Collection of Qi.&lt;br /&gt;
|-&lt;br /&gt;
| Forfedhdar: || 4,500 - 5,000 dokoras || 4,500 dokoras || 10,000 dokoras || Collection of Forfedhdar&lt;br /&gt;
|-&lt;br /&gt;
| Ilithi: || 4,500 dokoras || 4,050 dokoras || 7,000 - 9,000 dokoras || Domain of Ilithi.&lt;br /&gt;
|-&lt;br /&gt;
| M&#039;Riss: || 7,200 lirums || 4,500 lirums || 9,000 lirums || Collection of Qi.&lt;br /&gt;
|-&lt;br /&gt;
| Ratha: || 7,500 lirums || 7,000 lirums || 12,600 lirums || Collection of Qi.&lt;br /&gt;
|-&lt;br /&gt;
| Therengia: || 9,000 lirums || 3,150 lirums || 7,000 lirums || Province of Therenborough (Ibec Hall)&lt;br /&gt;
|-&lt;br /&gt;
| Velaka (Muspar&#039;i): || 4,500 lirums  || 4,500 lirums || 8,100 Lirums || Province of Therenborough (Riverhaven)&lt;br /&gt;
|-&lt;br /&gt;
| Zoluren: || 5,000 kronars || 3,500 kronars || 7,000 kronars || Principality of Zoluren.&lt;br /&gt;
|}&lt;br /&gt;
{{RefAl|r=y}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thaleena&amp;diff=670743</id>
		<title>Thaleena</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thaleena&amp;diff=670743"/>
		<updated>2025-08-03T21:09:21Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Thaleena&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Elf&lt;br /&gt;
|gender=Female&lt;br /&gt;
|guild=Ranger&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|relat=Veshana&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Player Wind Elf]]&lt;br /&gt;
====&#039;&#039;&#039;About&#039;&#039;&#039;:====&lt;br /&gt;
You see Druid Thaleena, an Elven Ranger.&lt;br /&gt;
&lt;br /&gt;
Thaleena has pointed ears and crystal blue eyes and dimples.  Her honey hair is long and straight, and is worn arranged in an intricate Elven braid.  She has tanned skin.&lt;br /&gt;
&lt;br /&gt;
A faceted forest&#039;s heart garnet rests on her forehead, just above her eyes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thaleena is a skilled horse wrangler.  When not wrangling horses, she spends most of her waking time around Crossing.  Currently the horses are with a trader friend for easier sale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the list below for horses currently available.  If you would like an untrained horse that can be arranged as well.  To arrange a purchase, please contact me in game.  If no training is needed you can also contact Dilga (Elothean Trader) in game as she currently holds the horses for sale.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Horses&#039;&#039;&#039;:====&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Height (hands)!!Color!!Mane and Tail color!!Markings!!Gender!!Training!!Platinum Kronar&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|no other markings&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|dapple grey with a light grey coat mottled with darker spots on the hindquarters&lt;br /&gt;
|grey&lt;br /&gt;
|white mark between the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|light chestnut with a light reddish brown coat&lt;br /&gt;
|light brown&lt;br /&gt;
|white mark on the right foreleg extending from the coronet to the hock&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|flea-bitten dun horse with a greyish brown coat speckled with black spots over the entire body&lt;br /&gt;
|grey&lt;br /&gt;
|white marks on the legs extending from the top of the hooves to the top of the ankles&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|red roan horse with a reddish brown coat that has white hairs interspersed throughout&lt;br /&gt;
|flaxen&lt;br /&gt;
|white mark covering the left foreleg&#039;s fetlock&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|blue roan horse with a black coat that has white hairs interspersed throughout&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark off to the right of the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|buckskin with a light tan coat&lt;br /&gt;
|black&lt;br /&gt;
|white mark on the right hind leg extending from the coronet to the hock&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|light grey with black skin and a light grey coat&lt;br /&gt;
|light grey&lt;br /&gt;
|wide white stripe running down the center of the face&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|light chestnut with a light reddish brown coat&lt;br /&gt;
|light brown&lt;br /&gt;
|wide white stripe running from below the right eye to just above the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|white mark on the heels of both hind legs&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|liver chestnut with a dark reddish brown coat and dark red highlights&lt;br /&gt;
|dark brown&lt;br /&gt;
|white marking on the heel of the right hind leg&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|buckskin with a light tan coat&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark on the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|wide white stripe running from below the right eye to just above the nostrils&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|rose grey with a red-tinted medium grey coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|white star-shaped mark surrounding the left eye&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|cherry bay with a dark red colored coat and light brown highlights&lt;br /&gt;
|black&lt;br /&gt;
|dark brindle markings over the entire body&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|medium bay with a medium reddish brown colored coat and light brown highlights&lt;br /&gt;
|black&lt;br /&gt;
|wide white stripe running from below the left eye to just above the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|8&lt;br /&gt;
|black with a pure black coat&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark on the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|10&lt;br /&gt;
|gold-colored with a pale gold-colored coat&lt;br /&gt;
|white&lt;br /&gt;
|broad, vertical white marking extending the length of the face&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|10&lt;br /&gt;
|white with pink skin and a pure white coat&lt;br /&gt;
|white&lt;br /&gt;
|no other markings&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, rear/spin, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Horse Training Services ==&lt;br /&gt;
&lt;br /&gt;
There are two sets of classes related to horse training: classes/skills that are taught to the Adventurer, and classes/skills that are taught to the horse. To arrange training, please contact me in game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventurer Training&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different adventurer classes/skills must be taught by members of different guilds. The adventurer must first learn Basic Horsemanship from a stablemaster (free).  Additionally, they can learn Prepare from a stablemaster (free) (Empath at 15th circle; magic-primary at 20th circle; other MU at 25th circle) but it is not needed to ride a horse.  I am able to train adventurers in the Bareback riding skill as long as they are at least 20th circle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horse Training&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Full training takes approximately 7 real life hours, and can be purchased in whole at a discounted &#039;&#039;&#039;400 Platinum Kronar&#039;&#039;&#039; total.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
! Skill&lt;br /&gt;
! What it Does&lt;br /&gt;
! Approximate Class Time&lt;br /&gt;
! Cost in Platinum Kronar&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Leadrope&lt;br /&gt;
|Horse stays calm while having a rope or bridle on.&lt;br /&gt;
|10 min&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Saddle&lt;br /&gt;
|Horse stays calm while having a saddle on.&lt;br /&gt;
|30 min&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Beg/Sit&lt;br /&gt;
|Trick&lt;br /&gt;
|7 min&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|Trick&lt;br /&gt;
|30 min&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Kneel&lt;br /&gt;
|Teaches horse to kneel so smaller races can mount.&lt;br /&gt;
|7 min&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Prance&lt;br /&gt;
|Trick&lt;br /&gt;
|65 min&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|Rear/Spin&lt;br /&gt;
|Trick&lt;br /&gt;
|5 min&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Animal&lt;br /&gt;
|Teaches a horse not to be afraid of animal races ([[Prydaen]], and [[Rakash]] in Moonskin), else they may bolt.&lt;br /&gt;
|35 min&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|Combat &lt;br /&gt;
|Teaches horse to go to battle&lt;br /&gt;
|60 min&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Joust&lt;br /&gt;
|Teaches horse to perform a joust&lt;br /&gt;
|20 min&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Magic&lt;br /&gt;
|Teaches horse not to fear offensive magic being cast atop it.&lt;br /&gt;
|45 min&lt;br /&gt;
|45&lt;br /&gt;
|-&lt;br /&gt;
|War&lt;br /&gt;
|[[Paladin]] only. Horse will fight with you in combat.&lt;br /&gt;
|1 hr 20 min&lt;br /&gt;
|120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{cat|Player horse trainers}}&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Mountain_giant&amp;diff=665253</id>
		<title>Mountain giant</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Mountain_giant&amp;diff=665253"/>
		<updated>2025-05-10T23:25:19Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=Mountain Giant&lt;br /&gt;
|Province=Forfedhdar&lt;br /&gt;
|City=Raven&#039;s Point&lt;br /&gt;
|MapList=*{{rmap|125|Himineldar Shel area (125)}}&lt;br /&gt;
|simulevel=72&lt;br /&gt;
|naturallevel=76&lt;br /&gt;
|weaponlevel=76&lt;br /&gt;
|defenselevel=69&lt;br /&gt;
|level=72&lt;br /&gt;
|MinCap=375&lt;br /&gt;
|MaxCap=530&lt;br /&gt;
|BodyType=biped&lt;br /&gt;
|BodyType2=creatural&lt;br /&gt;
|BodySize=very large&lt;br /&gt;
|Attack Range=Pole&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=no&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|Premium=No}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The giant is as tall as the mountains it was named for, with legs the size of large trees and arms resembling slightly smaller ones.  A thick layer of rock-strewn moss dangles from its shoulders and back, held securely by the root structure of the numerous juvenile saplings winding around its stone grey flesh.  Thick verdant hair, littered with shards of bone and discarded food, falls in coarse layers from its head and narrow jaw, frame the sunken features of its craggy visage.  Sunken red eyes, though showing little intelligence, reveal unrestrained hostility towards anything that may be considered food, no matter the size! &lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
They don&#039;t move evasion (survival tert) or other defenses off dabbling at 520.&lt;br /&gt;
&lt;br /&gt;
With 50 reflex/agility these are NOT huntable as a survival secondary class with 350 shield/parry and 400 evasion. Can handle 2 at melee, but 4 is a continuous string of solid hits. Another issue arises with the fact that they can fight you at melee AND ranged. I&#039;ve had situations where two of them are on me at melee and two are launching boulders at me, making it near impossible to stance dance.In my opinion, based on extensive testing, these are now significantly more difficult than Orc Raiders (2/19/2016)&lt;br /&gt;
Can throw a {{cloot|w|large boulder}}.&lt;br /&gt;
*NB: it should be noted that significant numbers of these critters will &amp;quot;shrug off&amp;quot; magical attempts to stun them&lt;br /&gt;
*Probably due to the fact that they have 100 strength increasing their fortitude defense in a spell contest. &lt;br /&gt;
&lt;br /&gt;
60 reflex and 63 agility evasion at 517 evasion won&#039;t come off 3/34 with 4 at melee. 5/10/2017.&lt;br /&gt;
&lt;br /&gt;
===Equipment/Loot===&lt;br /&gt;
* some {{cloot|i|makeshift patchwork boots}}&lt;br /&gt;
* some {{cloot|i|tattered patchwork pants}}&lt;br /&gt;
* an {{cloot|i|enormous patchwork pouch}}&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
* Very high spawn rate.&lt;br /&gt;
* Creature has above average strength - harder hits.&lt;br /&gt;
* Boulders fill the room very quickly, but decay when you attempt to pick them up.&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Hand_of_Hodierna&amp;diff=664852</id>
		<title>Hand of Hodierna</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Hand_of_Hodierna&amp;diff=664852"/>
		<updated>2025-04-29T22:13:52Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|name=Hand of Hodierna&lt;br /&gt;
|guild=empath&lt;br /&gt;
|prereqs=440 Empathy, 80th&lt;br /&gt;
|slots=-&lt;br /&gt;
|diff=-&lt;br /&gt;
|type=healing&lt;br /&gt;
|skill=Empathy&lt;br /&gt;
|contest1=-&lt;br /&gt;
|contest2=-&lt;br /&gt;
|path=-&lt;br /&gt;
|desc=[[Salvur]] rolls his eyes.  He grumbles, &amp;quot;Do you think the name could be any more twee?  Who comes up with this stuff, anyway?  I should leave you to figure out what it does from the name alone.  It&#039;d serve you right.&amp;quot;  Salvur compresses his lips into a thin line, then continues, &amp;quot;Fine, fine.  It&#039;s a healing ability.  There.  All you need to know.  What?  What??  Not satisfied?  Fine.  It&#039;s a slow, somewhat uncontrolled healing ability that [[Empath]]s can establish with more than one patient.  The bad just seeeeps through the link.  The Empath establishes a persistent link and then just...faugh.  It&#039;s hard to explain.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Salvur tilts his head back, peering down his nose at you.  In clipped tones, he says, &amp;quot;Place yourself on the very edge of establishing a transference link, through a persistent link.  At first you&#039;ll only be able to support two such manifestations, and what you get is rather random.  With skill, you can support up to four such links, and what you get from the patient is much more stable.&amp;quot;  Shaking his head, he mutters, &amp;quot;Telling&#039;s no good for stuff like this... have to -show- you...&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The guildleader peers at you as if inspecting a medical specimen, then roughly takes your forearm.  You sense Salvur deepening the link first established by his touch, placing himself on the verge of establishing a transference link.  You sense a dull, aching pain rising in Salvur and slowly realize that the pain you feel from him is his sense of -your- own pain.  Just as a tingling sensation begins to wash through you, you feel Salvur break the link.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Salvur shudders with distaste and says, &amp;quot;That&#039;s how it&#039;s done.  You should be able to do it.  Go practice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Dagreth]]:&lt;br /&gt;
&lt;br /&gt;
Dagreth shrugs.  He says, &amp;quot;A right useful thing, if you can get past the fanciful name, at least.  A healing ability that allows an Empath to heal multiple patients at once, though slowly.  Need a persistent link in place first, then the Empath simply places himself on the verge of transferring...ahh, it&#039;s hard to explain.  It&#039;s not a finely controlled ability, though -- injuries just seem to sort of seep through the link from the patient to the Empath, with no real knowing what&#039;ll come through and how bad it&#039;ll be.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dagreth continues pensively, &amp;quot;A new technique out of Ilithi, I&#039;m told.  Seems like it&#039;d be best for field healing.  Put one Empath in with a group of fighters, say, and then they&#039;d sort of accumulate all the hurts of the fighters, hopefully slow enough to stay on top of.  Then you&#039;d just want to supplement that with judicious application of the standard healing technique.  Since you&#039;d have to have a persistent link in place anyway, that&#039;d be a good way to monitor everyone&#039;s hurts without constantly pawing at &#039;em.&amp;quot;  He abruptly seems to notice your presence again, smiling mirthlessly.&lt;br /&gt;
&lt;br /&gt;
Dagreth looks you up and down, then seems to come to a decision.  He takes your forearm firmly, fixing you in place with a quelling look.  You sense Dagreth deepening the link first established by his touch, placing himself on the verge of establishing a transference link.  You sense a dull, aching pain rising in the Guildleader and slowly realize that the pain you feel from him is his sense of -your- own pain.  Just as a tingling sensation begins to wash through you, you feel Dagreth break the link.&lt;br /&gt;
&lt;br /&gt;
Dagreth dusts himself off and says, &amp;quot;That&#039;s how it&#039;s done.  You should be able to do it.  Go practice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[K&#039;miriel]]:&lt;br /&gt;
&lt;br /&gt;
K&#039;miriel smiles cheerfully, pride dancing in her eyes.  &amp;quot;Ah, yes, lovely, isn&#039;t it?  Just the sort of things we can learn to do when we allow our researchers enough leeway to ask questions -some- might deem dangerous.  But you asked about the ability, not the politics. Well -- it&#039;s a group healing ability, first discovered by our cadre of researchers right here in Ilithi.  It&#039;s a bit slow and a bit random, but it&#039;s just the thing for, say, a field healer going out into battle with a group of warriors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The guildleader continues, &amp;quot;First, one needs a persistent link in place with the potential patient. Then you simply place yourself on the verge of initiating a transfer.  It&#039;s really much easier to show you rather than try to explain it in words, as so many things pertaining to Empathy are.  That&#039;s the gist of it, though.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
K&#039;miriel gazes solemnly at you, tilting her head slightly as she lays a gentle hand upon your forearm.  After a few moments she smiles and says, &amp;quot;Here, Empath let me show you...&amp;quot;  You sense K&#039;miriel deepening the link first established by her touch, placing herself on the verge of establishing a transference link.  You sense a dull, aching pain rising in K&#039;miriel and slowly realize that the pain you feel from her is her sense of -your- own pain.  Just as a tingling sensation begins to wash through you, you feel K&#039;miriel break the link.&lt;br /&gt;
&lt;br /&gt;
K&#039;miriel gently removes her hand and says, &amp;quot;There.  Now you should have the trick of it.  Practice freely -- you never know when such skill will be needed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|messaging=You deepen your link with [Patient], placing yourself on the verge of establishing a transference link.  A dull ache rises in your throat as [Patient]&#039;s pain begins to seep through the connection to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|effect=Slowly heals those who share the link with you, as long as they are in the same room.&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* To use this you must first establish a [[Persistent Link]] with your patient, then establish a Hand of Hodierna link.&lt;br /&gt;
* Heals on a pulse similar to how [[Regenerate]] works on an empath. &lt;br /&gt;
* More [[Empathy]] will increase the amount of wounds taken per pulse.&lt;br /&gt;
* Sample messaging of wound transfers: &amp;lt;br&amp;gt; A tide of pain rises within you as you gradually draw the hurts from [Patient]&#039;s body.&amp;lt;br&amp;gt; You sense that [Patient]&#039;s external chest wounds are fully healed.&amp;lt;br&amp;gt; You sense that [Patient]&#039;s internal chest wounds are fully healed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a fairly slow transfer; it starts out a little random, hence a bit more dangerous to the empath than normal healing. For amount healing X on the patient, the empath gets anything between 1X and 3X in wound, so they have to be alert to ensure that their multiple patients and wounds don&#039;t become overwhelming. There is no way to know what was going to come across or exactly how bad it will be. The randomness decreases with skill until the empath consistently gets a 1:1 transfer at around 600 ranks. However, since this is a slow healing ability, the most you will ever get at once is nine points of &amp;quot;wound,&amp;quot; which is about halfway to a bleeder, for reference.&lt;br /&gt;
&lt;br /&gt;
The empath starts with the ability to form two such links at 80th circle/440 ranks, three at around 500 ranks, and four at around 560 ranks. In addition to reducing randomness, additional skill allows an empath to transfer more wound per person, though the total amount still caps out fairly low.&lt;br /&gt;
&lt;br /&gt;
It will also pulse a small amount of vitality to those missing it, assuming they are not dead. It will also fail if the Empath falls unconscious.&lt;br /&gt;
&lt;br /&gt;
The Hand of Hodierna is meant to teach quite well, though not in such large bursts as vanilla healing or unity, and is mainly aimed at group hunting situations.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
:LINK &amp;lt;target&#039;s name&amp;gt; HODIERNA - Establishes a manifestation of the Hand of Hodierna link&lt;br /&gt;
:LINK &amp;lt;target&#039;s name&amp;gt; HODIERNA CANCEL - Ends a specific manifestation of the Hand of Hodierna link&lt;br /&gt;
:LINK ALL HODIERNA CANCEL - Ends all manifestations of the Hand of Hodierna&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shadow_Servant&amp;diff=661873</id>
		<title>Shadow Servant</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shadow_Servant&amp;diff=661873"/>
		<updated>2025-03-22T17:23:50Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=ss&lt;br /&gt;
|minprep=30&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=999&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Enlightened Geometry&lt;br /&gt;
|prereqs=[[Moongate]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|illegal=no&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=The Shadow Servant spell summons a great hulking brute of a spirit creature, too stupid to serve as a bodyguard but suitable as a beast of burden.  Give an item to a Servant, and it will carry it for you until you ask for its return.  To see what it&#039;s carrying at any time, you must cast Piercing Gaze on the Servant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It will follow you faithfully, but slowly, until you release it.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=living vault&lt;br /&gt;
|messaging=You gesture.&lt;br /&gt;
With nothing more spectacular than a soft grunt of surprise, a sluggish Shadow Servant appears.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*A portable vault. To see what any Shadow Servant is holding, cast [[Piercing Gaze]] on it. It doesn&#039;t have to be your own.&lt;br /&gt;
&lt;br /&gt;
*To have it hold an item, &amp;lt;tt&amp;gt;give &amp;lt;item&amp;gt; to servant&amp;lt;/tt&amp;gt;. To retrieve an item, &amp;lt;tt&amp;gt;ask servant for &amp;lt;item&amp;gt;&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
*The servant can carry 10 items, but this can be increased by putting things in a container and then giving the container to the servant. Total number of items, including those in containers, that your servant can carry is half of your {{skill|Primary Magic}} skill with a maximum of 300 items at 600 [[PM|Primary Magic]].&lt;br /&gt;
&lt;br /&gt;
*The servant will reject an item upon GIVE if it is over the limit. &#039;The Servant ignores your offer and instead makes a face at you that&#039;s half yawn, half belch and all nauseating.&#039;&lt;br /&gt;
&lt;br /&gt;
*A servant will not accept &#039;&#039;a container&#039;&#039; holding &#039;&#039;another container&#039;&#039; holding &#039;&#039;yet another container&#039;&#039;.  For instance, if you give a backpack full of boxes to the servant, if one of those boxes happens to hold any type of container, the servant will reject it.&lt;br /&gt;
&lt;br /&gt;
*The servant will &#039;&#039;&#039;digest some items rather than store them&#039;&#039;&#039;, such as single pelts, foragables and cambrinth. &#039;It swallows the bunny in one mighty gulp.&#039; It was also found that servants will digest ingots used for forging.&lt;br /&gt;
&lt;br /&gt;
*The more weight the servant is carrying, the slower it moves.  Casting the spell with more mana increases the servant&#039;s speed.&lt;br /&gt;
&lt;br /&gt;
*The servant can be dismissed with &amp;lt;tt&amp;gt;release servant&amp;lt;/tt&amp;gt; or by logging out. Shadow Servants are no longer capable of losing items when they are dismissed inappropriately or dropping items. They will not give you items if it will put you over your item limit.&lt;br /&gt;
&lt;br /&gt;
*The adjective you get (e.g., &amp;quot;a grumpy Shadow Servant,&amp;quot; &amp;quot;a looming Shadow Servant,&amp;quot; etc.) is based on the letters in your character&#039;s name and never changes. Possible adjectives include (incomplete list): brooding, cantankerous, disagreeable, gloomy, glowering, grumpy, hunchbacked, indolent, lethargic, looming, lugubrious, misshapen, morose, obstreperous, ornery, ponderous, sluggish, sulking, sullen, surly.&lt;br /&gt;
&lt;br /&gt;
*You can &amp;lt;tt&amp;gt;push servant&amp;lt;/tt&amp;gt; to push your servant through a [[Moongate]] or other portal if you don&#039;t want to wait for it to catch up to you.&lt;br /&gt;
&lt;br /&gt;
==[[Alteration]] Guidelines==&lt;br /&gt;
Please see [[Alteration#Shadow Servants|Shadow Servant Alterations]] for guidelines.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Extra-planar creatures}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Outrage&amp;diff=661662</id>
		<title>Outrage</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Outrage&amp;diff=661662"/>
		<updated>2025-03-15T13:43:51Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Managing Divine Outrage */   Added second line messaging to the table for Tier 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Necro}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Outrage is the dual-track system applied to [[Necromancer]]s, divided into two distinct and fully separate types: Divine and Social. The Outrage mechanic is intended to model both the social unacceptability of the practice of necromancy as well as the personal enmity of the [[Immortals]] as directed at the Necromancer in question. Social or Divine &#039;&#039;Corruption&#039;&#039; are separate and much less punitive mechanics applied only to non-Necromancers.&lt;br /&gt;
&lt;br /&gt;
Outrage of both types will decay gradually as you are logged in, but you can only get a total of 2.5 hours worth of drain per day, or 6 hours for [[The Fallen]]. This timer resets at midnight central time. Divine Outrage will drain quicker than Social Outrage. &amp;lt;ref&amp;gt;GM [[Armifer]], via the official discord. ([https://discord.com/channels/619301383451181075/619330471637286942/1139976148445565019 link])&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Divine Outrage==&lt;br /&gt;
&#039;&#039;&#039;Divine Outrage&#039;&#039;&#039; (DO) is ostensibly a measure of how tainted a [[Necromancer]] is in the eyes of the gods. Little is known about the in-lore physics of Divine Outrage, but its practical effect is that it attracts the Immortals&#039; judgmental attention. A Necromancer with too much Divine Outrage risks the wrath of the gods; performing any action that causes further Outrage has a &amp;gt;5% chance of being slain undramatically where they stand as an expression of the gods&#039; contempt, as a reminder that the Necromancer remains fully within the Immortals&#039; power.&lt;br /&gt;
&lt;br /&gt;
[[Lich]]es or people who have achieved some measure of true [[Transcendence]] are above being struck down by the gods&#039; whimsy. All other Necromancers are subject to the negative effects of Divine Outrage. The [[Philosophers of the Knife]] in particular have historically, for reasons unknown, appeared to attract a disproportionate amount of divine wrath compared to other necromantic cults.&lt;br /&gt;
&lt;br /&gt;
A [[Forsaken]] Necromancer will have a DO &amp;quot;floor&amp;quot; based on their circle, stopping at 100th. Your DO may not drop below this floor. If you are at the floor when you circle, your DO will go up.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
&lt;br /&gt;
* Casting [[:Category:Animation spellbook|Animation]] or [[:Category:Transcendental Necromancy spellbook|Transcendental Necromancy]] spells&lt;br /&gt;
** After you cast your first spell from either spellbook, you do not gain any more Outrage for casting more spells from the same spellbook in the next five minutes, e.g. casting [[Butcher&#039;s Eye]] then [[Kura-Silma]] would result in one hit of DO, but casting Butcher&#039;s Eye and [[Quicken the Earth]] will get you two.&lt;br /&gt;
* Most [[Thanatological rituals]] generate Divine Outrage. This occurs per ritual performed.&lt;br /&gt;
* Getting [[Marriage|married]] (which requires a special process for Forsaken necromancers).&lt;br /&gt;
** When Forsaken, this process generates more DO than any other single action.&lt;br /&gt;
** Unsullied and Redeemed necromancers can get married just like any other adventurer, and do not get DO for it.&lt;br /&gt;
* Forsaken necromancers risk quickly accruing DO for hanging around consecrated holy places, like altars.&lt;br /&gt;
: {|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Holy Area Warning Messages&lt;br /&gt;
|-&lt;br /&gt;
| The back of your neck prickles.&lt;br /&gt;
|-&lt;br /&gt;
| You feel judged and hated.&lt;br /&gt;
|-&lt;br /&gt;
| Muddled thoughts of paranoia nag at you.&lt;br /&gt;
|-&lt;br /&gt;
| You are exposed and vulnerable in this place.&lt;br /&gt;
|-&lt;br /&gt;
| You have a feeling that you aren&#039;t welcome here.&lt;br /&gt;
|-&lt;br /&gt;
| You worry for your safety and well-being.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Effects of Divine Outrage===&lt;br /&gt;
The following happen as more Divine Outrage is accrued, roughly in order. Because the minimum level of DO increases as you circle up to 100th, most of these become unavoidable at some point in a Necromancer&#039;s career.&lt;br /&gt;
&lt;br /&gt;
* Beneficial [[holy magic]] cannot be used on the Necromancer. This is usually invisible; the first person messaging will indicate when this is happening.&lt;br /&gt;
* The ability to gain new favors is lost, though any already already acquired remain.&lt;br /&gt;
* [[Clerics]], [[Moon Mages]], and [[Empaths]] may detect corruption in a Necromancer&#039;s aura or life force with {{com|PERCEIVE}} or {{tt|TOUCH}}.&lt;br /&gt;
** [[Rite of Contrition]] or [[Rite of Grace]] with [[Liturgy]] will conceal the scars in your aura and even allow Empaths to touch you without harm.&lt;br /&gt;
* Empaths are no longer able to transfer wounds from the Necromancer and may receive a very small amount of [[Empathic Shock|Empathic shock]] for {{com|touch}}ing a Necromancer with high levels of Divine Outrage.&amp;lt;ref&amp;gt;[[Post:Empathic Sensitivity vs. Necromantic Corruption: Fight! - 11/22/2012 - 00:28‎]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
** [[Rite of Contrition]] or [[Rite of Grace]] with [[Liturgy]] will allow a Necromancer to use [[Embrace of the Vela&#039;Tohr]], but an Empath still cannot transfer their wounds directly.&lt;br /&gt;
* [[Harm Evil]] will now be usable on necromancers.&amp;lt;ref&amp;gt;[[Post:I am a little bugged about magic prime. - 6/23/2009 - 20:46:21‎]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The Necromancer now counts as a cursed being for the purposes of holy magic.&lt;br /&gt;
* Their alternate spell preparation becomes unusable.&amp;lt;ref&amp;gt;[[Post:DO &amp;amp; Spell Preparation Change? - 02/21/2012 - 23:08]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Becoming [[Forsaken]] if they are not already, even in the absence of using Animation spells.&amp;lt;ref&amp;gt;[[Post:DO Smite with no where near high DO - 03/28/2020 - 15:05]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
**This results in death the first time, but is not the same as a smiting and does not message the game that you were smote by an Immortal. &lt;br /&gt;
* Each time more Divine Outrage is accrued, there is a small chance (&amp;gt;5%) of one of the Immortals simply killing the Necromancer outright.&lt;br /&gt;
&lt;br /&gt;
===Managing Divine Outrage===&lt;br /&gt;
{{com|Pray}}ing will give you some indication of your current level of Divine Outrage. This does not give you more Divine Outrage. When initial Outrage thresholds are reached you&#039;ll get messaging about paranoia or anxiety which progresses to physical pain as your Outrage level becomes worse. Praying sets you to kneeling unless done while invisible, and it will always pull you from hiding even if also invisible.&lt;br /&gt;
&lt;br /&gt;
Ranged tier messaging via the {{com|pray}} command:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier !! Range !! {{com|pray}} Message&lt;br /&gt;
|-&lt;br /&gt;
| || N/A || You kneel down and begin to pray.&lt;br /&gt;
|-&lt;br /&gt;
|  || N/A  || The experience leaves you feeling somehow exposed.&amp;lt;br&amp;gt;&#039;&#039;(This indicating your DO is at a level that is detectable to Clerics and Moon Mages.&amp;lt;br&amp;gt;You do not pick up more Divine Outrage when you receive this message.&#039;&#039;&amp;lt;ref&amp;gt;GM [[Koror]], via the official discord ([https://discord.com/channels/619301383451181075/619330471637286942/1037069710442893353 link])&amp;lt;/ref&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0 || None || You feel as if many eyes are judging you and still find you... lacking.&amp;lt;br/&amp;gt;&#039;&#039;(Normal for a [[Redeemed]] necromancer.)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || None || No additional information shown.&amp;lt;br/&amp;gt;&#039;&#039;(Normal for a non-necromancer.)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Low || As though in response, you are struck by a feeling of insecurity.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Medium || As though in response, you have a brief, sharp pain in your limbs.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || High || As though in response, you feel a deep pain in your chest.&lt;br /&gt;
The experience leaves you feeling somehow exposed.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Extreme || As though in response, you feel a deep pain in your chest.&amp;lt;br/&amp;gt;The experience leaves you feeling naked for all to see.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Divine Outrage may also be reduced once per day with [[Tyura_Circle/Bahaya|bahaya circle]]s. These only become available at 100th circle.&lt;br /&gt;
&lt;br /&gt;
The best way to avoid the &amp;quot;DO Death Spiral&amp;quot; is to be conscientious about when and how you apply your buffs or use Animation magic, avoid altars, and don&#039;t get married.&lt;br /&gt;
&lt;br /&gt;
===Divine Corruption===&lt;br /&gt;
[[Holy magic]] users that attempt to wield necromancy will acquire &#039;&#039;&#039;Divine Corruption&#039;&#039;&#039;. As with Divine Outrage, the afflicted character will experience the adverse effects listed above, like being unable to benefit from holy magic or Empathic healing. It is also possible for non-Necromancers to pick up the apparent taint of necromancy without actually practicing it; Moon Mages that &amp;lt;tt&amp;gt;[[Align_command#Moon_Mage|ALIGN]]&amp;lt;/tt&amp;gt; their foresight to {{skill|Thanatology}} will suffer from corruptive effects for a brief time due to a symbolic interaction with the [[Hunger]].&lt;br /&gt;
&lt;br /&gt;
The effects of Divine Corruption currently last approximately 30 minutes.&lt;br /&gt;
&lt;br /&gt;
==Social Outrage==&lt;br /&gt;
&#039;&#039;&#039;Social Outrage&#039;&#039;&#039; (SO) is a measure of how monstrous (or [[Perverse]]) a [[Necromancer]] is in the eyes of society, and by extension how badly that society wants that Necromancer dead. This is handled on a per-province basis, though there are actions and items that may affect your SO in multiple provinces at once. Some non-provincial areas, such as the [[Soul of Maelshyve]] or some festival grounds, default to [[Zoluren]] for purposes of SO. Social Outrage &#039;&#039;only&#039;&#039; applies penalties; it will never benefit a Necromancer to have SO.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
* Having a [[:Category:Necromancer titles|Necromancer title]] up in a standard justice zone.&lt;br /&gt;
* Having the Necromancer profession visible (as in the {{com|SET}} command) in a standard justice zone.&lt;br /&gt;
* Having [[:Category:Transcendental Necromancy spellbook|Transcendental Necromancy spells]] active in a standard justice zone.&lt;br /&gt;
* Having a [[Quicken the Earth|construct]] or [[Risen]] with you in a standard justice zone.&lt;br /&gt;
* Casting a Necromancer spell with a &#039;&#039;visible effect&#039;&#039; in a standard justice zone.&lt;br /&gt;
* Attempting to interact with or use any town service if your Outrage is above the 50% threshold&lt;br /&gt;
**Exceptions to this are: withdrawing money, selling bundles or gems, stat training, and paying debts.&lt;br /&gt;
* Acquiring warrants for any crime.&lt;br /&gt;
** [[Sorcery#Sorcerous_Backlash|Sorcerous Backlash]]es in a standard justice zone will apply additional SO.&lt;br /&gt;
** Arrests do not increase SO.&lt;br /&gt;
* Wearing or holding a &amp;quot;[[Outrage/Items|blatantly necromantic item]]&amp;quot;.&amp;lt;ref&amp;gt;[[Post:SO changes - 05/08/2019 - 15:36]]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[[Post:Socially Outrageous items - 11/02/2020 - 12:28]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* {{com|Sacrifice|Sacrificing}} another player character.&lt;br /&gt;
&lt;br /&gt;
====Suspicion====&lt;br /&gt;
Suspicion is a mechanic that exists in [[Therengia]] only to reflect its exceptional intolerance to necromancy. Any [[Forsaken]] [[Necromancer]] that stands unconcealed (i.e. unhidden and uninvisible) in a standard justice zone in Therengia will accrue suspicion. When enough time has passed (approximately 45 minutes), this will result in an automatic accusation of [[Forbidden Practices]] and a large amount of Social Outrage. [[Rite of Contrition]] or [[Rite of Grace]] with [[Liturgy]] will roughly double the amount of time before an automatic accusation. Hiding or becoming invisible will pause but not reset the timer; to drain the timer you must remain outside of Therengian standard justice zones for an equivalent amount of time.&lt;br /&gt;
&lt;br /&gt;
[[Unsullied]] and [[Redeemed]] Necromancers do not accrue suspicion at all, and can spend indefinite amounts of time in standard justice zones provided they are not doing something else to provoke Social Outrage. &amp;lt;ref&amp;gt;[[Post:Suspicion Mechanics &amp;amp; You - A Survival Guide - 05/08/2019 - 09:22]]&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Effects of Social Outrage===&lt;br /&gt;
The effects of Social Outrage are limited but brutal, and involve effectively locking you out of accessing town services or hanging out in civilized areas.&lt;br /&gt;
&lt;br /&gt;
* Once Social Outrage has reached the 50% threshold, attempting to interact with any town service &#039;&#039;except&#039;&#039; withdrawing money, selling bundles or gems, stat training, or paying debts will add more SO and result in instant arrest.&lt;br /&gt;
* Lingering in a standard justice area after being charged with [[Forbidden Practices]] with high SO may lead to death at the hands of [[Hounds of Rutilor]].&amp;lt;ref&amp;gt;[[Post:Necromancer Policy &amp;amp; System Changes (Please Read) - 05/09/2019 - 18:26]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Necromancers will high Social Outrage will receive more SO when sending out thoughts on public [[gwethdesuan]] channels.&amp;lt;ref&amp;gt;[[Post:Necromancer Gweth SO - 10/14/2019 18:52]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Managing Social Outrage===&lt;br /&gt;
The {{com|justice}} command can be used to check the state of an area and will also indicate if your Outrage is still high from a previous accusation and in what province. Broadly, this track is only relevant in standard [[justice]] zones; in clan justice zones, one may freely cast any spell, have a [[Risen]] with them, or teach [[Sorcery]] to your hearts&#039; content, though interacting with most town services with [[:Category:Transcendental Necromancy spellbook|Transcendental Necromancy spells]] active will still lead to SO.&lt;br /&gt;
&lt;br /&gt;
Ranged tier messaging via the {{com|Justice}} command:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier !! Range !! {{com|Justice}} Message&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Low / None || No information shown.&amp;lt;br/&amp;gt;&#039;&#039;(Your character might still have some Social Outrage but it&#039;s very low.)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Suspicious || The citizens of [Province] are growing suspicious of you.&amp;lt;br/&amp;gt;&#039;&#039;(You can still use town services.)&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Note: This message does not refer to the Suspicion meter which is a separate mechanic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Convinced || In [Province] it is widely believed that you are some kind of sorcerer.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || High || Your reputation in [Province] is criminal and the government actively seeks to arrest you.&amp;lt;br/&amp;gt;&#039;&#039;(This is unrelated to outstanding warrants. Use [[Recall_command#Warrants|{{tt|recall warrant}}]] to check for that.)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Extreme || You are regarded as a monster by the good folk of [Province].&amp;lt;br/&amp;gt;&#039;&#039;(This tier has a much larger range compared to the others.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asking a [[Necromancer]] guildleader about the Perverse will provoke various additional responses if you possess at least 50% of the maximum SO possible.&lt;br /&gt;
&lt;br /&gt;
During invasions, there will be an additional note that the guards are distracted or busy at the moment; this means some Social Outrage and Corruption mechanics have been suspended for the duration of the invasion, such as casting obviously sorcerous or necromantic spells. Note that not every kind of invasion will suspend those mechanics.&lt;br /&gt;
&lt;br /&gt;
Once acquired, SO will drain at different rates for different provinces. [[Therengia]] is the most intolerant, [[Ilithi]] is the most lenient, and all other provinces fall somewhere in between with small variations. It takes roughly 3-4 real-life days to drain per tier of Outrage, with potentially longer at the highest tier. There is a cap; to drain SO from max to zero is about one real-life month. &amp;lt;ref&amp;gt;GM [[Armifer]], via the official discord. ([https://discord.com/channels/619301383451181075/619330471637286942/1139975226080383067 link])&amp;lt;/ref&amp;gt; The best way to avoid the &amp;quot;SO Death Spiral&amp;quot; is to get out of any standard justice zone as quickly as possible at the very first Forbidden Practices charge and stay out until the {{com|justice}} command indicates you are no longer infamous.&lt;br /&gt;
&lt;br /&gt;
===Social Corruption===&lt;br /&gt;
Non-necromancers that perform outrageous acts will acquire &#039;&#039;&#039;Social Corruption&#039;&#039;&#039; instead of Social Outrage. This occurs from wearing [[Outrage/Items|blatantly necromantic items]], teaching [[Sorcery_skill|sorcery]], having a [[Sorcery#Sorcerous_Backlash|visible sorcerous backlash]], or performing [[Shifting|Empathic Shifting]] within a standard justice zone. The impact of Social Corruption is similar to that of Outrage, but much less punitive and with a much shorter duration.&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y}}&lt;br /&gt;
{{cat|Necromancer abilities}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Bloodthorns&amp;diff=659993</id>
		<title>Bloodthorns</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Bloodthorns&amp;diff=659993"/>
		<updated>2025-02-02T00:38:48Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=-&lt;br /&gt;
|minprep=300&lt;br /&gt;
|castcap=800&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=30&lt;br /&gt;
|maxduration=90&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Ranger&lt;br /&gt;
|wardslot=1-slot&lt;br /&gt;
|magic=Life Magic&lt;br /&gt;
|spellbook=Nature Manipulation&lt;br /&gt;
|prereqs=[[Devitalize]] or [[Awaken Forest]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|illegal=illegal&lt;br /&gt;
|corrupt=none&lt;br /&gt;
|desc=While there is an absolute difference between &amp;quot;dark&amp;quot; applications of Life magic and the unnatural powers of necromancy, perhaps society can be forgiven for the mistake when it comes to this spell.  Bloodthorns causes a minute amount of blood and flesh to transform into long, thin thorns that can pierce anyone who attacks the magician in melee combat.  If one of the thorns draws blood, the magician&#039;s body is nourished and regenerated by this unintended sacrifice of vital energies.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that society frowns on such grisly displays of power, and while the provinces are aware this is not a necromancy, the guards on the ground may very well take exception to your botanical nightmare anyway.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=Wound heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Incoming melee attacks can trigger damage to aggressor plus a true heal on caster.&lt;br /&gt;
|messaging=One of the vines protecting you takes advantage of a gap in ATTACKER&#039;S defenses and pricks it.&lt;br /&gt;
&lt;br /&gt;
A nearly painful prickling sensation surges through you as your protective healing matrix focuses on the worst hurts to your body.&lt;br /&gt;
&lt;br /&gt;
RELEASE:&lt;br /&gt;
The thorns in your flesh turn brittle and fall out, crumbling to reddish ash.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=ritual&lt;br /&gt;
|0wardslot=No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* [[Ritual spells]] may require the use of a [[Focus (item)|ritual focus]].&lt;br /&gt;
* The [[Magical feats|magical feat]] Improvised Rituals is required for use of universal ritual [[Focus (item)|focii]] such as the [[Item:Lapis lazuli tree statuette|Lapis lazuli tree statuette]].&lt;br /&gt;
* Ritual spell that has a chance to proc a tiny amount of damage to the aggressor and a &amp;quot;true healing&amp;quot; (ala the spell [[Heal]]) effect on the caster on melee hit. Chance of proc is based on the size of the weapon; coming at a Ranger with a dagger is much more likely to get you poked than with a halberd. Number of pulses of healing per proc is determined by Potency.&lt;br /&gt;
* Causes disturbing the peace charges if cast in a justice zone.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Perseverance_of_Peri%27el&amp;diff=659980</id>
		<title>Perseverance of Peri&#039;el</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Perseverance_of_Peri%27el&amp;diff=659980"/>
		<updated>2025-02-02T00:34:08Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Perseverance of Peri&#039;el&lt;br /&gt;
|abbrev=pop&lt;br /&gt;
|minprep=300&lt;br /&gt;
|castcap=800&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=30&lt;br /&gt;
|maxduration=90&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|wardslot=1-slot&lt;br /&gt;
|magic=Life Magic&lt;br /&gt;
|spellbook=Protection&lt;br /&gt;
|prereqs=Circle 30, [[Tranquility]] and [[Iron Constitution]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|illegal=no&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=What cannot be avoided, must be endured.  This spell imbues the caster with inner reserves of fortitude and vitality, allowing him prevent the pain and suffering that accompany insults to the body in combat.  The pattern&#039;s name alludes to the Goddess [[Peri&#039;el]]&#039;s persistence during her mythical battle against the fearsome [[World Dragon]] -- despite grievous injuries, the Goddess persevered, and in the end it was her actions which subdued that terrible beast.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=ablative vitality barrier&lt;br /&gt;
|messaging=You gesture.&lt;br /&gt;
You take a few calming breaths, allowing the pattern settle deep within you, creating an inner reserve of vitality.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=ritual&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*[[Ritual spells]] may require the use of a [[Focus (item)|ritual focus]].&lt;br /&gt;
*The [[Magical feats|magical feat]] Improvised Rituals is required for use of universal ritual [[Focus (item)|focii]] such as the [[Item:Lapis lazuli tree statuette|Lapis lazuli tree statuette]].&lt;br /&gt;
* The strength of the barrier is reflected in the power perceive messaging&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Embrace_of_the_Vela%27Tohr&amp;diff=659978</id>
		<title>Embrace of the Vela&#039;Tohr</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Embrace_of_the_Vela%27Tohr&amp;diff=659978"/>
		<updated>2025-02-02T00:33:46Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Embrace of the Vela&#039;tohr&lt;br /&gt;
|abbrev=EV&lt;br /&gt;
|minprep=300&lt;br /&gt;
|castcap=800&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=30&lt;br /&gt;
|maxduration=90&lt;br /&gt;
|validtarget=Special&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|magic=Life Magic&lt;br /&gt;
|spellbook=Mental Preparation&lt;br /&gt;
|prereqs=Circle 40 and [[Circle of Sympathy]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|illegal=no&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=The Embrace of the Vela&#039;Tohr reminds us of the sacrifice and warmth of this sentient flora.  The pattern creates an ethereal plant which is capable of healing those that need its aid, and the Empath can in turn heal their created plant.  This may prove useful in assisting individuals when the Empath cannot be physically present.  The Empath can return at a later point in time, or recasting the spell will recreate the plant nearby, wounds and all.  Communal by nature, the plants will seek one another locally and form a thicket.  Any caster should be aware, this spell is a ritual spell and will require a ritual focus to successfully cast.&lt;br /&gt;
|buffs=-&lt;br /&gt;
|debuffs=-&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=Wound heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=allows Empath to heal remotely via a conjured vela&#039;tohr plant&lt;br /&gt;
|messaging=&#039;&#039;&#039;Casting&#039;&#039;&#039;: As you gesture an ethereal vela&#039;tohr plant forms and grows before you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Touch Plant&#039;&#039;&#039; (&#039;&#039;as an empath&#039;&#039;): &amp;lt;br&amp;gt;&lt;br /&gt;
* Your plant, dependent on the plant health:&lt;br /&gt;
** You feel a slight warmth that quickly fades, indicating your plant has no need of healing.&lt;br /&gt;
** You reach out to touch your vela&#039;tohr plant and it extends a green branch, soft leaves curling against your flesh with a cool tingle.  You feel an empathic connection forming between you and your vela&#039;tohr plant.  There is a burst of pain as your &#039;&#039;&amp;lt;body locations&amp;gt;&#039;&#039; erupt in agony and blossom with wounds!  Your vela&#039;tohr plant looks healthier! &amp;lt;br&amp;gt; (&#039;&#039;&#039;round time and teaches [[Empathy]] while giving corresponding wounds on your body&#039;&#039;&#039;)&lt;br /&gt;
* Another empath&#039;s plant:&lt;br /&gt;
** &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Touch Plant&#039;&#039;&#039; (&#039;&#039;as a patient&#039;&#039;): &amp;lt;br&amp;gt;&lt;br /&gt;
* (&#039;&#039;initial&#039;&#039;): You reach out to touch an ethereal vela&#039;tohr plant and it extends a green branch, soft leaves curling against your flesh with a cool tingle.  You feel an empathic connection forming between you and the vela&#039;tohr plant.&lt;br /&gt;
* (&#039;&#039;healing pulse&#039;&#039;): Your wounds tingle in cool relief and an ethereal vela&#039;tohr plant in the thicket rustles in apparent pain.&lt;br /&gt;
* (&#039;&#039;completed&#039;&#039;): The last of your wounds knit shut, a cool wave of relief washing over you.  The plant rustles a bit, and you sense its job is complete as it gently pushes away the shared connection.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending&#039;&#039;&#039;: You feel the Embrace of the Vela&#039;Tohr spell fade away.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=ritual&lt;br /&gt;
}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* [[Ritual spells]] may require the use of a [[Focus (item)|ritual focus]].&lt;br /&gt;
* The [[Magical feats|magical feat]] Improvised Rituals is required for use of universal ritual [[Focus (item)|focii]] such as the [[Item:Lapis lazuli tree statuette|Lapis lazuli tree statuette]].&lt;br /&gt;
* Released for Premium preview in 446 (July 2023).&lt;br /&gt;
* Patients can TOUCH a plant/thicket to begin being healed.  You must remain in the room and out of combat for the healing to continue.&lt;br /&gt;
* Other empaths can not be healed by the plants/thickets.&lt;br /&gt;
* The plant has a healing limit and will despawn (messaging its creator) once reached.&lt;br /&gt;
* You can recast the spell at any time to move the plant to your current location.&lt;br /&gt;
* The amount of damage the plant has taken on is persistent through recasts and player death.&lt;br /&gt;
* The creator can TAP, TOUCH, PULL, or HUG their plant to heal it, taking on progressively larger/more numerous wounds.&lt;br /&gt;
* The plant will disappear when the empath logs out of the game.&lt;br /&gt;
* You cannot cast this spell with ANY amount of shock. (excluding shock scar)&lt;br /&gt;
* This spell plays off the lore surrounding the [[Vela&#039;tohr plant]]s found around Elanthia.&lt;br /&gt;
&lt;br /&gt;
==Interactions==&lt;br /&gt;
* {{com|study}}: Empathically linked to its creator, the vela&#039;tohr plant is capable of healing, albeit slowly, non-Empaths who avail themselves to its abilities.  You recognize this plant as your own, and feel that you could transfer its injuries to yourself via a {{com|tap}}, {{com|touch}}, {{com|pull}}, or {{com|hug}}, the increased contact increasing the amount of wounds transferred.  Be careful, the vela&#039;tohr plants are sturdy, and capable of withstanding significant damage!&lt;br /&gt;
* {{com|look}}: &lt;br /&gt;
: The vela&#039;tohr plant is a large, stalky bush.  Its thick stem supports numerous coiled tendrils, which sway gently as if searching for something.  Giant dark green leaves yawn open from the base of the stalk, revealing a myriad of brilliant flowers.&lt;br /&gt;
: The plant &#039;&#039;&amp;lt;health message&amp;gt;&#039;&#039;.&lt;br /&gt;
:* possible health messages from least to most damage:&lt;br /&gt;
::* &#039;&#039;The plant appears to be in good condition.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;The plant has some scrapes and discolorations along the leaves and stem.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;The plant has several torn leaves, and the main stem bears some cuts that are leaking green sap.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;The plant shivers periodically, torn leaves and broken stems hanging limply as sap drips from its wounds.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;The plant has pulled into itself under shredded leaves and oozing stems.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;The plant has coiled itself into a tight ball, the remains of its shredded leaves sticking to sap encrusted stems.&#039;&#039;&lt;br /&gt;
* All four of the &amp;quot;healing&amp;quot; verbs have the same initial message.  They are different on how much the empath heals the plant, with TAP taking a small amount of damage, HUG taking a very large amount of damage and TOUCH &amp;amp; PULL moderate amounts.  The messaging is:&lt;br /&gt;
: You reach out to touch your vela&#039;tohr plant and it extends a green branch, soft leaves curling against your flesh with a cool tingle.  You feel an empathic connection forming between you and your vela&#039;tohr plant.  There is a burst of pain as your &#039;&#039;&amp;lt;body parts&amp;gt;&#039;&#039; erupt in agony and blossom with wounds!  Your vela&#039;tohr plant looks healthier!&lt;br /&gt;
&lt;br /&gt;
==Duration Notes==&lt;br /&gt;
* cast with 180 mana (100 prep, 50 harnessed, 30 cambrinth) which had a last time of 45 roisaen&lt;br /&gt;
* cast with 300 mana (200 prep, 100 harnessed) which had a last time of 48 roisaen&lt;br /&gt;
* cast with 430 mana (300 prep, 100 harnessed, 30 cambrinth) which had a last time of 54 roisaen&lt;br /&gt;
* cast with 550 mana (400 prep, 100 harnessed, 50 cambrinth) which had a last time of 67 roisaen&lt;br /&gt;
* cast with 650 mana (500 prep, 100 harnessed, 50 cambrinth) which had a last time of 76 roisaen&lt;br /&gt;
* cast with 750 mana (600 prep, 100 harnessed, 50 cambrinth) which had a last time of 90 roisaen&lt;br /&gt;
* cast with 800 mana (800 prep) which had a last time of 90 roisaen&lt;br /&gt;
&lt;br /&gt;
==Alterations==&lt;br /&gt;
* [[Endalar]] can [[Alteration|alter]] the appearance of the plants, using the following [[Alteration/Embrace_of_the_Vela&#039;tohr|guidelines]].&lt;br /&gt;
* The shop [[Adaptive Botany]] offers alternate appearances for the plants.&lt;br /&gt;
&lt;br /&gt;
===Altered Plants===&lt;br /&gt;
&lt;br /&gt;
The following Empaths have worked with Endalar to cultivate unique plants (aka, they have custom altered descriptions).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Empath&#039;s Name!!Appearance&lt;br /&gt;
|-&lt;br /&gt;
|[[Huebald]]||squat ethereal vela&#039;tohr plant with a softly glowing heart and beckoning vines&lt;br /&gt;
|-&lt;br /&gt;
|[[Phierre]]||wiry vela&#039;tohr plant with a phantasmal raven hopping through its tangled vines&lt;br /&gt;
|-&lt;br /&gt;
|[[Kythryn]]||wild vela&#039;tohr plant awash with vibrant color&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Play.net Posts==&lt;br /&gt;
{{PostLink}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Circle_of_Sympathy&amp;diff=659974</id>
		<title>Circle of Sympathy</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Circle_of_Sympathy&amp;diff=659974"/>
		<updated>2025-02-02T00:32:46Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Circle of Sympathy&lt;br /&gt;
|abbrev=cos&lt;br /&gt;
|minprep=150&lt;br /&gt;
|castcap=700&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=30&lt;br /&gt;
|maxduration=90&lt;br /&gt;
|validtarget=Special&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|magic=Life Magic&lt;br /&gt;
|spellbook=Mental Preparation&lt;br /&gt;
