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	<updated>2026-04-15T15:02:43Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Locksmith_Union&amp;diff=455885</id>
		<title>Locksmith Union</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Locksmith_Union&amp;diff=455885"/>
		<updated>2016-10-19T01:05:18Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: /* Current officers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PCOrg}}&lt;br /&gt;
The stated purpose of &#039;&#039;&#039;The Locksmith Union&#039;&#039;&#039; is to provide locations where locksmiths can practice their trade for their fellow adventurers.&lt;br /&gt;
&lt;br /&gt;
[[Image:locksmithavatar.jpg|right|thumb|Locksmith Union Logo designed by Azaal Daak&#039;tor]]&lt;br /&gt;
&lt;br /&gt;
==Current officers==&lt;br /&gt;
*Leader: [[Arandrowse]]&lt;br /&gt;
*(Acting) Treasurer: [[Arandrowse]] &lt;br /&gt;
*Event Coordinator: [[Tallen]]&lt;br /&gt;
*Archivist: [[Nideaya]]&lt;br /&gt;
&lt;br /&gt;
;City Representatives&lt;br /&gt;
*Crossing: Open&lt;br /&gt;
*Riverhaven/Rossman&#039;s: Open&lt;br /&gt;
*Theren, Lang and it&#039;s western territories: Open&lt;br /&gt;
*Qi: Open&lt;br /&gt;
*Shard/Forfedhdar: Open&lt;br /&gt;
&lt;br /&gt;
==Affirmed Members==&lt;br /&gt;
&lt;br /&gt;
[[Arandrowse]], [[Ramiyah]], [[Kintryn]], [[Kyodan]], [[Gybrush]], [[Jalika]] , [[Tathalus]], [[Jostak]]&lt;br /&gt;
Eldrich, &lt;br /&gt;
Fariden, &lt;br /&gt;
Kyodan, &lt;br /&gt;
Thady,&lt;br /&gt;
Caehys,&lt;br /&gt;
Darkewolff,&lt;br /&gt;
Miir,&lt;br /&gt;
Sneak,&lt;br /&gt;
Regalorn, &lt;br /&gt;
Druesyillia, &lt;br /&gt;
Korutu,&lt;br /&gt;
Nideaya, &lt;br /&gt;
Arandrowse&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* The Locksmith Union was founded on November 16th, 2001 by [[Kraelyst the Hand]], who remained its leader until Jilette succeeded him on March 1, 2008.  The founding was made public through the production of the first ever [[The_Locksmith_Union#Box_Raffle|Box Raffle]] (details below).&lt;br /&gt;
&lt;br /&gt;
* During the summer of 2002 the general public was immersed in a conflict regarding lockpick prices which resulted in blame being misdirected at The Locksmith Union for fixing prices.  The confusion arose because one of the Union&#039;s few rules was that its &#039;&#039;members&#039;&#039; could not sell lockpicks for less than 4 gold per master or 1 platinum per grandmaster.  People hostile to the Union or Thieves or locksmiths in general began intentionally underselling lockpicks by large amounts or giving lockpicks away for free.  Many locksmiths (some in the Union and some not) took retribution on people who continued to purposefully undersell lockpicks.  The Locksmith Union published a statement that it was not involved with enforcing prices on non-members and did not condone nor condemn the independent acts of its members.&lt;br /&gt;
&lt;br /&gt;
* Lockpick prices have continued to remain stable at approximately 4 gold per master and 1 plat per grandmaster despite the pricing conflict and despite the fact that The Locksmith Union dropped minimum lockpick prices from its member rules in 2005.&lt;br /&gt;
&lt;br /&gt;
* In January 2003 The Locksmith Union became the first non-Official player organization to receive a group badge (a gleaming animite key) and an affiliation post-title &amp;quot;of The Locksmith Union.&amp;quot;  This was made possible by Product Manager Solomon and Senior GameMaster Jeremael who transferred the badge mechanics over from The Fallen where they were being used for the warring organizations.&lt;br /&gt;
&lt;br /&gt;
* In May 2003 The Locksmith Union was granted its own Simutronics Forums avatar, which was designed by Union member Azaal Daak&#039;tor.&lt;br /&gt;
&lt;br /&gt;
* In January 2004 the first &amp;quot;City Reps&amp;quot; were named.  These individuals were to coordinate efforts and act as a leader for members in their region.  They included:&lt;br /&gt;
** Crossing Rep: Vaetle Loeion &lt;br /&gt;
** Riverhaven Rep: Mackes Cultellus&lt;br /&gt;
** Langenfirth Rep: Walcar Walcars&lt;br /&gt;
** Shard Rep: Silverfly Wasarbus&lt;br /&gt;
&lt;br /&gt;
* In December 2004 Jilette Darkkwidow was selected as the new box raffle chairman to replace [[Kraelyst]] who had done the previous three raffles.  Jilette organized the 2006 Box Raffle and the 2007 Box Raffle, which was the first to be held in a wedding area so as to be easily accessible from all major cities.&lt;br /&gt;
&lt;br /&gt;
* On March 1, 2008 Kraelyst announced that Jilette Darkkwidow would succeed him has leader of the Locksmith Union.&lt;br /&gt;
&lt;br /&gt;
* In late 2008 Jilette due to Real Life reasons stopped Playing Dragonrealms, leaving a leadership vacume in the Union, and due to the Union&#039;s rules it cannot induct new members until a new leader is chosen.&lt;br /&gt;
&lt;br /&gt;
* October 2010 The Locksmith Union met with the Orders GM to talk about choosing a new leader. Candidates were asked to email the GM and answer questions, the outcome of which, she would choose a new leader. However, no Leader has been selected as of yet, and the Union still remains in a state of stagnation.&lt;br /&gt;
&lt;br /&gt;
* November 2010 [[Shannodoah]] named new leader of the Union.  [[Shannodoah]] would somewhat soon there after step down from leadership of the Locksmith Union.   Though he would key as his first new member [[Arandrowse]].  [[Druesyllia]]  soon thereafter took over Leadership of the Locksmith Union, including returning the popular Box Raffles!  She stepped down from leadership handing the leadership over to [[Arandrowse]] in May 2016.&lt;br /&gt;
&lt;br /&gt;
== Box raffle ==&lt;br /&gt;
&lt;br /&gt;
The Box Raffle is an event hosted by The Locksmith Union every year or two years.  Its purpose is to raise awareness and goodwill for The Locksmith Union.  To receive entries into the raffle a person brings boxes to a designated location to be open by members of The Locksmith Union.  Each box opened is worth one entry in the raffle up to a maximum number of entries.  An additional limited number of entries can be obtained by purchasing master or grandmaster lockpicks from Union members at or above the standard price.  The entry phase of the raffle typically lasts for 2 to 3 non-stop days.  Hundreds of items and thousands of platinums are given away as prizes.&lt;br /&gt;
&lt;br /&gt;
== Other events ==&lt;br /&gt;
&lt;br /&gt;
The Locksmith Union has organized and participated in many other events including regular group raids on the [[Throne City Museum]], an exploration of the [[Penal Colony]] on [[M&#039;riss]], and the Locksmith Union&#039;s anniversary party in 2007.&lt;br /&gt;
{{Cat|Player organizations,Unofficial organizations,Service organizations,Active organizations}}[[page type is::organization| ]]&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Locksmith_Union&amp;diff=447040</id>
		<title>Locksmith Union</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Locksmith_Union&amp;diff=447040"/>
		<updated>2016-06-22T03:15:00Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PCOrg}}&lt;br /&gt;
The stated purpose of &#039;&#039;&#039;The Locksmith Union&#039;&#039;&#039; is to provide locations where locksmiths can practice their trade for their fellow adventurers.&lt;br /&gt;
&lt;br /&gt;
[[Image:locksmithavatar.jpg|right|thumb|Locksmith Union Logo designed by Azaal Daak&#039;tor]]&lt;br /&gt;
&lt;br /&gt;
==Current officers==&lt;br /&gt;
*Leader: [[Arandrowse]]&lt;br /&gt;
*Treasurer: Open&lt;br /&gt;
*Event Coordinator: Open&lt;br /&gt;
*Archivist: [[Nideaya]]&lt;br /&gt;
&lt;br /&gt;
;City Representatives&lt;br /&gt;
*Crossing: Open&lt;br /&gt;
*Riverhaven/Rossman&#039;s: Open&lt;br /&gt;
*Theren, Lang and it&#039;s western territories: Open&lt;br /&gt;
*Qi: Open&lt;br /&gt;
*Shard/Forfedhdar: Open&lt;br /&gt;
&lt;br /&gt;
==Affirmed Members==&lt;br /&gt;
&lt;br /&gt;
[[Arandrowse]], [[Ramiyah]], [[Kintryn]], [[Kyodan]], [[Gybrush]], [[Jalika]] , [[Tathalus]], [[Jostak]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* The Locksmith Union was founded on November 16th, 2001 by [[Kraelyst the Hand]], who remained its leader until Jilette succeeded him on March 1, 2008.  The founding was made public through the production of the first ever [[The_Locksmith_Union#Box_Raffle|Box Raffle]] (details below).&lt;br /&gt;
&lt;br /&gt;
* During the summer of 2002 the general public was immersed in a conflict regarding lockpick prices which resulted in blame being misdirected at The Locksmith Union for fixing prices.  The confusion arose because one of the Union&#039;s few rules was that its &#039;&#039;members&#039;&#039; could not sell lockpicks for less than 4 gold per master or 1 platinum per grandmaster.  People hostile to the Union or Thieves or locksmiths in general began intentionally underselling lockpicks by large amounts or giving lockpicks away for free.  Many locksmiths (some in the Union and some not) took retribution on people who continued to purposefully undersell lockpicks.  The Locksmith Union published a statement that it was not involved with enforcing prices on non-members and did not condone nor condemn the independent acts of its members.&lt;br /&gt;
&lt;br /&gt;
* Lockpick prices have continued to remain stable at approximately 4 gold per master and 1 plat per grandmaster despite the pricing conflict and despite the fact that The Locksmith Union dropped minimum lockpick prices from its member rules in 2005.&lt;br /&gt;
&lt;br /&gt;
* In January 2003 The Locksmith Union became the first non-Official player organization to receive a group badge (a gleaming animite key) and an affiliation post-title &amp;quot;of The Locksmith Union.&amp;quot;  This was made possible by Product Manager Solomon and Senior GameMaster Jeremael who transferred the badge mechanics over from The Fallen where they were being used for the warring organizations.&lt;br /&gt;
&lt;br /&gt;
* In May 2003 The Locksmith Union was granted its own Simutronics Forums avatar, which was designed by Union member Azaal Daak&#039;tor.&lt;br /&gt;
&lt;br /&gt;
* In January 2004 the first &amp;quot;City Reps&amp;quot; were named.  These individuals were to coordinate efforts and act as a leader for members in their region.  They included:&lt;br /&gt;
** Crossing Rep: Vaetle Loeion &lt;br /&gt;
** Riverhaven Rep: Mackes Cultellus&lt;br /&gt;
** Langenfirth Rep: Walcar Walcars&lt;br /&gt;
** Shard Rep: Silverfly Wasarbus&lt;br /&gt;
&lt;br /&gt;
* In December 2004 Jilette Darkkwidow was selected as the new box raffle chairman to replace [[Kraelyst]] who had done the previous three raffles.  Jilette organized the 2006 Box Raffle and the 2007 Box Raffle, which was the first to be held in a wedding area so as to be easily accessible from all major cities.&lt;br /&gt;
&lt;br /&gt;
* On March 1, 2008 Kraelyst announced that Jilette Darkkwidow would succeed him has leader of the Locksmith Union.&lt;br /&gt;
&lt;br /&gt;
* In late 2008 Jilette due to Real Life reasons stopped Playing Dragonrealms, leaving a leadership vacume in the Union, and due to the Union&#039;s rules it cannot induct new members until a new leader is chosen.&lt;br /&gt;
&lt;br /&gt;
* October 2010 The Locksmith Union met with the Orders GM to talk about choosing a new leader. Candidates were asked to email the GM and answer questions, the outcome of which, she would choose a new leader. However, no Leader has been selected as of yet, and the Union still remains in a state of stagnation.&lt;br /&gt;
&lt;br /&gt;
* November 2010 [[Shannodoah]] named new leader of the Union.  [[Shannodoah]] would somewhat soon there after step down from leadership of the Locksmith Union.   Though he would key as his first new member [[Arandrowse]].  [[Druesyllia]]  soon thereafter took over Leadership of the Locksmith Union, including returning the popular Box Raffles!  She stepped down from leadership handing the leadership over to [[Arandrowse]] in May 2016.&lt;br /&gt;
&lt;br /&gt;
== Box raffle ==&lt;br /&gt;
&lt;br /&gt;
The Box Raffle is an event hosted by The Locksmith Union every year or two years.  Its purpose is to raise awareness and goodwill for The Locksmith Union.  To receive entries into the raffle a person brings boxes to a designated location to be open by members of The Locksmith Union.  Each box opened is worth one entry in the raffle up to a maximum number of entries.  An additional limited number of entries can be obtained by purchasing master or grandmaster lockpicks from Union members at or above the standard price.  The entry phase of the raffle typically lasts for 2 to 3 non-stop days.  Hundreds of items and thousands of platinums are given away as prizes.&lt;br /&gt;
&lt;br /&gt;
== Other events ==&lt;br /&gt;
&lt;br /&gt;
The Locksmith Union has organized and participated in many other events including regular group raids on the [[Throne City Museum]], an exploration of the [[Penal Colony]] on [[M&#039;riss]], and the Locksmith Union&#039;s anniversary party in 2007.&lt;br /&gt;
{{Cat|Player organizations,Unofficial organizations,Service organizations,Active organizations}}[[page type is::organization| ]]&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Locksmith_Union&amp;diff=444546</id>
		<title>Locksmith Union</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Locksmith_Union&amp;diff=444546"/>
		<updated>2016-05-23T19:33:04Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PCOrg}}&lt;br /&gt;
The stated purpose of &#039;&#039;&#039;The Locksmith Union&#039;&#039;&#039; is to provide locations where locksmiths can practice their trade for their fellow adventurers.&lt;br /&gt;
&lt;br /&gt;
[[Image:locksmithavatar.jpg|right|thumb|Locksmith Union Logo designed by Azaal Daak&#039;tor]]&lt;br /&gt;
&lt;br /&gt;
==Current officers==&lt;br /&gt;
*Leader: [[Arandrowse]]&lt;br /&gt;
*Treasurer: Open&lt;br /&gt;
*Event Coordinator: Open&lt;br /&gt;
*Archivist: Open&lt;br /&gt;
&lt;br /&gt;
;City Representatives&lt;br /&gt;
*Crossing: Open&lt;br /&gt;
*Riverhaven/Rossman&#039;s: Open&lt;br /&gt;
*Theren, Lang and it&#039;s western territories: Open&lt;br /&gt;
*Qi: Open&lt;br /&gt;
*Shard/Forfedhdar: Open&lt;br /&gt;
&lt;br /&gt;
==Affirmed Members==&lt;br /&gt;
&lt;br /&gt;
[[Arandrowse]], [[Ramiyah]], [[Kintryn]], [[Kyodan]], [[Gybrush]], [[Jalika]] , [[Tathalus]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* The Locksmith Union was founded on November 16th, 2001 by [[Kraelyst the Hand]], who remained its leader until Jilette succeeded him on March 1, 2008.  The founding was made public through the production of the first ever [[The_Locksmith_Union#Box_Raffle|Box Raffle]] (details below).&lt;br /&gt;
&lt;br /&gt;
* During the summer of 2002 the general public was immersed in a conflict regarding lockpick prices which resulted in blame being misdirected at The Locksmith Union for fixing prices.  The confusion arose because one of the Union&#039;s few rules was that its &#039;&#039;members&#039;&#039; could not sell lockpicks for less than 4 gold per master or 1 platinum per grandmaster.  People hostile to the Union or Thieves or locksmiths in general began intentionally underselling lockpicks by large amounts or giving lockpicks away for free.  Many locksmiths (some in the Union and some not) took retribution on people who continued to purposefully undersell lockpicks.  The Locksmith Union published a statement that it was not involved with enforcing prices on non-members and did not condone nor condemn the independent acts of its members.&lt;br /&gt;
&lt;br /&gt;
* Lockpick prices have continued to remain stable at approximately 4 gold per master and 1 plat per grandmaster despite the pricing conflict and despite the fact that The Locksmith Union dropped minimum lockpick prices from its member rules in 2005.&lt;br /&gt;
&lt;br /&gt;
* In January 2003 The Locksmith Union became the first non-Official player organization to receive a group badge (a gleaming animite key) and an affiliation post-title &amp;quot;of The Locksmith Union.&amp;quot;  This was made possible by Product Manager Solomon and Senior GameMaster Jeremael who transferred the badge mechanics over from The Fallen where they were being used for the warring organizations.&lt;br /&gt;
&lt;br /&gt;
* In May 2003 The Locksmith Union was granted its own Simutronics Forums avatar, which was designed by Union member Azaal Daak&#039;tor.&lt;br /&gt;
&lt;br /&gt;
* In January 2004 the first &amp;quot;City Reps&amp;quot; were named.  These individuals were to coordinate efforts and act as a leader for members in their region.  They included:&lt;br /&gt;
** Crossing Rep: Vaetle Loeion &lt;br /&gt;
** Riverhaven Rep: Mackes Cultellus&lt;br /&gt;
** Langenfirth Rep: Walcar Walcars&lt;br /&gt;
** Shard Rep: Silverfly Wasarbus&lt;br /&gt;
&lt;br /&gt;
* In December 2004 Jilette Darkkwidow was selected as the new box raffle chairman to replace [[Kraelyst]] who had done the previous three raffles.  Jilette organized the 2006 Box Raffle and the 2007 Box Raffle, which was the first to be held in a wedding area so as to be easily accessible from all major cities.&lt;br /&gt;
&lt;br /&gt;
* On March 1, 2008 Kraelyst announced that Jilette Darkkwidow would succeed him has leader of the Locksmith Union.&lt;br /&gt;
&lt;br /&gt;
* In late 2008 Jilette due to Real Life reasons stopped Playing Dragonrealms, leaving a leadership vacume in the Union, and due to the Union&#039;s rules it cannot induct new members until a new leader is chosen.&lt;br /&gt;
&lt;br /&gt;
* October 2010 The Locksmith Union met with the Orders GM to talk about choosing a new leader. Candidates were asked to email the GM and answer questions, the outcome of which, she would choose a new leader. However, no Leader has been selected as of yet, and the Union still remains in a state of stagnation.&lt;br /&gt;
&lt;br /&gt;
* November 2010 [[Shannodoah]] named new leader of the Union.  [[Shannodoah]] would somewhat soon there after step down from leadership of the Locksmith Union.   Though he would key as his first new member [[Arandrowse]].  [[Druesyllia]]  soon thereafter took over Leadership of the Locksmith Union, including returning the popular Box Raffles!  She stepped down from leadership handing the leadership over to [[Arandrowse]] in May 2016.&lt;br /&gt;
&lt;br /&gt;
== Box raffle ==&lt;br /&gt;
&lt;br /&gt;
The Box Raffle is an event hosted by The Locksmith Union every year or two years.  Its purpose is to raise awareness and goodwill for The Locksmith Union.  To receive entries into the raffle a person brings boxes to a designated location to be open by members of The Locksmith Union.  Each box opened is worth one entry in the raffle up to a maximum number of entries.  An additional limited number of entries can be obtained by purchasing master or grandmaster lockpicks from Union members at or above the standard price.  The entry phase of the raffle typically lasts for 2 to 3 non-stop days.  Hundreds of items and thousands of platinums are given away as prizes.&lt;br /&gt;
&lt;br /&gt;
== Other events ==&lt;br /&gt;
&lt;br /&gt;
The Locksmith Union has organized and participated in many other events including regular group raids on the [[Throne City Museum]], an exploration of the [[Penal Colony]] on [[M&#039;riss]], and the Locksmith Union&#039;s anniversary party in 2007.&lt;br /&gt;
{{Cat|Player organizations,Unofficial organizations,Service organizations,Active organizations}}[[page type is::organization| ]]&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Locksmith_Union&amp;diff=442169</id>
		<title>Locksmith Union</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Locksmith_Union&amp;diff=442169"/>
		<updated>2016-05-05T03:04:16Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PCOrg}}&lt;br /&gt;
The stated purpose of &#039;&#039;&#039;The Locksmith Union&#039;&#039;&#039; is to provide locations where locksmiths can practice their trade for their fellow adventurers.&lt;br /&gt;
&lt;br /&gt;
[[Image:locksmithavatar.jpg|right|thumb|Locksmith Union Logo designed by Azaal Daak&#039;tor]]&lt;br /&gt;
&lt;br /&gt;
==Current officers==&lt;br /&gt;
*Leader: [[Arandrowse]]&lt;br /&gt;
*Treasurer: Open&lt;br /&gt;
*Event Coordinator: Open&lt;br /&gt;
*Archivist: Open&lt;br /&gt;
&lt;br /&gt;
;City Representatives&lt;br /&gt;
*Crossing: Open&lt;br /&gt;
*Riverhaven/Rossman&#039;s: Open&lt;br /&gt;
*Theren, Lang and it&#039;s western territories: Open&lt;br /&gt;
*Qi: Open&lt;br /&gt;
*Shard/Forfedhdar: Open&lt;br /&gt;
&lt;br /&gt;
==Affirmed Members==&lt;br /&gt;
&lt;br /&gt;
[[Arandrowse]], [[Ramiyah]], [[Kintryn]], [[Kyodan]], [[Gybrush]], [[Jalika]] &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* The Locksmith Union was founded on November 16th, 2001 by [[Kraelyst the Hand]], who remained its leader until Jilette succeeded him on March 1, 2008.  The founding was made public through the production of the first ever [[The_Locksmith_Union#Box_Raffle|Box Raffle]] (details below).&lt;br /&gt;
&lt;br /&gt;
* During the summer of 2002 the general public was immersed in a conflict regarding lockpick prices which resulted in blame being misdirected at The Locksmith Union for fixing prices.  The confusion arose because one of the Union&#039;s few rules was that its &#039;&#039;members&#039;&#039; could not sell lockpicks for less than 4 gold per master or 1 platinum per grandmaster.  People hostile to the Union or Thieves or locksmiths in general began intentionally underselling lockpicks by large amounts or giving lockpicks away for free.  Many locksmiths (some in the Union and some not) took retribution on people who continued to purposefully undersell lockpicks.  The Locksmith Union published a statement that it was not involved with enforcing prices on non-members and did not condone nor condemn the independent acts of its members.&lt;br /&gt;
&lt;br /&gt;
* Lockpick prices have continued to remain stable at approximately 4 gold per master and 1 plat per grandmaster despite the pricing conflict and despite the fact that The Locksmith Union dropped minimum lockpick prices from its member rules in 2005.&lt;br /&gt;
&lt;br /&gt;
* In January 2003 The Locksmith Union became the first non-Official player organization to receive a group badge (a gleaming animite key) and an affiliation post-title &amp;quot;of The Locksmith Union.&amp;quot;  This was made possible by Product Manager Solomon and Senior GameMaster Jeremael who transferred the badge mechanics over from The Fallen where they were being used for the warring organizations.&lt;br /&gt;
&lt;br /&gt;
* In May 2003 The Locksmith Union was granted its own Simutronics Forums avatar, which was designed by Union member Azaal Daak&#039;tor.&lt;br /&gt;
&lt;br /&gt;
* In January 2004 the first &amp;quot;City Reps&amp;quot; were named.  These individuals were to coordinate efforts and act as a leader for members in their region.  They included:&lt;br /&gt;
** Crossing Rep: Vaetle Loeion &lt;br /&gt;
** Riverhaven Rep: Mackes Cultellus&lt;br /&gt;
** Langenfirth Rep: Walcar Walcars&lt;br /&gt;
** Shard Rep: Silverfly Wasarbus&lt;br /&gt;
&lt;br /&gt;
* In December 2004 Jilette Darkkwidow was selected as the new box raffle chairman to replace [[Kraelyst]] who had done the previous three raffles.  Jilette organized the 2006 Box Raffle and the 2007 Box Raffle, which was the first to be held in a wedding area so as to be easily accessible from all major cities.&lt;br /&gt;
&lt;br /&gt;
* On March 1, 2008 Kraelyst announced that Jilette Darkkwidow would succeed him has leader of the Locksmith Union.&lt;br /&gt;
&lt;br /&gt;
* In late 2008 Jilette due to Real Life reasons stopped Playing Dragonrealms, leaving a leadership vacume in the Union, and due to the Union&#039;s rules it cannot induct new members until a new leader is chosen.&lt;br /&gt;
&lt;br /&gt;
* October 2010 The Locksmith Union met with the Orders GM to talk about choosing a new leader. Candidates were asked to email the GM and answer questions, the outcome of which, she would choose a new leader. However, no Leader has been selected as of yet, and the Union still remains in a state of stagnation.&lt;br /&gt;
&lt;br /&gt;
* November 2010 [[Shannodoah]] named new leader of the Union.&lt;br /&gt;
&lt;br /&gt;
== Box raffle ==&lt;br /&gt;
&lt;br /&gt;
The Box Raffle is an event hosted by The Locksmith Union every year or two years.  Its purpose is to raise awareness and goodwill for The Locksmith Union.  To receive entries into the raffle a person brings boxes to a designated location to be open by members of The Locksmith Union.  Each box opened is worth one entry in the raffle up to a maximum number of entries.  An additional limited number of entries can be obtained by purchasing master or grandmaster lockpicks from Union members at or above the standard price.  The entry phase of the raffle typically lasts for 2 to 3 non-stop days.  Hundreds of items and thousands of platinums are given away as prizes.&lt;br /&gt;
&lt;br /&gt;
== Other events ==&lt;br /&gt;
&lt;br /&gt;
The Locksmith Union has organized and participated in many other events including regular group raids on the [[Throne City Museum]], an exploration of the [[Penal Colony]] on [[M&#039;riss]], and the Locksmith Union&#039;s anniversary party in 2007.&lt;br /&gt;
{{Cat|Player organizations,Unofficial organizations,Service organizations,Active organizations}}[[page type is::organization| ]]&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Locksmith_Union&amp;diff=442167</id>
		<title>Locksmith Union</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Locksmith_Union&amp;diff=442167"/>
		<updated>2016-05-05T02:56:04Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PCOrg}}&lt;br /&gt;
The stated purpose of &#039;&#039;&#039;The Locksmith Union&#039;&#039;&#039; is to provide locations where locksmiths can practice their trade for their fellow adventurers.&lt;br /&gt;
&lt;br /&gt;
[[Image:locksmithavatar.jpg|right|thumb|Locksmith Union Logo designed by Azaal Daak&#039;tor]]&lt;br /&gt;
&lt;br /&gt;
==Current officers==&lt;br /&gt;
*Leader: [[Arandrowse]]&lt;br /&gt;
*Treasurer: Open&lt;br /&gt;
*Event Coordinator: Open&lt;br /&gt;
*Archivist: Open&lt;br /&gt;
&lt;br /&gt;
;City Representatives&lt;br /&gt;
*Crossing: Open&lt;br /&gt;
*Riverhaven/Rossman&#039;s: Open&lt;br /&gt;
*Theren, Lang and it&#039;s western territories: Open&lt;br /&gt;
*Qi: Open&lt;br /&gt;
*Shard/Forfedhdar: Open&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* The Locksmith Union was founded on November 16th, 2001 by [[Kraelyst the Hand]], who remained its leader until Jilette succeeded him on March 1, 2008.  The founding was made public through the production of the first ever [[The_Locksmith_Union#Box_Raffle|Box Raffle]] (details below).&lt;br /&gt;
&lt;br /&gt;
* During the summer of 2002 the general public was immersed in a conflict regarding lockpick prices which resulted in blame being misdirected at The Locksmith Union for fixing prices.  The confusion arose because one of the Union&#039;s few rules was that its &#039;&#039;members&#039;&#039; could not sell lockpicks for less than 4 gold per master or 1 platinum per grandmaster.  People hostile to the Union or Thieves or locksmiths in general began intentionally underselling lockpicks by large amounts or giving lockpicks away for free.  Many locksmiths (some in the Union and some not) took retribution on people who continued to purposefully undersell lockpicks.  The Locksmith Union published a statement that it was not involved with enforcing prices on non-members and did not condone nor condemn the independent acts of its members.&lt;br /&gt;
&lt;br /&gt;
* Lockpick prices have continued to remain stable at approximately 4 gold per master and 1 plat per grandmaster despite the pricing conflict and despite the fact that The Locksmith Union dropped minimum lockpick prices from its member rules in 2005.&lt;br /&gt;
&lt;br /&gt;
* In January 2003 The Locksmith Union became the first non-Official player organization to receive a group badge (a gleaming animite key) and an affiliation post-title &amp;quot;of The Locksmith Union.&amp;quot;  This was made possible by Product Manager Solomon and Senior GameMaster Jeremael who transferred the badge mechanics over from The Fallen where they were being used for the warring organizations.&lt;br /&gt;
&lt;br /&gt;
* In May 2003 The Locksmith Union was granted its own Simutronics Forums avatar, which was designed by Union member Azaal Daak&#039;tor.&lt;br /&gt;
&lt;br /&gt;
* In January 2004 the first &amp;quot;City Reps&amp;quot; were named.  These individuals were to coordinate efforts and act as a leader for members in their region.  They included:&lt;br /&gt;
** Crossing Rep: Vaetle Loeion &lt;br /&gt;
** Riverhaven Rep: Mackes Cultellus&lt;br /&gt;
** Langenfirth Rep: Walcar Walcars&lt;br /&gt;
** Shard Rep: Silverfly Wasarbus&lt;br /&gt;
&lt;br /&gt;
* In December 2004 Jilette Darkkwidow was selected as the new box raffle chairman to replace [[Kraelyst]] who had done the previous three raffles.  Jilette organized the 2006 Box Raffle and the 2007 Box Raffle, which was the first to be held in a wedding area so as to be easily accessible from all major cities.&lt;br /&gt;
&lt;br /&gt;
* On March 1, 2008 Kraelyst announced that Jilette Darkkwidow would succeed him has leader of the Locksmith Union.&lt;br /&gt;
&lt;br /&gt;
* In late 2008 Jilette due to Real Life reasons stopped Playing Dragonrealms, leaving a leadership vacume in the Union, and due to the Union&#039;s rules it cannot induct new members until a new leader is chosen.&lt;br /&gt;
&lt;br /&gt;
* October 2010 The Locksmith Union met with the Orders GM to talk about choosing a new leader. Candidates were asked to email the GM and answer questions, the outcome of which, she would choose a new leader. However, no Leader has been selected as of yet, and the Union still remains in a state of stagnation.&lt;br /&gt;
&lt;br /&gt;
* November 2010 [[Shannodoah]] named new leader of the Union.&lt;br /&gt;
&lt;br /&gt;
== Box raffle ==&lt;br /&gt;
&lt;br /&gt;
The Box Raffle is an event hosted by The Locksmith Union every year or two years.  Its purpose is to raise awareness and goodwill for The Locksmith Union.  To receive entries into the raffle a person brings boxes to a designated location to be open by members of The Locksmith Union.  Each box opened is worth one entry in the raffle up to a maximum number of entries.  An additional limited number of entries can be obtained by purchasing master or grandmaster lockpicks from Union members at or above the standard price.  The entry phase of the raffle typically lasts for 2 to 3 non-stop days.  Hundreds of items and thousands of platinums are given away as prizes.&lt;br /&gt;
&lt;br /&gt;
== Other events ==&lt;br /&gt;
&lt;br /&gt;
The Locksmith Union has organized and participated in many other events including regular group raids on the [[Throne City Museum]], an exploration of the [[Penal Colony]] on [[M&#039;riss]], and the Locksmith Union&#039;s anniversary party in 2007.&lt;br /&gt;
{{Cat|Player organizations,Unofficial organizations,Service organizations,Active organizations}}[[page type is::organization| ]]&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Locksmith_Union&amp;diff=442166</id>
		<title>Locksmith Union</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Locksmith_Union&amp;diff=442166"/>
		<updated>2016-05-05T02:55:39Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PCOrg}}&lt;br /&gt;
The stated purpose of &#039;&#039;&#039;The Locksmith Union&#039;&#039;&#039; is to provide locations where locksmiths can practice their trade for their fellow adventurers.&lt;br /&gt;
&lt;br /&gt;
[[Image:locksmithavatar.jpg|right|thumb|Locksmith Union Logo designed by Azaal Daak&#039;tor]]&lt;br /&gt;
&lt;br /&gt;
==Current officers==&lt;br /&gt;
*Leader: [[Arandrowse]]&lt;br /&gt;
*Treasurer: Open&lt;br /&gt;
*Special Interest(RP): Open&lt;br /&gt;
*Archivist: Open&lt;br /&gt;
&lt;br /&gt;
;City Representatives&lt;br /&gt;
*Crossing: Open&lt;br /&gt;
*Riverhaven/Rossman&#039;s: Open&lt;br /&gt;
*Theren, Lang and it&#039;s western territories: Open&lt;br /&gt;
*Qi: Open&lt;br /&gt;
*Shard/Forfedhdar: Open&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* The Locksmith Union was founded on November 16th, 2001 by [[Kraelyst the Hand]], who remained its leader until Jilette succeeded him on March 1, 2008.  The founding was made public through the production of the first ever [[The_Locksmith_Union#Box_Raffle|Box Raffle]] (details below).&lt;br /&gt;
&lt;br /&gt;
* During the summer of 2002 the general public was immersed in a conflict regarding lockpick prices which resulted in blame being misdirected at The Locksmith Union for fixing prices.  The confusion arose because one of the Union&#039;s few rules was that its &#039;&#039;members&#039;&#039; could not sell lockpicks for less than 4 gold per master or 1 platinum per grandmaster.  People hostile to the Union or Thieves or locksmiths in general began intentionally underselling lockpicks by large amounts or giving lockpicks away for free.  Many locksmiths (some in the Union and some not) took retribution on people who continued to purposefully undersell lockpicks.  The Locksmith Union published a statement that it was not involved with enforcing prices on non-members and did not condone nor condemn the independent acts of its members.&lt;br /&gt;
&lt;br /&gt;
* Lockpick prices have continued to remain stable at approximately 4 gold per master and 1 plat per grandmaster despite the pricing conflict and despite the fact that The Locksmith Union dropped minimum lockpick prices from its member rules in 2005.&lt;br /&gt;
&lt;br /&gt;