|prereqs=Circle 40, [[Mental Focus]] and [[Gift of Life]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|illegal=no&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=The Circle of Sympathy spell allows multiple Empaths to unite their mana attunements, helping to keep any of them from falling weak and powerless while the others are still strongly attuned.  Once the spell forms, anyone with an empathic touch may join the matrix.  Any caster should be aware, this spell is a ritual spell and will require a ritual focus to successfully cast.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Creates a tree that allows Empaths to share attunement&lt;br /&gt;
|messaging=The mental strain of this pattern is considerably eased by your ritual focus.&amp;lt;br /&amp;gt;&lt;br /&gt;
You gesture. &amp;lt;br /&amp;gt;&lt;br /&gt;
A diminutive palm tree of phantasmal blue rises up from the ground, its golden leaves stretching out into the air.&amp;lt;br /&amp;gt;&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=ritual&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*[[Ritual spells]] may require the use of a [[Focus (item)|ritual focus]].&lt;br /&gt;
*The [[Magical feats|magical feat]] Improvised Rituals is required for use of universal ritual [[Focus (item)|focii]] such as the [[Item:Lapis lazuli tree statuette|Lapis lazuli tree statuette]].&lt;br /&gt;
*Empath only [[attunement]] sharing (similar to [[vigil]] or [[heart link]]).&lt;br /&gt;
*Nearly impossible to cast without a ritual focus.&lt;br /&gt;
*Tree type appears to vary by Empath.&lt;br /&gt;
:*Known tree types: acacia, acanth, aspen, cedar, cypress, deobar, eucalyptus, fig, grapefruit, hazelnut, lemon, lunat, mikkhalbamar, mimosa, modwir, pear, peregan, poplar, rowan, sycamore, and tamarisk&lt;br /&gt;
*Additional Empaths may link to the tree by {{com|TOUCH}}ing the tree. The link to the tree is severed by {{tt|TOUCH}}ing it again.&lt;br /&gt;
*You cannot summon another tree while already linked to a tree.&lt;br /&gt;
*You cannot summon another tree to a room that already has one.&lt;br /&gt;
*You cannot summon a tree with ANY amount of shock. (excluding shock scar) &lt;br /&gt;
&lt;br /&gt;
==Alterations==&lt;br /&gt;
[[Endalar]] can [[Alteration|alter]] the appearance of the trees, using the following [[Alteration/Circle of Sympathy|guidelines]].&lt;br /&gt;
&lt;br /&gt;
===Altered Trees===&lt;br /&gt;
&lt;br /&gt;
The following Empaths have worked with Endalar to cultivate unique trees (aka, they have custom altered descriptions).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Empath&#039;s Name!!Appearance!!Source&lt;br /&gt;
|-&lt;br /&gt;
|[[Damiza]]||a sky-blue sufil tree with wispy rills of water flowing up its branches||{{sloot|i|light blue bolus}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Embrace_of_the_Vela%27Tohr&amp;diff=659961</id>
		<title>Embrace of the Vela&#039;Tohr</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Embrace_of_the_Vela%27Tohr&amp;diff=659961"/>
		<updated>2025-02-02T00:28:37Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Embrace of the Vela&#039;tohr&lt;br /&gt;
|abbrev=EV&lt;br /&gt;
|minprep=300&lt;br /&gt;
|castcap=800&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=30&lt;br /&gt;
|maxduration=90&lt;br /&gt;
|validtarget=Special&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|magic=Life Magic&lt;br /&gt;
|spellbook=Mental Preparation&lt;br /&gt;
|prereqs=Circle 40 and [[Circle of Sympathy]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|illegal=no&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=The Embrace of the Vela&#039;Tohr reminds us of the sacrifice and warmth of this sentient flora.  The pattern creates an ethereal plant which is capable of healing those that need its aid, and the Empath can in turn heal their created plant.  This may prove useful in assisting individuals when the Empath cannot be physically present.  The Empath can return at a later point in time, or recasting the spell will recreate the plant nearby, wounds and all.  Communal by nature, the plants will seek one another locally and form a thicket.  Any caster should be aware, this spell is a ritual spell and will require a ritual focus to successfully cast.&lt;br /&gt;
|buffs=-&lt;br /&gt;
|debuffs=-&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=Wound heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=allows Empath to heal remotely via a conjured vela&#039;tohr plant&lt;br /&gt;
|messaging=&#039;&#039;&#039;Casting&#039;&#039;&#039;: As you gesture an ethereal vela&#039;tohr plant forms and grows before you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Touch Plant&#039;&#039;&#039; (&#039;&#039;as an empath&#039;&#039;): &amp;lt;br&amp;gt;&lt;br /&gt;
* Your plant, dependent on the plant health:&lt;br /&gt;
** You feel a slight warmth that quickly fades, indicating your plant has no need of healing.&lt;br /&gt;
** You reach out to touch your vela&#039;tohr plant and it extends a green branch, soft leaves curling against your flesh with a cool tingle.  You feel an empathic connection forming between you and your vela&#039;tohr plant.  There is a burst of pain as your &#039;&#039;&amp;lt;body locations&amp;gt;&#039;&#039; erupt in agony and blossom with wounds!  Your vela&#039;tohr plant looks healthier! &amp;lt;br&amp;gt; (&#039;&#039;&#039;round time and teaches [[Empathy]] while giving corresponding wounds on your body&#039;&#039;&#039;)&lt;br /&gt;
* Another empath&#039;s plant:&lt;br /&gt;
** &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Touch Plant&#039;&#039;&#039; (&#039;&#039;as a patient&#039;&#039;): &amp;lt;br&amp;gt;&lt;br /&gt;
* (&#039;&#039;initial&#039;&#039;): You reach out to touch an ethereal vela&#039;tohr plant and it extends a green branch, soft leaves curling against your flesh with a cool tingle.  You feel an empathic connection forming between you and the vela&#039;tohr plant.&lt;br /&gt;
* (&#039;&#039;healing pulse&#039;&#039;): Your wounds tingle in cool relief and an ethereal vela&#039;tohr plant in the thicket rustles in apparent pain.&lt;br /&gt;
* (&#039;&#039;completed&#039;&#039;): The last of your wounds knit shut, a cool wave of relief washing over you.  The plant rustles a bit, and you sense its job is complete as it gently pushes away the shared connection.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending&#039;&#039;&#039;: You feel the Embrace of the Vela&#039;Tohr spell fade away.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=ritual&lt;br /&gt;
}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* [[Ritual spells]] may require the use of a [[Focus (item)|ritual focus]].&lt;br /&gt;
* Released for Premium preview in 446 (July 2023).&lt;br /&gt;
* Patients can TOUCH a plant/thicket to begin being healed.  You must remain in the room and out of combat for the healing to continue.&lt;br /&gt;
* Other empaths can not be healed by the plants/thickets.&lt;br /&gt;
* The plant has a healing limit and will despawn (messaging its creator) once reached.&lt;br /&gt;
* You can recast the spell at any time to move the plant to your current location.&lt;br /&gt;
* The amount of damage the plant has taken on is persistent through recasts and player death.&lt;br /&gt;
* The creator can TAP, TOUCH, PULL, or HUG their plant to heal it, taking on progressively larger/more numerous wounds.&lt;br /&gt;
* The plant will disappear when the empath logs out of the game.&lt;br /&gt;
* You cannot cast this spell with ANY amount of shock. (excluding shock scar)&lt;br /&gt;
* This spell plays off the lore surrounding the [[Vela&#039;tohr plant]]s found around Elanthia.&lt;br /&gt;
&lt;br /&gt;
==Interactions==&lt;br /&gt;
* {{com|study}}: Empathically linked to its creator, the vela&#039;tohr plant is capable of healing, albeit slowly, non-Empaths who avail themselves to its abilities.  You recognize this plant as your own, and feel that you could transfer its injuries to yourself via a {{com|tap}}, {{com|touch}}, {{com|pull}}, or {{com|hug}}, the increased contact increasing the amount of wounds transferred.  Be careful, the vela&#039;tohr plants are sturdy, and capable of withstanding significant damage!&lt;br /&gt;
* {{com|look}}: &lt;br /&gt;
: The vela&#039;tohr plant is a large, stalky bush.  Its thick stem supports numerous coiled tendrils, which sway gently as if searching for something.  Giant dark green leaves yawn open from the base of the stalk, revealing a myriad of brilliant flowers.&lt;br /&gt;
: The plant &#039;&#039;&amp;lt;health message&amp;gt;&#039;&#039;.&lt;br /&gt;
:* possible health messages from least to most damage:&lt;br /&gt;
::* &#039;&#039;The plant appears to be in good condition.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;The plant has some scrapes and discolorations along the leaves and stem.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;The plant has several torn leaves, and the main stem bears some cuts that are leaking green sap.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;The plant shivers periodically, torn leaves and broken stems hanging limply as sap drips from its wounds.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;The plant has pulled into itself under shredded leaves and oozing stems.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;The plant has coiled itself into a tight ball, the remains of its shredded leaves sticking to sap encrusted stems.&#039;&#039;&lt;br /&gt;
* All four of the &amp;quot;healing&amp;quot; verbs have the same initial message.  They are different on how much the empath heals the plant, with TAP taking a small amount of damage, HUG taking a very large amount of damage and TOUCH &amp;amp; PULL moderate amounts.  The messaging is:&lt;br /&gt;
: You reach out to touch your vela&#039;tohr plant and it extends a green branch, soft leaves curling against your flesh with a cool tingle.  You feel an empathic connection forming between you and your vela&#039;tohr plant.  There is a burst of pain as your &#039;&#039;&amp;lt;body parts&amp;gt;&#039;&#039; erupt in agony and blossom with wounds!  Your vela&#039;tohr plant looks healthier!&lt;br /&gt;
&lt;br /&gt;
==Duration Notes==&lt;br /&gt;
* cast with 180 mana (100 prep, 50 harnessed, 30 cambrinth) which had a last time of 45 roisaen&lt;br /&gt;
* cast with 300 mana (200 prep, 100 harnessed) which had a last time of 48 roisaen&lt;br /&gt;
* cast with 430 mana (300 prep, 100 harnessed, 30 cambrinth) which had a last time of 54 roisaen&lt;br /&gt;
* cast with 550 mana (400 prep, 100 harnessed, 50 cambrinth) which had a last time of 67 roisaen&lt;br /&gt;
* cast with 650 mana (500 prep, 100 harnessed, 50 cambrinth) which had a last time of 76 roisaen&lt;br /&gt;
* cast with 750 mana (600 prep, 100 harnessed, 50 cambrinth) which had a last time of 90 roisaen&lt;br /&gt;
* cast with 800 mana (800 prep) which had a last time of 90 roisaen&lt;br /&gt;
&lt;br /&gt;
==Alterations==&lt;br /&gt;
* [[Endalar]] can [[Alteration|alter]] the appearance of the plants, using the following [[Alteration/Embrace_of_the_Vela&#039;tohr|guidelines]].&lt;br /&gt;
* The shop [[Adaptive Botany]] offers alternate appearances for the plants.&lt;br /&gt;
&lt;br /&gt;
===Altered Plants===&lt;br /&gt;
&lt;br /&gt;
The following Empaths have worked with Endalar to cultivate unique plants (aka, they have custom altered descriptions).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Empath&#039;s Name!!Appearance&lt;br /&gt;
|-&lt;br /&gt;
|[[Huebald]]||squat ethereal vela&#039;tohr plant with a softly glowing heart and beckoning vines&lt;br /&gt;
|-&lt;br /&gt;
|[[Phierre]]||wiry vela&#039;tohr plant with a phantasmal raven hopping through its tangled vines&lt;br /&gt;
|-&lt;br /&gt;
|[[Kythryn]]||wild vela&#039;tohr plant awash with vibrant color&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Play.net Posts==&lt;br /&gt;
{{PostLink}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Rite_of_Grace&amp;diff=659883</id>
		<title>Rite of Grace</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Rite_of_Grace&amp;diff=659883"/>
		<updated>2025-01-30T21:49:58Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Notes */ grammar correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=ROG&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=25&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Necromancer&lt;br /&gt;
|magic=Arcane Magic&lt;br /&gt;
|spellbook=Corruption&lt;br /&gt;
|prereqs=[[Eyes of the Blind]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|pulse=15&lt;br /&gt;
|illegal=none&lt;br /&gt;
|corrupt=none&lt;br /&gt;
|desc=While it is considered a sister to the [[Rite of Contrition]] spell, the two matrices are at their hearts very different.  Where Rite of Contrition weaves sublime corruption to fool supernatural senses, the Rite of Grace bombards the physical senses.  The Rite of Grace captures the magician&#039;s self-image and uses that as the centerpiece of a psychic miasma that attacks everyone&#039;s senses and clear thinking in the area.  Transcendental mutations can thus be hidden and what is not hidden is rendered unspeakable.  The spell is not flawless and can only hide a certain number of mutations.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Hides 1-7 Transcendental Necromancy buffs.&lt;br /&gt;
|messaging=Without a Transcendental Necromancy spell up: You project your self-image outward on a gust of psychic miasma, to little effect.&lt;br /&gt;
&lt;br /&gt;
With a Transcendental Necromancy spell up: You project your self-image outward on a gust of psychic miasma, masking your transcendental mutations under mixed currents of befuddlement and delusion.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=cyclic&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Can be cast in standard [[justice]] zones. [[Generates Social Outrage::false| ]]&lt;br /&gt;
* Can be modified by the metaspell [[Liturgy]], which will add the masking benefits from [[Rite of Contrition]] to this spell.&lt;br /&gt;
* Allows you to hide 1-7 [[:Category:Transcendental Necromancy spellbook|Transcendental Necromancy]] buffs from view. Transcendental buffs under this effect retain their full effectiveness, but do not appear when looking at the Necromancer or in the room (except for [[Calcified Hide]]).&lt;br /&gt;
* Mana thresholds:&lt;br /&gt;
: {|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spells Hidden!!Minimum Mana&lt;br /&gt;
|-&lt;br /&gt;
|1|| 5 mana&lt;br /&gt;
|-&lt;br /&gt;
|2|| 8 mana&lt;br /&gt;
|-&lt;br /&gt;
|3|| 11 mana&lt;br /&gt;
|-&lt;br /&gt;
|4|| 14 mana&lt;br /&gt;
|-&lt;br /&gt;
|5|| 16 mana&lt;br /&gt;
|-&lt;br /&gt;
|6|| 20 mana&lt;br /&gt;
|-&lt;br /&gt;
|7|| n/a&lt;br /&gt;
|}&lt;br /&gt;
* Note that this cloaking effect is similar to an item hider, rather than a complete suppression of all messaging. If the spell messages (such as when casting them), it messages and that&#039;s that. This is intentional, reflecting the imperfect nature of the Necromancer&#039;s &amp;quot;illusion&amp;quot; (and the limits of the GMs&#039; personal sanity).&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shaping_guide&amp;diff=659833</id>
		<title>Shaping guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shaping_guide&amp;diff=659833"/>
		<updated>2025-01-26T23:58:46Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Fletching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wikify}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
Shaping is one of the disciplines in the [[Engineering craft]] that consists of two basic parts.  The first is gathering wood and refining the wood into lumber, also known as [[lumberjacking]].  See the page on [[Lumberjacking]] for more information on tools, dangers, wood types and locations, and turning raw wood into lumber.  Once you have the lumber you can make things from it.  In addition clay items will be possible at some future point in time.&lt;br /&gt;
&lt;br /&gt;
Shaping products from Chapter 8 of the Shaping book requires a second book called a [[Design_codex|Design codex]]; which is used for products with additional fine design details such as detailed prayer beads.&lt;br /&gt;
&lt;br /&gt;
===Basic Tools Needed to Complete Your First Work Order===&lt;br /&gt;
&lt;br /&gt;
The beginning Engineer&#039;s first shaping product will most likely be a Toy Bow. Here are the basic tools you will need:&lt;br /&gt;
&lt;br /&gt;
:1. shaping Instruction Book - for knowing what you&#039;re making. &amp;lt;br&amp;gt;&lt;br /&gt;
:2. [[Item:Engineering logbook|Engineering logbook]] - for if you want to make money doing work orders. &amp;lt;br&amp;gt;&lt;br /&gt;
:3. [[Scissors|scissors]] (available at Outfitting Societies) - for marking and cutting your lumber stacks to size. &amp;lt;br&amp;gt;&lt;br /&gt;
:4. [[Drawknife|drawknife]] - for creating the basic shape from your lumber. &amp;lt;br&amp;gt;&lt;br /&gt;
:5. [[Carving knife|carving knife]] - for carving fine detail. &amp;lt;br&amp;gt;&lt;br /&gt;
:6. [[Item:Wood shaper|wood shaper]] - for further shaping your product. &amp;lt;br&amp;gt;&lt;br /&gt;
:7. [[Rasp|rasp]] - for smoothing out rough spots. &amp;lt;br&amp;gt;&lt;br /&gt;
:8. clamps - for holding your pieces together. &amp;lt;br&amp;gt;&lt;br /&gt;
:9. bow string - for assembling with your lumber. &amp;lt;br&amp;gt;&lt;br /&gt;
:10. [[item:Wood stain|stain]] - for finishing your product. &amp;lt;br&amp;gt;&lt;br /&gt;
:11. lumber - Balsa lumber is easy to work with and is sold in the Engineering Society in stacks of 10. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For your first product you will not need wood glue, sandpaper, the codex, leather strips, or backer material.&lt;br /&gt;
&lt;br /&gt;
===Basic Steps Needed to Complete Your First Work Order===&lt;br /&gt;
&lt;br /&gt;
:1. You need to study your shaping book: {{com|STUDY}} {{tt|BOOK}} for the product you want to make before you cut your lumber. You may need to re-study the book if you find yourself forgetting the instructions. &amp;lt;br&amp;gt;&lt;br /&gt;
:2. With your stack of lumber in one hand, and your scissors in the other, {{com|MARK}} {{tt|MY}} {{tt|LUMBER}} {{tt|AT}} # where # is the number of pieces you need for your product. &amp;lt;br&amp;gt; &lt;br /&gt;
:3. {{com|CUT}} {{tt|LUMBER}} {{tt|WITH}} {{tt|MY}} {{tt|SCISSORS}}. You&#039;re not actually cutting the wood, but you&#039;re cutting the twine used to mark your pieces. The lumber you need to use will be at your feet. Stow the scissors and the lumber you have in-hand, and pick up the lumber you will use. &amp;lt;br&amp;gt;&lt;br /&gt;
:4. Using the drawknife, {{com|SCRAPE}} {{tt|LUMBER}} {{tt|WITH}} {{tt|MY}} {{tt|DRAWKNIFE}} to get it to its basic shape. The lumber in your hand will turn into your product name (in this case &#039;toy bow&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
:5. Now you have to pay attention to the messaging, which is pretty clear on what you need to do. You will switch between your carving knife, your rasp, and your wood shaper for much of the product. &amp;lt;br&amp;gt;&lt;br /&gt;
::a. {{com|CARVE}} {{tt|&amp;lt;product&amp;gt;}} {{tt|WITH}} {{tt|MY}} {{tt|KNIFE}}: to bring out the details, (or) &amp;lt;br&amp;gt;&lt;br /&gt;
::b. {{com|SHAPE}} {{tt|&amp;lt;product&amp;gt;}} {{tt|WITH}} {{tt|MY}} {{tt|SHAPER}}: to give it more form. {or) &amp;lt;br&amp;gt;&lt;br /&gt;
::c. {{com|RUB}} {{tt|&amp;lt;product&amp;gt;}} {{tt|WITH}} {{tt|MY}} {{tt|RASP}}: to smooth out the rough parts. &amp;lt;br&amp;gt;&lt;br /&gt;
:6. Eventually you will get the message about clamps. {{com|PUSH}} {{tt|&amp;lt;product&amp;gt;}} {{tt|WITH}} {{tt|MY}} {{tt|CLAMPS}}. &amp;lt;br&amp;gt;&lt;br /&gt;
:7. Sometimes you will get mixed messages, telling you to apply the stain and assemble the pieces at the same time. Stain is always last to finish the product, so get out your bowstring (or whatever piece is required for what you&#039;re making) and {{com|ASSEMBLE}} {{tt|STRING}} {{tt|WITH}} {{tt|&amp;lt;product&amp;gt;}}. &amp;lt;br&amp;gt;&lt;br /&gt;
:8. Finally, you&#039;ll see that it&#039;s time to apply stain and finish your product. {{com|APPLY}} {{tt|STAIN}} {{tt|TO}} {{tt|&amp;lt;product&amp;gt;}}. &amp;lt;br&amp;gt;&lt;br /&gt;
:9. If you&#039;re doing this for a work order, {{com|BUNDLE}} {{tt|&amp;lt;product&amp;gt;}} {{tt|WITH}} {{tt|MY}} (Engineering) {{tt|LOGBOOK}} to get it ready to turn in for money.&lt;br /&gt;
&lt;br /&gt;
:That&#039;s it! You&#039;re done!&lt;br /&gt;
&lt;br /&gt;
===Lumber Use===&lt;br /&gt;
&lt;br /&gt;
Each of the lumber types can be used for multiple items you can make but some are better at specific items.  &lt;br /&gt;
See [[:Category:Woods|Woods]] for a chart of the wood types and their material properties. It can help to keep it open in another browser tab to quickly reference.&lt;br /&gt;
&lt;br /&gt;
==Fletching==&lt;br /&gt;
&lt;br /&gt;
Fletching arrows involves making arrowheads from critter parts at present and making shafts and then combining them with flights to create an arrow.  At some future point we will be able to possibly use bone, metal, and stone to make arrowheads, which will expand the types of arrows we can make.  This area of the guide will explain the only tools needed to make the items for the arrows and the final product.&lt;br /&gt;
&lt;br /&gt;
Tools to use for Arrow making&lt;br /&gt;
&lt;br /&gt;
The tools for making arrows are basically most all of the tools required for shaping.  Those are as follows:&lt;br /&gt;
&lt;br /&gt;
: Tool 1 – Shaper&lt;br /&gt;
: Tool 2 – Carving Knife&lt;br /&gt;
: Tool 3 – Glue&lt;br /&gt;
: Tool 4 – Feather flights only from the shaping society.&lt;br /&gt;
: Tool 5 – A part from some critter to make an arrowhead.  &lt;br /&gt;
::*{{com|Skin}} {{tt|Creature}} {{tt|For}} {{tt|Part}}&lt;br /&gt;
&lt;br /&gt;
These creatures yield these arrowhead material parts: [[Cougar|cougar]] claws, [[Wild boar|boar]] tusks, [[Sabre-toothed warcat|sabre-toothed warcat]] sabre teeth, [[Marbled angiswaerd|marbled angiswaerd]] teeth, [[Sleek hele&#039;la|hele&#039;la]] claws, [[Sinuous elsralael|elsrael]] teeth, [[Young firecat|young firecats&#039;]] soot-stained claws, [[Sinuous ice adder|sinuous ice adder]] teeth, [[Storm bull|storm bulls&#039;]] jagged horns,  stone-grey [[Lesser dusky-scaled basilisk|basilisk]] fangs and [[Lava drake|lava drake]] fangs.&lt;br /&gt;
&lt;br /&gt;
===Shaft making===&lt;br /&gt;
&lt;br /&gt;
Ok shaft making is really simple. You&#039;ll need ~50 ranks of engineering. You get some lumber It does not appear to matter what you get wood wise as long as you can make it masterful.  Masterful shafts all appear to work the same no matter what wood its made from.  So first you get some lumber.  If you use 2 pieces of your lumber you can make  2 sets of shafts that will make 5 arrows each.  That would be 10 arrows you can make from 2 pieces of your lumber.  So if you have a stack of lumber and only want to turn 2 pieces into shafts you do the following:&lt;br /&gt;
&lt;br /&gt;
:Step 1 – {{com|mark}} {{tt|my}} {{tt|lumber}} at 2 (pieces)&lt;br /&gt;
:Step 2 – {{com|Get}} {{tt|My}} {{tt|scissors}} and {{com|cut}} {{tt|lumber}} {{tt|with}} {{tt|my}} {{tt|scissors}}. (you&#039;re cutting the binding holding the lumber together)&lt;br /&gt;
&lt;br /&gt;
That should give you in hand 2 pieces of lumber with the rest at your feet or on the ground where it may have been when you started.  Now with the 2 pieces of lumber either in hand or on the ground.  Here are the manual steps to make the shafts.&lt;br /&gt;
&lt;br /&gt;
:Step 1 – {{com|Get}} {{tt|my}} {{tt|shaper}} from your container.&lt;br /&gt;
:Step 2 – {{com|Shape}} {{tt|lumber}} into {{tt|arrow shaft}} or {{com|Shape}} {{tt|lumber}} into {{tt|bolt shaft}} (syntax is specific for arrow and bolt shafts)&lt;br /&gt;
:Step 3 – {{com|Put}} {{tt|my}} {{tt|shaper}} in your container.&lt;br /&gt;
&lt;br /&gt;
Now you have your shafts.  &lt;br /&gt;
&lt;br /&gt;
That&#039;s it you now have shafts in hand.  Count shafts, analyze shafts, appraise shafts careful, hug your shafts, kiss your shafts, just don&#039;t get shafted.  Your done making shafts for now.  Note in my work with shafts I find they all combine and it does not matter what wood you use.  So bottom line here is use the wood you can make the shafts at masterfully done.  The type of wood does not matter to the final product only the fact that its masterful.&lt;br /&gt;
&lt;br /&gt;
===Arrowhead making===&lt;br /&gt;
&lt;br /&gt;
Arrowhead making is pretty simple just like making the shafts. You&#039;ll need ~50 engineering ranks to shape arrowheads, for any part type.  You must have some skinned critter parts though. Early on that means boar tusk or cougar claws.  Each tusk or claw will make 5 arrowheads.  So if you want to make 20 arrows all you need is 4 of them.  As an example lets say you have 4 boar tusks.  Put them in your container.  So to manually turn 4 boar tusks into arrowheads you do the following steps:&lt;br /&gt;
&lt;br /&gt;
:Step 1 – {{com|Get}} {{tt|tool}} to shape the arrowhead. The tool can be a hammer, knife, shaper, weapons of various types, etc.&lt;br /&gt;
:Step 2 – {{com|Get}} {{tt|boar tusk}} (or other arrowhead material) from your container.&lt;br /&gt;
:Step 3 – {{com|Shape}} {{tt|&amp;lt;part&amp;gt;}} {{tt|into}} {{tt|arrowhead}}. The word arrowhead must be typed completely. The parser does not accept any abbreviated forms.&lt;br /&gt;
:Step 4 – {{com|Put}} {{tt|arrowhead}} in container&lt;br /&gt;
:Step 5 – Go back to step 2 and continue till done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; although the shaping instructions books claim you can make metal arrowheads with ingots and nuggets, this is not actually implemented.&lt;br /&gt;
&lt;br /&gt;
===Arrow making===&lt;br /&gt;
&lt;br /&gt;
Arrow making can get fairly complicated.  But its also fairly easy if you follow a few simple rules.  Once you shape the shafts proceed to the shaping part and stay there till you get a message to do something else.  Make sure your shaping book is turned to the right page for the right arrows your going to make.  At this point I need to mention the difficulty of making arrows.  The first two arrows that can be created are Cougar-claw and boar-tusk arrows.  These are considered simple difficulty and that means with no techs, no career and no hobby you need 200 skill in engineering to work them masterfully.  With techs and a career or hobby and good tools you can probably bring that down into the 140 range but arrows are up there in difficulty.  The steps to make arrows look as follows:&lt;br /&gt;
&lt;br /&gt;
After Step 2 you always get this message - arrowheads to continue crafting some unfinished – which means you now have to assemble the arrowheads to the shafts, which is step 3.&lt;br /&gt;
&lt;br /&gt;
Step 1 - get your shaping book&lt;br /&gt;
:{{com|study}} {{tt|my shaping book}}&lt;br /&gt;
Step 2 - put shaping book away&lt;br /&gt;
:{{com|get}} {{tt|my wood shaper}}&lt;br /&gt;
:{{com|get}} {{tt|my shafts}}&lt;br /&gt;
:{{com|shape}} {{tt|my shafts with my shaper}} (this will use 1 set of shafts and put the rest of them at your feet slot)&lt;br /&gt;
Step 3 - &lt;br /&gt;
:{{com|Get}} {{tt|my arrowheads}}&lt;br /&gt;
:{{com|assemble}} {{tt|my arrowheads with my arrows}}&lt;br /&gt;
:{{com|get}} {{tt|my glue}}&lt;br /&gt;
:{{com|apply}} {{tt|my glue to my arrows}}&lt;br /&gt;
&lt;br /&gt;
At this point you will go to step 5, unless you got the message to use the carving knife of step 4.  This message is the only one you get to carve something - A handful of rough edges require carving with a knife to remove. - Any other message you just keep using step 5 with.  You will repeatedly do step 5 unless step 4 is needed till you are asked to assemble the flights in step 6.  This is done when you see the message - You need another arrow flights to continue crafting some unfinished – which directs you to step 6.  At that point you will do steps 6, 7 and 8 in order.  If you have a stamp to stamp the arrows, you will not do step 8, but will do step 9. You will know you have performed the last step when you see the message - Applying the final touches, you complete working on some – which is the end point in making your arrows.&lt;br /&gt;
&lt;br /&gt;
Step 4 - &lt;br /&gt;
:put tool away&lt;br /&gt;
:{{com|get}} {{tt|carving knife}}&lt;br /&gt;
:{{com|carve}} {{tt|my arrows with my knife}}&lt;br /&gt;
Step 5 - &lt;br /&gt;
:put tool away&lt;br /&gt;
:{{com|get}} {{tt|my wood shaper}}&lt;br /&gt;
:{{com|shape}} {{tt|my arrows with my wood shaper}}&lt;br /&gt;
Step 6 - &lt;br /&gt;
:put tool away&lt;br /&gt;
:{{com|get}} {{tt|my flights}}&lt;br /&gt;
:{{com|assemble}} {{tt|my flights with my arrows}}&lt;br /&gt;
:{{com|get}} {{tt|my glue}}&lt;br /&gt;
:{{com|apply}} {{tt|my glue to my arrows}}&lt;br /&gt;
Step 7 - &lt;br /&gt;
:put glue away&lt;br /&gt;
:{{com|get}} {{tt|my carving knife}}&lt;br /&gt;
:{{com|carve}} {{tt|my arrows with my carving knife}}&lt;br /&gt;
Step 8 - If you are not stamping your work: Arrow making is done. &amp;lt;br&amp;gt;&lt;br /&gt;
Step 9 - If you are stamping your work:&lt;br /&gt;
:{{com|get}} {{tt|my stamp}}&lt;br /&gt;
:{{com|mark}} {{tt|my arrows with my stamp}} (this can only be done for a short period of time after item completion) &lt;br /&gt;
&lt;br /&gt;
This will complete your first set of 5 arrows.&lt;br /&gt;
&lt;br /&gt;
==Shaping Bows, Weapons, and Items==&lt;br /&gt;
&lt;br /&gt;
This document goes through how to shape items in the shaping craft.  At present this can be used to shape all items currently in chapters 1 (short pole), chapter 2 (shortbows), chapter 3 (longbows), chapter 4 (composite bows), chapter 7 (items), chapter 9 (staff weapons), and chapter 10 (tables).  Chapter 8 requires a codex to be able do the items in chapter 8 (beads, totems, figurines, statuette, statue).  This will allow clerics to make prayer beads with lumber at a higher quality bead and takes (beads are extremely easy to very easy which means it takes between 25 and 50 skill in engineering to make the beads) much lower skill and no techs if they lumberjack their own lumber.  Other wise you will need the shaper specialization technique to handle the lower quality lumber.  Some of the other items in chapter 8 might be for enchanting.&lt;br /&gt;
&lt;br /&gt;
Now you have 3 ways to get lumber to do these tasks.  You can lumberjack to get it and refine it (high quality lumber), or you can simply forage stick/branch/limb (which is now random on what is obtained) and when you get enough of the type you want process it (low quality lumber), and last you can buy it in the engineering society as already processed lumber (medium quality lumber).  I would only use the low quality lumber if your not doing work orders and just making things to learn engineering skill.  Work orders can be either the high quality or medium quality lumber though you will get better pay for the work order using the high quality lumber.  For items you want to make for yourself or for others use only the high quality lumber.&lt;br /&gt;
&lt;br /&gt;
You will need tools and materials to perform these tasks.  These are covered in the rest of this document.&lt;br /&gt;
&lt;br /&gt;
===Tools and materials needed===&lt;br /&gt;
&lt;br /&gt;
The materials needed for the items in the shaping book can vary but they include bow string, backer, short cord, leather strips, long pole, short pole, and lumber.  The lumber can be obtained in 3 ways and the short pole can be made.  All the rest of the items must be purchased in the Engineering Society building.&lt;br /&gt;
&lt;br /&gt;
The tools required for shaping are as follows:&lt;br /&gt;
&lt;br /&gt;
:Tool 1 – Shaping book (apprentice, journeyman, master)&lt;br /&gt;
:Tool 2 - [[Design codex]] (6250 kronars in engineering society)&lt;br /&gt;
:Tool 3 – Clamps (can only be bought at this point)&lt;br /&gt;
:Tool 4 – Wood shaper&lt;br /&gt;
:Tool 5 – Carving knife&lt;br /&gt;
:Tool 6 – Rasp&lt;br /&gt;
:Tool 7 – Glue (can only be bought at this point)&lt;br /&gt;
:Tool 8 – Wood Stain (can only be bought at this point)&lt;br /&gt;
:Tool 9 – A [[Maker mark|maker&#039;s mark]] if you qualify for and own one&lt;br /&gt;
&lt;br /&gt;
Right now only the shaper, carving knife, rasp, and maker&#039;s mark can be crafted.  It would be a good idea to get a set of these crafted tools even if they are not top of the line.  A good set of high or medium carbon steel tools works really well to improve the quality of your output item.&lt;br /&gt;
&lt;br /&gt;
Everything in the apprentice book is in the journeyman and masters books and everything in the journeyman book is in the masters book.  So basically it just comes down to what you can afford.  The apprentice book is under a gold, and the journeyman is 15 plat and the masters book is 62.5 plat kronars.  The apprentice book will teach to around 200 skill if you have no techniques, but get enough techniques and that could drop to around 150 skill.  I think the journeyman books will teach to around 425 at the very least and probably higher.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Follow the steps above in the section on shaping your first product up to step 7. Then:&lt;br /&gt;
&lt;br /&gt;
Step 8 - &lt;br /&gt;
:{{com|Assemble}} {{tt|my backing with my &amp;lt;bowtype&amp;gt;}}&lt;br /&gt;
:{{com|get}} {{tt|my glue}} &lt;br /&gt;
:{{com|apply}} {{tt|my glue to my &amp;lt;bowtype&amp;gt;}} &lt;br /&gt;
Step 9 - &lt;br /&gt;
:{{com|Assemble}} {{tt|my strips with my &amp;lt;item&amp;gt;}}&lt;br /&gt;
:{{com|analyze}} {{tt|&amp;lt;item&amp;gt;}} – This tells you what is needed next&lt;br /&gt;
Step 10 - &lt;br /&gt;
:{{com|Assemble}} {{tt|my short cord with my &amp;lt;item&amp;gt;}}&lt;br /&gt;
:{{com|analyze}} {{tt|&amp;lt;item&amp;gt;}} – This tells you what is needed next&lt;br /&gt;
Step 11 - &lt;br /&gt;
:{{com|Assemble}} {{tt|my pole with my &amp;lt;item&amp;gt;}} (does 4 poles for tables)&lt;br /&gt;
:All tables but one require long poles, one uses short poles&lt;br /&gt;
:{{com|analyze}} {{tt|&amp;lt;item&amp;gt;}} – This tells you the next step.&lt;br /&gt;
Step 12 - &lt;br /&gt;
:put up last tool&lt;br /&gt;
:end script with completed item.&lt;br /&gt;
Step 13 - &lt;br /&gt;
:put up last tool&lt;br /&gt;
:{{com|get}} {{tt|my stamp}}&lt;br /&gt;
:{{com|mark}} {{tt|my item with my stamp}}&lt;br /&gt;
&lt;br /&gt;
The possible messages produced during this process are as follows:&lt;br /&gt;
&lt;br /&gt;
:Shaping with a wood shaper is needed to &lt;br /&gt;
:Shaping with a wood shaper should even out the&lt;br /&gt;
:ready for shaping with a wood shaper&lt;br /&gt;
:ready for continued shaping with a wood shaper&lt;br /&gt;
:A bulbous knot will make continued shaping difficult unless rubbed out with a rasp.&lt;br /&gt;
:A cluster of small knots deforms the wood&#039;s structure&lt;br /&gt;
:is ready to have more fine detail carved with a carving knife.&lt;br /&gt;
:grain looks solid and ready for continued knife carving.&lt;br /&gt;
:appears free of defects that would impede further carving with a knife.&lt;br /&gt;
:You do not see anything that would prevent further carving with a knife.&lt;br /&gt;
:The bow now must be pushed with clamps or a&lt;br /&gt;
:The bow&#039;s pieces and backing material are now ready to be clamped together.&lt;br /&gt;
:You need another finished bow string to continue crafting&lt;br /&gt;
:You need another bone, wood or horn backing material to continue&lt;br /&gt;
:You need another finished leather strips to continue crafting&lt;br /&gt;
:You need another finished short leather cord to continue crafting&lt;br /&gt;
:You need another finished * wooden pole to continue crafting&lt;br /&gt;
:Applying the final touches, you complete working on&lt;br /&gt;
&lt;br /&gt;
At this point you have completed your product or should have.  You can now bundle the item with your logbook and proceed to the next item if you are doing a work order.  These are the basic manual steps you can use to finish your item.  Remember if you get stuck you can always analyze item and should get information such as the following:&lt;br /&gt;
&lt;br /&gt;
:&amp;gt;analyze my shortbow:&lt;br /&gt;
:You analyze every aspect of the Nisha shortbow and nod as your understanding grows.&lt;br /&gt;
:When crafting is complete this will be a type of finished shortbow.&lt;br /&gt;
:With all major carving work completed, &#039;&#039;&#039;the wood is ready for the application of stain&#039;&#039;&#039;.&lt;br /&gt;
:From the progress so far, it looks like the shortbow is masterfully-crafted.&lt;br /&gt;
:The shortbow is a somewhat challenging piece to make.&lt;br /&gt;
:You estimate that it is very nearly done.&lt;br /&gt;
:Roundtime: 9 sec.&lt;br /&gt;
&lt;br /&gt;
Notice the fourth line in the above information.  It tells you the next step you need to take in order to complete this shortbow.  So if you get stuck {{com|analyze}} the item and do what it indicates.&lt;br /&gt;
&lt;br /&gt;
==Bow Enhancements==&lt;br /&gt;
&lt;br /&gt;
This document discusses the process of performing enhancements to bows through  lamination or increase/decrease the draw weight of a given bow.  At this point I have found that you must have some pretty good quality lumber to be able to do this.  If you were to use society bought wood like maple for a shortbow and try to laminate or increase the draw strength of the bow you would fail (with no techs, 530 skill, good quality tools).  I found to be able to actually do this I had to have lumber that was much higher quality than that found in the society buildings and you only get that if you lumberjack it yourself or get it from someone who did.&lt;br /&gt;
&lt;br /&gt;
===Parts and tools required===&lt;br /&gt;
&lt;br /&gt;
To do bow enhancements you need some parts you buy in the society building, such as backer for lamination, and leather strips for cable-backing.  Lightening the draw strength usually just involves shaping of the bow to take more material off of the bow.&lt;br /&gt;
&lt;br /&gt;
For the tools you need the following:&lt;br /&gt;
&lt;br /&gt;
:Tool 1 – Shaping book.  (apprentice or journeyman or masters)&lt;br /&gt;
:Tool 2 – Clamps (can only be bought at this point)&lt;br /&gt;
:Tool 3 – Shaper&lt;br /&gt;
:Tool 4 – Carving knife&lt;br /&gt;
:Tool 5 – Rasp&lt;br /&gt;
:Tool 6 – Glue (can only be bought at this point)&lt;br /&gt;
:Tool 7 – Wood Stain (can only be bought at this point)&lt;br /&gt;
:Tool 8 – A [[Maker mark|maker&#039;s mark]] if you qualify for and own one&lt;br /&gt;
&lt;br /&gt;
Right now only the shaper, carving knife, rasp, and maker&#039;s mark can be crafted.  It would be a good idea to get a set of crafted tools even if they are not top of the line.  A good set of high or medium carbon steel tools works really well to improve the quality of your output item.&lt;br /&gt;
&lt;br /&gt;
Everything in the apprentice book is in the journeyman and masters books and everything in the journeyman book is in the masters book.  So basically it just comes down to what you can afford.  The apprentice book is under a gold, and the journeyman is 15 plat and the masters book is 62.5 plat kronars.  The apprentice book will teach to around 200 skill if you have no techniques, but get enough techniques and that could drop to around 150 skill.  I think the journeyman books will teach to around 425 at the very least and probably higher.&lt;br /&gt;
&lt;br /&gt;
===Manual steps to enhance a bow===&lt;br /&gt;
&lt;br /&gt;
When you enhance a bow by lamination or cable-backing you also add some weight to the bow.  When you lighten a bow you remove material from the bow and it gets a bit lighter.  So you basically laminate a bow to increase its durability.  You will find if you used a wood that has poor durability it almost appears like there is very little enhancement made to the bow.  There are differences but its really subtle.  Keep that in mind when you enhance bows.&lt;br /&gt;
&lt;br /&gt;
The basic steps to doing bow enhancement by hand requires you to have the bow in the left hand, tools and ingredients in your container, the Shaping book must be turned to the right page.  The first step is to get the shaping book and study it,  Then put it up and get your clamps and clamp the bow.  Clamping the bow will generate a message that tells you the next step to take and it will be either step 3 or step 4 or step 5.  At that point you will cycle between steps 3, 4, or 5 until you need to clamp the bow one more time.  For lamination the end process would be using step 6, then step 7, then step 8, then steps 9 and 11.  For Cable-backing the end process would be using step 6, then step 7, then step 10, then steps 9 and 11.  To lighten the bow you would simply keep using steps 3, 4 or 5 till you use step 6 and then do steps 9 and 11.&lt;br /&gt;
&lt;br /&gt;
Step 1 - &lt;br /&gt;
:{{com|study}} {{tt|my shaping book}}&lt;br /&gt;
Step 2 - &lt;br /&gt;
:put shaping book away&lt;br /&gt;
:{{com|get}} {{tt|my clamps}}&lt;br /&gt;
:{{com|push}} {{tt|my bow with my clamps}}&lt;br /&gt;
Step 3 - &lt;br /&gt;
:Use wood shaper when needed.  &lt;br /&gt;
:{{com|Shape}} {{tt|my item with my wood shaper}}&lt;br /&gt;
Step 4 - &lt;br /&gt;
:Use rasp when the messaging results in: A bulbous knot is present.  &lt;br /&gt;
:{{com|Rub}} {{tt|my &amp;lt;item&amp;gt; with my rasp}}&lt;br /&gt;
Step 5 - &lt;br /&gt;
:Use carving knife if fine detail is needed.&lt;br /&gt;
:{{com|Carve}} {{tt|my &amp;lt;item&amp;gt; with my carving knife}}&lt;br /&gt;
Step 6 - &lt;br /&gt;
:Use clamps when needed.  &lt;br /&gt;
:{{com|push}} {{tt|my &amp;lt;item&amp;gt; with my clamps}}&lt;br /&gt;
Step 7 - &lt;br /&gt;
:{{com|apply}} {{tt|my glue to my &amp;lt;item&amp;gt;}}&lt;br /&gt;
Step 8 – &lt;br /&gt;
:{{com|get}} {{tt|my backing}}&lt;br /&gt;
:{{com|Assemble}} {{tt|my backing}}&lt;br /&gt;
:{{com|analyze}} {{tt|my &amp;lt;item&amp;gt;}}&lt;br /&gt;
Step 9 - &lt;br /&gt;
:{{com|get}} {{tt|my stain}}&lt;br /&gt;
:{{com|apply}} {{tt|my stain to my &amp;lt;item&amp;gt;}}&lt;br /&gt;
Step 10- &lt;br /&gt;
:{{com|get}} {{tt|my strips}}&lt;br /&gt;
:{{com|assemble}} {{tt|my strips with my &amp;lt;item&amp;gt;}}&lt;br /&gt;
:{{com|analyze}} {{tt|my &amp;lt;item&amp;gt;}}&lt;br /&gt;
Step 11- &lt;br /&gt;
:{{com|get}} {{tt|my stamp}}&lt;br /&gt;
:{{com|mark}} {{tt|my &amp;lt;item&amp;gt; with my stamp}} &lt;br /&gt;
&lt;br /&gt;
The possible messages during the process are as follows:&lt;br /&gt;
&lt;br /&gt;
:Shaping with a wood shaper is needed to&lt;br /&gt;
:A bulbous knot will make continued shaping difficult unless rubbed out with a rasp.&lt;br /&gt;
:The wood is ready to have more fine detail carved with a carving knife.&lt;br /&gt;
:appears free of defects that would impede further carving with a knife.&lt;br /&gt;
:grain looks solid and ready for continued knife carving.&lt;br /&gt;
:materials are ready to be compressed with clamps or&lt;br /&gt;
:Glue should now be applied so assembly can begin.&lt;br /&gt;
:appears ready to be reinforced with some backer material.&lt;br /&gt;
:Some wood stain should be applied to the wood to finish it.&lt;br /&gt;
:appears ready to be strengthened with some leather strips.&lt;br /&gt;
:is ready to be assembled with leather strips&lt;br /&gt;
:construction shows improved signs of durability and wear resistance&lt;br /&gt;
:weight and draw strength appears significantly&lt;br /&gt;
:Close inspection of the completed&lt;br /&gt;
:You study the instructions about bow cable-backing&lt;br /&gt;
:You study the instructions about bow lamination&lt;br /&gt;
:You study the instructions about bow lightening&lt;br /&gt;
&lt;br /&gt;
Note the variation in the messages comes mostly from the Steps 8 and 10.  Where you assemble the backer or the strips and then analyze the bowtype.  Its entirely possible not all the messages that are possible have been seen yet.  In that case you may need to add a few more to this set.&lt;br /&gt;
&lt;br /&gt;
==Making Beads and totems from Chapter 8==&lt;br /&gt;
&lt;br /&gt;
Beads, totems, figurines, statuette and statues can be made from chapter 8.  However, this chapter requires you have a codex.  What you do is set yourself to the item in the shaping book you want to create.  Then you turn to the chapter and page in the codex for the type of item you want to shape.  After study of both books starting with the shaping book, you proceed just like  you were making a normal item, bow, or staff weapon.  The steps are included in the MANUAL STEPS TO SHAPE section.&lt;br /&gt;
&lt;br /&gt;
==Repair of wood based items==&lt;br /&gt;
&lt;br /&gt;
To repair any item you make with a bow requires two things.  Sandpaper and stain.  Having the repair techs helps a great deal as well.  The steps to repair wood based items are as follows:&lt;br /&gt;
&lt;br /&gt;
Step 1 – {{com|Rub}} {{tt|my item with my sandpaper}} (The {{com|Clean}} and {{com|Scrape}} commands may be substituted for {{tt|RUB}}). &amp;lt;br&amp;gt;&lt;br /&gt;
Step 2 – {{com|apply}} {{tt|my stain to my item}}&lt;br /&gt;
&lt;br /&gt;
{{Cat|Player guides,Crafting player guides}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shaping_discipline&amp;diff=659832</id>
		<title>Shaping discipline</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shaping_discipline&amp;diff=659832"/>
		<updated>2025-01-26T23:48:30Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Process */ grammer correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Shaping is a discipline of the [[Engineering skill]].  &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Shaping discipline&#039;&#039;&#039; involves the shaping of non-metal objects into utility forms.&lt;br /&gt;
A guide to shaping can be found [[Shaping_guide|here]].&lt;br /&gt;
&lt;br /&gt;
The only available places to purchase tools &amp;amp; materials and to complete work orders currently are the [[Engineering_Society]].  &lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
:&#039;&#039;For a detailed list of products and stats, see the [[Shaping products]] page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shaping can be used to craft: Bows, arrows, Furniture, and Wood Accessories.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
:&#039;&#039;See [[Shaping techniques]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
See [[Lumberjacking]] and the [[Shaping_guide]] for a walk through of all Shaping processes, specifically:&lt;br /&gt;
&lt;br /&gt;
* [[Lumberjacking|Gather lumber]]&lt;br /&gt;
* [[Lumberjacking|Refining Wood]]&lt;br /&gt;
* [[Shaping_guide|Shaping lumber into items]]&lt;br /&gt;
* [[Shaping_guide|Bow Enhancements]]&lt;br /&gt;
* [[Shaping_guide|Repair of wood based items]]&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
:&#039;&#039;See [[Crafting tools]] for an in depth discussion of them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Woodcutter&#039;s saw]]&lt;br /&gt;
* [[Drawknife]]&lt;br /&gt;
* [[Rifflers]]&lt;br /&gt;
* [[Carving knife]]&lt;br /&gt;
* [[Wood finishing kit]]&lt;br /&gt;
* [[Chisels]]&lt;br /&gt;
* [[Adze]]&lt;br /&gt;
* [[Rasp]]&lt;br /&gt;
* [[Clamps]]&lt;br /&gt;
* [[Wood shaper]]&lt;br /&gt;
* [[Glue]]&lt;br /&gt;
* [[Bow string]]&lt;br /&gt;
* {{ilink|i|Wood stain}}&lt;br /&gt;
* {{ilink|i|Dogfish sandpaper|Sandpaper}}&lt;br /&gt;
* [[Scissors]] (to cut twine on lumber stacks)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Creation systems}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Snipe&amp;diff=659717</id>
		<title>Snipe</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Snipe&amp;diff=659717"/>
		<updated>2025-01-25T16:03:57Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Snipe Mechanics */ Adjusted the name of the guild-only skills to match to updated systems.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Snipe&#039;&#039;&#039; is the ability to use a ranged weapon (bow, crossbow, sling, TM) from hiding and remain in hiding after the shot.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
This [[page type is::ability]] is restricted to Survival-prime guilds ([[guild association is::Ranger]], [[guild association is::Thief]] and [[guild association is::Necromancer]]) of at least 40th circle.&lt;br /&gt;
*Thieves and Rangers can make use of this ability with aimable missile weapons (Bow, Crossbow, and Sling). &lt;br /&gt;
*Rangers and Thieves may combine this ability with [[dual load]] to snipe a single target with two arrows simultaneously. Both shots will be calculated against the perception of the target, and thus have a chance of pulling you from hiding.&lt;br /&gt;
*Necromancers use a [[Targeted Magic]] [[Vivisection|spell]] that allows them to effectively snipe with magic.&lt;br /&gt;
&lt;br /&gt;
==Snipe Mechanics==&lt;br /&gt;
Snipe uses [[Stealth]], the appropriate weapon skill, and the guild-only skill ([[Blindside skill|Blindside (formerly Backstab)]], [[Instinct skill|Instinct (formerly Scouting)]], or [[Thanatology skill|Thanatology]]) as a modifier vs. the target&#039;s [[Perception]] and defenses. &lt;br /&gt;
&lt;br /&gt;
If you pass the Perception check you will stay in hiding and get an accuracy bonus to your attack. If you fail the Perception check your attack will be a normal attack, and you will be pulled out of hiding. &lt;br /&gt;
&lt;br /&gt;
* A successful snipe will show the name of the attacker to the target only, but the room will not see who made the attack.&lt;br /&gt;
&lt;br /&gt;
When using Snipe with only Invisibility you will be revealed regardless if you win or lose the Perception contest. If you are hiding, and have Invisibility up, you will stay in hiding with a successful Snipe, but you will still be revealed to the target, and room, by your Invisibility breaking.&lt;br /&gt;
&lt;br /&gt;
==Learning Snipe (as a [[guild association is::Ranger]])==&lt;br /&gt;
&amp;gt; ask tolle about snipe&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle says, &amp;quot;So, you want to learn the whistling kill?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle chuckles.&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle leans over and begins to speak softly to you, &amp;quot;I call it that because if done right, the only thing the prey will see... or should I say hear, is the whistle of your arrow.  I&#039;ll teach it to you but you need to heed my warnings.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle explains, &amp;quot;First, do not use this skill near a town or city, we have an image to uphold.  Don&#039;t ask me what that image is, I just know it is not one of murderers.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle says, &amp;quot;Second, the ability is very difficult to use.  It takes a mastery of a lot of different skills to use efficiently.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle asks, &amp;quot;Third... Hey, you listening?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle glares at you.&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle continues, &amp;quot;Finally, the way I teach you this skill is different from the way another guild might teach its members.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle winks at you.&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle says, &amp;quot;I will show you how to harness the power of the wilderness around you, how to focus and become one with nature.  So, know that you would be a fool to think you can apply my teachings to an urban setting.  I hardly ever use the ability least of all within the walls of a city.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle leans over and begins whispering in your ear the basics of sniping. &amp;lt;br&amp;gt;&lt;br /&gt;
Tolle&#039;s words begin to sink in and you feel you are ready to begin trying out this new ability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Learning Snipe (as a [[guild association is::Thief]])==&lt;br /&gt;
&amp;gt; ask kalag about magic&amp;lt;br&amp;gt;&lt;br /&gt;
As you approach, Kalag the Sly reaches under his desk and pulls forth a small crossbow, placing it on the desk in front of him.&lt;br /&gt;
&amp;quot;A deadly weapon in its own right, wouldn&#039;t you say?  However, in true Thief style, its worth is more in the possibilities it affords, rather than its mere construction.  You&#039;ve always known how to deliver a backstab to your foes, but to deliver death unseen from afar is a much more difficult task.  The principles are much the same, however.  Let me open your eyes into a wider world of stealth.&amp;quot;&lt;br /&gt;
The silver S&#039;Kra patiently instructs you on how to fire bows and crossbows without revealing your position.  At the end though, he gives you a piercing stare.  &amp;quot;Do NOT misuse this ability against other adventurers.  If I hear that you have, I will carve the knowledge right out of your skull.  Understand?  Good.  Now go practice,&amp;quot; Kalag the Sly smiles.&lt;br /&gt;
&lt;br /&gt;
==Snipe Policy==&lt;br /&gt;
Dateline 9/1/2020: SNIPE AND CONSENT CLARIFICATIONS&lt;br /&gt;
&lt;br /&gt;
Because snipe now displays the user&#039;s name to the target, snipe is now subject to the same rules as any other attack that can be used in PvP.  Accordingly, access to snipe has been restored to all characters that lost it by abusing it.&lt;br /&gt;
&lt;br /&gt;
If a player is involved in a CvC or PvP incident and you intervene on that player&#039;s behalf (be it to lend a GUARD, to HEAL, etc.)  you have just placed yourself at risk for retaliation, that is, you have just given CONSENT to the combatants.&lt;br /&gt;
&lt;br /&gt;
There are, however, conditions on this CONSENT.&lt;br /&gt;
&lt;br /&gt;
First, and foremost, that CONSENT lasts ONLY during the course of the immediate situation.  It doesn&#039;t apply 10 minutes later.  It doesn&#039;t apply an hour later.  It doesn&#039;t apply tomorrow.  Even if your CONSENT against the victim is still ongoing tomorrow, your CONSENT against his assistance provider is NOT ongoing, unless they become involved again.&lt;br /&gt;
&lt;br /&gt;
Secondly, that CONSENT only applies to persons who were physically there and visible or audible during the incident.  If you&#039;re in hiding and don&#039;t say anything, you do NOT have CONSENT to just pop out of hiding and start attacking.  (If this sounds silly, then put yourself in the shoes of the assistance provider, who thinks that they&#039;re helping someone with one opponent while unaware of the eight people hiding.)&lt;br /&gt;
&lt;br /&gt;
Yes, an argument can be made that if those eight had CONSENT against the victim, they have CONSENT against the assistance provider.  HOWEVER, if you&#039;re unaware of someone&#039;s presence, you&#039;re not making an informed decision, and that MUST have bearing in a situation like this.  While it&#039;s imperfect, it&#039;s the most fair to all involved.&lt;br /&gt;
&lt;br /&gt;
===Example messaging===&lt;br /&gt;
====Success====&lt;br /&gt;
You remain concealed by your surroundings, convinced that your moving to fire went unobserved. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failure====&lt;br /&gt;
The bristle-backed peccary notices your attempt to remain hidden while firing your hunter&#039;s longbow! &amp;lt;br&amp;gt;&lt;br /&gt;
The bristle-backed peccary discovers you, ruining your hiding place! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Ranger abilities,Thief abilities,Necromancer abilities}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Guardian_Spirit&amp;diff=659512</id>
		<title>Guardian Spirit</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Guardian_Spirit&amp;diff=659512"/>
		<updated>2025-01-23T02:03:51Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Casting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=gs&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=25&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=999&lt;br /&gt;
|validtarget=Special&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|magic=Life Magic&lt;br /&gt;
|spellbook=Protection&lt;br /&gt;
|prereqs=Circle 20, [[Innocence]], and [[Compel]] or [[Paralysis]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|pulse=10&lt;br /&gt;
|illegal=no&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=The Guardian Spirit spell summons a warrior of the [[:Category:Fae|Fae]] -- an [[alfar]] -- to keep you safe from hostility and be your champion in combat.  In some ways, the creature mirrors the caster, as Empaths with greater skill at targeting magic summon more powerful warriors.  This spell requires constant upkeep and vigilance on the part of the caster.  An Empath who fails to maintain the pattern will lose his hold on this creature of Fae, and it will abandon him to return whence it came.&lt;br /&gt;
&lt;br /&gt;
[Can be cast CUSTOM if you wish to establish a special relationship with a specific Fae or simply CAST to get a random alfar.]&lt;br /&gt;
&lt;br /&gt;
While this spell is available to Empaths 20th circle and above, the majority will find that they must be magical adepts before they can successfully form the pattern.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=summons combat &amp;quot;pet&amp;quot;&lt;br /&gt;
|messaging=Your heart skips a beat as your spell sends a subtle jingling call outward from you in all directions.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=cyclic&lt;br /&gt;
}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Casting==&lt;br /&gt;
* Successfully cast with 150 utility, +20 buff from SAP, +30 PM buff from link, and a level 1 astrolabe (+1 luck).&lt;br /&gt;
* Successfully cast with 182 utility and utility mastery spell feat.  Had two failures then succeeded.&lt;br /&gt;
* Cannot be cast when completely insensitive to empathy (&amp;quot;perma-[[Empathic_Shock|shock]]&amp;quot;), but if it is cast before complete insensitivity is reached, the spell can be maintained.  As with other Empathy-dependent spells, shock increases the difficulty of casting.&lt;br /&gt;
* It is highly recommended that Empaths learn the [[Magical feats|magical feat]] of Raw Channeling (allows the powering of cyclic spells from raw attunement) and Efficient Channeling (mana cost of channeling cyclic spells is reduced). These feats are recommended for anyone who routinely uses cyclic spells.&lt;br /&gt;
* Guardian Spirit does train the [[Targeted Magic skill]]. However, the creature being fought must be of appropriate level to otherwise teach the Empath TM. TM will not go up out of combat. TM will train a small amount with each hit, and a larger amount if the warrior kills creatures or uses special attacks (throwing star).&lt;br /&gt;
* {{com|Look}} or {{com|describe}} will tell you who summoned a Guardian Spirit.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
* The strength of the Guardian varies with the amount of mana used per cyclic pulse (what you prep the spell at). The warrior&#039;s defensive skills can be between 110-125% Empath&#039;s TM and its offense 95-105%.&lt;br /&gt;
* It is possible to give &amp;quot;mundane&amp;quot; (non-verby, non-gore, non-swappable, non-bonded) one-handed edged weapons (light, medium, or heavy) to a warrior (see commands below). A common reason for doing this is to give the warrior a blessed weapon for hunting undead. Precious weapons should not be given to a warrior as item loss may occur when a warrior despawns or is killed and it drops the weapon.&lt;br /&gt;
* Special attack (stun) - &#039;&#039;A(n) &amp;lt;adjective&amp;gt; alfar warrior reaches into a small pouch at its belt, drawing forth a small, light-drinking star of unusual design.  Pirouetting balletically, it throws the star with astonishing force directly at &amp;lt;target&amp;gt;!&#039;&#039;&lt;br /&gt;
* It&#039;s advised that you set your Guardian to defensive or passive stance while in crowded areas or in town, as they will attack other players, Guardian Spirits, etc. (Note that attacking another player&#039;s summoned or owned creature may grant them consent on you.)&lt;br /&gt;
* Having a Guardian Spirit set to aggressive behavior will cause it to attack any creature in the room, including other warriors, and enable a special attack.&lt;br /&gt;
* Guardians are considered holy beings. However, their attacks do not deal holy damage. They will perform their special attack (throwing star for stun), but do not other attacks against an Undead creature until/unless you give them a blessed weapon.&lt;br /&gt;
* Guardian Spirit now leave bodies or drop ammo and lodged items, whereas as in 2.0 any lodged items could disappear with them.&lt;br /&gt;
* You cannot heal a Guardian Spirit, but if you release and then recast they will return with full health.&lt;br /&gt;
* The Guardian Spirits taunt ability is a charm vs. will contest. It does not move them directly to melee, but moves them to pole and sets them to be advancing on the spirit. If they are sitting or standing, it will make them stand up. If they are hiding/invis it will bring them out of hiding/invis (assuming the Empath can see them).&lt;br /&gt;
&lt;br /&gt;
==Recall==&lt;br /&gt;
Bards can use [[recall]] to see the following information:&lt;br /&gt;
&lt;br /&gt;
Fair and pale, the alfar are tall and willowy creatures that greatly resemble nyads and dryads.  The alfar can be mischevious as the rest of the fae, and alternately aid and hurt mortals, as pleases their current mood.  A few alfar are servants to the gods, although these are few and far between.  Some alfar are willing to aid Empaths these individuals tend to be more serious and warlike, protecting their charges with single-minded ferocity.&lt;br /&gt;
&lt;br /&gt;
Alfar have long been associated with Empaths, though the exact relationship between the guild and the fae remains murky.  Whatever their reasons, alfar continue to heed the call, serving Empaths as guardians in times of peril and avengers when all else seems lost.  Some stories say that long ago a great Empath rendered the fae a service that could never be repaid.  Though time seems to have forgotten the tale, the fae apparently have not.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
* {{com|command}} {{tt|warrior to name}}: The Warrior will whisper you it&#039;s name and make a statement about the weather. Names are always tied to the adjective of the Guardian that is summoned.&lt;br /&gt;
* {{com|command}} {{tt|warrior to stance}} &amp;lt;defense/balanced/offense&amp;gt;: Change the Warriors combat stance.&lt;br /&gt;
* {{com|command}} {{tt|warrior to behavior}} &amp;lt;defensive/passive/aggressive&amp;gt;: Change the Warriors behavior. By default, they are summoned in passive mode and will not attack anyone or anything unless told to.&lt;br /&gt;
* {{com|command}} {{tt|warrior to attack}} &amp;lt;creature/name/stop&amp;gt;: Direct your warrior to attack something or someone specifically, or to stop combat completely.&lt;br /&gt;
* {{com|command}} {{tt|warrior to taunt}} &amp;lt;creature&amp;gt;: An opposed ability that forces something engaged with you to turn to instead face your Guardian. This can be resisted. If you do not specify a creature, it will target everything facing you.&lt;br /&gt;
* {{com|command}} {{tt|warrior to}} &amp;lt;take/drop&amp;gt;: Command your Guardian to take a weapon from your left hand, or drop a weapon they are holding.&lt;br /&gt;
&lt;br /&gt;
==Verbs==&lt;br /&gt;
Some of the RP verbs have an &amp;quot;Easter Egg&amp;quot; version where they do something other than what is listed here. These have a very small chance of occurring on any use of the verbs that have the &amp;quot;Easter Eggs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*{{com|Bow}}: The &amp;lt;adjective&amp;gt; alfar warrior gravely returns your gesture with a respectful bow of equal depth.&lt;br /&gt;
*{{com|Curtsy}}: The &amp;lt;adjective&amp;gt; alfar warrior gravely returns your gesture with a respectful bow of equal depth.&lt;br /&gt;
*{{com|Dance}}: A &amp;lt;adjective&amp;gt; alfar warrior frees its hands for a moment, grasping yours with the tips of its long, slender fingers. Nodding solemnly at you, the &amp;lt;adjective&amp;gt; alfar warrior takes you through a few sedate turns of a stately waltz. The warrior smiles gravely, then bows over your hand, taking up a guard position at your side once more.&lt;br /&gt;
*{{com|Describe}} (third parties see who summoned it): An &amp;lt;adjective&amp;gt; alfar warrior is tall and fair of face, with clear eyes and white skin that gleams like ceramic.  Its features are all sharp angles, with oblique cat-slitted eyes that survey its surroundings with an untouchable serenity.  Its pointed ears sweep upward, accentuating the eagle-like hauteur of its mien.  Its lips are tinted blue, the color of a bruise, and are set in a grim line.  Flat black clasps gather its colorless hair, binding it into a severe, warlike queue that brushes its waist.  Thin and attenuated, though with a wiry strength, this warrior of the alfar is not obviously male or female.&lt;br /&gt;
:The warrior hovers near you protectively, smiling briefly at you when it notices you looking its way.&lt;br /&gt;
*{{com|Hug}}: The warrior returns your hug gingerly, being careful not to hurt you with its weapons or armor.&lt;br /&gt;
*{{com|Kiss}}: As you move toward a &amp;lt;adjective&amp;gt; alfar warrior, it gathers you close, crushing you uncomfortably against its lacquered armor. It grins at you fiercely, then taking your hands firmly, dips you low to the ground and hoists you high into the air in an exhilarating whirling lift. The world spins around you, then it lowers you carefully to the ground, adjusting its armor nonchalantly as if nothing had happened.&lt;br /&gt;
*{{com|Lick}}: A &amp;lt;adjective&amp;gt; alfar warrior frees its hands for a moment, grasping yours with the tips of its long, slender fingers.  It steps through a few spritely turns of an exuberant gavotte, giving you a fey smile before releasing your hand and taking up a guard position at your side once more.&lt;br /&gt;
*{{com|Smooch}}: As you move toward a &amp;lt;adjective&amp;gt; alfar warrior, it gravely takes you by the hand and leads you through a few turns of a delicate minuet. As you dance, the air seems to grow crisper around you, with a sharp, cool scent of autumn. The warrior smiles at you as it releases your hand, the tips of its ears coloring slightly.&lt;br /&gt;
*{{com|Touch}}: You reach out and lay your hand on the &amp;lt;adjective&amp;gt; alfar warrior&#039;s arm.&amp;lt;br /&amp;gt;&lt;br /&gt;
:You sense a successful empathic link has been forged between you and a &amp;lt;adjective&amp;gt; alfar warrior.&amp;lt;br /&amp;gt;&lt;br /&gt;
:You feel the burning fire of pain and suffering slowly building as you begin to draw out the truth of the warrior&#039;s injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
:The creature&#039;s life force is alien to you.  Though you can empathize with a &amp;lt;adjective&amp;gt; alfar warrior in a sense, peculiar sensations begin to overwhelm you and you feel your control of the empathic link slip away.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
The quality of equipment is determined by the caster&#039;s skill (which seems to be purely [[Targeted Magic]]) and the amount of mana channeled into the spell. Here are some possibilities:&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*{{sloot|w|unusual black blade}} (medium edged weapon)&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
*{{sloot|s|spiked black shield}} (large shield)&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Armor!!Type!!Effective TM Requirement*&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|lacquered black leathers}}||light armor||minimum casting skill&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|lacquered black chainmail}}||chain armor||300 ranks&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|lacquered black light plate}}||brigandine||500 ranks&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|lacquered black heavy plate}}||plate armor||600 ranks&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Effective TM means your spell stance and spell mana will influence your results.&lt;br /&gt;
&lt;br /&gt;
==List of Possible Warriors==&lt;br /&gt;
Prior to 3.0 there were several types of fae that could be summoned (avengers, colepexies, dirnels, guardians, narmobreths, and woodwisps). However, only warriors can be summoned now.&lt;br /&gt;
&lt;br /&gt;
Casting the spell normally will summon a random warrior from the list below. If you CAST CUSTOM, you will summon the same warrior every time. The IC justification for this is that the Empath has established a special relationship with a particular warrior.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Adjective!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Al||gracile||&lt;br /&gt;
|-&lt;br /&gt;
|Amyigi||ethereal||&lt;br /&gt;
|-&lt;br /&gt;
|Apreekdin||tall||&lt;br /&gt;
|-&lt;br /&gt;
|Arnalde||lean||&lt;br /&gt;
|-&lt;br /&gt;
|Arturae||slim||&lt;br /&gt;
|-&lt;br /&gt;
|Blink||graceful||&lt;br /&gt;
|-&lt;br /&gt;
|Bluemoon||trim||&lt;br /&gt;
|-&lt;br /&gt;
|Cordy||alert||&lt;br /&gt;
|-&lt;br /&gt;
|Dillka||serene||&lt;br /&gt;
|-&lt;br /&gt;
|Fred||delicate||&lt;br /&gt;
|-&lt;br /&gt;
|Furle||trim||&lt;br /&gt;
|-&lt;br /&gt;
|Grimley||slender||&lt;br /&gt;
|-&lt;br /&gt;
|Hornet||stoic||&lt;br /&gt;
|-&lt;br /&gt;
|Igley||athletic||&lt;br /&gt;
|-&lt;br /&gt;
|Kar||lithe||&lt;br /&gt;
|-&lt;br /&gt;
|Lecibre, Anthari||lissome||&lt;br /&gt;
|-&lt;br /&gt;
|Paloorna||solemn||&lt;br /&gt;
|-&lt;br /&gt;
|Rolth||sedate||&lt;br /&gt;
|-&lt;br /&gt;
|Soone||tranquil||&lt;br /&gt;
|-&lt;br /&gt;
|Yovzaz||wiry||&lt;br /&gt;
|-&lt;br /&gt;
|ZerraZap||svelte||&lt;br /&gt;
|-&lt;br /&gt;
|Genvi||imposing||only gets chosen if an error happens&lt;br /&gt;
|-&lt;br /&gt;
|Ashpool||savage||from {{ilink|i|tarnished silver spike (1)}}&lt;br /&gt;
|-&lt;br /&gt;
|Cayce||savage||from {{ilink|i|tarnished silver spike (1)}}&lt;br /&gt;
|-&lt;br /&gt;
|Ell-Lee||savage||from {{ilink|i|tarnished silver spike (1)}}&lt;br /&gt;
|-&lt;br /&gt;
|Kolodny||savage||from {{ilink|i|tarnished silver spike (1)}}&lt;br /&gt;
|-&lt;br /&gt;
|Rivett||savage||from {{ilink|i|tarnished silver spike (1)}}&lt;br /&gt;
|-&lt;br /&gt;
|Steppen||savage||from {{ilink|i|tarnished silver spike (1)}}&lt;br /&gt;
|-&lt;br /&gt;
|Steppen||savage||from {{ilink|i|tarnished silver spike (1)}}&lt;br /&gt;
|-&lt;br /&gt;
|Unknown||rugged||from {{ilink|i|tarnished silver spike (2)}}&lt;br /&gt;
|-&lt;br /&gt;
|Vingussi||vigilant||from {{ilink|i|tarnished gold badge}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Altered Warriors===&lt;br /&gt;
&lt;br /&gt;
The following Empaths have established special relationships with these warriors (aka, they have custom altered descriptions). Guidelines for altering your warrior can be found [[Alteration/Guardian Spirit|here]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Empath&#039;s Name!!Warrior&#039;s Name!!Appearance&lt;br /&gt;
|-&lt;br /&gt;
|[[Dianelle]]||Bannin||imposing alfar warrior with a stern countenance&lt;br /&gt;
|-&lt;br /&gt;
|[[Sukidesu]]||Ivarichi||immense alfar warrior wearing a blue sapphire icesilk cloak&lt;br /&gt;
|-&lt;br /&gt;
|[[Kaelie]]||Cathaoir||athletic alfar warrior with an aloof gaze&lt;br /&gt;
|-&lt;br /&gt;
|[[Morvetan]]||Lucifer||imposing alfar warrior with a tenebrous aura&lt;br /&gt;
|-&lt;br /&gt;
|[[Sarkranis]]||Muffet||spindly alfar warrior with tenebrous eyes&lt;br /&gt;
|-&lt;br /&gt;
|[[Zamara]]||R&#039;lyeh||macabre alfar warrior with fierce crimson eyes&lt;br /&gt;
|-&lt;br /&gt;
|[[Rebecka]]||Hiro||majestic alfar warrior with strange sparkling patterns covering its skin &lt;br /&gt;
|-&lt;br /&gt;
|[[Kalinandra]]||Charone||cranky alfar warrior with blood-red glittering symbols traced up both forearms&lt;br /&gt;
|-&lt;br /&gt;
|[[Dantia]]||Ahven||towering alfar warrior with a small pink dahlia tucked behind one ear&lt;br /&gt;
|-&lt;br /&gt;
|[[Medikaus]]|| Sanguinus || muscular alfar warrior with merciless eyes&lt;br /&gt;
|-&lt;br /&gt;
|[[Allye]]|| Arna || hulking alfar warrior sporting smears of glittery amethyst war paint&lt;br /&gt;
|-&lt;br /&gt;
|[[Aislynn]]|| Albriel || childlike alfar warrior with an awe-struck expression&lt;br /&gt;
|-&lt;br /&gt;
|[[Cote]]|| Ipomoea || harried-looking alfar warrior covered in flowering vines&lt;br /&gt;
|-&lt;br /&gt;
|[[Nemy]]|| Nilakadi || tenacious alfar warrior with dramatic icesteel piercings&lt;br /&gt;
|-&lt;br /&gt;
|[[Melindrha]]|| Ismat || imperious alfar warrior overrun with intricate tattoos&lt;br /&gt;
|-&lt;br /&gt;
|[[Kethrai]]|| Pilaila || spritely alfar warrior wearing a jaunty thornweave scarf&lt;br /&gt;
|-&lt;br /&gt;
|[[Ameline]]|| Zendil || serene alfar warrior with an imposing demeanor&lt;br /&gt;
|-&lt;br /&gt;
|[[Seltzer]]|| Agustee || muscular alfar warrior wearing a wreath of Healing Heart orchids&lt;br /&gt;
|-&lt;br /&gt;
|[[Rizzoli]]|| Glimmersteel || barbaric alfar warrior wearing a pleated war-kilt of ice-veined leather&lt;br /&gt;
|-&lt;br /&gt;
|[[Salubrie]] ||Sylens ||malefic alfar warrior wearing a frame of electrified goldfyre and electroweave&lt;br /&gt;
|-&lt;br /&gt;
|[[Kojae]]|| Kasdeya || somber alfar warrior with glacial blue eyes&lt;br /&gt;
|-&lt;br /&gt;
|[[Kythryn]]|| Li&#039;Shou || confident alfar warrior distinguished by a beaded multi-braid queue&lt;br /&gt;
|-&lt;br /&gt;
|[[Leilanie]]|| Coliadinae || beautiful alfar warrior shrouded in butterfly vines&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Ghoulflesh&amp;diff=659349</id>
		<title>Ghoulflesh</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Ghoulflesh&amp;diff=659349"/>
		<updated>2025-01-18T19:03:52Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: Updated effect text to include CFW insect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=-&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Necromancer&lt;br /&gt;
|wardslot=1-slot&lt;br /&gt;
|magic=Arcane Magic&lt;br /&gt;
|spellbook=Animation&lt;br /&gt;
|prereqs=[[Call from Beyond]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|illegal=illegal, social outrage&lt;br /&gt;
|corrupt=divine outrage&lt;br /&gt;
|desc=Among the horror stories of the transference link are tales of Necromancers capable of creating a true &amp;quot;reverse&amp;quot; link, supernaturally implanting their wounds upon a hapless victim.  This is an echo of such power.  By amplifying the link between a Necromancer and a zombie, the Necromancer can perform a limited transference of wounds onto their...  if not willing, then at least compliant servant.&lt;br /&gt;
&lt;br /&gt;
Due to the need to fine-tune the pattern to a specific kind of thanatological link, this spell only functions on undead minions such as zombies empowered by the Call From Beyond spell or the ritually prepared Risen, and the servant must be within the vicinity of the Necromancer to function.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Splits wounds between necromancer and their CFB zombie, CFW skeletal insect, or Risen.&lt;br /&gt;
|messaging=You deftly manipulate the thanatological link between you and an arisen &amp;lt;adjective&amp;gt; zombie.  Amplified many times over and inverted in ways unseen in nature, you are now capable of pushing wounds &amp;quot;down&amp;quot; the link.&lt;br /&gt;
------&lt;br /&gt;
Focusing on the link to your &amp;lt;adjective&amp;gt; zombie, you shunt a portion of the injuries you&#039;ve taken down the conduit.  A mixture of pressure and relief spreads across your &amp;lt;body part&amp;gt;, while a wound very similar to your own quickly appears on your &amp;lt;adjective&amp;gt; zombie.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=standard&lt;br /&gt;
|0wardslot=No&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Will evenly split your incoming wounds with either a [[Call from Beyond]] zombie, a [[Call from Within]] skeletal insect or a [[Risen]]. It only transfers to one with the zombie having priority, followed by the skeletal insect, and then the risen. This priority will automatically update which pet is linked to it whenever your active pets change.&lt;br /&gt;
* The pet must be in the room with you in order for the spell to function.&lt;br /&gt;
* Constructs generated from [[Quicken the Earth]] do not work for this spell, because they&#039;re [[construct]]s.&lt;br /&gt;
* If you take a small amount of damage it rounds up to transfer. (e.g. If you take 1 damage, it transfers 100% to the zombie.)&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Sable_inkpot_painted_with_a_lattice_of_moonlight&amp;diff=659322</id>
		<title>Item:Sable inkpot painted with a lattice of moonlight</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Sable_inkpot_painted_with_a_lattice_of_moonlight&amp;diff=659322"/>
		<updated>2025-01-18T04:27:58Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=inkpot&lt;br /&gt;
|look=A sable inkpot reads:&lt;br /&gt;
&amp;quot;Cage of Light&amp;quot;&lt;br /&gt;
|MTag=-&lt;br /&gt;
|CTag=sable&lt;br /&gt;
|ptype=other&lt;br /&gt;
|verby=No&lt;br /&gt;
|pcrystal=No&lt;br /&gt;
|atmos=No&lt;br /&gt;
|istone=No&lt;br /&gt;
|type=magical tattoo&lt;br /&gt;
|metal=no&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=187500&lt;br /&gt;
|rarity=end loot&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|feature-change=No&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
|spellcast=Cage of Light}}&lt;br /&gt;
Upon opening the lid, you see instructions detailing how to APPLY a tattoo of a complex pattern of lines twisted in jagged directions to your back.  The ink has been specially created with miniaturized runestones allowing you to cast spells from your tattoo, after applied.&lt;br /&gt;
You believe if you were to APPLY the ink contained within the inkpot, you would imbue your existing tattoo with the miniaturized runestones, instead of following the instructions.&lt;br /&gt;
A handy note indicates this inkpot contains the Cage of Light spell.&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Osrel_Meraud&amp;diff=659167</id>
		<title>Osrel Meraud</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Osrel_Meraud&amp;diff=659167"/>
		<updated>2025-01-11T04:01:08Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Osrel Meraud&lt;br /&gt;
|abbrev=om&lt;br /&gt;
|minprep=30&lt;br /&gt;
|castcap=200&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=999&lt;br /&gt;
|validtarget=Item&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy Magic&lt;br /&gt;
|spellbook=Metamagic&lt;br /&gt;
|prereqs=Circle 30, [[Sanctify Pattern]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|illegal=no&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=The Osrel Meraud spell is a powerful enchantment that imbues a glass orb bearing the favour of the spell&#039;s namesake deity or one of his aspects with holy mana, transforming it into a magical reservoir.  If skilled enough, the caster will be able to weave the pattern of other beneficial spells into the orb.  These spells will affect the caster, but feed off of the orb as long as it has energy.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Creates an orb to store cleric buff spells.&lt;br /&gt;
|messaging=You gesture over the Meraud orb, muttering tones of enchantment!&lt;br /&gt;
&lt;br /&gt;
Crackling waves of brilliant light swirl over the surface of the Meraud orb! It rapidly begins to expand and pulsate as the glassy surface shatters, exploding outward into a roiling ball of light that rises from your palm, into the air! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refill (Not Full):&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You concentrate intently, attempting to infuse a moderate amount of your harnessed mana into your active Osrel Meraud spell pattern.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense that you were able to channel a bit more than half of your infusion&#039;s power into a brilliant orb of rippling cerulean light.  A faint tugging sensation emanates from the orb, as if it hungers for more.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refill (Full):&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You concentrate intently, attempting to infuse a minor amount of your harnessed mana into your active Osrel Meraud spell pattern.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense that you were able to channel a bit more than half of your infusion&#039;s power into a brilliant orb of rippling cerulean light.  A sense of fullness emanates from the orb.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You concentrate intently, attempting to infuse a moderate amount of your harnessed mana into your active Osrel Meraud spell pattern.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 4 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense that you were able to channel a bit more than half of your infusion&#039;s power into a brilliant orb of rippling cerulean light.  A faint tingle washes through you as some of the energy is diffused, the orb having reached its full capacity.&amp;lt;br /&amp;gt;&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
===Notes===&lt;br /&gt;
*Stores spells and keeps them active until released. Active buffs tied with the orb will show via power perceive. Skill dictates how many spells can be held in the orb at one time. The more spells active in the orb, the faster it depletes its charge and must be infused with more mana to maintain the spells.  If there are no spells held in the orb it holds charge indefinitely.&lt;br /&gt;
*Powered by mana held within orb, can be refilled by casting OM on the orb, or by infusing mana into the orb.&lt;br /&gt;
*Only the cleric spells listed below can be stored within the orb.&lt;br /&gt;
&lt;br /&gt;
Per Ricinus:&lt;br /&gt;
*Casting OM uses the standard Utility and Holy Magic skill blend to determine how much mana you can use per cast. This applies to the original cast as well refreshing casts. &amp;lt;br/&amp;gt; &lt;br /&gt;
* OM casts always use 100% of the mana you are able to use to cast.&amp;lt;br /&amp;gt;&lt;br /&gt;
* The size of the orb (mana capacity) is determined based on your Holy Magic skill when the orb is created. &amp;lt;br/&amp;gt;&lt;br /&gt;
* Roundtime reduction for casting OM is based on Holy Magic. &amp;lt;br/&amp;gt;&lt;br /&gt;
* Roundtime reduction for touching or breaking the orb is based on Arcana. &amp;lt;br/&amp;gt;&lt;br /&gt;
* Infusion loss is reduced by Arcana.&lt;br /&gt;
* Arcana is the skill that determines how many spells you can load up into OM. &lt;br /&gt;
&lt;br /&gt;
Other notes:&lt;br /&gt;
* At 800 Arcana skill, you infuse with 75% of mana attempted &amp;lt;br/&amp;gt;&lt;br /&gt;
* Different spells have different, &amp;quot;Orb slots&amp;quot; associated with them, having ritual spells being the largest. Increasing Arcana allows for more spells at once.&lt;br /&gt;
** Persistence of Mana, Murulla&#039;s Flames, and Sanyu Lyba use the largest number of slots followed by Halo and Benediction. The lowest number of slots are used by all other compatible spells. (See below)&lt;br /&gt;
** Additional slot added at 850 effective Arcana ranks.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
To cast the orb initially the cleric must have a Meraud favor orb in hand, the orb does not need to be filled. Simply Prepare the spell and cast it on the orb. Under the new magic system it requires roughly 220 holy magic to successfully cast.&lt;br /&gt;
&lt;br /&gt;
To tie a spell into the orb prepare the desired spell and then &#039;&#039;&#039;TOUCH ORB&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To release a spell tied to the orb simply &#039;&#039;&#039;RELEASE &amp;lt;SPELL&amp;gt;&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To release the orb simply &#039;&#039;&#039;RELEASE ORB&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To toggle the atmospheric messaging of the orb &#039;&#039;&#039;TAP ORB&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To refill the orb, either harness and infuse OM or prep OM and cast orb. Infusions are less efficient than casting.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spells cast into an orb that can be cast on items, such as Bless and water or [[Glythtide&#039;s Gift]] and drinks, can be cast on items without interfering with the orb-stored spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Messaging=== &lt;br /&gt;
From &#039;&#039;&#039;&#039;&#039;focus orb&#039;&#039;&#039;&#039;&#039; command. &lt;br /&gt;
#The strength of the sensation evokes the image of a pile of cold ashes.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a pile of smoldering ashes.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a nearly burnt-out candle wick.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a half-melted burning candle.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a tall burning candle.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a blazing torch.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a small campfire.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a roaring bonfire.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of flaming magma pouring through a volcanic crevasse.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of torrents of fiery rain falling upon Elanthia from the World Dragon&#039;s maw.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Orb Capacity===&lt;br /&gt;
From &#039;&#039;&#039;&#039;&#039;focus orb&#039;&#039;&#039;&#039;&#039; command. &lt;br /&gt;
The number of spell slots that an orb may carry is dependent upon the Arcana ranks of the caster at the time of casting. Some spells (PoM, SF, and SL) take more than one slot.  The in-game capacity descriptions all begin with the phrase &amp;quot;The Pervasiveness of the sensation evokes,&amp;quot; and terminate with the phrase stated below according to the Holy Magic ranks at which the orb was cast:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Holy Magic Ranks !! Text Description &lt;br /&gt;
|-&lt;br /&gt;
| 220 || style=&amp;quot;text-align: left;&amp;quot;| evokes the image of a stream in your mind&#039;s eye&lt;br /&gt;
|-&lt;br /&gt;
| 250 || style=&amp;quot;text-align: left;&amp;quot;| evokes the image of a pond in your mind&#039;s eye&lt;br /&gt;
|-&lt;br /&gt;
| 300 || style=&amp;quot;text-align: left;&amp;quot;| evokes the image of a river in your mind&#039;s eye&lt;br /&gt;
|-&lt;br /&gt;
| 400 || style=&amp;quot;text-align: left;&amp;quot;| evokes the image of a lake in your mind&#039;s eye&lt;br /&gt;
|-&lt;br /&gt;
| 510 || style=&amp;quot;text-align: left;&amp;quot;| evokes the image of a sea in your mind&#039;s eye&lt;br /&gt;
|-&lt;br /&gt;
| 650 || style=&amp;quot;text-align: left;&amp;quot;| evokes the image of an ocean in your mind&#039;s eye&lt;br /&gt;
|-&lt;br /&gt;
| 750 || style=&amp;quot;text-align: left;&amp;quot;| evokes the image of Drogor&#039;s deeps in your mind&#039;s eye&lt;br /&gt;
|-&lt;br /&gt;
| 1000 || style=&amp;quot;text-align: left;&amp;quot;| evokes the image of Elanthia&#039;s tides rising toward Katamba in your mind&#039;s eye&lt;br /&gt;
|-&lt;br /&gt;
| 1200 || style=&amp;quot;text-align: left;&amp;quot;| evokes the image of the sapphirine planet Merewalda in your mind&#039;s eye&lt;br /&gt;
|-&lt;br /&gt;
| 1400 || style=&amp;quot;text-align: left;&amp;quot;| evokes the image of Alamhif&#039;s Bridge arching from the cold seas of Death in your mind&#039;s eye&lt;br /&gt;
|-&lt;br /&gt;
| 1600 || style=&amp;quot;text-align: left;&amp;quot;| evokes the image of the fathomless ebon abysms of the Starry Road in your mind&#039;s eye&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Active Spells====&lt;br /&gt;
You reach out with your senses and see muted (5/21) streams of golden Holy mana radiating through the area.&amp;lt;br /&amp;gt;&lt;br /&gt;
Letting your senses extend further, you feel there is somewhat more mana to the southeast, and moderately more mana to the northeast.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense your Osrel Meraud spell linking you to a brilliant orb of rippling cerulean light, which should last until you release it.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense the Centering spell upon you, which is linked to your Osrel Meraud orb.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense the Shield of Light spell upon you, which is linked to your Osrel Meraud orb.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 4 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Compatible Spells===&lt;br /&gt;
[[Auspice]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Benediction]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Bless]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Centering]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Divine Radiance]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Glythtide&#039;s Gift]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Halo]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Major Physical Protection]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Minor Physical Protection]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Murrula&#039;s Flames]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Protection from Evil]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Sanyu Lyba]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Shield of Light]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Soul Shield]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Persistence of Mana]]&lt;br /&gt;
&lt;br /&gt;
===Favor orb-based appearances===&lt;br /&gt;
You can {{com|adjust}} your orb to change its appearance. Every orb has three options available based on favor orb aspect with an additional optional custom one through alteration or purchase that is irrespective of aspect. New orbs will always appear with the default option.&lt;br /&gt;
&lt;br /&gt;
Neutral aspect:&lt;br /&gt;
* a brilliant orb of rippling cerulean light (default)&lt;br /&gt;
* a diamond orb sparkling with an inner light&lt;br /&gt;
* a crystalline orb etched with the depiction of a wolf&lt;br /&gt;
&lt;br /&gt;
Light aspect:&lt;br /&gt;
* a shadowy orb rippling with silver arcs of light (default)&lt;br /&gt;
* a lurid-green emerald orb crackling with light&lt;br /&gt;
* a crystalline orb etched with the depiction of a owl&lt;br /&gt;
&lt;br /&gt;
Dark Aspect:&lt;br /&gt;
* a luminous orb of coruscating rainbowed light (default)&lt;br /&gt;
* a bright crimson orb awash with swirling light&lt;br /&gt;
* a crystalline orb etched with the depiction of a shrew&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Worm%27s_Mist&amp;diff=659015</id>
		<title>Worm&#039;s Mist</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Worm%27s_Mist&amp;diff=659015"/>
		<updated>2025-01-03T16:58:27Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=worm&lt;br /&gt;
|minprep=30&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=1&lt;br /&gt;
|maxduration=10&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Necromancer&lt;br /&gt;
|magic=Arcane Magic&lt;br /&gt;
|spellbook=Transcendental Necromancy&lt;br /&gt;
|prereqs=[[Butcher&#039;s Eye]] or [[Kura-Silma]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|illegal=illegal, social outrage&lt;br /&gt;
|corrupt=divine outrage&lt;br /&gt;
|desc=Worm&#039;s Mist is a powerful yet potentially crippling defense.  The spell mutates the Necromancer&#039;s sweat glands and pores, allowing his body to produce a clinging, supernatural miasma.  Any spell that passes through the miasma risks coming apart at the seams, including the Necromancer&#039;s own.&lt;br /&gt;
&lt;br /&gt;
The spell is traditionally deployed near the skin, granting the caster protection against other magicians without any chinks or flaws.  While the Necromancer&#039;s own spells are likewise hindered, that is what Risen are for.  Alternately, he may weave Worm&#039;s Mist into a shell approximately ten feet in diameter.  This allows the Necromancer to freely cast upon himself and anyone within a melee, but grants the same courtesy to his enemies.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Magic barrier.&lt;br /&gt;
|messaging=&#039;&#039;&#039;3rd person:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;Necromancer&amp;gt; gestures.&amp;lt;br /&amp;gt;&lt;br /&gt;
Greasy black mist rises from &amp;lt;Necromancer&amp;gt;&#039;s &amp;lt;skin/scales&amp;gt; and clings to her body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1st person:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Your &amp;lt;skin/scales&amp;gt; burn as the mutative spell takes hold. Greasy black mist rises from your pores and clings to your flesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defending&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Tiny red and purple shafts appear within the black mist surrounding &amp;lt;Necromancer&amp;gt; and writhe in frenzy.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your spell loses cohesion when it attempts to pass through the unholy miasma.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 1 sec.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Can be {{com|cast}} {{tt|near}} or {{tt|cast}} {{tt|far}}.&lt;br /&gt;
*Appears on {{com|LOOK}}.&lt;br /&gt;
* This spell generates [[Divine Outrage]].[[Generates Divine Outrage::true| ]]&lt;br /&gt;
* Casting this spell (or having it visible) inside a standard [[justice]] zone generates [[Social Outrage]]. &lt;br /&gt;
* Already running cyclic spells continue to function through the miasma.&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Magical_research&amp;diff=656387</id>
		<title>Magical research</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Magical_research&amp;diff=656387"/>
		<updated>2024-11-26T03:42:19Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page is about magical research. Follow the link for information about [[Necromantic research]].&#039;&#039;&lt;br /&gt;
{{Incomplete | Needs research/symbiosis [[Magical research#Messaging|messaging]].}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
There are two types of magical research: Research and Symbiosis. These were introduced as part of [[Magic 3.1]] and use the same base mechanics as [[Appraisal skill#Appraise Focus|{{tt|Appraise Focus}}]]. Therefore, you cannot do appraise focus and magical research at the same time.&lt;br /&gt;
&lt;br /&gt;
Research projects are completed in portions between 30 and 300 seconds. Each portion is started with: {{com|RESEARCH}} {{tt|&amp;lt;project&amp;gt; &amp;lt;duration&amp;gt;}}. When the sum of all completed portions hits the required time, your project is complete.&lt;br /&gt;
&lt;br /&gt;
The scenarios in which you will find yourself needing to use magical research to train are:&lt;br /&gt;
*Your guild does not have a high level spell to train a specific magic skill efficiently (e.g. locking a magic takes longer than 15 minutes of chain casting)&lt;br /&gt;
*To get the bonus from a symbiosis&lt;br /&gt;
*To guarantee of mindlocking a skill&lt;br /&gt;
*Training the Sorcery skill without memorizing a spell scroll or using runestones&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research-type projects rely on the use of the [[Gauge Flow]] spell and give an instant lock of (or split experience among a group of) any magic skill after completion.&lt;br /&gt;
&lt;br /&gt;
#Cast the [[Gauge Flow]] spell. The amount of mana put into the spell will affect time necessary for researching.&lt;br /&gt;
#Start a Research project by performing {{com|RESEARCH}} {{tt|&amp;lt;type&amp;gt; &amp;lt;duration&amp;gt;}} (e.g. {{com|RESEARCH}} {{tt|UTILITY 300}}).&lt;br /&gt;
#:Use {{com|RESEARCH}} {{tt|LIST}} or see the table below for the types of research.&lt;br /&gt;
#Continue the Research project by doing {{com|RESEARCH}} {{tt|&amp;lt;type&amp;gt; &amp;lt;duration&amp;gt;}} until complete. You can use {{com|RESEARCH}} {{tt|STATUS}} to see how far along you are on your project.&lt;br /&gt;
#When the project completes, you will receive a message regarding your breakthrough. Experience for research is only awarded upon completion of research.&lt;br /&gt;
#:Note: Some research projects, marked with an asterisk in {{com|RESEARCH}} {{tt|LIST}}, are inherently dangerous and may result in [[Sorcery#Backlash Effects|sorcerous backlash]] upon completion.&lt;br /&gt;
&lt;br /&gt;
==Symbiosis==&lt;br /&gt;
Symbiosis-type projects increase the difficulty of a spell that is prepared with a symbiosis, thereby increasing the spell&#039;s learning potential for that cast. In effect, this reduces the mana needed to cast a given spell in order to learn from it, greatly increasing its training efficiency. This also gives the spell an additional effect which can alter the skills the spell trains. For example, using a symbiosis that adds a skill buff will cause a spell to train the {{skill|Augmentation}} in addition to any skills it normally trains if it doesn&#039;t already.&lt;br /&gt;
&lt;br /&gt;
#Complete a Symbiosis research project using the steps above.&lt;br /&gt;
#*From this point on you do not need to do symbiosis research again unless you die, cancel your research, or wish to change symbioses.&lt;br /&gt;
#{{com|PREPARE}} {{tt|SYMBIOSIS}} to start the metamagic.&lt;br /&gt;
#Successfully cast a spell.&lt;br /&gt;
#See your message about a bonus.&lt;br /&gt;
&lt;br /&gt;
Not all symbiosis increase the difficulty of spellcasting equally. In order from smallest to largest increase in difficulty, they are:&lt;br /&gt;
# Skill boosting symbiosis&lt;br /&gt;
# Chaos symbiosis&lt;br /&gt;
# Stat boosting symbiosis&lt;br /&gt;
::* You will not see a bonus to the [[Attributes|attribute]] immediately.&lt;br /&gt;
::* {{tt|Prep}} {{tt|symbiosis}}, then {{tt|prep}} {{tt|&amp;lt;spell&amp;gt;}}. The bonus will occur when the spell is {{com|cast}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: It is possible to use the Chaos symbiosis without researching it. Every character automatically has access to this as a default. The Chaos symbiosis only increases the difficulty of a spell and does not add any additional effects. This does allow a magic user to cast a spell that would normally be below their current skill level (due to the spell&#039;s difficulty level or mana being infused into it) and still learn from it. You can forget a currently known symbiosis using RELEASE SYMBIOSIS to revert back to the Chaos symbiosis.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Putting more mana into the [[Gauge Flow]] cast reduces the time needed for a research project, up to 20% at maximum mana.&lt;br /&gt;
*[[Arcana skill]] is required to learn Research-type options. Fundamental can be researched by everyone. Chaos is free for everyone and does not need to be researched.&lt;br /&gt;
*[[Magical feats]] unlock Symbiosis. Each feat is tied to a skillset. There is an Arcana skill requirement for each feat. Some Feats have pre-requisite Feats.&lt;br /&gt;
*You need to be able to cast a spell above minimum prep to use it with a symbiosis, since the symbiosis will increase the difficulty of the spell cast.&lt;br /&gt;
*&#039;&#039;Research is not designed for very low-level characters.&#039;&#039; It is primarily used to extend training for very skilled characters when using spells they can otherwise cap, and to manage Attunement costs when training for moderately skilled players.&lt;br /&gt;
&lt;br /&gt;
==Options==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Shorthand!!Backlash Chance?!!Feat Required!!Skill Required (Arcana)!!Minutes Needed*!!Result&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fundamental Research&#039;&#039;&#039;||FUNDAMENTAL||false||||60||5||Magic/Arcana experience (17/34 each)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Stream Theory&#039;&#039;&#039;||STREAM||false||||60||6.5||Attunement Experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Augmentation Patterns Research&#039;&#039;&#039;||AUGMENTATION||false||||60||10||Augment experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Utility Patterns Research&#039;&#039;&#039;||UTILITY||false||||60||10||Utility Experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warding Patterns Research&#039;&#039;&#039;||WARDING||false||||60||10||Warding Experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sorcerous Research&#039;&#039;&#039;||SORCERY||true||||250||15||Sorcery Experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High Energy Spellcasting&#039;&#039;&#039;||ENERGY||true||||500||7.5||Attunement Experience (34/34)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Field Theory&#039;&#039;&#039;||FIELD||true||||750||15||Magic, Sorcery, Attunement Experience (17/34 each)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plane of Probability&#039;&#039;&#039;||PLANE|| false |||| 250||20|| Astrology Experience (33/34) (24 hr cool down) Quest required&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Elemental Planes&#039;&#039;&#039;||PLANES|| false |||| 250||17|| Summoning Experience (34/34) (24 hr cool down) Quest required&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Starry Road&#039;&#039;&#039;||ROAD|| false |||| 118||27.5|| Theurgy Experience (34/34) (24 hr cool down) Quest required&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; technically 27 minutes 37 seconds with base GAF&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spell Research&#039;&#039;&#039;||SPELL||true||||1000||15||Augmentation, Utility, Warding Experience (17/34 each)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strengthen Symbiosis&#039;&#039;&#039;||SYMBIOSIS STRENGTHEN||false||Physical Matrices||300||7.5||[[Boosts::Strength (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Endure Symbiosis&#039;&#039;&#039;||SYMBIOSIS ENDURE||false||Physical Matrices||||7.5||[[Boosts::Stamina (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Avoid Symbiosis&#039;&#039;&#039;||SYMBIOSIS AVOID||false||Physical Matrices||||7.5||[[Boosts::Reflex (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spring Symbiosis&#039;&#039;&#039;||SYMBIOSIS SPRING||false||Physical Matrices||||7.5||[[Boosts::Agility (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Remember Symbiosis&#039;&#039;&#039;||SYMBIOSIS REMEMBER||false||Mental Matrices||||7.5||[[Boosts::Intelligence (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resolve Symbiosis&#039;&#039;&#039;||SYMBIOSIS RESOLVE||false||Mental Matrices||||7.5||[[Boosts::Discipline (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Impress Symbiosis&#039;&#039;&#039;||SYMBIOSIS IMPRESS||false||Mental Matrices||||7.5||[[Boosts::Charisma (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discern Symbiosis&#039;&#039;&#039;||SYMBIOSIS DISCERN||false||Mental Matrices||||7.5||[[Boosts::Wisdom (stat)]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explore Symbiosis&#039;&#039;&#039;||SYMBIOSIS  EXPLORE||false||Survivalist||||7.5||[[Boosts::Athletics skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Watch Symbiosis&#039;&#039;&#039;||SYMBIOSIS WATCH||false||Survivalist||||7.5||[[Boosts::Perception skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Harvest Symbiosis&#039;&#039;&#039;||SYMBIOSIS HARVEST||false||Survivalist||||7.5||[[Boosts::Skinning skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heal Symbiosis&#039;&#039;&#039;||SYMBIOSIS HEAL||false||Survivalist||||7.5||[[Boosts::First Aid skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Learn Symbiosis&#039;&#039;&#039;||SYMBIOSIS LEARN||false||Scholar||||7.5||[[Boosts::Scholarship skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Examine Symbiosis&#039;&#039;&#039;||SYMBIOSIS EXAMINE||false||Scholar||||7.5||[[Boosts::Appraisal skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Perform Symbiosis&#039;&#039;&#039;||SYMBIOSIS PERFORM||false||Scholar||||7.5||[[Boosts::Performance skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cast Symbiosis&#039;&#039;&#039;||SYMBIOSIS CAST||false||Symbiotic Research||200||7.5||[[Boosts::Primary Magic skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Harness Symbiosis&#039;&#039;&#039;||SYMBIOSIS HARNESS||false||Symbiotic Research||200||7.5||[[Boosts::Attunement skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Activate Symbiosis&#039;&#039;&#039;||SYMBIOSIS ACTIVATE||false||Symbiotic Research||200||7.5||[[Boosts::Arcana skill]] Boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wild Magic&#039;&#039;&#039;||WILD||true||||100||20||Possible event-only availability; chance for addition of a new spell, spell customizations.&amp;lt;br&amp;gt;Magic/Attunement/Arcana/Augmentation/ Utility/Warding/Sorcery experience (&amp;lt;random&amp;gt;/34 each)&amp;lt;br&amp;gt;&#039;&#039;see [[Wild_magic_(concept)#Research|wild magic research]] for full details&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;This is the base time with a minimum mana [[Gauge Flow]]. More mana will reduce the time required.&lt;br /&gt;
&lt;br /&gt;
==Other actions during research==&lt;br /&gt;
The following states prevent research from being started:&lt;br /&gt;
*having an active [[Appraisal skill#Appraise Focus|appraisal focus]] project&lt;br /&gt;
*{{com|play}}ing an instrument&lt;br /&gt;
*[[Prepare command|preparing]] a spell&lt;br /&gt;
&lt;br /&gt;
The following states will be broken upon starting a research project:&lt;br /&gt;
*being [[Hide command|hidden]] (N.B.: Invisibility does not break when starting research)&lt;br /&gt;
&lt;br /&gt;
The following actions interrupt research:&lt;br /&gt;
*Attacking or being attacked (you can engage and retreat freely)&lt;br /&gt;
*[[Cast command]]&lt;br /&gt;
*[[Infuse command]]&lt;br /&gt;
*[[Charge command]]&lt;br /&gt;
*[[Hide command]]&lt;br /&gt;
*[[Locksmithing skill|Locksmithing]] in general: both {{com|disarm}}ing and {{com|pick}}ing&lt;br /&gt;
*[[Mine command]] (although you can still {{com|prospect}})&lt;br /&gt;
*{{com|pay}}ing debt&lt;br /&gt;
*[[Play command]]&lt;br /&gt;
*[[Prepare command]]&lt;br /&gt;
*[[Study command]]&lt;br /&gt;
*[[Swim command]]&lt;br /&gt;
&lt;br /&gt;
The following actions can be performed during research (although not all are intentional):&lt;br /&gt;
*maintaining a [[:Category:Cyclic spells|cyclic spell]]&lt;br /&gt;
*[[Harness command|harnessing]] mana&lt;br /&gt;
*[[Summon command|Summoning]] the different planes ({{com|summon}} {{tt|admittance}}, etc)&lt;br /&gt;
*[[Focus command|focusing]] on magical items&lt;br /&gt;
*[[Invoke command|invoking]] cambrinth, gaethzen, and runestones&lt;br /&gt;
*[[Release command|releasing]] mana or spell effects&lt;br /&gt;
*[[Teach command|teaching]] or listening to a class&lt;br /&gt;
*[[Perceive command|perceiving]] mana or health&lt;br /&gt;
*[[Empathic healing]]: {{com|touch}} and {{com|take}}&lt;br /&gt;
*[[Tend command|tending]] wounds&lt;br /&gt;
*[[Climb command|climbing]], including {{com|climb}} {{tt|practice}}&lt;br /&gt;
*[[Hunt command|hunting]]&lt;br /&gt;
*Moving through water using cardinal directions (and not using {{com|swim}})&lt;br /&gt;
*[[Forage command|foraging]]/[[Collect command|collecting]]&lt;br /&gt;
*Braiding grass/vines&lt;br /&gt;
*[[Appraise command|appraising]] items&lt;br /&gt;
*[[Assess command|assessing]] instruments&lt;br /&gt;
*[[Juggle command|juggling]]&lt;br /&gt;
*[[Wipe command|wiping]] a wet instrument (and wringing the cloth after)&lt;br /&gt;
*Training stats&lt;br /&gt;
*Using a [[sanowret crystal]]&lt;br /&gt;
*Crafting (so long as you don&#039;t need to [[Study command|study]] instructions)&lt;br /&gt;
:*[[Blacksmithing discipline#Smelting|smelting]] metal&lt;br /&gt;
:*Repairing Items&lt;br /&gt;
&lt;br /&gt;
The following actions cannot be performed at all during research:&lt;br /&gt;
*starting an [[Appraisal skill#Appraise Focus|appraisal focus]] project&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
===Start===&lt;br /&gt;
*[Research] You tentatively reach out and begin manipulating the mana streams, testing their give and the amount of energy coursing through them.&lt;br /&gt;
*[Symbiosis] You start to research &amp;lt;option&amp;gt; symbiosis.&lt;br /&gt;
&lt;br /&gt;
===Pulse===&lt;br /&gt;
*[Research] You continue to flex the mana streams.&lt;br /&gt;
*[Symbiosis] You continue to research &amp;lt;option&amp;gt; symbiosis.&lt;br /&gt;
&lt;br /&gt;
===Portion Completion===&lt;br /&gt;
*You make definite progress in your &amp;lt;option&amp;gt; &amp;lt;Research/symbiosis project&amp;gt; and decide to take a break. However, there is still more to learn before you arrive at a breakthrough.&lt;br /&gt;
&lt;br /&gt;
===Portion Abandonment===&lt;br /&gt;
If your project is interrupted (see [[Magical research#Other actions during research|Other actions during research]]), you forfeit all progress made for that research period. For example, if you were researching Warding for 300 seconds and are interrupted 259 seconds in, you lose all progress made during that period. You can also choose abandon a portion with {{com|research}} {{tt|cancel}}.&lt;br /&gt;
*Distracted by your devices, you forget what you were researching.&lt;br /&gt;
*Distracted by your spellcasting, you forget what you were researching.&lt;br /&gt;
&lt;br /&gt;
===Project Completion (Breakthrough!)===&lt;br /&gt;
The following messaging appears when you finish a research project.&lt;br /&gt;
*[Augmentation Research] Breakthrough! You have woven an Augmentation pattern that had previously escaped your grasp.&lt;br /&gt;
*[Fundamental Research] Breakthrough! You have a novel insight into the nature of spellcasting.  While it probably won&#039;t make you famous, it will surely come in handy with practical magic.&lt;br /&gt;
*[Stream Research] Breakthrough! The mana streams dance in front of your magical senses and, at least in their present configuration, you understand the nature of their warp and weave.&lt;br /&gt;
*[Utility Research]Breakthrough! You have woven a Utility pattern that had previously escaped your grasp.&lt;br /&gt;
*[Warding Research] Breakthrough! You have built a ward with previously unknown cleverness and strength.&lt;br /&gt;
&lt;br /&gt;
===Project Degradation===&lt;br /&gt;
If you go too long between research portions, you will forget some of what you have researched.&lt;br /&gt;
*As time passes, you forget some of the finer points about your project about &amp;lt;research project&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Project Abandonment===&lt;br /&gt;
If too long passes without continuing your research, you will abandon the project entirely. You can also abandon a project by doing {{com|research}} {{tt|cancel}} while you are not doing portion research.&lt;br /&gt;
*You decide to stop researching Fundamental Research.&lt;br /&gt;
*You have abandoned your research project entirely.&lt;br /&gt;
&lt;br /&gt;
===Prepare===&lt;br /&gt;
*[Symbiosis] You recall the exact details of the &amp;lt;option&amp;gt; symbiosis, preparing to integrate it with the next spell you cast.&lt;br /&gt;
&lt;br /&gt;
===Spell Cast===&lt;br /&gt;
*[Skill Bonus] Familiar streams of magic blend with the weave of your &amp;lt;spell&amp;gt; spell, and you sense an increase in your knowledge of &amp;lt;skill&amp;gt;.&lt;br /&gt;
*[Stat Bonus] Familiar streams of magic blend with the weave of your Ethereal Shield spell and you feel your &amp;lt;stat&amp;gt; increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Preparation Loss===&lt;br /&gt;
*[Symbiosis] You pause for a moment as the details of the &amp;lt;option&amp;gt; symbiosis fade from your mind.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Horses&amp;diff=656346</id>
		<title>Category:Horses</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Horses&amp;diff=656346"/>
		<updated>2024-11-25T04:44:49Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Skills Taught to Adventurers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
[[Image:Paladin_horse.jpg|300px|right|Paladin Riding a Horse]]&lt;br /&gt;
The horse system in DragonRealms is very detailed and has something for everyone. There is no circle minimum to either ride or own a horse. Even a novice can ride! However, the horse system includes many advanced riding techniques, like having your horse fight beside you if you are a [[Paladin]], or loading a ranged weapon while riding if you&#039;re a [[Barbarian]]. These types of abilities do have circle and sometimes guild requirements.&lt;br /&gt;
&lt;br /&gt;
First things first, you need to learn how to ride. Find any Stablemaster in the Realms, and &amp;lt;tt&amp;gt;ASK &amp;lt;STABLEMASTER&amp;gt; ABOUT HORSE&amp;lt;/tt&amp;gt;. The Stablemaster will teach you, going into a lesson similar to the speech you get from a Guild Leader when you join. You must stay and simply &amp;quot;listen&amp;quot; to the lesson. When it is complete, you&#039;ll know how to ride! In addition, magic users should &amp;lt;tt&amp;gt;ASK &amp;lt;Stablemaster&amp;gt; ABOUT PREPARE&amp;lt;/tt&amp;gt;, so that they can prepare spells while mounted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Buying a Horse==&lt;br /&gt;
Before buying your horse, there are two very important points to consider. &lt;br /&gt;
&lt;br /&gt;
[[:Category:Halfling|Halflings]], [[:Category:Dwarf|Dwarves]], and [[:Category:Gnome|Gnomes]] can ride full size horses. However, the horse must be taught to &amp;lt;tt&amp;gt;KNEEL&amp;lt;/tt&amp;gt; by a [[Ranger]] before these height-challenged races will be able to mount them. Ponies are only rideable by these three races. &lt;br /&gt;
&lt;br /&gt;
Horses do not like [[Prydaen]] or [[Rakash]] when in moonskin. If you are one of these races, your horse must be trained to tolerate animalistic races by a [[Ranger]], otherwise you will not be able to approach them!&lt;br /&gt;
&lt;br /&gt;
===Buying from a Stable===&lt;br /&gt;
&lt;br /&gt;
Before you can purchase from a stable you must learn basic horsemanship from a stablemaster.  The syntax is ask Stablemaster about horse.  Example:  In Zoluren Mews, ask Kenefick about horse, he will prompt you to ask again and then teach you what you need to make a purchase from the corral.&lt;br /&gt;
&lt;br /&gt;
At the stable, you can either &amp;lt;tt&amp;gt;LOOK IN CORRAL&amp;lt;/tt&amp;gt; or simply &amp;lt;tt&amp;gt;ORDER&amp;lt;/tt&amp;gt; to see a menu of the of the horses currently available, along with their prices. To &amp;lt;tt&amp;gt;LOOK&amp;lt;/tt&amp;gt; at a specific horse, you must use the number in this menu. For example, if you want to look at the second horse in the corral, you need to &amp;lt;tt&amp;gt;LOOK 2&amp;lt;/tt&amp;gt;. Likewise, to purchase the second horse, you would &amp;lt;tt&amp;gt;ORDER 2&amp;lt;/tt&amp;gt;. Be careful when buying, however - horse stock is always rotating. If a stableboy leads in a new horse, the numbering for the horses in the corral changes, so you might end up with the wrong horse!&lt;br /&gt;
&lt;br /&gt;
===Buying from an Adventurer===&lt;br /&gt;
&lt;br /&gt;
When buying a horse from another adventurer, you must use the services of a [[Trader]] that is circle 25 or above to make the sale. This transaction can only take place in a Brokerage Office. [[Traders]] that are level 25 and below cannot purchase a horse from another player. Their only option is to buy from the corral.&lt;br /&gt;
&lt;br /&gt;
==Horse Appearance==&lt;br /&gt;
&lt;br /&gt;
Horses in [[Elanthia]] come in all types of colors and sizes, with all sorts of features that make each one unique. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Horses are available as either mares (female horses) or geldings (neutered male horses). In the horse world, stallions (males who are not neutered) are generally harder to control and are not often used for riding. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Height&#039;&#039;&#039;&lt;br /&gt;
[[File:Horse scale chart 500.jpg|right]]&lt;br /&gt;
Horse height is measured in &amp;quot;hands&amp;quot;, which are 4 inches each. Height is measured from the ground to the top of the horse&#039;s shoulder. Ponies can range from 8 to 13 hands, while horses generally range from 12 to 18 hands. Only horses that are 16 hands or higher are able to wear plate armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Color&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The color of your horse is the first thing someone will see if your horse is standing in a room. They&#039;ll see a white horse, a grey horse, a gold-colored horse, etc. There are many colors available - white, grey, black, dark, red, cherry, dappled, gold-colored, roan, flea-bitten (a black spotted pattern), chestnut, dun, blue, rose, smoky, buckskin, and bay, among others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detailed Features&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Horses can possess a number of different coat and color variations, and it&#039;s rare to find identical horses unless you&#039;re purchasing a white one. There are several different features you can look for, such as &#039;&#039;&#039;a glistening white coat&#039;&#039;&#039;, or &#039;&#039;&#039;a light reddish brown colored coat and mahogany highlights&#039;&#039;&#039;. Keep an eye open for all sorts of unique patterns!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breeds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Besides the basic breeds, there are an additional four known breeds of horses in Elanthia -- the [[Akhaal]], [[Haramorlam]], [[Kirmalia]], and [[Zeharca]].  Each breed has its own characteristics which are discussed on the breed&#039;s page.&lt;br /&gt;
&lt;br /&gt;
==Learning About Your Horse==&lt;br /&gt;
&lt;br /&gt;
The {{tt|RECALL MOUNT}} command displays the following information about your horse:&lt;br /&gt;
*Whether you own a horse&lt;br /&gt;
*Its size, color, markings&lt;br /&gt;
*Its last known stable location, if any, and current location if out of stable&lt;br /&gt;
*Whether your horse was caught wild or domestically bred (corral)&lt;br /&gt;
*What training it has received&lt;br /&gt;
*If you are in the room with the horse, and there are multiple horses present, {{tt|RECALL MOUNT}} tells you which horse is yours.&lt;br /&gt;
*If you have an active mount, and it is currently summoned, {{tt|RECALL MOUNT}} tells you where it currently is.&lt;br /&gt;
&lt;br /&gt;
==Interacting With Your Horse==&lt;br /&gt;
&lt;br /&gt;
Now that you have your horse, you&#039;ll want to know how to interact with it! This is why you got a horse in the first place, isn&#039;t it? &lt;br /&gt;
&lt;br /&gt;