* In January 2003 The Locksmith Union became the first non-Official player organization to receive a group badge (a gleaming animite key) and an affiliation post-title &amp;quot;of The Locksmith Union.&amp;quot;  This was made possible by Product Manager Solomon and Senior GameMaster Jeremael who transferred the badge mechanics over from The Fallen where they were being used for the warring organizations.&lt;br /&gt;
&lt;br /&gt;
* In May 2003 The Locksmith Union was granted its own Simutronics Forums avatar, which was designed by Union member Azaal Daak&#039;tor.&lt;br /&gt;
&lt;br /&gt;
* In January 2004 the first &amp;quot;City Reps&amp;quot; were named.  These individuals were to coordinate efforts and act as a leader for members in their region.  They included:&lt;br /&gt;
** Crossing Rep: Vaetle Loeion &lt;br /&gt;
** Riverhaven Rep: Mackes Cultellus&lt;br /&gt;
** Langenfirth Rep: Walcar Walcars&lt;br /&gt;
** Shard Rep: Silverfly Wasarbus&lt;br /&gt;
&lt;br /&gt;
* In December 2004 Jilette Darkkwidow was selected as the new box raffle chairman to replace [[Kraelyst]] who had done the previous three raffles.  Jilette organized the 2006 Box Raffle and the 2007 Box Raffle, which was the first to be held in a wedding area so as to be easily accessible from all major cities.&lt;br /&gt;
&lt;br /&gt;
* On March 1, 2008 Kraelyst announced that Jilette Darkkwidow would succeed him has leader of the Locksmith Union.&lt;br /&gt;
&lt;br /&gt;
* In late 2008 Jilette due to Real Life reasons stopped Playing Dragonrealms, leaving a leadership vacume in the Union, and due to the Union&#039;s rules it cannot induct new members until a new leader is chosen.&lt;br /&gt;
&lt;br /&gt;
* October 2010 The Locksmith Union met with the Orders GM to talk about choosing a new leader. Candidates were asked to email the GM and answer questions, the outcome of which, she would choose a new leader. However, no Leader has been selected as of yet, and the Union still remains in a state of stagnation.&lt;br /&gt;
&lt;br /&gt;
* November 2010 [[Shannodoah]] named new leader of the Union.&lt;br /&gt;
&lt;br /&gt;
== Box raffle ==&lt;br /&gt;
&lt;br /&gt;
The Box Raffle is an event hosted by The Locksmith Union every year or two years.  Its purpose is to raise awareness and goodwill for The Locksmith Union.  To receive entries into the raffle a person brings boxes to a designated location to be open by members of The Locksmith Union.  Each box opened is worth one entry in the raffle up to a maximum number of entries.  An additional limited number of entries can be obtained by purchasing master or grandmaster lockpicks from Union members at or above the standard price.  The entry phase of the raffle typically lasts for 2 to 3 non-stop days.  Hundreds of items and thousands of platinums are given away as prizes.&lt;br /&gt;
&lt;br /&gt;
== Other events ==&lt;br /&gt;
&lt;br /&gt;
The Locksmith Union has organized and participated in many other events including regular group raids on the [[Throne City Museum]], an exploration of the [[Penal Colony]] on [[M&#039;riss]], and the Locksmith Union&#039;s anniversary party in 2007.&lt;br /&gt;
{{Cat|Player organizations,Unofficial organizations,Service organizations,Active organizations}}[[page type is::organization| ]]&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Locksmith_Union&amp;diff=442165</id>
		<title>Locksmith Union</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Locksmith_Union&amp;diff=442165"/>
		<updated>2016-05-05T02:55:02Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PCOrg}}&lt;br /&gt;
The stated purpose of &#039;&#039;&#039;The Locksmith Union&#039;&#039;&#039; is to provide locations where locksmiths can practice their trade for their fellow adventurers.&lt;br /&gt;
&lt;br /&gt;
[[Image:locksmithavatar.jpg|right|thumb|Locksmith Union Logo designed by Azaal Daak&#039;tor]]&lt;br /&gt;
&lt;br /&gt;
==Current officers==&lt;br /&gt;
*Leader: [[Arandrowse]]&lt;br /&gt;
*Treasurer: Open&lt;br /&gt;
*Special Interest(RP): Open&lt;br /&gt;
*Archivist: Open&lt;br /&gt;
&lt;br /&gt;
;City Representatives&lt;br /&gt;
*Crossing: Open&lt;br /&gt;
*Riverhaven/Rossman&#039;s: Open&lt;br /&gt;
*Theren, Lang and it&#039;s western territories: Open&lt;br /&gt;
*Qi: Open&lt;br /&gt;
*Shard/Forfedhdar: Open&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
*Website: [http://www.locksmithsunion.com/ www.locksmithsunion.com]&lt;br /&gt;
*Forums: [http://www.locksmithsunion.com/forums/ www.locksmithsunion.com/forums]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* The Locksmith Union was founded on November 16th, 2001 by [[Kraelyst the Hand]], who remained its leader until Jilette succeeded him on March 1, 2008.  The founding was made public through the production of the first ever [[The_Locksmith_Union#Box_Raffle|Box Raffle]] (details below).&lt;br /&gt;
&lt;br /&gt;
* During the summer of 2002 the general public was immersed in a conflict regarding lockpick prices which resulted in blame being misdirected at The Locksmith Union for fixing prices.  The confusion arose because one of the Union&#039;s few rules was that its &#039;&#039;members&#039;&#039; could not sell lockpicks for less than 4 gold per master or 1 platinum per grandmaster.  People hostile to the Union or Thieves or locksmiths in general began intentionally underselling lockpicks by large amounts or giving lockpicks away for free.  Many locksmiths (some in the Union and some not) took retribution on people who continued to purposefully undersell lockpicks.  The Locksmith Union published a statement that it was not involved with enforcing prices on non-members and did not condone nor condemn the independent acts of its members.&lt;br /&gt;
&lt;br /&gt;
* Lockpick prices have continued to remain stable at approximately 4 gold per master and 1 plat per grandmaster despite the pricing conflict and despite the fact that The Locksmith Union dropped minimum lockpick prices from its member rules in 2005.&lt;br /&gt;
&lt;br /&gt;
* In January 2003 The Locksmith Union became the first non-Official player organization to receive a group badge (a gleaming animite key) and an affiliation post-title &amp;quot;of The Locksmith Union.&amp;quot;  This was made possible by Product Manager Solomon and Senior GameMaster Jeremael who transferred the badge mechanics over from The Fallen where they were being used for the warring organizations.&lt;br /&gt;
&lt;br /&gt;
* In May 2003 The Locksmith Union was granted its own Simutronics Forums avatar, which was designed by Union member Azaal Daak&#039;tor.&lt;br /&gt;
&lt;br /&gt;
* In January 2004 the first &amp;quot;City Reps&amp;quot; were named.  These individuals were to coordinate efforts and act as a leader for members in their region.  They included:&lt;br /&gt;
** Crossing Rep: Vaetle Loeion &lt;br /&gt;
** Riverhaven Rep: Mackes Cultellus&lt;br /&gt;
** Langenfirth Rep: Walcar Walcars&lt;br /&gt;
** Shard Rep: Silverfly Wasarbus&lt;br /&gt;
&lt;br /&gt;
* In December 2004 Jilette Darkkwidow was selected as the new box raffle chairman to replace [[Kraelyst]] who had done the previous three raffles.  Jilette organized the 2006 Box Raffle and the 2007 Box Raffle, which was the first to be held in a wedding area so as to be easily accessible from all major cities.&lt;br /&gt;
&lt;br /&gt;
* On March 1, 2008 Kraelyst announced that Jilette Darkkwidow would succeed him has leader of the Locksmith Union.&lt;br /&gt;
&lt;br /&gt;
* In late 2008 Jilette due to Real Life reasons stopped Playing Dragonrealms, leaving a leadership vacume in the Union, and due to the Union&#039;s rules it cannot induct new members until a new leader is chosen.&lt;br /&gt;
&lt;br /&gt;
* October 2010 The Locksmith Union met with the Orders GM to talk about choosing a new leader. Candidates were asked to email the GM and answer questions, the outcome of which, she would choose a new leader. However, no Leader has been selected as of yet, and the Union still remains in a state of stagnation.&lt;br /&gt;
&lt;br /&gt;
* November 2010 [[Shannodoah]] named new leader of the Union.&lt;br /&gt;
&lt;br /&gt;
== Box raffle ==&lt;br /&gt;
&lt;br /&gt;
The Box Raffle is an event hosted by The Locksmith Union every year or two years.  Its purpose is to raise awareness and goodwill for The Locksmith Union.  To receive entries into the raffle a person brings boxes to a designated location to be open by members of The Locksmith Union.  Each box opened is worth one entry in the raffle up to a maximum number of entries.  An additional limited number of entries can be obtained by purchasing master or grandmaster lockpicks from Union members at or above the standard price.  The entry phase of the raffle typically lasts for 2 to 3 non-stop days.  Hundreds of items and thousands of platinums are given away as prizes.&lt;br /&gt;
&lt;br /&gt;
== Other events ==&lt;br /&gt;
&lt;br /&gt;
The Locksmith Union has organized and participated in many other events including regular group raids on the [[Throne City Museum]], an exploration of the [[Penal Colony]] on [[M&#039;riss]], and the Locksmith Union&#039;s anniversary party in 2007.&lt;br /&gt;
{{Cat|Player organizations,Unofficial organizations,Service organizations,Active organizations}}[[page type is::organization| ]]&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:God_totem&amp;diff=433357</id>
		<title>Item:God totem</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:God_totem&amp;diff=433357"/>
		<updated>2015-12-09T07:54:57Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: /* God List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=&#039;&#039;&amp;lt;material&amp;gt; &amp;lt;animal&amp;gt;&#039;&#039; totem&lt;br /&gt;
|noun=totem&lt;br /&gt;
|look=&#039;&#039;&amp;lt;Varies based on totem&amp;gt;&#039;&#039;&lt;br /&gt;
|type=magic&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=0&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
{{Template:idrive}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
===Unlocking===&lt;br /&gt;
{{com|raise}}: To increase the totem fragment count, RAISE it while holding a {{ilink|i|glowing iron fragment}} in your other hand. The fragment will be returned to the sky. This increases your totem&#039;s &amp;quot;fragment count&amp;quot; by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The totem will evolve after returning 4, 10, 18, 28, and 40 fragments. Each time the totem evolves, it will become more elaborate, and a new bonus will be unlocked. At between 45-55 fragments, the totem will &amp;quot;&#039;&#039;throb and pulse in your hand with latent power yearning to be spent&#039;&#039;.&amp;quot; Additional fragments are needed when one wants to use the bonus RPA ability of the totem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: Totems do not work for Forsaken [[Necromancer]]s, even if it was acquired and unlocked prior to becoming Forsaken.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Bonuses===&lt;br /&gt;
These verbs can be used, as soon as they are unlocked by sending the corresponding amount of glowing iron fragment to the sky. Invoking one of your totem&#039;s bonuses will consume some of the totem&#039;s charges. See Recharging below.&lt;br /&gt;
{| width=100% class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
! width=10%|Bonus&lt;br /&gt;
! width=15%|Unlocked At&lt;br /&gt;
! width=10%|Verb&lt;br /&gt;
! width=10%|Charges Used&lt;br /&gt;
! width=55%|Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Light&lt;br /&gt;
| 4 fragments || [[push_command|&amp;lt;tt&amp;gt;PUSH&amp;lt;/tt&amp;gt;]] || 1 || Totem serves as light source.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Bless&lt;br /&gt;
| 10 fragments || [[wave_command|&amp;lt;tt&amp;gt;WAVE&amp;lt;/tt&amp;gt;]] || 2 || Adds 10-30 [[bless|blessed]] strikes to held weapon; also works on another person&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Stat Boost&lt;br /&gt;
| 18 fragments || [[point_command|&amp;lt;tt&amp;gt;POINT&amp;lt;/tt&amp;gt;]] || 3 || Boosts one of three stats by 6-10 points. The stat chosen depends on which totem you chose; also works on another person. See [[#God List]] for details.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Skill Boost&lt;br /&gt;
| 28 fragments || [[shake_command|&amp;lt;tt&amp;gt;SHAKE&amp;lt;/tt&amp;gt;]] || 5 || Boosts some of the wielder&#039;s skills. The nature of the boost depends on the whether your totem&#039;s deity is a primary (neutral), positive, or negative aspect. Positive aspects boost defensive abilities; negative aspects boost offensive abilities; primary aspects provide a more balanced bonus.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Favor&lt;br /&gt;
| 40 fragments || [[kiss_command|&amp;lt;tt&amp;gt;KISS&amp;lt;/tt&amp;gt;]] || 10 || Bestows a [[favor]] upon the wielder, so long as the wielder has fewer than 15 favors.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!RPA&lt;br /&gt;
| 40+ fragment Bonus || [[raise_command|&amp;lt;tt&amp;gt;RAISE&amp;lt;/tt&amp;gt;]] || All remaining charges. || Is used in conjunction with a glowing iron fragment. Has a 20% chance of bestowing a Level 1 [[RPA]]. When you feel the totem &amp;quot;throb with unused power&amp;quot; &amp;lt;tt&amp;gt;RAISE&amp;lt;/tt&amp;gt; the totem to activate the RPA. If you wait you will have to add more fragments.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recharging===&lt;br /&gt;
Charges (used to invoke a bonus) can only be restored by cleaning a dirty totem. Only dirty totems can be cleaned, and the totem will become dirty after 1 week in real time. The result is that the totem can be recharged at the rate of 10 charges per week.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to clean your totem, you must have an offering that matches what you would use for your god under the alternate favor system. See [[Immortals]] for a partial list of acceptable offerings. With your totem in your right hand and your offering in your left hand, {{tt|CLEAN MY TOTEM}}. This will consume your offering and give you a message indicating that your totem is now clean.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;As you wave your snail shell over the totem, the shell dissolves into tiny particles that drift downward slowly, covering the totem. After a few moments they vanish, absorbed into the totem and leaving it looking much brighter and cleaner than before.&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You may clean your totem anywhere. You do not have to be at an altar of your immortal to do it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Using fragments on a capped totem will not recharge it. Doing so merely results in a chance of receiving the RPA bonus described above.&lt;br /&gt;
&lt;br /&gt;
==Example of Transformation==&lt;br /&gt;
===0 fragments===&lt;br /&gt;
Tap: &#039;&#039;a weatherbeaten lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You see nothng unusual.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===4 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You see nothng unusual.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===10 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===18 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom. A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===28 fragments===&lt;br /&gt;
Evolution: &#039;&#039;The lion&#039;s tail flicks through the air with a barely perceptible movement.  Gradually, you become aware that small sharp crystal chips are growing from the surface of the totem, decorating it in a zig-zag pattern.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.  A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.  The tail is covered with sharp crystal chips in a zig-zag pattern that seems to shift subtly with every movement.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===40 fragments===&lt;br /&gt;
&#039;&#039;&#039;Evolution:&#039;&#039;&#039; A golden glow surrounds the lion totem, growing in brightness until the totem is merely a sihouette.  Through the glare you notice the lion stretch langorously before freezing into a lifeless totem once more.&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.  A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.  The tail is covered with sharp crystal chips in a zig-zag pattern that seems to shift subtly with every movement.  The lion appears to be in the middle of a particularly good stretch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===RPA bonus===&lt;br /&gt;
Evolution: &#039;&#039;You feel the lion totem throb and pulse in your hand with latent power yearning to be spent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You notice a soft glowing aura about the lion totem.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Raise: Your vision goes white and a noiseless roar drowns out the ambient noise, leaving you in complete silence.  After what seems like an eternity, your hearing returns and the light recedes amidst purple spots.  Suddenly the world around you sharpens and your mind awakens with heightened clarity!&lt;br /&gt;
&lt;br /&gt;
==God List==&lt;br /&gt;
{|width=100%&lt;br /&gt;
|width=33%|&lt;br /&gt;
{|align=center class=wikitable&lt;br /&gt;
! Neutral Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Chadatru]]||{{stat|Discipline}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Damaris]]||{{stat|Intelligence}} ||{{stat|Discipline}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eluned]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Everild]]||{{stat|Strength}} || {{stat|Reflex}} || {{stat|Wisdom}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Faenella]]||{{stat|Stamina}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Glythtide]]||{{stat|Agility}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Hav&#039;roth]]||{{stat|Reflex}} || {{stat|Intelligence}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Hodierna]]||{{stat|Reflex}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Kertigen]]||{{stat|Discipline}} || {{stat|Strength}} || {{stat|Reflex}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Meraud]]||{{stat|Strength}} || {{stat|Stamina}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Tamsine]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Truffenyi]]||{{stat|Stamina}} || {{stat|Strength}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Urrem&#039;tier]]||{{stat|Reflex}} || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
|width=33%|&lt;br /&gt;
{|align=center class=wikitable&lt;br /&gt;
! Light Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Alamhif]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Albreda]]||{{stat|Reflex}} || {{stat|Charisma}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Berengaria]]||??  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Divyaush]]||{{stat|Discipline}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eylhaar]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Firulf]]||{{stat|Strength}} || {{stat|Agility}} || {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Kuniyo]]||{{stat|Charisma}} || {{stat|Stamina}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Lemicus]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Murrula]]||{{stat|Strength}} || {{stat|Agility}} || {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Peri&#039;el]]||{{stat|Reflex}} || {{stat|Charisma}} || {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Phelim]]||{{stat|Discipline}} ||{{stat|Intelligence}}||{{stat|Reflex}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Rutilor]]||{{stat|Reflex}}  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Saemaus]]||?? || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|width=33%|&lt;br /&gt;
{|align=center class=wikitable&lt;br /&gt;
! Dark Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Aldauth]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Asketi]]||{{stat|Stamina}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Be&#039;ort]]||{{stat|Intelligence}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Botolf]]||{{stat|Charisma}} ||{{stat|Reflex}} ||{{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dergati]]||{{stat|Reflex}} || {{stat|Charisma}} || {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Drogor]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Harawep]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Huldah]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Idon]]||{{stat|Charisma}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Kerenhappuch]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Trothfang]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Ushnish]]||{{stat|Reflex}} || {{stat|Wisdom}} || {{stat|Charisma}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Zachriedek]]||?? || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=30% align=center class=wikitable&lt;br /&gt;
! Racial Gods|| colspan=&amp;quot;3&amp;quot; | Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Coshivi]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Demrris]]|| {{stat|Intelligence}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Enelne]]||{{stat|Strength}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eu]]||{{stat|Discipline}} || {{stat|Reflex}}|| {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Mrod]]|| {{stat|Agility}} || {{stat|Strength}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Tenemlor]]||{{stat|Reflex}} || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
* [[Post:Final Fragment Count - 11/12/2008 - 18:22:47]]&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:God_totem&amp;diff=433356</id>
		<title>Item:God totem</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:God_totem&amp;diff=433356"/>
		<updated>2015-12-09T07:54:22Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: /* God List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=&#039;&#039;&amp;lt;material&amp;gt; &amp;lt;animal&amp;gt;&#039;&#039; totem&lt;br /&gt;
|noun=totem&lt;br /&gt;
|look=&#039;&#039;&amp;lt;Varies based on totem&amp;gt;&#039;&#039;&lt;br /&gt;
|type=magic&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=0&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
{{Template:idrive}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
===Unlocking===&lt;br /&gt;
{{com|raise}}: To increase the totem fragment count, RAISE it while holding a {{ilink|i|glowing iron fragment}} in your other hand. The fragment will be returned to the sky. This increases your totem&#039;s &amp;quot;fragment count&amp;quot; by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The totem will evolve after returning 4, 10, 18, 28, and 40 fragments. Each time the totem evolves, it will become more elaborate, and a new bonus will be unlocked. At between 45-55 fragments, the totem will &amp;quot;&#039;&#039;throb and pulse in your hand with latent power yearning to be spent&#039;&#039;.&amp;quot; Additional fragments are needed when one wants to use the bonus RPA ability of the totem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: Totems do not work for Forsaken [[Necromancer]]s, even if it was acquired and unlocked prior to becoming Forsaken.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Bonuses===&lt;br /&gt;
These verbs can be used, as soon as they are unlocked by sending the corresponding amount of glowing iron fragment to the sky. Invoking one of your totem&#039;s bonuses will consume some of the totem&#039;s charges. See Recharging below.&lt;br /&gt;
{| width=100% class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
! width=10%|Bonus&lt;br /&gt;
! width=15%|Unlocked At&lt;br /&gt;
! width=10%|Verb&lt;br /&gt;
! width=10%|Charges Used&lt;br /&gt;
! width=55%|Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Light&lt;br /&gt;
| 4 fragments || [[push_command|&amp;lt;tt&amp;gt;PUSH&amp;lt;/tt&amp;gt;]] || 1 || Totem serves as light source.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Bless&lt;br /&gt;
| 10 fragments || [[wave_command|&amp;lt;tt&amp;gt;WAVE&amp;lt;/tt&amp;gt;]] || 2 || Adds 10-30 [[bless|blessed]] strikes to held weapon; also works on another person&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Stat Boost&lt;br /&gt;
| 18 fragments || [[point_command|&amp;lt;tt&amp;gt;POINT&amp;lt;/tt&amp;gt;]] || 3 || Boosts one of three stats by 6-10 points. The stat chosen depends on which totem you chose; also works on another person. See [[#God List]] for details.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Skill Boost&lt;br /&gt;
| 28 fragments || [[shake_command|&amp;lt;tt&amp;gt;SHAKE&amp;lt;/tt&amp;gt;]] || 5 || Boosts some of the wielder&#039;s skills. The nature of the boost depends on the whether your totem&#039;s deity is a primary (neutral), positive, or negative aspect. Positive aspects boost defensive abilities; negative aspects boost offensive abilities; primary aspects provide a more balanced bonus.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Favor&lt;br /&gt;
| 40 fragments || [[kiss_command|&amp;lt;tt&amp;gt;KISS&amp;lt;/tt&amp;gt;]] || 10 || Bestows a [[favor]] upon the wielder, so long as the wielder has fewer than 15 favors.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!RPA&lt;br /&gt;
| 40+ fragment Bonus || [[raise_command|&amp;lt;tt&amp;gt;RAISE&amp;lt;/tt&amp;gt;]] || All remaining charges. || Is used in conjunction with a glowing iron fragment. Has a 20% chance of bestowing a Level 1 [[RPA]]. When you feel the totem &amp;quot;throb with unused power&amp;quot; &amp;lt;tt&amp;gt;RAISE&amp;lt;/tt&amp;gt; the totem to activate the RPA. If you wait you will have to add more fragments.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recharging===&lt;br /&gt;
Charges (used to invoke a bonus) can only be restored by cleaning a dirty totem. Only dirty totems can be cleaned, and the totem will become dirty after 1 week in real time. The result is that the totem can be recharged at the rate of 10 charges per week.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to clean your totem, you must have an offering that matches what you would use for your god under the alternate favor system. See [[Immortals]] for a partial list of acceptable offerings. With your totem in your right hand and your offering in your left hand, {{tt|CLEAN MY TOTEM}}. This will consume your offering and give you a message indicating that your totem is now clean.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;As you wave your snail shell over the totem, the shell dissolves into tiny particles that drift downward slowly, covering the totem. After a few moments they vanish, absorbed into the totem and leaving it looking much brighter and cleaner than before.&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You may clean your totem anywhere. You do not have to be at an altar of your immortal to do it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Using fragments on a capped totem will not recharge it. Doing so merely results in a chance of receiving the RPA bonus described above.&lt;br /&gt;
&lt;br /&gt;
==Example of Transformation==&lt;br /&gt;
===0 fragments===&lt;br /&gt;
Tap: &#039;&#039;a weatherbeaten lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You see nothng unusual.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===4 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You see nothng unusual.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===10 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===18 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom. A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===28 fragments===&lt;br /&gt;
Evolution: &#039;&#039;The lion&#039;s tail flicks through the air with a barely perceptible movement.  Gradually, you become aware that small sharp crystal chips are growing from the surface of the totem, decorating it in a zig-zag pattern.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.  A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.  The tail is covered with sharp crystal chips in a zig-zag pattern that seems to shift subtly with every movement.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===40 fragments===&lt;br /&gt;
&#039;&#039;&#039;Evolution:&#039;&#039;&#039; A golden glow surrounds the lion totem, growing in brightness until the totem is merely a sihouette.  Through the glare you notice the lion stretch langorously before freezing into a lifeless totem once more.&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.  A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.  The tail is covered with sharp crystal chips in a zig-zag pattern that seems to shift subtly with every movement.  The lion appears to be in the middle of a particularly good stretch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===RPA bonus===&lt;br /&gt;
Evolution: &#039;&#039;You feel the lion totem throb and pulse in your hand with latent power yearning to be spent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You notice a soft glowing aura about the lion totem.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Raise: Your vision goes white and a noiseless roar drowns out the ambient noise, leaving you in complete silence.  After what seems like an eternity, your hearing returns and the light recedes amidst purple spots.  Suddenly the world around you sharpens and your mind awakens with heightened clarity!&lt;br /&gt;
&lt;br /&gt;
==God List==&lt;br /&gt;
{|width=100%&lt;br /&gt;
|width=33%|&lt;br /&gt;
{|align=center class=wikitable&lt;br /&gt;
! Neutral Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Chadatru]]||{{stat|Discipline}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Damaris]]||{{stat|Intelligence}} ||{{stat|Discipline}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eluned]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Everild]]||{{stat|Strength}} || {{stat|Reflex}} || {{stat|Wisdom}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Faenella]]||{{stat|Stamina}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Glythtide]]||{{stat|Agility}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Hav&#039;roth]]||{{stat|Reflex}} || {{stat|Intelligence}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Hodierna]]||{{stat|Reflex}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Kertigen]]||{{stat|Discipline}} || {{stat|Strength}} || {{stat|Reflex}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Meraud]]||{{stat|Strength}} || {{stat|Stamina}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Tamsine]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Truffenyi]]||{{stat|Stamina}} || {{stat|Strength}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Urrem&#039;tier]]||{{stat|Reflex}} || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
|width=33%|&lt;br /&gt;
{|align=center class=wikitable&lt;br /&gt;
! Light Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Alamhif]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Albreda]]||{{stat|Reflex}} || {{stat|Charisma}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Berengaria]]||??  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Divyaush]]||{{stat|Discipline}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eylhaar]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Firulf]]||{{stat|Strength}} || {{stat|Agility}} || {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Kuniyo]]||{{stat|Charisma}} || {{stat|Stamina}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Lemicus]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Murrula]]||{{stat|Strength}} || {{stat|Agility}} || {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Peri&#039;el]]||{{stat|Reflex}} || {{stat|Charisma}} || {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Phelim]]||{{stat|Discipline}} ||{{stat|Intelligence}}  ||{{stat|Reflex}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Rutilor]]||{{stat|Reflex}}  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Saemaus]]||?? || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|width=33%|&lt;br /&gt;
{|align=center class=wikitable&lt;br /&gt;
! Dark Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Aldauth]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Asketi]]||{{stat|Stamina}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Be&#039;ort]]||{{stat|Intelligence}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Botolf]]||{{stat|Charisma}} ||{{stat|Reflex}} ||{{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dergati]]||{{stat|Reflex}} || {{stat|Charisma}} || {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Drogor]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Harawep]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Huldah]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Idon]]||{{stat|Charisma}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Kerenhappuch]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Trothfang]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Ushnish]]||{{stat|Reflex}} || {{stat|Wisdom}} || {{stat|Charisma}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Zachriedek]]||?? || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=30% align=center class=wikitable&lt;br /&gt;
! Racial Gods|| colspan=&amp;quot;3&amp;quot; | Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Coshivi]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Demrris]]|| {{stat|Intelligence}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Enelne]]||{{stat|Strength}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eu]]||{{stat|Discipline}} || {{stat|Reflex}}|| {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Mrod]]|| {{stat|Agility}} || {{stat|Strength}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Tenemlor]]||{{stat|Reflex}} || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
* [[Post:Final Fragment Count - 11/12/2008 - 18:22:47]]&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:God_totem&amp;diff=433355</id>
		<title>Item:God totem</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:God_totem&amp;diff=433355"/>