When you first get your horse out of the stable, you need to {{com|APPROACH}} it to make sure it&#039;s accustomed to you. As the horse spends time with you out in the world, sometimes you will need to {{tt|APPROACH}} it again to make sure it remembers who you are! If you wish to interact with other people&#039;s horses, sometimes you will need to {{tt|APPROACH}} them multiple times before they will allow you to do anything. &lt;br /&gt;
&lt;br /&gt;
For roleplay value, you can {{com|PET}}, {{com|HUG}}, {{com|TOUCH}}, {{com|KISS}}, {{com|SCRATCH}}, and {{com|RUB}} your horse. You&#039;ll also need to {{com|STUDY}} your horse from time to time to make sure your horse is in good shape, well fed, and properly groomed (&#039;&#039;see the section on [[Horses#Horse Care|Horse Care]] below&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Use {{com|LEAD}} {{tt|HORSE}} when you want the horse to follow you on foot. In this mode, horses act just like a [[Trader]] caravan. When you move, the horse will follow you a few seconds later. To lead the horse, you must have a lead rope, halter, or bridle on it. To stop leading the horse, simply {{tt|LEAD HORSE}} again.&lt;br /&gt;
&lt;br /&gt;
To ride your horse, simply {{com|MOUNT}} {{tt|HORSE}}. If you don&#039;t know how to ride bareback, you must have a saddle or blanket on the horse. Remember, if there are multiple horses in the room, you can specify yours by its color. To stop riding, {{com|DISMOUNT}} {{tt|HORSE}}. If you are horribly wounded, there is a good chance you will -fall- off your horse when mounted, so make sure to take care of yourself. You can only mount your horse when you are outside, and there are some places horses will refuse to go (such as indoors, and other obstacles out in the world). &lt;br /&gt;
&lt;br /&gt;
Horses have four speeds: &#039;&#039;&#039;walk, trot, canter&#039;&#039;&#039; and &#039;&#039;&#039;gallop&#039;&#039;&#039;. Walk moves your horse at the same speed that your character moves, one room at a time. Trot, canter, and gallop move two, three and four rooms at a time, provided that there are enough rooms in a row in that specific direction. If you gallop north and there are only three rooms with a northern exit, the horse will travel three rooms north and then stop to see which way you want to go next. If you have the Advanced Riding skill, and there is only one other exit, the horse will automatically follow that &amp;quot;curve&amp;quot; for you.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;To make your horse change speed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{com|SIGNAL}} {{tt|HORSE to}} [walk|trot|canter|gallop]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To make your horse perform a trick:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{tt|SIGNAL HORSE to}} [beg|spin] or&lt;br /&gt;
&lt;br /&gt;
{{tt|SIGNAL HORSE to JUMP}} (thing)&lt;br /&gt;
&lt;br /&gt;
==Horse Care==&lt;br /&gt;
&lt;br /&gt;
Horses are a responsibility. If you don&#039;t take good care of your horse, it can become sick, injured, and even die. To check on a horse&#039;s condition, use {{tt|STUDY HORSE}}. Studying a horse will tell you if it has been fed recently and if it needs grooming.  If the horse shies away from you, {{tt|APPROACH}} a few times.&lt;br /&gt;
&lt;br /&gt;
You can purchase everything you need from a tack shop for the care of your horse, including food and grooming tools.&lt;br /&gt;
&lt;br /&gt;
===Feeding===&lt;br /&gt;
&lt;br /&gt;
Horses love to eat grass, which is easily forageable in most areas.  Apples and other foods are also readily available for free through foraging, or can be picked from apple trees (the orchards at Baerholdt&#039;s, or south of [[Therenborough]]) or gardens (carrots and other vegetables) found throughout Elanthia.&lt;br /&gt;
&lt;br /&gt;
To buy food from a tack shop, simply {{com|ASK}} &amp;lt;shopkeeper&amp;gt; {{tt|ABOUT FOOD}}. He will give you a list of items that you can purchase. You can buy things like grain, apples, carrots, salt, and other items. &lt;br /&gt;
&lt;br /&gt;
To feed your horse, just hold the food in your right hand and {{com|FEED}} &amp;lt;food&amp;gt; {{tt|TO HORSE}}.  A horse will not eat on its own however so you must feed your horse or it will go hungry.&lt;br /&gt;
&lt;br /&gt;
===Grooming===&lt;br /&gt;
&lt;br /&gt;
There are three &amp;quot;sections&amp;quot; of a horse that you can clean - the mane and tail, the coat, and the hooves. Once you&#039;ve finished cleaning one of those sections, you are not able to clean it again for a short time. To clean your horse, you need four tools - a soft/stiff brush (turnable item), a mane and tail brush, a curry comb, and a hoof pick. These items are all available in a tack shop if you &amp;lt;tt&amp;gt;ASK &amp;lt;shopkeeper&amp;gt; ABOUT GROOM&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To clean the mane and tail&#039;&#039;&#039;, &amp;lt;tt&amp;gt;CLEAN HORSE&amp;lt;/tt&amp;gt; with empty hands until you are told you need a brush. Pull out your soft brush, and &amp;lt;tt&amp;gt;BRUSH HORSE&amp;lt;/tt&amp;gt; until you are told to use another tool. Next, pull out your mane and tail brush, and &amp;lt;tt&amp;gt;BRUSH HORSE&amp;lt;/tt&amp;gt; until you are done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To clean the coat&#039;&#039;&#039;, hold the curry comb and &amp;lt;tt&amp;gt;CLEAN HORSE&amp;lt;/tt&amp;gt;. When you&#039;re asked for a new tool, pull out your soft brush and TURN it to use the stiff side. Again, &amp;lt;tt&amp;gt;BRUSH HORSE&amp;lt;/tt&amp;gt;. When that step is completed, turn the brush once more to the soft side and brush again until you are finished.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To clean the hooves&#039;&#039;&#039;, get your hoof pick and &amp;lt;tt&amp;gt;CLEAN HORSE&amp;lt;/tt&amp;gt; four times, once for each hoof. &lt;br /&gt;
&lt;br /&gt;
===Stabling===&lt;br /&gt;
&lt;br /&gt;
When it&#039;s time to stop adventuring for the day, it&#039;s important to take your horse to a stable. Leaving it wandering around can allow it to get sick and injured - in addition, you can lose your tack. If you are booted from the game or there is a game crash, your horse will stay at your location for only a short time before it&#039;s returned to the nearest stable. &lt;br /&gt;
&lt;br /&gt;
Stabling your horse is simple. First, bring him/her to a stable.  Then make sure you are &#039;&#039;&#039;not&#039;&#039;&#039; leading the horse (LEAD HORSE will stop leading if you&#039;re leading).  Next, remove all of your gear from the horse except the bridle, and then &amp;lt;tt&amp;gt;STABLE HORSE&amp;lt;/tt&amp;gt;. There is a small fee, so make sure you have coins. When your horse is safely stabled, you will be given your bridle back. If you&#039;re an [[Estate Holder]] you can use &amp;lt;tt&amp;gt;BUNDLE HORSE&amp;lt;/tt&amp;gt; to get the stableboys to pack up your gear for you into an {{sloot|i|oilcloth packet}}. There is a small fee for this service. You will still need to stable your horse after bundling it.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re ready to get your horse out again, go to any stable and &amp;lt;tt&amp;gt;RETURN HORSE&amp;lt;/tt&amp;gt;. You will be charged a fee depending on how long your horse was in storage for its food and upkeep, which caps at a few gold. All stables are connected, so you can retrieve your horse from any stable no matter where you originally dropped it off. However, you will pay a slightly higher fee if you don&#039;t go back to where you originally stabled your horse. You cannot get your horse back out immediately after stabling, because it&#039;s being fed and groomed!&lt;br /&gt;
&lt;br /&gt;
====Stables====&lt;br /&gt;
{{columns-list|4|&lt;br /&gt;
{{#ask:[[Category:Stable shops]]|order=asc|format=ul|headers=plain}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Storing===&lt;br /&gt;
&lt;br /&gt;
Rangers and Traders of adequate standing in their guild can STORE a horse at a stable for long time care and will receive a voucher.  This enables them to catch or sell multiple horses since a player may only own one horse at a time.  To retreive the horse hold the voucher in the right hand and UNSTORE twice.&lt;br /&gt;
&lt;br /&gt;
==Teaching Adventurers and Horses==&lt;br /&gt;
&lt;br /&gt;
There are several different skills and tricks that are available in the Elanthian horse world. In some cases, only the horse needs to be trained in how to use an ability. In others, both the horse and the rider need instruction before you can use an ability. Lessons generally take 20 to 180 minutes realtime.&lt;br /&gt;
&lt;br /&gt;
Horses can only be taught by [[Rangers]], although [[Rangers]] must first learn &amp;lt;tt&amp;gt;JOUST&amp;lt;/tt&amp;gt; from a [[Paladin]] before it can be taught to a horse. Other guilds can teach some abilities to you directly. Paladins can learn prepare, mount, joust and combat directly from a stablemaster instead of from another adventurer. Horses sold in a corral come with Lead Rope and Saddle already learned. A wild horse knows nothing when it is wrangled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To teach an Adventurer:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tt&amp;gt;INSTRUCT &amp;lt;player&amp;gt; &amp;lt;skill&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To teach a horse:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tt&amp;gt;INSTRUCT &amp;lt;horse&amp;gt; &amp;lt;skill&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To review what skills you have available to teach either players or horses, simply use the &amp;lt;tt&amp;gt;INSTRUCT&amp;lt;/tt&amp;gt; verb by itself.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Only one person or horse can be instructed at a time.&lt;br /&gt;
*No normal class can be taught at the same time as instructing.&lt;br /&gt;
*&amp;lt;tt&amp;gt;RECALL MOUNT&amp;lt;/tt&amp;gt; to see what skills you and your horse have already been taught.&lt;br /&gt;
&lt;br /&gt;
===Skills Taught to Adventurers===&lt;br /&gt;
&lt;br /&gt;
First things first, you need to learn how to ride. Find any Stablemaster in the Realms, and ASK &amp;lt;STABLEMASTER&amp;gt; ABOUT HORSE. The Stablemaster will teach you, going into a lesson similar to the speech you get from a Guild Leader when you join. You must stay and simply &amp;quot;listen&amp;quot; to the lesson. When it is complete, you&#039;ll know how to ride!&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill&lt;br /&gt;
! Who Teaches It&lt;br /&gt;
! What it Does&lt;br /&gt;
! Who Can Learn&lt;br /&gt;
! Class Time&lt;br /&gt;
|-&lt;br /&gt;
|Basic Horsemanship&lt;br /&gt;
|Stablemaster&lt;br /&gt;
|Ride horses&lt;br /&gt;
|Everyone&lt;br /&gt;
|4 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Prepare&lt;br /&gt;
|Stablemaster&lt;br /&gt;
|Prepare spells on horseback&lt;br /&gt;
|[[Empath]] at 15th circle; magic-primary at 20th circle; other MU at 25th circle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat&lt;br /&gt;
|40th circle [[Paladin]] &lt;br /&gt;
|Fight on horseback&lt;br /&gt;
|30th circle (Paladin-20th Circle from Stable Master Kenefick at the Royal Miews)&lt;br /&gt;
|~15-20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Mount&lt;br /&gt;
|Stablemaster&lt;br /&gt;
|Mount horse while in combat&lt;br /&gt;
|[[Paladin]]: 35th circle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Joust&lt;br /&gt;
|50th circle [[Paladin]]&lt;br /&gt;
|Improved jousting skill&lt;br /&gt;
|36th circle (Paladin-25th Circle from Stable Master Kenefick at the Royal Miews)&lt;br /&gt;
|~6-7 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Load&lt;br /&gt;
|40th circle [[Barbarian]]&lt;br /&gt;
|Load ranged weapons on horseback&lt;br /&gt;
|40th circle ([[Barbarian]] at 30th circle)&lt;br /&gt;
|~20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Grab&lt;br /&gt;
|40th circle [[Bard]] (40th circle Bards learn the skill from Stable Master Kenefick at the Royal Miews)&lt;br /&gt;
|Grab things off the ground from horseback&lt;br /&gt;
|40th circle&lt;br /&gt;
|5~8 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Bareback&lt;br /&gt;
|20th circle [[Ranger]]&lt;br /&gt;
|Ride without a saddle or padding&lt;br /&gt;
|20th circle ([[Ranger]] any time)&lt;br /&gt;
|~10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Riding&lt;br /&gt;
|45th circle Trader (45th circle Traders learn the skill from Stable Master Kenefick at the Royal Miews)&lt;br /&gt;
|Ride faster, even along &amp;quot;curves&amp;quot; if there are no intersections&lt;br /&gt;
|40th circle ([[Trader]] at 35th circle)&lt;br /&gt;
|~20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Target&lt;br /&gt;
|35th circle [[Warrior Mage]]&lt;br /&gt;
|Target creatures from horseback&lt;br /&gt;
|40th circle ([[Warrior Mage]] at 30th circle)&lt;br /&gt;
|~10 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Taught to Horses===&lt;br /&gt;
These classes take approximately 6 hours total to teach ALL skills, depending on the skill of the Ranger. For a list of Rangers who offer these services, see [[:Category:Player Horse Trainers]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Ranger]] must first learn from one of the stablemen NPCs (not the stablemaster) in [[Theren]], [[Crossing]], or [[Langenfirth]], unless otherwise noted. When trying to learn more than one skill at a time, you must wait about a minute between requesting them.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Skill&lt;br /&gt;
![[Ranger]] Level Required&lt;br /&gt;
!Approx. Duration of Class&lt;br /&gt;
!What it Does&lt;br /&gt;
|-&lt;br /&gt;
|Leadrope&lt;br /&gt;
|20th&lt;br /&gt;
|6 Minutes&lt;br /&gt;
|Horse stays calm while having a rope or bridle on.  (ask &amp;lt;stableman&amp;gt; about LEAD)&lt;br /&gt;
|-&lt;br /&gt;
|Saddle&lt;br /&gt;
|30th&lt;br /&gt;
|27 Minutes&lt;br /&gt;
|Horse stays calm while having a saddle on.&lt;br /&gt;
|-&lt;br /&gt;
|Beg/Sit&lt;br /&gt;
|40th&lt;br /&gt;
|6-17 Minutes&lt;br /&gt;
|Trick - The horse can sit and beg&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|40th&lt;br /&gt;
|30-40 Minutes&lt;br /&gt;
|Trick&lt;br /&gt;
|-&lt;br /&gt;
|Kneel&lt;br /&gt;
|30th or 35th&lt;br /&gt;
|16 Minutes&lt;br /&gt;
|Teaches horse to kneel so smaller races can mount.&lt;br /&gt;
|-&lt;br /&gt;
|Prance&lt;br /&gt;
|40th&lt;br /&gt;
|45-57 Minutes&lt;br /&gt;
|Trick&lt;br /&gt;
|-&lt;br /&gt;
|Rear/Spin&lt;br /&gt;
|40th&lt;br /&gt;
|6-17 Minutes&lt;br /&gt;
|Trick (ask &amp;lt;stableman&amp;gt; about SPIN)&lt;br /&gt;
|-&lt;br /&gt;
|Animal&lt;br /&gt;
|50th&lt;br /&gt;
|20-48 Minutes&lt;br /&gt;
|Teaches a horse not to be afraid of animalistic races ([[Prydaen]], and [[Rakash]] in moonskin)&lt;br /&gt;
Horse will BOLT when approached by one of these races, so it&#039;s important to teach it to all horses.&lt;br /&gt;
|-&lt;br /&gt;
|Combat&lt;br /&gt;
|50th&lt;br /&gt;
|52-60 Minutes&lt;br /&gt;
|Teaches horse to go to battle&lt;br /&gt;
([[Ranger]] must first learn from [[Paladin]])&lt;br /&gt;
|-&lt;br /&gt;
|Joust&lt;br /&gt;
|50th&lt;br /&gt;
|23 Minutes&lt;br /&gt;
|Teaches horse to perform a joust&lt;br /&gt;
([[Ranger]] must first learn from 40th [[Paladin]])&lt;br /&gt;
|-&lt;br /&gt;
|Magic&lt;br /&gt;
|50th&lt;br /&gt;
|45-55 Minutes&lt;br /&gt;
|Teaches horse not to fear offensive magic being cast atop it. (ask &amp;lt;stableman&amp;gt; about SPELL)&lt;br /&gt;
|-&lt;br /&gt;
|War&lt;br /&gt;
|50th&lt;br /&gt;
|120 Minutes&lt;br /&gt;
|Horse will fight with you ([[Paladins]] only!) when you are in combat.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Horse Gear and Shopping==&lt;br /&gt;
&lt;br /&gt;
There is plenty of gear available for your equine companion. Horse items are divided into six basic types: tack, padding, barding (armor), decorations, grooming tools, and feed.&lt;br /&gt;
&lt;br /&gt;
For a full list of available horse gear and an explanation of each item, see [[Tack]].&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Horse Shops|Horse Shops]]&lt;br /&gt;
*[[:Category:Tack Shops|Tack Shops]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tack&#039;&#039;&#039;: &amp;quot;Tack&amp;quot; refers to the equipment used to ride and control a horse. The tack in Elanthia is less complex than the tack used in real life. It is limited to the following pieces of equipment: saddles, bridles, halters, and lead ropes. Unless you&#039;re trained to ride bareback, you must use a saddle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Padding&#039;&#039;&#039;: Padding must be placed under the saddle to prevent injury to the horse. Padding comes in two types: the saddle pad and the saddle blanket. It is possible to equip a horse with both a pad and a blanket, although the horse needs only one piece of padding to prevent injury.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barding&#039;&#039;&#039;: Barding is armor for horses. It comes in three types: plate, chain, and leather. All horses can wear chain or leather barding, but only large horses (16+ hands) can wear plate barding. Plate barding offers the most protection and is recommended for the full-contact sport of jousting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decorations&#039;&#039;&#039;: Some items, such as caparisons, wreaths, and ribbons, are primarily decorative. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grooming Tools&#039;&#039;&#039;: In Elanthia, there are tools to groom the horse&#039;s coat, mane, tail, and hooves. The stable will groom your horse while the horse is in its care. Unless you have the horse out for an extended period of time, you should not need to groom it often. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feed&#039;&#039;&#039;: Some merchants sell food, treats, and salt that you can give to your horse. The stable will feed your horse while the horse is in its care. Unless you have the horse out for an extended period of time, you should not need to feed it often.&lt;br /&gt;
&lt;br /&gt;
==Jousting==&lt;br /&gt;
&lt;br /&gt;
[[Jousting]] requires that you have a lance in hand, be mounted on your horse, and issue a challenge to another mounted character. &lt;br /&gt;
&lt;br /&gt;
To initiate the challenge, you must &amp;lt;tt&amp;gt;SIGNAL HORSE TO JOUST &amp;lt;player&amp;gt;&amp;lt;/tt&amp;gt; and the other player will automatically be told how to respond. If they agree, the joust will automatically begin in ten seconds.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Jousting]].&lt;br /&gt;
&lt;br /&gt;
==Horse Wrangling==&lt;br /&gt;
&lt;br /&gt;
One of the most interesting features of the horse system is to be able to trap horses out in the wild! To be able to wrangle a horse, you must be a [[Ranger]], at least 60th circle, and you must not have any &amp;quot;active&amp;quot; horses, meaning that you cannot have one waiting for you in a stable or out in the world. No, you do not need to release or sell your current horse to wrangle a new one! You can simply &amp;lt;tt&amp;gt;STORE HORSE&amp;lt;/tt&amp;gt; at a stable, which will give you a voucher for the horse. You can keep as many vouchers around as you like.&lt;br /&gt;
&lt;br /&gt;
Before you head out, make sure to pick up a leadrope. &amp;lt;tt&amp;gt;TIE&amp;lt;/tt&amp;gt; the leadrope to turn it into a lasso. Note - it will still show up as a leadrope, but it is a lasso now!&lt;br /&gt;
&lt;br /&gt;
The wild horse herd roams in [[Ilithi]] in the steppes around [[Horse Clan]], so head south. On the road between Shard and Horse Clan, the trail branches north and makes a little loop. The herd roams around that area. You usually have to search around before you find it. Be careful, there are critters in this area.  In the process of breaking the herd, the horse may attack the ranger.  For information about horses as creatures, click here: [[Horse (creature)]]&lt;br /&gt;
&lt;br /&gt;
Finding and hunting horses can be a chore. A member of any guild may separate one from the herd, but only Rangers can catch horses.&lt;br /&gt;
&lt;br /&gt;
Once cut from the herd, a Ranger of at least 60th circle may attempt to catch the horse, but anyone can kill it. If left to their own devices, lone horses are usually promptly devoured by golden pards.&lt;br /&gt;
Once you find the herd, &amp;lt;tt&amp;gt;HIDE&amp;lt;/tt&amp;gt;! Your next step is to &amp;lt;tt&amp;gt;STALK HERD&amp;lt;/tt&amp;gt;. As you stalk the herd, they wander to other rooms. You will likely need to follow them and start again. You will repeat the &amp;lt;tt&amp;gt;STALK HERD&amp;lt;/tt&amp;gt; command until you are &#039;&#039;&#039;&amp;lt;tt&amp;gt;DANGEROUSLY CLOSE&amp;lt;/tt&amp;gt;&#039;&#039;&#039; to them. Now, &amp;lt;tt&amp;gt;CUT HERD&amp;lt;/tt&amp;gt;. You will separate one horse from the rest of the herd, you don&#039;t get a choice which one. You can repeat the steps above to get a horse that you like. Sometimes, with extreme luck, more than one horse gets cut from the herd.&lt;br /&gt;
&lt;br /&gt;
Success is based on the Ranger&#039;s [[Instinct]], [[Stealth]], and [[Outdoorsmanship]] skills.&lt;br /&gt;
&lt;br /&gt;
Once you get the horse you want, &amp;lt;tt&amp;gt;THROW ROPE AT HORSE&amp;lt;/tt&amp;gt;. If you happen to have more than one horse cut from the herd, specify the one you want by color - &amp;lt;tt&amp;gt;THROW ROPE AT &amp;lt;COLOR&amp;gt; HORSE&amp;lt;/tt&amp;gt;. The individual horses can wander around, so it&#039;s good to specify so that you don&#039;t accidentally end up with the wrong horse.&lt;br /&gt;
&lt;br /&gt;
The ranger should INSTRUCT HORSE SADDLE to be able to MOUNT the horse and ride to a safe area for additional horse instructions.&lt;br /&gt;
&lt;br /&gt;
==Horse History==&lt;br /&gt;
In the early years of [[DragonRealms]], it was stated that there would never be ridable mounts in the game.  Never say never!&lt;br /&gt;
&lt;br /&gt;
Horses were first introduced into [[DragonRealms]] by [[GameMaster]] [[Jeremael]] around 2000 or 2001.&lt;br /&gt;
&lt;br /&gt;
===Announcement regarding horses by Jeremael===&lt;br /&gt;
Greetings! &lt;br /&gt;
I&#039;ve updated the Horse System with a number of new things. &lt;br /&gt;
&lt;br /&gt;
1) Moved the spin trick to SIGNAL and gave you the bonus rear trick along with it. SIGNAL HORSE REAR &amp;amp; SIGNAL HORSE SPIN. &lt;br /&gt;
&lt;br /&gt;
2) A new Ranger to horse instructable technique that allows the horse a new movement style. Prancing! &lt;br /&gt;
&lt;br /&gt;
3) A new Bard to player instructable technique that allows a mounted player to get things from the ground while mounted. &lt;br /&gt;
&lt;br /&gt;
4)A new Trader to player instructable technique that deals with advanced riding. This will allow you to ride more efficiently on long stretches of road. &lt;br /&gt;
&lt;br /&gt;
Thanks to all the player support and suggestions in the last few months since the debut of the system! Keep it up and I hope to see you at Simucon 2002! &lt;br /&gt;
&lt;br /&gt;
GM Jeremael&lt;br /&gt;
&lt;br /&gt;
===Killing Player Horses===&lt;br /&gt;
Player-owned horses are killable through a [[bug]] and skinnable once slain.  Since killing a player-owned horse is a bug it is currently against policy.&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Travel, Creation systems, Fauna}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Electrogenesis&amp;diff=655781</id>
		<title>Electrogenesis</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Electrogenesis&amp;diff=655781"/>
		<updated>2024-11-20T21:54:16Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=-&lt;br /&gt;
|minprep=-&lt;br /&gt;
|castcap=-&lt;br /&gt;
|minskill=-&lt;br /&gt;
|maxskill=-&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=Special&lt;br /&gt;
|guild=Ranger&lt;br /&gt;
|magic=Life Magic&lt;br /&gt;
|spellbook=Animal Abilities&lt;br /&gt;
|prereqs=[[Claws of the Cougar]] or [[Syamelyo Kuniyo]], and a miniquest&lt;br /&gt;
|slot=2&lt;br /&gt;
|illegal=no&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=Electrogenesis is a scarcely known ability employed by a group of [[Drogor|Drogorian]] druids from [[Surlaenis]].  Unlike most spells, this pattern must be permanently threaded through the body.  Curiously, the spell&#039;s demand on one&#039;s mana attunement is so slight as to be insignificant, considering the high-current shocks it is capable of delivering.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=Electrical damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Increase brawling damage, convert brawling damage to electric, convert Syamelyo Kuniyo shots to electric&lt;br /&gt;
|messaging=&amp;gt;prepare electrogenesis&amp;lt;br&amp;gt;&lt;br /&gt;
With the spell pattern internalized, you prepare your body for Electrogenesis.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;prepare electrogenesis&amp;lt;br&amp;gt;&lt;br /&gt;
You damp the electrogenic potential in your muscles.&amp;lt;br&amp;gt;&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=-&lt;br /&gt;
|source=quest&lt;br /&gt;
|type=-&lt;br /&gt;
|ctype=metamagic&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Learned via a miniquest. Ask guildleader about electrogenesis spell to get you started. You&#039;ll have about two and a half hours to complete the quest; if you can&#039;t, you can retake it anytime.&lt;br /&gt;
*Metaspell with two effects:&lt;br /&gt;
*# Increases [[Brawling skill|Brawling]] damage and converts its damage type to be primarily electric.&lt;br /&gt;
*# Converts the [[Syamelyo Kuniyo]] spell&#039;s cold damage to electric.  (If the target creature is immune to electric damage, base SK&#039;s cold damage will be used instead.)&lt;br /&gt;
* Can be toggled via {{com|prepare}}.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Horses&amp;diff=653584</id>
		<title>Category:Horses</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Horses&amp;diff=653584"/>
		<updated>2024-11-04T00:04:07Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Skills Taught to Adventurers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
[[Image:Paladin_horse.jpg|300px|right|Paladin Riding a Horse]]&lt;br /&gt;
The horse system in DragonRealms is very detailed and has something for everyone. There is no circle minimum to either ride or own a horse. Even a novice can ride! However, the horse system includes many advanced riding techniques, like having your horse fight beside you if you are a [[Paladin]], or loading a ranged weapon while riding if you&#039;re a [[Barbarian]]. These types of abilities do have circle and sometimes guild requirements.&lt;br /&gt;
&lt;br /&gt;
First things first, you need to learn how to ride. Find any Stablemaster in the Realms, and &amp;lt;tt&amp;gt;ASK &amp;lt;STABLEMASTER&amp;gt; ABOUT HORSE&amp;lt;/tt&amp;gt;. The Stablemaster will teach you, going into a lesson similar to the speech you get from a Guild Leader when you join. You must stay and simply &amp;quot;listen&amp;quot; to the lesson. When it is complete, you&#039;ll know how to ride! In addition, magic users should &amp;lt;tt&amp;gt;ASK &amp;lt;Stablemaster&amp;gt; ABOUT PREPARE&amp;lt;/tt&amp;gt;, so that they can prepare spells while mounted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Buying a Horse==&lt;br /&gt;
Before buying your horse, there are two very important points to consider. &lt;br /&gt;
&lt;br /&gt;
[[:Category:Halfling|Halflings]], [[:Category:Dwarf|Dwarves]], and [[:Category:Gnome|Gnomes]] can ride full size horses. However, the horse must be taught to &amp;lt;tt&amp;gt;KNEEL&amp;lt;/tt&amp;gt; by a [[Ranger]] before these height-challenged races will be able to mount them. Ponies are only rideable by these three races. &lt;br /&gt;
&lt;br /&gt;
Horses do not like [[Prydaen]] or [[Rakash]] when in moonskin. If you are one of these races, your horse must be trained to tolerate animalistic races by a [[Ranger]], otherwise you will not be able to approach them!&lt;br /&gt;
&lt;br /&gt;
===Buying from a Stable===&lt;br /&gt;
&lt;br /&gt;
Before you can purchase from a stable you must learn basic horsemanship from a stablemaster.  The syntax is ask Stablemaster about horse.  Example:  In Zoluren Mews, ask Kenefick about horse, he will prompt you to ask again and then teach you what you need to make a purchase from the corral.&lt;br /&gt;
&lt;br /&gt;
At the stable, you can either &amp;lt;tt&amp;gt;LOOK IN CORRAL&amp;lt;/tt&amp;gt; or simply &amp;lt;tt&amp;gt;ORDER&amp;lt;/tt&amp;gt; to see a menu of the of the horses currently available, along with their prices. To &amp;lt;tt&amp;gt;LOOK&amp;lt;/tt&amp;gt; at a specific horse, you must use the number in this menu. For example, if you want to look at the second horse in the corral, you need to &amp;lt;tt&amp;gt;LOOK 2&amp;lt;/tt&amp;gt;. Likewise, to purchase the second horse, you would &amp;lt;tt&amp;gt;ORDER 2&amp;lt;/tt&amp;gt;. Be careful when buying, however - horse stock is always rotating. If a stableboy leads in a new horse, the numbering for the horses in the corral changes, so you might end up with the wrong horse!&lt;br /&gt;
&lt;br /&gt;
===Buying from an Adventurer===&lt;br /&gt;
&lt;br /&gt;
When buying a horse from another adventurer, you must use the services of a [[Trader]] that is circle 25 or above to make the sale. This transaction can only take place in a Brokerage Office. [[Traders]] that are level 25 and below cannot purchase a horse from another player. Their only option is to buy from the corral.&lt;br /&gt;
&lt;br /&gt;
==Horse Appearance==&lt;br /&gt;
&lt;br /&gt;
Horses in [[Elanthia]] come in all types of colors and sizes, with all sorts of features that make each one unique. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Horses are available as either mares (female horses) or geldings (neutered male horses). In the horse world, stallions (males who are not neutered) are generally harder to control and are not often used for riding. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Height&#039;&#039;&#039;&lt;br /&gt;
[[File:Horse scale chart 500.jpg|right]]&lt;br /&gt;
Horse height is measured in &amp;quot;hands&amp;quot;, which are 4 inches each. Height is measured from the ground to the top of the horse&#039;s shoulder. Ponies can range from 8 to 13 hands, while horses generally range from 12 to 18 hands. Only horses that are 16 hands or higher are able to wear plate armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Color&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The color of your horse is the first thing someone will see if your horse is standing in a room. They&#039;ll see a white horse, a grey horse, a gold-colored horse, etc. There are many colors available - white, grey, black, dark, red, cherry, dappled, gold-colored, roan, flea-bitten (a black spotted pattern), chestnut, dun, blue, rose, smoky, buckskin, and bay, among others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detailed Features&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Horses can possess a number of different coat and color variations, and it&#039;s rare to find identical horses unless you&#039;re purchasing a white one. There are several different features you can look for, such as &#039;&#039;&#039;a glistening white coat&#039;&#039;&#039;, or &#039;&#039;&#039;a light reddish brown colored coat and mahogany highlights&#039;&#039;&#039;. Keep an eye open for all sorts of unique patterns!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breeds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Besides the basic breeds, there are an additional four known breeds of horses in Elanthia -- the [[Akhaal]], [[Haramorlam]], [[Kirmalia]], and [[Zeharca]].  Each breed has its own characteristics which are discussed on the breed&#039;s page.&lt;br /&gt;
&lt;br /&gt;
==Learning About Your Horse==&lt;br /&gt;
&lt;br /&gt;
The {{tt|RECALL MOUNT}} command displays the following information about your horse:&lt;br /&gt;
*Whether you own a horse&lt;br /&gt;
*Its size, color, markings&lt;br /&gt;
*Its last known stable location, if any, and current location if out of stable&lt;br /&gt;
*Whether your horse was caught wild or domestically bred (corral)&lt;br /&gt;
*What training it has received&lt;br /&gt;
*If you are in the room with the horse, and there are multiple horses present, {{tt|RECALL MOUNT}} tells you which horse is yours.&lt;br /&gt;
*If you have an active mount, and it is currently summoned, {{tt|RECALL MOUNT}} tells you where it currently is.&lt;br /&gt;
&lt;br /&gt;
==Interacting With Your Horse==&lt;br /&gt;
&lt;br /&gt;
Now that you have your horse, you&#039;ll want to know how to interact with it! This is why you got a horse in the first place, isn&#039;t it? &lt;br /&gt;
&lt;br /&gt;
When you first get your horse out of the stable, you need to {{com|APPROACH}} it to make sure it&#039;s accustomed to you. As the horse spends time with you out in the world, sometimes you will need to {{tt|APPROACH}} it again to make sure it remembers who you are! If you wish to interact with other people&#039;s horses, sometimes you will need to {{tt|APPROACH}} them multiple times before they will allow you to do anything. &lt;br /&gt;
&lt;br /&gt;
For roleplay value, you can {{com|PET}}, {{com|HUG}}, {{com|TOUCH}}, {{com|KISS}}, {{com|SCRATCH}}, and {{com|RUB}} your horse. You&#039;ll also need to {{com|STUDY}} your horse from time to time to make sure your horse is in good shape, well fed, and properly groomed (&#039;&#039;see the section on [[Horses#Horse Care|Horse Care]] below&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Use {{com|LEAD}} {{tt|HORSE}} when you want the horse to follow you on foot. In this mode, horses act just like a [[Trader]] caravan. When you move, the horse will follow you a few seconds later. To lead the horse, you must have a lead rope, halter, or bridle on it. To stop leading the horse, simply {{tt|LEAD HORSE}} again.&lt;br /&gt;
&lt;br /&gt;
To ride your horse, simply {{com|MOUNT}} {{tt|HORSE}}. If you don&#039;t know how to ride bareback, you must have a saddle or blanket on the horse. Remember, if there are multiple horses in the room, you can specify yours by its color. To stop riding, {{com|DISMOUNT}} {{tt|HORSE}}. If you are horribly wounded, there is a good chance you will -fall- off your horse when mounted, so make sure to take care of yourself. You can only mount your horse when you are outside, and there are some places horses will refuse to go (such as indoors, and other obstacles out in the world). &lt;br /&gt;
&lt;br /&gt;
Horses have four speeds: &#039;&#039;&#039;walk, trot, canter&#039;&#039;&#039; and &#039;&#039;&#039;gallop&#039;&#039;&#039;. Walk moves your horse at the same speed that your character moves, one room at a time. Trot, canter, and gallop move two, three and four rooms at a time, provided that there are enough rooms in a row in that specific direction. If you gallop north and there are only three rooms with a northern exit, the horse will travel three rooms north and then stop to see which way you want to go next. If you have the Advanced Riding skill, and there is only one other exit, the horse will automatically follow that &amp;quot;curve&amp;quot; for you.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;To make your horse change speed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{com|SIGNAL}} {{tt|HORSE to}} [walk|trot|canter|gallop]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To make your horse perform a trick:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{tt|SIGNAL HORSE to}} [beg|spin] or&lt;br /&gt;
&lt;br /&gt;
{{tt|SIGNAL HORSE to JUMP}} (thing)&lt;br /&gt;
&lt;br /&gt;
==Horse Care==&lt;br /&gt;
&lt;br /&gt;
Horses are a responsibility. If you don&#039;t take good care of your horse, it can become sick, injured, and even die. To check on a horse&#039;s condition, use {{tt|STUDY HORSE}}. Studying a horse will tell you if it has been fed recently and if it needs grooming.  If the horse shies away from you, {{tt|APPROACH}} a few times.&lt;br /&gt;
&lt;br /&gt;
You can purchase everything you need from a tack shop for the care of your horse, including food and grooming tools.&lt;br /&gt;
&lt;br /&gt;
===Feeding===&lt;br /&gt;
&lt;br /&gt;
Horses love to eat grass, which is easily forageable in most areas.  Apples and other foods are also readily available for free through foraging, or can be picked from apple trees (the orchards at Baerholdt&#039;s, or south of [[Therenborough]]) or gardens (carrots and other vegetables) found throughout Elanthia.&lt;br /&gt;
&lt;br /&gt;
To buy food from a tack shop, simply {{com|ASK}} &amp;lt;shopkeeper&amp;gt; {{tt|ABOUT FOOD}}. He will give you a list of items that you can purchase. You can buy things like grain, apples, carrots, salt, and other items. &lt;br /&gt;
&lt;br /&gt;
To feed your horse, just hold the food in your right hand and {{com|FEED}} &amp;lt;food&amp;gt; {{tt|TO HORSE}}.  A horse will not eat on its own however so you must feed your horse or it will go hungry.&lt;br /&gt;
&lt;br /&gt;
===Grooming===&lt;br /&gt;
&lt;br /&gt;
There are three &amp;quot;sections&amp;quot; of a horse that you can clean - the mane and tail, the coat, and the hooves. Once you&#039;ve finished cleaning one of those sections, you are not able to clean it again for a short time. To clean your horse, you need four tools - a soft/stiff brush (turnable item), a mane and tail brush, a curry comb, and a hoof pick. These items are all available in a tack shop if you &amp;lt;tt&amp;gt;ASK &amp;lt;shopkeeper&amp;gt; ABOUT GROOM&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To clean the mane and tail&#039;&#039;&#039;, &amp;lt;tt&amp;gt;CLEAN HORSE&amp;lt;/tt&amp;gt; with empty hands until you are told you need a brush. Pull out your soft brush, and &amp;lt;tt&amp;gt;BRUSH HORSE&amp;lt;/tt&amp;gt; until you are told to use another tool. Next, pull out your mane and tail brush, and &amp;lt;tt&amp;gt;BRUSH HORSE&amp;lt;/tt&amp;gt; until you are done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To clean the coat&#039;&#039;&#039;, hold the curry comb and &amp;lt;tt&amp;gt;CLEAN HORSE&amp;lt;/tt&amp;gt;. When you&#039;re asked for a new tool, pull out your soft brush and TURN it to use the stiff side. Again, &amp;lt;tt&amp;gt;BRUSH HORSE&amp;lt;/tt&amp;gt;. When that step is completed, turn the brush once more to the soft side and brush again until you are finished.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To clean the hooves&#039;&#039;&#039;, get your hoof pick and &amp;lt;tt&amp;gt;CLEAN HORSE&amp;lt;/tt&amp;gt; four times, once for each hoof. &lt;br /&gt;
&lt;br /&gt;
===Stabling===&lt;br /&gt;
&lt;br /&gt;
When it&#039;s time to stop adventuring for the day, it&#039;s important to take your horse to a stable. Leaving it wandering around can allow it to get sick and injured - in addition, you can lose your tack. If you are booted from the game or there is a game crash, your horse will stay at your location for only a short time before it&#039;s returned to the nearest stable. &lt;br /&gt;
&lt;br /&gt;
Stabling your horse is simple. First, bring him/her to a stable.  Then make sure you are &#039;&#039;&#039;not&#039;&#039;&#039; leading the horse (LEAD HORSE will stop leading if you&#039;re leading).  Next, remove all of your gear from the horse except the bridle, and then &amp;lt;tt&amp;gt;STABLE HORSE&amp;lt;/tt&amp;gt;. There is a small fee, so make sure you have coins. When your horse is safely stabled, you will be given your bridle back. If you&#039;re an [[Estate Holder]] you can use &amp;lt;tt&amp;gt;BUNDLE HORSE&amp;lt;/tt&amp;gt; to get the stableboys to pack up your gear for you into an {{sloot|i|oilcloth packet}}. There is a small fee for this service. You will still need to stable your horse after bundling it.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re ready to get your horse out again, go to any stable and &amp;lt;tt&amp;gt;RETURN HORSE&amp;lt;/tt&amp;gt;. You will be charged a fee depending on how long your horse was in storage for its food and upkeep, which caps at a few gold. All stables are connected, so you can retrieve your horse from any stable no matter where you originally dropped it off. However, you will pay a slightly higher fee if you don&#039;t go back to where you originally stabled your horse. You cannot get your horse back out immediately after stabling, because it&#039;s being fed and groomed!&lt;br /&gt;
&lt;br /&gt;
====Stables====&lt;br /&gt;
{{columns-list|4|&lt;br /&gt;
{{#ask:[[Category:Stable shops]]|order=asc|format=ul|headers=plain}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Storing===&lt;br /&gt;
&lt;br /&gt;
Rangers and Traders of adequate standing in their guild can STORE a horse at a stable for long time care and will receive a voucher.  This enables them to catch or sell multiple horses since a player may only own one horse at a time.  To retreive the horse hold the voucher in the right hand and UNSTORE twice.&lt;br /&gt;
&lt;br /&gt;
==Teaching Adventurers and Horses==&lt;br /&gt;
&lt;br /&gt;
There are several different skills and tricks that are available in the Elanthian horse world. In some cases, only the horse needs to be trained in how to use an ability. In others, both the horse and the rider need instruction before you can use an ability. Lessons generally take 20 to 180 minutes realtime.&lt;br /&gt;
&lt;br /&gt;
Horses can only be taught by [[Rangers]], although [[Rangers]] must first learn &amp;lt;tt&amp;gt;JOUST&amp;lt;/tt&amp;gt; from a [[Paladin]] before it can be taught to a horse. Other guilds can teach some abilities to you directly. Paladins can learn prepare, mount, joust and combat directly from a stablemaster instead of from another adventurer. Horses sold in a corral come with Lead Rope and Saddle already learned. A wild horse knows nothing when it is wrangled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To teach an Adventurer:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tt&amp;gt;INSTRUCT &amp;lt;player&amp;gt; &amp;lt;skill&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To teach a horse:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tt&amp;gt;INSTRUCT &amp;lt;horse&amp;gt; &amp;lt;skill&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To review what skills you have available to teach either players or horses, simply use the &amp;lt;tt&amp;gt;INSTRUCT&amp;lt;/tt&amp;gt; verb by itself.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Only one person or horse can be instructed at a time.&lt;br /&gt;
*No normal class can be taught at the same time as instructing.&lt;br /&gt;
*&amp;lt;tt&amp;gt;RECALL MOUNT&amp;lt;/tt&amp;gt; to see what skills you and your horse have already been taught.&lt;br /&gt;
&lt;br /&gt;
===Skills Taught to Adventurers===&lt;br /&gt;
&lt;br /&gt;
First things first, you need to learn how to ride. Find any Stablemaster in the Realms, and ASK &amp;lt;STABLEMASTER&amp;gt; ABOUT HORSE. The Stablemaster will teach you, going into a lesson similar to the speech you get from a Guild Leader when you join. You must stay and simply &amp;quot;listen&amp;quot; to the lesson. When it is complete, you&#039;ll know how to ride!&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill&lt;br /&gt;
! Who Teaches It&lt;br /&gt;
! What it Does&lt;br /&gt;
! Who Can Learn&lt;br /&gt;
! Class Time&lt;br /&gt;
|-&lt;br /&gt;
|Basic Horsemanship&lt;br /&gt;
|Stablemaster&lt;br /&gt;
|Ride horses&lt;br /&gt;
|Everyone&lt;br /&gt;
|4 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Prepare&lt;br /&gt;
|Stablemaster&lt;br /&gt;
|Prepare spells on horseback&lt;br /&gt;
|[[Empath]] at 15th circle; magic-primary at 20th circle; other MU at 25th circle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat&lt;br /&gt;
|40th circle [[Paladin]] &lt;br /&gt;
|Fight on horseback&lt;br /&gt;
|30th circle (Paladin-20th Circle from Stable Master Kenefick at the Royal Miews)&lt;br /&gt;
|~15-20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Mount&lt;br /&gt;
|Stablemaster&lt;br /&gt;
|Mount horse while in combat&lt;br /&gt;
|[[Paladin]]: 35th circle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Joust&lt;br /&gt;
|50th circle [[Paladin]]&lt;br /&gt;
|Improved jousting skill&lt;br /&gt;
|36th circle (Paladin-25th Circle from Stable Master Kenefick at the Royal Miews)&lt;br /&gt;
|~6-7 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Load&lt;br /&gt;
|40th circle [[Barbarian]]&lt;br /&gt;
|Load ranged weapons on horseback&lt;br /&gt;
|40th circle ([[Barbarian]] at 30th circle)&lt;br /&gt;
|~20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Grab&lt;br /&gt;
|40th circle [[Bard]] (40th circle Bards learn the skill from Stable Master Kenefick at the Royal Miews)&lt;br /&gt;
|Grab things off the ground from horseback&lt;br /&gt;
|40th circle&lt;br /&gt;
|5~8 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Bareback&lt;br /&gt;
|20th circle [[Ranger]]&lt;br /&gt;
|Ride without a saddle or padding&lt;br /&gt;
|20th circle ([[Ranger]] any time)&lt;br /&gt;
|~10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Riding&lt;br /&gt;
|45th circle Trader (45th circle Traders learn the skill from Stable Master Kenefick at the Royal Miews)&lt;br /&gt;
|Ride faster, even along &amp;quot;curves&amp;quot; if there are no intersections&lt;br /&gt;
|40th circle ([[Trader]] at 35th circle)&lt;br /&gt;
|~20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Target&lt;br /&gt;
|30th circle [[Warrior Mage]]&lt;br /&gt;
|Target creatures from horseback&lt;br /&gt;
|40th circle ([[Warrior Mage]] at 30th circle)&lt;br /&gt;
|~10 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Taught to Horses===&lt;br /&gt;
These classes take approximately 6 hours total to teach ALL skills, depending on the skill of the Ranger. For a list of Rangers who offer these services, see [[:Category:Player Horse Trainers]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Ranger]] must first learn from one of the stablemen NPCs (not the stablemaster) in [[Theren]], [[Crossing]], or [[Langenfirth]], unless otherwise noted. When trying to learn more than one skill at a time, you must wait about a minute between requesting them.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Skill&lt;br /&gt;
![[Ranger]] Level Required&lt;br /&gt;
!Approx. Duration of Class&lt;br /&gt;
!What it Does&lt;br /&gt;
|-&lt;br /&gt;
|Leadrope&lt;br /&gt;
|20th&lt;br /&gt;
|6 Minutes&lt;br /&gt;
|Horse stays calm while having a rope or bridle on.  (ask &amp;lt;stableman&amp;gt; about LEAD)&lt;br /&gt;
|-&lt;br /&gt;
|Saddle&lt;br /&gt;
|30th&lt;br /&gt;
|27 Minutes&lt;br /&gt;
|Horse stays calm while having a saddle on.&lt;br /&gt;
|-&lt;br /&gt;
|Beg/Sit&lt;br /&gt;
|40th&lt;br /&gt;
|6-17 Minutes&lt;br /&gt;
|Trick - The horse can sit and beg&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|40th&lt;br /&gt;
|30-40 Minutes&lt;br /&gt;
|Trick&lt;br /&gt;
|-&lt;br /&gt;
|Kneel&lt;br /&gt;
|30th or 35th&lt;br /&gt;
|16 Minutes&lt;br /&gt;
|Teaches horse to kneel so smaller races can mount.&lt;br /&gt;
|-&lt;br /&gt;
|Prance&lt;br /&gt;
|40th&lt;br /&gt;
|45-57 Minutes&lt;br /&gt;
|Trick&lt;br /&gt;
|-&lt;br /&gt;
|Rear/Spin&lt;br /&gt;
|40th&lt;br /&gt;
|6-17 Minutes&lt;br /&gt;
|Trick (ask &amp;lt;stableman&amp;gt; about SPIN)&lt;br /&gt;
|-&lt;br /&gt;
|Animal&lt;br /&gt;
|50th&lt;br /&gt;
|20-48 Minutes&lt;br /&gt;
|Teaches a horse not to be afraid of animalistic races ([[Prydaen]], and [[Rakash]] in moonskin)&lt;br /&gt;
Horse will BOLT when approached by one of these races, so it&#039;s important to teach it to all horses.&lt;br /&gt;
|-&lt;br /&gt;
|Combat&lt;br /&gt;
|50th&lt;br /&gt;
|52-60 Minutes&lt;br /&gt;
|Teaches horse to go to battle&lt;br /&gt;
([[Ranger]] must first learn from [[Paladin]])&lt;br /&gt;
|-&lt;br /&gt;
|Joust&lt;br /&gt;
|50th&lt;br /&gt;
|23 Minutes&lt;br /&gt;
|Teaches horse to perform a joust&lt;br /&gt;
([[Ranger]] must first learn from 40th [[Paladin]])&lt;br /&gt;
|-&lt;br /&gt;
|Magic&lt;br /&gt;
|50th&lt;br /&gt;
|45-55 Minutes&lt;br /&gt;
|Teaches horse not to fear offensive magic being cast atop it. (ask &amp;lt;stableman&amp;gt; about SPELL)&lt;br /&gt;
|-&lt;br /&gt;
|War&lt;br /&gt;
|50th&lt;br /&gt;
|120 Minutes&lt;br /&gt;
|Horse will fight with you ([[Paladins]] only!) when you are in combat.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Horse Gear and Shopping==&lt;br /&gt;
&lt;br /&gt;
There is plenty of gear available for your equine companion. Horse items are divided into six basic types: tack, padding, barding (armor), decorations, grooming tools, and feed.&lt;br /&gt;
&lt;br /&gt;
For a full list of available horse gear and an explanation of each item, see [[Tack]].&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Horse Shops|Horse Shops]]&lt;br /&gt;
*[[:Category:Tack Shops|Tack Shops]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tack&#039;&#039;&#039;: &amp;quot;Tack&amp;quot; refers to the equipment used to ride and control a horse. The tack in Elanthia is less complex than the tack used in real life. It is limited to the following pieces of equipment: saddles, bridles, halters, and lead ropes. Unless you&#039;re trained to ride bareback, you must use a saddle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Padding&#039;&#039;&#039;: Padding must be placed under the saddle to prevent injury to the horse. Padding comes in two types: the saddle pad and the saddle blanket. It is possible to equip a horse with both a pad and a blanket, although the horse needs only one piece of padding to prevent injury.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barding&#039;&#039;&#039;: Barding is armor for horses. It comes in three types: plate, chain, and leather. All horses can wear chain or leather barding, but only large horses (16+ hands) can wear plate barding. Plate barding offers the most protection and is recommended for the full-contact sport of jousting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decorations&#039;&#039;&#039;: Some items, such as caparisons, wreaths, and ribbons, are primarily decorative. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grooming Tools&#039;&#039;&#039;: In Elanthia, there are tools to groom the horse&#039;s coat, mane, tail, and hooves. The stable will groom your horse while the horse is in its care. Unless you have the horse out for an extended period of time, you should not need to groom it often. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feed&#039;&#039;&#039;: Some merchants sell food, treats, and salt that you can give to your horse. The stable will feed your horse while the horse is in its care. Unless you have the horse out for an extended period of time, you should not need to feed it often.&lt;br /&gt;
&lt;br /&gt;
==Jousting==&lt;br /&gt;
&lt;br /&gt;
[[Jousting]] requires that you have a lance in hand, be mounted on your horse, and issue a challenge to another mounted character. &lt;br /&gt;
&lt;br /&gt;
To initiate the challenge, you must &amp;lt;tt&amp;gt;SIGNAL HORSE TO JOUST &amp;lt;player&amp;gt;&amp;lt;/tt&amp;gt; and the other player will automatically be told how to respond. If they agree, the joust will automatically begin in ten seconds.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Jousting]].&lt;br /&gt;
&lt;br /&gt;
==Horse Wrangling==&lt;br /&gt;
&lt;br /&gt;
One of the most interesting features of the horse system is to be able to trap horses out in the wild! To be able to wrangle a horse, you must be a [[Ranger]], at least 60th circle, and you must not have any &amp;quot;active&amp;quot; horses, meaning that you cannot have one waiting for you in a stable or out in the world. No, you do not need to release or sell your current horse to wrangle a new one! You can simply &amp;lt;tt&amp;gt;STORE HORSE&amp;lt;/tt&amp;gt; at a stable, which will give you a voucher for the horse. You can keep as many vouchers around as you like.&lt;br /&gt;
&lt;br /&gt;
Before you head out, make sure to pick up a leadrope. &amp;lt;tt&amp;gt;TIE&amp;lt;/tt&amp;gt; the leadrope to turn it into a lasso. Note - it will still show up as a leadrope, but it is a lasso now!&lt;br /&gt;
&lt;br /&gt;
The wild horse herd roams in [[Ilithi]] in the steppes around [[Horse Clan]], so head south. On the road between Shard and Horse Clan, the trail branches north and makes a little loop. The herd roams around that area. You usually have to search around before you find it. Be careful, there are critters in this area.  In the process of breaking the herd, the horse may attack the ranger.  For information about horses as creatures, click here: [[Horse (creature)]]&lt;br /&gt;
&lt;br /&gt;
Finding and hunting horses can be a chore. A member of any guild may separate one from the herd, but only Rangers can catch horses.&lt;br /&gt;
&lt;br /&gt;
Once cut from the herd, a Ranger of at least 60th circle may attempt to catch the horse, but anyone can kill it. If left to their own devices, lone horses are usually promptly devoured by golden pards.&lt;br /&gt;
Once you find the herd, &amp;lt;tt&amp;gt;HIDE&amp;lt;/tt&amp;gt;! Your next step is to &amp;lt;tt&amp;gt;STALK HERD&amp;lt;/tt&amp;gt;. As you stalk the herd, they wander to other rooms. You will likely need to follow them and start again. You will repeat the &amp;lt;tt&amp;gt;STALK HERD&amp;lt;/tt&amp;gt; command until you are &#039;&#039;&#039;&amp;lt;tt&amp;gt;DANGEROUSLY CLOSE&amp;lt;/tt&amp;gt;&#039;&#039;&#039; to them. Now, &amp;lt;tt&amp;gt;CUT HERD&amp;lt;/tt&amp;gt;. You will separate one horse from the rest of the herd, you don&#039;t get a choice which one. You can repeat the steps above to get a horse that you like. Sometimes, with extreme luck, more than one horse gets cut from the herd.&lt;br /&gt;
&lt;br /&gt;
Success is based on the Ranger&#039;s [[Instinct]], [[Stealth]], and [[Outdoorsmanship]] skills.&lt;br /&gt;
&lt;br /&gt;
Once you get the horse you want, &amp;lt;tt&amp;gt;THROW ROPE AT HORSE&amp;lt;/tt&amp;gt;. If you happen to have more than one horse cut from the herd, specify the one you want by color - &amp;lt;tt&amp;gt;THROW ROPE AT &amp;lt;COLOR&amp;gt; HORSE&amp;lt;/tt&amp;gt;. The individual horses can wander around, so it&#039;s good to specify so that you don&#039;t accidentally end up with the wrong horse.&lt;br /&gt;
&lt;br /&gt;
The ranger should INSTRUCT HORSE SADDLE to be able to MOUNT the horse and ride to a safe area for additional horse instructions.&lt;br /&gt;
&lt;br /&gt;
==Horse History==&lt;br /&gt;
In the early years of [[DragonRealms]], it was stated that there would never be ridable mounts in the game.  Never say never!&lt;br /&gt;
&lt;br /&gt;
Horses were first introduced into [[DragonRealms]] by [[GameMaster]] [[Jeremael]] around 2000 or 2001.&lt;br /&gt;
&lt;br /&gt;
===Announcement regarding horses by Jeremael===&lt;br /&gt;
Greetings! &lt;br /&gt;
I&#039;ve updated the Horse System with a number of new things. &lt;br /&gt;
&lt;br /&gt;
1) Moved the spin trick to SIGNAL and gave you the bonus rear trick along with it. SIGNAL HORSE REAR &amp;amp; SIGNAL HORSE SPIN. &lt;br /&gt;
&lt;br /&gt;
2) A new Ranger to horse instructable technique that allows the horse a new movement style. Prancing! &lt;br /&gt;
&lt;br /&gt;
3) A new Bard to player instructable technique that allows a mounted player to get things from the ground while mounted. &lt;br /&gt;
&lt;br /&gt;
4)A new Trader to player instructable technique that deals with advanced riding. This will allow you to ride more efficiently on long stretches of road. &lt;br /&gt;
&lt;br /&gt;
Thanks to all the player support and suggestions in the last few months since the debut of the system! Keep it up and I hope to see you at Simucon 2002! &lt;br /&gt;
&lt;br /&gt;
GM Jeremael&lt;br /&gt;
&lt;br /&gt;
===Killing Player Horses===&lt;br /&gt;
Player-owned horses are killable through a [[bug]] and skinnable once slain.  Since killing a player-owned horse is a bug it is currently against policy.&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Travel, Creation systems, Fauna}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Dark_familiar_quest&amp;diff=652736</id>
		<title>Dark familiar quest</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Dark_familiar_quest&amp;diff=652736"/>
		<updated>2024-10-27T18:40:15Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Creating the Talisman */ corrected a spelling error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
==Things You Will Need &amp;amp; Where==&lt;br /&gt;
* a {{ilink|w|woodcutter&#039;s hatchet}} - You can get these from [[Grek&#039;s Food and Supplies]] in Kaerna&#039;s Village for 500 Kronars.&lt;br /&gt;
* a sanrisi tree branch - You will get one of these during the quest.&lt;br /&gt;
* a dark talisman - You will get one of these during the quest.&lt;br /&gt;
* a {{ilink|w|carving knife}} - Available in Engineering Societies for 50 copper&lt;br /&gt;
&lt;br /&gt;
==Obtaining the Sanrisi Tree Branch==&lt;br /&gt;
You will have to find a [[sanrisi tree]], one of which can be found outside the [[Riverhaven]] north gate, on the pathway to [[Dirge]] or another which can be found near the [[pale grey death spirit|death spirit]]s in [[Leth Deriel]]&#039;s [[Forest of Night]]. When you find one you will have to LOOK tree.&lt;br /&gt;
&lt;br /&gt;
:The sanrisi trees read: &lt;br /&gt;
::&#039;&#039;&amp;quot;A woodsman&#039;s skill will release the fruit. To take the fruit would be &#039;&#039;&lt;br /&gt;
::&#039;&#039;to cut ones arm away. From the souls nearby the water drinks. Immersed in liquid, it walks&#039;&#039;&lt;br /&gt;
::&#039;&#039;the first step. From death it lives. Raised earth seeks the offering. Coins of gold, lined 50&#039;&#039;&lt;br /&gt;
::&#039;&#039;in a row, bring forth red as blood.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With your woodcutter&#039;s hatchet in your right hand and nothing in your left, &amp;lt;tt&amp;gt;CUT SANRISI TREE WITH MY HATCHET&amp;lt;/tt&amp;gt; until a branch falls from it. &amp;lt;tt&amp;gt;GET BRANCH&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Successfully cutting a branch from the tree requires 50 ranks of the {{Skill|Outdoorsmanship}}&lt;br /&gt;
&lt;br /&gt;
==Creating the Talisman==&lt;br /&gt;
# With the branch in your left hand and a carving knife in your right, {{tt|CARVE MY BRANCH WITH MY CARVING KNIFE}} until it becomes a dark talisman. &lt;br /&gt;
#* This step was successful at 21 ranks of engineering. &lt;br /&gt;
# At this point you will need to find a pool of [[Item:Holy_water|holy water]] and dip your talisman in it.&lt;br /&gt;
#* In [[Crossing]], from inside the temple gate: north, climb stairs, go up till you can&#039;t, go door, go arch. (lich 5779)  Then, {{Tt|DIP MY TALISMAN IN BASIN}}&lt;br /&gt;
#* In [[Riverhaven]], from outside the temple: go temple, northwest, north, east, southeast, south.  Then, {{Tt|DIP MY TALISMAN IN WATER}}&lt;br /&gt;
&lt;br /&gt;
==Carving the Talisman==&lt;br /&gt;
&#039;&#039;&#039;Steps to Carving Properly&#039;&#039;&#039;&lt;br /&gt;
# With your talisman in your right hand and nothing in your left, &amp;lt;tt&amp;gt;RUB MY TALISMAN&amp;lt;/tt&amp;gt; until it is attuned to you. &lt;br /&gt;
# Then with your carving knife in your right hand and your talisman in your left hand, &amp;lt;tt&amp;gt;CARVE MY TALISMAN&amp;lt;/tt&amp;gt; until you bring out the &#039;fine details&#039;.&lt;br /&gt;
# You now have a completed Dark Familiar talisman!&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Kort potion and making an offering at the mound outside the Crossing west gate is no longer necessary.&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Noble_Inn_Stables&amp;diff=652631</id>
		<title>Noble Inn Stables</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Noble_Inn_Stables&amp;diff=652631"/>