		<updated>2015-12-09T07:53:23Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=&#039;&#039;&amp;lt;material&amp;gt; &amp;lt;animal&amp;gt;&#039;&#039; totem&lt;br /&gt;
|noun=totem&lt;br /&gt;
|look=&#039;&#039;&amp;lt;Varies based on totem&amp;gt;&#039;&#039;&lt;br /&gt;
|type=magic&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=0&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
{{Template:idrive}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
===Unlocking===&lt;br /&gt;
{{com|raise}}: To increase the totem fragment count, RAISE it while holding a {{ilink|i|glowing iron fragment}} in your other hand. The fragment will be returned to the sky. This increases your totem&#039;s &amp;quot;fragment count&amp;quot; by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The totem will evolve after returning 4, 10, 18, 28, and 40 fragments. Each time the totem evolves, it will become more elaborate, and a new bonus will be unlocked. At between 45-55 fragments, the totem will &amp;quot;&#039;&#039;throb and pulse in your hand with latent power yearning to be spent&#039;&#039;.&amp;quot; Additional fragments are needed when one wants to use the bonus RPA ability of the totem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: Totems do not work for Forsaken [[Necromancer]]s, even if it was acquired and unlocked prior to becoming Forsaken.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Bonuses===&lt;br /&gt;
These verbs can be used, as soon as they are unlocked by sending the corresponding amount of glowing iron fragment to the sky. Invoking one of your totem&#039;s bonuses will consume some of the totem&#039;s charges. See Recharging below.&lt;br /&gt;
{| width=100% class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
! width=10%|Bonus&lt;br /&gt;
! width=15%|Unlocked At&lt;br /&gt;
! width=10%|Verb&lt;br /&gt;
! width=10%|Charges Used&lt;br /&gt;
! width=55%|Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Light&lt;br /&gt;
| 4 fragments || [[push_command|&amp;lt;tt&amp;gt;PUSH&amp;lt;/tt&amp;gt;]] || 1 || Totem serves as light source.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Bless&lt;br /&gt;
| 10 fragments || [[wave_command|&amp;lt;tt&amp;gt;WAVE&amp;lt;/tt&amp;gt;]] || 2 || Adds 10-30 [[bless|blessed]] strikes to held weapon; also works on another person&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Stat Boost&lt;br /&gt;
| 18 fragments || [[point_command|&amp;lt;tt&amp;gt;POINT&amp;lt;/tt&amp;gt;]] || 3 || Boosts one of three stats by 6-10 points. The stat chosen depends on which totem you chose; also works on another person. See [[#God List]] for details.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Skill Boost&lt;br /&gt;
| 28 fragments || [[shake_command|&amp;lt;tt&amp;gt;SHAKE&amp;lt;/tt&amp;gt;]] || 5 || Boosts some of the wielder&#039;s skills. The nature of the boost depends on the whether your totem&#039;s deity is a primary (neutral), positive, or negative aspect. Positive aspects boost defensive abilities; negative aspects boost offensive abilities; primary aspects provide a more balanced bonus.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Favor&lt;br /&gt;
| 40 fragments || [[kiss_command|&amp;lt;tt&amp;gt;KISS&amp;lt;/tt&amp;gt;]] || 10 || Bestows a [[favor]] upon the wielder, so long as the wielder has fewer than 15 favors.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!RPA&lt;br /&gt;
| 40+ fragment Bonus || [[raise_command|&amp;lt;tt&amp;gt;RAISE&amp;lt;/tt&amp;gt;]] || All remaining charges. || Is used in conjunction with a glowing iron fragment. Has a 20% chance of bestowing a Level 1 [[RPA]]. When you feel the totem &amp;quot;throb with unused power&amp;quot; &amp;lt;tt&amp;gt;RAISE&amp;lt;/tt&amp;gt; the totem to activate the RPA. If you wait you will have to add more fragments.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recharging===&lt;br /&gt;
Charges (used to invoke a bonus) can only be restored by cleaning a dirty totem. Only dirty totems can be cleaned, and the totem will become dirty after 1 week in real time. The result is that the totem can be recharged at the rate of 10 charges per week.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to clean your totem, you must have an offering that matches what you would use for your god under the alternate favor system. See [[Immortals]] for a partial list of acceptable offerings. With your totem in your right hand and your offering in your left hand, {{tt|CLEAN MY TOTEM}}. This will consume your offering and give you a message indicating that your totem is now clean.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;As you wave your snail shell over the totem, the shell dissolves into tiny particles that drift downward slowly, covering the totem. After a few moments they vanish, absorbed into the totem and leaving it looking much brighter and cleaner than before.&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You may clean your totem anywhere. You do not have to be at an altar of your immortal to do it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Using fragments on a capped totem will not recharge it. Doing so merely results in a chance of receiving the RPA bonus described above.&lt;br /&gt;
&lt;br /&gt;
==Example of Transformation==&lt;br /&gt;
===0 fragments===&lt;br /&gt;
Tap: &#039;&#039;a weatherbeaten lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You see nothng unusual.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===4 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You see nothng unusual.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===10 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===18 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom. A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===28 fragments===&lt;br /&gt;
Evolution: &#039;&#039;The lion&#039;s tail flicks through the air with a barely perceptible movement.  Gradually, you become aware that small sharp crystal chips are growing from the surface of the totem, decorating it in a zig-zag pattern.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.  A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.  The tail is covered with sharp crystal chips in a zig-zag pattern that seems to shift subtly with every movement.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===40 fragments===&lt;br /&gt;
&#039;&#039;&#039;Evolution:&#039;&#039;&#039; A golden glow surrounds the lion totem, growing in brightness until the totem is merely a sihouette.  Through the glare you notice the lion stretch langorously before freezing into a lifeless totem once more.&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.  A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.  The tail is covered with sharp crystal chips in a zig-zag pattern that seems to shift subtly with every movement.  The lion appears to be in the middle of a particularly good stretch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===RPA bonus===&lt;br /&gt;
Evolution: &#039;&#039;You feel the lion totem throb and pulse in your hand with latent power yearning to be spent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You notice a soft glowing aura about the lion totem.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Raise: Your vision goes white and a noiseless roar drowns out the ambient noise, leaving you in complete silence.  After what seems like an eternity, your hearing returns and the light recedes amidst purple spots.  Suddenly the world around you sharpens and your mind awakens with heightened clarity!&lt;br /&gt;
&lt;br /&gt;
==God List==&lt;br /&gt;
{|width=100%&lt;br /&gt;
|width=33%|&lt;br /&gt;
{|align=center class=wikitable&lt;br /&gt;
! Neutral Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Chadatru]]||{{stat|Discipline}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Damaris]]||{{stat|Intelligence}} ||{{stat|Discipline}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eluned]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Everild]]||{{stat|Strength}} || {{stat|Reflex}} || {{stat|Wisdom}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Faenella]]||{{stat|Stamina}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Glythtide]]||{{stat|Agility}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Hav&#039;roth]]||{{stat|Reflex}} || {{stat|Intelligence}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Hodierna]]||{{stat|Reflex}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Kertigen]]||{{stat|Discipline}} || {{stat|Strength}} || {{stat|Reflex}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Meraud]]||{{stat|Strength}} || {{stat|Stamina}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Tamsine]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Truffenyi]]||{{stat|Stamina}} || {{stat|Strength}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Urrem&#039;tier]]||{{stat|Reflex}} || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
|width=33%|&lt;br /&gt;
{|align=center class=wikitable&lt;br /&gt;
! Light Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Alamhif]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Albreda]]||{{stat|Reflex}} || {{stat|Charisma}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Berengaria]]||??  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Divyaush]]||{{stat|Discipline}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eylhaar]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Firulf]]||{{stat|Strength}} || {{stat|Agility}} || {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Kuniyo]]||{{stat|Charisma}} || {{stat|Stamina}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Lemicus]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Murrula]]||{{stat|Strength}} || {{stat|Agility}} || {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Peri&#039;el]]||{{stat|Reflex}} || {{stat|Charisma}} || {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Phelim]]||{{stat|Discipline}} || ||{{stat|Intelligence}}  ||{{stat|Reflex}} ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Rutilor]]||{{stat|Reflex}}  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Saemaus]]||?? || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|width=33%|&lt;br /&gt;
{|align=center class=wikitable&lt;br /&gt;
! Dark Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Aldauth]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Asketi]]||{{stat|Stamina}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Be&#039;ort]]||{{stat|Intelligence}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Botolf]]||{{stat|Charisma}} ||{{stat|Reflex}} ||{{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dergati]]||{{stat|Reflex}} || {{stat|Charisma}} || {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Drogor]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Harawep]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Huldah]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Idon]]||{{stat|Charisma}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Kerenhappuch]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Trothfang]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Ushnish]]||{{stat|Reflex}} || {{stat|Wisdom}} || {{stat|Charisma}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Zachriedek]]||?? || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=30% align=center class=wikitable&lt;br /&gt;
! Racial Gods|| colspan=&amp;quot;3&amp;quot; | Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Coshivi]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Demrris]]|| {{stat|Intelligence}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Enelne]]||{{stat|Strength}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eu]]||{{stat|Discipline}} || {{stat|Reflex}}|| {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Mrod]]|| {{stat|Agility}} || {{stat|Strength}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Tenemlor]]||{{stat|Reflex}} || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
* [[Post:Final Fragment Count - 11/12/2008 - 18:22:47]]&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:God_totem&amp;diff=433263</id>
		<title>Item:God totem</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:God_totem&amp;diff=433263"/>
		<updated>2015-12-07T23:52:32Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=&#039;&#039;&amp;lt;material&amp;gt; &amp;lt;animal&amp;gt;&#039;&#039; totem&lt;br /&gt;
|noun=totem&lt;br /&gt;
|look=&#039;&#039;&amp;lt;Varies based on totem&amp;gt;&#039;&#039;&lt;br /&gt;
|type=magic&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=0&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
{{Template:idrive}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
===Unlocking===&lt;br /&gt;
{{com|raise}}: To increase the totem fragment count, RAISE it while holding a {{ilink|i|glowing iron fragment}} in your other hand. The fragment will be returned to the sky. This increases your totem&#039;s &amp;quot;fragment count&amp;quot; by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The totem will evolve after returning 4, 10, 18, 28, and 40 fragments. Each time the totem evolves, it will become more elaborate, and a new bonus will be unlocked. At between 45-55 fragments, the totem will &amp;quot;&#039;&#039;throb and pulse in your hand with latent power yearning to be spent&#039;&#039;.&amp;quot; Additional fragments are needed when one wants to use the bonus RPA ability of the totem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: Totems do not work for Forsaken [[Necromancer]]s, even if it was acquired and unlocked prior to becoming Forsaken.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Bonuses===&lt;br /&gt;
These verbs can be used, as soon as they are unlocked by sending the corresponding amount of glowing iron fragment to the sky. Invoking one of your totem&#039;s bonuses will consume some of the totem&#039;s charges. See Recharging below.&lt;br /&gt;
{| width=100% class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
! width=10%|Bonus&lt;br /&gt;
! width=15%|Unlocked At&lt;br /&gt;
! width=10%|Verb&lt;br /&gt;
! width=10%|Charges Used&lt;br /&gt;
! width=55%|Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Light&lt;br /&gt;
| 4 fragments || [[push_command|&amp;lt;tt&amp;gt;PUSH&amp;lt;/tt&amp;gt;]] || 1 || Totem serves as light source.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Bless&lt;br /&gt;
| 10 fragments || [[wave_command|&amp;lt;tt&amp;gt;WAVE&amp;lt;/tt&amp;gt;]] || 2 || Adds 10-30 [[bless|blessed]] strikes to held weapon; also works on another person&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Stat Boost&lt;br /&gt;
| 18 fragments || [[point_command|&amp;lt;tt&amp;gt;POINT&amp;lt;/tt&amp;gt;]] || 3 || Boosts one of three stats by 6-10 points. The stat chosen depends on which totem you chose; also works on another person. See [[#God List]] for details.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Skill Boost&lt;br /&gt;
| 28 fragments || [[shake_command|&amp;lt;tt&amp;gt;SHAKE&amp;lt;/tt&amp;gt;]] || 5 || Boosts some of the wielder&#039;s skills. The nature of the boost depends on the whether your totem&#039;s deity is a primary (neutral), positive, or negative aspect. Positive aspects boost defensive abilities; negative aspects boost offensive abilities; primary aspects provide a more balanced bonus.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Favor&lt;br /&gt;
| 40 fragments || [[kiss_command|&amp;lt;tt&amp;gt;KISS&amp;lt;/tt&amp;gt;]] || 10 || Bestows a [[favor]] upon the wielder, so long as the wielder has fewer than 15 favors.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!RPA&lt;br /&gt;
| 40+ fragment Bonus || [[raise_command|&amp;lt;tt&amp;gt;RAISE&amp;lt;/tt&amp;gt;]] || All remaining charges. || Is used in conjunction with a glowing iron fragment. Has a 20% chance of bestowing a Level 1 [[RPA]]. When you feel the totem &amp;quot;throb with unused power&amp;quot; &amp;lt;tt&amp;gt;RAISE&amp;lt;/tt&amp;gt; the totem to activate the RPA. If you wait you will have to add more fragments.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recharging===&lt;br /&gt;
Charges (used to invoke a bonus) can only be restored by cleaning a dirty totem. Only dirty totems can be cleaned, and the totem will become dirty after 1 week in real time. The result is that the totem can be recharged at the rate of 10 charges per week.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to clean your totem, you must have an offering that matches what you would use for your god under the alternate favor system. See [[Immortals]] for a partial list of acceptable offerings. With your totem in your right hand and your offering in your left hand, {{tt|CLEAN MY TOTEM}}. This will consume your offering and give you a message indicating that your totem is now clean.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;As you wave your snail shell over the totem, the shell dissolves into tiny particles that drift downward slowly, covering the totem. After a few moments they vanish, absorbed into the totem and leaving it looking much brighter and cleaner than before.&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You may clean your totem anywhere. You do not have to be at an altar of your immortal to do it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Using fragments on a capped totem will not recharge it. Doing so merely results in a chance of receiving the RPA bonus described above.&lt;br /&gt;
&lt;br /&gt;
==Example of Transformation==&lt;br /&gt;
===0 fragments===&lt;br /&gt;
Tap: &#039;&#039;a weatherbeaten lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You see nothng unusual.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===4 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You see nothng unusual.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===10 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===18 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom. A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===28 fragments===&lt;br /&gt;
Evolution: &#039;&#039;The lion&#039;s tail flicks through the air with a barely perceptible movement.  Gradually, you become aware that small sharp crystal chips are growing from the surface of the totem, decorating it in a zig-zag pattern.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.  A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.  The tail is covered with sharp crystal chips in a zig-zag pattern that seems to shift subtly with every movement.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===40 fragments===&lt;br /&gt;
&#039;&#039;&#039;Evolution:&#039;&#039;&#039; A golden glow surrounds the lion totem, growing in brightness until the totem is merely a sihouette.  Through the glare you notice the lion stretch langorously before freezing into a lifeless totem once more.&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.  A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.  The tail is covered with sharp crystal chips in a zig-zag pattern that seems to shift subtly with every movement.  The lion appears to be in the middle of a particularly good stretch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===RPA bonus===&lt;br /&gt;
Evolution: &#039;&#039;You feel the lion totem throb and pulse in your hand with latent power yearning to be spent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You notice a soft glowing aura about the lion totem.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Raise: Your vision goes white and a noiseless roar drowns out the ambient noise, leaving you in complete silence.  After what seems like an eternity, your hearing returns and the light recedes amidst purple spots.  Suddenly the world around you sharpens and your mind awakens with heightened clarity!&lt;br /&gt;
&lt;br /&gt;
==God List==&lt;br /&gt;
{|width=100%&lt;br /&gt;
|width=33%|&lt;br /&gt;
{|align=center class=wikitable&lt;br /&gt;
! Neutral Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Chadatru]]||{{stat|Discipline}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Damaris]]||{{stat|Intelligence}} ||{{stat|Discipline}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eluned]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Everild]]||{{stat|Strength}} || {{stat|Reflex}} || {{stat|Wisdom}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Faenella]]||{{stat|Stamina}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Glythtide]]||{{stat|Agility}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Hav&#039;roth]]||{{stat|Reflex}} || {{stat|Intelligence}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Hodierna]]||{{stat|Reflex}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Kertigen]]||{{stat|Discipline}} || {{stat|Strength}} || {{stat|Reflex}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Meraud]]||{{stat|Strength}} || {{stat|Stamina}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Tamsine]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Truffenyi]]||{{stat|Stamina}} || {{stat|Strength}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Urrem&#039;tier]]||{{stat|Reflex}} || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
|width=33%|&lt;br /&gt;
{|align=center class=wikitable&lt;br /&gt;
! Light Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Alamhif]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Albreda]]||{{stat|Reflex}} || {{stat|Charisma}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Berengaria]]||??  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Divyaush]]||{{stat|Discipline}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eylhaar]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Firulf]]||{{stat|Strength}} || {{stat|Agility}} || {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Kuniyo]]||{{stat|Charisma}} || {{stat|Stamina}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Lemicus]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Murrula]]||{{stat|Strength}} || {{stat|Agility}} || {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Peri&#039;el]]||{{stat|Reflex}} || {{stat|Charisma}} || {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Phelim]]||{{stat|Intelligence}}  ||{{stat|Discipline}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Rutilor]]||{{stat|Reflex}}  || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Saemaus]]||?? || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|width=33%|&lt;br /&gt;
{|align=center class=wikitable&lt;br /&gt;
! Dark Aspects|| colspan=&amp;quot;3&amp;quot; | Random Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Aldauth]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Asketi]]||{{stat|Stamina}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Be&#039;ort]]||{{stat|Intelligence}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Botolf]]||{{stat|Charisma}} ||{{stat|Reflex}} ||{{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dergati]]||{{stat|Reflex}} || {{stat|Charisma}} || {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Drogor]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Harawep]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Huldah]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Idon]]||{{stat|Charisma}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Kerenhappuch]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Trothfang]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Ushnish]]||{{stat|Reflex}} || {{stat|Wisdom}} || {{stat|Charisma}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Zachriedek]]||?? || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=30% align=center class=wikitable&lt;br /&gt;
! Racial Gods|| colspan=&amp;quot;3&amp;quot; | Stat Bonus Possibilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Coshivi]]||?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Demrris]]|| {{stat|Intelligence}} || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Enelne]]||{{stat|Strength}} || {{stat|Agility}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Eu]]||{{stat|Discipline}} || {{stat|Reflex}}|| {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Mrod]]|| {{stat|Agility}} || {{stat|Strength}} || ??&lt;br /&gt;
|-&lt;br /&gt;
|[[Tenemlor]]||{{stat|Reflex}} || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
* [[Post:Final Fragment Count - 11/12/2008 - 18:22:47]]&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=380744</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=380744"/>
		<updated>2014-11-06T03:34:35Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: /* Riverhaven */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Start==&lt;br /&gt;
==Getting Started==&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
===Crossing===&lt;br /&gt;
There is a guild hall in the Crossing once again! It is being kept a better secret this time around though. It still has an entrance into the hall that newcomers are able to enter through, if you can find it. There is also a man on the street that will let you join and even circle a few times before he directs you to the Guild leader in the guild hall.&lt;br /&gt;
&lt;br /&gt;
There are several different ways to enter in the guildhall in this city. Once you learn of them, you&#039;ll realize that you don&#039;t always have to walk in the front door.&lt;br /&gt;
&lt;br /&gt;
===Riverhaven===&lt;br /&gt;
There is a test within Riverhaven to aid in joining the guild.  You just need to know who to steal from to start the test, and you can&#039;t be affiliated with any guilds, but completion of this test only directs you to whom to talk to in Crossing.  Heading over to Crossing may be a far better use of your time.&lt;br /&gt;
&lt;br /&gt;
To travel to Crossing from Riverhaven, you need to find the ferries that come to the dock&#039;s of Riverhaven, use one to get to the other side of Faldesu River.  Then join the Carriage that intermittently arrives at the North Road dock area.  This will bring your to the area right outside Crossings&#039; Northeast gate. Elanthipedia has some maps that may be able to help you with finding the way. https://elanthipedia.play.net/mediawiki/index.php/Ranik_Maps&lt;br /&gt;
&lt;br /&gt;
There is no single guild hall in this city, instead there are a series of boltholes scattered across the city that the co-leaders, Swan and Crow, move between. During first steps as a Thief in this city, you might find yourself checking every one of the boltholes to find them. However, after you get some circles under your belt, you&#039;ll be able to use our {{com|CONTACT}} command to locate the correct one.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
Similar to [[Rangers]] and [[Necromancers]], we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it and furthermore, that it will be easiest to train these skills when compared with skills from other skill groups, such as [[Weapon Skillset|weapons]].  From the very start you will be required to train eight survival skills to varying degrees, though the choice is upon you as to which those will be.  [[Scouting]] and [[Thanatology]] cannot be trained by thieves, as they are exclusive to [[Rangers]] and [[Necromancers]] respectively.  Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Stealing|Thievery]].  These may count towards the eight required survival skills and the required ranks per circle are lower or match all but the lowest survival skill requirement. &lt;br /&gt;
&lt;br /&gt;
We&#039;ll glaze over some skills here and go more in-depth on the major ones afterwards.&lt;br /&gt;
 &lt;br /&gt;
* [[Evasion]] - Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
* [[Athletics]] - The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming across a river. Consult the [[Athletics skill|athletics]] page for a list of places to climb and swim.  Be careful not to wander into dangerous areas while exploring.&lt;br /&gt;
* [[Perception]] - Perception mainly affects a character&#039;s ability to detect things that are hidden.  This may be other characters, creatures, hidden paths, and more.  There are several ways to train perception:&lt;br /&gt;
** Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the {{com|collect}} verb.  Remember to {{com|kick}} the piles after they are collected to avoid clutter.  It will also teach the [[Outdoorsmanship]] skill.  It may require a few ranks in outdoorsmanship before you can {{com|collect}} anything.&lt;br /&gt;
** The {{com|hunt}} verb may be used while hunting to train perception.  You will learn for both finding and tracking down the target.&lt;br /&gt;
** Identifying traps and locks on treasure boxes will also train perception.&lt;br /&gt;
** You may {{com|juggle}} certain [[Juggle List|items]] to train perception.  Lighter items are easier to {{com|juggle}}.&lt;br /&gt;
* [[Outdoorsmanship]] - While it is not essential for a thief, outdoorsmanship is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception. Gathering [[Healing herbs|Herbs]] for [[Remedies|remedies]] with the {{com|forage}} or {{com|collect}} commands is probably the most compelling reason to train [[outdoorsmanship]].&lt;br /&gt;
* [[First aid|First Aid]] - [[First aid]] is used to to stop bleeding from more severe [[Damage|injuries]], to remove bolts and arrows from [[Crossbow skill|crossbows]] and [[Bow skill|bows]], and to remove [[Parasite|parasites]] that are found in certain areas. You may also {{com|study}} [[Anatomy chart|anatomy charts]] to train [[First aid|first aid]], as well as [[Scholarship|scholarship]].&lt;br /&gt;
*[[Skinning]] - [[Skinning]] is almost universally trained, as many creatures may be {{com|skin}}ed after they are killed.  The rewards may be sold to a tannery like [[Falken&#039;s Tannery]], used to create [[Tailoring discipline|leather goods]], carved into [[Carving discipline|bone goods]], or other miscellaneous goods like [[Fletching|arrowheads]]. Unfortunately, creatures that you can {{com|backstab}} often cannot be skinned.  It is advised that you vary the creatures you hunt so that neither skill falls behind.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth is a big part of being a Thief. Indeed, it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[Stealing skill|Thievery]].  A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
Being stealthy is part of being a Thief and sneaking around town may seem like a grand Thief mannerism, it may add to your character&#039;s background, however its not going to train the skill, here are instead some common manners to train:&lt;br /&gt;
&lt;br /&gt;
{{com|hide}} will attempt to conceal the character from open view.  Characters with sufficient skill in [[Perception skill|perception]] compared to your [[Stealth skill|stealth]] will see you slip into hiding.  If they do not notice, they may {{com|search}} for where you are hiding.  {{com|stalk}} will attempt to follow the target, player or creature, while hidden.  {{com|sneak}} will attempt sneak from room-to-room while avoiding being seen.&lt;br /&gt;
&lt;br /&gt;
However, one learns nothing trying to hide from nothing.  At first, trying to be stealthy around other players will be sufficient to train.  However, hiding from creatures, especially in combat is one of the most effective ways to training stealth.  Following up a successful attempt to slip from a creature&#039;s view with with {{com|backstab}} is the traditional close quarters one-two punch for a thief.  Simply attacking from stealth normally will [[ambush]] the target and is also very effective in training stealth.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks with a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] may also be performed from stealth by using the {{com|poach}} command or the {{com|snipe}} command if you wish to attempt to remain hidden.  However, creatures not at pole or melee range sometimes tend to wander.  This can lead to arrows and bolts going missing if they are lodged in the creature.&lt;br /&gt;
&lt;br /&gt;
Perhaps jarring from reality, hiding repetitively and at close quarters during combat isn&#039;t problematic.  It trains well and can get a Thief out of a pinch.  Practice often, and don&#039;t forget to repeat.&lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
Locksmithing is an important skill for thieves and was the basis for the [[Kalag&#039;s_Memoirs,_Part_1_(book)|foundation]] of the Thieves&#039; guild.  &lt;br /&gt;
&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from creatures.  Thieves are hands down the best at opening locked boxes and so are often sought out to open boxes other hunters are not able to open.&lt;br /&gt;
&lt;br /&gt;
Be aware that boxes found on creatures are [[Box Traps|trapped]].  You should {{com|disarm}} them before trying to {{com|pick}} them with a [[Lockpick Carving|lockpick]].  Thieves of sufficient skill may {{com|carve}} their own lockpicks from [[Lockpick Carving|keyblanks]].  They may also be acquired from some shops, such as [[Ragge&#039;s Locksmithing]].&lt;br /&gt;
&lt;br /&gt;
===[[Stealing skill|Thievery]]===&lt;br /&gt;
[[Stealing skill|Thievery]] is a hallmark skill for the Thieves guild, and, as such, there it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[stealth]]. A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
[[Stealing skill|Thievery]] is currently used to {{com|steal}} items and coins.  Valid targets to {{com|steal}} from are NPCs, items in shops, other players, and the Throne City Museum.  The best way to train [[Stealing skill|thievery]] is to steal from shops.  Items that are light and cheap are the easiest to steal.  Stealing repetitively from the same target will make it progressively more difficult to steal from that target again.  The target will let their guard down again after one hour.  You can [[Mark|mark]] items to see if you are able to steal it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING!!!&#039;&#039;&#039; Stealing from other players will result in being locked [[Profile command|PvP open]] for 4 hours.&lt;br /&gt;
&lt;br /&gt;
====Mark====&lt;br /&gt;
This is our ability that lets us assess a mark (person or store item) before you make any actions towards them. You are able to learn it within your first couple of circles from the Crossing Guildleader. This is primarily used to gauge how difficult an item is to steal, or how difficult a player is to steal from. However it can also give you information concerning how well your abilities will fare overall against a given opponent.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Mark]]&lt;br /&gt;
&lt;br /&gt;
===[[Backstab]]===&lt;br /&gt;
[[Backstab]] is both a [[Backstab skill|skill]] and an [[Backstab|ability]] reserved exclusively for Thieves. The purpose of the skill is to make our attacks from hiding more powerful and accurate. There is no hard requirement for this skill to circle, so it is not required to train. However, a successful {{com|backstab}} is very powerful and greatly enhances a thief&#039;s offensive capabilities; [[Backstab skill|backstab]] is essential to maximizing our effectiveness in combat.&lt;br /&gt;
&lt;br /&gt;
To be used to {{com|backstab}}, a weapon must [[Weight|weigh]] under 30 stones, be a [[Small Edged skill|small edge weapon]], and be a thrusting weapon. It is encouraged for younger Thieves to use the lightest and smallest blade due to it&#039;s increased accuracy over the larger and heavier weapons. As you grow in [[strength]] and skill, it is easy enough to also grow in blade length and weight until you are using the maximum sized blade to backstab. &lt;br /&gt;
&lt;br /&gt;
Only creatures that stand upright on two legs are valid targets for {{com|backstab}}. To train this skill on beastial opponants you must target your attack to a body part (the chest seems to be the easiest to hit and the head the hardest) this is done by using the command (attack move) (body part), IE: jab chest, thrust abdomen, etc.&lt;br /&gt;
&lt;br /&gt;
Also, thieves can still train [[Backstab skill|backstab]] by using the [[thief ambushes]] on any creature.  This will also train the [[debilitation skill]].  Using the [[thief ambushes]] will use some [[concentration]] and may interfere with using [[Khri|khris]] if the [[concentration]] pool is drained completely.&lt;br /&gt;
&lt;br /&gt;
Note that, while simply attacking from hiding will [[ambush]] the target, it will not train the [[backstab skill]].&lt;br /&gt;
&lt;br /&gt;
==[[Lore skillset|Lore Skills]]==&lt;br /&gt;
You will be required to train three skills of your choice from the [[Lore skillset]]. [[Appraisal]], [[Tactics]], and either [[Scholarship]] or a [[Crafting|craft]] is a good choice. &lt;br /&gt;
* [[Appraisal]] will allow you to more accurately {{com|mark}} targets, as well as to {{com|appraise}} weapons, armor, and creatures accurately.&lt;br /&gt;
* [[Tactics]] improve your ability to use non-damaging attacks.  In addition, you may {{com|analyze}} targets and, after landing attacks in a certain order, gain temporary advantages over your opponent.&lt;br /&gt;
* [[Scholarship]] is used to {{com|teach}} and {{com|listen}} to [[Scholarship skill|classes]].  It is also used for other miscellaneous things, such as [[anatomy charts]].&lt;br /&gt;
* [[Performance]] is one&#039;s ability to play a musical instrument.&lt;br /&gt;
* [[Mechanical Lore]] will eventually be eliminated and split into the skills for the crafting skills below.  For now, {{com|braid}} is the easiest way to train [[mechanical lore]].&lt;br /&gt;
* [[Crafting]] is a set of systems that are still being developed, some of which are complete.  There are five skills with three crafting disciplines each.&lt;br /&gt;
** [[Forging skill|Forging]] is the most complete crafting skill, with all three disciplines released: [[Blacksmithing]], [[Armorsmithing]], and [[Weaponsmithing]].&lt;br /&gt;
** [[Engineering skill|Engineering]] currently allows a character to [[Carving discipline|carve]] bone and stone.  [[Tinkering]] and [[Shaping]] are planned for the future.&lt;br /&gt;
** [[Outfitting skill|Outfitting]] currently allows the [[Tailoring discipline|tailoring]] of leather and cloth items.  [[Jewelry Making|Jewelry making]] and [[Artistry]] are planned for the future.&lt;br /&gt;
** [[Alchemy skill|Alchemy]] can be used to create [[Remedies discipline|remedies]] that can be used to heal yourself, though [[Healing herbs|herbs]] may also be used without the need to be processed first.  [[Poisons]] and [[Cooking]] are planned for the future.&lt;br /&gt;
** [[Enchanting skill|Enchanting]] currently does not have any crafting discipline released, yet.  It will eventually encompass [[Artificing]], [[Binding]], and [[Invoking]].  Thieves, however, do not use magic and will likely not be able to make use of [[Enchanting]].&lt;br /&gt;
&lt;br /&gt;
Thieves are, for now, the only ones able to [[Lockpick Carving|carve lockpicks]] and make [[Poison]].  Eventually, these will utilize the [[Tinkering discipline|tinkering]] and [[Poison discipline|poison]] disciplines.  &lt;br /&gt;
&lt;br /&gt;
Thieves receive two free [[Carving Techniques|carving techniques]] and will receive one free [[Poison Techniques|poison technique]] when they become available.&lt;br /&gt;
&lt;br /&gt;
==[[Supernatural Skillset|Magic Skills]]==&lt;br /&gt;
As Thieves, we do not make use of magic, per se, and so only use half the [[:Category:Supernatural Skillset|supernatural skills]], also known as magic to others: [[Primary Magic|Inner Magic]], [[augmentation]], [[utility]], and [[debilitation]]. &lt;br /&gt;
&lt;br /&gt;
You will also train [[Primary Magic|Inner Magic]] while training any of the other Supernatural skills.  [[Category:Khri|Khris]] that enhance your [[category:Skills|skills]] or [[attributes]] use the [[augmentation]] skill, while those that provide some other benefit use the [[utility]] skill.  Thieves can also project a presence so powerful to affect creatures in combat and [[delibitation|debilitate]] them.  However, we are rather limited in this regard compared to other guilds.&lt;br /&gt;
&lt;br /&gt;
Fortunately, we are also able to [[debilitation|debilitate]] enemies with some [[category:Thief Ambushes|special ambush]] maneuvers, the first of which being [[Ambush Choke|ambush choke]].&lt;br /&gt;
&lt;br /&gt;
===Khri===&lt;br /&gt;
Khri are our main abilities that we use and tie directly into out &amp;quot;magic&amp;quot; as a guild. They are fueled by our [[concentration]] pool and require no preparation to start, unlike spells. You are able to learn your first khri at circle 1 which will be [[Khri Focus]] once you find your way into the Crossing guild hall.&lt;br /&gt;
&lt;br /&gt;
Khri use the Supernatural skillset to determine if you can even start them and how powerful they will be once you can. Khri that use the Debilitation skill are only useful when engaged with an enemy.&lt;br /&gt;
&lt;br /&gt;
The Debilitation skill can only be trained in combat against critters of close to equal stats. Debilitation learning is based on the comparison of stats between you and the target instead of the skill it&#039;s self. This means various abilities will train differently depending on their [[Contested Abilities|stat contest]] and how you have trained your stats, so try different ambushes and khri to find the one that teaches best for you in different hunting grounds.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[:Category:Khri|Khri]].&lt;br /&gt;
&lt;br /&gt;
===Ambushes===&lt;br /&gt;
Thief ambushes are part magic and part combat. They train the [[Debilitation]] skill and, to a minor degree, the [[Backstab]] skill. While some are not damaging, they can offer you a significant advantage over your opponent during combat.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled fighters. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
===[[Armor Skillset|Armor Skills]]===&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you also use a [[Shield skill|shield]] because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
The typical armor choice for Thieves is using some kind of [[Light Armor]] since it has the lowest stealth hinderance. It is also common to mix armor types to train multiple armor skills. Using [[Chain Armor|chain]] as a secondary armor type will not raise your stealth hinderance much if you make the pieces smaller covering items like hand and head protection.&lt;br /&gt;
&lt;br /&gt;
Two popular choices of Light Armor are cloth and leather. Both have benefits and drawbacks, Cloth being lighter and less hindering while Leather is more protective and readily available from a number of shops. When just starting, it&#039;s recommended that you seriously consider cloth armor solutions as they will grant you more freedom of movement and less hindrance on your stealth abilities. The lesser weight of cloth is also promotional towards having a lower burden overall which means more opportunity to carry loot (boxes, gems, skins, coin) without being weighed down.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[Parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[Bow]], or [[Crossbow]]. With sufficient skill, a thief will not require extra time to load a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] while hidden as members of other guilds do.  In addition, thieves may also [[snipe]] at targets while attempting to remain hidden.&lt;br /&gt;
&lt;br /&gt;
In addition, it is recommended to train [[Small Edged]] for use with backstabbing, [[Light Thrown]] to improve your use of the ambushes that use dirt, and to take advantage of the reduced skill needed to throw multiple throwing blades, and [[Brawling]] to improve your use of [[Ambush Clout]]. &lt;br /&gt;
&lt;br /&gt;
====Snipe====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the [[Snipe]] ability from Guildmaster in [[Crossings]]. This ability will allow you to fire an aimable ranged weapon from hiding with a chance to remain hidden.&lt;br /&gt;
&lt;br /&gt;
It needs to be mentioned that there is strict policy on using Snipe, and the ability can be taken away if the GMs feel it is being abused.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
&lt;br /&gt;
===Reputation===&lt;br /&gt;
Reputation is how well the guild feels about you.&lt;br /&gt;
&lt;br /&gt;
Some Thieves confuse Reputation and Confidence.  It is important to realize they are two separate things and are not intertwined.&lt;br /&gt;
&lt;br /&gt;
Keeping your reputation solid allows you access to Thief areas and certain Thief abilities.&lt;br /&gt;
&lt;br /&gt;
Allowing your reputation to go too low can result in the guild acting against you, even resulting in your character&#039;s death.&lt;br /&gt;
&lt;br /&gt;
===Confidence===&lt;br /&gt;
Confidence is how well you see yourself.&lt;br /&gt;
&lt;br /&gt;
The verb {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding will access how you feel about yourself, it will also advise if you are in an urban bonus area.&lt;br /&gt;
&lt;br /&gt;
Currently it seems the only manner to improve your confidence is backstabbing.&lt;br /&gt;
&lt;br /&gt;
Confidence can help you with thiefly endeavors: locksmithing, being stealthy, backstabbing, and the like.&lt;br /&gt;
&lt;br /&gt;
===Urban Bonus===&lt;br /&gt;
Rooms within DragonRealms are either urban, neutral, or wilderness. Thieves thrive within the city walls, so we have a bonus to our non-combat survival skills while we are within an urban area. This is checked with using {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding. This will stack with our [[confidence]] bonus to provide a bigger bonus when both are in the positive, but having a bad confidence level along with being in the wilderness will stack against you to the point of you failing even the simplest of tasks.&lt;br /&gt;
&lt;br /&gt;
===Passages===&lt;br /&gt;
The guild has hidden passages across the cities of the realms that provides us with a safe haven when the heat gets to be too much, and to make it easier to move in and out of the guilds to other areas of the cities. This ability is learned very early in your career and can make crossing the Segoltha River to the south of Crossing much quicker.&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
===Slips===&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
===Signs===&lt;br /&gt;
Thieves have a special language, which can be learned at a fairly early stage within a Thief&#039;s career.  There is an expert in this language within the Thieves&#039; Guild that could be sought out to teach a Thief.  It is not taught by other player characters, and is gives no advantages in skills or stats.  It can however add to characters&#039; ability to immerse themselves into the Thieves&#039; guild.&lt;br /&gt;
&lt;br /&gt;
===Voice Throw===&lt;br /&gt;
Voice throw is an ability that can be learned from a guilded Bard.  That is any player run Bard.  Not a disguised Thief who seems to be a Bard but a Bard.  It is an ability learned a good deal within the career of a Thief.  A neat ability, and something to push for through the earlier stages of training if the ability interests you.  Keeping with the character of the Thieves&#039; Guild.  Overtly seeking a teacher of this discipline is frowned upon by the Guild, and will likely out yourself and draw unwanted attention to the guild.&lt;br /&gt;
&lt;br /&gt;
===Poison Resistance===&lt;br /&gt;
Poison Resistance is an ability learned by the same Master of Poisons, that teaches you about poisons, though you&#039;ll have to earn more trust then the trust needed to learn about Poisons.  It is a helpful ability, and once you have it it will work on its own to defend your character against threats of poisons.  Please remember this does NOT make you poison proof, you can be wounded by poisons, and some poisons can even kill you with this ability.&lt;br /&gt;
&lt;br /&gt;
===Pretend Guild===&lt;br /&gt;
Pretending to be another Guild is strictly a RolePlaying choice, it&#039;s not required from any Thief. It&#039;s simply a perk that we get to use in order to conceal our actual guild affiliation. Bear in mind that the overall desires of the Thieves Guild is that we not bring too much attention/heat down on the guild as a whole, and a proper use of the Pretend Guild system will help you keep to the guild&#039;s desires.&lt;br /&gt;
&lt;br /&gt;
==Closing Statements==&lt;br /&gt;
The Thieves&#039; Guild is not the easiest guild to be part of (but all guilds have their challenges and DragonRealms is a game of building a Story through being challenged), it offers many options for running a character within DragonRealms. It may very well be a great fit for you. &lt;br /&gt;
&lt;br /&gt;
The guild itself has a number of nuances which make it unique among all the other guilds within the game, as well as some very serious penalties if you decide to go against the general wishes of the leadership. The support of other Thieves can really assist you with learning the ropes and making some large steps in advancement within the guild. However, it is totally possible to go &amp;quot;lone wolf&amp;quot; and strike out on your own without any support at all.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379661</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379661"/>
		<updated>2014-11-01T18:09:39Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: /* Riverhaven */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Start==&lt;br /&gt;
===Getting Started===&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
====Crossing====&lt;br /&gt;
There is a guild hall in the Crossing once again! It is being kept a better secret this time around though. It still has an entrance into the hall that newcomers are able to enter through, if you can find it. There is also a man on the street that will let you join and even circle a few times before he directs you to the Guild leader in the guild hall.&lt;br /&gt;
&lt;br /&gt;
====Riverhaven====&lt;br /&gt;
There is a test within Riverhaven to join the guild.  You just need to know who to steal from to start the test, and you can&#039;t be affiliated with any guilds. &lt;br /&gt;
&lt;br /&gt;
There is no single guild hall in this city, instead there are a series of boltholes scattered across the city that the co-leaders, Swan and Crow, move between.&lt;br /&gt;
&lt;br /&gt;
===[[Survival Skillset|Survival Skills]]===&lt;br /&gt;
Similar to [[Rangers]] and [[Necromancers]], we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it and furthermore, that it will be easiest to train these skills when compared with skills from other skill groups, such as [[Weapon Skillset|weapons]].  From the very start you will be required to train eight survival skills to varying degrees, though the choice is upon you as to which those will be.  [[Scouting]] and [[Thanatology]] cannot be trained by thieves, as they are exclusive to [[Rangers]] and [[Necromancers]] respectively.  Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Stealing|Thievery]].  These may count towards the eight required survival skills and the required ranks per circle are lower or match all but the lowest survival skill requirement. &lt;br /&gt;
&lt;br /&gt;
We&#039;ll glaze over some skills here and go more in-depth on the major ones afterwards.&lt;br /&gt;
 &lt;br /&gt;
* [[Evasion]] - Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
* [[Athletics]] - The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming across a river. Consult the [[Athletics skill|athletics]] page for a list of places to climb and swim.  Be careful not to wander into dangerous areas while exploring.&lt;br /&gt;
* [[Perception]] - Perception mainly affects a character&#039;s ability to detect things that are hidden.  This may be other characters, creatures, hidden paths, and more.  There are several ways to train perception:&lt;br /&gt;
** Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the {{com|collect}} verb.  Remember to {{com|kick}} the piles after they are collected to avoid clutter.  It will also teach the [[Outdoorsmanship]] skill.  It may require a few ranks in outdoorsmanship before you can {{com|collect}} anything.&lt;br /&gt;
** The {{com|hunt}} verb may be used while hunting to train perception.  You will learn for both finding and tracking down the target.&lt;br /&gt;
** Identifying traps and locks on treasure boxes will also train perception.&lt;br /&gt;
** You may {{com|juggle}} certain [[Juggle List|items]] to train perception.  Lighter items are easier to {{com|juggle}}.&lt;br /&gt;
* [[Outdoorsmanship]] - While it is not essential for a thief, outdoorsmanship is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception. Gathering [[Healing herbs|Herbs]] for [[Remedies|remedies]] with the {{com|forage}} or {{com|collect}} commands is probably the most compelling reason to train [[outdoorsmanship]].&lt;br /&gt;
* [[First aid|First Aid]] - [[First aid]] is used to to stop bleeding from more severe [[Damage|injuries]], to remove bolts and arrows from [[Crossbow skill|crossbows]] and [[Bow skill|bows]], and to remove [[Parasite|parasites]] that are found in certain areas. You may also {{com|study}} [[Anatomy chart|anatomy charts]] to train [[First aid|first aid]], as well as [[Scholarship|scholarship]].&lt;br /&gt;
*[[Skinning]] - [[Skinning]] is almost universally trained, as many creatures may be {{com|skin}}ed after they are killed.  The rewards may be sold to a tannery like [[Falken&#039;s Tannery]], used to create [[Tailoring discipline|leather goods]], carved into [[Carving discipline|bone goods]], or other miscellaneous goods like [[Fletching|arrowheads]]. Unfortunately, creatures that you can {{com|backstab}} often cannot be skinned.  It is advised that you vary the creatures you hunt so that neither skill falls behind.&lt;br /&gt;
&lt;br /&gt;
====[[Stealth]]====&lt;br /&gt;
Stealth is a big part of being a Thief. Indeed, it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[Stealing skill|Thievery]].  A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
Being stealthy is part of being a Thief and sneaking around town may seem like a grand Thief mannerism, it may add to your character&#039;s background, however its not going to train the skill, here are instead some common manners to train:&lt;br /&gt;
&lt;br /&gt;
{{com|hide}} will attempt to conceal the character from open view.  Characters with sufficient skill in [[Perception skill|perception]] compared to your [[Stealth skill|stealth]] will see you slip into hiding.  If they do not notice, they may {{com|search}} for where you are hiding.  {{com|stalk}} will attempt to follow the target, player or creature, while hidden.  {{com|sneak}} will attempt sneak from room-to-room while avoiding being seen.&lt;br /&gt;
&lt;br /&gt;
However, one learns nothing trying to hide from nothing.  At first, trying to be stealthy around other players will be sufficient to train.  However, hiding from creatures, especially in combat is one of the most effective ways to training stealth.  Following up a successful attempt to slip from a creature&#039;s view with with {{com|backstab}} is the traditional close quarters one-two punch for a thief.  Simply attacking from stealth normally will [[ambush]] the target and is also very effective in training stealth.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks with a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] may also be performed from stealth by using the {{com|poach}} command or the {{com|snipe}} command if you wish to attempt to remain hidden.  However, creatures not at pole or melee range sometimes tend to wander.  This can lead to arrows and bolts going missing if they are lodged in the creature.&lt;br /&gt;
&lt;br /&gt;
Perhaps jarring from reality, hiding repetitively and at close quarters during combat isn&#039;t problematic.  It trains well and can get a Thief out of a pinch.  Practice often, and don&#039;t forget to repeat.&lt;br /&gt;
&lt;br /&gt;
====[[Locksmithing]]====&lt;br /&gt;
Locksmithing is an important skill for thieves and was the basis for the [[Kalag&#039;s_Memoirs,_Part_1_(book)|foundation]] of the Thieves&#039; guild.  &lt;br /&gt;
&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from creatures.  Thieves are hands down the best at opening locked boxes and so are often sought out to open boxes other hunters are not able to open.&lt;br /&gt;
&lt;br /&gt;
Be aware that boxes found on creatures are [[Box Traps|trapped]].  You should {{com|disarm}} them before trying to {{com|pick}} them with a [[Lockpick Carving|lockpick]].  Thieves of sufficient skill may {{com|carve}} their own lockpicks from [[Lockpick Carving|keyblanks]].  They may also be acquired from some shops, such as [[Ragge&#039;s Locksmithing]].&lt;br /&gt;
&lt;br /&gt;
====[[Stealing skill|Thievery]]====&lt;br /&gt;
[[Stealing skill|Thievery]] is a hallmark skill for the Thieves guild, and, as such, there it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[stealth]]. A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
[[Stealing skill|Thievery]] is currently used to {{com|steal}} items and coins.  Valid targets to {{com|steal}} from are NPCs, items in shops, other players, and the Throne City Museum.  The best way to train [[Stealing skill|thievery]] is to steal from shops.  Items that are light and cheap are the easiest to steal.  Stealing repetitively from the same target will make it progressively more difficult to steal from that target again.  The target will let their guard down again after one hour.  You can [[Mark|mark]] items to see if you are able to steal it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING!!!&#039;&#039;&#039; Stealing from other players will result in being locked [[Profile command|PvP open]] for 4 hours.&lt;br /&gt;
&lt;br /&gt;
====[[Backstab]]====&lt;br /&gt;
[[Backstab]] is both a [[Backstab skill|skill]] and an [[Backstab|ability]] reserved exclusively for Thieves. The purpose of the skill is to make our attacks from hiding more powerful and accurate. There is no hard requirement for this skill to circle, so it is not required to train. However, a successful {{com|backstab}} is very powerful and greatly enhances a thief&#039;s offensive capabilities; [[Backstab skill|backstab]] is essential to maximizing our effectiveness in combat.&lt;br /&gt;
&lt;br /&gt;
To be used to {{com|backstab}}, a weapon must [[Weight|weigh]] under 30 stones, be a [[Small Edged skill|small edge weapon]], and be a thrusting weapon. It is encouraged for younger Thieves to use the lightest and smallest blade due to it&#039;s increased accuracy over the larger and heavier weapons. As you grow in [[strength]] and skill, it is easy enough to also grow in blade length and weight until you are using the maximum sized blade to backstab. &lt;br /&gt;
&lt;br /&gt;
Only creatures that stand upright on two legs are valid targets for {{com|backstab}}. To train this skill on beastial opponants you must target your attack to a body part (the chest seems to be the easiest to hit and the head the hardest) this is done by using the command (attack move) (body part), IE: jab chest, thrust abdomen, etc.&lt;br /&gt;
&lt;br /&gt;
Also, thieves can still train [[Backstab skill|backstab]] by using the [[thief ambushes]] on any creature.  This will also train the [[debilitation skill]].  Using the [[thief ambushes]] will use some [[concentration]] and may interfere with using [[Khri|khris]] if the [[concentration]] pool is drained completely.&lt;br /&gt;
&lt;br /&gt;
Note that, while simply attacking from hiding will [[ambush]] the target, it will not train the [[backstab skill]].&lt;br /&gt;
&lt;br /&gt;
===[[Lore skillset|Lore Skills]]===&lt;br /&gt;
You will be required to train three skills of your choice from the [[Lore skillset]]. [[Appraisal]], [[Tactics]], and either [[Scholarship]] or a [[Crafting|craft]] is a good choice. &lt;br /&gt;
* [[Appraisal]] will allow you to more accurately {{com|mark}} targets, as well as to {{com|appraise}} weapons, armor, and creatures accurately.&lt;br /&gt;
* [[Tactics]] improve your ability to use non-damaging attacks.  In addition, you may {{com|analyze}} targets and, after landing attacks in a certain order, gain temporary advantages over your opponent.&lt;br /&gt;
* [[Scholarship]] is used to {{com|teach}} and {{com|listen}} to [[Scholarship skill|classes]].  It is also used for other miscellaneous things, such as [[anatomy charts]].&lt;br /&gt;
* [[Performance]] is one&#039;s ability to play a musical instrument.&lt;br /&gt;
* [[Mechanical Lore]] will eventually be eliminated and split into the skills for the crafting skills below.  For now, {{com|braid}} is the easiest way to train [[mechanical lore]].&lt;br /&gt;
* [[Crafting]] is a set of systems that are still being developed, some of which are complete.  There are five skills with three crafting disciplines each.&lt;br /&gt;
** [[Forging skill|Forging]] is the most complete crafting skill, with all three disciplines released: [[Blacksmithing]], [[Armorsmithing]], and [[Weaponsmithing]].&lt;br /&gt;
** [[Engineering skill|Engineering]] currently allows a character to [[Carving discipline|carve]] bone and stone.  [[Tinkering]] and [[Shaping]] are planned for the future.&lt;br /&gt;
** [[Outfitting skill|Outfitting]] currently allows the [[Tailoring discipline|tailoring]] of leather and cloth items.  [[Jewelry Making|Jewelry making]] and [[Artistry]] are planned for the future.&lt;br /&gt;
** [[Alchemy skill|Alchemy]] can be used to create [[Remedies discipline|remedies]] that can be used to heal yourself, though [[Healing herbs|herbs]] may also be used without the need to be processed first.  [[Poisons]] and [[Cooking]] are planned for the future.&lt;br /&gt;
** [[Enchanting skill|Enchanting]] currently does not have any crafting discipline released, yet.  It will eventually encompass [[Artificing]], [[Binding]], and [[Invoking]].  Thieves, however, do not use magic and will likely not be able to make use of [[Enchanting]].&lt;br /&gt;
&lt;br /&gt;
Thieves are, for now, the only ones able to [[Lockpick Carving|carve lockpicks]] and make [[Poison]].  Eventually, these will utilize the [[Tinkering discipline|tinkering]] and [[Poison discipline|poison]] disciplines.  &lt;br /&gt;
&lt;br /&gt;
Thieves receive two free [[Carving Techniques|carving techniques]] and will receive one free [[Poison Techniques|poison technique]] when they become available.&lt;br /&gt;
&lt;br /&gt;
===[[Supernatural Skillset|Magic Skills]]===&lt;br /&gt;
As Thieves, we do not make use of magic, per se, and so only use half the [[:Category:Supernatural Skillset|supernatural skills]], also known as magic to others: [[Primary Magic|Inner Magic]], [[augmentation]], [[utility]], and [[debilitation]]. &lt;br /&gt;
&lt;br /&gt;
You will also train [[Primary Magic|Inner Magic]] while training any of the other Supernatural skills.  [[Category:Khri|Khris]] that enhance your [[category:Skills|skills]] or [[attributes]] use the [[augmentation]] skill, while those that provide some other benefit use the [[utility]] skill.  Thieves can also project a presence so powerful to affect creatures in combat and [[delibitation|debilitate]] them.  However, we are rather limited in this regard compared to other guilds.&lt;br /&gt;
&lt;br /&gt;
Fortunately, we are also able to [[debilitation|debilitate]] enemies with some [[category:Thief Ambushes|special ambush]] maneuvers, the first of which being [[Ambush Choke|ambush choke]].&lt;br /&gt;
&lt;br /&gt;
====[[Armor Skillset|Armor Skills]]====&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you also use a [[Shield skill|shield]] because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
The typical armor choice for Thieves is using some kind of [[Light Armor]] since it has the lowest stealth hinderance. It is also common to mix armor types to train multiple armor skills. Using [[Chain Armor|chain]] as a secondary armor type will not raise your stealth hinderance much if you make the pieces smaller covering items like hand and head protection.&lt;br /&gt;
&lt;br /&gt;
Two popular choices of Light Armor are cloth and leather. Both have benefits and drawbacks, Cloth being lighter and less hindering while Leather is more protective and readily available from a number of shops. When just starting, it&#039;s recommended that you seriously consider cloth armor solutions as they will grant you more freedom of movement and less hindrance on your stealth abilities. The lesser weight of cloth is also promotional towards having a lower burden overall which means more opportunity to carry loot (boxes, gems, skins, coin) without being weighed down.&lt;br /&gt;
&lt;br /&gt;
==Thief Abilities==&lt;br /&gt;
=====Mark=====&lt;br /&gt;
This is our ability that lets us assess a mark (person or store item) before you make any actions towards them. You are able to learn it within your first couple of circles from the Crossing Guildleader.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Mark]]&lt;br /&gt;
&lt;br /&gt;
====Khri====&lt;br /&gt;
Khri are our main abilities that we use. They are fueled by our [[concentration]] pool and require no preparation to start, unlike spells. You are able to learn your first khri at circle 1 which will be [[Khri Focus]] once you find your way into the Crossing guild hall.&lt;br /&gt;
&lt;br /&gt;
Khri use the Supernatural skillset to determine if you can even start them and how powerful they will be once you can. Khri that use the Debilitation skill are only useful when engaged with an enemy.&lt;br /&gt;
&lt;br /&gt;
The Debilitation skill can only be trained in combat against critters of close to equal stats. Debilitation learning is based on the comparison of stats between you and the target instead of the skill it&#039;s self. This means various abilities will train differently depending on their [[Contested Abilities|stat contest]] and how you have trained your stats, so try different ambushes and khri to find the one that teaches best for you in different hunting grounds.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[:Category:Khri|Khri]].&lt;br /&gt;
&lt;br /&gt;
====Ambushes====&lt;br /&gt;
Thief ambushes are part magic and part combat. They train the [[Debilitation]] skill and, to a minor degree, the [[Backstab]] skill. While some are not damaging, they can offer you a significant advantage over your opponent during combat.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled fighters. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[Parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[Bow]], or [[Crossbow]]. With sufficient skill, a thief will not require extra time to load a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] while hidden as members of other guilds do.  In addition, thieves may also [[snipe]] at targets while attempting to remain hidden.&lt;br /&gt;
&lt;br /&gt;
In addition, it is recommended to train [[Small Edged]] for use with backstabbing, [[Light Thrown]] to improve your use of the ambushes that use dirt, and to take advantage of the reduced skill needed to throw multiple throwing blades, and [[Brawling]] to improve your use of [[Ambush Clout]]. &lt;br /&gt;
&lt;br /&gt;
=====Snipe=====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the [[Snipe]] ability from Guildmaster in [[Crossings]]. This ability will allow you to fire an aimable ranged weapon from hiding with a chance to remain hidden.&lt;br /&gt;
&lt;br /&gt;
It needs to be mentioned that there is strict policy on using Snipe, and the ability can be taken away if the GMs feel it is being abused.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
Reputation is how well the guild feels about you.&lt;br /&gt;
&lt;br /&gt;
Some Thieves confuse Reputation and Confidence.  It is important to realize they are two separate things and are not intertwined.&lt;br /&gt;