		<updated>2024-10-19T17:58:59Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: Added Tack Shop to Store Type list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Store At A Glance&lt;br /&gt;
|Store Name       = Noble Inn Stables&lt;br /&gt;
|Province         = Therengia&lt;br /&gt;
|Town             = Riverhaven&lt;br /&gt;
|MapNumber        = 30&lt;br /&gt;
|Owner            = Derlyk, Samlet&lt;br /&gt;
|NumRooms         = 4&lt;br /&gt;
|Store Type       = Stable,Horse,Tack&lt;br /&gt;
}}&lt;br /&gt;
* Found 1 room west from the north [[Riverhaven]] gate.  Can also be accessed from the foyer of the [[Noble Inn]].&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Stables==&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Noble Inn, Stables&lt;br /&gt;
|desc=The inn&#039;s vast stables are so elegantly appointed that the word &#039;luxurious&#039; is not out of place here.  The tall arched ceiling is made of stone, and decorated with colorful inlaid tiles.  A raised brick walkway runs between twin lines of wooden stalls.  Each stall has its own marble waterbasin, fed by bronze spigots set into the wall.  A few horses clustered together in one corner are the only beneficiaries of this opulent home.&amp;lt;br/&amp;gt;&lt;br /&gt;
You also see a door leading to the inn, the Trader brokerage office, a small corral behind the stables and the tack room.&amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious exits: out.}}&lt;br /&gt;
* This room is the [[Stables by Service Type|horse stable]] to store and return your horse, the &#039;&#039;&#039;room&#039;&#039;&#039; leads to the trainers &amp;amp; tack room and the &#039;&#039;&#039;office&#039;&#039;&#039; leads to the horse brokerage.&lt;br /&gt;
&lt;br /&gt;
==Brokerage Office==&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Noble Inn Stables, Brokerage Office&lt;br /&gt;
|desc=Traders congregate at the local stables, buying and selling horses and ponies.  The office lacks the usual plush accouterments found in the Traders&#039; guild.  Instead of working behind polished mahogany desks, the clerks perch atop piles of sweet-smelling hay as they record the sales.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious exits: out.}}&lt;br /&gt;
* [[Horse brokering]]&lt;br /&gt;
&lt;br /&gt;
==Tack Room==&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Noble Inn Stable, Tack Room&lt;br /&gt;
|desc=Even the small tack room shows the marks of fine craftsmanship and attention to detail.  The brick floor is laid out in a herringbone pattern, and the terrazzo walls are polished to a soft gleam.&amp;lt;br/&amp;gt;&lt;br /&gt;
You also see Stableman [[Derlyk]], the stablemaster&#039;s office, a basket, a large trunk and a feed box.&amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious exits: out.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Ask Derlyk about tack}}&lt;br /&gt;
{{ShopItem|t=i|silver-edged blue leather saddle|name=1. a silver-edged blue leather saddle|25,000}}&lt;br /&gt;
{{ShopItem|t=i|brass-trimmed leather bridle|name=2. a brass-trimmed leather bridle|1,800}}&lt;br /&gt;
{{ShopItem|t=i|quilted blue saddle pad|name=3. a quilted blue saddle pad|13,500}}&lt;br /&gt;
{{ShopItem|t=i|blue and tan striped horse blanket|name=4. a blue and tan striped horse blanket|1,500}}&lt;br /&gt;
{{ShopItem|t=i|lead rope|name=5. a lead rope|800}}&lt;br /&gt;
{{ShopItem|t=i|silver-belled leather halter|name=6. a silver-belled leather halter|1,400}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Ask Derlyk about feed}}&lt;br /&gt;
{{ShopItem|t=i|hay|name=1. some hay|45}}&lt;br /&gt;
{{ShopItem|t=i|cube of salt|name=2. a cube of salt|10}}&lt;br /&gt;
{{ShopItem|t=i|grain|name=3. some grain|2,000}}&lt;br /&gt;
{{ShopItem|t=i|juicy carrot|name=4. a juicy carrot|5}}&lt;br /&gt;
{{ShopItem|t=i|small apple|name=5. a small apple|5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Ask Derlyk about groom}}&lt;br /&gt;
{{ShopItem|t=i|stiff brush|name=1. a stiff brush|300}}&lt;br /&gt;
{{ShopItem|t=i|brass hoof pick|name=2. a brass hoof pick|1,000}}&lt;br /&gt;
{{ShopItem|t=i|boar-bristle curry comb|name=3. a boar-bristle curry comb|250}}&lt;br /&gt;
{{ShopItem|t=i|brass-backed mane and tail brush|name=4. a brass-backed mane and tail brush|350}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stablemaster&#039;s Office==&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Noble Inn, Stablemaster&#039;s Office&lt;br /&gt;
|desc=The stablemaster&#039;s office lacks the opulent amenities offered to his charges.  The brick floor is laid out in a herringbone pattern, and the terrazzo walls are polished to a soft gleam, but the only furnishings are a wooden stool and a flame-scarred oak table.  A loft overhead presumably leads to a storage area, but no ladder is in sight to let you get there.&amp;lt;br/&amp;gt;&lt;br /&gt;
You also see Stablemaster [[Samlet]].&amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious exits: out.}}&lt;br /&gt;
* [[:Category:Horses#Teaching_Adventurers_and_Horses|Horse training]]&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thaleena&amp;diff=652470</id>
		<title>Thaleena</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thaleena&amp;diff=652470"/>
		<updated>2024-10-07T22:25:41Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Horses: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Thaleena&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Elf&lt;br /&gt;
|gender=Female&lt;br /&gt;
|guild=Ranger&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=y&lt;br /&gt;
}}&lt;br /&gt;
====&#039;&#039;&#039;About&#039;&#039;&#039;:====&lt;br /&gt;
You see Druid Thaleena, an Elven Ranger.&lt;br /&gt;
&lt;br /&gt;
Thaleena has pointed ears and crystal blue eyes and dimples.  Her honey hair is long and straight, and is worn arranged in an intricate Elven braid.  She has tanned skin.&lt;br /&gt;
&lt;br /&gt;
A faceted forest&#039;s heart garnet rests on her forehead, just above her eyes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thaleena is a skilled horse wrangler.  When not wrangling horses, she spends most of her waking time around Crossing.  Currently the horses are with a trader friend for easier sale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the list below for horses currently available.  If you would like an untrained horse that can be arranged as well.  To arrange a purchase, please contact me in game.  If no training is needed you can also contact Dilga (Elothean Trader) in game as she currently holds the horses for sale.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Horses&#039;&#039;&#039;:====&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Height (hands)!!Color!!Mane and Tail color!!Markings!!Gender!!Training!!Platinum Kronar&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|no other markings&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|dapple grey with a light grey coat mottled with darker spots on the hindquarters&lt;br /&gt;
|grey&lt;br /&gt;
|white mark between the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|light chestnut with a light reddish brown coat&lt;br /&gt;
|light brown&lt;br /&gt;
|white mark on the right foreleg extending from the coronet to the hock&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|flea-bitten dun horse with a greyish brown coat speckled with black spots over the entire body&lt;br /&gt;
|grey&lt;br /&gt;
|white marks on the legs extending from the top of the hooves to the top of the ankles&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|red roan horse with a reddish brown coat that has white hairs interspersed throughout&lt;br /&gt;
|flaxen&lt;br /&gt;
|white mark covering the left foreleg&#039;s fetlock&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|blue roan horse with a black coat that has white hairs interspersed throughout&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark off to the right of the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|buckskin with a light tan coat&lt;br /&gt;
|black&lt;br /&gt;
|white mark on the right hind leg extending from the coronet to the hock&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|light grey with black skin and a light grey coat&lt;br /&gt;
|light grey&lt;br /&gt;
|wide white stripe running down the center of the face&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|light chestnut with a light reddish brown coat&lt;br /&gt;
|light brown&lt;br /&gt;
|wide white stripe running from below the right eye to just above the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|white mark on the heels of both hind legs&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|liver chestnut with a dark reddish brown coat and dark red highlights&lt;br /&gt;
|dark brown&lt;br /&gt;
|white marking on the heel of the right hind leg&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|buckskin with a light tan coat&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark on the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|wide white stripe running from below the right eye to just above the nostrils&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|rose grey with a red-tinted medium grey coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|white star-shaped mark surrounding the left eye&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|cherry bay with a dark red colored coat and light brown highlights&lt;br /&gt;
|black&lt;br /&gt;
|dark brindle markings over the entire body&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|medium bay with a medium reddish brown colored coat and light brown highlights&lt;br /&gt;
|black&lt;br /&gt;
|wide white stripe running from below the left eye to just above the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|8&lt;br /&gt;
|black with a pure black coat&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark on the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|10&lt;br /&gt;
|gold-colored with a pale gold-colored coat&lt;br /&gt;
|white&lt;br /&gt;
|broad, vertical white marking extending the length of the face&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|10&lt;br /&gt;
|white with pink skin and a pure white coat&lt;br /&gt;
|white&lt;br /&gt;
|no other markings&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, rear/spin, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Horse Training Services ==&lt;br /&gt;
&lt;br /&gt;
There are two sets of classes related to horse training: classes/skills that are taught to the Adventurer, and classes/skills that are taught to the horse. To arrange training, please contact me in game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventurer Training&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different adventurer classes/skills must be taught by members of different guilds. The adventurer must first learn Basic Horsemanship from a stablemaster (free).  Additionally, they can learn Prepare from a stablemaster (free) (Empath at 15th circle; magic-primary at 20th circle; other MU at 25th circle) but it is not needed to ride a horse.  I am able to train adventurers in the Bareback riding skill as long as they are at least 20th circle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horse Training&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Full training takes approximately 7 real life hours, and can be purchased in whole at a discounted &#039;&#039;&#039;400 Platinum Kronar&#039;&#039;&#039; total.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
! Skill&lt;br /&gt;
! What it Does&lt;br /&gt;
! Approximate Class Time&lt;br /&gt;
! Cost in Platinum Kronar&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Leadrope&lt;br /&gt;
|Horse stays calm while having a rope or bridle on.&lt;br /&gt;
|10 min&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Saddle&lt;br /&gt;
|Horse stays calm while having a saddle on.&lt;br /&gt;
|30 min&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Beg/Sit&lt;br /&gt;
|Trick&lt;br /&gt;
|7 min&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|Trick&lt;br /&gt;
|30 min&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Kneel&lt;br /&gt;
|Teaches horse to kneel so smaller races can mount.&lt;br /&gt;
|7 min&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Prance&lt;br /&gt;
|Trick&lt;br /&gt;
|65 min&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|Rear/Spin&lt;br /&gt;
|Trick&lt;br /&gt;
|5 min&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Animal&lt;br /&gt;
|Teaches a horse not to be afraid of animal races ([[Prydaen]], and [[Rakash]] in Moonskin), else they may bolt.&lt;br /&gt;
|35 min&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|Combat &lt;br /&gt;
|Teaches horse to go to battle&lt;br /&gt;
|60 min&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Joust&lt;br /&gt;
|Teaches horse to perform a joust&lt;br /&gt;
|20 min&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Magic&lt;br /&gt;
|Teaches horse not to fear offensive magic being cast atop it.&lt;br /&gt;
|45 min&lt;br /&gt;
|45&lt;br /&gt;
|-&lt;br /&gt;
|War&lt;br /&gt;
|[[Paladin]] only. Horse will fight with you in combat.&lt;br /&gt;
|1 hr 20 min&lt;br /&gt;
|120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{cat|Player horse trainers}}&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thaleena&amp;diff=651616</id>
		<title>Thaleena</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thaleena&amp;diff=651616"/>
		<updated>2024-09-22T16:04:21Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* About: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Thaleena&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Elf&lt;br /&gt;
|gender=Female&lt;br /&gt;
|guild=Ranger&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=y&lt;br /&gt;
}}&lt;br /&gt;
====&#039;&#039;&#039;About&#039;&#039;&#039;:====&lt;br /&gt;
You see Druid Thaleena, an Elven Ranger.&lt;br /&gt;
&lt;br /&gt;
Thaleena has pointed ears and crystal blue eyes and dimples.  Her honey hair is long and straight, and is worn arranged in an intricate Elven braid.  She has tanned skin.&lt;br /&gt;
&lt;br /&gt;
A faceted forest&#039;s heart garnet rests on her forehead, just above her eyes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thaleena is a skilled horse wrangler.  When not wrangling horses, she spends most of her waking time around Crossing.  Currently the horses are with a trader friend for easier sale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the list below for horses currently available.  If you would like an untrained horse that can be arranged as well.  To arrange a purchase, please contact me in game.  If no training is needed you can also contact Dilga (Elothean Trader) in game as she currently holds the horses for sale.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Horses&#039;&#039;&#039;:====&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Height (hands)!!Color!!Mane and Tail color!!Markings!!Gender!!Training!!Platinum Kronar&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|no other markings&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|red dun with a sandy yellow coat and reddish highlights&lt;br /&gt;
|red&lt;br /&gt;
|white marks on the legs extending from the top of the hooves to the top of the ankles&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|dapple grey with a light grey coat mottled with darker spots on the hindquarters&lt;br /&gt;
|grey&lt;br /&gt;
|white mark between the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|light chestnut with a light reddish brown coat&lt;br /&gt;
|light brown&lt;br /&gt;
|white mark on the right foreleg extending from the coronet to the hock&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|flea-bitten dun horse with a greyish brown coat speckled with black spots over the entire body&lt;br /&gt;
|grey&lt;br /&gt;
|white marks on the legs extending from the top of the hooves to the top of the ankles&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|red roan horse with a reddish brown coat that has white hairs interspersed throughout&lt;br /&gt;
|flaxen&lt;br /&gt;
|white mark covering the left foreleg&#039;s fetlock&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|blue roan horse with a black coat that has white hairs interspersed throughout&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark off to the right of the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|buckskin with a light tan coat&lt;br /&gt;
|black&lt;br /&gt;
|white mark on the right hind leg extending from the coronet to the hock&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|light grey with black skin and a light grey coat&lt;br /&gt;
|light grey&lt;br /&gt;
|wide white stripe running down the center of the face&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|light chestnut with a light reddish brown coat&lt;br /&gt;
|light brown&lt;br /&gt;
|wide white stripe running from below the right eye to just above the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|white mark on the heels of both hind legs&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|liver chestnut with a dark reddish brown coat and dark red highlights&lt;br /&gt;
|dark brown&lt;br /&gt;
|white marking on the heel of the right hind leg&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|buckskin with a light tan coat&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark on the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|wide white stripe running from below the right eye to just above the nostrils&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|rose grey with a red-tinted medium grey coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|white star-shaped mark surrounding the left eye&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|cherry bay with a dark red colored coat and light brown highlights&lt;br /&gt;
|black&lt;br /&gt;
|dark brindle markings over the entire body&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|medium bay with a medium reddish brown colored coat and light brown highlights&lt;br /&gt;
|black&lt;br /&gt;
|wide white stripe running from below the left eye to just above the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|8&lt;br /&gt;
|black with a pure black coat&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark on the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|10&lt;br /&gt;
|gold-colored with a pale gold-colored coat&lt;br /&gt;
|white&lt;br /&gt;
|broad, vertical white marking extending the length of the face&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|10&lt;br /&gt;
|white with pink skin and a pure white coat&lt;br /&gt;
|white&lt;br /&gt;
|no other markings&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, rear/spin, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Horse Training Services ==&lt;br /&gt;
&lt;br /&gt;
There are two sets of classes related to horse training: classes/skills that are taught to the Adventurer, and classes/skills that are taught to the horse. To arrange training, please contact me in game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventurer Training&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different adventurer classes/skills must be taught by members of different guilds. The adventurer must first learn Basic Horsemanship from a stablemaster (free).  Additionally, they can learn Prepare from a stablemaster (free) (Empath at 15th circle; magic-primary at 20th circle; other MU at 25th circle) but it is not needed to ride a horse.  I am able to train adventurers in the Bareback riding skill as long as they are at least 20th circle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horse Training&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Full training takes approximately 7 real life hours, and can be purchased in whole at a discounted &#039;&#039;&#039;400 Platinum Kronar&#039;&#039;&#039; total.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
! Skill&lt;br /&gt;
! What it Does&lt;br /&gt;
! Approximate Class Time&lt;br /&gt;
! Cost in Platinum Kronar&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Leadrope&lt;br /&gt;
|Horse stays calm while having a rope or bridle on.&lt;br /&gt;
|10 min&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Saddle&lt;br /&gt;
|Horse stays calm while having a saddle on.&lt;br /&gt;
|30 min&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Beg/Sit&lt;br /&gt;
|Trick&lt;br /&gt;
|7 min&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|Trick&lt;br /&gt;
|30 min&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Kneel&lt;br /&gt;
|Teaches horse to kneel so smaller races can mount.&lt;br /&gt;
|7 min&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Prance&lt;br /&gt;
|Trick&lt;br /&gt;
|65 min&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|Rear/Spin&lt;br /&gt;
|Trick&lt;br /&gt;
|5 min&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Animal&lt;br /&gt;
|Teaches a horse not to be afraid of animal races ([[Prydaen]], and [[Rakash]] in Moonskin), else they may bolt.&lt;br /&gt;
|35 min&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|Combat &lt;br /&gt;
|Teaches horse to go to battle&lt;br /&gt;
|60 min&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Joust&lt;br /&gt;
|Teaches horse to perform a joust&lt;br /&gt;
|20 min&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Magic&lt;br /&gt;
|Teaches horse not to fear offensive magic being cast atop it.&lt;br /&gt;
|45 min&lt;br /&gt;
|45&lt;br /&gt;
|-&lt;br /&gt;
|War&lt;br /&gt;
|[[Paladin]] only. Horse will fight with you in combat.&lt;br /&gt;
|1 hr 20 min&lt;br /&gt;
|120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{cat|Player horse trainers}}&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thaleena&amp;diff=651614</id>
		<title>Thaleena</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thaleena&amp;diff=651614"/>
		<updated>2024-09-22T16:02:45Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* About: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Thaleena&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Elf&lt;br /&gt;
|gender=Female&lt;br /&gt;
|guild=Ranger&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=y&lt;br /&gt;
}}&lt;br /&gt;
====&#039;&#039;&#039;About&#039;&#039;&#039;:====&lt;br /&gt;
You see Druid Thaleena, an Elven Ranger.&lt;br /&gt;
&lt;br /&gt;
Thaleena has pointed ears and crystal green eyes.  Her honey hair is long and straight, and is worn arranged in an intricate Elven braid.  She has tanned skin.&lt;br /&gt;
&lt;br /&gt;
A faceted forest&#039;s heart garnet rests on her forehead, just above her eyes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thaleena is a skilled horse wrangler.  When not wrangling horses, she spends most of her waking time around Crossing.  Currently the horses are with a trader friend for easier sale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the list below for horses currently available.  If you would like an untrained horse that can be arranged as well.  To arrange a purchase, please contact me in game.  If no training is needed you can also contact Dilga (Elothean Trader) in game as she currently holds the horses for sale.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Horses&#039;&#039;&#039;:====&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Height (hands)!!Color!!Mane and Tail color!!Markings!!Gender!!Training!!Platinum Kronar&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|no other markings&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|red dun with a sandy yellow coat and reddish highlights&lt;br /&gt;
|red&lt;br /&gt;
|white marks on the legs extending from the top of the hooves to the top of the ankles&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|dapple grey with a light grey coat mottled with darker spots on the hindquarters&lt;br /&gt;
|grey&lt;br /&gt;
|white mark between the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|light chestnut with a light reddish brown coat&lt;br /&gt;
|light brown&lt;br /&gt;
|white mark on the right foreleg extending from the coronet to the hock&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|flea-bitten dun horse with a greyish brown coat speckled with black spots over the entire body&lt;br /&gt;
|grey&lt;br /&gt;
|white marks on the legs extending from the top of the hooves to the top of the ankles&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|red roan horse with a reddish brown coat that has white hairs interspersed throughout&lt;br /&gt;
|flaxen&lt;br /&gt;
|white mark covering the left foreleg&#039;s fetlock&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|blue roan horse with a black coat that has white hairs interspersed throughout&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark off to the right of the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|buckskin with a light tan coat&lt;br /&gt;
|black&lt;br /&gt;
|white mark on the right hind leg extending from the coronet to the hock&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|light grey with black skin and a light grey coat&lt;br /&gt;
|light grey&lt;br /&gt;
|wide white stripe running down the center of the face&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|light chestnut with a light reddish brown coat&lt;br /&gt;
|light brown&lt;br /&gt;
|wide white stripe running from below the right eye to just above the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|white mark on the heels of both hind legs&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|liver chestnut with a dark reddish brown coat and dark red highlights&lt;br /&gt;
|dark brown&lt;br /&gt;
|white marking on the heel of the right hind leg&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|buckskin with a light tan coat&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark on the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|wide white stripe running from below the right eye to just above the nostrils&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|rose grey with a red-tinted medium grey coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|white star-shaped mark surrounding the left eye&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|cherry bay with a dark red colored coat and light brown highlights&lt;br /&gt;
|black&lt;br /&gt;
|dark brindle markings over the entire body&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|medium bay with a medium reddish brown colored coat and light brown highlights&lt;br /&gt;
|black&lt;br /&gt;
|wide white stripe running from below the left eye to just above the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|8&lt;br /&gt;
|black with a pure black coat&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark on the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|10&lt;br /&gt;
|gold-colored with a pale gold-colored coat&lt;br /&gt;
|white&lt;br /&gt;
|broad, vertical white marking extending the length of the face&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|10&lt;br /&gt;
|white with pink skin and a pure white coat&lt;br /&gt;
|white&lt;br /&gt;
|no other markings&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, rear/spin, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Horse Training Services ==&lt;br /&gt;
&lt;br /&gt;
There are two sets of classes related to horse training: classes/skills that are taught to the Adventurer, and classes/skills that are taught to the horse. To arrange training, please contact me in game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventurer Training&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different adventurer classes/skills must be taught by members of different guilds. The adventurer must first learn Basic Horsemanship from a stablemaster (free).  Additionally, they can learn Prepare from a stablemaster (free) (Empath at 15th circle; magic-primary at 20th circle; other MU at 25th circle) but it is not needed to ride a horse.  I am able to train adventurers in the Bareback riding skill as long as they are at least 20th circle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horse Training&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Full training takes approximately 7 real life hours, and can be purchased in whole at a discounted &#039;&#039;&#039;400 Platinum Kronar&#039;&#039;&#039; total.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
! Skill&lt;br /&gt;
! What it Does&lt;br /&gt;
! Approximate Class Time&lt;br /&gt;
! Cost in Platinum Kronar&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Leadrope&lt;br /&gt;
|Horse stays calm while having a rope or bridle on.&lt;br /&gt;
|10 min&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Saddle&lt;br /&gt;
|Horse stays calm while having a saddle on.&lt;br /&gt;
|30 min&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Beg/Sit&lt;br /&gt;
|Trick&lt;br /&gt;
|7 min&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|Trick&lt;br /&gt;
|30 min&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Kneel&lt;br /&gt;
|Teaches horse to kneel so smaller races can mount.&lt;br /&gt;
|7 min&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Prance&lt;br /&gt;
|Trick&lt;br /&gt;
|65 min&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|Rear/Spin&lt;br /&gt;
|Trick&lt;br /&gt;
|5 min&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Animal&lt;br /&gt;
|Teaches a horse not to be afraid of animal races ([[Prydaen]], and [[Rakash]] in Moonskin), else they may bolt.&lt;br /&gt;
|35 min&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|Combat &lt;br /&gt;
|Teaches horse to go to battle&lt;br /&gt;
|60 min&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Joust&lt;br /&gt;
|Teaches horse to perform a joust&lt;br /&gt;
|20 min&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Magic&lt;br /&gt;
|Teaches horse not to fear offensive magic being cast atop it.&lt;br /&gt;
|45 min&lt;br /&gt;
|45&lt;br /&gt;
|-&lt;br /&gt;
|War&lt;br /&gt;
|[[Paladin]] only. Horse will fight with you in combat.&lt;br /&gt;
|1 hr 20 min&lt;br /&gt;
|120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{cat|Player horse trainers}}&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Horses&amp;diff=649966</id>
		<title>Category:Horses</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Horses&amp;diff=649966"/>
		<updated>2024-08-19T17:59:38Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Skills Taught to Adventurers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
[[Image:Paladin_horse.jpg|300px|right|Paladin Riding a Horse]]&lt;br /&gt;
The horse system in DragonRealms is very detailed and has something for everyone. There is no circle minimum to either ride or own a horse. Even a novice can ride! However, the horse system includes many advanced riding techniques, like having your horse fight beside you if you are a [[Paladin]], or loading a ranged weapon while riding if you&#039;re a [[Barbarian]]. These types of abilities do have circle and sometimes guild requirements.&lt;br /&gt;
&lt;br /&gt;
First things first, you need to learn how to ride. Find any Stablemaster in the Realms, and &amp;lt;tt&amp;gt;ASK &amp;lt;STABLEMASTER&amp;gt; ABOUT HORSE&amp;lt;/tt&amp;gt;. The Stablemaster will teach you, going into a lesson similar to the speech you get from a Guild Leader when you join. You must stay and simply &amp;quot;listen&amp;quot; to the lesson. When it is complete, you&#039;ll know how to ride! In addition, magic users should &amp;lt;tt&amp;gt;ASK &amp;lt;Stablemaster&amp;gt; ABOUT PREPARE&amp;lt;/tt&amp;gt;, so that they can prepare spells while mounted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Buying a Horse==&lt;br /&gt;
Before buying your horse, there are two very important points to consider. &lt;br /&gt;
&lt;br /&gt;
[[:Category:Halfling|Halflings]], [[:Category:Dwarf|Dwarves]], and [[:Category:Gnome|Gnomes]] can ride full size horses. However, the horse must be taught to &amp;lt;tt&amp;gt;KNEEL&amp;lt;/tt&amp;gt; by a [[Ranger]] before these height-challenged races will be able to mount them. Ponies are only rideable by these three races. &lt;br /&gt;
&lt;br /&gt;
Horses do not like [[Prydaen]] or [[Rakash]] when in moonskin. If you are one of these races, your horse must be trained to tolerate animalistic races by a [[Ranger]], otherwise you will not be able to approach them!&lt;br /&gt;
&lt;br /&gt;
===Buying from a Stable===&lt;br /&gt;
&lt;br /&gt;
Before you can purchase from a stable you must learn basic horsemanship from a stablemaster.  The syntax is ask Stablemaster about horse.  Example:  In Zoluren Mews, ask Kenefick about horse, he will prompt you to ask again and then teach you what you need to make a purchase from the corral.&lt;br /&gt;
&lt;br /&gt;
At the stable, you can either &amp;lt;tt&amp;gt;LOOK IN CORRAL&amp;lt;/tt&amp;gt; or simply &amp;lt;tt&amp;gt;ORDER&amp;lt;/tt&amp;gt; to see a menu of the of the horses currently available, along with their prices. To &amp;lt;tt&amp;gt;LOOK&amp;lt;/tt&amp;gt; at a specific horse, you must use the number in this menu. For example, if you want to look at the second horse in the corral, you need to &amp;lt;tt&amp;gt;LOOK 2&amp;lt;/tt&amp;gt;. Likewise, to purchase the second horse, you would &amp;lt;tt&amp;gt;ORDER 2&amp;lt;/tt&amp;gt;. Be careful when buying, however - horse stock is always rotating. If a stableboy leads in a new horse, the numbering for the horses in the corral changes, so you might end up with the wrong horse!&lt;br /&gt;
&lt;br /&gt;
===Buying from an Adventurer===&lt;br /&gt;
&lt;br /&gt;
When buying a horse from another adventurer, you must use the services of a [[Trader]] that is circle 25 or above to make the sale. This transaction can only take place in a Brokerage Office. [[Traders]] that are level 25 and below cannot purchase a horse from another player. Their only option is to buy from the corral.&lt;br /&gt;
&lt;br /&gt;
==Horse Appearance==&lt;br /&gt;
&lt;br /&gt;
Horses in [[Elanthia]] come in all types of colors and sizes, with all sorts of features that make each one unique. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Horses are available as either mares (female horses) or geldings (neutered male horses). In the horse world, stallions (males who are not neutered) are generally harder to control and are not often used for riding. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Height&#039;&#039;&#039;&lt;br /&gt;
[[File:Horse scale chart 500.jpg|right]]&lt;br /&gt;
Horse height is measured in &amp;quot;hands&amp;quot;, which are 4 inches each. Height is measured from the ground to the top of the horse&#039;s shoulder. Ponies can range from 8 to 13 hands, while horses generally range from 12 to 18 hands. Only horses that are 16 hands or higher are able to wear plate armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Color&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The color of your horse is the first thing someone will see if your horse is standing in a room. They&#039;ll see a white horse, a grey horse, a gold-colored horse, etc. There are many colors available - white, grey, black, dark, red, cherry, dappled, gold-colored, roan, flea-bitten (a black spotted pattern), chestnut, dun, blue, rose, smoky, buckskin, and bay, among others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detailed Features&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Horses can possess a number of different coat and color variations, and it&#039;s rare to find identical horses unless you&#039;re purchasing a white one. There are several different features you can look for, such as &#039;&#039;&#039;a glistening white coat&#039;&#039;&#039;, or &#039;&#039;&#039;a light reddish brown colored coat and mahogany highlights&#039;&#039;&#039;. Keep an eye open for all sorts of unique patterns!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breeds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Besides the basic breeds, there are an additional four known breeds of horses in Elanthia -- the [[Akhaal]], [[Haramorlam]], [[Kirmalia]], and [[Zeharca]].  Each breed has its own characteristics which are discussed on the breed&#039;s page.&lt;br /&gt;
&lt;br /&gt;
==Learning About Your Horse==&lt;br /&gt;
&lt;br /&gt;
The {{tt|RECALL MOUNT}} command displays the following information about your horse:&lt;br /&gt;
*Whether you own a horse&lt;br /&gt;
*Its size, color, markings&lt;br /&gt;
*Its last known stable location, if any, and current location if out of stable&lt;br /&gt;
*Whether your horse was caught wild or domestically bred (corral)&lt;br /&gt;
*What training it has received&lt;br /&gt;
*If you are in the room with the horse, and there are multiple horses present, {{tt|RECALL MOUNT}} tells you which horse is yours.&lt;br /&gt;
*If you have an active mount, and it is currently summoned, {{tt|RECALL MOUNT}} tells you where it currently is.&lt;br /&gt;
&lt;br /&gt;
==Interacting With Your Horse==&lt;br /&gt;
&lt;br /&gt;
Now that you have your horse, you&#039;ll want to know how to interact with it! This is why you got a horse in the first place, isn&#039;t it? &lt;br /&gt;
&lt;br /&gt;
When you first get your horse out of the stable, you need to {{com|APPROACH}} it to make sure it&#039;s accustomed to you. As the horse spends time with you out in the world, sometimes you will need to {{tt|APPROACH}} it again to make sure it remembers who you are! If you wish to interact with other people&#039;s horses, sometimes you will need to {{tt|APPROACH}} them multiple times before they will allow you to do anything. &lt;br /&gt;
&lt;br /&gt;
For roleplay value, you can {{com|PET}}, {{com|HUG}}, {{com|TOUCH}}, {{com|KISS}}, {{com|SCRATCH}}, and {{com|RUB}} your horse. You&#039;ll also need to {{com|STUDY}} your horse from time to time to make sure your horse is in good shape, well fed, and properly groomed (&#039;&#039;see the section on [[Horses#Horse Care|Horse Care]] below&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Use {{com|LEAD}} {{tt|HORSE}} when you want the horse to follow you on foot. In this mode, horses act just like a [[Trader]] caravan. When you move, the horse will follow you a few seconds later. To lead the horse, you must have a lead rope, halter, or bridle on it. To stop leading the horse, simply {{tt|LEAD HORSE}} again.&lt;br /&gt;
&lt;br /&gt;
To ride your horse, simply {{com|MOUNT}} {{tt|HORSE}}. If you don&#039;t know how to ride bareback, you must have a saddle or blanket on the horse. Remember, if there are multiple horses in the room, you can specify yours by its color. To stop riding, {{com|DISMOUNT}} {{tt|HORSE}}. If you are horribly wounded, there is a good chance you will -fall- off your horse when mounted, so make sure to take care of yourself. You can only mount your horse when you are outside, and there are some places horses will refuse to go (such as indoors, and other obstacles out in the world). &lt;br /&gt;
&lt;br /&gt;
Horses have four speeds: &#039;&#039;&#039;walk, trot, canter&#039;&#039;&#039; and &#039;&#039;&#039;gallop&#039;&#039;&#039;. Walk moves your horse at the same speed that your character moves, one room at a time. Trot, canter, and gallop move two, three and four rooms at a time, provided that there are enough rooms in a row in that specific direction. If you gallop north and there are only three rooms with a northern exit, the horse will travel three rooms north and then stop to see which way you want to go next. If you have the Advanced Riding skill, and there is only one other exit, the horse will automatically follow that &amp;quot;curve&amp;quot; for you.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;To make your horse change speed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{com|SIGNAL}} {{tt|HORSE to}} [walk|trot|canter|gallop]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To make your horse perform a trick:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{tt|SIGNAL HORSE to}} [beg|spin] or&lt;br /&gt;
&lt;br /&gt;
{{tt|SIGNAL HORSE to JUMP}} (thing)&lt;br /&gt;
&lt;br /&gt;
==Horse Care==&lt;br /&gt;
&lt;br /&gt;
Horses are a responsibility. If you don&#039;t take good care of your horse, it can become sick, injured, and even die. To check on a horse&#039;s condition, use {{tt|STUDY HORSE}}. Studying a horse will tell you if it has been fed recently and if it needs grooming.  If the horse shies away from you, {{tt|APPROACH}} a few times.&lt;br /&gt;
&lt;br /&gt;
You can purchase everything you need from a tack shop for the care of your horse, including food and grooming tools.&lt;br /&gt;
&lt;br /&gt;
===Feeding===&lt;br /&gt;
&lt;br /&gt;
Horses love to eat grass, which is easily forageable in most areas.  Apples and other foods are also readily available for free through foraging, or can be picked from apple trees (the orchards at Baerholdt&#039;s, or south of [[Therenborough]]) or gardens (carrots and other vegetables) found throughout Elanthia.&lt;br /&gt;
&lt;br /&gt;
To buy food from a tack shop, simply {{com|ASK}} &amp;lt;shopkeeper&amp;gt; {{tt|ABOUT FOOD}}. He will give you a list of items that you can purchase. You can buy things like grain, apples, carrots, salt, and other items. &lt;br /&gt;
&lt;br /&gt;
To feed your horse, just hold the food in your right hand and {{com|FEED}} &amp;lt;food&amp;gt; {{tt|TO HORSE}}.  A horse will not eat on its own however so you must feed your horse or it will go hungry.&lt;br /&gt;
&lt;br /&gt;
===Grooming===&lt;br /&gt;
&lt;br /&gt;
There are three &amp;quot;sections&amp;quot; of a horse that you can clean - the mane and tail, the coat, and the hooves. Once you&#039;ve finished cleaning one of those sections, you are not able to clean it again for a short time. To clean your horse, you need four tools - a soft/stiff brush (turnable item), a mane and tail brush, a curry comb, and a hoof pick. These items are all available in a tack shop if you &amp;lt;tt&amp;gt;ASK &amp;lt;shopkeeper&amp;gt; ABOUT GROOM&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To clean the mane and tail&#039;&#039;&#039;, &amp;lt;tt&amp;gt;CLEAN HORSE&amp;lt;/tt&amp;gt; with empty hands until you are told you need a brush. Pull out your soft brush, and &amp;lt;tt&amp;gt;BRUSH HORSE&amp;lt;/tt&amp;gt; until you are told to use another tool. Next, pull out your mane and tail brush, and &amp;lt;tt&amp;gt;BRUSH HORSE&amp;lt;/tt&amp;gt; until you are done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To clean the coat&#039;&#039;&#039;, hold the curry comb and &amp;lt;tt&amp;gt;CLEAN HORSE&amp;lt;/tt&amp;gt;. When you&#039;re asked for a new tool, pull out your soft brush and TURN it to use the stiff side. Again, &amp;lt;tt&amp;gt;BRUSH HORSE&amp;lt;/tt&amp;gt;. When that step is completed, turn the brush once more to the soft side and brush again until you are finished.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To clean the hooves&#039;&#039;&#039;, get your hoof pick and &amp;lt;tt&amp;gt;CLEAN HORSE&amp;lt;/tt&amp;gt; four times, once for each hoof. &lt;br /&gt;
&lt;br /&gt;
===Stabling===&lt;br /&gt;
&lt;br /&gt;
When it&#039;s time to stop adventuring for the day, it&#039;s important to take your horse to a stable. Leaving it wandering around can allow it to get sick and injured - in addition, you can lose your tack. If you are booted from the game or there is a game crash, your horse will stay at your location for only a short time before it&#039;s returned to the nearest stable. &lt;br /&gt;
&lt;br /&gt;
Stabling your horse is simple. First, bring him/her to a stable.  Then make sure you are &#039;&#039;&#039;not&#039;&#039;&#039; leading the horse (LEAD HORSE will stop leading if you&#039;re leading).  Next, remove all of your gear from the horse except the bridle, and then &amp;lt;tt&amp;gt;STABLE HORSE&amp;lt;/tt&amp;gt;. There is a small fee, so make sure you have coins. When your horse is safely stabled, you will be given your bridle back. If you&#039;re an [[Estate Holder]] you can use &amp;lt;tt&amp;gt;BUNDLE HORSE&amp;lt;/tt&amp;gt; to get the stableboys to pack up your gear for you into an {{sloot|i|oilcloth packet}}. There is a small fee for this service. You will still need to stable your horse after bundling it.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re ready to get your horse out again, go to any stable and &amp;lt;tt&amp;gt;RETURN HORSE&amp;lt;/tt&amp;gt;. You will be charged a fee depending on how long your horse was in storage for its food and upkeep, which caps at a few gold. All stables are connected, so you can retrieve your horse from any stable no matter where you originally dropped it off. However, you will pay a slightly higher fee if you don&#039;t go back to where you originally stabled your horse. You cannot get your horse back out immediately after stabling, because it&#039;s being fed and groomed!&lt;br /&gt;
&lt;br /&gt;
====Stables====&lt;br /&gt;
{{columns-list|4|&lt;br /&gt;
{{#ask:[[Category:Stable shops]]|order=asc|format=ul|headers=plain}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Storing===&lt;br /&gt;
&lt;br /&gt;
Rangers and Traders of adequate standing in their guild can STORE a horse at a stable for long time care and will receive a voucher.  This enables them to catch or sell multiple horses since a player may only own one horse at a time.  To retreive the horse hold the voucher in the right hand and UNSTORE twice.&lt;br /&gt;
&lt;br /&gt;
==Teaching Adventurers and Horses==&lt;br /&gt;
&lt;br /&gt;
There are several different skills and tricks that are available in the Elanthian horse world. In some cases, only the horse needs to be trained in how to use an ability. In others, both the horse and the rider need instruction before you can use an ability. Lessons generally take 20 to 180 minutes realtime.&lt;br /&gt;
&lt;br /&gt;
Horses can only be taught by [[Rangers]], although [[Rangers]] must first learn &amp;lt;tt&amp;gt;JOUST&amp;lt;/tt&amp;gt; from a [[Paladin]] before it can be taught to a horse. Other guilds can teach some abilities to you directly. Paladins can learn prepare, mount, joust and combat directly from a stablemaster instead of from another adventurer. Horses sold in a corral come with Lead Rope and Saddle already learned. A wild horse knows nothing when it is wrangled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To teach an Adventurer:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tt&amp;gt;INSTRUCT &amp;lt;player&amp;gt; &amp;lt;skill&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To teach a horse:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tt&amp;gt;INSTRUCT &amp;lt;horse&amp;gt; &amp;lt;skill&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To review what skills you have available to teach either players or horses, simply use the &amp;lt;tt&amp;gt;INSTRUCT&amp;lt;/tt&amp;gt; verb by itself.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Only one person or horse can be instructed at a time.&lt;br /&gt;
*No normal class can be taught at the same time as instructing.&lt;br /&gt;
*&amp;lt;tt&amp;gt;RECALL MOUNT&amp;lt;/tt&amp;gt; to see what skills you and your horse have already been taught.&lt;br /&gt;
&lt;br /&gt;
===Skills Taught to Adventurers===&lt;br /&gt;
&lt;br /&gt;
First things first, you need to learn how to ride. Find any Stablemaster in the Realms, and ASK &amp;lt;STABLEMASTER&amp;gt; ABOUT HORSE. The Stablemaster will teach you, going into a lesson similar to the speech you get from a Guild Leader when you join. You must stay and simply &amp;quot;listen&amp;quot; to the lesson. When it is complete, you&#039;ll know how to ride!&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill&lt;br /&gt;
! Who Teaches It&lt;br /&gt;
! What it Does&lt;br /&gt;
! Who Can Learn&lt;br /&gt;
! Class Time&lt;br /&gt;
|-&lt;br /&gt;
|Basic Horsemanship&lt;br /&gt;
|Stablemaster&lt;br /&gt;
|Ride horses&lt;br /&gt;
|Everyone&lt;br /&gt;
|4 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Prepare&lt;br /&gt;
|Stablemaster&lt;br /&gt;
|Prepare spells on horseback&lt;br /&gt;
|[[Empath]] at 15th circle; magic-primary at 20th circle; other MU at 25th circle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat&lt;br /&gt;
|35th circle [[Paladin]] &lt;br /&gt;
|Fight on horseback&lt;br /&gt;
|30th circle (Paladin-20th Circle from Stable Master Kenefick at the Royal Miews)&lt;br /&gt;
|~15-20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Mount&lt;br /&gt;
|Stablemaster&lt;br /&gt;
|Mount horse while in combat&lt;br /&gt;
|[[Paladin]]: 35th circle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Joust&lt;br /&gt;
|50th circle [[Paladin]]&lt;br /&gt;
|Improved jousting skill&lt;br /&gt;
|36th circle (Paladin-25th Circle from Stable Master Kenefick at the Royal Miews)&lt;br /&gt;
|~6-7 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Load&lt;br /&gt;
|40th circle [[Barbarian]]&lt;br /&gt;
|Load ranged weapons on horseback&lt;br /&gt;
|40th circle ([[Barbarian]] at 30th circle)&lt;br /&gt;
|~20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Grab&lt;br /&gt;
|40th circle [[Bard]] (40th circle Bards learn the skill from Stable Master Kenefick at the Royal Miews)&lt;br /&gt;
|Grab things off the ground from horseback&lt;br /&gt;
|40th circle&lt;br /&gt;
|5~8 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Bareback&lt;br /&gt;
|20th circle [[Ranger]]&lt;br /&gt;
|Ride without a saddle or padding&lt;br /&gt;
|20th circle ([[Ranger]] any time)&lt;br /&gt;
|~10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Riding&lt;br /&gt;
|45th circle Trader (45th circle Traders learn the skill from Stable Master Kenefick at the Royal Miews)&lt;br /&gt;
|Ride faster, even along &amp;quot;curves&amp;quot; if there are no intersections&lt;br /&gt;
|40th circle ([[Trader]] at 35th circle)&lt;br /&gt;
|~20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Target&lt;br /&gt;
|30th circle [[Warrior Mage]]&lt;br /&gt;
|Target creatures from horseback&lt;br /&gt;
|40th circle ([[Warrior Mage]] at 30th circle)&lt;br /&gt;
|~10 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Taught to Horses===&lt;br /&gt;
These classes take approximately 6 hours total to teach ALL skills, depending on the skill of the Ranger. For a list of Rangers who offer these services, see [[:Category:Player Horse Trainers]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Ranger]] must first learn from one of the stablemen NPCs (not the stablemaster) in [[Theren]], [[Crossing]], or [[Langenfirth]], unless otherwise noted. When trying to learn more than one skill at a time, you must wait about a minute between requesting them.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Skill&lt;br /&gt;
![[Ranger]] Level Required&lt;br /&gt;
!Approx. Duration of Class&lt;br /&gt;
!What it Does&lt;br /&gt;
|-&lt;br /&gt;
|Leadrope&lt;br /&gt;
|20th&lt;br /&gt;
|6 Minutes&lt;br /&gt;
|Horse stays calm while having a rope or bridle on.  (ask &amp;lt;stableman&amp;gt; about LEAD)&lt;br /&gt;
|-&lt;br /&gt;
|Saddle&lt;br /&gt;
|30th&lt;br /&gt;
|27 Minutes&lt;br /&gt;
|Horse stays calm while having a saddle on.&lt;br /&gt;
|-&lt;br /&gt;
|Beg/Sit&lt;br /&gt;
|40th&lt;br /&gt;
|6-17 Minutes&lt;br /&gt;
|Trick - The horse can sit and beg&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|40th&lt;br /&gt;
|30-40 Minutes&lt;br /&gt;
|Trick&lt;br /&gt;
|-&lt;br /&gt;
|Kneel&lt;br /&gt;
|30th or 35th&lt;br /&gt;
|16 Minutes&lt;br /&gt;
|Teaches horse to kneel so smaller races can mount.&lt;br /&gt;
|-&lt;br /&gt;
|Prance&lt;br /&gt;
|40th&lt;br /&gt;
|45-57 Minutes&lt;br /&gt;
|Trick&lt;br /&gt;
|-&lt;br /&gt;
|Rear/Spin&lt;br /&gt;
|40th&lt;br /&gt;
|6-17 Minutes&lt;br /&gt;
|Trick (ask &amp;lt;stableman&amp;gt; about SPIN)&lt;br /&gt;
|-&lt;br /&gt;
|Animal&lt;br /&gt;
|50th&lt;br /&gt;
|20-48 Minutes&lt;br /&gt;
|Teaches a horse not to be afraid of animalistic races ([[Prydaen]], and [[Rakash]] in moonskin)&lt;br /&gt;
Horse will BOLT when approached by one of these races, so it&#039;s important to teach it to all horses.&lt;br /&gt;
|-&lt;br /&gt;
|Combat&lt;br /&gt;
|50th&lt;br /&gt;
|52-60 Minutes&lt;br /&gt;
|Teaches horse to go to battle&lt;br /&gt;
([[Ranger]] must first learn from [[Paladin]])&lt;br /&gt;
|-&lt;br /&gt;
|Joust&lt;br /&gt;
|50th&lt;br /&gt;
|23 Minutes&lt;br /&gt;
|Teaches horse to perform a joust&lt;br /&gt;
([[Ranger]] must first learn from 40th [[Paladin]])&lt;br /&gt;
|-&lt;br /&gt;
|Magic&lt;br /&gt;
|50th&lt;br /&gt;
|45-55 Minutes&lt;br /&gt;
|Teaches horse not to fear offensive magic being cast atop it. (ask &amp;lt;stableman&amp;gt; about SPELL)&lt;br /&gt;
|-&lt;br /&gt;
|War&lt;br /&gt;
|50th&lt;br /&gt;
|120 Minutes&lt;br /&gt;
|Horse will fight with you ([[Paladins]] only!) when you are in combat.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Horse Gear and Shopping==&lt;br /&gt;
&lt;br /&gt;
There is plenty of gear available for your equine companion. Horse items are divided into six basic types: tack, padding, barding (armor), decorations, grooming tools, and feed.&lt;br /&gt;
&lt;br /&gt;
For a full list of available horse gear and an explanation of each item, see [[Tack]].&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Horse Shops|Horse Shops]]&lt;br /&gt;
*[[:Category:Tack Shops|Tack Shops]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tack&#039;&#039;&#039;: &amp;quot;Tack&amp;quot; refers to the equipment used to ride and control a horse. The tack in Elanthia is less complex than the tack used in real life. It is limited to the following pieces of equipment: saddles, bridles, halters, and lead ropes. Unless you&#039;re trained to ride bareback, you must use a saddle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Padding&#039;&#039;&#039;: Padding must be placed under the saddle to prevent injury to the horse. Padding comes in two types: the saddle pad and the saddle blanket. It is possible to equip a horse with both a pad and a blanket, although the horse needs only one piece of padding to prevent injury.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barding&#039;&#039;&#039;: Barding is armor for horses. It comes in three types: plate, chain, and leather. All horses can wear chain or leather barding, but only large horses (16+ hands) can wear plate barding. Plate barding offers the most protection and is recommended for the full-contact sport of jousting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decorations&#039;&#039;&#039;: Some items, such as caparisons, wreaths, and ribbons, are primarily decorative. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grooming Tools&#039;&#039;&#039;: In Elanthia, there are tools to groom the horse&#039;s coat, mane, tail, and hooves. The stable will groom your horse while the horse is in its care. Unless you have the horse out for an extended period of time, you should not need to groom it often. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feed&#039;&#039;&#039;: Some merchants sell food, treats, and salt that you can give to your horse. The stable will feed your horse while the horse is in its care. Unless you have the horse out for an extended period of time, you should not need to feed it often.&lt;br /&gt;
&lt;br /&gt;
==Jousting==&lt;br /&gt;
&lt;br /&gt;
[[Jousting]] requires that you have a lance in hand, be mounted on your horse, and issue a challenge to another mounted character. &lt;br /&gt;
&lt;br /&gt;
To initiate the challenge, you must &amp;lt;tt&amp;gt;SIGNAL HORSE TO JOUST &amp;lt;player&amp;gt;&amp;lt;/tt&amp;gt; and the other player will automatically be told how to respond. If they agree, the joust will automatically begin in ten seconds.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Jousting]].&lt;br /&gt;
&lt;br /&gt;
==Horse Wrangling==&lt;br /&gt;
&lt;br /&gt;
One of the most interesting features of the horse system is to be able to trap horses out in the wild! To be able to wrangle a horse, you must be a [[Ranger]], at least 60th circle, and you must not have any &amp;quot;active&amp;quot; horses, meaning that you cannot have one waiting for you in a stable or out in the world. No, you do not need to release or sell your current horse to wrangle a new one! You can simply &amp;lt;tt&amp;gt;STORE HORSE&amp;lt;/tt&amp;gt; at a stable, which will give you a voucher for the horse. You can keep as many vouchers around as you like.&lt;br /&gt;
&lt;br /&gt;
Before you head out, make sure to pick up a leadrope. &amp;lt;tt&amp;gt;TIE&amp;lt;/tt&amp;gt; the leadrope to turn it into a lasso. Note - it will still show up as a leadrope, but it is a lasso now!&lt;br /&gt;
&lt;br /&gt;
The wild horse herd roams in [[Ilithi]] in the steppes around [[Horse Clan]], so head south. On the road between Shard and Horse Clan, the trail branches north and makes a little loop. The herd roams around that area. You usually have to search around before you find it. Be careful, there are critters in this area.  In the process of breaking the herd, the horse may attack the ranger.  For information about horses as creatures, click here: [[Horse (creature)]]&lt;br /&gt;
&lt;br /&gt;
Finding and hunting horses can be a chore. A member of any guild may separate one from the herd, but only Rangers can catch horses.&lt;br /&gt;
&lt;br /&gt;
Once cut from the herd, a Ranger of at least 60th circle may attempt to catch the horse, but anyone can kill it. If left to their own devices, lone horses are usually promptly devoured by golden pards.&lt;br /&gt;
Once you find the herd, &amp;lt;tt&amp;gt;HIDE&amp;lt;/tt&amp;gt;! Your next step is to &amp;lt;tt&amp;gt;STALK HERD&amp;lt;/tt&amp;gt;. As you stalk the herd, they wander to other rooms. You will likely need to follow them and start again. You will repeat the &amp;lt;tt&amp;gt;STALK HERD&amp;lt;/tt&amp;gt; command until you are &#039;&#039;&#039;&amp;lt;tt&amp;gt;DANGEROUSLY CLOSE&amp;lt;/tt&amp;gt;&#039;&#039;&#039; to them. Now, &amp;lt;tt&amp;gt;CUT HERD&amp;lt;/tt&amp;gt;. You will separate one horse from the rest of the herd, you don&#039;t get a choice which one. You can repeat the steps above to get a horse that you like. Sometimes, with extreme luck, more than one horse gets cut from the herd.&lt;br /&gt;
&lt;br /&gt;
Success is based on the Ranger&#039;s [[Instinct]], [[Stealth]], and [[Outdoorsmanship]] skills.&lt;br /&gt;
&lt;br /&gt;
Once you get the horse you want, &amp;lt;tt&amp;gt;THROW ROPE AT HORSE&amp;lt;/tt&amp;gt;. If you happen to have more than one horse cut from the herd, specify the one you want by color - &amp;lt;tt&amp;gt;THROW ROPE AT &amp;lt;COLOR&amp;gt; HORSE&amp;lt;/tt&amp;gt;. The individual horses can wander around, so it&#039;s good to specify so that you don&#039;t accidentally end up with the wrong horse.&lt;br /&gt;
&lt;br /&gt;
The ranger should INSTRUCT HORSE SADDLE to be able to MOUNT the horse and ride to a safe area for additional horse instructions.&lt;br /&gt;
&lt;br /&gt;
==Horse History==&lt;br /&gt;
In the early years of [[DragonRealms]], it was stated that there would never be ridable mounts in the game.  Never say never!&lt;br /&gt;
&lt;br /&gt;
Horses were first introduced into [[DragonRealms]] by [[GameMaster]] [[Jeremael]] around 2000 or 2001.&lt;br /&gt;
&lt;br /&gt;
===Announcement regarding horses by Jeremael===&lt;br /&gt;
Greetings! &lt;br /&gt;
I&#039;ve updated the Horse System with a number of new things. &lt;br /&gt;
&lt;br /&gt;
1) Moved the spin trick to SIGNAL and gave you the bonus rear trick along with it. SIGNAL HORSE REAR &amp;amp; SIGNAL HORSE SPIN. &lt;br /&gt;
&lt;br /&gt;
2) A new Ranger to horse instructable technique that allows the horse a new movement style. Prancing! &lt;br /&gt;
&lt;br /&gt;
3) A new Bard to player instructable technique that allows a mounted player to get things from the ground while mounted. &lt;br /&gt;
&lt;br /&gt;
4)A new Trader to player instructable technique that deals with advanced riding. This will allow you to ride more efficiently on long stretches of road. &lt;br /&gt;
&lt;br /&gt;
Thanks to all the player support and suggestions in the last few months since the debut of the system! Keep it up and I hope to see you at Simucon 2002! &lt;br /&gt;
&lt;br /&gt;
GM Jeremael&lt;br /&gt;
&lt;br /&gt;
===Killing Player Horses===&lt;br /&gt;
Player-owned horses are killable through a [[bug]] and skinnable once slain.  Since killing a player-owned horse is a bug it is currently against policy.&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Travel, Creation systems, Fauna}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Wild_magic_(event)&amp;diff=648903</id>
		<title>Wild magic (event)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Wild_magic_(event)&amp;diff=648903"/>
		<updated>2024-07-24T13:35:03Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Wild Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
==The Long Lead Up==&lt;br /&gt;
* 438-05-38(ish) (June/July 2021) - People started receiving occasional odd messaging when casting spells. During Hollow Eve 2021 (and 2022), several Merelew Greeters asked adventurers if they had been having these strange feelings, too.&lt;br /&gt;
&lt;br /&gt;
* Since at least 2021, a small portion of spell casts has resulted in &amp;quot;weird magic&amp;quot; messages about mana streams, often involving unexpected synesthesia. The weird fluctuations seem to be present across all types of spellcasting. All guilds see these sorts of messages at similar rates. The type of magic (augmentation, warding, sorcery, etc.) does not have an effect. At first, roughly 1 in 5,000 of casts. The initial batch of messages included:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Alarmingly,  the familiar streams of mana seem shift entirely away from you for a moment.&lt;br /&gt;
|-&lt;br /&gt;
|You smell lush vegetation, the  scent heady and intoxicating.  Your  nose itches, and you sneeze.&lt;br /&gt;
|-&lt;br /&gt;
|Strangely, the familiar  streams of mana seem to jitter out of your control for a moment.&lt;br /&gt;
|-&lt;br /&gt;
|The mana streams intertwine  oddly, forming a curious knot.  The  tangle relaxes.&lt;br /&gt;
|-&lt;br /&gt;
|As you manipulate the mana  streams, you feel suddenly out of breath, and your heart begins to race.  After a moment, the feeling passes.&lt;br /&gt;
|-&lt;br /&gt;
|The familiar task is disrupted  by a moment of synesthesia.  You hear  the streams of mana come together as you complete your casting.&lt;br /&gt;
|-&lt;br /&gt;
|As you manipulate the mana  streams, you feel like you are falling, and gasp in surprise.  The feeling passes.&lt;br /&gt;
|-&lt;br /&gt;
|The mana streams buckle oddly  for a moment.&lt;br /&gt;
|-&lt;br /&gt;
|Something feels off.&lt;br /&gt;
|}&lt;br /&gt;
* Around December 10, 2023, these sorts of messages began appearing more frequently, reaching 0.9% by December 31, 2023 (a 40X increase). New messages also began appearing around this time:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|For a  brief moment, the mana responds with an unexpected surge, tingling through  your fingertips like an electric current.&lt;br /&gt;
|-&lt;br /&gt;
|As you weave the mana streams  together, a scream not unlike the scraping of metal on metal resounds, only  to warp and be replaced with... laughter?&lt;br /&gt;
|-&lt;br /&gt;
|A momentary distortion in the  mana reveals fleeting glimpses of distant landscapes, each branching and  vanishing in an instant.&lt;br /&gt;
|-&lt;br /&gt;
|The ambient temperature drops  noticeably as you manipulate the streams of mana, causing a shiver to run  down your spine.&lt;br /&gt;
|-&lt;br /&gt;
|The mana takes on an  iridescent glow, growing in brightness until you are forced to blink.  Then, the glow is gone.&lt;br /&gt;
|-&lt;br /&gt;
|As you manipulate the mana, an  unexpected taste fills your mouth, reminiscent of bitter herbs.&lt;br /&gt;
|-&lt;br /&gt;
|The ambient temperature rises  sharply as you weave the mana, a sudden wave of warmth enveloping you and  making beads of sweat form on your forehead.&lt;br /&gt;
|}&lt;br /&gt;
* On January 5, 2024, a new batch of messages began appearing:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|You smell the verdant  scent of fresh grass.&lt;br /&gt;
|-&lt;br /&gt;
|Frighteningly, the mana streams suddenly  disappear!  You blink in surprise, only  to find they have returned.  Did it  even happen?&lt;br /&gt;
|-&lt;br /&gt;
|The mana takes on an iridescent glow,  growing in brightness until you are forced to blink.  Then, the glow is gone.&lt;br /&gt;
|-&lt;br /&gt;
|The mana streams stretch and droop  languidly like ropes of elongated taffy, then snap back to normal.&lt;br /&gt;
|-&lt;br /&gt;
|The mana streams take on a sudden  brittleness, snapping and crumbling under your manipulations.  After a moment, they return to normal, and  you are able to complete your casting.&lt;br /&gt;
|-&lt;br /&gt;
|You are suddenly shocked with the bitter  flavor of too-strong coffee in your mouth.&lt;br /&gt;
|-&lt;br /&gt;
|The mana streams twist and ripple  suddenly like ribbons of seaweed underwater, then snap back to normal.&lt;br /&gt;
|-&lt;br /&gt;
|You hear a sound like cracking ice, and  are struck with a sense of uneasiness.&lt;br /&gt;
|-&lt;br /&gt;
|Sounds suddenly mute themselves, until  you find yourself completely deaf!   Your heart pounds for several seconds, then, with a small *pop*, the  auditory world returns.&lt;br /&gt;
|-&lt;br /&gt;
|You taste a myriad of fruity flavors in  quick succession -strawberry, orange, lemon, lime, blueberry, grape, and  taffelberry stick out to you among the chaotic jumble of sensations.&lt;br /&gt;
|-&lt;br /&gt;
|You suddenly taste an intensely sweet  flavor, like too much icing on a cupcake.&lt;br /&gt;
|-&lt;br /&gt;
|Out of the corner of your eye, you sense  a shifting in the mana streams, a languorous movement like that of coiling  snakes.  When you turn to look,  everything appears normal.&lt;br /&gt;
|-&lt;br /&gt;
|As you manipulate the mana streams, color  seems to drain from your surroundings, momentarily leaving everything in  shades of grey.&lt;br /&gt;
|-&lt;br /&gt;
|You smell the warmth of baking bread, the  coziness of cinnamon and cloves settling around you.&lt;br /&gt;
|-&lt;br /&gt;
|The streams of mana before you suddenly  appear to become shards of light, a profusion of crystallized growth blooming  in clusters around them.  After several  seconds, the crystals melt away and the streams appear as they always do.&lt;br /&gt;
|-&lt;br /&gt;
|Your nostrils are filled with the scent of the ocean, a mysterious depth to the smell that sinks into dark notes of salty chocolate.&lt;br /&gt;
|-&lt;br /&gt;
|The mana streams suddenly appear thin and threadlike, like the filaments of a spiderweb.  They twitch slightly before returning to normal.&lt;br /&gt;
|-&lt;br /&gt;
|Your mouth goes dry with the taste of something cool and freshly alcoholic.&lt;br /&gt;
|-&lt;br /&gt;
|As you manipulate the mana streams, they rub against one another oddly, like a bow on the strings of an instrument.  You hear a drawn out, discordant note.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 448-05-04 (March 2, 2024) - Mazrian hosts the &amp;quot;Investigating the Magical Mind&amp;quot; event, where adventurers participated in an experiment to try to recreate these oddities in a controlled way. Various mana types and spells were tested, with casters being observed, and other casters attempting to tamper with the mana streams to induce resonance or dampening, with the goal of inducing a similar state as the oddities. There were no conclusive outcomes of this investigation.&lt;br /&gt;
&lt;br /&gt;
* On March 9, 2024, all of the previous messages were replaced with more aggressive and violent ones:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| The mana seethes with violent intent, thirsting for destruction and chaos.&lt;br /&gt;
|-&lt;br /&gt;
| The mana coils around you like a violent storm, ready to unleash its fury upon the world.&lt;br /&gt;
|-&lt;br /&gt;
| As you weave the mana, a violent sense of dread washes over you, chilling you to the bone.&lt;br /&gt;
|-&lt;br /&gt;
| As you manipulate the mana, a violent surge of pain shoots through your body, threatening to overwhelm your senses.&lt;br /&gt;
|-&lt;br /&gt;
| Your senses are assaulted by a violent onslaught of visions, each more disturbing than the last.&lt;br /&gt;
|-&lt;br /&gt;
| The mana pulses with violent energy, threatening to overwhelm you with its sheer intensity.&lt;br /&gt;
|-&lt;br /&gt;
| A surge of violent energy courses through your veins, causing your muscles to tense involuntarily.&lt;br /&gt;
|-&lt;br /&gt;
| Violent surges of mana erupt uncontrollably, crackling like lightning in your mind.&lt;br /&gt;
|-&lt;br /&gt;
| The mana pulses with raw, unbridled rage, eager to unleash its fury upon the world.&lt;br /&gt;
|-&lt;br /&gt;
| The mana streams twist and writhe violently, as if resisting your commands.&lt;br /&gt;
|-&lt;br /&gt;
| Your vision blurs as violent images flash before your eyes, disorienting you as you attempt to cast your spell.&lt;br /&gt;
|-&lt;br /&gt;
| As you manipulate the mana, you feel a sudden, violent pressure building within your mind, threatening to consume your thoughts.&lt;br /&gt;
|-&lt;br /&gt;
| The mana surges violently, pulsating with dark, ominous energy that threatens to consume you.&lt;br /&gt;
|-&lt;br /&gt;
| As you channel the mana, a violent surge of rage overwhelms your senses, driving you to unleash your magic with reckless abandon.&lt;br /&gt;
|-&lt;br /&gt;
| As you channel the mana, a violent sense of rage washes over you, fueling your magic with unchecked fury.&lt;br /&gt;
|-&lt;br /&gt;
| Your senses are assaulted by a violent cacophony of screams and wails as you manipulate the mana.&lt;br /&gt;
|-&lt;br /&gt;
| As you channel the mana, a violent sense of foreboding washes over you, warning of imminent danger.&lt;br /&gt;
|-&lt;br /&gt;
| A violent surge of power courses through your veins, leaving you feeling invincible and unstoppable.&lt;br /&gt;
|-&lt;br /&gt;
| The mana surges forward with violent intent, seeking to wreak havoc upon your enemies.&lt;br /&gt;
|-&lt;br /&gt;
| The mana crackles with violent energy, making you pause for a moment.&lt;br /&gt;
|-&lt;br /&gt;
| The mana surges forward with violent force, threatening to consume everything in its path.&lt;br /&gt;
|-&lt;br /&gt;
| The mana swirls around you in a violent maelstrom, threatening to tear you apart with its sheer force.&lt;br /&gt;
|-&lt;br /&gt;
| The mana twists and contorts in violent, unpredictable patterns, defying your attempts to control it.&lt;br /&gt;
|-&lt;br /&gt;
| The mana twists and contorts in violent patterns, defying your attempts to control it.&lt;br /&gt;
|-&lt;br /&gt;
| The mana surges forward with savage intensity, seeking to crush anything that dares to oppose it.&lt;br /&gt;
|-&lt;br /&gt;
| The mana surges forward with violent intent, seeking to annihilate anything that stands in its way.&lt;br /&gt;
|-&lt;br /&gt;
| With a violent roar, the mana streams surge forward, threatening to overwhelm you with their raw power.&lt;br /&gt;
|-&lt;br /&gt;
| As you weave the mana, you feel a sudden, violent pressure building within you, threatening to burst forth.&lt;br /&gt;
|-&lt;br /&gt;
| The mana surges forward like a crashing tide, slamming against the shore with relentless force.&lt;br /&gt;
|-&lt;br /&gt;
| As you manipulate the mana, a violent surge of anger courses through you, fueling your magic with raw emotion.&lt;br /&gt;
|-&lt;br /&gt;
|The mana coils around you like a violent serpent, ready to strike at a moment&#039;s notice.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 449-05-20 (June 13, 2024) - The magic oddities (sometimes referred to as surges) increased in frequency to 50%, eventually culminating on June 14, 2024 to occur on each and every each cast. Several meetings are held to discuss what this might signify, with no solid hypothesis. One idea that comes up is to try to reduce the amount of casting that adventurers are doing, but it&#039;s decided that would be too hard to orchestrate.&lt;br /&gt;
&lt;br /&gt;
==Magic is Out==&lt;br /&gt;
&amp;lt;p&amp;gt;449-05-184 (June 15, 2024) - Realm wide, people felt one of the below messages, depending on their mana type/Guild:&lt;br /&gt;
&lt;br /&gt;
* Pain stabs through your mind and body as your attunement to the breathing rise and fall of Life is suddenly severed! (Empath / Ranger)&lt;br /&gt;
* Pain stabs through your soul as your attunement to the footsteps of the gods wavers and becomes lost! (Cleric / Paladin)&lt;br /&gt;
* Pain stabs through your mind and body as your attunement to the elemental forces around you is suddenly severed! (Warrior Mage / Bard)&lt;br /&gt;
* Pain stabs through your mind and body as your attunement to the heavenly bodies is suddenly severed! (Moon Mage / Trader)&lt;br /&gt;
* Pain stabs through your scarred mind as your multifaceted attunement to the mana spectrum is suddenly undone! (Necromancer)&lt;br /&gt;
&lt;br /&gt;
After this, attempting to use the magic system (such as prepare a spell, harness, invoke a tattoo, or use a wand) you would receive one of two messages. Magic was off!&lt;br /&gt;
* [The magic system is inoperative at the moment.  Sorry for the inconvenience.]&lt;br /&gt;
* Strangely, you can sense absolutely nothing.  It&#039;s as if magic didn&#039;t exist.&lt;br /&gt;
&lt;br /&gt;
Over the next hour, we felt (in this order):&lt;br /&gt;
* Your body trembles as your mind instinctively reaches toward that place where you usually feel your connection to magic.  It is cold.&lt;br /&gt;
* You feel a surge of mana reaching toward you!  You instinctively reach out to grasp it.  You struggle to hold on, but it slips away again, leaving you feeling exhausted.&lt;br /&gt;
* You sense a fleeting trace of mana.  It briefly grows stronger, but quickly fades away again.&lt;br /&gt;
* Your senses explode and you are momentarily blinded!  Mana overfills your being, and you struggle to control the flow!  Just as suddenly, it seeps away, leaving you empty.&lt;br /&gt;
* You feel a deep sense that something has changed.  Your attunement to the breathing rise and fall of Life is restored, but it does not feel controllable!&lt;br /&gt;
&lt;br /&gt;
Casting had returned, but with mixed results.&lt;br /&gt;
&lt;br /&gt;
==Wild Magic==&lt;br /&gt;
Spellcasting (including the spells monsters cast) became subject to the effects of [[Wild magic (concept)|wild magic]], causing all sorts of unexpected effects while casting, and unlock a new [[magical research]] option, with results that seem to give [[Wild_magic_(concept)#Breakthrough_Messages|ominous warnings]] about events to come.&lt;br /&gt;
&lt;br /&gt;
==Vile Plague Wraith Invasion==&lt;br /&gt;
On 449-05-184 (June 15, 2024), shortly after the the Wild Magic release, there was an invasion of [[Vile Plague Wraith|Vile Plague Wraiths]] throughout Shard, Zoluren and Therengia.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;gt; look wraith&lt;br /&gt;
Held aloft by two expansive skeletal wings, the massive plague wraith towers over thirty feet tall.  Under its tattered cloak, a black mass of writhing insects and serpents cling tightly to a nearly fleshless skeleton.  Four elongated arms, covered in a tangle of scorpions and spiders, end in wickedly curved talons that twitch in anticipation of its next victim.  Practically obscured by the inky shadows cast by its voluminous hood, two flaming emerald eyes partially illuminate its malevolent hook-toothed skull.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some of these creatures drop an {{cloot|i|emerald scarab medallion with a delicate gold inlay}}, which was cursed (meaning you could not drop it until it was uncursed).&lt;br /&gt;
&lt;br /&gt;
==Seeking out Anmuva==&lt;br /&gt;
On 449-06-09 (June 21st, 2024): Spearheaded by [[Waydren]] of [[The Grey Dragons]], adventurers tried to seek out the [[Kather]] druid [[Anmuva]], to see if there was any useful information from that direction, and their connections with dragons. No firm answers were found, but it sounded like there was not a full consensus amongst the Kather, either.&lt;br /&gt;
&lt;br /&gt;
See the log [[The Grey Dragons/Logs/20240621 Grey Dragons Seek Anmuva|here]].&lt;br /&gt;
&lt;br /&gt;
==Vigil for Phelim and Peri&#039;el==&lt;br /&gt;
On 449-06-14 (June 22st, 2024) [[Jaelia]] hosted a vigil seeking any aid that [[Phelim]] or [[Peri&#039;el]] could provide in our understanding. While doing so, however, magic users were struck with a sudden experience in which they seemed to be saved by [[Meraud]], and possibly [[Firulf]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The air takes on a honeyed-tone, and everything slows.  The ground seems to heave and you lose your balance.  After a moment, the sensation passes, though something feels very wrong.&lt;br /&gt;
&lt;br /&gt;
The mana streams roil, and you are unable to make sense of the chaotic fluctuations!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;A message that varied by guild&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A gust of turbulent hot air billows around you, while an expanding ring of frost spreads around your feet.  You smell burnt sugar and your throat stings.&lt;br /&gt;
&lt;br /&gt;
Your connection to the mana streams buzzes painfully, a pounding headache building as your ears throb and you squint against the pain!&lt;br /&gt;
&lt;br /&gt;
Darkness begins to encroach around the edge of your vision, erupting with silvery star bursts.  You fight against the loss of sight, but everything begins to go black!  A wolf howls in the distance, and a golden lightning bolt forks across the darkness, restoring your vision!&lt;br /&gt;
&lt;br /&gt;
The strange quality of the air fades, and the headache passes.  You take a shuddering breath and everything feels...  a little better?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The third message varied for different observers:&lt;br /&gt;
&lt;br /&gt;
Cleric:&lt;br /&gt;
&amp;lt;pre&amp;gt;You feel yourself leaning over the edge of a cliff, empty and without Their grace!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moon Mage:&lt;br /&gt;
&amp;lt;pre&amp;gt;You feel yourself leaning over the edge of a cliff, gazing upon the reflection of foreign and silent stars!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Necro (Redeemed):&lt;br /&gt;
&amp;lt;pre&amp;gt;You feel yourself leaning over the edge of a cliff, absent even Their snarled and threatening whispers!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Paladin:&lt;br /&gt;
&amp;lt;pre&amp;gt;You feel yourself leaning over the edge of a cliff, devoid of order and nobility!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ranger:&lt;br /&gt;
&amp;lt;pre&amp;gt;You feel yourself leaning over the edge of a cliff, untended and incapable of growth or change!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trader:&lt;br /&gt;
&amp;lt;pre&amp;gt;You feel yourself leaning over the edge of a cliff, gazing upon the reflection of dim and meaningless stars!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warrior Mage:&lt;br /&gt;
&amp;lt;pre&amp;gt;You feel yourself leaning over the edge of a cliff, indistinguishable elements crackling and blurring together!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changes to Wild Magic==&lt;br /&gt;
In the wake of the vigil and the intervention of the Immortals, the nature of wild magic changed yet again. The highest highs and lowest lows of the wildly fluctuating magic were mellowed out, removing the mana burn and full attunement refill wild magic results. &amp;lt;ref&amp;gt;PM [[Lyneya]], via Discord: [https://discord.com/channels/619301383451181075/619326268113944576/1254266214063149197 link]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Planar Observatory Exploration==&lt;br /&gt;
On 449-06-25 (June 25h, 2024) there was an expedition to the [[Planar Observatory]] to investigate if the view through the [[Planar Telescope]] would reflect anything to do with the changes to mana.&lt;br /&gt;
&lt;br /&gt;
Adventurers gathered at the [[Asharshpar&#039;i]] shard and those using astral guides were able to make it to the Planar Observatory, but began hearing voices which eventually resolved into the word &amp;quot;[[Liraxes]]&amp;quot;. They heard from a voice that might have been [[Cashek gand Aldam]] urging them to leave, and threats from [[Pelag ai Aldam]]. They were also informed that &amp;quot;Liraxes is assembling itself&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The messages experienced were recorded [[Post:A_Planar_Jaunt_-_06/26/2024_-_09:47|available here]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Though typically disorienting, the Astral Plane is much more chaotic than typical. Streams of mana present as masses that ripple with a searing heat as they pass by, and you find yourself disembodied in an endless landscape of fractal light with no clear beginning or end.&lt;br /&gt;
Voices with no clear origin echo from every direction, whispering faintly a word that you cannot recognize, repeated as if echoing forever in the endless, formless Astral expanse that stretches beyond what you can begin to reason. The word is recursive, blending in and out of itself.&lt;br /&gt;
&lt;br /&gt;
The echoing voice seems sharper -- much more focused, and aligned such that the word now comes to be as a single focus -- &amp;quot;Liraxes.&amp;quot; The word itself is tangible, and yet formless, much like the remainder of the Astral Plane that you can observe.&lt;br /&gt;
&lt;br /&gt;
A gentle, deliberate, seemingly benevolent voice echoes within your consciousness, drowning out the discordant chorus. &amp;quot;You bring yourself here with unclear purpose. There is little to gain -- only risk -- in this place with no deliberate action. Beyond here, the Microcosm is less stable than before, its integrity eroding. Even now, Liraxes assembles itself. Go -- remain safe.&amp;quot; A pressure builds behind you, urging you in what you believe to be the direction of the Pillars, urging you to return to the comfortable safety of what you know within the Plane of Abiding.&lt;br /&gt;
&lt;br /&gt;
Ominous mental static builds in the area. Incomprehensible thoughts infringe on your mind, making clear thinking about anything other than the word &amp;quot;Liraxes&amp;quot; an increasingly difficult feat. The nudging at your back becomes much more urgent. &amp;quot;Go! He comes!&amp;quot; Unlike most astral phenomena, the static does not go away after a few moments. In fact, it&#039;s getting stronger. Closer.&lt;br /&gt;
&lt;br /&gt;
The benevolent voice fades, drowned out by a harsh, distorted one -- more formal, presented as if it were an incantation. &amp;quot;I was named Pelag ai Aldam.&amp;quot; The benevolent voice returns, pleading that you leave before the something -- someone tears your consciousness to shreds. The benevolent pressure becomes a shove, and you find yourself in the Embalming Chamber of Telpengi&#039;hhs Sara&#039;a.&lt;br /&gt;
&lt;br /&gt;
Even outside, a static builds in your mind. Voices with no clear origin echo from every direction, whispering faintly a word that you cannot recognize, repeated as if echoing forever in an endless formless expanse that stretches beyond what you can begin to reason. The word is recursive, and has no beginning or end.&lt;br /&gt;
&lt;br /&gt;
The echoing voice seems sharper -- much more focused, and aligned such that the word now comes to be as a single focus -- &amp;quot;Liraxes.&amp;quot; The word itself is tangible, and yet meaningless. The static builds to a strong pressure, before three words become very clear: &amp;quot;Liraxes assembles itself.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The last two messages were experienced by everyone in the vicinity of the shard, even those who had not entered.&lt;br /&gt;
&lt;br /&gt;
==Wild Magic and the Web of Fate==&lt;br /&gt;
On 449-06-29 (June 26th, 2024) [[Miskton]] held an event for the purposes of performing [[Prediction#Events|event predictions]] on people who had been exposed to [[Wild magic (concept)|wild magic]] research. It quickly became apparent, as focusing on a character&#039;s future was followed by an unusual message:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Everything shifts weirdly, and you feel off... The feeling passes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A number of predictions were performed on different characters, with the following visions experienced:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
After a moment, you smell pine and feel the need to wipe sawdust from your hands. A wooden box rests in your hands, as yet unpolished, but expertly assembled with precise dovetails. Opposing pine and oak make for a striking contrast, and the lid appears as a fractional gap interrupting the grain. Before your eyes, the box appears to shift, and is now a smoothly interlocked orb. As you blink, the vision fades, and the box disappears.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
After a moment, burning pitch stings your eyes and the sky shatters, dripping reflective shards of rainbowed light. You watch this strange skyfall, mesmerized by the tumbling images of the sky and land spinning in every direction. As you watch, the pieces pick up speed and begin to slam into the ground, exploding into crystalline fire and evaporating. Gaps in the sky writhe with bulges of nothingness, and suddenly, one of the shards slices your cheek! You gasp in surprise as crystal erupts along your face, covering your eyes, your vision skewing wildly. The vision fades, and everything returns to normal.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A bell is struck in the distance, an odd tone with several harmonics. You feel yourself yanked forward, falling to your knees, and when you look up, a large hexagonal bell etched in strange symbols hovers in the air before you. The bell is struck, and you are buffeted backward by the deafening sound. The vision fades, and you wobble uncertainty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Your hands itch, and you clap them together in irritation. The feeling persists, and you cannot shake the sense of something left unfinished -- an orlog assembled but missing a final component. For some reason you are confident that while something is missing, the whole is operational. And you ponder this certainty, the stars begin to howl, and the sensation passes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Acrid smoke wafts past you, and you turn around finding yourself face to face with the woman in the wide-brimmed hat, her cataract eyes staring at you as she grins a cruel half grin around a lit cigarillo. &amp;quot;This isn&#039;t my doing,&amp;quot; She says, &amp;quot;Though I&#039;m almost jealous at the scale. But it&#039;s calling itself Liraxes, eh? Curious choice. Well, we&#039;ll see where this lands.&amp;quot; The smoke stings your eyes, and as you cough, she vanishes without a trace.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A rumble passes underfoot, and you cock your head straining to hear. A sound not unlike... sizzling oil? Rushes by again. You kneel, touching the ground gingerly, and feel it through your fingertips, the churn of hundreds of feet churning along. The ground erupts, and you fall, fall into a mass of appendages and digging claws, hearing the whispered word &amp;quot;Liraxes&amp;quot; echoing all around. Suddenly the feeling fades, and you look around in confusion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The ground heaves, and a chunk of stone thrusts upward, grinding loudly. Several strange symbols burn into the sheer face of rock, and reassemble themselves into the letters &amp;quot;L&amp;quot;, &amp;quot;I&amp;quot;, and &amp;quot;R&amp;quot;. The stone suddenly collapses into a pile of rubble, the pieces vibrating slightly. You blink, and the vision fades.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You find yourself surrounded by calm waters, a gentle sea breeze barely stirring the air. A trio of fish, one black as night, another blood red, the third a light blue, swirl circles around your feet. You look down and find yourself smiling at the three, seemingly unafraid. A fourth fish, pure white, swims in the distance, and the vision fades.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You stand before a cliff, looking down into a swirling maelstrom crackling with purple lightning. Echoes violently tear at the air around you, and you step back in fear. Far above, a slug-like creature drifts down, extending several tentacles and reaching for you. Suddenly, a lance of blinding light skewers the horizon, piercing the floating slug, which erupts into black slime as it falls into the storm below. A deafening explosion forces you to cover your ears, and the vision fades.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
PAIN! Talons and barbs twist along your insides and you gasp in sudden, almost absurd agony! Your whole body tenses, and you turn slightly, finding yourself face to face with a hooded figure. A blinding rainbowed light tears from the figure&#039;s hood, and you make out a massive maw screaming &amp;quot;LIRAXES ASSERTS ITSELF!&amp;quot; before everything goes white. You blink, and your vision returns to normal, the pain receding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Everything wavers, and you feel wildly disoriented. You find yourself looking down an endless hallway filled with featureless doors. One of the doors opens, and an old woman emerges, closing the door behind her. She turns to you, and waves a hand in irritation, and calls out in a firm but reasoned tone, &amp;quot;Alright, enough, you&#039;ve pushed your luck enough! Go, before they take note!&amp;quot; She opens the door to step through, and you catch a glimpse of kaleidoscopic lights, swirling galaxies, and find your mind pulled forward. The door shuts, and locks, and the vision fades.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A short while after the last prediction, Miskton felt:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The stars vibrate slightly, and everything shudders as the mana streams realign, resettle, and briefly calm. You hear them singing, exhausted, and unwilling to share more.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
And all those gathered then felt:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You feel odd a moment, and the feeling quickly passes. Everything feels... normal? again.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A full log of this event is [[Miskton/Logs/20240626_Wild_Magic_and_the_Web_of_Fate|available here]].&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Wild_magic_(concept)&amp;diff=648530</id>
		<title>Wild magic (concept)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Wild_magic_(concept)&amp;diff=648530"/>
		<updated>2024-07-06T03:42:13Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig2|Wild Magic}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
On 449-05-184 (June 15, 2024), after several years of buildup messaging, adventurers briefly lost access to magic. When it returned, spellcasters were confronted with a new concept to deal with when casting spells: wild magic. See: [[Wild magic (event)]] for more on the events surrounding the release.&lt;br /&gt;
&lt;br /&gt;
==Announcement==&lt;br /&gt;
&amp;lt;pre&amp;gt;Wild Magic is active!&lt;br /&gt;
There are a variety of effects.  So far people have discovered:&lt;br /&gt;
+ Increased TM accuracy&lt;br /&gt;
+ Increased TM damage&lt;br /&gt;
+ 1-second preparation&lt;br /&gt;
+ Full attunement refill&lt;br /&gt;
&lt;br /&gt;
- Chance to &amp;quot;break glass&amp;quot; and cause no magic in the room for a short period of time (less than 1 minute)&lt;br /&gt;
- Increased backlash chance&lt;br /&gt;
- &amp;quot;Mana burn&amp;quot; - weaken your attunement!  quickly!&lt;br /&gt;
- Chance to spawn a mini-mana storm&lt;br /&gt;
&lt;br /&gt;
There is a new RESEARCH option!  It could be dangerous!  This is on a lengthy global cooldown, but can be completed several times a day.&lt;br /&gt;
When you perform the new RESEARCH, several things happen.&lt;br /&gt;
1. You will lose your memorized spell scrolls.  You will gain some magic experience - sometimes more than other times.&lt;br /&gt;
2. If you have the Magic Theorist, you will gain new spell scrolls.  &lt;br /&gt;
3. There&#039;s a chance to learn a brand new spell (being previewed here before it finds its permanent home).&lt;br /&gt;
4. There&#039;s a chance to earn a spell customizer for certain spells, if you know them.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Update===&lt;br /&gt;
On June 22nd, 2024, an update to wild magic happened:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Ongoing Event: Wild Magic Updates&lt;br /&gt;
&lt;br /&gt;
The phase change tonight saw characters&#039; efforts rewarded.  Someone or something .. did something.  We heard a wolf howl, we saw a lightning bolt.  And things feel a little .. better.&lt;br /&gt;
&lt;br /&gt;
The Gods are tryin&#039; to do what they do!  Because of their intervention, two effects have been dropped from wild magic:  You will no longer experience Mana burn, and you will no longer experience a full attunement refill.&lt;br /&gt;
&lt;br /&gt;
With this release, we also added a few more spell customizations.  Thank you to the players of @Hamuk  @Imroth  and @Valynn  for their help with designs!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
===Increased TM accuracy===&lt;br /&gt;
An additional message after casting a [[Targeted Magic skill|targeted magic]] spell indicating a bonus to accuracy:&lt;br /&gt;
&amp;lt;pre&amp;gt;The spell surges with wild precision!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Increased TM damage===&lt;br /&gt;
An additional message after casting a [[Targeted Magic skill|targeted magic]] spell indicating a bonus to potency:&lt;br /&gt;
&amp;lt;pre&amp;gt;The spell surges with wild potency!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===1 Second Preparation===&lt;br /&gt;
The prep time for the spell is reduced to just one second.&lt;br /&gt;
&amp;lt;pre&amp;gt;Your spell pattern snaps into shape with little preparation!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Full Attunement Refill===&lt;br /&gt;
Your attunement pool is instantly refilled.&lt;br /&gt;
&amp;lt;pre&amp;gt;Somehow you feel fully attuned to the mana streams already.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;June 22, 2024&amp;lt;/b&amp;gt; - As the result of [[Dantia/Storylines/Mana_Surges_%26_Wild_Magic#June_22,_2024:_Efforts_Rewarded|player efforts]], attunement refill is no longer one of the effects of wild magic.&lt;br /&gt;
&lt;br /&gt;
===Anti-Magic Room===&lt;br /&gt;
For a brief period of time (less than a minute) it becomes impossible to use magic in the room for anyone there.&lt;br /&gt;
&amp;lt;pre&amp;gt;A crash of shattering glass echoes through the area.  You are overcome by a sense of wrongness.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mana Surges===&lt;br /&gt;
Noted in the announcement as a &amp;quot;mini-mana storm&amp;quot;. A mana surge forms and moves about the area, causing minor damage and potentially knocking people down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;A swirling vortex of brilliant light spins across the area.&lt;br /&gt;
Raw energies rupture near Navesi, leaving her looking pale and drained.&lt;br /&gt;
A weak mana surge slowly makes its way to the north, leaving a path of destruction in its wake.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; look surge&lt;br /&gt;
Roaring winds shot through with blinding rainbows spin and turn wildly within a weak mana surge as it tears a path of destruction through the area.  Chaotic manifestations caught in the rampaging vortex spiral violently within its terrible embrace.&lt;br /&gt;
&lt;br /&gt;
A weak mana surge slowly makes its way into the area, leaving a path of destruction in its wake.&lt;br /&gt;
&lt;br /&gt;
The howling wind pounds against you, making it very difficult to maintain your balance.&lt;br /&gt;
Pilot Sarahkyth staggers slightly as wind pummels it.&lt;br /&gt;
&lt;br /&gt;
A swirling vortex of brilliant light spins across the area.&lt;br /&gt;
Raw energies rupture near Thanataar, leaving him looking pale and drained.&lt;br /&gt;
&lt;br /&gt;
A swirling vortex of brilliant light spins across the area.&lt;br /&gt;
A wave of energy passes through, invisible except for the obscene ways the world stretches and pulls around you!  Though it seemed as though Elanthia was going to rip itself apart, the wave passes without causing bodily harm. &lt;br /&gt;
Dasheek collapses to the ground as the world seems to stretch and pull around him briefly.&lt;br /&gt;
Pilot Sarahkyth staggers slightly as the world seems to stretch and pull around it briefly.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; peer forward&lt;br /&gt;
You peer forward and see ...&lt;br /&gt;
&lt;br /&gt;
[You are aboard a four-masted galleon with twelve sails and a fierce dragon figurehead named the Dragon&#039;s Slave which is afloat in Segoltha Bay facing south.]&lt;br /&gt;
[The Dragon&#039;s Slave, Aft Waist]&lt;br /&gt;
Here the silver-hinged gangway is ever ready to release and secure the heavy mistwood boarding plank.  The railings are carved with detailed scenes of dragons along their length, while overhead the vivid blue and white sails obscure the view to the top of the mizzen mast far above.  A honeysuckle vine grows from a banded barrel placed out of the way, the plant flourishing despite the harsh elements it encounters.&lt;br /&gt;
You also see a weak mana surge, some sufil sap, a piece of black flint, the crossjack, the mizzen lower topsail and the mizzen upper topsail.&lt;br /&gt;
Ship paths: forward, aft, down.&lt;br /&gt;
Nearby in the water you see: Arthe Bay (at horizon: east), the Boot (far: north), the north shore (at horizon: east), the south shore (rather far: south), the Segoltha estuary (far: south).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can cast a spell at the storm to have a chance to destroy it.&lt;br /&gt;
&lt;br /&gt;
If you HARNESS the SURGE you will receive a short-term boost to guaranteed positive positive wild magic outcomes and destroy the surge.&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;gt; harness surge&lt;br /&gt;
You tap into the energies of the mana surge in an attempt to bend it to your purpose.  As you take all you can from the mana surge, you begin to feel strangely empowered.&lt;br /&gt;
A strong mana surge is abruptly erased from existence!&lt;br /&gt;
Roundtime: 10 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the bonus ends, you receive:&lt;br /&gt;
&amp;lt;pre&amp;gt;The empowerment from the mana surge leaves you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
You can also TOUCH, and possibly HUG, KICK, SLAP, or KISS the mana surge. It will send a blast to the room, causing skin damage to people and knocking them prone.&lt;br /&gt;
&lt;br /&gt;
===Mana Burn===&lt;br /&gt;
People could also die from &amp;quot;mana burn.&amp;quot; Sometimes when casting you would feel: &amp;lt;pre&amp;gt;Excruciating pain sets your nervous system afire!  Something is wrong with your mana attunement and you must weaken it!&amp;lt;/pre&amp;gt; At this point you begin dropping vitality (you receive that same message every time you experience a vitality hit). You have ~2 minutes to harness and release mana to lower your [[attunement]] so that it is below 50%. On the next pulse of mana burn, if your attunement is below 50%, the effect is cleansed with the message: &amp;lt;pre&amp;gt;Your attunement to the caustic mana streams is severed at last.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also clear this effect by running to a no-magic room: &amp;lt;pre&amp;gt;With magic suppressed altogether, your mana-related affliction subsides.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If not cleared, you will die from vitality loss. For Empaths, [[Perseverance of Peri&#039;el]] mitigates the vitality loss until it becomes such that it drops POP completely.&lt;br /&gt;
&lt;br /&gt;
Your efforts to reduce your attunement may be stymied by mana regen items, if you are wearing sufficient enough. During this event, you may consider removing your mana regen items just to make the chance of death by mana burn a little less likely. Conversely, vitality regen items may help maintain your vitality until you can lower your attunement enough!&lt;br /&gt;
&lt;br /&gt;
The death window would reflect mana burn deaths as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;* &amp;lt;Name&amp;gt; was just struck down!&lt;br /&gt;
* &amp;lt;Name&amp;gt; was burned out!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;June 22, 2024&amp;lt;/b&amp;gt; - As the result of [[Dantia/Storylines/Mana_Surges_%26_Wild_Magic#June_22,_2024:_Efforts_Rewarded|player efforts]], attunement refill is no longer one of the effects of wild magic.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
&#039;&#039;&#039;RESEARCH WILD has an Arcana requirement in the range of 99-101.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the release of Wild Magic, a new Magical Research option was also made available: RESEARCH WILD. On successful completion, you will learn a random amount in all magics &#039;&#039;&#039;except&#039;&#039;&#039; Target Magic and Debilitation and will have a 100% chance to lose any memorized scrolls. Depending on the number of spell scroll slots you then had, you would be granted up to 2 randomly selected spells, which would be temporarily memorized just like regular scroll spells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;After such rigorous experimentation, your mind is overrun by frighteningly new concepts.  You feel more susceptible to the effects of wild magic.&amp;lt;br/&amp;gt;&lt;br /&gt;
You forget how to cast the (spell).&lt;br /&gt;
From this outgrowth, the (spell) and (spell) spells commit themselves to your memory.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this time, this was the only way to gain a NEW spell called [[Bonegrinder]].&lt;br /&gt;
&lt;br /&gt;
You also begin a period of increased chance for Wild Magic effects. When that period ends, you receive the message: &amp;lt;pre&amp;gt;For better or worse, your heightened attunement to wild magic ends.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cooldown===&lt;br /&gt;
Once you finish a Wild Magic research, there is a global cooldown that must trigger before you can research again. The exact time has some randomness, but it happens at least a few times per day. There are multiple different messages to indicate the cooldown is over:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;The mana streams freeze in place before haltingly resuming their normal course.&lt;br /&gt;
A sudden swell of mana washes through you, setting your nerves atingle.&lt;br /&gt;
For no reason you can determine, the mana streams fluctuate wildly for several moments.&lt;br /&gt;
Astonishingly, the mana streams twist themselves into knots as they flow.&lt;br /&gt;
You sense an odd, unprecedented torsion in the mana streams.  It slowly passes.&lt;br /&gt;
The mana streams shift ever so slightly.&lt;br /&gt;
You feel as though &amp;lt;insert mana type&amp;gt; mana is behaving differently in ways you cannot quite interpret.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Breakthrough Messages===&lt;br /&gt;
There were various &amp;quot;Breakthrough&amp;quot; messages depending on your mana/Guild. These seem to give hints about the ongoing event:&lt;br /&gt;
&lt;br /&gt;
====Trader====&lt;br /&gt;
&amp;lt;pre&amp;gt;Lunar mana fizzes out of focus with unknowable, periodic perturbations from the planets in your range.  Oddly enough, it is the Negotiants&#039; unbidden tutelage that nudges you toward the research&#039;s endpoint and a wealth of knowledge relating to wild magic.  You are assured that the Contract is still inviolate and binding, and all prohibitions remain.  The Contract is all that matters.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Moon Mage====&lt;br /&gt;
&amp;lt;pre&amp;gt;Lunar mana fizzes out of focus with unknowable, periodic perturbations from the planets in your range.  Oddly enough, your calculations prompt you to think back to a time with Katamba unburnt and Grazhir whole, the golden age of near-effortless Lunar miracles.  All lost now, and the threads are converging on a similarly disastrous trajectory!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Paladin====&lt;br /&gt;
&amp;lt;pre&amp;gt;You have come to an alarming conclusion you attribute the changes in Holy mana&#039;s behavior to long-standing and widespread lopsided practices of magic.  An imbalance is shaking the Bulwark loose, which seems bafflingly vulnerable against this menace.&amp;lt;/pre&amp;gt;Cleric:&amp;lt;pre&amp;gt;Breakthrough!&lt;br /&gt;
You have come to an alarming conclusion you attribute the changes in Holy mana&#039;s behavior to an &#039;upward&#039; lurch in the flow.  Something is stymieing or etiolating the Font of Creation, and Divinity itself is suffering for it!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bard====&lt;br /&gt;
&amp;lt;pre&amp;gt;Something is broken with the replenishment cycles of Elemental mana.  Even though you have not noticed a decrease in available power, it seems inevitable.  From what your research has evoked, you have the smallest understanding, the barest shape, of an eonic plan that stretches back to the dark histories -- gods and demons, mortals and monsters all helpless before it.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Warrior Mage====&lt;br /&gt;
&amp;lt;pre&amp;gt;Something is broken with the replenishment cycles of Elemental mana.  Even though you have not noticed a decrease in available power, it seems inevitable.  Lessons from long ago prickle at your mind concerning the lore of Sraan Mehath.  You cannot shake a feeling of deep dread.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Empath====&lt;br /&gt;
&amp;lt;pre&amp;gt;Life mana has buckled under vast pressures from what feel like above and below.  Although this instills a fear in you for the fate of the cycle of life, you do not think the repercussions will echo to the natural world just yet.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ranger====&lt;br /&gt;
&amp;lt;pre&amp;gt;Life mana has buckled under vast pressures from what feel like above and below.  You have an intimation that the Life dragons are keenly aware of the causes, preparing and further isolating their conserved lands.  However, as usual, they have withheld their counsel.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Necromancer====&lt;br /&gt;
&amp;lt;pre&amp;gt;You just concluded the unpleasant task of tracking the continual disruption in Arcane mana, step by minute step.  Some force beyond your ken, nothing short of godly, has been changing the rules with a brutal hand.  The Great Work is tipped on the brink of impossibility as the mana streams become increasingly immiscible, sterile, and foreign textured all at once.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Necromancer (Redeemed)====&lt;br /&gt;
&amp;lt;pre&amp;gt;You just concluded the unpleasant task of tracking the continual disruption in Arcane mana, step by minute step.  The grand order ordained by the gods is under attack by... itself?  In ways you cannot approach grasping, the mana spectrum is separating out, each strand resisting attempts to bend it into patterns.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spell Customizations===&lt;br /&gt;
Through research, you can also gain a spell customizer for a spell you already know (meaning you will only receive this IF you can use it). Knowing a spell by it currently being on preview does count. The customization comes in token form which is not bonded, so you can be trade or sell it to other adventurers. The following have been found so far have been:&lt;br /&gt;
&lt;br /&gt;
* [[Beckon the Naga]] customization (a dark lapis-hued lesser naga trailing gold dust): {{sloot|i|lapis-hued bolus}}&lt;br /&gt;
* [[Osrel Meraud]] customization (a sunbright orb of even morning light): {{sloot|i|warm amber bolus}}&lt;br /&gt;
* [[Shield of Light]] customization (a glowing ordinary shield with an ethereal dusting of shadowfrost moth scales): {{sloot|i|frosty black tablet}}&lt;br /&gt;
* [[Circle of Sympathy]] customization (a sky-blue sufil tree with wispy rills of water flowing up its branches): {{sloot|i|light blue bolus}}&lt;br /&gt;
* [[Moongate]] customization (triangular moongate): {{sloot|i|tricolor bolus}}&lt;br /&gt;
* [[Shadowling]] customization (a sabretooth shadowling with mismatched eyes like Xibar and Yavash): {{sloot|i|chatoyant bolus}}&lt;br /&gt;
* [[Deadfall]] customization (petrified pink-green egg): {{sloot|i|mottled bolus}}&lt;br /&gt;
* [[Starcrash]] customization (crystal statue of TRADER NAME HERE): {{sloot|i|clear white bolus}}&lt;br /&gt;
Additional customizations added on June 22nd, 2024:&lt;br /&gt;
* [[Magnetic Ballista]] customization (a wildflower-strewn earthen ballista covered in fresh loam): {{sloot|i|iridescent brown bolus}}&lt;br /&gt;
* [[Magnetic Ballista]] customization (a sleek onyx ballista set with banded silvery mechanisms): {{sloot|i|smooth onyx bolus}}&lt;br /&gt;
* [[Call from Within]] customization (a pale grey death scarab with miasma-filled wingcases): {{sloot|i|pale grey bolus}}&lt;br /&gt;
* [[Call from Within]] customization (a lithe obsidian scorpion coated in a viscous acidic secretion): {{sloot|i|obsidian bolus}}&lt;br /&gt;
* [[Banner of Truce]] customization (an opalescent banner with edges fraying into insubstantial shimmering fibers): {{sloot|i|pearly bolus}}&lt;br /&gt;
* [[Banner of Truce]] customization (a sinuous banner trimmed with platinum light and snapping in unfelt winds): {{sloot|i|platinum-hued bolus}}&lt;br /&gt;
* [[Banner of Truce]] customization (a shifting green banner overgrown with verdant rose vines): {{sloot|i|prickly green bolus}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Concepts]]&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Wild_magic_(concept)&amp;diff=648529</id>
		<title>Wild magic (concept)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Wild_magic_(concept)&amp;diff=648529"/>
		<updated>2024-07-06T03:41:47Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig2|Wild Magic}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
On 449-05-184 (June 15, 2024), after several years of buildup messaging, adventurers briefly lost access to magic. When it returned, spellcasters were confronted with a new concept to deal with when casting spells: wild magic. See: [[Wild magic (event)]] for more on the events surrounding the release.&lt;br /&gt;
&lt;br /&gt;
==Announcement==&lt;br /&gt;
&amp;lt;pre&amp;gt;Wild Magic is active!&lt;br /&gt;
There are a variety of effects.  So far people have discovered:&lt;br /&gt;
+ Increased TM accuracy&lt;br /&gt;
+ Increased TM damage&lt;br /&gt;
+ 1-second preparation&lt;br /&gt;
+ Full attunement refill&lt;br /&gt;
&lt;br /&gt;
- Chance to &amp;quot;break glass&amp;quot; and cause no magic in the room for a short period of time (less than 1 minute)&lt;br /&gt;
- Increased backlash chance&lt;br /&gt;
- &amp;quot;Mana burn&amp;quot; - weaken your attunement!  quickly!&lt;br /&gt;
- Chance to spawn a mini-mana storm&lt;br /&gt;
&lt;br /&gt;
There is a new RESEARCH option!  It could be dangerous!  This is on a lengthy global cooldown, but can be completed several times a day.&lt;br /&gt;
When you perform the new RESEARCH, several things happen.&lt;br /&gt;
1. You will lose your memorized spell scrolls.  You will gain some magic experience - sometimes more than other times.&lt;br /&gt;
2. If you have the Magic Theorist, you will gain new spell scrolls.  &lt;br /&gt;
3. There&#039;s a chance to learn a brand new spell (being previewed here before it finds its permanent home).&lt;br /&gt;
4. There&#039;s a chance to earn a spell customizer for certain spells, if you know them.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Update===&lt;br /&gt;
On June 22nd, 2024, an update to wild magic happened:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Ongoing Event: Wild Magic Updates&lt;br /&gt;
&lt;br /&gt;
The phase change tonight saw characters&#039; efforts rewarded.  Someone or something .. did something.  We heard a wolf howl, we saw a lightning bolt.  And things feel a little .. better.&lt;br /&gt;
&lt;br /&gt;
The Gods are tryin&#039; to do what they do!  Because of their intervention, two effects have been dropped from wild magic:  You will no longer experience Mana burn, and you will no longer experience a full attunement refill.&lt;br /&gt;
&lt;br /&gt;
With this release, we also added a few more spell customizations.  Thank you to the players of @Hamuk  @Imroth  and @Valynn  for their help with designs!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
===Increased TM accuracy===&lt;br /&gt;
An additional message after casting a [[Targeted Magic skill|targeted magic]] spell indicating a bonus to accuracy:&lt;br /&gt;
&amp;lt;pre&amp;gt;The spell surges with wild precision!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Increased TM damage===&lt;br /&gt;
An additional message after casting a [[Targeted Magic skill|targeted magic]] spell indicating a bonus to potency:&lt;br /&gt;
&amp;lt;pre&amp;gt;The spell surges with wild potency!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===1 Second Preparation===&lt;br /&gt;
The prep time for the spell is reduced to just one second.&lt;br /&gt;
&amp;lt;pre&amp;gt;Your spell pattern snaps into shape with little preparation!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Full Attunement Refill===&lt;br /&gt;
Your attunement pool is instantly refilled.&lt;br /&gt;
&amp;lt;pre&amp;gt;Somehow you feel fully attuned to the mana streams already.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;June 22, 2024&amp;lt;/b&amp;gt; - As the result of [[Dantia/Storylines/Mana_Surges_%26_Wild_Magic#June_22,_2024:_Efforts_Rewarded|player efforts]], attunement refill is no longer one of the effects of wild magic.&lt;br /&gt;
&lt;br /&gt;
===Anti-Magic Room===&lt;br /&gt;
For a brief period of time (less than a minute) it becomes impossible to use magic in the room for anyone there.&lt;br /&gt;
&amp;lt;pre&amp;gt;A crash of shattering glass echoes through the area.  You are overcome by a sense of wrongness.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mana Surges===&lt;br /&gt;
Noted in the announcement as a &amp;quot;mini-mana storm&amp;quot;. A mana surge forms and moves about the area, causing minor damage and potentially knocking people down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;A swirling vortex of brilliant light spins across the area.&lt;br /&gt;
Raw energies rupture near Navesi, leaving her looking pale and drained.&lt;br /&gt;
A weak mana surge slowly makes its way to the north, leaving a path of destruction in its wake.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; look surge&lt;br /&gt;
Roaring winds shot through with blinding rainbows spin and turn wildly within a weak mana surge as it tears a path of destruction through the area.  Chaotic manifestations caught in the rampaging vortex spiral violently within its terrible embrace.&lt;br /&gt;
&lt;br /&gt;
A weak mana surge slowly makes its way into the area, leaving a path of destruction in its wake.&lt;br /&gt;
&lt;br /&gt;
The howling wind pounds against you, making it very difficult to maintain your balance.&lt;br /&gt;
Pilot Sarahkyth staggers slightly as wind pummels it.&lt;br /&gt;
&lt;br /&gt;
A swirling vortex of brilliant light spins across the area.&lt;br /&gt;
Raw energies rupture near Thanataar, leaving him looking pale and drained.&lt;br /&gt;
&lt;br /&gt;
A swirling vortex of brilliant light spins across the area.&lt;br /&gt;
A wave of energy passes through, invisible except for the obscene ways the world stretches and pulls around you!  Though it seemed as though Elanthia was going to rip itself apart, the wave passes without causing bodily harm. &lt;br /&gt;
Dasheek collapses to the ground as the world seems to stretch and pull around him briefly.&lt;br /&gt;
Pilot Sarahkyth staggers slightly as the world seems to stretch and pull around it briefly.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; peer forward&lt;br /&gt;
You peer forward and see ...&lt;br /&gt;
&lt;br /&gt;
[You are aboard a four-masted galleon with twelve sails and a fierce dragon figurehead named the Dragon&#039;s Slave which is afloat in Segoltha Bay facing south.]&lt;br /&gt;
[The Dragon&#039;s Slave, Aft Waist]&lt;br /&gt;
Here the silver-hinged gangway is ever ready to release and secure the heavy mistwood boarding plank.  The railings are carved with detailed scenes of dragons along their length, while overhead the vivid blue and white sails obscure the view to the top of the mizzen mast far above.  A honeysuckle vine grows from a banded barrel placed out of the way, the plant flourishing despite the harsh elements it encounters.&lt;br /&gt;
You also see a weak mana surge, some sufil sap, a piece of black flint, the crossjack, the mizzen lower topsail and the mizzen upper topsail.&lt;br /&gt;
Ship paths: forward, aft, down.&lt;br /&gt;
Nearby in the water you see: Arthe Bay (at horizon: east), the Boot (far: north), the north shore (at horizon: east), the south shore (rather far: south), the Segoltha estuary (far: south).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can cast a spell at the storm to have a chance to destroy it.&lt;br /&gt;
&lt;br /&gt;
If you HARNESS the SURGE you will receive a short-term boost to guaranteed positive positive wild magic outcomes and destroy the surge.&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;gt; harness surge&lt;br /&gt;
You tap into the energies of the mana surge in an attempt to bend it to your purpose.  As you take all you can from the mana surge, you begin to feel strangely empowered.&lt;br /&gt;