&lt;br /&gt;
Keeping your reputation solid allows you access to Thief areas and certain Thief abilities.&lt;br /&gt;
&lt;br /&gt;
Allowing your reputation to go too low can result in the guild acting against you, even resulting in your character&#039;s death.&lt;br /&gt;
&lt;br /&gt;
====Confidence====&lt;br /&gt;
Confidence is how well you see yourself.&lt;br /&gt;
&lt;br /&gt;
The verb {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding will access how you feel about yourself, it will also advise if you are in an urban bonus area.&lt;br /&gt;
&lt;br /&gt;
Currently it seems the only manner to improve your confidence is backstabbing.&lt;br /&gt;
&lt;br /&gt;
Confidence can help you with thiefly endeavors: locksmithing, being stealthy, backstabbing, and the like.&lt;br /&gt;
&lt;br /&gt;
====Urban Bonus====&lt;br /&gt;
Rooms within DragonRealms are either urban, neutral, or wilderness. Thieves thrive within the city walls, so we have a bonus to our non-combat survival skills while we are within an urban area. This is checked with using {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding. This will stack with our [[confidence]] bonus to provide a bigger bonus when both are in the positive, but having a bad confidence level along with being in the wilderness will stack against you to the point of you failing even the simplest of tasks.&lt;br /&gt;
&lt;br /&gt;
====Passages====&lt;br /&gt;
The guild has hidden passages across the cities of the realms that provides us with a safe haven when the heat gets to be too much, and to make it easier to move in and out of the guilds to other areas of the cities. This ability is learned very early in your career and can make crossing the Segoltha River to the south of Crossing much quicker.&lt;br /&gt;
&lt;br /&gt;
====Contacts====&lt;br /&gt;
&lt;br /&gt;
====Slips====&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
====Signs====&lt;br /&gt;
Thieves have a special language, which can be learned at a fairly early stage within a Thief&#039;s career.  There is an expert in this language within the Thieves&#039; Guild that could be sought out to teach a Thief.  It is not taught by other player characters, and is gives no advantages in skills or stats.  It can however add to characters&#039; ability to immerse themselves into the Thieves&#039; guild.&lt;br /&gt;
&lt;br /&gt;
====Voice Throw====&lt;br /&gt;
Voice throw is an ability that can be learned from a guilded Bard.  That is any player run Bard.  Not a disguised Thief who seems to be a Bard but a Bard.  It is an ability learned a good deal within the career of a Thief.  A neat ability, and something to push for through the earlier stages of training if the ability interests you.  Keeping with the character of the Thieves&#039; Guild.  Overtly seeking a teacher of this discipline is frowned upon by the Guild, and will likely out yourself and draw unwanted attention to the guild.&lt;br /&gt;
&lt;br /&gt;
====Poison Resistance====&lt;br /&gt;
Poison Resistance is an ability learned by the same Master of Poisons, that teaches you about poisons, though you&#039;ll have to earn more trust then the trust needed to learn about Poisons.  It is a helpful ability, and once you have it it will work on its own to defend your character against threats of poisons.  Please remember this does NOT make you poison proof, you can be wounded by poisons, and some poisons can even kill you with this ability.&lt;br /&gt;
&lt;br /&gt;
====Pretend Guild====&lt;br /&gt;
Pretending to be another Guild is strictly a RolePlaying choice, it&#039;s not required from any Thief. It&#039;s simply a perk that we get to use in order to conceal our actual guild affiliation. Bear in mind that the overall desires of the Thieves Guild is that we not bring too much attention/heat down on the guild as a whole, and a proper use of the Pretend Guild system will help you keep to the guild&#039;s desires.&lt;br /&gt;
&lt;br /&gt;
===Closing Statements===&lt;br /&gt;
The Thieves&#039; Guild is not the easiest guild to be part of (but all guilds have their challenges and DragonRealms is a game of building a Story through being challenged), it offers many options for running a character within DragonRealms.  It may very well be a great fit for you.  There is more then one way to enter the Thieves&#039; Guildhall of Crossing.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379641</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379641"/>
		<updated>2014-11-01T17:16:51Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: /* Closing Statements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Start==&lt;br /&gt;
===Getting Started===&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
====Crossing====&lt;br /&gt;
There is a guild hall in the Crossing once again! It is being kept a better secret this time around though. It still has an entrance into the hall that newcomers are able to enter through, if you can find it. There is also a man on the street that will let you join and even circle a few times before he directs you to the Guild leader in the guild hall.&lt;br /&gt;
&lt;br /&gt;
====Riverhaven====&lt;br /&gt;
There is no way to join the guild in Riverhaven, so you must make your way to Crossing if you started out here. &lt;br /&gt;
&lt;br /&gt;
There is no single guild hall in this city, instead there are a series of boltholes scattered across the city that the co-leaders, Swan and Crow, move between.&lt;br /&gt;
&lt;br /&gt;
===[[Survival Skillset|Survival Skills]]===&lt;br /&gt;
Similar to [[Rangers]] and [[Necromancers]], we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it and furthermore, that it will be easiest to train these skills when compared with skills from other skill groups, such as [[Weapon Skillset|weapons]].  From the very start you will be required to train eight survival skills to varying degrees, though the choice is upon you as to which those will be.  [[Scouting]] and [[Thanatology]] cannot be trained by thieves, as they are exclusive to [[Rangers]] and [[Necromancers]] respectively.  Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Stealing|Thievery]].  These may count towards the eight required survival skills and the required ranks per circle are lower or match all but the lowest survival skill requirement. &lt;br /&gt;
&lt;br /&gt;
We&#039;ll glaze over some skills here and go more in-depth on the major ones afterwards.&lt;br /&gt;
 &lt;br /&gt;
* [[Evasion]] - Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
* [[Athletics]] - The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming across a river. Consult the [[Athletics skill|athletics]] page for a list of places to climb and swim.  Be careful not to wander into dangerous areas while exploring.&lt;br /&gt;
* [[Perception]] - Perception mainly affects a character&#039;s ability to detect things that are hidden.  This may be other characters, creatures, hidden paths, and more.  There are several ways to train perception:&lt;br /&gt;
** Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the {{com|collect}} verb.  Remember to {{com|kick}} the piles after they are collected to avoid clutter.  It will also teach the [[Outdoorsmanship]] skill.  It may require a few ranks in outdoorsmanship before you can {{com|collect}} anything.&lt;br /&gt;
** The {{com|hunt}} verb may be used while hunting to train perception.  You will learn for both finding and tracking down the target.&lt;br /&gt;
** Identifying traps and locks on treasure boxes will also train perception.&lt;br /&gt;
** You may {{com|juggle}} certain [[Juggle List|items]] to train perception.  Lighter items are easier to {{com|juggle}}.&lt;br /&gt;
* [[Outdoorsmanship]] - While it is not essential for a thief, outdoorsmanship is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception. Gathering [[Healing herbs|Herbs]] for [[Remedies|remedies]] with the {{com|forage}} or {{com|collect}} commands is probably the most compelling reason to train [[outdoorsmanship]].&lt;br /&gt;
* [[First aid|First Aid]] - [[First aid]] is used to to stop bleeding from more severe [[Damage|injuries]], to remove bolts and arrows from [[Crossbow skill|crossbows]] and [[Bow skill|bows]], and to remove [[Parasite|parasites]] that are found in certain areas. You may also {{com|study}} [[Anatomy chart|anatomy charts]] to train [[First aid|first aid]], as well as [[Scholarship|scholarship]].&lt;br /&gt;
*[[Skinning]] - [[Skinning]] is almost universally trained, as many creatures may be {{com|skin}}ed after they are killed.  The rewards may be sold to a tannery like [[Falken&#039;s Tannery]], used to create [[Tailoring discipline|leather goods]], carved into [[Carving discipline|bone goods]], or other miscellaneous goods like [[Fletching|arrowheads]]. Unfortunately, creatures that you can {{com|backstab}} often cannot be skinned.  It is advised that you vary the creatures you hunt so that neither skill falls behind.&lt;br /&gt;
&lt;br /&gt;
====[[Stealth]]====&lt;br /&gt;
Stealth is a big part of being a Thief. Indeed, it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[Stealing skill|Thievery]].  A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
Being stealthy is part of being a Thief and sneaking around town may seem like a grand Thief mannerism, it may add to your character&#039;s background, however its not going to train the skill, here are instead some common manners to train:&lt;br /&gt;
&lt;br /&gt;
{{com|hide}} will attempt to conceal the character from open view.  Characters with sufficient skill in [[Perception skill|perception]] compared to your [[Stealth skill|stealth]] will see you slip into hiding.  If they do not notice, they may {{com|search}} for where you are hiding.  {{com|stalk}} will attempt to follow the target, player or creature, while hidden.  {{com|sneak}} will attempt sneak from room-to-room while avoiding being seen.&lt;br /&gt;
&lt;br /&gt;
However, one learns nothing trying to hide from nothing.  At first, trying to be stealthy around other players will be sufficient to train.  However, hiding from creatures, especially in combat is one of the most effective ways to training stealth.  Following up a successful attempt to slip from a creature&#039;s view with with {{com|backstab}} is the traditional close quarters one-two punch for a thief.  Simply attacking from stealth normally will [[ambush]] the target and is also very effective in training stealth.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks with a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] may also be performed from stealth by using the {{com|poach}} command or the {{com|snipe}} command if you wish to attempt to remain hidden.  However, creatures not at pole or melee range sometimes tend to wander.  This can lead to arrows and bolts going missing if they are lodged in the creature.&lt;br /&gt;
&lt;br /&gt;
Perhaps jarring from reality, hiding repetitively and at close quarters during combat isn&#039;t problematic.  It trains well and can get a Thief out of a pinch.  Practice often, and don&#039;t forget to repeat.&lt;br /&gt;
&lt;br /&gt;
====[[Locksmithing]]====&lt;br /&gt;
Locksmithing is an important skill for thieves and was the basis for the [[Kalag&#039;s_Memoirs,_Part_1_(book)|foundation]] of the Thieves&#039; guild.  &lt;br /&gt;
&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from creatures.  Thieves are hands down the best at opening locked boxes and so are often sought out to open boxes other hunters are not able to open.&lt;br /&gt;
&lt;br /&gt;
Be aware that boxes found on creatures are [[Box Traps|trapped]].  You should {{com|disarm}} them before trying to {{com|pick}} them with a [[Lockpick Carving|lockpick]].  Thieves of sufficient skill may {{com|carve}} their own lockpicks from [[Lockpick Carving|keyblanks]].  They may also be acquired from some shops, such as [[Ragge&#039;s Locksmithing]].&lt;br /&gt;
&lt;br /&gt;
====[[Stealing skill|Thievery]]====&lt;br /&gt;
[[Stealing skill|Thievery]] is a hallmark skill for the Thieves guild, and, as such, there it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[stealth]]. A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
[[Stealing skill|Thievery]] is currently used to {{com|steal}} items and coins.  Valid targets to {{com|steal}} from are NPCs, items in shops, other players, and the Throne City Museum.  The best way to train [[Stealing skill|thievery]] is to steal from shops.  Items that are light and cheap are the easiest to steal.  Stealing repetitively from the same target will make it progressively more difficult to steal from that target again.  The target will let their guard down again after one hour.  You can [[Mark|mark]] items to see if you are able to steal it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING!!!&#039;&#039;&#039; Stealing from other players will result in being locked [[Profile command|PvP open]] for 4 hours.&lt;br /&gt;
&lt;br /&gt;
=====Mark=====&lt;br /&gt;
This is our ability that lets us assess a mark (person or store item) before you make any actions towards them. You are able to learn it within your first couple of circles from the Crossing Guildleader.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Mark]]&lt;br /&gt;
&lt;br /&gt;
====[[Backstab]]====&lt;br /&gt;
[[Backstab]] is both a [[Backstab skill|skill]] and an [[Backstab|ability]] reserved exclusively for Thieves. The purpose of the skill is to make our attacks from hiding more powerful and accurate. There is no hard requirement for this skill to circle, so it is not required to train. However, a successful {{com|backstab}} is very powerful and greatly enhances a thief&#039;s offensive capabilities; [[Backstab skill|backstab]] is essential to maximizing our effectiveness in combat.&lt;br /&gt;
&lt;br /&gt;
To be used to {{com|backstab}}, a weapon must [[Weight|weigh]] under 30 stones, be a [[Small Edged skill|small edge weapon]], and be a thrusting weapon. It is encouraged for younger Thieves to use the lightest and smallest blade due to it&#039;s increased accuracy over the larger and heavier weapons. As you grow in [[strength]] and skill, it is easy enough to also grow in blade length and weight until you are using the maximum sized blade to backstab. &lt;br /&gt;
&lt;br /&gt;
Only creatures that stand upright on two legs are valid targets for {{com|backstab}}. To train this skill on beastial opponants you must target your attack to a body part (the chest seems to be the easiest to hit and the head the hardest) this is done by using the command (attack move) (body part), IE: jab chest, thrust abdomen, etc.&lt;br /&gt;
&lt;br /&gt;
Also, thieves can still train [[Backstab skill|backstab]] by using the [[thief ambushes]] on any creature.  This will also train the [[debilitation skill]].  Using the [[thief ambushes]] will use some [[concentration]] and may interfere with using [[Khri|khris]] if the [[concentration]] pool is drained completely.&lt;br /&gt;
&lt;br /&gt;
Note that, while simply attacking from hiding will [[ambush]] the target, it will not train the [[backstab skill]].&lt;br /&gt;
&lt;br /&gt;
===[[Lore skillset|Lore Skills]]===&lt;br /&gt;
You will be required to train three skills of your choice from the [[Lore skillset]]. [[Appraisal]], [[Tactics]], and either [[Scholarship]] or a [[Crafting|craft]] is a good choice. &lt;br /&gt;
* [[Appraisal]] will allow you to more accurately {{com|mark}} targets, as well as to {{com|appraise}} weapons, armor, and creatures accurately.&lt;br /&gt;
* [[Tactics]] improve your ability to use non-damaging attacks.  In addition, you may {{com|analyze}} targets and, after landing attacks in a certain order, gain temporary advantages over your opponent.&lt;br /&gt;
* [[Scholarship]] is used to {{com|teach}} and {{com|listen}} to [[Scholarship skill|classes]].  It is also used for other miscellaneous things, such as [[anatomy charts]].&lt;br /&gt;
* [[Performance]] is one&#039;s ability to play a musical instrument.&lt;br /&gt;
* [[Mechanical Lore]] will eventually be eliminated and split into the skills for the crafting skills below.  For now, {{com|braid}} is the easiest way to train [[mechanical lore]].&lt;br /&gt;
* [[Crafting]] is a set of systems that are still being developed, some of which are complete.  There are five skills with three crafting disciplines each.&lt;br /&gt;
** [[Forging skill|Forging]] is the most complete crafting skill, with all three disciplines released: [[Blacksmithing]], [[Armorsmithing]], and [[Weaponsmithing]].&lt;br /&gt;
** [[Engineering skill|Engineering]] currently allows a character to [[Carving discipline|carve]] bone and stone.  [[Tinkering]] and [[Shaping]] are planned for the future.&lt;br /&gt;
** [[Outfitting skill|Outfitting]] currently allows the [[Tailoring discipline|tailoring]] of leather and cloth items.  [[Jewelry Making|Jewelry making]] and [[Artistry]] are planned for the future.&lt;br /&gt;
** [[Alchemy skill|Alchemy]] can be used to create [[Remedies discipline|remedies]] that can be used to heal yourself, though [[Healing herbs|herbs]] may also be used without the need to be processed first.  [[Poisons]] and [[Cooking]] are planned for the future.&lt;br /&gt;
** [[Enchanting skill|Enchanting]] currently does not have any crafting discipline released, yet.  It will eventually encompass [[Artificing]], [[Binding]], and [[Invoking]].  Thieves, however, do not use magic and will likely not be able to make use of [[Enchanting]].&lt;br /&gt;
&lt;br /&gt;
Thieves are, for now, the only ones able to [[Lockpick Carving|carve lockpicks]] and make [[Poison]].  Eventually, these will utilize the [[Tinkering discipline|tinkering]] and [[Poison discipline|poison]] disciplines.  &lt;br /&gt;
&lt;br /&gt;
Thieves receive two free [[Carving Techniques|carving techniques]] and will receive one free [[Poison Techniques|poison technique]] when they become available.&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
As Thieves we only have access to about half of the [[:Category:Supernatural Skillset|Supernatural Skillset]] to train. The [[Primary Magic|Inner Magic]] skill, [[Augmentation]] skill, [[Utility]] skill, and [[Debilitation]] skill. &lt;br /&gt;
&lt;br /&gt;
You will learn the Inner Magic skill by training any of the other Supernatural skills. Augmentation and Utility are both easily trained by starting and letting a khri run for it&#039;s duration. This can be done in and out of combat, and is suggested to have a khri going at all times since the Supernatural skillset is tertiary and learns slower than most of your other skills.&lt;br /&gt;
&lt;br /&gt;
The Debilitation skill can only be trained in combat against critters of close to equal stats. Debilitation learning is based on the comparison of stats between you and the target instead of the skill it&#039;s self. This means various abilities will train differently depending on their [[Contested Abilities|stat contest]] and how you have trained your stats, so try different ambushes and khri to find the one that teaches best for you in different hunting grounds.&lt;br /&gt;
&lt;br /&gt;
[[Ambush Choke]] is received at second circle, and is the only way we can train debilitation till [[Khri Prowess]] is able to be learned at 20th circle. This ambush trains debilitation poorly compared to other ambushes so it is recommended that you find someone to teach the skill until you can train the skill reliably yourself.&lt;br /&gt;
&lt;br /&gt;
====Khri====&lt;br /&gt;
Khri are our main abilities that we use. They are fueled by our [[concentration]] pool and require no preparation to start, unlike spells. You are able to learn your first khri at circle 1 which will be [[Khri Focus]] once you find your way into the Crossing guild hall.&lt;br /&gt;
&lt;br /&gt;
Khri use the Supernatural skillset to determine if you can even start them and how powerful they will be once you can. Khri that use the Debilitation skill are only useful when engaged with an enemy.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[:Category:Khri|Khri]].&lt;br /&gt;
&lt;br /&gt;
====Ambushes====&lt;br /&gt;
Thief ambushes are part magic and part combat. They train the [[Debilitation]] skill and, to a minor degree, the [[Backstab]] skill. While some are not damaging, they can offer you a significant advantage over your opponent during combat.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled fighters. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[Parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[Bow]], or [[Crossbow]]. With sufficient skill, a thief will not require extra time to load a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] while hidden as members of other guilds do.  In addition, thieves may also [[snipe]] at targets while attempting to remain hidden.&lt;br /&gt;
&lt;br /&gt;
In addition, it is recommended to train [[Small Edged]] for use with backstabbing, [[Light Thrown]] to improve your use of the ambushes that use dirt, and to take advantage of the reduced skill needed to throw multiple throwing blades, and [[Brawling]] to improve your use of [[Ambush Clout]]. &lt;br /&gt;
&lt;br /&gt;
=====Snipe=====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the [[Snipe]] ability from Guildmaster in [[Crossings]]. This ability will allow you to fire an aimable ranged weapon from hiding with a chance to remain hidden.&lt;br /&gt;
&lt;br /&gt;
It needs to be mentioned that there is strict policy on using Snipe, and the ability can be taken away if the GMs feel it is being abused.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
====Armor====&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you do train your [[Shield skill|shield]] because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
The typical armor choice for Thieves is using some kind of [[Light Armor]] since it has the lowest stealth hinderance. It is also common to mix armor types to train multiple armor skills. Using [[Chain Armor|chain]] as a secondary armor type will not raise your stealth hinderance much if you make the pieces smaller covering items like hand and head protection.&lt;br /&gt;
&lt;br /&gt;
Two popular choices of Light Armor are cloth and leather. Both have benefits and drawbacks, Cloth being lighter and less hindering while Leather is more protective and readily available from a number of shops. When just starting, it&#039;s recommended that you seriously consider cloth armor solutions as they will grant you more freedom of movement and less hindrance on your stealth abilities. The lesser weight of cloth is also promotional towards having a lower burden overall which means more opportunity to carry loot (boxes, gems, skins, coin) without being weighed down.&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
Reputation is how well the guild feels about you.&lt;br /&gt;
&lt;br /&gt;
Some Thieves confuse Reputation and Confidence.  It is important to realize they are two separate things and are not intertwined.&lt;br /&gt;
&lt;br /&gt;
Keeping your reputation solid allows you access to Thief areas and certain Thief abilities.&lt;br /&gt;
&lt;br /&gt;
Allowing your reputation to go too low can result in the guild acting against you, even resulting in your character&#039;s death.&lt;br /&gt;
&lt;br /&gt;
====Confidence====&lt;br /&gt;
Confidence is how well you see yourself.&lt;br /&gt;
&lt;br /&gt;
The verb {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding will access how you feel about yourself, it will also advise if you are in an urban bonus area.&lt;br /&gt;
&lt;br /&gt;
Currently it seems the only manner to improve your confidence is backstabbing.&lt;br /&gt;
&lt;br /&gt;
Confidence can help you with thiefly endeavors: locksmithing, being stealthy, backstabbing, and the like.&lt;br /&gt;
&lt;br /&gt;
====Urban Bonus====&lt;br /&gt;
Rooms within DragonRealms are either urban, neutral, or wilderness. Thieves thrive within the city walls, so we have a bonus to our non-combat survival skills while we are within an urban area. This is checked with using {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding. This will stack with our [[confidence]] bonus to provide a bigger bonus when both are in the positive, but having a bad confidence level along with being in the wilderness will stack against you to the point of you failing even the simplest of tasks.&lt;br /&gt;
&lt;br /&gt;
====Passages====&lt;br /&gt;
The guild has hidden passages across the cities of the realms that provides us with a safe haven when the heat gets to be too much, and to make it easier to move in and out of the guilds to other areas of the cities. This ability is learned very early in your career and can make crossing the Segoltha River to the south of Crossing much quicker.&lt;br /&gt;
&lt;br /&gt;
====Contacts====&lt;br /&gt;
&lt;br /&gt;
====Slips====&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
====Signs====&lt;br /&gt;
Thieves have a special language, which can be learned at a fairly early stage within a Thief&#039;s career.  There is an expert in this language within the Thieves&#039; Guild that could be sought out to teach a Thief.  It is not taught by other player characters, and is gives no advantages in skills or stats.  It can however add to characters&#039; ability to immerse themselves into the Thieves&#039; guild.&lt;br /&gt;
&lt;br /&gt;
====Voice Throw====&lt;br /&gt;
Voice throw is an ability that can be learned from a guilded Bard.  That is any player run Bard.  Not a disguised Thief who seems to be a Bard but a Bard.  It is an ability learned a good deal within the career of a Thief.  A neat ability, and something to push for through the earlier stages of training if the ability interests you.  Keeping with the character of the Thieves&#039; Guild.  Overtly seeking a teacher of this discipline is frowned upon by the Guild, and will likely out yourself and draw unwanted attention to the guild.&lt;br /&gt;
&lt;br /&gt;
====Poison Resistance====&lt;br /&gt;
Poison Resistance is an ability learned by the same Master of Poisons, that teaches you about poisons, though you&#039;ll have to earn more trust then the trust needed to learn about Poisons.  It is a helpful ability, and once you have it it will work on its own to defend your character against threats of poisons.  Please remember this does NOT make you poison proof, you can be wounded by poisons, and some poisons can even kill you with this ability.&lt;br /&gt;
&lt;br /&gt;
====Pretend Guild====&lt;br /&gt;
Pretending to be another Guild is strictly a RolePlaying choice, it&#039;s not required from any Thief. It&#039;s simply a perk that we get to use in order to conceal our actual guild affiliation. Bear in mind that the overall desires of the Thieves Guild is that we not bring too much attention/heat down on the guild as a whole, and a proper use of the Pretend Guild system will help you keep to the guild&#039;s desires.&lt;br /&gt;
&lt;br /&gt;
===Closing Statements===&lt;br /&gt;
The Thieves&#039; Guild is not the easiest guild to be part of (but all guilds have their challenges and DragonRealms is a game of building a Story through being challenged), it offers many options for running a character within DragonRealms.  It may very well be a great fit for you.  There is more then one way to enter the Thieves&#039; Guildhall of Crossing.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379637</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379637"/>
		<updated>2014-11-01T17:07:28Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: /* Poison Resistance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Start==&lt;br /&gt;
===Getting Started===&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
====Crossing====&lt;br /&gt;
There is a guild hall in the Crossing once again! It is being kept a better secret this time around though. It still has an entrance into the hall that newcomers are able to enter through, if you can find it. There is also a man on the street that will let you join and even circle a few times before he directs you to the Guild leader in the guild hall.&lt;br /&gt;
&lt;br /&gt;
====Riverhaven====&lt;br /&gt;
There is no way to join the guild in Riverhaven, so you must make your way to Crossing if you started out here. &lt;br /&gt;
&lt;br /&gt;
There is no single guild hall in this city, instead there are a series of boltholes scattered across the city that the co-leaders, Swan and Crow, move between.&lt;br /&gt;
&lt;br /&gt;
===[[Survival Skillset|Survival Skills]]===&lt;br /&gt;
Similar to [[Rangers]] and [[Necromancers]], we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it and furthermore, that it will be easiest to train these skills when compared with skills from other skill groups, such as [[Weapon Skillset|weapons]].  From the very start you will be required to train eight survival skills to varying degrees, though the choice is upon you as to which those will be.  [[Scouting]] and [[Thanatology]] cannot be trained by thieves, as they are exclusive to [[Rangers]] and [[Necromancers]] respectively.  Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Stealing|Thievery]].  These may count towards the eight required survival skills and the required ranks per circle are lower or match all but the lowest survival skill requirement. &lt;br /&gt;
&lt;br /&gt;
We&#039;ll glaze over some skills here and go more in-depth on the major ones afterwards.&lt;br /&gt;
 &lt;br /&gt;
* [[Evasion]] - Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
* [[Athletics]] - The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming across a river. Consult the [[Athletics skill|athletics]] page for a list of places to climb and swim.  Be careful not to wander into dangerous areas while exploring.&lt;br /&gt;
* [[Perception]] - Perception mainly affects a character&#039;s ability to detect things that are hidden.  This may be other characters, creatures, hidden paths, and more.  There are several ways to train perception:&lt;br /&gt;
** Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the {{com|collect}} verb.  Remember to {{com|kick}} the piles after they are collected to avoid clutter.  It will also teach the [[Outdoorsmanship]] skill.  It may require a few ranks in outdoorsmanship before you can {{com|collect}} anything.&lt;br /&gt;
** The {{com|hunt}} verb may be used while hunting to train perception.  You will learn for both finding and tracking down the target.&lt;br /&gt;
** Identifying traps and locks on treasure boxes will also train perception.&lt;br /&gt;
** You may {{com|juggle}} certain [[Juggle List|items]] to train perception.  Lighter items are easier to {{com|juggle}}.&lt;br /&gt;
* [[Outdoorsmanship]] - While it is not essential for a thief, outdoorsmanship is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception. Gathering [[Healing herbs|Herbs]] for [[Remedies|remedies]] with the {{com|forage}} or {{com|collect}} commands is probably the most compelling reason to train [[outdoorsmanship]].&lt;br /&gt;
* [[First aid|First Aid]] - [[First aid]] is used to to stop bleeding from more severe [[Damage|injuries]], to remove bolts and arrows from [[Crossbow skill|crossbows]] and [[Bow skill|bows]], and to remove [[Parasite|parasites]] that are found in certain areas. You may also {{com|study}} [[Anatomy chart|anatomy charts]] to train [[First aid|first aid]], as well as [[Scholarship|scholarship]].&lt;br /&gt;
*[[Skinning]] - [[Skinning]] is almost universally trained, as many creatures may be {{com|skin}}ed after they are killed.  The rewards may be sold to a tannery like [[Falken&#039;s Tannery]], used to create [[Tailoring discipline|leather goods]], carved into [[Carving discipline|bone goods]], or other miscellaneous goods like [[Fletching|arrowheads]]. Unfortunately, creatures that you can {{com|backstab}} often cannot be skinned.  It is advised that you vary the creatures you hunt so that neither skill falls behind.&lt;br /&gt;
&lt;br /&gt;
====[[Stealth]]====&lt;br /&gt;
Stealth is a big part of being a Thief. Indeed, it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[Stealing skill|Thievery]].  A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
Being stealthy is part of being a Thief and sneaking around town may seem like a grand Thief mannerism, it may add to your character&#039;s background, however its not going to train the skill, here are instead some common manners to train:&lt;br /&gt;
&lt;br /&gt;
{{com|hide}} will attempt to conceal the character from open view.  Characters with sufficient skill in [[Perception skill|perception]] compared to your [[Stealth skill|stealth]] will see you slip into hiding.  If they do not notice, they may {{com|search}} for where you are hiding.  {{com|stalk}} will attempt to follow the target, player or creature, while hidden.  {{com|sneak}} will attempt sneak from room-to-room while avoiding being seen.&lt;br /&gt;
&lt;br /&gt;
However, one learns nothing trying to hide from nothing.  At first, trying to be stealthy around other players will be sufficient to train.  However, hiding from creatures, especially in combat is one of the most effective ways to training stealth.  Following up a successful attempt to slip from a creature&#039;s view with with {{com|backstab}} is the traditional close quarters one-two punch for a thief.  Simply attacking from stealth normally will [[ambush]] the target and is also very effective in training stealth.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks with a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] may also be performed from stealth by using the {{com|poach}} command or the {{com|snipe}} command if you wish to attempt to remain hidden.  However, creatures not at pole or melee range sometimes tend to wander.  This can lead to arrows and bolts going missing if they are lodged in the creature.&lt;br /&gt;
&lt;br /&gt;