A strong mana surge is abruptly erased from existence!&lt;br /&gt;
Roundtime: 10 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the bonus ends, you receive:&lt;br /&gt;
&amp;lt;pre&amp;gt;The empowerment from the mana surge leaves you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
You can also TOUCH, and possibly HUG, KICK, SLAP, or KISS the mana surge. It will send a blast to the room, causing skin damage to people and knocking them prone.&lt;br /&gt;
&lt;br /&gt;
===Mana Burn===&lt;br /&gt;
People could also die from &amp;quot;mana burn.&amp;quot; Sometimes when casting you would feel: &amp;lt;pre&amp;gt;Excruciating pain sets your nervous system afire!  Something is wrong with your mana attunement and you must weaken it!&amp;lt;/pre&amp;gt; At this point you begin dropping vitality (you receive that same message every time you experience a vitality hit). You have ~2 minutes to harness and release mana to lower your [[attunement]] so that it is below 50%. On the next pulse of mana burn, if your attunement is below 50%, the effect is cleansed with the message: &amp;lt;pre&amp;gt;Your attunement to the caustic mana streams is severed at last.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also clear this effect by running to a no-magic room: &amp;lt;pre&amp;gt;With magic suppressed altogether, your mana-related affliction subsides.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If not cleared, you will die from vitality loss. For Empaths, [[Perseverance of Peri&#039;el]] mitigates the vitality loss until it becomes such that it drops POP completely.&lt;br /&gt;
&lt;br /&gt;
Your efforts to reduce your attunement may be stymied by mana regen items, if you are wearing sufficient enough. During this event, you may consider removing your mana regen items just to make the chance of death by mana burn a little less likely. Conversely, vitality regen items may help maintain your vitality until you can lower your attunement enough!&lt;br /&gt;
&lt;br /&gt;
The death window would reflect mana burn deaths as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;* &amp;lt;Name&amp;gt; was just struck down!&lt;br /&gt;
* &amp;lt;Name&amp;gt; was burned out!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;June 22, 2024&amp;lt;/b&amp;gt; - As the result of [[Dantia/Storylines/Mana_Surges_%26_Wild_Magic#June_22,_2024:_Efforts_Rewarded|player efforts]], attunement refill is no longer one of the effects of wild magic.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
&#039;&#039;&#039;RESEARCH WILD has an Arcana requirement in the range of 98-101.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the release of Wild Magic, a new Magical Research option was also made available: RESEARCH WILD. On successful completion, you will learn a random amount in all magics &#039;&#039;&#039;except&#039;&#039;&#039; Target Magic and Debilitation and will have a 100% chance to lose any memorized scrolls. Depending on the number of spell scroll slots you then had, you would be granted up to 2 randomly selected spells, which would be temporarily memorized just like regular scroll spells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;After such rigorous experimentation, your mind is overrun by frighteningly new concepts.  You feel more susceptible to the effects of wild magic.&amp;lt;br/&amp;gt;&lt;br /&gt;
You forget how to cast the (spell).&lt;br /&gt;
From this outgrowth, the (spell) and (spell) spells commit themselves to your memory.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this time, this was the only way to gain a NEW spell called [[Bonegrinder]].&lt;br /&gt;
&lt;br /&gt;
You also begin a period of increased chance for Wild Magic effects. When that period ends, you receive the message: &amp;lt;pre&amp;gt;For better or worse, your heightened attunement to wild magic ends.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cooldown===&lt;br /&gt;
Once you finish a Wild Magic research, there is a global cooldown that must trigger before you can research again. The exact time has some randomness, but it happens at least a few times per day. There are multiple different messages to indicate the cooldown is over:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;The mana streams freeze in place before haltingly resuming their normal course.&lt;br /&gt;
A sudden swell of mana washes through you, setting your nerves atingle.&lt;br /&gt;
For no reason you can determine, the mana streams fluctuate wildly for several moments.&lt;br /&gt;
Astonishingly, the mana streams twist themselves into knots as they flow.&lt;br /&gt;
You sense an odd, unprecedented torsion in the mana streams.  It slowly passes.&lt;br /&gt;
The mana streams shift ever so slightly.&lt;br /&gt;
You feel as though &amp;lt;insert mana type&amp;gt; mana is behaving differently in ways you cannot quite interpret.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Breakthrough Messages===&lt;br /&gt;
There were various &amp;quot;Breakthrough&amp;quot; messages depending on your mana/Guild. These seem to give hints about the ongoing event:&lt;br /&gt;
&lt;br /&gt;
====Trader====&lt;br /&gt;
&amp;lt;pre&amp;gt;Lunar mana fizzes out of focus with unknowable, periodic perturbations from the planets in your range.  Oddly enough, it is the Negotiants&#039; unbidden tutelage that nudges you toward the research&#039;s endpoint and a wealth of knowledge relating to wild magic.  You are assured that the Contract is still inviolate and binding, and all prohibitions remain.  The Contract is all that matters.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Moon Mage====&lt;br /&gt;
&amp;lt;pre&amp;gt;Lunar mana fizzes out of focus with unknowable, periodic perturbations from the planets in your range.  Oddly enough, your calculations prompt you to think back to a time with Katamba unburnt and Grazhir whole, the golden age of near-effortless Lunar miracles.  All lost now, and the threads are converging on a similarly disastrous trajectory!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Paladin====&lt;br /&gt;
&amp;lt;pre&amp;gt;You have come to an alarming conclusion you attribute the changes in Holy mana&#039;s behavior to long-standing and widespread lopsided practices of magic.  An imbalance is shaking the Bulwark loose, which seems bafflingly vulnerable against this menace.&amp;lt;/pre&amp;gt;Cleric:&amp;lt;pre&amp;gt;Breakthrough!&lt;br /&gt;
You have come to an alarming conclusion you attribute the changes in Holy mana&#039;s behavior to an &#039;upward&#039; lurch in the flow.  Something is stymieing or etiolating the Font of Creation, and Divinity itself is suffering for it!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bard====&lt;br /&gt;
&amp;lt;pre&amp;gt;Something is broken with the replenishment cycles of Elemental mana.  Even though you have not noticed a decrease in available power, it seems inevitable.  From what your research has evoked, you have the smallest understanding, the barest shape, of an eonic plan that stretches back to the dark histories -- gods and demons, mortals and monsters all helpless before it.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Warrior Mage====&lt;br /&gt;
&amp;lt;pre&amp;gt;Something is broken with the replenishment cycles of Elemental mana.  Even though you have not noticed a decrease in available power, it seems inevitable.  Lessons from long ago prickle at your mind concerning the lore of Sraan Mehath.  You cannot shake a feeling of deep dread.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Empath====&lt;br /&gt;
&amp;lt;pre&amp;gt;Life mana has buckled under vast pressures from what feel like above and below.  Although this instills a fear in you for the fate of the cycle of life, you do not think the repercussions will echo to the natural world just yet.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ranger====&lt;br /&gt;
&amp;lt;pre&amp;gt;Life mana has buckled under vast pressures from what feel like above and below.  You have an intimation that the Life dragons are keenly aware of the causes, preparing and further isolating their conserved lands.  However, as usual, they have withheld their counsel.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Necromancer====&lt;br /&gt;
&amp;lt;pre&amp;gt;You just concluded the unpleasant task of tracking the continual disruption in Arcane mana, step by minute step.  Some force beyond your ken, nothing short of godly, has been changing the rules with a brutal hand.  The Great Work is tipped on the brink of impossibility as the mana streams become increasingly immiscible, sterile, and foreign textured all at once.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Necromancer (Redeemed)====&lt;br /&gt;
&amp;lt;pre&amp;gt;You just concluded the unpleasant task of tracking the continual disruption in Arcane mana, step by minute step.  The grand order ordained by the gods is under attack by... itself?  In ways you cannot approach grasping, the mana spectrum is separating out, each strand resisting attempts to bend it into patterns.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spell Customizations===&lt;br /&gt;
Through research, you can also gain a spell customizer for a spell you already know (meaning you will only receive this IF you can use it). Knowing a spell by it currently being on preview does count. The customization comes in token form which is not bonded, so you can be trade or sell it to other adventurers. The following have been found so far have been:&lt;br /&gt;
&lt;br /&gt;
* [[Beckon the Naga]] customization (a dark lapis-hued lesser naga trailing gold dust): {{sloot|i|lapis-hued bolus}}&lt;br /&gt;
* [[Osrel Meraud]] customization (a sunbright orb of even morning light): {{sloot|i|warm amber bolus}}&lt;br /&gt;
* [[Shield of Light]] customization (a glowing ordinary shield with an ethereal dusting of shadowfrost moth scales): {{sloot|i|frosty black tablet}}&lt;br /&gt;
* [[Circle of Sympathy]] customization (a sky-blue sufil tree with wispy rills of water flowing up its branches): {{sloot|i|light blue bolus}}&lt;br /&gt;
* [[Moongate]] customization (triangular moongate): {{sloot|i|tricolor bolus}}&lt;br /&gt;
* [[Shadowling]] customization (a sabretooth shadowling with mismatched eyes like Xibar and Yavash): {{sloot|i|chatoyant bolus}}&lt;br /&gt;
* [[Deadfall]] customization (petrified pink-green egg): {{sloot|i|mottled bolus}}&lt;br /&gt;
* [[Starcrash]] customization (crystal statue of TRADER NAME HERE): {{sloot|i|clear white bolus}}&lt;br /&gt;
Additional customizations added on June 22nd, 2024:&lt;br /&gt;
* [[Magnetic Ballista]] customization (a wildflower-strewn earthen ballista covered in fresh loam): {{sloot|i|iridescent brown bolus}}&lt;br /&gt;
* [[Magnetic Ballista]] customization (a sleek onyx ballista set with banded silvery mechanisms): {{sloot|i|smooth onyx bolus}}&lt;br /&gt;
* [[Call from Within]] customization (a pale grey death scarab with miasma-filled wingcases): {{sloot|i|pale grey bolus}}&lt;br /&gt;
* [[Call from Within]] customization (a lithe obsidian scorpion coated in a viscous acidic secretion): {{sloot|i|obsidian bolus}}&lt;br /&gt;
* [[Banner of Truce]] customization (an opalescent banner with edges fraying into insubstantial shimmering fibers): {{sloot|i|pearly bolus}}&lt;br /&gt;
* [[Banner of Truce]] customization (a sinuous banner trimmed with platinum light and snapping in unfelt winds): {{sloot|i|platinum-hued bolus}}&lt;br /&gt;
* [[Banner of Truce]] customization (a shifting green banner overgrown with verdant rose vines): {{sloot|i|prickly green bolus}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Concepts]]&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Wild_magic_(concept)&amp;diff=647719</id>
		<title>Wild magic (concept)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Wild_magic_(concept)&amp;diff=647719"/>
		<updated>2024-06-26T13:31:21Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Spell Customizations */ Sorted original list by guild&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig2|Wild Magic}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
On 449-05-184 (June 15, 2024), after several years of buildup messaging, adventurers briefly lost access to magic. When it returned, spellcasters were confronted with a new concept to deal with when casting spells: wild magic. See: [[Wild magic (event)]] for more on the events surrounding the release.&lt;br /&gt;
&lt;br /&gt;
==Announcement==&lt;br /&gt;
&amp;lt;pre&amp;gt;Wild Magic is active!&lt;br /&gt;
There are a variety of effects.  So far people have discovered:&lt;br /&gt;
+ Increased TM accuracy&lt;br /&gt;
+ Increased TM damage&lt;br /&gt;
+ 1-second preparation&lt;br /&gt;
+ Full attunement refill&lt;br /&gt;
&lt;br /&gt;
- Chance to &amp;quot;break glass&amp;quot; and cause no magic in the room for a short period of time (less than 1 minute)&lt;br /&gt;
- Increased backlash chance&lt;br /&gt;
- &amp;quot;Mana burn&amp;quot; - weaken your attunement!  quickly!&lt;br /&gt;
- Chance to spawn a mini-mana storm&lt;br /&gt;
&lt;br /&gt;
There is a new RESEARCH option!  It could be dangerous!  This is on a lengthy global cooldown, but can be completed several times a day.&lt;br /&gt;
When you perform the new RESEARCH, several things happen.&lt;br /&gt;
1. You will lose your memorized spell scrolls.  You will gain some magic experience - sometimes more than other times.&lt;br /&gt;
2. If you have the Magic Theorist, you will gain new spell scrolls.  &lt;br /&gt;
3. There&#039;s a chance to learn a brand new spell (being previewed here before it finds its permanent home).&lt;br /&gt;
4. There&#039;s a chance to earn a spell customizer for certain spells, if you know them.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Update===&lt;br /&gt;
On June 22nd, 2024, an update to wild magic happened:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Ongoing Event: Wild Magic Updates&lt;br /&gt;
&lt;br /&gt;
The phase change tonight saw characters&#039; efforts rewarded.  Someone or something .. did something.  We heard a wolf howl, we saw a lightning bolt.  And things feel a little .. better.&lt;br /&gt;
&lt;br /&gt;
The Gods are tryin&#039; to do what they do!  Because of their intervention, two effects have been dropped from wild magic:  You will no longer experience Mana burn, and you will no longer experience a full attunement refill.&lt;br /&gt;
&lt;br /&gt;
With this release, we also added a few more spell customizations.  Thank you to the players of @Hamuk  @Imroth  and @Valynn  for their help with designs!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
===Increased TM accuracy===&lt;br /&gt;
An additional message after casting a [[Targeted Magic skill|targeted magic]] spell indicating a bonus to accuracy:&lt;br /&gt;
&amp;lt;pre&amp;gt;The spell surges with wild precision!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Increased TM damage===&lt;br /&gt;
An additional message after casting a [[Targeted Magic skill|targeted magic]] spell indicating a bonus to potency:&lt;br /&gt;
&amp;lt;pre&amp;gt;The spell surges with wild potency!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===1 Second Preparation===&lt;br /&gt;
The prep time for the spell is reduced to just one second.&lt;br /&gt;
&amp;lt;pre&amp;gt;Your spell pattern snaps into shape with little preparation!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Full Attunement Refill===&lt;br /&gt;
Your attunement pool is instantly refilled.&lt;br /&gt;
&amp;lt;pre&amp;gt;Somehow you feel fully attuned to the mana streams already.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;June 22, 2024&amp;lt;/b&amp;gt; - As the result of [[Dantia/Storylines/Mana_Surges_%26_Wild_Magic#June_22,_2024:_Efforts_Rewarded|player efforts]], attunement refill is no longer one of the effects of wild magic.&lt;br /&gt;
&lt;br /&gt;
===Anti-Magic Room===&lt;br /&gt;
For a brief period of time (less than a minute) it becomes impossible to use magic in the room for anyone there.&lt;br /&gt;
&amp;lt;pre&amp;gt;A crash of shattering glass echoes through the area.  You are overcome by a sense of wrongness.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mana Surges===&lt;br /&gt;
Noted in the announcement as a &amp;quot;mini-mana storm&amp;quot;. A mana surge forms and moves about the area, causing minor damage and potentially knocking people down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;A swirling vortex of brilliant light spins across the area.&lt;br /&gt;
Raw energies rupture near Navesi, leaving her looking pale and drained.&lt;br /&gt;
A weak mana surge slowly makes its way to the north, leaving a path of destruction in its wake.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; look surge&lt;br /&gt;
Roaring winds shot through with blinding rainbows spin and turn wildly within a weak mana surge as it tears a path of destruction through the area.  Chaotic manifestations caught in the rampaging vortex spiral violently within its terrible embrace.&lt;br /&gt;
&lt;br /&gt;
A weak mana surge slowly makes its way into the area, leaving a path of destruction in its wake.&lt;br /&gt;
&lt;br /&gt;
The howling wind pounds against you, making it very difficult to maintain your balance.&lt;br /&gt;
Pilot Sarahkyth staggers slightly as wind pummels it.&lt;br /&gt;
&lt;br /&gt;
A swirling vortex of brilliant light spins across the area.&lt;br /&gt;
Raw energies rupture near Thanataar, leaving him looking pale and drained.&lt;br /&gt;
&lt;br /&gt;
A swirling vortex of brilliant light spins across the area.&lt;br /&gt;
A wave of energy passes through, invisible except for the obscene ways the world stretches and pulls around you!  Though it seemed as though Elanthia was going to rip itself apart, the wave passes without causing bodily harm. &lt;br /&gt;
Dasheek collapses to the ground as the world seems to stretch and pull around him briefly.&lt;br /&gt;
Pilot Sarahkyth staggers slightly as the world seems to stretch and pull around it briefly.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; peer forward&lt;br /&gt;
You peer forward and see ...&lt;br /&gt;
&lt;br /&gt;
[You are aboard a four-masted galleon with twelve sails and a fierce dragon figurehead named the Dragon&#039;s Slave which is afloat in Segoltha Bay facing south.]&lt;br /&gt;
[The Dragon&#039;s Slave, Aft Waist]&lt;br /&gt;
Here the silver-hinged gangway is ever ready to release and secure the heavy mistwood boarding plank.  The railings are carved with detailed scenes of dragons along their length, while overhead the vivid blue and white sails obscure the view to the top of the mizzen mast far above.  A honeysuckle vine grows from a banded barrel placed out of the way, the plant flourishing despite the harsh elements it encounters.&lt;br /&gt;
You also see a weak mana surge, some sufil sap, a piece of black flint, the crossjack, the mizzen lower topsail and the mizzen upper topsail.&lt;br /&gt;
Ship paths: forward, aft, down.&lt;br /&gt;
Nearby in the water you see: Arthe Bay (at horizon: east), the Boot (far: north), the north shore (at horizon: east), the south shore (rather far: south), the Segoltha estuary (far: south).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can cast a spell at the storm to have a chance to destroy it.&lt;br /&gt;
&lt;br /&gt;
If you HARNESS the SURGE you will receive a short-term boost to guaranteed positive positive wild magic outcomes and destroy the surge.&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;gt; harness surge&lt;br /&gt;
You tap into the energies of the mana surge in an attempt to bend it to your purpose.  As you take all you can from the mana surge, you begin to feel strangely empowered.&lt;br /&gt;
A strong mana surge is abruptly erased from existence!&lt;br /&gt;
Roundtime: 10 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the bonus ends, you receive:&lt;br /&gt;
&amp;lt;pre&amp;gt;The empowerment from the mana surge leaves you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
You can also TOUCH, and possibly HUG, KICK, SLAP, or KISS the mana surge. It will send a blast to the room, causing skin damage to people and knocking them prone.&lt;br /&gt;
&lt;br /&gt;
===Mana Burn===&lt;br /&gt;
People could also die from &amp;quot;mana burn.&amp;quot; Sometimes when casting you would feel: &amp;lt;pre&amp;gt;Excruciating pain sets your nervous system afire!  Something is wrong with your mana attunement and you must weaken it!&amp;lt;/pre&amp;gt; At this point you begin dropping vitality (you receive that same message every time you experience a vitality hit). You have ~2 minutes to harness and release mana to lower your [[attunement]] so that it is below 50%. On the next pulse of mana burn, if your attunement is below 50%, the effect is cleansed with the message: &amp;lt;pre&amp;gt;Your attunement to the caustic mana streams is severed at last.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also clear this effect by running to a no-magic room: &amp;lt;pre&amp;gt;With magic suppressed altogether, your mana-related affliction subsides.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If not cleared, you will die from vitality loss. For Empaths, [[Perseverance of Peri&#039;el]] mitigates the vitality loss until it becomes such that it drops POP completely.&lt;br /&gt;
&lt;br /&gt;
Your efforts to reduce your attunement may be stymied by mana regen items, if you are wearing sufficient enough. During this event, you may consider removing your mana regen items just to make the chance of death by mana burn a little less likely. Conversely, vitality regen items may help maintain your vitality until you can lower your attunement enough!&lt;br /&gt;
&lt;br /&gt;
The death window would reflect mana burn deaths as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;* &amp;lt;Name&amp;gt; was just struck down!&lt;br /&gt;
* &amp;lt;Name&amp;gt; was burned out!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;June 22, 2024&amp;lt;/b&amp;gt; - As the result of [[Dantia/Storylines/Mana_Surges_%26_Wild_Magic#June_22,_2024:_Efforts_Rewarded|player efforts]], attunement refill is no longer one of the effects of wild magic.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
&#039;&#039;&#039;RESEARCH WILD has an Arcana requirement in the range of 95-104.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the release of Wild Magic, a new Magical Research option was also made available: RESEARCH WILD. On successful completion, you will learn a random amount in all magics &#039;&#039;&#039;except&#039;&#039;&#039; Target Magic and Debilitation and will have a 100% chance to lose any memorized scrolls. Depending on the number of spell scroll slots you then had, you would be granted up to 2 randomly selected spells, which would be temporarily memorized just like regular scroll spells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;After such rigorous experimentation, your mind is overrun by frighteningly new concepts.  You feel more susceptible to the effects of wild magic.&amp;lt;br/&amp;gt;&lt;br /&gt;
You forget how to cast the (spell).&lt;br /&gt;
From this outgrowth, the (spell) and (spell) spells commit themselves to your memory.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this time, this was the only way to gain a NEW spell called [[Bonegrinder]].&lt;br /&gt;
&lt;br /&gt;
You also begin a period of increased chance for Wild Magic effects. When that period ends, you receive the message: &amp;lt;pre&amp;gt;For better or worse, your heightened attunement to wild magic ends.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cooldown===&lt;br /&gt;
Once you finish a Wild Magic research, there is a global cooldown that must trigger before you can research again. The exact time has some randomness, but it happens at least a few times per day. There are multiple different messages to indicate the cooldown is over:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;The mana streams freeze in place before haltingly resuming their normal course.&lt;br /&gt;
A sudden swell of mana washes through you, setting your nerves atingle.&lt;br /&gt;
For no reason you can determine, the mana streams fluctuate wildly for several moments.&lt;br /&gt;
Astonishingly, the mana streams twist themselves into knots as they flow.&lt;br /&gt;
You sense an odd, unprecedented torsion in the mana streams.  It slowly passes.&lt;br /&gt;
The mana streams shift ever so slightly.&lt;br /&gt;
You feel as though &amp;lt;insert mana type&amp;gt; mana is behaving differently in ways you cannot quite interpret.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Breakthrough Messages===&lt;br /&gt;
There were various &amp;quot;Breakthrough&amp;quot; messages depending on your mana/Guild. These seem to give hints about the ongoing event:&lt;br /&gt;
&lt;br /&gt;
====Trader====&lt;br /&gt;
&amp;lt;pre&amp;gt;Lunar mana fizzes out of focus with unknowable, periodic perturbations from the planets in your range.  Oddly enough, it is the Negotiants&#039; unbidden tutelage that nudges you toward the research&#039;s endpoint and a wealth of knowledge relating to wild magic.  You are assured that the Contract is still inviolate and binding, and all prohibitions remain.  The Contract is all that matters.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Moon Mage====&lt;br /&gt;
&amp;lt;pre&amp;gt;Lunar mana fizzes out of focus with unknowable, periodic perturbations from the planets in your range.  Oddly enough, your calculations prompt you to think back to a time with Katamba unburnt and Grazhir whole, the golden age of near-effortless Lunar miracles.  All lost now, and the threads are converging on a similarly disastrous trajectory!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Paladin====&lt;br /&gt;
&amp;lt;pre&amp;gt;You have come to an alarming conclusion you attribute the changes in Holy mana&#039;s behavior to long-standing and widespread lopsided practices of magic.  An imbalance is shaking the Bulwark loose, which seems bafflingly vulnerable against this menace.&amp;lt;/pre&amp;gt;Cleric:&amp;lt;pre&amp;gt;Breakthrough!&lt;br /&gt;
You have come to an alarming conclusion you attribute the changes in Holy mana&#039;s behavior to an &#039;upward&#039; lurch in the flow.  Something is stymieing or etiolating the Font of Creation, and Divinity itself is suffering for it!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bard====&lt;br /&gt;
&amp;lt;pre&amp;gt;Something is broken with the replenishment cycles of Elemental mana.  Even though you have not noticed a decrease in available power, it seems inevitable.  From what your research has evoked, you have the smallest understanding, the barest shape, of an eonic plan that stretches back to the dark histories -- gods and demons, mortals and monsters all helpless before it.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Warrior Mage====&lt;br /&gt;
&amp;lt;pre&amp;gt;Something is broken with the replenishment cycles of Elemental mana.  Even though you have not noticed a decrease in available power, it seems inevitable.  Lessons from long ago prickle at your mind concerning the lore of Sraan Mehath.  You cannot shake a feeling of deep dread.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Empath====&lt;br /&gt;
&amp;lt;pre&amp;gt;Life mana has buckled under vast pressures from what feel like above and below.  Although this instills a fear in you for the fate of the cycle of life, you do not think the repercussions will echo to the natural world just yet.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ranger====&lt;br /&gt;
&amp;lt;pre&amp;gt;Life mana has buckled under vast pressures from what feel like above and below.  You have an intimation that the Life dragons are keenly aware of the causes, preparing and further isolating their conserved lands.  However, as usual, they have withheld their counsel.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Necromancer====&lt;br /&gt;
&amp;lt;pre&amp;gt;You just concluded the unpleasant task of tracking the continual disruption in Arcane mana, step by minute step.  Some force beyond your ken, nothing short of godly, has been changing the rules with a brutal hand.  The Great Work is tipped on the brink of impossibility as the mana streams become increasingly immiscible, sterile, and foreign textured all at once.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Necromancer (Redeemed)====&lt;br /&gt;
&amp;lt;pre&amp;gt;You just concluded the unpleasant task of tracking the continual disruption in Arcane mana, step by minute step.  The grand order ordained by the gods is under attack by... itself?  In ways you cannot approach grasping, the mana spectrum is separating out, each strand resisting attempts to bend it into patterns.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spell Customizations===&lt;br /&gt;
Through research, you can also gain a spell customizer for a spell you already know (meaning you will only receive this IF you can use it). Knowing a spell by it currently being on preview does count. The customization comes in token form which is not bonded, so you can be trade or sell it to other adventurers. The following have been found so far have been:&lt;br /&gt;
&lt;br /&gt;
* [[Beckon the Naga]] customization (a dark lapis-hued lesser naga trailing gold dust): {{sloot|i|lapis-hued bolus}}&lt;br /&gt;
* [[Osrel Meraud]] customization (a sunbright orb of even morning light): {{sloot|i|warm amber bolus}}&lt;br /&gt;
* [[Shield of Light]] customization (a glowing ordinary shield with an ethereal dusting of shadowfrost moth scales): {{sloot|i|frosty black tablet}}&lt;br /&gt;
* [[Circle of Sympathy]] customization (a sky-blue sufil tree with wispy rills of water flowing up its branches): {{sloot|i|light blue bolus}}&lt;br /&gt;
* [[Moongate]] customization (triangular moongate): {{sloot|i|tricolor bolus}}&lt;br /&gt;
* [[Shadowling]] customization (a sabretooth shadowling with mismatched eyes like Xibar and Yavash): {{sloot|i|chatoyant bolus}}&lt;br /&gt;
* [[Deadfall]] customization (petrified pink-green egg): {{sloot|i|mottled bolus}}&lt;br /&gt;
* [[Starcrash]] customization (crystal statue of TRADER NAME HERE): {{sloot|i|clear white bolus}}&lt;br /&gt;
Additional customizations added on June 22nd, 2024:&lt;br /&gt;
* [[Magnetic Ballista]] customization (a wildflower-strewn earthen ballista covered in fresh loam): {{sloot|i|iridescent brown bolus}}&lt;br /&gt;
* [[Magnetic Ballista]] customization (a sleek onyx ballista set with banded silvery mechanisms): {{sloot|i|smooth onyx bolus}}&lt;br /&gt;
* [[Call from Within]] customization (a pale grey death scarab with miasma-filled wingcases): {{sloot|i|pale grey bolus}}&lt;br /&gt;
* [[Call from Within]] customization (a lithe obsidian scorpion coated in a viscous acidic secretion): {{sloot|i|obsidian bolus}}&lt;br /&gt;
* [[Banner of Truce]] customization (an opalescent banner with edges fraying into insubstantial shimmering fibers): {{sloot|i|pearly bolus}}&lt;br /&gt;
* [[Banner of Truce]] customization (a sinuous banner trimmed with platinum light and snapping in unfelt winds): {{sloot|i|platinum-hued bolus}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Concepts]]&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Wild_magic_(concept)&amp;diff=645730</id>
		<title>Wild magic (concept)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Wild_magic_(concept)&amp;diff=645730"/>
		<updated>2024-06-17T19:35:09Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig2|Wild Magic}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
On 449-05-184 (June 15, 2024), after briefly losing access to magic entirely, spellcasters were confronted with a new concept to deal with when casting spells: wild magic. See: [[Wild magic (event)]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
When casting a spell subject to wild magic, there is a chance of an unusual effect accompanying the casting. Possibilities include:&lt;br /&gt;
&lt;br /&gt;
===Increased TM accuracy===&lt;br /&gt;
An additional message after casting a [[Targeted Magic skill|targeted magic]] spell indicating a bonus to accuracy:&lt;br /&gt;
&amp;lt;pre&amp;gt;The spell surges with wild precision!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Increased TM damage===&lt;br /&gt;
An additional message after casting a [[Targeted Magic skill|targeted magic]] spell indicating a bonus to potency:&lt;br /&gt;
&amp;lt;pre&amp;gt;The spell surges with wild potency!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===1 Second Preparation===&lt;br /&gt;
The prep time for the spell is reduced to just one second.&lt;br /&gt;
&amp;lt;pre&amp;gt;Your spell pattern snaps into shape with little preparation!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fill Attunement Refill===&lt;br /&gt;
Your attunement pool is instantly refilled.&lt;br /&gt;
&amp;lt;pre&amp;gt;Somehow you feel fully attuned to the mana streams already.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Anti Magic Room===&lt;br /&gt;
For a brief period of time (less than a minute) it becomes impossible to use magic in the room.&lt;br /&gt;
&amp;lt;pre&amp;gt;A crash of shattering glass echoes through the area.  You are overcome by a sense of wrongness.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mana Surges===&lt;br /&gt;
A mana surge forms and moves about the area, moving around and potentially knocking people down and causing minor damage.&lt;br /&gt;
&amp;lt;pre&amp;gt;A swirling vortex of brilliant light spins across the area.&lt;br /&gt;
Raw energies rupture near Navesi, leaving her looking pale and drained.&lt;br /&gt;
A weak mana surge slowly makes its way to the north, leaving a path of destruction in its wake.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; look surge&lt;br /&gt;
Roaring winds shot through with blinding rainbows spin and turn wildly within a weak mana surge as it tears a path of destruction through the area.  Chaotic manifestations caught in the rampaging vortex spiral violently within its terrible embrace.&lt;br /&gt;
&lt;br /&gt;
A weak mana surge slowly makes its way into the area, leaving a path of destruction in its wake.&lt;br /&gt;
&lt;br /&gt;
The howling wind pounds against you, making it very difficult to maintain your balance.&lt;br /&gt;
Pilot Sarahkyth staggers slightly as wind pummels it.&lt;br /&gt;
&lt;br /&gt;
A swirling vortex of brilliant light spins across the area.&lt;br /&gt;
Raw energies rupture near Thanataar, leaving him looking pale and drained.&lt;br /&gt;
&lt;br /&gt;
A swirling vortex of brilliant light spins across the area.&lt;br /&gt;
A wave of energy passes through, invisible except for the obscene ways the world stretches and pulls around you!  Though it seemed as though Elanthia was going to rip itself apart, the wave passes without causing bodily harm. &lt;br /&gt;
Dasheek collapses to the ground as the world seems to stretch and pull around him briefly.&lt;br /&gt;
Pilot Sarahkyth staggers slightly as the world seems to stretch and pull around it briefly.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; peer forward&lt;br /&gt;
You peer forward and see ...&lt;br /&gt;
&lt;br /&gt;
[You are aboard a four-masted galleon with twelve sails and a fierce dragon figurehead named the Dragon&#039;s Slave which is afloat in Segoltha Bay facing south.]&lt;br /&gt;
[The Dragon&#039;s Slave, Aft Waist]&lt;br /&gt;
Here the silver-hinged gangway is ever ready to release and secure the heavy mistwood boarding plank.  The railings are carved with detailed scenes of dragons along their length, while overhead the vivid blue and white sails obscure the view to the top of the mizzen mast far above.  A honeysuckle vine grows from a banded barrel placed out of the way, the plant flourishing despite the harsh elements it encounters.&lt;br /&gt;
You also see a weak mana surge, some sufil sap, a piece of black flint, the crossjack, the mizzen lower topsail and the mizzen upper topsail.&lt;br /&gt;
Ship paths: forward, aft, down.&lt;br /&gt;
Nearby in the water you see: Arthe Bay (at horizon: east), the Boot (far: north), the north shore (at horizon: east), the south shore (rather far: south), the Segoltha estuary (far: south).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can cast a spell at the storm to have a chance to destroy it. If you HARNESS the SURGE you will see a short-term guaranteed positive wild magic result. You can also TOUCH, and possibly HUG, KICK, SLAP, or KISS the mana surge. It will send a blast to the room, causing skin damage to people and knocking them prone.&lt;br /&gt;
&lt;br /&gt;
===Mana Burn===&lt;br /&gt;
People could also die from &amp;quot;mana burn.&amp;quot; Sometimes when casting you would feel: &amp;lt;pre&amp;gt;Excruciating pain sets your nervous system afire!  Something is wrong with your mana attunement and you must weaken it!&amp;lt;/pre&amp;gt; At this point you would begin dropping vitality (you receive that same message every time you experience a vitality hit). You have ~2 minutes to harness and release mana to lower your [[attunement]] so that it is below 50% whenever the vitality damage would occur. If below 50% attunement at the time of a pulse then the effect is cleansed. If not cleansed, you will die fairly rapidly from the vitality loss. For Empaths, [[Perseverance of Peri&#039;el]] mitigates the vitality loss until it becomes such that it drops POP completely.&lt;br /&gt;
&lt;br /&gt;
Your efforts to reduce your attunement may be stymied by mana regen items, if you are wearing sufficient enough. During this event, you may consider removing your mana regen items just to make the chance of death by mana burn a little less likely. Conversely, vitality regen items may help maintain your vitality until you can lower your attunement enough!&lt;br /&gt;
&lt;br /&gt;
The death window looked like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;* &amp;lt;Name&amp;gt; was just struck down!&lt;br /&gt;
* &amp;lt;Name&amp;gt; was burned out!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
With the release of Wild Magic, a new Magical Research option was also made available: RESEARCH WILD. On successful completion, you have a 100% chance to lose any memorized scrolls. Depending on the number of spell scroll slots you then had, you would be granted up to 2 randomly selected spells, which would be temporarily memorized just like regular scroll spells. At this time, this was the only way to gain a NEW spell called [[Bonegrinder]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;RESEARCH WILD has an Arcana requirement in the range of 95-104.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Official release notes:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1. You will lose your memorized spell scrolls.  You will gain some magic experience - sometimes more than other times.&lt;br /&gt;
2. If you have the Magic Theorist, you will gain new spell scrolls.  &lt;br /&gt;
3. There&#039;s a chance to learn a brand new spell (being previewed here before it finds its permanent home).&lt;br /&gt;
4. There&#039;s a chance to earn a spell customizer for certain spells, if you know them.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Breakthrough Messages===&lt;br /&gt;
There were various &amp;quot;Breakthrough&amp;quot; messages depending on your mana/Guild. These seem to give hints about what is occurring:&lt;br /&gt;
&lt;br /&gt;
Trader:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Breakthrough!&lt;br /&gt;
Lunar mana fizzes out of focus with unknowable, periodic perturbations from the planets in your range.  Oddly enough, it is the Negotiants&#039; unbidden tutelage that nudges you toward the research&#039;s endpoint and a wealth of knowledge relating to wild magic.  You are assured that the Contract is still inviolate and binding, and all prohibitions remain.  The Contract is all that matters.&amp;lt;/pre&amp;gt;Moon Mage:&amp;lt;pre&amp;gt;&lt;br /&gt;
Breakthrough!&lt;br /&gt;
Lunar mana fizzes out of focus with unknowable, periodic perturbations from the planets in your range.  Oddly enough, your calculations prompt you to think back to a time with Katamba unburnt and Grazhir whole, the golden age of near-effortless Lunar miracles.  All lost now, and the threads are converging on a similarly disastrous trajectory!&lt;br /&gt;
&amp;lt;/pre&amp;gt;Paladin:&amp;lt;pre&amp;gt;Breakthrough!&lt;br /&gt;
You have come to an alarming conclusion you attribute the changes in Holy mana&#039;s behavior to long-standing and widespread lopsided practices of magic.  An imbalance is shaking the Bulwark loose, which seems bafflingly vulnerable against this menace.&amp;lt;/pre&amp;gt;Cleric:&amp;lt;pre&amp;gt;Breakthrough!&lt;br /&gt;
You have come to an alarming conclusion you attribute the changes in Holy mana&#039;s behavior to an &#039;upward&#039; lurch in the flow.  Something is stymieing or etiolating the Font of Creation, and Divinity itself is suffering for it!&amp;lt;/pre&amp;gt;Bard:&amp;lt;pre&amp;gt;Breakthrough!&lt;br /&gt;
Something is broken with the replenishment cycles of Elemental mana.  Even though you have not noticed a decrease in available power, it seems inevitable.  From what your research has evoked, you have the smallest understanding, the barest shape, of an eonic plan that stretches back to the dark histories -- gods and demons, mortals and monsters all helpless before it.&amp;lt;/pre&amp;gt;Warrior Mage:&amp;lt;pre&amp;gt;Breakthrough!&lt;br /&gt;
Something is broken with the replenishment cycles of Elemental mana.  Even though you have not noticed a decrease in available power, it seems inevitable.  Lessons from long ago prickle at your mind concerning the lore of Sraan Mehath.  You cannot shake a feeling of deep dread.&amp;lt;/pre&amp;gt;Empath:&amp;lt;pre&amp;gt;Breakthrough!&lt;br /&gt;
Life mana has buckled under vast pressures from what feel like above and below.  Although this instills a fear in you for the fate of the cycle of life, you do not think the repercussions will echo to the natural world just yet.&amp;lt;/pre&amp;gt;Ranger:&amp;lt;pre&amp;gt;&lt;br /&gt;
Breakthrough!&lt;br /&gt;
Life mana has buckled under vast pressures from what feel like above and below.  You have an intimation that the Life dragons are keenly aware of the causes, preparing and further isolating their conserved lands.  However, as usual, they have withheld their counsel.&lt;br /&gt;
&amp;lt;/pre&amp;gt;Necromancer:&amp;lt;pre&amp;gt;&lt;br /&gt;
Breakthrough!&lt;br /&gt;
You just concluded the unpleasant task of tracking the continual disruption in Arcane mana, step by minute step.  Some force beyond your ken, nothing short of godly, has been changing the rules with a brutal hand.  The Great Work is tipped on the brink of impossibility as the mana streams become increasingly immiscible, sterile, and foreign textured all at once.&lt;br /&gt;
&amp;lt;/pre&amp;gt;Redeemed:&amp;lt;pre&amp;gt;Breakthrough!&lt;br /&gt;
You just concluded the unpleasant task of tracking the continual disruption in Arcane mana, step by minute step.  The grand order ordained by the gods is under attack by... itself?  In ways you cannot approach grasping, the mana spectrum is separating out, each strand resisting attempts to bend it into patterns.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spell Customizations===&lt;br /&gt;
You could also gain a spell customizer for a spell you already know, meaning you will only receive this IF you can use it. The following found so far have been:&lt;br /&gt;
&lt;br /&gt;
* [[Circle of Sympathy]] customization (a sky-blue sufil tree): {{sloot|i|blue bolus}}&lt;br /&gt;
* [[Starcrash]] customization (crystal statue of TRADER NAME HERE): {{sloot|i|clear white bolus}}&lt;br /&gt;
* [[Shadowling]] customization (sabertooth): {{sloot|i|chatoyant bolus}}&lt;br /&gt;
* [[Osrel Meraud]] customization (sunbright orb): {{sloot|i|amber bolus}}&lt;br /&gt;
* [[Deadfall]] customization (petrified pink-green egg): {{sloot|i|mottled bolus}}&lt;br /&gt;
* [[Moongate]] customization (triangular moongate): {{sloot|i|tricolor bolus}}&lt;br /&gt;
* [[Beckon the Naga]] customization (?): ?&lt;br /&gt;
* [[Shield of Light]] customization (?): ?&lt;br /&gt;
&lt;br /&gt;
==Announcement==&lt;br /&gt;
&amp;lt;pre&amp;gt;Wild Magic is active!&lt;br /&gt;
There are a variety of effects.  So far people have discovered:&lt;br /&gt;
+ Increased TM accuracy&lt;br /&gt;
+ Increased TM damage&lt;br /&gt;
+ 1-second preparation&lt;br /&gt;
+ Full attunement refill&lt;br /&gt;
&lt;br /&gt;
- Chance to &amp;quot;break glass&amp;quot; and cause no magic in the room for a short period of time (less than 1 minute)&lt;br /&gt;
- Increased backlash chance&lt;br /&gt;
- &amp;quot;Mana burn&amp;quot; - weaken your attunement!  quickly!&lt;br /&gt;
- Chance to spawn a mini-mana storm&lt;br /&gt;
&lt;br /&gt;
There is a new RESEARCH option!  It could be dangerous!  This is on a lengthy global cooldown, but can be completed several times a day.&lt;br /&gt;
When you perform the new RESEARCH, several things happen.&lt;br /&gt;
1. You will lose your memorized spell scrolls.  You will gain some magic experience - sometimes more than other times.&lt;br /&gt;
2. If you have the Magic Theorist, you will gain new spell scrolls.  &lt;br /&gt;
3. There&#039;s a chance to learn a brand new spell (being previewed here before it finds its permanent home).&lt;br /&gt;
4. There&#039;s a chance to earn a spell customizer for certain spells, if you know them.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Concepts]]&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Smoke_images&amp;diff=645290</id>
		<title>Smoke images</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Smoke_images&amp;diff=645290"/>
		<updated>2024-06-08T01:18:51Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Vines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete|need all learning images}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Restrictions==&lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;&#039;This is old info&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Smoke image quality is limited by race.  [[Prydaen]], [[S&#039;kra Mur]], and [[Rakash]] in moonskin are unable to do better than Amateur quality images.&#039;&#039;&#039; &amp;lt;-  &lt;br /&gt;
Due to a conversation on the official discord in the wee hours of the morning &amp;amp; much debate the staff looked into this issue along with the rakash moonskin problem to find that non Olvi races being masters shouldn&#039;t have happened. So to not punish the many non Olvi characters they made the decision to properly open it to all, along with 8 new player created images for GF 2023. Check Smoke Help IG for more info, along with the GM post copied from the discord on the discussion page here. &amp;lt;br&amp;gt;&lt;br /&gt;
Anyone who has learned a smoke image well enough to teach it as shown by the SMOKE LIST output can teach that image to others by typing SMOKE TEACH &amp;lt;image&amp;gt; &amp;lt;player&amp;gt; while both are holding lit smoking items. The teacher then demonstrates the image and the student attempts to follow suit until messaging indicates they have learned it.&lt;br /&gt;
&lt;br /&gt;
==Verbs==&lt;br /&gt;
* Inhale - to draw smoke into your mouth.&lt;br /&gt;
* Tap - to tap ashes off a cigar. &lt;br /&gt;
* Clean - to clean out a pipe. &lt;br /&gt;
* Smoke - to puff a cigar or pipe. &lt;br /&gt;
* Smoke List - to list the smoke images you have learned. &lt;br /&gt;
* Exhale - to exhale inhaled smoke. &lt;br /&gt;
: (Rings|Balls|Lines) - to exhale rings, balls or a line of smoke. &lt;br /&gt;
: (person/object) - to exhale smoke at a player, creature or object. &lt;br /&gt;
: &amp;lt;Line&amp;gt; (image) (person) (quality) - create a smoke image from one of your known images. &lt;br /&gt;
:: Some images have special verbs when done at people, and you can also perform a lower quality image than what you know.&lt;br /&gt;
&lt;br /&gt;
==Hint==&lt;br /&gt;
If you have a flint in a container, metal knife or blade in your right hand, cigar in left hand then you can &amp;quot;light cigar with flint&amp;quot; and it should try lighting the cigar. If you reverse the hand items it wont work.&lt;br /&gt;
&lt;br /&gt;
==Smoke Images==&lt;br /&gt;
&lt;br /&gt;
===Deer===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning ||&amp;lt;Name&amp;gt; tries to make the image of a deer, but fails miserably, he/she only makes a misshapen cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner ||&amp;lt;Name&amp;gt; exhales a cloud of smoke that looks like some sort of upright, four-legged animal.&lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur ||&amp;lt;Name&amp;gt; blows out a rivulet of smoke, which forms into a distorted image of an animal that barely resembles a deer.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate ||&amp;lt;Name&amp;gt; puffs out a stream of smoke, which becomes a fuzzy image of something that reminds you of a deer.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent ||&amp;lt;Name&amp;gt; lofts out some swirling smoke, which turns into the image of a surprised deer.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || Wisps of smoke flow from &amp;lt;Name&#039;s&amp;gt; mouth, which transform into a crisp image of a startled deer, whose head seems to rise and twist toward you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dragon===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning ||&amp;lt;Name&amp;gt; tries to make the image of dragon, but fails miserably, he/she only makes a misshapen cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner ||&amp;lt;Name&amp;gt; blows out a cloud of smoke that becomes an indistinguishable lumpy mass.  &lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur ||Puffing out some smoke, &amp;lt;Name&amp;gt; forms an image that resembles a badly deformed lizard.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate ||&amp;lt;Name&amp;gt; blows out some smoke, which changes into an image that resembles something not quite unlike a prone form of a dragon.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent ||&amp;lt;Name&amp;gt; exhales a stream of smoke, which transforms into the image of a sleeping dragon.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master ||&amp;lt;Name&amp;gt; lofts several strands of smoke from between their lips that twist together, creating an image of a sleepy dragon. The dragon raises its angular head, rolls over onto its side and then lies down, slowly closing its eyes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rabbit===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner ||&amp;lt;Name&amp;gt; sputters out some smoke, which becomes an odd-looking cloud with two upright appendages.  &lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur ||&amp;lt;Name&amp;gt; exhales a cloud of smoke that forms a hazy image of a small long-eared rabbit.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate ||&amp;lt;Name&amp;gt; spews out a line of smoke, which grows into an image of a puffy rabbit, with one drooping ear.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent ||&amp;lt;Name&amp;gt; exhales a stream of smoke, which transforms into the image of a rabid rabbit.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master ||A swirl of smoke escapes out of &amp;lt;Name&amp;gt;&#039;s mouth, which turns into an image of a rabbit that spins quickly around and lunges out at some unseen foe. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pixie===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner ||&amp;lt;Name&amp;gt; discharges some smoke from their mouth that looks like some sort of deformed floating goblin.  &lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur ||Strands of smoke ooze out of &amp;lt;Name&amp;gt;&#039;s mouth, which mutates into something that looks like a cross between a butterfly and a hunched-over Dwarf, as impossible as that seems.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate ||&amp;lt;Name&amp;gt; puffs out some smoke that becomes an image of a pixie with a large misshapen wing.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent ||&amp;lt;Name&amp;gt; exhales a stream of smoke, which transforms into the image of a mischievous pixie. &lt;br /&gt;
|-&lt;br /&gt;
| Master || Master ||Lofting some smoke from their mouth, &amp;lt;Name&amp;gt; creates an image of a mischievous pixie with wings aflutter, pirouetting and dancing through the air. &lt;br /&gt;
|-&lt;br /&gt;