Perhaps jarring from reality, hiding repetitively and at close quarters during combat isn&#039;t problematic.  It trains well and can get a Thief out of a pinch.  Practice often, and don&#039;t forget to repeat.&lt;br /&gt;
&lt;br /&gt;
====[[Locksmithing]]====&lt;br /&gt;
Locksmithing is an important skill for thieves and was the basis for the [[Kalag&#039;s_Memoirs,_Part_1_(book)|foundation]] of the Thieves&#039; guild.  &lt;br /&gt;
&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from creatures.  Thieves are hands down the best at opening locked boxes and so are often sought out to open boxes other hunters are not able to open.&lt;br /&gt;
&lt;br /&gt;
Be aware that boxes found on creatures are [[Box Traps|trapped]].  You should {{com|disarm}} them before trying to {{com|pick}} them with a [[Lockpick Carving|lockpick]].  Thieves of sufficient skill may {{com|carve}} their own lockpicks from [[Lockpick Carving|keyblanks]].  They may also be acquired from some shops, such as [[Ragge&#039;s Locksmithing]].&lt;br /&gt;
&lt;br /&gt;
====[[Stealing skill|Thievery]]====&lt;br /&gt;
[[Stealing skill|Thievery]] is a hallmark skill for the Thieves guild, and, as such, there it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[stealth]]. A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
[[Stealing skill|Thievery]] is currently used to {{com|steal}} items and coins.  Valid targets to {{com|steal}} from are NPCs, items in shops, other players, and the Throne City Museum.  The best way to train [[Stealing skill|thievery]] is to steal from shops.  Items that are light and cheap are the easiest to steal.  Stealing repetitively from the same target will make it progressively more difficult to steal from that target again.  The target will let their guard down again after one hour.  You can [[Mark|mark]] items to see if you are able to steal it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING!!!&#039;&#039;&#039; Stealing from other players will result in being locked [[Profile command|PvP open]] for 4 hours.&lt;br /&gt;
&lt;br /&gt;
=====Mark=====&lt;br /&gt;
This is our ability that lets us assess a mark (person or store item) before you make any actions towards them. You are able to learn it within your first couple of circles from the Crossing Guildleader.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Mark]]&lt;br /&gt;
&lt;br /&gt;
====[[Backstab]]====&lt;br /&gt;
[[Backstab]] is both a [[Backstab skill|skill]] and an [[Backstab|ability]] reserved exclusively for Thieves. The purpose of the skill is to make our attacks from hiding more powerful and accurate. There is no hard requirement for this skill to circle, so it is not required to train. However, a successful {{com|backstab}} is very powerful and greatly enhances a thief&#039;s offensive capabilities; [[Backstab skill|backstab]] is essential to maximizing our effectiveness in combat.&lt;br /&gt;
&lt;br /&gt;
To be used to {{com|backstab}}, a weapon must [[Weight|weigh]] under 30 stones, be a [[Small Edged skill|small edge weapon]], and be a thrusting weapon. It is encouraged for younger Thieves to use the lightest and smallest blade due to it&#039;s increased accuracy over the larger and heavier weapons. As you grow in [[strength]] and skill, it is easy enough to also grow in blade length and weight until you are using the maximum sized blade to backstab. &lt;br /&gt;
&lt;br /&gt;
Only creatures that stand upright on two legs are valid targets for {{com|backstab}}. To train this skill on beastial opponants you must target your attack to a body part (the chest seems to be the easiest to hit and the head the hardest) this is done by using the command (attack move) (body part), IE: jab chest, thrust abdomen, etc.&lt;br /&gt;
&lt;br /&gt;
Also, thieves can still train [[Backstab skill|backstab]] by using the [[thief ambushes]] on any creature.  This will also train the [[debilitation skill]].  Using the [[thief ambushes]] will use some [[concentration]] and may interfere with using [[Khri|khris]] if the [[concentration]] pool is drained completely.&lt;br /&gt;
&lt;br /&gt;
Note that, while simply attacking from hiding will [[ambush]] the target, it will not train the [[backstab skill]].&lt;br /&gt;
&lt;br /&gt;
===[[Lore skillset|Lore Skills]]===&lt;br /&gt;
You will be required to train three skills of your choice from the [[Lore skillset]]. [[Appraisal]], [[Tactics]], and either [[Scholarship]] or a [[Crafting|craft]] is a good choice. &lt;br /&gt;
* [[Appraisal]] will allow you to more accurately {{com|mark}} targets, as well as to {{com|appraise}} weapons, armor, and creatures accurately.&lt;br /&gt;
* [[Tactics]] improve your ability to use non-damaging attacks.  In addition, you may {{com|analyze}} targets and, after landing attacks in a certain order, gain temporary advantages over your opponent.&lt;br /&gt;
* [[Scholarship]] is used to {{com|teach}} and {{com|listen}} to [[Scholarship skill|classes]].  It is also used for other miscellaneous things, such as [[anatomy charts]].&lt;br /&gt;
* [[Performance]] is one&#039;s ability to play a musical instrument.&lt;br /&gt;
* [[Mechanical Lore]] will eventually be eliminated and split into the skills for the crafting skills below.  For now, {{com|braid}} is the easiest way to train [[mechanical lore]].&lt;br /&gt;
* [[Crafting]] is a set of systems that are still being developed, some of which are complete.  There are five skills with three crafting disciplines each.&lt;br /&gt;
** [[Forging skill|Forging]] is the most complete crafting skill, with all three disciplines released: [[Blacksmithing]], [[Armorsmithing]], and [[Weaponsmithing]].&lt;br /&gt;
** [[Engineering skill|Engineering]] currently allows a character to [[Carving discipline|carve]] bone and stone.  [[Tinkering]] and [[Shaping]] are planned for the future.&lt;br /&gt;
** [[Outfitting skill|Outfitting]] currently allows the [[Tailoring discipline|tailoring]] of leather and cloth items.  [[Jewelry Making|Jewelry making]] and [[Artistry]] are planned for the future.&lt;br /&gt;
** [[Alchemy skill|Alchemy]] can be used to create [[Remedies discipline|remedies]] that can be used to heal yourself, though [[Healing herbs|herbs]] may also be used without the need to be processed first.  [[Poisons]] and [[Cooking]] are planned for the future.&lt;br /&gt;
** [[Enchanting skill|Enchanting]] currently does not have any crafting discipline released, yet.  It will eventually encompass [[Artificing]], [[Binding]], and [[Invoking]].  Thieves, however, do not use magic and will likely not be able to make use of [[Enchanting]].&lt;br /&gt;
&lt;br /&gt;
Thieves are, for now, the only ones able to [[Lockpick Carving|carve lockpicks]] and make [[Poison]].  Eventually, these will utilize the [[Tinkering discipline|tinkering]] and [[Poison discipline|poison]] disciplines.  &lt;br /&gt;
&lt;br /&gt;
Thieves receive two free [[Carving Techniques|carving techniques]] and will receive one free [[Poison Techniques|poison technique]] when they become available.&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
As Thieves we only have access to about half of the [[:Category:Supernatural Skillset|Supernatural Skillset]] to train. The [[Primary Magic|Inner Magic]] skill, [[Augmentation]] skill, [[Utility]] skill, and [[Debilitation]] skill. &lt;br /&gt;
&lt;br /&gt;
You will learn the Inner Magic skill by training any of the other Supernatural skills. Augmentation and Utility are both easily trained by starting and letting a khri run for it&#039;s duration. This can be done in and out of combat, and is suggested to have a khri going at all times since the Supernatural skillset is tertiary and learns slower than most of your other skills.&lt;br /&gt;
&lt;br /&gt;
The Debilitation skill can only be trained in combat against critters of close to equal stats. Debilitation learning is based on the comparison of stats between you and the target instead of the skill it&#039;s self. This means various abilities will train differently depending on their [[Contested Abilities|stat contest]] and how you have trained your stats, so try different ambushes and khri to find the one that teaches best for you in different hunting grounds.&lt;br /&gt;
&lt;br /&gt;
[[Ambush Choke]] is received at second circle, and is the only way we can train debilitation till [[Khri Prowess]] is able to be learned at 20th circle. This ambush trains debilitation poorly compared to other ambushes so it is recommended that you find someone to teach the skill until you can train the skill reliably yourself.&lt;br /&gt;
&lt;br /&gt;
====Khri====&lt;br /&gt;
Khri are our main abilities that we use. They are fueled by our [[concentration]] pool and require no preparation to start, unlike spells. You are able to learn your first khri at circle 1 which will be [[Khri Focus]] once you find your way into the Crossing guild hall.&lt;br /&gt;
&lt;br /&gt;
Khri use the Supernatural skillset to determine if you can even start them and how powerful they will be once you can. Khri that use the Debilitation skill are only useful when engaged with an enemy.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[:Category:Khri|Khri]].&lt;br /&gt;
&lt;br /&gt;
====Ambushes====&lt;br /&gt;
Thief ambushes are part magic and part combat. They train the [[Debilitation]] skill and, to a minor degree, the [[Backstab]] skill. While some are not damaging, they can offer you a significant advantage over your opponent during combat.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled fighters. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[Parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[Bow]], or [[Crossbow]]. With sufficient skill, a thief will not require extra time to load a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] while hidden as members of other guilds do.  In addition, thieves may also [[snipe]] at targets while attempting to remain hidden.&lt;br /&gt;
&lt;br /&gt;
In addition, it is recommended to train [[Small Edged]] for use with backstabbing, [[Light Thrown]] to improve your use of the ambushes that use dirt, and to take advantage of the reduced skill needed to throw multiple throwing blades, and [[Brawling]] to improve your use of [[Ambush Clout]]. &lt;br /&gt;
&lt;br /&gt;
=====Snipe=====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the [[Snipe]] ability from Guildmaster in [[Crossings]]. This ability will allow you to fire an aimable ranged weapon from hiding with a chance to remain hidden.&lt;br /&gt;
&lt;br /&gt;
It needs to be mentioned that there is strict policy on using Snipe, and the ability can be taken away if the GMs feel it is being abused.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
====Armor====&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you do train your [[Shield skill|shield]] because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
The typical armor choice for Thieves is using some kind of [[Light Armor]] since it has the lowest stealth hinderance. It is also common to mix armor types to train multiple armor skills. Using [[Chain Armor|chain]] as a secondary armor type will not raise your stealth hinderance much if you make the pieces smaller covering items like hand and head protection.&lt;br /&gt;
&lt;br /&gt;
Two popular choices of Light Armor are cloth and leather. Both have benefits and drawbacks, Cloth being lighter and less hindering while Leather is more protective and readily available from a number of shops. When just starting, it&#039;s recommended that you seriously consider cloth armor solutions as they will grant you more freedom of movement and less hindrance on your stealth abilities. The lesser weight of cloth is also promotional towards having a lower burden overall which means more opportunity to carry loot (boxes, gems, skins, coin) without being weighed down.&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
Reputation is how well the guild feels about you.&lt;br /&gt;
&lt;br /&gt;
Some Thieves confuse Reputation and Confidence.  It is important to realize they are two separate things and are not intertwined.&lt;br /&gt;
&lt;br /&gt;
Keeping your reputation solid allows you access to Thief areas and certain Thief abilities.&lt;br /&gt;
&lt;br /&gt;
Allowing your reputation to go too low can result in the guild acting against you, even resulting in your character&#039;s death.&lt;br /&gt;
&lt;br /&gt;
====Confidence====&lt;br /&gt;
Confidence is how well you see yourself.&lt;br /&gt;
&lt;br /&gt;
The verb {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding will access how you feel about yourself, it will also advise if you are in an urban bonus area.&lt;br /&gt;
&lt;br /&gt;
Currently it seems the only manner to improve your confidence is backstabbing.&lt;br /&gt;
&lt;br /&gt;
Confidence can help you with thiefly endeavors: locksmithing, being stealthy, backstabbing, and the like.&lt;br /&gt;
&lt;br /&gt;
====Urban Bonus====&lt;br /&gt;
Rooms within DragonRealms are either urban, neutral, or wilderness. Thieves thrive within the city walls, so we have a bonus to our non-combat survival skills while we are within an urban area. This is checked with using {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding. This will stack with our [[confidence]] bonus to provide a bigger bonus when both are in the positive, but having a bad confidence level along with being in the wilderness will stack against you to the point of you failing even the simplest of tasks.&lt;br /&gt;
&lt;br /&gt;
====Passages====&lt;br /&gt;
The guild has hidden passages across the cities of the realms that provides us with a safe haven when the heat gets to be too much, and to make it easier to move in and out of the guilds to other areas of the cities. This ability is learned very early in your career and can make crossing the Segoltha River to the south of Crossing much quicker.&lt;br /&gt;
&lt;br /&gt;
====Contacts====&lt;br /&gt;
&lt;br /&gt;
====Slips====&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
====Signs====&lt;br /&gt;
Thieves have a special language, which can be learned at a fairly early stage within a Thief&#039;s career.  There is an expert in this language within the Thieves&#039; Guild that could be sought out to teach a Thief.  It is not taught by other player characters, and is gives no advantages in skills or stats.  It can however add to characters&#039; ability to immerse themselves into the Thieves&#039; guild.&lt;br /&gt;
&lt;br /&gt;
====Voice Throw====&lt;br /&gt;
Voice throw is an ability that can be learned from a guilded Bard.  That is any player run Bard.  Not a disguised Thief who seems to be a Bard but a Bard.  It is an ability learned a good deal within the career of a Thief.  A neat ability, and something to push for through the earlier stages of training if the ability interests you.  Keeping with the character of the Thieves&#039; Guild.  Overtly seeking a teacher of this discipline is frowned upon by the Guild, and will likely out yourself and draw unwanted attention to the guild.&lt;br /&gt;
&lt;br /&gt;
====Poison Resistance====&lt;br /&gt;
Poison Resistance is an ability learned by the same Master of Poisons, that teaches you about poisons, though you&#039;ll have to earn more trust then the trust needed to learn about Poisons.  It is a helpful ability, and once you have it it will work on its own to defend your character against threats of poisons.  Please remember this does NOT make you poison proof, you can be wounded by poisons, and some poisons can even kill you with this ability.&lt;br /&gt;
&lt;br /&gt;
====Pretend Guild====&lt;br /&gt;
Pretending to be another Guild is strictly a RolePlaying choice, it&#039;s not required from any Thief. It&#039;s simply a perk that we get to use in order to conceal our actual guild affiliation. Bear in mind that the overall desires of the Thieves Guild is that we not bring too much attention/heat down on the guild as a whole, and a proper use of the Pretend Guild system will help you keep to the guild&#039;s desires.&lt;br /&gt;
&lt;br /&gt;
===Closing Statements===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379636</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379636"/>
		<updated>2014-11-01T17:03:36Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: /* Voice Throw */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Start==&lt;br /&gt;
===Getting Started===&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
====Crossing====&lt;br /&gt;
There is a guild hall in the Crossing once again! It is being kept a better secret this time around though. It still has an entrance into the hall that newcomers are able to enter through, if you can find it. There is also a man on the street that will let you join and even circle a few times before he directs you to the Guild leader in the guild hall.&lt;br /&gt;
&lt;br /&gt;
====Riverhaven====&lt;br /&gt;
There is no way to join the guild in Riverhaven, so you must make your way to Crossing if you started out here. &lt;br /&gt;
&lt;br /&gt;
There is no single guild hall in this city, instead there are a series of boltholes scattered across the city that the co-leaders, Swan and Crow, move between.&lt;br /&gt;
&lt;br /&gt;
===[[Survival Skillset|Survival Skills]]===&lt;br /&gt;
Similar to [[Rangers]] and [[Necromancers]], we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it and furthermore, that it will be easiest to train these skills when compared with skills from other skill groups, such as [[Weapon Skillset|weapons]].  From the very start you will be required to train eight survival skills to varying degrees, though the choice is upon you as to which those will be.  [[Scouting]] and [[Thanatology]] cannot be trained by thieves, as they are exclusive to [[Rangers]] and [[Necromancers]] respectively.  Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Stealing|Thievery]].  These may count towards the eight required survival skills and the required ranks per circle are lower or match all but the lowest survival skill requirement. &lt;br /&gt;
&lt;br /&gt;
We&#039;ll glaze over some skills here and go more in-depth on the major ones afterwards.&lt;br /&gt;
 &lt;br /&gt;
* [[Evasion]] - Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
* [[Athletics]] - The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming across a river. Consult the [[Athletics skill|athletics]] page for a list of places to climb and swim.  Be careful not to wander into dangerous areas while exploring.&lt;br /&gt;
* [[Perception]] - Perception mainly affects a character&#039;s ability to detect things that are hidden.  This may be other characters, creatures, hidden paths, and more.  There are several ways to train perception:&lt;br /&gt;
** Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the {{com|collect}} verb.  Remember to {{com|kick}} the piles after they are collected to avoid clutter.  It will also teach the [[Outdoorsmanship]] skill.  It may require a few ranks in outdoorsmanship before you can {{com|collect}} anything.&lt;br /&gt;
** The {{com|hunt}} verb may be used while hunting to train perception.  You will learn for both finding and tracking down the target.&lt;br /&gt;
** Identifying traps and locks on treasure boxes will also train perception.&lt;br /&gt;
** You may {{com|juggle}} certain [[Juggle List|items]] to train perception.  Lighter items are easier to {{com|juggle}}.&lt;br /&gt;
* [[Outdoorsmanship]] - While it is not essential for a thief, outdoorsmanship is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception. Gathering [[Healing herbs|Herbs]] for [[Remedies|remedies]] with the {{com|forage}} or {{com|collect}} commands is probably the most compelling reason to train [[outdoorsmanship]].&lt;br /&gt;
* [[First aid|First Aid]] - [[First aid]] is used to to stop bleeding from more severe [[Damage|injuries]], to remove bolts and arrows from [[Crossbow skill|crossbows]] and [[Bow skill|bows]], and to remove [[Parasite|parasites]] that are found in certain areas. You may also {{com|study}} [[Anatomy chart|anatomy charts]] to train [[First aid|first aid]], as well as [[Scholarship|scholarship]].&lt;br /&gt;
*[[Skinning]] - [[Skinning]] is almost universally trained, as many creatures may be {{com|skin}}ed after they are killed.  The rewards may be sold to a tannery like [[Falken&#039;s Tannery]], used to create [[Tailoring discipline|leather goods]], carved into [[Carving discipline|bone goods]], or other miscellaneous goods like [[Fletching|arrowheads]]. Unfortunately, creatures that you can {{com|backstab}} often cannot be skinned.  It is advised that you vary the creatures you hunt so that neither skill falls behind.&lt;br /&gt;
&lt;br /&gt;
====[[Stealth]]====&lt;br /&gt;
Stealth is a big part of being a Thief. Indeed, it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[Stealing skill|Thievery]].  A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
Being stealthy is part of being a Thief and sneaking around town may seem like a grand Thief mannerism, it may add to your character&#039;s background, however its not going to train the skill, here are instead some common manners to train:&lt;br /&gt;
&lt;br /&gt;
{{com|hide}} will attempt to conceal the character from open view.  Characters with sufficient skill in [[Perception skill|perception]] compared to your [[Stealth skill|stealth]] will see you slip into hiding.  If they do not notice, they may {{com|search}} for where you are hiding.  {{com|stalk}} will attempt to follow the target, player or creature, while hidden.  {{com|sneak}} will attempt sneak from room-to-room while avoiding being seen.&lt;br /&gt;
&lt;br /&gt;
However, one learns nothing trying to hide from nothing.  At first, trying to be stealthy around other players will be sufficient to train.  However, hiding from creatures, especially in combat is one of the most effective ways to training stealth.  Following up a successful attempt to slip from a creature&#039;s view with with {{com|backstab}} is the traditional close quarters one-two punch for a thief.  Simply attacking from stealth normally will [[ambush]] the target and is also very effective in training stealth.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks with a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] may also be performed from stealth by using the {{com|poach}} command or the {{com|snipe}} command if you wish to attempt to remain hidden.  However, creatures not at pole or melee range sometimes tend to wander.  This can lead to arrows and bolts going missing if they are lodged in the creature.&lt;br /&gt;
&lt;br /&gt;
Perhaps jarring from reality, hiding repetitively and at close quarters during combat isn&#039;t problematic.  It trains well and can get a Thief out of a pinch.  Practice often, and don&#039;t forget to repeat.&lt;br /&gt;
&lt;br /&gt;
====[[Locksmithing]]====&lt;br /&gt;
Locksmithing is an important skill for thieves and was the basis for the [[Kalag&#039;s_Memoirs,_Part_1_(book)|foundation]] of the Thieves&#039; guild.  &lt;br /&gt;
&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from creatures.  Thieves are hands down the best at opening locked boxes and so are often sought out to open boxes other hunters are not able to open.&lt;br /&gt;
&lt;br /&gt;
Be aware that boxes found on creatures are [[Box Traps|trapped]].  You should {{com|disarm}} them before trying to {{com|pick}} them with a [[Lockpick Carving|lockpick]].  Thieves of sufficient skill may {{com|carve}} their own lockpicks from [[Lockpick Carving|keyblanks]].  They may also be acquired from some shops, such as [[Ragge&#039;s Locksmithing]].&lt;br /&gt;
&lt;br /&gt;
====[[Stealing skill|Thievery]]====&lt;br /&gt;
[[Stealing skill|Thievery]] is a hallmark skill for the Thieves guild, and, as such, there it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[stealth]]. A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
[[Stealing skill|Thievery]] is currently used to {{com|steal}} items and coins.  Valid targets to {{com|steal}} from are NPCs, items in shops, other players, and the Throne City Museum.  The best way to train [[Stealing skill|thievery]] is to steal from shops.  Items that are light and cheap are the easiest to steal.  Stealing repetitively from the same target will make it progressively more difficult to steal from that target again.  The target will let their guard down again after one hour.  You can [[Mark|mark]] items to see if you are able to steal it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING!!!&#039;&#039;&#039; Stealing from other players will result in being locked [[Profile command|PvP open]] for 4 hours.&lt;br /&gt;
&lt;br /&gt;
=====Mark=====&lt;br /&gt;
This is our ability that lets us assess a mark (person or store item) before you make any actions towards them. You are able to learn it within your first couple of circles from the Crossing Guildleader.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Mark]]&lt;br /&gt;
&lt;br /&gt;
====[[Backstab]]====&lt;br /&gt;
[[Backstab]] is both a [[Backstab skill|skill]] and an [[Backstab|ability]] reserved exclusively for Thieves. The purpose of the skill is to make our attacks from hiding more powerful and accurate. There is no hard requirement for this skill to circle, so it is not required to train. However, a successful {{com|backstab}} is very powerful and greatly enhances a thief&#039;s offensive capabilities; [[Backstab skill|backstab]] is essential to maximizing our effectiveness in combat.&lt;br /&gt;
&lt;br /&gt;
To be used to {{com|backstab}}, a weapon must [[Weight|weigh]] under 30 stones, be a [[Small Edged skill|small edge weapon]], and be a thrusting weapon. It is encouraged for younger Thieves to use the lightest and smallest blade due to it&#039;s increased accuracy over the larger and heavier weapons. As you grow in [[strength]] and skill, it is easy enough to also grow in blade length and weight until you are using the maximum sized blade to backstab. &lt;br /&gt;
&lt;br /&gt;
Only creatures that stand upright on two legs are valid targets for {{com|backstab}}. To train this skill on beastial opponants you must target your attack to a body part (the chest seems to be the easiest to hit and the head the hardest) this is done by using the command (attack move) (body part), IE: jab chest, thrust abdomen, etc.&lt;br /&gt;
&lt;br /&gt;
Also, thieves can still train [[Backstab skill|backstab]] by using the [[thief ambushes]] on any creature.  This will also train the [[debilitation skill]].  Using the [[thief ambushes]] will use some [[concentration]] and may interfere with using [[Khri|khris]] if the [[concentration]] pool is drained completely.&lt;br /&gt;
&lt;br /&gt;
Note that, while simply attacking from hiding will [[ambush]] the target, it will not train the [[backstab skill]].&lt;br /&gt;
&lt;br /&gt;
===[[Lore skillset|Lore Skills]]===&lt;br /&gt;
You will be required to train three skills of your choice from the [[Lore skillset]]. [[Appraisal]], [[Tactics]], and either [[Scholarship]] or a [[Crafting|craft]] is a good choice. &lt;br /&gt;
* [[Appraisal]] will allow you to more accurately {{com|mark}} targets, as well as to {{com|appraise}} weapons, armor, and creatures accurately.&lt;br /&gt;
* [[Tactics]] improve your ability to use non-damaging attacks.  In addition, you may {{com|analyze}} targets and, after landing attacks in a certain order, gain temporary advantages over your opponent.&lt;br /&gt;
* [[Scholarship]] is used to {{com|teach}} and {{com|listen}} to [[Scholarship skill|classes]].  It is also used for other miscellaneous things, such as [[anatomy charts]].&lt;br /&gt;
* [[Performance]] is one&#039;s ability to play a musical instrument.&lt;br /&gt;
* [[Mechanical Lore]] will eventually be eliminated and split into the skills for the crafting skills below.  For now, {{com|braid}} is the easiest way to train [[mechanical lore]].&lt;br /&gt;
* [[Crafting]] is a set of systems that are still being developed, some of which are complete.  There are five skills with three crafting disciplines each.&lt;br /&gt;
** [[Forging skill|Forging]] is the most complete crafting skill, with all three disciplines released: [[Blacksmithing]], [[Armorsmithing]], and [[Weaponsmithing]].&lt;br /&gt;
** [[Engineering skill|Engineering]] currently allows a character to [[Carving discipline|carve]] bone and stone.  [[Tinkering]] and [[Shaping]] are planned for the future.&lt;br /&gt;
** [[Outfitting skill|Outfitting]] currently allows the [[Tailoring discipline|tailoring]] of leather and cloth items.  [[Jewelry Making|Jewelry making]] and [[Artistry]] are planned for the future.&lt;br /&gt;
** [[Alchemy skill|Alchemy]] can be used to create [[Remedies discipline|remedies]] that can be used to heal yourself, though [[Healing herbs|herbs]] may also be used without the need to be processed first.  [[Poisons]] and [[Cooking]] are planned for the future.&lt;br /&gt;
** [[Enchanting skill|Enchanting]] currently does not have any crafting discipline released, yet.  It will eventually encompass [[Artificing]], [[Binding]], and [[Invoking]].  Thieves, however, do not use magic and will likely not be able to make use of [[Enchanting]].&lt;br /&gt;
&lt;br /&gt;
Thieves are, for now, the only ones able to [[Lockpick Carving|carve lockpicks]] and make [[Poison]].  Eventually, these will utilize the [[Tinkering discipline|tinkering]] and [[Poison discipline|poison]] disciplines.  &lt;br /&gt;
&lt;br /&gt;
Thieves receive two free [[Carving Techniques|carving techniques]] and will receive one free [[Poison Techniques|poison technique]] when they become available.&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
As Thieves we only have access to about half of the [[:Category:Supernatural Skillset|Supernatural Skillset]] to train. The [[Primary Magic|Inner Magic]] skill, [[Augmentation]] skill, [[Utility]] skill, and [[Debilitation]] skill. &lt;br /&gt;
&lt;br /&gt;
You will learn the Inner Magic skill by training any of the other Supernatural skills. Augmentation and Utility are both easily trained by starting and letting a khri run for it&#039;s duration. This can be done in and out of combat, and is suggested to have a khri going at all times since the Supernatural skillset is tertiary and learns slower than most of your other skills.&lt;br /&gt;
&lt;br /&gt;
The Debilitation skill can only be trained in combat against critters of close to equal stats. Debilitation learning is based on the comparison of stats between you and the target instead of the skill it&#039;s self. This means various abilities will train differently depending on their [[Contested Abilities|stat contest]] and how you have trained your stats, so try different ambushes and khri to find the one that teaches best for you in different hunting grounds.&lt;br /&gt;
&lt;br /&gt;
[[Ambush Choke]] is received at second circle, and is the only way we can train debilitation till [[Khri Prowess]] is able to be learned at 20th circle. This ambush trains debilitation poorly compared to other ambushes so it is recommended that you find someone to teach the skill until you can train the skill reliably yourself.&lt;br /&gt;
&lt;br /&gt;
====Khri====&lt;br /&gt;
Khri are our main abilities that we use. They are fueled by our [[concentration]] pool and require no preparation to start, unlike spells. You are able to learn your first khri at circle 1 which will be [[Khri Focus]] once you find your way into the Crossing guild hall.&lt;br /&gt;
&lt;br /&gt;
Khri use the Supernatural skillset to determine if you can even start them and how powerful they will be once you can. Khri that use the Debilitation skill are only useful when engaged with an enemy.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[:Category:Khri|Khri]].&lt;br /&gt;
&lt;br /&gt;
====Ambushes====&lt;br /&gt;
Thief ambushes are part magic and part combat. They train the [[Debilitation]] skill and, to a minor degree, the [[Backstab]] skill. While some are not damaging, they can offer you a significant advantage over your opponent during combat.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled fighters. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[Parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[Bow]], or [[Crossbow]]. With sufficient skill, a thief will not require extra time to load a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] while hidden as members of other guilds do.  In addition, thieves may also [[snipe]] at targets while attempting to remain hidden.&lt;br /&gt;
&lt;br /&gt;
In addition, it is recommended to train [[Small Edged]] for use with backstabbing, [[Light Thrown]] to improve your use of the ambushes that use dirt, and to take advantage of the reduced skill needed to throw multiple throwing blades, and [[Brawling]] to improve your use of [[Ambush Clout]]. &lt;br /&gt;
&lt;br /&gt;
=====Snipe=====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the [[Snipe]] ability from Guildmaster in [[Crossings]]. This ability will allow you to fire an aimable ranged weapon from hiding with a chance to remain hidden.&lt;br /&gt;
&lt;br /&gt;
It needs to be mentioned that there is strict policy on using Snipe, and the ability can be taken away if the GMs feel it is being abused.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
====Armor====&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you do train your [[Shield skill|shield]] because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
The typical armor choice for Thieves is using some kind of [[Light Armor]] since it has the lowest stealth hinderance. It is also common to mix armor types to train multiple armor skills. Using [[Chain Armor|chain]] as a secondary armor type will not raise your stealth hinderance much if you make the pieces smaller covering items like hand and head protection.&lt;br /&gt;
&lt;br /&gt;
Two popular choices of Light Armor are cloth and leather. Both have benefits and drawbacks, Cloth being lighter and less hindering while Leather is more protective and readily available from a number of shops. When just starting, it&#039;s recommended that you seriously consider cloth armor solutions as they will grant you more freedom of movement and less hindrance on your stealth abilities. The lesser weight of cloth is also promotional towards having a lower burden overall which means more opportunity to carry loot (boxes, gems, skins, coin) without being weighed down.&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
Reputation is how well the guild feels about you.&lt;br /&gt;
&lt;br /&gt;
Some Thieves confuse Reputation and Confidence.  It is important to realize they are two separate things and are not intertwined.&lt;br /&gt;
&lt;br /&gt;
Keeping your reputation solid allows you access to Thief areas and certain Thief abilities.&lt;br /&gt;
&lt;br /&gt;
Allowing your reputation to go too low can result in the guild acting against you, even resulting in your character&#039;s death.&lt;br /&gt;
&lt;br /&gt;
====Confidence====&lt;br /&gt;
Confidence is how well you see yourself.&lt;br /&gt;
&lt;br /&gt;
The verb {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding will access how you feel about yourself, it will also advise if you are in an urban bonus area.&lt;br /&gt;
&lt;br /&gt;
Currently it seems the only manner to improve your confidence is backstabbing.&lt;br /&gt;
&lt;br /&gt;
Confidence can help you with thiefly endeavors: locksmithing, being stealthy, backstabbing, and the like.&lt;br /&gt;
&lt;br /&gt;
====Urban Bonus====&lt;br /&gt;
Rooms within DragonRealms are either urban, neutral, or wilderness. Thieves thrive within the city walls, so we have a bonus to our non-combat survival skills while we are within an urban area. This is checked with using {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding. This will stack with our [[confidence]] bonus to provide a bigger bonus when both are in the positive, but having a bad confidence level along with being in the wilderness will stack against you to the point of you failing even the simplest of tasks.&lt;br /&gt;
&lt;br /&gt;
====Passages====&lt;br /&gt;
The guild has hidden passages across the cities of the realms that provides us with a safe haven when the heat gets to be too much, and to make it easier to move in and out of the guilds to other areas of the cities. This ability is learned very early in your career and can make crossing the Segoltha River to the south of Crossing much quicker.&lt;br /&gt;
&lt;br /&gt;
====Contacts====&lt;br /&gt;
&lt;br /&gt;
====Slips====&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
====Signs====&lt;br /&gt;
Thieves have a special language, which can be learned at a fairly early stage within a Thief&#039;s career.  There is an expert in this language within the Thieves&#039; Guild that could be sought out to teach a Thief.  It is not taught by other player characters, and is gives no advantages in skills or stats.  It can however add to characters&#039; ability to immerse themselves into the Thieves&#039; guild.&lt;br /&gt;
&lt;br /&gt;
====Voice Throw====&lt;br /&gt;
Voice throw is an ability that can be learned from a guilded Bard.  That is any player run Bard.  Not a disguised Thief who seems to be a Bard but a Bard.  It is an ability learned a good deal within the career of a Thief.  A neat ability, and something to push for through the earlier stages of training if the ability interests you.  Keeping with the character of the Thieves&#039; Guild.  Overtly seeking a teacher of this discipline is frowned upon by the Guild, and will likely out yourself and draw unwanted attention to the guild.&lt;br /&gt;
&lt;br /&gt;
====Poison Resistance====&lt;br /&gt;
&lt;br /&gt;
====Pretend Guild====&lt;br /&gt;
Pretending to be another Guild is strictly a RolePlaying choice, it&#039;s not required from any Thief. It&#039;s simply a perk that we get to use in order to conceal our actual guild affiliation. Bear in mind that the overall desires of the Thieves Guild is that we not bring too much attention/heat down on the guild as a whole, and a proper use of the Pretend Guild system will help you keep to the guild&#039;s desires.&lt;br /&gt;
&lt;br /&gt;
===Closing Statements===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379634</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379634"/>
		<updated>2014-11-01T16:59:47Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: /* Signs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Start==&lt;br /&gt;
===Getting Started===&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
====Crossing====&lt;br /&gt;
There is a guild hall in the Crossing once again! It is being kept a better secret this time around though. It still has an entrance into the hall that newcomers are able to enter through, if you can find it. There is also a man on the street that will let you join and even circle a few times before he directs you to the Guild leader in the guild hall.&lt;br /&gt;
&lt;br /&gt;
====Riverhaven====&lt;br /&gt;
There is no way to join the guild in Riverhaven, so you must make your way to Crossing if you started out here. &lt;br /&gt;
&lt;br /&gt;
There is no single guild hall in this city, instead there are a series of boltholes scattered across the city that the co-leaders, Swan and Crow, move between.&lt;br /&gt;
&lt;br /&gt;
===[[Survival Skillset|Survival Skills]]===&lt;br /&gt;
Similar to [[Rangers]] and [[Necromancers]], we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it and furthermore, that it will be easiest to train these skills when compared with skills from other skill groups, such as [[Weapon Skillset|weapons]].  From the very start you will be required to train eight survival skills to varying degrees, though the choice is upon you as to which those will be.  [[Scouting]] and [[Thanatology]] cannot be trained by thieves, as they are exclusive to [[Rangers]] and [[Necromancers]] respectively.  Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Stealing|Thievery]].  These may count towards the eight required survival skills and the required ranks per circle are lower or match all but the lowest survival skill requirement. &lt;br /&gt;
&lt;br /&gt;
We&#039;ll glaze over some skills here and go more in-depth on the major ones afterwards.&lt;br /&gt;
 &lt;br /&gt;
* [[Evasion]] - Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
* [[Athletics]] - The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming across a river. Consult the [[Athletics skill|athletics]] page for a list of places to climb and swim.  Be careful not to wander into dangerous areas while exploring.&lt;br /&gt;
* [[Perception]] - Perception mainly affects a character&#039;s ability to detect things that are hidden.  This may be other characters, creatures, hidden paths, and more.  There are several ways to train perception:&lt;br /&gt;
** Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the {{com|collect}} verb.  Remember to {{com|kick}} the piles after they are collected to avoid clutter.  It will also teach the [[Outdoorsmanship]] skill.  It may require a few ranks in outdoorsmanship before you can {{com|collect}} anything.&lt;br /&gt;
** The {{com|hunt}} verb may be used while hunting to train perception.  You will learn for both finding and tracking down the target.&lt;br /&gt;
** Identifying traps and locks on treasure boxes will also train perception.&lt;br /&gt;
** You may {{com|juggle}} certain [[Juggle List|items]] to train perception.  Lighter items are easier to {{com|juggle}}.&lt;br /&gt;
* [[Outdoorsmanship]] - While it is not essential for a thief, outdoorsmanship is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception. Gathering [[Healing herbs|Herbs]] for [[Remedies|remedies]] with the {{com|forage}} or {{com|collect}} commands is probably the most compelling reason to train [[outdoorsmanship]].&lt;br /&gt;
* [[First aid|First Aid]] - [[First aid]] is used to to stop bleeding from more severe [[Damage|injuries]], to remove bolts and arrows from [[Crossbow skill|crossbows]] and [[Bow skill|bows]], and to remove [[Parasite|parasites]] that are found in certain areas. You may also {{com|study}} [[Anatomy chart|anatomy charts]] to train [[First aid|first aid]], as well as [[Scholarship|scholarship]].&lt;br /&gt;
*[[Skinning]] - [[Skinning]] is almost universally trained, as many creatures may be {{com|skin}}ed after they are killed.  The rewards may be sold to a tannery like [[Falken&#039;s Tannery]], used to create [[Tailoring discipline|leather goods]], carved into [[Carving discipline|bone goods]], or other miscellaneous goods like [[Fletching|arrowheads]]. Unfortunately, creatures that you can {{com|backstab}} often cannot be skinned.  It is advised that you vary the creatures you hunt so that neither skill falls behind.&lt;br /&gt;
&lt;br /&gt;
====[[Stealth]]====&lt;br /&gt;
Stealth is a big part of being a Thief. Indeed, it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[Stealing skill|Thievery]].  A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
Being stealthy is part of being a Thief and sneaking around town may seem like a grand Thief mannerism, it may add to your character&#039;s background, however its not going to train the skill, here are instead some common manners to train:&lt;br /&gt;
&lt;br /&gt;
{{com|hide}} will attempt to conceal the character from open view.  Characters with sufficient skill in [[Perception skill|perception]] compared to your [[Stealth skill|stealth]] will see you slip into hiding.  If they do not notice, they may {{com|search}} for where you are hiding.  {{com|stalk}} will attempt to follow the target, player or creature, while hidden.  {{com|sneak}} will attempt sneak from room-to-room while avoiding being seen.&lt;br /&gt;
&lt;br /&gt;
However, one learns nothing trying to hide from nothing.  At first, trying to be stealthy around other players will be sufficient to train.  However, hiding from creatures, especially in combat is one of the most effective ways to training stealth.  Following up a successful attempt to slip from a creature&#039;s view with with {{com|backstab}} is the traditional close quarters one-two punch for a thief.  Simply attacking from stealth normally will [[ambush]] the target and is also very effective in training stealth.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks with a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] may also be performed from stealth by using the {{com|poach}} command or the {{com|snipe}} command if you wish to attempt to remain hidden.  However, creatures not at pole or melee range sometimes tend to wander.  This can lead to arrows and bolts going missing if they are lodged in the creature.&lt;br /&gt;
&lt;br /&gt;
Perhaps jarring from reality, hiding repetitively and at close quarters during combat isn&#039;t problematic.  It trains well and can get a Thief out of a pinch.  Practice often, and don&#039;t forget to repeat.&lt;br /&gt;
&lt;br /&gt;
====[[Locksmithing]]====&lt;br /&gt;
Locksmithing is an important skill for thieves and was the basis for the [[Kalag&#039;s_Memoirs,_Part_1_(book)|foundation]] of the Thieves&#039; guild.  &lt;br /&gt;
&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from creatures.  Thieves are hands down the best at opening locked boxes and so are often sought out to open boxes other hunters are not able to open.&lt;br /&gt;
&lt;br /&gt;
Be aware that boxes found on creatures are [[Box Traps|trapped]].  You should {{com|disarm}} them before trying to {{com|pick}} them with a [[Lockpick Carving|lockpick]].  Thieves of sufficient skill may {{com|carve}} their own lockpicks from [[Lockpick Carving|keyblanks]].  They may also be acquired from some shops, such as [[Ragge&#039;s Locksmithing]].&lt;br /&gt;
&lt;br /&gt;
====[[Stealing skill|Thievery]]====&lt;br /&gt;
[[Stealing skill|Thievery]] is a hallmark skill for the Thieves guild, and, as such, there it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[stealth]]. A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
[[Stealing skill|Thievery]] is currently used to {{com|steal}} items and coins.  Valid targets to {{com|steal}} from are NPCs, items in shops, other players, and the Throne City Museum.  The best way to train [[Stealing skill|thievery]] is to steal from shops.  Items that are light and cheap are the easiest to steal.  Stealing repetitively from the same target will make it progressively more difficult to steal from that target again.  The target will let their guard down again after one hour.  You can [[Mark|mark]] items to see if you are able to steal it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING!!!&#039;&#039;&#039; Stealing from other players will result in being locked [[Profile command|PvP open]] for 4 hours.&lt;br /&gt;
&lt;br /&gt;
=====Mark=====&lt;br /&gt;
This is our ability that lets us assess a mark (person or store item) before you make any actions towards them. You are able to learn it within your first couple of circles from the Crossing Guildleader.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Mark]]&lt;br /&gt;
&lt;br /&gt;
====[[Backstab]]====&lt;br /&gt;
[[Backstab]] is both a [[Backstab skill|skill]] and an [[Backstab|ability]] reserved exclusively for Thieves. The purpose of the skill is to make our attacks from hiding more powerful and accurate. There is no hard requirement for this skill to circle, so it is not required to train. However, a successful {{com|backstab}} is very powerful and greatly enhances a thief&#039;s offensive capabilities; [[Backstab skill|backstab]] is essential to maximizing our effectiveness in combat.&lt;br /&gt;
&lt;br /&gt;
To be used to {{com|backstab}}, a weapon must [[Weight|weigh]] under 30 stones, be a [[Small Edged skill|small edge weapon]], and be a thrusting weapon. It is encouraged for younger Thieves to use the lightest and smallest blade due to it&#039;s increased accuracy over the larger and heavier weapons. As you grow in [[strength]] and skill, it is easy enough to also grow in blade length and weight until you are using the maximum sized blade to backstab. &lt;br /&gt;
&lt;br /&gt;
Only creatures that stand upright on two legs are valid targets for {{com|backstab}}. To train this skill on beastial opponants you must target your attack to a body part (the chest seems to be the easiest to hit and the head the hardest) this is done by using the command (attack move) (body part), IE: jab chest, thrust abdomen, etc.&lt;br /&gt;
&lt;br /&gt;
Also, thieves can still train [[Backstab skill|backstab]] by using the [[thief ambushes]] on any creature.  This will also train the [[debilitation skill]].  Using the [[thief ambushes]] will use some [[concentration]] and may interfere with using [[Khri|khris]] if the [[concentration]] pool is drained completely.&lt;br /&gt;
&lt;br /&gt;
Note that, while simply attacking from hiding will [[ambush]] the target, it will not train the [[backstab skill]].&lt;br /&gt;
&lt;br /&gt;
===[[Lore skillset|Lore Skills]]===&lt;br /&gt;
You will be required to train three skills of your choice from the [[Lore skillset]]. [[Appraisal]], [[Tactics]], and either [[Scholarship]] or a [[Crafting|craft]] is a good choice. &lt;br /&gt;
* [[Appraisal]] will allow you to more accurately {{com|mark}} targets, as well as to {{com|appraise}} weapons, armor, and creatures accurately.&lt;br /&gt;
* [[Tactics]] improve your ability to use non-damaging attacks.  In addition, you may {{com|analyze}} targets and, after landing attacks in a certain order, gain temporary advantages over your opponent.&lt;br /&gt;
* [[Scholarship]] is used to {{com|teach}} and {{com|listen}} to [[Scholarship skill|classes]].  It is also used for other miscellaneous things, such as [[anatomy charts]].&lt;br /&gt;
* [[Performance]] is one&#039;s ability to play a musical instrument.&lt;br /&gt;
* [[Mechanical Lore]] will eventually be eliminated and split into the skills for the crafting skills below.  For now, {{com|braid}} is the easiest way to train [[mechanical lore]].&lt;br /&gt;
* [[Crafting]] is a set of systems that are still being developed, some of which are complete.  There are five skills with three crafting disciplines each.&lt;br /&gt;
** [[Forging skill|Forging]] is the most complete crafting skill, with all three disciplines released: [[Blacksmithing]], [[Armorsmithing]], and [[Weaponsmithing]].&lt;br /&gt;
** [[Engineering skill|Engineering]] currently allows a character to [[Carving discipline|carve]] bone and stone.  [[Tinkering]] and [[Shaping]] are planned for the future.&lt;br /&gt;
** [[Outfitting skill|Outfitting]] currently allows the [[Tailoring discipline|tailoring]] of leather and cloth items.  [[Jewelry Making|Jewelry making]] and [[Artistry]] are planned for the future.&lt;br /&gt;
** [[Alchemy skill|Alchemy]] can be used to create [[Remedies discipline|remedies]] that can be used to heal yourself, though [[Healing herbs|herbs]] may also be used without the need to be processed first.  [[Poisons]] and [[Cooking]] are planned for the future.&lt;br /&gt;
** [[Enchanting skill|Enchanting]] currently does not have any crafting discipline released, yet.  It will eventually encompass [[Artificing]], [[Binding]], and [[Invoking]].  Thieves, however, do not use magic and will likely not be able to make use of [[Enchanting]].&lt;br /&gt;
&lt;br /&gt;
Thieves are, for now, the only ones able to [[Lockpick Carving|carve lockpicks]] and make [[Poison]].  Eventually, these will utilize the [[Tinkering discipline|tinkering]] and [[Poison discipline|poison]] disciplines.  &lt;br /&gt;
&lt;br /&gt;
Thieves receive two free [[Carving Techniques|carving techniques]] and will receive one free [[Poison Techniques|poison technique]] when they become available.&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
As Thieves we only have access to about half of the [[:Category:Supernatural Skillset|Supernatural Skillset]] to train. The [[Primary Magic|Inner Magic]] skill, [[Augmentation]] skill, [[Utility]] skill, and [[Debilitation]] skill. &lt;br /&gt;
&lt;br /&gt;
You will learn the Inner Magic skill by training any of the other Supernatural skills. Augmentation and Utility are both easily trained by starting and letting a khri run for it&#039;s duration. This can be done in and out of combat, and is suggested to have a khri going at all times since the Supernatural skillset is tertiary and learns slower than most of your other skills.&lt;br /&gt;
&lt;br /&gt;
The Debilitation skill can only be trained in combat against critters of close to equal stats. Debilitation learning is based on the comparison of stats between you and the target instead of the skill it&#039;s self. This means various abilities will train differently depending on their [[Contested Abilities|stat contest]] and how you have trained your stats, so try different ambushes and khri to find the one that teaches best for you in different hunting grounds.&lt;br /&gt;
&lt;br /&gt;
[[Ambush Choke]] is received at second circle, and is the only way we can train debilitation till [[Khri Prowess]] is able to be learned at 20th circle. This ambush trains debilitation poorly compared to other ambushes so it is recommended that you find someone to teach the skill until you can train the skill reliably yourself.&lt;br /&gt;
&lt;br /&gt;
====Khri====&lt;br /&gt;
Khri are our main abilities that we use. They are fueled by our [[concentration]] pool and require no preparation to start, unlike spells. You are able to learn your first khri at circle 1 which will be [[Khri Focus]] once you find your way into the Crossing guild hall.&lt;br /&gt;
&lt;br /&gt;
Khri use the Supernatural skillset to determine if you can even start them and how powerful they will be once you can. Khri that use the Debilitation skill are only useful when engaged with an enemy.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[:Category:Khri|Khri]].&lt;br /&gt;
&lt;br /&gt;
====Ambushes====&lt;br /&gt;
Thief ambushes are part magic and part combat. They train the [[Debilitation]] skill and, to a minor degree, the [[Backstab]] skill. While some are not damaging, they can offer you a significant advantage over your opponent during combat.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled fighters. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[Parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[Bow]], or [[Crossbow]]. With sufficient skill, a thief will not require extra time to load a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] while hidden as members of other guilds do.  In addition, thieves may also [[snipe]] at targets while attempting to remain hidden.&lt;br /&gt;
&lt;br /&gt;
In addition, it is recommended to train [[Small Edged]] for use with backstabbing, [[Light Thrown]] to improve your use of the ambushes that use dirt, and to take advantage of the reduced skill needed to throw multiple throwing blades, and [[Brawling]] to improve your use of [[Ambush Clout]]. &lt;br /&gt;
&lt;br /&gt;
=====Snipe=====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the [[Snipe]] ability from Guildmaster in [[Crossings]]. This ability will allow you to fire an aimable ranged weapon from hiding with a chance to remain hidden.&lt;br /&gt;
&lt;br /&gt;
It needs to be mentioned that there is strict policy on using Snipe, and the ability can be taken away if the GMs feel it is being abused.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
====Armor====&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you do train your [[Shield skill|shield]] because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
The typical armor choice for Thieves is using some kind of [[Light Armor]] since it has the lowest stealth hinderance. It is also common to mix armor types to train multiple armor skills. Using [[Chain Armor|chain]] as a secondary armor type will not raise your stealth hinderance much if you make the pieces smaller covering items like hand and head protection.&lt;br /&gt;
&lt;br /&gt;
Two popular choices of Light Armor are cloth and leather. Both have benefits and drawbacks, Cloth being lighter and less hindering while Leather is more protective and readily available from a number of shops. When just starting, it&#039;s recommended that you seriously consider cloth armor solutions as they will grant you more freedom of movement and less hindrance on your stealth abilities. The lesser weight of cloth is also promotional towards having a lower burden overall which means more opportunity to carry loot (boxes, gems, skins, coin) without being weighed down.&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
Reputation is how well the guild feels about you.&lt;br /&gt;
&lt;br /&gt;
Some Thieves confuse Reputation and Confidence.  It is important to realize they are two separate things and are not intertwined.&lt;br /&gt;
&lt;br /&gt;
Keeping your reputation solid allows you access to Thief areas and certain Thief abilities.&lt;br /&gt;
&lt;br /&gt;
Allowing your reputation to go too low can result in the guild acting against you, even resulting in your character&#039;s death.&lt;br /&gt;
&lt;br /&gt;
====Confidence====&lt;br /&gt;
Confidence is how well you see yourself.&lt;br /&gt;
&lt;br /&gt;
The verb {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding will access how you feel about yourself, it will also advise if you are in an urban bonus area.&lt;br /&gt;
&lt;br /&gt;
Currently it seems the only manner to improve your confidence is backstabbing.&lt;br /&gt;
&lt;br /&gt;
Confidence can help you with thiefly endeavors: locksmithing, being stealthy, backstabbing, and the like.&lt;br /&gt;
&lt;br /&gt;
====Urban Bonus====&lt;br /&gt;
Rooms within DragonRealms are either urban, neutral, or wilderness. Thieves thrive within the city walls, so we have a bonus to our non-combat survival skills while we are within an urban area. This is checked with using {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding. This will stack with our [[confidence]] bonus to provide a bigger bonus when both are in the positive, but having a bad confidence level along with being in the wilderness will stack against you to the point of you failing even the simplest of tasks.&lt;br /&gt;
&lt;br /&gt;
====Passages====&lt;br /&gt;
The guild has hidden passages across the cities of the realms that provides us with a safe haven when the heat gets to be too much, and to make it easier to move in and out of the guilds to other areas of the cities. This ability is learned very early in your career and can make crossing the Segoltha River to the south of Crossing much quicker.&lt;br /&gt;
&lt;br /&gt;
====Contacts====&lt;br /&gt;
&lt;br /&gt;
====Slips====&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
====Signs====&lt;br /&gt;
Thieves have a special language, which can be learned at a fairly early stage within a Thief&#039;s career.  There is an expert in this language within the Thieves&#039; Guild that could be sought out to teach a Thief.  It is not taught by other player characters, and is gives no advantages in skills or stats.  It can however add to characters&#039; ability to immerse themselves into the Thieves&#039; guild.&lt;br /&gt;
&lt;br /&gt;
====Voice Throw====&lt;br /&gt;
&lt;br /&gt;
====Poison Resistance====&lt;br /&gt;
&lt;br /&gt;
====Pretend Guild====&lt;br /&gt;
Pretending to be another Guild is strictly a RolePlaying choice, it&#039;s not required from any Thief. It&#039;s simply a perk that we get to use in order to conceal our actual guild affiliation. Bear in mind that the overall desires of the Thieves Guild is that we not bring too much attention/heat down on the guild as a whole, and a proper use of the Pretend Guild system will help you keep to the guild&#039;s desires.&lt;br /&gt;
&lt;br /&gt;
===Closing Statements===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379630</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379630"/>
		<updated>2014-11-01T16:48:00Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: /* Stealth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Start==&lt;br /&gt;
===Getting Started===&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
====Crossing====&lt;br /&gt;
There is a guild hall in the Crossing once again! It is being kept a better secret this time around though. It still has an entrance into the hall that newcomers are able to enter through, if you can find it. There is also a man on the street that will let you join and even circle a few times before he directs you to the Guild leader in the guild hall.&lt;br /&gt;
&lt;br /&gt;
====Riverhaven====&lt;br /&gt;
There is no way to join the guild in Riverhaven, so you must make your way to Crossing if you started out here. &lt;br /&gt;
&lt;br /&gt;
There is no single guild hall in this city, instead there are a series of boltholes scattered across the city that the co-leaders, Swan and Crow, move between.&lt;br /&gt;
&lt;br /&gt;
===[[Survival Skillset|Survival Skills]]===&lt;br /&gt;
Similar to [[Rangers]] and [[Necromancers]], we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it and furthermore, that it will be easiest to train these skills when compared with skills from other skill groups, such as [[Weapon Skillset|weapons]].  From the very start you will be required to train eight survival skills to varying degrees, though the choice is upon you as to which those will be.  [[Scouting]] and [[Thanatology]] cannot be trained by thieves, as they are exclusive to [[Rangers]] and [[Necromancers]] respectively.  Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Stealing|Thievery]].  These may count towards the eight required survival skills and the required ranks per circle are lower or match all but the lowest survival skill requirement. &lt;br /&gt;
&lt;br /&gt;
We&#039;ll glaze over some skills here and go more in-depth on the major ones afterwards.&lt;br /&gt;
 &lt;br /&gt;
* [[Evasion]] - Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
* [[Athletics]] - The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming across a river. Consult the [[Athletics skill|athletics]] page for a list of places to climb and swim.  Be careful not to wander into dangerous areas while exploring.&lt;br /&gt;
* [[Perception]] - Perception mainly affects a character&#039;s ability to detect things that are hidden.  This may be other characters, creatures, hidden paths, and more.  There are several ways to train perception:&lt;br /&gt;
** Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the {{com|collect}} verb.  Remember to {{com|kick}} the piles after they are collected to avoid clutter.  It will also teach the [[Outdoorsmanship]] skill.  It may require a few ranks in outdoorsmanship before you can {{com|collect}} anything.&lt;br /&gt;
** The {{com|hunt}} verb may be used while hunting to train perception.  You will learn for both finding and tracking down the target.&lt;br /&gt;
** Identifying traps and locks on treasure boxes will also train perception.&lt;br /&gt;
** You may {{com|juggle}} certain [[Juggle List|items]] to train perception.  Lighter items are easier to {{com|juggle}}.&lt;br /&gt;
* [[Outdoorsmanship]] - While it is not essential for a thief, outdoorsmanship is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception. Gathering [[Healing herbs|Herbs]] for [[Remedies|remedies]] with the {{com|forage}} or {{com|collect}} commands is probably the most compelling reason to train [[outdoorsmanship]].&lt;br /&gt;
* [[First aid|First Aid]] - [[First aid]] is used to to stop bleeding from more severe [[Damage|injuries]], to remove bolts and arrows from [[Crossbow skill|crossbows]] and [[Bow skill|bows]], and to remove [[Parasite|parasites]] that are found in certain areas. You may also {{com|study}} [[Anatomy chart|anatomy charts]] to train [[First aid|first aid]], as well as [[Scholarship|scholarship]].&lt;br /&gt;
*[[Skinning]] - [[Skinning]] is almost universally trained, as many creatures may be {{com|skin}}ed after they are killed.  The rewards may be sold to a tannery like [[Falken&#039;s Tannery]], used to create [[Tailoring discipline|leather goods]], carved into [[Carving discipline|bone goods]], or other miscellaneous goods like [[Fletching|arrowheads]]. Unfortunately, creatures that you can {{com|backstab}} often cannot be skinned.  It is advised that you vary the creatures you hunt so that neither skill falls behind.&lt;br /&gt;
&lt;br /&gt;
====[[Stealth]]====&lt;br /&gt;
Stealth is a big part of being a Thief. Indeed, it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[Stealing skill|Thievery]].  A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
Being stealthy is part of being a Thief and sneaking around town may seem like a grand Thief mannerism, it may add to your character&#039;s background, however its not going to train the skill, here are instead some common manners to train:&lt;br /&gt;
&lt;br /&gt;
{{com|hide}} will attempt to conceal the character from open view.  Characters with sufficient skill in [[Perception skill|perception]] compared to your [[Stealth skill|stealth]] will see you slip into hiding.  If they do not notice, they may {{com|search}} for where you are hiding.  {{com|stalk}} will attempt to follow the target, player or creature, while hidden.  {{com|sneak}} will attempt sneak from room-to-room while avoiding being seen.&lt;br /&gt;
&lt;br /&gt;
However, one learns nothing trying to hide from nothing.  At first, trying to be stealthy around other players will be sufficient to train.  However, hiding from creatures, especially in combat is one of the most effective ways to training stealth.  Following up a successful attempt to slip from a creature&#039;s view with with {{com|backstab}} is the traditional close quarters one-two punch for a thief.  Simply attacking from stealth normally will [[ambush]] the target and is also very effective in training stealth.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks with a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] may also be performed from stealth by using the {{com|poach}} command or the {{com|snipe}} command if you wish to attempt to remain hidden.  However, creatures not at pole or melee range sometimes tend to wander.  This can lead to arrows and bolts going missing if they are lodged in the creature.&lt;br /&gt;
&lt;br /&gt;
Perhaps jarring from reality, hiding repetitively and at close quarters during combat isn&#039;t problematic.  It trains well and can get a Thief out of a pinch.  Practice often, and don&#039;t forget to repeat.&lt;br /&gt;
&lt;br /&gt;
====[[Locksmithing]]====&lt;br /&gt;
Locksmithing is an important skill for thieves and was the basis for the [[Kalag&#039;s_Memoirs,_Part_1_(book)|foundation]] of the Thieves&#039; guild.  &lt;br /&gt;
&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from creatures.  Thieves are hands down the best at opening locked boxes and so are often sought out to open boxes other hunters are not able to open.&lt;br /&gt;
&lt;br /&gt;
Be aware that boxes found on creatures are [[Box Traps|trapped]].  You should {{com|disarm}} them before trying to {{com|pick}} them with a [[Lockpick Carving|lockpick]].  Thieves of sufficient skill may {{com|carve}} their own lockpicks from [[Lockpick Carving|keyblanks]].  They may also be acquired from some shops, such as [[Ragge&#039;s Locksmithing]].&lt;br /&gt;
&lt;br /&gt;
====[[Stealing skill|Thievery]]====&lt;br /&gt;
[[Stealing skill|Thievery]] is a hallmark skill for the Thieves guild, and, as such, there it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[stealth]]. A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