| Master (aimed) || Master ||Lofting some smoke from their mouth, &amp;lt;Name&amp;gt; creates an image of a mischievous pixie with wings aflutter, which pirouettes and dances through the air waving a tiny wand over &amp;lt;Target&amp;gt;&#039;s head. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kitten===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; spits out a cloud of smoke resembling some sort of bizarre four-legged animal.   &lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; blows out some smoke forming a cloud in which you can barely make out an image resembling some sort of squashed small cat.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; discharges a cloud of smoke, which turns into a depiction of a stiffly standing kitten.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales a stream of smoke, which transforms into the image of a snow-white kitten.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || Smoke curls out from &amp;lt;Name&amp;gt;&#039;s mouth, forming an image of a cute snow-white kitten rolling over a ball of yarn. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Troll===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; spews some smoke that looks something like a cross of a rock and a tree. Not a pretty sight.&lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; breathes out a swath of smoke that changes into an image of a hunched-over upright form with impossibly long arms. &lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; blows out a cloud of smoke, forming a hazy image of a troll with large misshapen hands.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhale a stream of smoke, which transforms into the image of an ill-tempered troll. &lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || Writhing tendrils of smoke stream from between &amp;lt;Name&amp;gt;&#039;s lips, growing into the frightful form of a rock troll holding a large club. Suddenly, the troll drops the club and begins swinging its large clawed hands menacingly back and forth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Horse===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; spews out a cloud of smoke that looks like some sort of four-legged animal with two large heads, one on each end. &lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; expels some smoke that becomes a distorted image of a horse with the torso and head of a Human where its head should be.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; puffs out a line of smoke which grows into the shape of a horse with a tiny rider.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales a stream of smoke, which transforms into the image of a horse and rider.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || Rivulets of smoke glide from &amp;lt;Name&amp;gt;&#039;s mouth twisting together to form a picture of a sleek horse with a caped rider. The rider pulls back on the reins and the horse rears back, thrashing its forelegs in the air.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Paladin===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; coughs out a cloud of smoke that looks a little like a dented metal barrel.&lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; blows out some smoke that changes into an image of a person wearing nothing but a cloud.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; discharges a rivulet of smoke which becomes a semblance of a person wrapped in a small towel.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales a stream of smoke creating an image of an embarrassed Paladin, garbed in a striped towel.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || A billow of smoke cascades from &amp;lt;Name&amp;gt;&#039;s mouth, transforming into the likeness of a blushing Paladin, who looks up and then quickly wraps a flowered towel around his waist.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Whip===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; coughs out some smoke that looks like an elongated cloud with a snaky tail.&lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; blows out a line of smoke that mutates into the image of a person holding a twisted stick.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; breathes out some smoke that grows into a hazy shape of a woman holding a limp piece of rope.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales a stream of smoke, which transforms into the image of a pretty gypsy girl brandishing a sluagh-hide whip.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || Smoke glides from &amp;lt;Name&amp;gt;&#039;s mouth, blooming into a picture of a pretty gypsy woman holding a sluagh-hide whip. She raises her arm and flicks the whip about in a circle over her head. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cloak===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; coughs out some smoke that looks like a flapping, deformed cloud.  &lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; hurls a cloud of smoke from their mouth which mutates into a form wrapped up in a large piece of cloth.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; blows out some smoke that changes into the image of a man wearing a cloak.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales a stream of smoke, which transforms into the image of a tall man, hidden beneath a hooded cloak.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || A cloud of smoke escapes from &amp;lt;Name&amp;gt;&#039;s mouth and draws out into an image of a tall man wearing a hooded cloak. He furtively glances around, then pulls the cloak around himself, concealing his features.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stump===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; spits out an undistinguishable lump of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; exhales a line of smoke that turns into an image of a broken rock. &lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; expels cloud of smoke which changes into the squashed image of a tree stump.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales a stream of smoke, which transforms into the image of a hollow tree stump.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || Strands of smoke glide from between &amp;lt;Name&amp;gt;&#039;s mouth, composing an image of a jagged, hollow tree stump, with some flies buzzing around it. From the shadows in between a crack in the wood, a pair of beady eyes peer out.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fleas===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; spurts out some smoke which looks like some sort of an upright form.   &lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; breathes out a cloud of smoke that becomes the image of a short figure covered with spots. &lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; puffs out some smoke that changes into an image of a fuzzy Dwarf with bumpy skin.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales a stream of smoke, which transforms into the image of a slack-jawed Dwarf covered in fleas.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || A cloud of smoke billows off &amp;lt;Name&amp;gt;&#039;s tongue, creating a picture of a slack-jawed Dwarf with fleas crawling all over him. The Dwarf picks a flea out of his beard, gazes at it intently, then quickly pops it into his mouth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Daisies===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; spews out some smoke that reminds you of a tall fuzzy mound.  &lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; exhales a cloud of smoke, which changes into the outline of a child-like figure.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; discharges a line of smoke that gathers to form the image of an armor-clad Halfling.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales a stream of smoke, which transforms into the image of a befuddled Halfling, garbed in a fleshless skull helm, adorned with daisies.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || Ripples of smoke glide from between &amp;lt;Name&amp;gt;&#039;s lips, forming a magnificent depiction of a Halfling decked out in plate mail, wearing a fleshless skull helm covered with daisies. The Halfling picks a daisy off its head and starts pulling petals off one by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unicorn===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; coughs out some smoke that looks like some sort of lumpy four-legged animal.    &lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; expels a cloud of smoke that forms an image of a deformed horse with stumpy legs and an oversized head.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; puffs out a streak of smoke which gradually assumes the shape of an unicorn with a stubby horn. &lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales a stream of smoke, which transforms into the image of a proud unicorn.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || Wisps of smoke glide from &amp;lt;Name&amp;gt;&#039;s mouth, intertwining to form a pristine figure of an unicorn, which bows its head, then snorts and stamps its forelegs. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rams===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; spews out a cloud of smoke resembling some sort of four-legged animal.&lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; exhales some smoke, forming an image that reminds you of a contorted sheep.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; blows out several lines of smoke, crafting a picture of a couple of rams standing together.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales a stream of smoke, which transforms into the image of a herd of meadow rams parading down a long rug.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || A wave of smoke billows from &amp;lt;Name&amp;gt;&#039;s mouth, spreading out into a depiction of a herd of meadow rams standing on a long rug. The rams start charging down the rug, but end up in a tangled heap as they trip over one another. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bandit===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; spurts out some smoke resembling a lumpy mound.   &lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; exhales some smoke that changes into the image of a dark crouching form. &lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; blows out a cloud of smoke which becomes an image of a hunched-over man. &lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales a stream of smoke, which transforms into the image of a pale man hunched over the form of an unconscious Halfling. &lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || A cloud of smoke curls out from &amp;lt;Name&amp;gt;&#039;s mouth, creating a depiction of a pale Human hunched over the unconscious form of a Halfling. The man casually glances around then reaches down to search the Halfling. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ship===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; exhales a smoke cloud that looks like a poorly-made table.  &lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; expels a line of smoke that mutates into an image of a mangled wreck of a boat.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; blows out some smoke which looks exactly like a small boat with a deformed triangular sail.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales a stream of smoke, which transforms into the image of a proud brigantine ship on the high seas.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || Smoke rolls from between &amp;lt;Name&amp;gt;&#039;s lips, building a depiction of a proud brigantine ship. One by one, the sails drop open from the yardarms, billow with wind and the ship sails off over the waves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grave===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; coughs out a lump of smoke.   &lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; blows out some smoke, forming the image an upright rounded stone.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; exhales a cloud of smoke that changes into an image of a rounded gravestone.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; blows out a stream of smoke, which transforms into the image of a lonely gravestone.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || A puff of smoke rolls out of &amp;lt;Name&amp;gt;&#039;s mouth, creating a picture of a forgotten gravestone with intertwined vines covering it. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fish===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || &amp;lt;Name&amp;gt; exhales a misshapen cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; breathes out some smoke that looks like a disfigured finned animal.   &lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; exhales some smoke that changes into an image of a belly-up, dead fish.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; puffs out a cloud of smoke which becomes an image of a swimming fish.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; blows a stream of smoke, which transforms into the image of a large fish leaping out of the water.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || &amp;lt;Name&amp;gt; casts out a line of smoke that spreads out to form the image of a large pond. Suddenly a large-mouthed fish leaps through the surface of the &amp;quot;water&amp;quot; to catch a wispy fly and splashes back into the pond.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Smoke Images==&lt;br /&gt;
&lt;br /&gt;
===Web===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || &amp;lt;Name&amp;gt; tries to make the image of web, but fails miserably, he/she only makes a misshapen cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; exhales a tangled mess of lines.    &lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; blows out a bunch of lines that cross each other in odd angles.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; breathes out some lines that come together to form the image of a misshapen web.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales several thin, wispy streams of smoke which merge with each other to form a delicate spider web.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || In rapid succession, out a series of lines that form an unfinished web. A smoky spider on the edge of the web quickly completes it, then crawls to the center awaiting its prey. &lt;br /&gt;
|-&lt;br /&gt;
| Master (aimed) || N/A || In rapid succession, &amp;lt;Name&amp;gt; puffs out a series of lines that form an unfinished web which seems to entangle &amp;lt;Target&amp;gt; in its strands. A smoky spider quickly completes the web, then crawls atop him/her to feast on its prey. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Phoenix===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; coughs out some smoke that looks like something round and short on two legs.   &lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; spews out a cloud of smoke, that forms the image of a large, misshapen bird.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; blows out some smoke that turns into the image of a mangled, sorry excuse for a bird.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales a long line of smoke that transmutes into a beautiful rising phoenix, only to disperse into &amp;quot;ashes&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || Rivulets of smoke flow from between &amp;lt;Name&amp;gt;&#039;s lips, coalescing into the image a beautiful, burning phoenix, totally consuming it in the flames. From the ashes a new, smaller bird emerges, which stretches its wings and then flies off.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bracelet===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning ||&amp;lt;Name&amp;gt; tries to make the image of bracelet, but fails miserably, he/she only makes a misshapen cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; blows a couple of smoke rings that drift aimlessly away.&lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; exhales a couple of smoke rings toward their hand, but they drift in the wrong direction.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; breathes out three oblong smoke rings and manage to catch one of the rings on their hand.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; holds up an arm and puff out three small smoke rings which encircles their wrist like bracelets before fading away.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || Blowing out some smoke, &amp;lt;Name&amp;gt; creates three small smoke rings which two settle around their arm like bracelets, the third on one of their fingers. The rings seem to sparkle with precious jewels.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Guildfest 2021===&lt;br /&gt;
&lt;br /&gt;
====Skeleton====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; blows a ball of smoke that drifts aimlessly away.&lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; exhales a line of smoke that turns into a ball with a discernible mouth.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; breathes out a ball of smoke that forms into the image of a grinning skull, its jaw articulating as it drifts away.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales a number of balls of smoke, first forming a grinning skull, and then a skeleton beneath it.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || Puffing until surrounded by a cloud of smoke, &amp;lt;Name&amp;gt; first creates an image of a grinning skull, and then a skeleton beneath it, before finally accenting the image with a top hat and a cane.  &amp;lt;Name&amp;gt; gently exhales on the figure, causing the image of the skeleton to ripple forward in a manner resembling a dance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Tart====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; gasps, inhaling as much as exhaling a hazy cloud of smoke barely resembling a lumpy raspberry.&lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; shakily blows out what looks like a smoky smudge within a rectangle.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; manages to expel smoke roughly in the shape of a grinning face inside a frame.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales carefully to form a dessert tin mounded with fresh berries sitting on a window sill.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || Steady puffs of smoke from &amp;lt;Name&#039;s&amp;gt; lips twist into a luscious tart placed in an open window to cool.  From below the sill, a smirking Olvi youngling slowly slides into view before gleefully snatching the pastry and vanishing into a wisp.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Almanac====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || &amp;lt;Name&amp;gt; coughs a wad of dense smoke into his/her hands.&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; coughs a wad of dense smoke into his/her hands.&lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; releases a flat puddle of smoke that lingers around his/her hands.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; exhales a stream of smoke at their hands, but the bent block of smoke slowly floats away from their reach.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; blows a line of smoke into their hands that forms into an open grey book.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || &amp;lt;Name&amp;gt; smiles confidently as smoke streams downward from their lips, forming into a smoky almanac with swirling spirals across the cover.  The pages gently turn, as if by magic, before your satisfied gaze.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Dartboard====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; belchs out a lumpy disc of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; exhales a wobbly round shape that floats away listlessly.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; exhales a simple round board with dark patches that slowly floats away.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; blows out a gout of smoke that forms into a basic dartboard.  He/She mimics throwing a dart with a small ball of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || &amp;lt;Name&amp;gt; releases a cloud of smoke that forms into a checked dartboard while gliding several feet away.  With a flourish, he/she puffs an intricate little dart into his/her hand and throws.  The dart soars straight into the bullseye!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guildfest 2023===&lt;br /&gt;
&lt;br /&gt;
====Vine====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || &amp;lt;Name&amp;gt; exhales a misshapen cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; blows two wavy columns of smoke that drift aimlessly away.&lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; exhales a couple of snaking smoke lines toward his/her arm, but they drift in the wrong direction.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; breathes out a line of smoke that splits in two and briefly slides around their lifted arm.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; holds up an arm and puffs out two vines of smoke which snake around their lifted arm.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || Smoke slides out of &amp;lt;Name&amp;gt;&#039;s mouth, forming the image of two fast-growing vines.  The vines snake around their arm and bloom with flowers over its entire length.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Wolf====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || &amp;lt;Name&amp;gt; tries to make the image of wolf, but fails miserably, he/she only makes a misshapen cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; gasps out two misshapen lumps of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; exhales two lumps of smoke, one larger than the other.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; first expels a small, misshapen ball of smoke, then a larger one with four vague limbs that plows into the smaller one.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales a stream of smoke which coalesces into the images of a butterfly and a wolf pup.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || Smoke glides from &amp;lt;Name&amp;gt;&#039;s mouth, forming the images of a small butterfly and a wolf pup.  The pup appears to crouch as it collides with the butterfly, causing the smaller image to dissipate.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mage====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || &amp;lt;Name&amp;gt; tries to make the image of mage, but fails miserably, he/she only makes a misshapen cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; spurts out some smoke resembling a lumpy mound.&lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; exhales some smoke that twists into an image of a small figure holding a branch.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; blows out a cloud of smoke which becomes an image of a small figure holding a staff.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales a stream of smoke.  The cloud transforms into a diminutive figure holding a staff, with three small balls of smoke lazily circling around the Gnome&#039;s torso.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || A cloud of smoke curls out from &amp;lt;Name&amp;gt;&#039;s mouth, creating the image of a Gnome holding a fiery staff.  Three deadly-looking scythes lazily circle the Gnome&#039;s torso.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Trader====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || &amp;lt;Name&amp;gt; exhales a misshapen cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; coughs out a squarish lump of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; exhales a cloud of smoke that is vaguely rectangular.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; expels cloud of smoke which forms the image of a figure seated at a desk.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales a stream of smoke, which transforms into the image of an Elothean seated at a desk piled high with stacks of coins.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || Rivulets of smoke glide from between &amp;lt;Name&amp;gt;&#039;s lips, creating the image of a well-dressed Elothean sitting at a desk piled high with stacks of coins.  The Elothean smirks, then reaches to place another coin on a stack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Violin====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; sneezes out a pan-shaped cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; exhales a line of smoke that resembles a beetle.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; expels cloud of smoke which changes into the image of a stringed instrument.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales a stream of smoke, which quickly transforms into a tiny violin.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || Ripples of smoke glide from between &amp;lt;Name&amp;gt;&#039;s lips, creating a tiny violin with a bow.  &amp;lt;Name&amp;gt; blows gently on the image causing the bow to begin slowly moving across the violin&#039;s strings.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Forge====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || &amp;lt;Name&amp;gt; exhales a misshapen cloud of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; spurts out a few amorphous blobs of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; exhales some smoke that shifts into a few gathered lumps.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales a stream of smoke that forms the image of an anvil next to a lit furnace.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || Smoke streams from &amp;lt;Name&amp;gt;&#039;s mouth, coalescing into the diminutive image of a Dwarf working metal in a fully equipped forge.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Altar====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; sneezes out two indistinguishable lumps of smoke.&lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; exhales two lumps of smoke that turn into a figure and an altar.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; expels a cloud of smoke which changes into a figure kneeling before an altar.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales a stream of smoke, which transforms into the image of a solemn figure kneeling before an altar, hands clasped as if in prayer.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || A stately stream of smoke glides from between &amp;lt;Name&amp;gt;&#039;s lips, forming the image of a solemn figure kneeling before an altar.  When &amp;lt;Name&amp;gt; blows gently on the image, the figure seems to rise to it&#039;s feet and float rapturously upwards before dissipating.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Moongate====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Olvi&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Other &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Learning || ??&lt;br /&gt;
|-&lt;br /&gt;
| Wheezer || Beginner || &amp;lt;Name&amp;gt; spurt out some smoke that resembles a bowl.&lt;br /&gt;
|-&lt;br /&gt;
| Sneezer || Amateur || &amp;lt;Name&amp;gt; exhales some smoke resembling a bowl that flattens as it drifts.&lt;br /&gt;
|-&lt;br /&gt;
| Whiffler || Adequate || &amp;lt;Name&amp;gt; blows out a cloud of smoke which forms a wavy disk.  &amp;lt;Name&amp;gt; sends a lopsided ball of smoke into the center of the disk, which promptly collapses.&lt;br /&gt;
|-&lt;br /&gt;
| Streamer || Competent || &amp;lt;Name&amp;gt; exhales a stream of smoke, which transforms into the image of an oval.  &amp;lt;Name&amp;gt; sends a lopsided ball of smoke into the center of the oval and a lumpy figure tumbles out of the opposite side.&lt;br /&gt;
|-&lt;br /&gt;
| Master || Master || &amp;lt;Name&amp;gt; lets loose a stream of smoke which forms the image of a shimmering oval.  &amp;lt;Name&amp;gt; sends an oddly-shaped ball of smoke which strikes the center of the oval, causing the image of a smoky Elf in a pointed hat and rumpled robe to stumble out the other side.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Wir_dinego&amp;diff=644846</id>
		<title>Wir dinego</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Wir_dinego&amp;diff=644846"/>
		<updated>2024-05-19T20:43:26Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: Added death and decay messaging info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=No&lt;br /&gt;
|Critter Name=Wir Dinego&lt;br /&gt;
|Image File=dinego.jpg&lt;br /&gt;
|Province=Zoluren, Qi&#039;Reshalia&lt;br /&gt;
|City=Crossing, Aesry&lt;br /&gt;
|MapList=*{{rmap|9b | Abandoned Cemetary Kaerna Village (9b)}}&lt;br /&gt;
|MapList2=*{{rmap|99c | Aesry Cemetery (99c)}}&lt;br /&gt;
|simulevel=72&lt;br /&gt;
|naturallevel=71&lt;br /&gt;
|weaponlevel=72&lt;br /&gt;
|defenselevel=72&lt;br /&gt;
|level=72&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=360&lt;br /&gt;
|MaxCap=450&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Has Other=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Evil=undead&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Premium=no&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
|Uses Other=yes&lt;br /&gt;
|Boxes=yes&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The wir dinego is nothing more than the rotting corpse of some long since dead Human.  What is left of its flesh hangs from its skeletal structure in rotting chunks that peel away to expose down to the bare bones.  Dressed in what was obviously once its best attire, now only shreds hang off the body in tattered ruins.  The empty eye sockets seem to glow with an eerie, unseen inner light that  chills you to your very soul.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Only comes out at night.&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
Can throw its ribs at its enemies as a ranged attack.&lt;br /&gt;
ver3.2&lt;br /&gt;
about 380 needed in shield or Evade to not get run over with there rib throws, and still hit good hits every so often and still need Sure footing.&lt;br /&gt;
Some will stay out of combat and throw ribs non-stop and try to stay out of melee when you advance, can have four critter&#039;s on you and have a few dingo&#039;s sit back a chuck ribs at you.&lt;br /&gt;
&lt;br /&gt;
Still trains but in soft cap Armor 550, Weapons 570, and TM 580&lt;br /&gt;
&lt;br /&gt;
08/06/2023  Boxes doable carefully as a survival tert with 309(+24) perception and 295 locksmithing. 50(+4) Agility.  7/8/9 difficulty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
A wir dinego&#039;s body explodes as it heaps into a pile on the ground.&lt;br /&gt;
&lt;br /&gt;
=== Decay ===&lt;br /&gt;
A wir dinego decays away&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Fetish_ritual&amp;diff=641437</id>
		<title>Fetish ritual</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Fetish_ritual&amp;diff=641437"/>
		<updated>2024-02-19T01:32:19Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: Fixed circle prereq information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|guild=necromancer&lt;br /&gt;
|prereqs=3rd Circle&lt;br /&gt;
|slots=-&lt;br /&gt;
|diff=-&lt;br /&gt;
|type=ritual&lt;br /&gt;
|contest1=-&lt;br /&gt;
|contest2=-&lt;br /&gt;
|skill=Thanatology&lt;br /&gt;
|path=-&lt;br /&gt;
|cost=[[Divine Outrage]]&lt;br /&gt;
|costs=n&lt;br /&gt;
|desc=With the fetish ritual, you will be able to take a piece of harvested material from a corpse and turn it into a fetish.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Turns harvested material into a (control) fetish for a new Risen.&lt;br /&gt;
|messaging=You carefully and methodically carve at a &amp;lt;quality&amp;gt; chunk of &amp;lt;creature&amp;gt; material with your ritual knife, and after a large amount of work, you end up with a &amp;lt;quality&amp;gt; &amp;lt;creature&amp;gt; fetish.&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* This ritual generates [[Divine Outrage]].&amp;lt;ref&amp;gt;[[Post:Redeemed Necromancers - 07/04/2020 - 03:51]]&amp;lt;/ref&amp;gt;[[Generates Divine Outrage::true| ]]&lt;br /&gt;
* This ritual only works during the [[Risen]] creation process. Using it outside of a cold laboratory will result in a failure with no messaging whatsoever. While you learn this ritual early in your career, &#039;&#039;&#039;it has no use until you know the [[Creation ritual]].&#039;&#039;&#039;&lt;br /&gt;
* Risen are tied to a particular fetish. If you lose your fetish, you lose that Risen.&lt;br /&gt;
{{RefAl|r=y}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thaleena&amp;diff=641418</id>
		<title>Thaleena</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thaleena&amp;diff=641418"/>
		<updated>2024-02-17T15:57:25Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: /* Horses: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Thaleena&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Elf&lt;br /&gt;
|gender=Female&lt;br /&gt;
|guild=Ranger&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=y&lt;br /&gt;
}}&lt;br /&gt;
====&#039;&#039;&#039;About&#039;&#039;&#039;:====&lt;br /&gt;
You see Forest Scout Thaleena, an Elven Ranger.&lt;br /&gt;
&lt;br /&gt;
Thaleena has pointed ears and crystal green eyes.  Her honey hair is long and straight, and is worn arranged in an intricate Elven braid.  She has tanned skin.&lt;br /&gt;
&lt;br /&gt;
A faceted forest&#039;s heart garnet rests on her forehead, just above her eyes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thaleena is a skilled horse wrangler.  When not wrangling horses, she spends most of her waking time around Crossing.  Currently the horses are with a trader friend for easier sale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the list below for horses currently available.  If you would like an untrained horse that can be arranged as well.  To arrange a purchase, please contact me in game.  If no training is needed you can also contact Dilga (Elothean Trader) in game as she currently holds the horses for sale.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Horses&#039;&#039;&#039;:====&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Height (hands)!!Color!!Mane and Tail color!!Markings!!Gender!!Training!!Platinum Kronar&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|no other markings&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|red dun with a sandy yellow coat and reddish highlights&lt;br /&gt;
|red&lt;br /&gt;
|white marks on the legs extending from the top of the hooves to the top of the ankles&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|dapple grey with a light grey coat mottled with darker spots on the hindquarters&lt;br /&gt;
|grey&lt;br /&gt;
|white mark between the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|light chestnut with a light reddish brown coat&lt;br /&gt;
|light brown&lt;br /&gt;
|white mark on the right foreleg extending from the coronet to the hock&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|flea-bitten dun horse with a greyish brown coat speckled with black spots over the entire body&lt;br /&gt;
|grey&lt;br /&gt;
|white marks on the legs extending from the top of the hooves to the top of the ankles&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|red roan horse with a reddish brown coat that has white hairs interspersed throughout&lt;br /&gt;
|flaxen&lt;br /&gt;
|white mark covering the left foreleg&#039;s fetlock&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|blue roan horse with a black coat that has white hairs interspersed throughout&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark off to the right of the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|buckskin with a light tan coat&lt;br /&gt;
|black&lt;br /&gt;
|white mark on the right hind leg extending from the coronet to the hock&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|light grey with black skin and a light grey coat&lt;br /&gt;
|light grey&lt;br /&gt;
|wide white stripe running down the center of the face&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|light chestnut with a light reddish brown coat&lt;br /&gt;
|light brown&lt;br /&gt;
|wide white stripe running from below the right eye to just above the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|white mark on the heels of both hind legs&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|liver chestnut with a dark reddish brown coat and dark red highlights&lt;br /&gt;
|dark brown&lt;br /&gt;
|white marking on the heel of the right hind leg&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|buckskin with a light tan coat&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark on the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|wide white stripe running from below the right eye to just above the nostrils&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|rose grey with a red-tinted medium grey coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|white star-shaped mark surrounding the left eye&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|cherry bay with a dark red colored coat and light brown highlights&lt;br /&gt;
|black&lt;br /&gt;
|dark brindle markings over the entire body&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|medium bay with a medium reddish brown colored coat and light brown highlights&lt;br /&gt;
|black&lt;br /&gt;
|wide white stripe running from below the left eye to just above the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|8&lt;br /&gt;
|black with a pure black coat&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark on the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|10&lt;br /&gt;
|gold-colored with a pale gold-colored coat&lt;br /&gt;
|white&lt;br /&gt;
|broad, vertical white marking extending the length of the face&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|10&lt;br /&gt;
|white with pink skin and a pure white coat&lt;br /&gt;
|white&lt;br /&gt;
|no other markings&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, rear/spin, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Horse Training Services ==&lt;br /&gt;
&lt;br /&gt;
There are two sets of classes related to horse training: classes/skills that are taught to the Adventurer, and classes/skills that are taught to the horse. To arrange training, please contact me in game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventurer Training&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different adventurer classes/skills must be taught by members of different guilds. The adventurer must first learn Basic Horsemanship from a stablemaster (free).  Additionally, they can learn Prepare from a stablemaster (free) (Empath at 15th circle; magic-primary at 20th circle; other MU at 25th circle) but it is not needed to ride a horse.  I am able to train adventurers in the Bareback riding skill as long as they are at least 20th circle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horse Training&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Full training takes approximately 7 real life hours, and can be purchased in whole at a discounted &#039;&#039;&#039;400 Platinum Kronar&#039;&#039;&#039; total.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
! Skill&lt;br /&gt;
! What it Does&lt;br /&gt;
! Approximate Class Time&lt;br /&gt;
! Cost in Platinum Kronar&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Leadrope&lt;br /&gt;
|Horse stays calm while having a rope or bridle on.&lt;br /&gt;
|10 min&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Saddle&lt;br /&gt;
|Horse stays calm while having a saddle on.&lt;br /&gt;
|30 min&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Beg/Sit&lt;br /&gt;
|Trick&lt;br /&gt;
|7 min&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|Trick&lt;br /&gt;
|30 min&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Kneel&lt;br /&gt;
|Teaches horse to kneel so smaller races can mount.&lt;br /&gt;
|7 min&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Prance&lt;br /&gt;
|Trick&lt;br /&gt;
|65 min&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|Rear/Spin&lt;br /&gt;
|Trick&lt;br /&gt;
|5 min&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Animal&lt;br /&gt;
|Teaches a horse not to be afraid of animal races ([[Prydaen]], and [[Rakash]] in Moonskin), else they may bolt.&lt;br /&gt;
|35 min&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|Combat &lt;br /&gt;
|Teaches horse to go to battle&lt;br /&gt;
|60 min&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Joust&lt;br /&gt;
|Teaches horse to perform a joust&lt;br /&gt;
|20 min&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Magic&lt;br /&gt;
|Teaches horse not to fear offensive magic being cast atop it.&lt;br /&gt;
|45 min&lt;br /&gt;
|45&lt;br /&gt;
|-&lt;br /&gt;
|War&lt;br /&gt;
|[[Paladin]] only. Horse will fight with you in combat.&lt;br /&gt;
|1 hr 20 min&lt;br /&gt;
|120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{cat|Player horse trainers}}&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Wind_hound&amp;diff=641068</id>
		<title>Wind hound</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Wind_hound&amp;diff=641068"/>
		<updated>2024-02-01T00:12:02Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=No&lt;br /&gt;
|Critter Name=Wind Hound&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Stone Clan&lt;br /&gt;
|MapList=*{{rmap|12 | Silverwater Lake (12)}}&lt;br /&gt;
|simulevel=8&lt;br /&gt;
|naturallevel=8&lt;br /&gt;
|weaponlevel=0&lt;br /&gt;
|defenselevel=8&lt;br /&gt;
|level=8&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=35&lt;br /&gt;
|MaxCap=73&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Special=no&lt;br /&gt;
|Evil=cursed&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|mskill1=&amp;lt;31&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Much larger than normal canines, the wind hound stands as tall as a mature Halfling at the shoulder.  Its body is an odd composition of howling winds the color of murky icewater, packed tightly into the vague form of a wolf hound with glowing red eyes.  While its body may be nothing but violent air currents, its teeth and claws are real enough, and look willing and ready to rend anything that steps in its path!&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Armor hard caps at &amp;lt;=82&amp;lt;br /&amp;gt;&lt;br /&gt;
Defenses soft cap around 58&amp;lt;br /&amp;gt;&lt;br /&gt;
Weapons hard cap at ?&amp;lt;br /&amp;gt;&lt;br /&gt;
TM soft cap around 60&amp;lt;br /&amp;gt;&lt;br /&gt;
Stealth soft cap around 60&amp;lt;br /&amp;gt;&lt;br /&gt;
Can be Manipulated soft cap &amp;lt;70&lt;br /&gt;
&lt;br /&gt;
==Hunting Info==&lt;br /&gt;
Wind hounds can drag a corpse from room to room. Be careful if you die as your weapon will be left behind when they drag your body!&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Extra-planar creatures}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Meadow_ram&amp;diff=639599</id>
		<title>Meadow ram</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Meadow_ram&amp;diff=639599"/>
		<updated>2024-01-14T06:08:53Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=No&lt;br /&gt;
|Critter Name=Meadow Ram&lt;br /&gt;
|Province=Therengia&lt;br /&gt;
|City=Riverhaven&lt;br /&gt;
|MapList=*{{rmap|32| Riverhaven West Wilds (32)}}&lt;br /&gt;
|simulevel=10&lt;br /&gt;
|naturallevel=10&lt;br /&gt;
|weaponlevel=0&lt;br /&gt;
|defenselevel=10&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=45&lt;br /&gt;
|MaxCap=70&lt;br /&gt;
|BodyType2=monstrous&lt;br /&gt;
|BodySize=medium&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Special=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Premium=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=a wooly sheepskin&lt;br /&gt;
|Skin Weight=7&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=&amp;lt;37&lt;br /&gt;
|MaxVal=100 Lirums&lt;br /&gt;
|MaxArrangedVal=&amp;gt;160 Lirums&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Though nearly five feet tall, and equipped with a deadly set of curved horns, the ram seems more interested in chomping on grass than running down visitors to its home.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
As of 31 March 11:  Meadow Rams do not spawn at all on the southern part of the &amp;quot;river&amp;quot; in the Riverhaven West Wilds.  I have not checked the other side yet.  (Djira)&lt;br /&gt;
&lt;br /&gt;
As of 05 May 15: Meadow Rams do not seem to spawn in the Farmholdt either. Are they a thing of the past?&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Meadow_ram&amp;diff=639598</id>
		<title>Meadow ram</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Meadow_ram&amp;diff=639598"/>
		<updated>2024-01-14T06:07:29Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: Corrected location information to remove erroneous location data.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=No&lt;br /&gt;
|Critter Name=Meadow Ram&lt;br /&gt;
|Province=Zoluren, Therengia&lt;br /&gt;
|City=Riverhaven&lt;br /&gt;
|MapList=*{{rmap|32| Riverhaven West Wilds (32)}}&lt;br /&gt;
|simulevel=10&lt;br /&gt;
|naturallevel=10&lt;br /&gt;
|weaponlevel=0&lt;br /&gt;
|defenselevel=10&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=45&lt;br /&gt;
|MaxCap=70&lt;br /&gt;
|BodyType2=monstrous&lt;br /&gt;
|BodySize=medium&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Special=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Premium=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=a wooly sheepskin&lt;br /&gt;
|Skin Weight=7&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=&amp;lt;37&lt;br /&gt;
|MaxVal=100 Lirums&lt;br /&gt;
|MaxArrangedVal=&amp;gt;160 Lirums&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Though nearly five feet tall, and equipped with a deadly set of curved horns, the ram seems more interested in chomping on grass than running down visitors to its home.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
As of 31 March 11:  Meadow Rams do not spawn at all on the southern part of the &amp;quot;river&amp;quot; in the Riverhaven West Wilds.  I have not checked the other side yet.  (Djira)&lt;br /&gt;
&lt;br /&gt;
As of 05 May 15: Meadow Rams do not seem to spawn in the Farmholdt either. Are they a thing of the past?&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thaleena&amp;diff=637782</id>
		<title>Thaleena</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thaleena&amp;diff=637782"/>
		<updated>2024-01-02T23:14:23Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Thaleena&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Elf&lt;br /&gt;
|gender=Female&lt;br /&gt;
|guild=Ranger&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|toc=y&lt;br /&gt;
}}&lt;br /&gt;
====&#039;&#039;&#039;About&#039;&#039;&#039;:====&lt;br /&gt;
You see Forest Scout Thaleena, an Elven Ranger.&lt;br /&gt;
&lt;br /&gt;
Thaleena has pointed ears and crystal green eyes.  Her honey hair is long and straight, and is worn arranged in an intricate Elven braid.  She has tanned skin.&lt;br /&gt;
&lt;br /&gt;
A faceted forest&#039;s heart garnet rests on her forehead, just above her eyes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thaleena is a skilled horse wrangler.  When not wrangling horses, she spends most of her waking time around Crossing.  Currently the horses are with a trader friend for easier sale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the list below for horses currently available.  If you would like an untrained horse that can be arranged as well.  To arrange a purchase, please contact me in game.  If no training is needed you can also contact Dilga (Elothean Trader) in game as she currently holds the horses for sale.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Horses&#039;&#039;&#039;:====&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Height (hands)!!Color!!Mane and Tail color!!Markings!!Gender!!Training!!Platinum Kronar&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|no other markings&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|red dun with a sandy yellow coat and reddish highlights&lt;br /&gt;
|red&lt;br /&gt;
|white marks on the legs extending from the top of the hooves to the top of the ankles&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|dapple grey with a light grey coat mottled with darker spots on the hindquarters&lt;br /&gt;
|grey&lt;br /&gt;
|white mark between the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|light chestnut with a light reddish brown coat&lt;br /&gt;
|light brown&lt;br /&gt;
|white mark on the right foreleg extending from the coronet to the hock&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|flea-bitten dun horse with a greyish brown coat speckled with black spots over the entire body&lt;br /&gt;
|grey&lt;br /&gt;
|white marks on the legs extending from the top of the hooves to the top of the ankles&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|red chestnut with a bright reddish brown coat and red highlights&lt;br /&gt;
|reddish-brown&lt;br /&gt;
|white marks on the legs extending from the top of the hooves to the top of the ankles&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|red roan horse with a reddish brown coat that has white hairs interspersed throughout&lt;br /&gt;
|flaxen&lt;br /&gt;
|white mark covering the left foreleg&#039;s fetlock&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|blue roan horse with a black coat that has white hairs interspersed throughout&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark off to the right of the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|buckskin with a light tan coat&lt;br /&gt;
|black&lt;br /&gt;
|white mark on the right hind leg extending from the coronet to the hock&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|light grey with black skin and a light grey coat&lt;br /&gt;
|light grey&lt;br /&gt;
|wide white stripe running down the center of the face&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|light chestnut with a light reddish brown coat&lt;br /&gt;
|light brown&lt;br /&gt;
|wide white stripe running from below the right eye to just above the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|white mark on the heels of both hind legs&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|liver chestnut with a dark reddish brown coat and dark red highlights&lt;br /&gt;
|dark brown&lt;br /&gt;
|white marking on the heel of the right hind leg&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|buckskin with a light tan coat&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark on the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|steel grey with a silver-highlighted black coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|wide white stripe running from below the right eye to just above the nostrils&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|14&lt;br /&gt;
|rose grey with a red-tinted medium grey coat&lt;br /&gt;
|dark grey&lt;br /&gt;
|white star-shaped mark surrounding the left eye&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|15&lt;br /&gt;
|cherry bay with a dark red colored coat and light brown highlights&lt;br /&gt;
|black&lt;br /&gt;
|dark brindle markings over the entire body&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Horse&lt;br /&gt;
|16&lt;br /&gt;
|medium bay with a medium reddish brown colored coat and light brown highlights&lt;br /&gt;
|black&lt;br /&gt;
|wide white stripe running from below the left eye to just above the nostrils&lt;br /&gt;
|gelding&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|8&lt;br /&gt;
|black with a pure black coat&lt;br /&gt;
|black&lt;br /&gt;
|white star-shaped mark on the forehead&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|10&lt;br /&gt;
|gold-colored with a pale gold-colored coat&lt;br /&gt;
|white&lt;br /&gt;
|broad, vertical white marking extending the length of the face&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Pony&lt;br /&gt;
|10&lt;br /&gt;
|white with pink skin and a pure white coat&lt;br /&gt;
|white&lt;br /&gt;
|no other markings&lt;br /&gt;
|mare&lt;br /&gt;
|leadrope, saddle, sit/beg, jump, kneel, prance, rear/spin, animal, combat, joust, magic, war&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Horse Training Services ==&lt;br /&gt;
&lt;br /&gt;
There are two sets of classes related to horse training: classes/skills that are taught to the Adventurer, and classes/skills that are taught to the horse. To arrange training, please contact me in game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventurer Training&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different adventurer classes/skills must be taught by members of different guilds. The adventurer must first learn Basic Horsemanship from a stablemaster (free).  Additionally, they can learn Prepare from a stablemaster (free) (Empath at 15th circle; magic-primary at 20th circle; other MU at 25th circle) but it is not needed to ride a horse.  I am able to train adventurers in the Bareback riding skill as long as they are at least 20th circle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horse Training&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Full training takes approximately 7 real life hours, and can be purchased in whole at a discounted &#039;&#039;&#039;400 Platinum Kronar&#039;&#039;&#039; total.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
! Skill&lt;br /&gt;
! What it Does&lt;br /&gt;
! Approximate Class Time&lt;br /&gt;
! Cost in Platinum Kronar&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Leadrope&lt;br /&gt;
|Horse stays calm while having a rope or bridle on.&lt;br /&gt;
|10 min&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Saddle&lt;br /&gt;
|Horse stays calm while having a saddle on.&lt;br /&gt;
|30 min&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Beg/Sit&lt;br /&gt;
|Trick&lt;br /&gt;
|7 min&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Jump&lt;br /&gt;
|Trick&lt;br /&gt;
|30 min&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Kneel&lt;br /&gt;
|Teaches horse to kneel so smaller races can mount.&lt;br /&gt;
|7 min&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Prance&lt;br /&gt;
|Trick&lt;br /&gt;
|65 min&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|Rear/Spin&lt;br /&gt;
|Trick&lt;br /&gt;
|5 min&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Animal&lt;br /&gt;
|Teaches a horse not to be afraid of animal races ([[Prydaen]], and [[Rakash]] in Moonskin), else they may bolt.&lt;br /&gt;
|35 min&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|Combat &lt;br /&gt;
|Teaches horse to go to battle&lt;br /&gt;
|60 min&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Joust&lt;br /&gt;
|Teaches horse to perform a joust&lt;br /&gt;
|20 min&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Magic&lt;br /&gt;
|Teaches horse not to fear offensive magic being cast atop it.&lt;br /&gt;
|45 min&lt;br /&gt;
|45&lt;br /&gt;
|-&lt;br /&gt;
|War&lt;br /&gt;
|[[Paladin]] only. Horse will fight with you in combat.&lt;br /&gt;
|1 hr 20 min&lt;br /&gt;
|120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{cat|Player horse trainers}}&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Glance_command&amp;diff=617074</id>
		<title>Glance command</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Glance_command&amp;diff=617074"/>
		<updated>2023-07-08T14:01:50Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Command&lt;br /&gt;
|rp=Yes&lt;br /&gt;
|combat=No&lt;br /&gt;
|magic=No&lt;br /&gt;
|settings=No&lt;br /&gt;
|desc=&lt;br /&gt;
|messaging=&#039;&#039;&#039;GLANCE &amp;lt;Person&amp;gt;&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;You see&#039;&#039;: You glance at &amp;lt;Person&amp;gt;, a &amp;lt;gender&amp;gt; &amp;lt;race&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Target sees&#039;&#039;: &amp;lt;Person&amp;gt; glances at you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Others see&#039;&#039;: &amp;lt;Person 1&amp;gt; glances at &amp;lt;Person 2&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Can be used to see what you are holding. For example:&lt;br /&gt;
 &amp;gt;glance     &lt;br /&gt;
 You glance down to see a sluagh-hide sling in your right hand and nothing in your left hand.&lt;br /&gt;
Additionally, you can glance at the contents of only one hand by typing GLANCE RIGHT or GLANCE LEFT.  This can be useful for scripting purposes, where you might want the script to adjust to what weapon, object, etc. you are holding.  Yet another scripting use is with ranged weapons; if you GLANCE [Weapon] it will display wether or not the weapon is loaded and with what ammo.&lt;br /&gt;
[[Category:Commands]]&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Marcipur%27s_Stitchery&amp;diff=594955</id>
		<title>Marcipur&#039;s Stitchery</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Marcipur%27s_Stitchery&amp;diff=594955"/>
		<updated>2022-08-31T18:06:37Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Store At A Glance&lt;br /&gt;
|Store Name= Marcipur&#039;s Stichery&lt;br /&gt;
|Province= Zoluren&lt;br /&gt;
|Town= The Crossing&lt;br /&gt;
|MapNumber= 1&lt;br /&gt;
|Owner= Marcipur&lt;br /&gt;
|NumRooms= 1&lt;br /&gt;
|Store Type= Clothing&lt;br /&gt;
}}&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Marcipur&#039;s Stitchery, Workshop&lt;br /&gt;
|desc=Only one word could possibly describe the atmosphere of this charming establishment: chaos. Fabric in every hue and pattern imaginable spills onto the floor from countertops and tables, making every step an exercise in coordination. The diminuitive proprietress happily scampers about from one customer to the next, pinning up a hem here, deftly stitching up a bodice there, and hopping up onto a crate to adjust a neckline over in the corner. You also see a wooden pedestal, a catalog, a curtained doorway and a low counter with some stuff on it.&lt;br /&gt;
}}&lt;br /&gt;
{{ShopPriceDiffer}}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Page 1 - Apparel}}&lt;br /&gt;
{{ShopItem|t=i|Caftan|500}}&lt;br /&gt;
{{ShopItem|t=i|Dress|625}}&lt;br /&gt;
{{ShopItem|t=i|Frock|562}}&lt;br /&gt;
{{ShopItem|t=i|Gown (3)|name=Gown|12}}&lt;br /&gt;
{{ShopItem|t=i|Robe (1)|name=Robe|500}}&lt;br /&gt;
{{ShopFootnote|Custom colors and fabrics available on pages 7 and 8.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Page 2 - Tops, Blouses, Tunics}}&lt;br /&gt;
{{ShopItem|t=i|Blouse (3)|name=Blouse|437}}&lt;br /&gt;
{{ShopItem|t=i|Smock (1)|name=smock|500}}&lt;br /&gt;
{{ShopItem|t=i|Shirt (4)|name=Shirt|625}}&lt;br /&gt;
{{ShopItem|t=i|Tunic (1)|name=Tunic|562}}&lt;br /&gt;
{{ShopFootnote|Custom colors and fabrics available on pages 7 and 8.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Page 3 - Skirts and Pants}}&lt;br /&gt;
{{ShopItem|t=i|Culottes|562}}&lt;br /&gt;
{{ShopItem|t=i|Skirt (3)|name=Skirt|500}}&lt;br /&gt;
{{ShopItem|t=i|Flared skirt|625}}&lt;br /&gt;
{{ShopItem|t=i|Hoop skirt|687}}&lt;br /&gt;
{{ShopItem|t=i|Tiered skirt|625}}&lt;br /&gt;
{{ShopItem|t=i|Leggings|437}}&lt;br /&gt;
{{ShopItem|t=i|slim pants (1)|name=Slim pants|500}}&lt;br /&gt;
{{ShopFootnote|Custom colors and fabrics available on pages 7 and 8.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Page 4 - Outer Wear}}&lt;br /&gt;
{{ShopItem|t=i|Burnoose|750}}&lt;br /&gt;
{{ShopItem|t=i|Cloak (1)|name=Cloak|500}}&lt;br /&gt;
{{ShopItem|t=i|Hooded cloak (1)|name=Hooded cloak|500}}&lt;br /&gt;
{{ShopItem|t=i|Jacket (2)|name=Jacket|500}}&lt;br /&gt;
{{ShopItem|t=i|Long coat|1,000}}&lt;br /&gt;
{{ShopItem|t=i|Shawl|437}}&lt;br /&gt;
{{ShopFootnote|Custom colors and fabrics available on pages 7 and 8.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Page 5 - Hats}}&lt;br /&gt;
{{ShopItem|t=i|Beret|250}}&lt;br /&gt;
{{ShopItem|t=i|Bonnet|437}}&lt;br /&gt;
{{ShopItem|t=i|Cap (2)|name=Cap|250}}&lt;br /&gt;
{{ShopItem|t=i|Cloche|312}}&lt;br /&gt;
{{ShopItem|t=i|Hat|375}}&lt;br /&gt;
{{ShopItem|t=i|Hood (1)|name=Hood|250}}&lt;br /&gt;
{{ShopItem|t=i|Straw hat|375}}&lt;br /&gt;
{{ShopFootnote|Custom colors and fabrics available on pages 7 and 8.&amp;lt;br /&amp;gt;Fabrics NOT available for beret, bonnet, and straw hat.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Page 6 - Accessories}}&lt;br /&gt;
{{ShopItem|t=i|Leather belt|250}}&lt;br /&gt;
{{ShopItem|t=i|Gloves (2)|name=gloves|250}}&lt;br /&gt;
{{ShopItem|t=i|Hair bow|187}}&lt;br /&gt;
{{ShopItem|t=i|Long gloves|187}}&lt;br /&gt;
{{ShopItem|t=i|Fur muff|437}}&lt;br /&gt;
{{ShopItem|t=i|Ribbons|250}}&lt;br /&gt;
{{ShopItem|t=i|Sash (3)|name=sash|250}}&lt;br /&gt;
{{ShopItem|t=i|Scarf|250}}&lt;br /&gt;
{{ShopItem|t=i|Stole|312}}&lt;br /&gt;
{{ShopItem|t=i|Vest (2)|name=Vest|437}}&lt;br /&gt;
{{ShopFootnote|Custom colors and fabrics available on pages 7 and 8.&amp;lt;br /&amp;gt;Fabrics NOT available for belt and muff.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Shop Page Two Columns&lt;br /&gt;
|title=Page 7 - Color Chart  [All +31 Kronars unless noted]&lt;br /&gt;
|contents=&lt;br /&gt;
*White  &lt;br /&gt;
*Black &lt;br /&gt;
*Grey  &lt;br /&gt;
*Silver +37 Kronars&lt;br /&gt;
*Tan  &lt;br /&gt;
*Brown &lt;br /&gt;
*Maroon  &lt;br /&gt;
*Red &lt;br /&gt;
|contents2=&lt;br /&gt;
*Pink  &lt;br /&gt;
*Orange &lt;br /&gt;
*Gold +37 Kronars    &lt;br /&gt;
*Yellow &lt;br /&gt;
*Green  &lt;br /&gt;
*Aqua &lt;br /&gt;
*Blue  &lt;br /&gt;
*Lavender &lt;br /&gt;
*Purple &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Shop Page Two Columns&lt;br /&gt;
|title=Page 8 - Fabric Chart  [All +62 Kronars unless noted]&lt;br /&gt;
|contents=&lt;br /&gt;
*Brocade +93 Kronars&lt;br /&gt;
*Cotton +31 Kronars&lt;br /&gt;
*Doeskin&lt;br /&gt;
*Felt&lt;br /&gt;
*Lace&lt;br /&gt;
*Linen &lt;br /&gt;
*Oilcloth&lt;br /&gt;
|contents2=&lt;br /&gt;
*Quilted&lt;br /&gt;
*Satin&lt;br /&gt;
*Silk&lt;br /&gt;
*Suede&lt;br /&gt;
*Velvet&lt;br /&gt;
*Wool&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Odds_%27n_Ends&amp;diff=593399</id>
		<title>Odds &#039;n Ends</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Odds_%27n_Ends&amp;diff=593399"/>
		<updated>2022-08-02T01:07:21Z</updated>

		<summary type="html">&lt;p&gt;SAPPHIRE8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Store At A Glance&lt;br /&gt;
|Store Name       = Odds &#039;n Ends&lt;br /&gt;
|Province         = Zoluren&lt;br /&gt;
|Town             = Arthe Dale&lt;br /&gt;
|MapNumber        = 7b&lt;br /&gt;
|Owner            = Rufus Tanglefoot&lt;br /&gt;
|NumRooms         = 1&lt;br /&gt;
|Store Type       = Clothing,Miscellaneous&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Odds &#039;n Ends, Sales Room&lt;br /&gt;
|desc=A gilded birdcage containing a wind-up parrot is suspended near the doorway.  Glass cases line the walls, displaying practical items alongside rare oddities.  A stuffed leucro head, which has been mounted on the wall, stares down at you with its sharp teeth exposed.  The owner of the shop, [[Rufus Tanglefoot]], looks up from combing his foothair and smiles at you expectantly.  You also see an ornately carved oak pedestal with a catalog on it and an order counter.}}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Page 1 - Novelties}}&lt;br /&gt;
{{ShopItem|t=c|long hooded cloak|162,500}}&lt;br /&gt;
{{ShopItem|t=c|worn hooded cloak|162,500}}&lt;br /&gt;
{{ShopItem|t=c|shimmer shawl|125,000}}&lt;br /&gt;
{{ShopItem|t=c|shimmer cloak|375,000}}&lt;br /&gt;
{{ShopItem|t=c|shimmer scarf|125,000}}&lt;br /&gt;
{{ShopItem|t=c|ribbon|name=shimmer ribbon|100,000}}&lt;br /&gt;
{{ShopItem|t=i|silk fan|500}}&lt;br /&gt;
{{ShopItem|t=c|floppy hat|10,000}}&lt;br /&gt;
{{ShopItem|t=c|wide-brimmed hat|10,000}}&lt;br /&gt;
{{ShopItem|t=c|leather hat|10,000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Page 2 - Fine EyeWear}}&lt;br /&gt;
{{ShopItem|t=c|steel-rimmed monocle|7,500}}&lt;br /&gt;
{{ShopItem|t=c|bone-rimmed monocle|7,500}}&lt;br /&gt;
{{ShopItem|t=c|steel-rimmed spectacles|7,500}}&lt;br /&gt;
{{ShopItem|t=c|bone-rimmed spectacles|7,500}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Page 3 - Dolls with a Difference!}}&lt;br /&gt;
{{ShopItem|t=i|Halfling doll|5,000}}&lt;br /&gt;
{{ShopItem|t=i|Gor&#039;tog doll|5,000}}&lt;br /&gt;
{{ShopItem|t=i|S&#039;kra Mur doll|5,000}}&lt;br /&gt;
{{ShopItem|t=i|Human doll|5,000}}&lt;br /&gt;
{{ShopItem|t=i|Dwarf doll|5,000}}&lt;br /&gt;
{{ShopItem|t=i|Elf doll|5,000}}&lt;br /&gt;
{{ShopItem|t=i|Elothean doll|5,000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Page 4 - Trinkets of Unusual Quality}}&lt;br /&gt;
{{ShopItem|t=j|crocodile tooth earring|2,500}}&lt;br /&gt;
{{ShopItem|t=j|sluaghskin choker|2,500}}&lt;br /&gt;
{{ShopItem|t=j|boobrie feather hairpin|2,500}}&lt;br /&gt;
{{ShopItem|t=j|spider-silk hair net|2,500}}&lt;br /&gt;
{{ShopItem|t=j|troll tooth necklace|2,500}}&lt;br /&gt;
{{ShopItem|t=j|grendel-skin belt pouch|2,500}}&lt;br /&gt;
{{ShopItem|t=j|silk-lined bodice purse|2,500}}&lt;br /&gt;
{{ShopItem|t=j|arbelog claw pendant|2,500}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Shop Page Two Columns&lt;br /&gt;
|title=Page 5 - Color Chart [All +31 Kronars]&lt;br /&gt;
|contents=&lt;br /&gt;
* Crimson&lt;br /&gt;
* Red&lt;br /&gt;
* Pink&lt;br /&gt;
* Yellow&lt;br /&gt;
* Azure&lt;br /&gt;
* White&lt;br /&gt;
* Grey&lt;br /&gt;
* Black&lt;br /&gt;
* Blue&lt;br /&gt;
* Lavender&lt;br /&gt;
* Purple&lt;br /&gt;
|contents2=&lt;br /&gt;
* Ebony&lt;br /&gt;
* Scarlet&lt;br /&gt;
* Silver&lt;br /&gt;
* Orange&lt;br /&gt;
* Burgundy&lt;br /&gt;
* Gold&lt;br /&gt;
* Brown&lt;br /&gt;
* Dark&lt;br /&gt;
* Tan&lt;br /&gt;
* Ivory&lt;br /&gt;
* Green&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SAPPHIRE8</name></author>
	</entry>
</feed>