[[Stealing skill|Thievery]] is currently used to {{com|steal}} items and coins.  Valid targets to {{com|steal}} from are NPCs, items in shops, other players, and the Throne City Museum.  The best way to train [[Stealing skill|thievery]] is to steal from shops.  Items that are light and cheap are the easiest to steal.  Stealing repetitively from the same target will make it progressively more difficult to steal from that target again.  The target will let their guard down again after one hour.  You can [[Mark|mark]] items to see if you are able to steal it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING!!!&#039;&#039;&#039; Stealing from other players will result in being locked [[Profile command|PvP open]] for 4 hours.&lt;br /&gt;
&lt;br /&gt;
=====Mark=====&lt;br /&gt;
This is our ability that lets us assess a mark (person or store item) before you make any actions towards them. You are able to learn it within your first couple of circles from the Crossing Guildleader.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Mark]]&lt;br /&gt;
&lt;br /&gt;
====[[Backstab]]====&lt;br /&gt;
[[Backstab]] is both a [[Backstab skill|skill]] and an [[Backstab|ability]] reserved exclusively for Thieves. The purpose of the skill is to make our attacks from hiding more powerful and accurate. There is no hard requirement for this skill to circle, so it is not required to train. However, a successful {{com|backstab}} is very powerful and greatly enhances a thief&#039;s offensive capabilities; [[Backstab skill|backstab]] is essential to maximizing our effectiveness in combat.&lt;br /&gt;
&lt;br /&gt;
To be used to {{com|backstab}}, a weapon must [[Weight|weigh]] under 30 stones, be a [[Small Edged skill|small edge weapon]], and be a thrusting weapon. It is encouraged for younger Thieves to use the lightest and smallest blade due to it&#039;s increased accuracy over the larger and heavier weapons. As you grow in [[strength]] and skill, it is easy enough to also grow in blade length and weight until you are using the maximum sized blade to backstab. &lt;br /&gt;
&lt;br /&gt;
Only creatures that stand upright on two legs are valid targets for {{com|backstab}}. To train this skill on beastial opponants you must target your attack to a body part (the chest seems to be the easiest to hit and the head the hardest) this is done by using the command (attack move) (body part), IE: jab chest, thrust abdomen, etc.&lt;br /&gt;
&lt;br /&gt;
Also, thieves can still train [[Backstab skill|backstab]] by using the [[thief ambushes]] on any creature.  This will also train the [[debilitation skill]].  Using the [[thief ambushes]] will use some [[concentration]] and may interfere with using [[Khri|khris]] if the [[concentration]] pool is drained completely.&lt;br /&gt;
&lt;br /&gt;
Note that, while simply attacking from hiding will [[ambush]] the target, it will not train the [[backstab skill]].&lt;br /&gt;
&lt;br /&gt;
===[[Lore skillset|Lore Skills]]===&lt;br /&gt;
You will be required to train three skills of your choice from the [[Lore skillset]]. [[Appraisal]], [[Tactics]], and either [[Scholarship]] or a [[Crafting|craft]] is a good choice. &lt;br /&gt;
* [[Appraisal]] will allow you to more accurately {{com|mark}} targets, as well as to {{com|appraise}} weapons, armor, and creatures accurately.&lt;br /&gt;
* [[Tactics]] improve your ability to use non-damaging attacks.  In addition, you may {{com|analyze}} targets and, after landing attacks in a certain order, gain temporary advantages over your opponent.&lt;br /&gt;
* [[Scholarship]] is used to {{com|teach}} and {{com|listen}} to [[Scholarship skill|classes]].  It is also used for other miscellaneous things, such as [[anatomy charts]].&lt;br /&gt;
* [[Performance]] is one&#039;s ability to play a musical instrument.&lt;br /&gt;
* [[Mechanical Lore]] will eventually be eliminated and split into the skills for the crafting skills below.  For now, {{com|braid}} is the easiest way to train [[mechanical lore]].&lt;br /&gt;
* [[Crafting]] is a set of systems that are still being developed, some of which are complete.  There are five skills with three crafting disciplines each.&lt;br /&gt;
** [[Forging skill|Forging]] is the most complete crafting skill, with all three disciplines released: [[Blacksmithing]], [[Armorsmithing]], and [[Weaponsmithing]].&lt;br /&gt;
** [[Engineering skill|Engineering]] currently allows a character to [[Carving discipline|carve]] bone and stone.  [[Tinkering]] and [[Shaping]] are planned for the future.&lt;br /&gt;
** [[Outfitting skill|Outfitting]] currently allows the [[Tailoring discipline|tailoring]] of leather and cloth items.  [[Jewelry Making|Jewelry making]] and [[Artistry]] are planned for the future.&lt;br /&gt;
** [[Alchemy skill|Alchemy]] can be used to create [[Remedies discipline|remedies]] that can be used to heal yourself, though [[Healing herbs|herbs]] may also be used without the need to be processed first.  [[Poisons]] and [[Cooking]] are planned for the future.&lt;br /&gt;
** [[Enchanting skill|Enchanting]] currently does not have any crafting discipline released, yet.  It will eventually encompass [[Artificing]], [[Binding]], and [[Invoking]].  Thieves, however, do not use magic and will likely not be able to make use of [[Enchanting]].&lt;br /&gt;
&lt;br /&gt;
Thieves are, for now, the only ones able to [[Lockpick Carving|carve lockpicks]] and make [[Poison]].  Eventually, these will utilize the [[Tinkering discipline|tinkering]] and [[Poison discipline|poison]] disciplines.  &lt;br /&gt;
&lt;br /&gt;
Thieves receive two free [[Carving Techniques|carving techniques]] and will receive one free [[Poison Techniques|poison technique]] when they become available.&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
As Thieves we only have access to about half of the [[:Category:Supernatural Skillset|Supernatural Skillset]] to train. The [[Primary Magic|Inner Magic]] skill, [[Augmentation]] skill, [[Utility]] skill, and [[Debilitation]] skill. &lt;br /&gt;
&lt;br /&gt;
You will learn the Inner Magic skill by training any of the other Supernatural skills. Augmentation and Utility are both easily trained by starting and letting a khri run for it&#039;s duration. This can be done in and out of combat, and is suggested to have a khri going at all times since the Supernatural skillset is tertiary and learns slower than most of your other skills.&lt;br /&gt;
&lt;br /&gt;
The Debilitation skill can only be trained in combat against critters of close to equal stats. Debilitation learning is based on the comparison of stats between you and the target instead of the skill it&#039;s self. This means various abilities will train differently depending on their [[Contested Abilities|stat contest]] and how you have trained your stats, so try different ambushes and khri to find the one that teaches best for you in different hunting grounds.&lt;br /&gt;
&lt;br /&gt;
[[Ambush Choke]] is received at second circle, and is the only way we can train debilitation till [[Khri Prowess]] is able to be learned at 20th circle. This ambush trains debilitation poorly compared to other ambushes so it is recommended that you find someone to teach the skill until you can train the skill reliably yourself.&lt;br /&gt;
&lt;br /&gt;
====Khri====&lt;br /&gt;
Khri are our main abilities that we use. They are fueled by our [[concentration]] pool and require no preparation to start, unlike spells. You are able to learn your first khri at circle 1 which will be [[Khri Focus]] once you find your way into the Crossing guild hall.&lt;br /&gt;
&lt;br /&gt;
Khri use the Supernatural skillset to determine if you can even start them and how powerful they will be once you can. Khri that use the Debilitation skill are only useful when engaged with an enemy.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[:Category:Khri|Khri]].&lt;br /&gt;
&lt;br /&gt;
====Ambushes====&lt;br /&gt;
Thief ambushes are part magic and part combat. They train the [[Debilitation]] skill and, to a minor degree, the [[Backstab]] skill. While some are not damaging, they can offer you a significant advantage over your opponent during combat.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled fighters. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[Parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[Bow]], or [[Crossbow]]. With sufficient skill, a thief will not require extra time to load a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] while hidden as members of other guilds do.  In addition, thieves may also [[snipe]] at targets while attempting to remain hidden.&lt;br /&gt;
&lt;br /&gt;
In addition, it is recommended to train [[Small Edged]] for use with backstabbing, [[Light Thrown]] to improve your use of the ambushes that use dirt, and to take advantage of the reduced skill needed to throw multiple throwing blades, and [[Brawling]] to improve your use of [[Ambush Clout]]. &lt;br /&gt;
&lt;br /&gt;
=====Snipe=====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the [[Snipe]] ability from Guildmaster in [[Crossings]]. This ability will allow you to fire an aimable ranged weapon from hiding with a chance to remain hidden.&lt;br /&gt;
&lt;br /&gt;
It needs to be mentioned that there is strict policy on using Snipe, and the ability can be taken away if the GMs feel it is being abused.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
====Armor====&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you do train your [[Shield skill|shield]] because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
The typical armor choice for Thieves is using some kind of [[Light Armor]] since it has the lowest stealth hinderance. It is also common to mix armor types to train multiple armor skills. Using [[Chain Armor|chain]] as a secondary armor type will not raise your stealth hinderance much if you make the pieces smaller covering items like hand and head protection.&lt;br /&gt;
&lt;br /&gt;
Two popular choices of Light Armor are cloth and leather. Both have benefits and drawbacks, Cloth being lighter and less hindering while Leather is more protective and readily available from a number of shops. When just starting, it&#039;s recommended that you seriously consider cloth armor solutions as they will grant you more freedom of movement and less hindrance on your stealth abilities. The lesser weight of cloth is also promotional towards having a lower burden overall which means more opportunity to carry loot (boxes, gems, skins, coin) without being weighed down.&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
Reputation is how well the guild feels about you.&lt;br /&gt;
&lt;br /&gt;
Some Thieves confuse Reputation and Confidence.  It is important to realize they are two separate things and are not intertwined.&lt;br /&gt;
&lt;br /&gt;
Keeping your reputation solid allows you access to Thief areas and certain Thief abilities.&lt;br /&gt;
&lt;br /&gt;
Allowing your reputation to go too low can result in the guild acting against you, even resulting in your character&#039;s death.&lt;br /&gt;
&lt;br /&gt;
====Confidence====&lt;br /&gt;
Confidence is how well you see yourself.&lt;br /&gt;
&lt;br /&gt;
The verb {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding will access how you feel about yourself, it will also advise if you are in an urban bonus area.&lt;br /&gt;
&lt;br /&gt;
Currently it seems the only manner to improve your confidence is backstabbing.&lt;br /&gt;
&lt;br /&gt;
Confidence can help you with thiefly endeavors: locksmithing, being stealthy, backstabbing, and the like.&lt;br /&gt;
&lt;br /&gt;
====Urban Bonus====&lt;br /&gt;
Rooms within DragonRealms are either urban, neutral, or wilderness. Thieves thrive within the city walls, so we have a bonus to our non-combat skills while we are within an urban area. This is checked with using {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding. This will stack with our [[confidence]] bonus to provide a bigger bonus, but having a bad confidence level and being in the wilderness will stack against you and may even subtract levels at the very worst levels.&lt;br /&gt;
&lt;br /&gt;
====Passages====&lt;br /&gt;
The guild has hidden passages across the cities of the realms that provides us with a safe haven when the heat gets to be too much, and to make it easier to move in and out of the guilds to other areas of the cities. This ability is learned very early in your career and can make crossing the Segoltha River to the south of Crossing much quicker.&lt;br /&gt;
&lt;br /&gt;
====Contacts====&lt;br /&gt;
&lt;br /&gt;
====Slips====&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
====Signs====&lt;br /&gt;
&lt;br /&gt;
====Voice Throw====&lt;br /&gt;
&lt;br /&gt;
====Poison Resistance====&lt;br /&gt;
&lt;br /&gt;
====Pretend Guild====&lt;br /&gt;
Pretending to be another Guild is strictly a RolePlaying choice, it&#039;s not required from any Thief. It&#039;s simply a perk that we get to use in order to conceal our actual guild affiliation. Bear in mind that the overall desires of the Thieves Guild is that we not bring too much attention/heat down on the guild as a whole, and a proper use of the Pretend Guild system will help you keep to the guild&#039;s desires.&lt;br /&gt;
&lt;br /&gt;
===Closing Statements===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379629</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379629"/>
		<updated>2014-11-01T16:47:24Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: /* Stealth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Start==&lt;br /&gt;
===Getting Started===&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
====Crossing====&lt;br /&gt;
There is a guild hall in the Crossing once again! It is being kept a better secret this time around though. It still has an entrance into the hall that newcomers are able to enter through, if you can find it. There is also a man on the street that will let you join and even circle a few times before he directs you to the Guild leader in the guild hall.&lt;br /&gt;
&lt;br /&gt;
====Riverhaven====&lt;br /&gt;
There is no way to join the guild in Riverhaven, so you must make your way to Crossing if you started out here. &lt;br /&gt;
&lt;br /&gt;
There is no single guild hall in this city, instead there are a series of boltholes scattered across the city that the co-leaders, Swan and Crow, move between.&lt;br /&gt;
&lt;br /&gt;
===[[Survival Skillset|Survival Skills]]===&lt;br /&gt;
Similar to [[Rangers]] and [[Necromancers]], we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it and furthermore, that it will be easiest to train these skills when compared with skills from other skill groups, such as [[Weapon Skillset|weapons]].  From the very start you will be required to train eight survival skills to varying degrees, though the choice is upon you as to which those will be.  [[Scouting]] and [[Thanatology]] cannot be trained by thieves, as they are exclusive to [[Rangers]] and [[Necromancers]] respectively.  Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Stealing|Thievery]].  These may count towards the eight required survival skills and the required ranks per circle are lower or match all but the lowest survival skill requirement. &lt;br /&gt;
&lt;br /&gt;
We&#039;ll glaze over some skills here and go more in-depth on the major ones afterwards.&lt;br /&gt;
 &lt;br /&gt;
* [[Evasion]] - Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
* [[Athletics]] - The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming across a river. Consult the [[Athletics skill|athletics]] page for a list of places to climb and swim.  Be careful not to wander into dangerous areas while exploring.&lt;br /&gt;
* [[Perception]] - Perception mainly affects a character&#039;s ability to detect things that are hidden.  This may be other characters, creatures, hidden paths, and more.  There are several ways to train perception:&lt;br /&gt;
** Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the {{com|collect}} verb.  Remember to {{com|kick}} the piles after they are collected to avoid clutter.  It will also teach the [[Outdoorsmanship]] skill.  It may require a few ranks in outdoorsmanship before you can {{com|collect}} anything.&lt;br /&gt;
** The {{com|hunt}} verb may be used while hunting to train perception.  You will learn for both finding and tracking down the target.&lt;br /&gt;
** Identifying traps and locks on treasure boxes will also train perception.&lt;br /&gt;
** You may {{com|juggle}} certain [[Juggle List|items]] to train perception.  Lighter items are easier to {{com|juggle}}.&lt;br /&gt;
* [[Outdoorsmanship]] - While it is not essential for a thief, outdoorsmanship is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception. Gathering [[Healing herbs|Herbs]] for [[Remedies|remedies]] with the {{com|forage}} or {{com|collect}} commands is probably the most compelling reason to train [[outdoorsmanship]].&lt;br /&gt;
* [[First aid|First Aid]] - [[First aid]] is used to to stop bleeding from more severe [[Damage|injuries]], to remove bolts and arrows from [[Crossbow skill|crossbows]] and [[Bow skill|bows]], and to remove [[Parasite|parasites]] that are found in certain areas. You may also {{com|study}} [[Anatomy chart|anatomy charts]] to train [[First aid|first aid]], as well as [[Scholarship|scholarship]].&lt;br /&gt;
*[[Skinning]] - [[Skinning]] is almost universally trained, as many creatures may be {{com|skin}}ed after they are killed.  The rewards may be sold to a tannery like [[Falken&#039;s Tannery]], used to create [[Tailoring discipline|leather goods]], carved into [[Carving discipline|bone goods]], or other miscellaneous goods like [[Fletching|arrowheads]]. Unfortunately, creatures that you can {{com|backstab}} often cannot be skinned.  It is advised that you vary the creatures you hunt so that neither skill falls behind.&lt;br /&gt;
&lt;br /&gt;
====[[Stealth]]====&lt;br /&gt;
Stealth is a part part of being a Thief. Indeed, it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[Stealing skill|Thievery]].  A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
Being stealthy is part of being a Thief and sneaking around town may seem like a grand Thief mannerism, it may add to your character&#039;s background, however its not going to train the skill, here are instead some common manners to train:&lt;br /&gt;
&lt;br /&gt;
{{com|hide}} will attempt to conceal the character from open view.  Characters with sufficient skill in [[Perception skill|perception]] compared to your [[Stealth skill|stealth]] will see you slip into hiding.  If they do not notice, they may {{com|search}} for where you are hiding.  {{com|stalk}} will attempt to follow the target, player or creature, while hidden.  {{com|sneak}} will attempt sneak from room-to-room while avoiding being seen.&lt;br /&gt;
&lt;br /&gt;
However, one learns nothing trying to hide from nothing.  At first, trying to be stealthy around other players will be sufficient to train.  However, hiding from creatures, especially in combat is one of the most effective ways to training stealth.  Following up a successful attempt to slip from a creature&#039;s view with with {{com|backstab}} is the traditional close quarters one-two punch for a thief.  Simply attacking from stealth normally will [[ambush]] the target and is also very effective in training stealth.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks with a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] may also be performed from stealth by using the {{com|poach}} command or the {{com|snipe}} command if you wish to attempt to remain hidden.  However, creatures not at pole or melee range sometimes tend to wander.  This can lead to arrows and bolts going missing if they are lodged in the creature.&lt;br /&gt;
&lt;br /&gt;
Perhaps jarring from reality, hiding repetitively and at close quarters during combat isn&#039;t problematic.  It trains well and can get a Thief out of a pinch.  Practice often, and don&#039;t forget to repeat.&lt;br /&gt;
&lt;br /&gt;
====[[Locksmithing]]====&lt;br /&gt;
Locksmithing is an important skill for thieves and was the basis for the [[Kalag&#039;s_Memoirs,_Part_1_(book)|foundation]] of the Thieves&#039; guild.  &lt;br /&gt;
&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from creatures.  Thieves are hands down the best at opening locked boxes and so are often sought out to open boxes other hunters are not able to open.&lt;br /&gt;
&lt;br /&gt;
Be aware that boxes found on creatures are [[Box Traps|trapped]].  You should {{com|disarm}} them before trying to {{com|pick}} them with a [[Lockpick Carving|lockpick]].  Thieves of sufficient skill may {{com|carve}} their own lockpicks from [[Lockpick Carving|keyblanks]].  They may also be acquired from some shops, such as [[Ragge&#039;s Locksmithing]].&lt;br /&gt;
&lt;br /&gt;
====[[Stealing skill|Thievery]]====&lt;br /&gt;
[[Stealing skill|Thievery]] is a hallmark skill for the Thieves guild, and, as such, there it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[stealth]]. A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
[[Stealing skill|Thievery]] is currently used to {{com|steal}} items and coins.  Valid targets to {{com|steal}} from are NPCs, items in shops, other players, and the Throne City Museum.  The best way to train [[Stealing skill|thievery]] is to steal from shops.  Items that are light and cheap are the easiest to steal.  Stealing repetitively from the same target will make it progressively more difficult to steal from that target again.  The target will let their guard down again after one hour.  You can [[Mark|mark]] items to see if you are able to steal it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING!!!&#039;&#039;&#039; Stealing from other players will result in being locked [[Profile command|PvP open]] for 4 hours.&lt;br /&gt;
&lt;br /&gt;
=====Mark=====&lt;br /&gt;
This is our ability that lets us assess a mark (person or store item) before you make any actions towards them. You are able to learn it within your first couple of circles from the Crossing Guildleader.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Mark]]&lt;br /&gt;
&lt;br /&gt;
====[[Backstab]]====&lt;br /&gt;
[[Backstab]] is both a [[Backstab skill|skill]] and an [[Backstab|ability]] reserved exclusively for Thieves. The purpose of the skill is to make our attacks from hiding more powerful and accurate. There is no hard requirement for this skill to circle, so it is not required to train. However, a successful {{com|backstab}} is very powerful and greatly enhances a thief&#039;s offensive capabilities; [[Backstab skill|backstab]] is essential to maximizing our effectiveness in combat.&lt;br /&gt;
&lt;br /&gt;
To be used to {{com|backstab}}, a weapon must [[Weight|weigh]] under 30 stones, be a [[Small Edged skill|small edge weapon]], and be a thrusting weapon. It is encouraged for younger Thieves to use the lightest and smallest blade due to it&#039;s increased accuracy over the larger and heavier weapons. As you grow in [[strength]] and skill, it is easy enough to also grow in blade length and weight until you are using the maximum sized blade to backstab. &lt;br /&gt;
&lt;br /&gt;
Only creatures that stand upright on two legs are valid targets for {{com|backstab}}. To train this skill on beastial opponants you must target your attack to a body part (the chest seems to be the easiest to hit and the head the hardest) this is done by using the command (attack move) (body part), IE: jab chest, thrust abdomen, etc.&lt;br /&gt;
&lt;br /&gt;
Also, thieves can still train [[Backstab skill|backstab]] by using the [[thief ambushes]] on any creature.  This will also train the [[debilitation skill]].  Using the [[thief ambushes]] will use some [[concentration]] and may interfere with using [[Khri|khris]] if the [[concentration]] pool is drained completely.&lt;br /&gt;
&lt;br /&gt;
Note that, while simply attacking from hiding will [[ambush]] the target, it will not train the [[backstab skill]].&lt;br /&gt;
&lt;br /&gt;
===[[Lore skillset|Lore Skills]]===&lt;br /&gt;
You will be required to train three skills of your choice from the [[Lore skillset]]. [[Appraisal]], [[Tactics]], and either [[Scholarship]] or a [[Crafting|craft]] is a good choice. &lt;br /&gt;
* [[Appraisal]] will allow you to more accurately {{com|mark}} targets, as well as to {{com|appraise}} weapons, armor, and creatures accurately.&lt;br /&gt;
* [[Tactics]] improve your ability to use non-damaging attacks.  In addition, you may {{com|analyze}} targets and, after landing attacks in a certain order, gain temporary advantages over your opponent.&lt;br /&gt;
* [[Scholarship]] is used to {{com|teach}} and {{com|listen}} to [[Scholarship skill|classes]].  It is also used for other miscellaneous things, such as [[anatomy charts]].&lt;br /&gt;
* [[Performance]] is one&#039;s ability to play a musical instrument.&lt;br /&gt;
* [[Mechanical Lore]] will eventually be eliminated and split into the skills for the crafting skills below.  For now, {{com|braid}} is the easiest way to train [[mechanical lore]].&lt;br /&gt;
* [[Crafting]] is a set of systems that are still being developed, some of which are complete.  There are five skills with three crafting disciplines each.&lt;br /&gt;
** [[Forging skill|Forging]] is the most complete crafting skill, with all three disciplines released: [[Blacksmithing]], [[Armorsmithing]], and [[Weaponsmithing]].&lt;br /&gt;
** [[Engineering skill|Engineering]] currently allows a character to [[Carving discipline|carve]] bone and stone.  [[Tinkering]] and [[Shaping]] are planned for the future.&lt;br /&gt;
** [[Outfitting skill|Outfitting]] currently allows the [[Tailoring discipline|tailoring]] of leather and cloth items.  [[Jewelry Making|Jewelry making]] and [[Artistry]] are planned for the future.&lt;br /&gt;
** [[Alchemy skill|Alchemy]] can be used to create [[Remedies discipline|remedies]] that can be used to heal yourself, though [[Healing herbs|herbs]] may also be used without the need to be processed first.  [[Poisons]] and [[Cooking]] are planned for the future.&lt;br /&gt;
** [[Enchanting skill|Enchanting]] currently does not have any crafting discipline released, yet.  It will eventually encompass [[Artificing]], [[Binding]], and [[Invoking]].  Thieves, however, do not use magic and will likely not be able to make use of [[Enchanting]].&lt;br /&gt;
&lt;br /&gt;
Thieves are, for now, the only ones able to [[Lockpick Carving|carve lockpicks]] and make [[Poison]].  Eventually, these will utilize the [[Tinkering discipline|tinkering]] and [[Poison discipline|poison]] disciplines.  &lt;br /&gt;
&lt;br /&gt;
Thieves receive two free [[Carving Techniques|carving techniques]] and will receive one free [[Poison Techniques|poison technique]] when they become available.&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
As Thieves we only have access to about half of the [[:Category:Supernatural Skillset|Supernatural Skillset]] to train. The [[Primary Magic|Inner Magic]] skill, [[Augmentation]] skill, [[Utility]] skill, and [[Debilitation]] skill. &lt;br /&gt;
&lt;br /&gt;
You will learn the Inner Magic skill by training any of the other Supernatural skills. Augmentation and Utility are both easily trained by starting and letting a khri run for it&#039;s duration. This can be done in and out of combat, and is suggested to have a khri going at all times since the Supernatural skillset is tertiary and learns slower than most of your other skills.&lt;br /&gt;
&lt;br /&gt;
The Debilitation skill can only be trained in combat against critters of close to equal stats. Debilitation learning is based on the comparison of stats between you and the target instead of the skill it&#039;s self. This means various abilities will train differently depending on their [[Contested Abilities|stat contest]] and how you have trained your stats, so try different ambushes and khri to find the one that teaches best for you in different hunting grounds.&lt;br /&gt;
&lt;br /&gt;
[[Ambush Choke]] is received at second circle, and is the only way we can train debilitation till [[Khri Prowess]] is able to be learned at 20th circle. This ambush trains debilitation poorly compared to other ambushes so it is recommended that you find someone to teach the skill until you can train the skill reliably yourself.&lt;br /&gt;
&lt;br /&gt;
====Khri====&lt;br /&gt;
Khri are our main abilities that we use. They are fueled by our [[concentration]] pool and require no preparation to start, unlike spells. You are able to learn your first khri at circle 1 which will be [[Khri Focus]] once you find your way into the Crossing guild hall.&lt;br /&gt;
&lt;br /&gt;
Khri use the Supernatural skillset to determine if you can even start them and how powerful they will be once you can. Khri that use the Debilitation skill are only useful when engaged with an enemy.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[:Category:Khri|Khri]].&lt;br /&gt;
&lt;br /&gt;
====Ambushes====&lt;br /&gt;
Thief ambushes are part magic and part combat. They train the [[Debilitation]] skill and, to a minor degree, the [[Backstab]] skill. While some are not damaging, they can offer you a significant advantage over your opponent during combat.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled fighters. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[Parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[Bow]], or [[Crossbow]]. With sufficient skill, a thief will not require extra time to load a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] while hidden as members of other guilds do.  In addition, thieves may also [[snipe]] at targets while attempting to remain hidden.&lt;br /&gt;
&lt;br /&gt;
In addition, it is recommended to train [[Small Edged]] for use with backstabbing, [[Light Thrown]] to improve your use of the ambushes that use dirt, and to take advantage of the reduced skill needed to throw multiple throwing blades, and [[Brawling]] to improve your use of [[Ambush Clout]]. &lt;br /&gt;
&lt;br /&gt;
=====Snipe=====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the [[Snipe]] ability from Guildmaster in [[Crossings]]. This ability will allow you to fire an aimable ranged weapon from hiding with a chance to remain hidden.&lt;br /&gt;
&lt;br /&gt;
It needs to be mentioned that there is strict policy on using Snipe, and the ability can be taken away if the GMs feel it is being abused.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
====Armor====&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you do train your [[Shield skill|shield]] because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
The typical armor choice for Thieves is using some kind of [[Light Armor]] since it has the lowest stealth hinderance. It is also common to mix armor types to train multiple armor skills. Using [[Chain Armor|chain]] as a secondary armor type will not raise your stealth hinderance much if you make the pieces smaller covering items like hand and head protection.&lt;br /&gt;
&lt;br /&gt;
Two popular choices of Light Armor are cloth and leather. Both have benefits and drawbacks, Cloth being lighter and less hindering while Leather is more protective and readily available from a number of shops. When just starting, it&#039;s recommended that you seriously consider cloth armor solutions as they will grant you more freedom of movement and less hindrance on your stealth abilities. The lesser weight of cloth is also promotional towards having a lower burden overall which means more opportunity to carry loot (boxes, gems, skins, coin) without being weighed down.&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
Reputation is how well the guild feels about you.&lt;br /&gt;
&lt;br /&gt;
Some Thieves confuse Reputation and Confidence.  It is important to realize they are two separate things and are not intertwined.&lt;br /&gt;
&lt;br /&gt;
Keeping your reputation solid allows you access to Thief areas and certain Thief abilities.&lt;br /&gt;
&lt;br /&gt;
Allowing your reputation to go too low can result in the guild acting against you, even resulting in your character&#039;s death.&lt;br /&gt;
&lt;br /&gt;
====Confidence====&lt;br /&gt;
Confidence is how well you see yourself.&lt;br /&gt;
&lt;br /&gt;
The verb {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding will access how you feel about yourself, it will also advise if you are in an urban bonus area.&lt;br /&gt;
&lt;br /&gt;
Currently it seems the only manner to improve your confidence is backstabbing.&lt;br /&gt;
&lt;br /&gt;
Confidence can help you with thiefly endeavors: locksmithing, being stealthy, backstabbing, and the like.&lt;br /&gt;
&lt;br /&gt;
====Urban Bonus====&lt;br /&gt;
Rooms within DragonRealms are either urban, neutral, or wilderness. Thieves thrive within the city walls, so we have a bonus to our non-combat skills while we are within an urban area. This is checked with using {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding. This will stack with our [[confidence]] bonus to provide a bigger bonus, but having a bad confidence level and being in the wilderness will stack against you and may even subtract levels at the very worst levels.&lt;br /&gt;
&lt;br /&gt;
====Passages====&lt;br /&gt;
The guild has hidden passages across the cities of the realms that provides us with a safe haven when the heat gets to be too much, and to make it easier to move in and out of the guilds to other areas of the cities. This ability is learned very early in your career and can make crossing the Segoltha River to the south of Crossing much quicker.&lt;br /&gt;
&lt;br /&gt;
====Contacts====&lt;br /&gt;
&lt;br /&gt;
====Slips====&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
====Signs====&lt;br /&gt;
&lt;br /&gt;
====Voice Throw====&lt;br /&gt;
&lt;br /&gt;
====Poison Resistance====&lt;br /&gt;
&lt;br /&gt;
====Pretend Guild====&lt;br /&gt;
Pretending to be another Guild is strictly a RolePlaying choice, it&#039;s not required from any Thief. It&#039;s simply a perk that we get to use in order to conceal our actual guild affiliation. Bear in mind that the overall desires of the Thieves Guild is that we not bring too much attention/heat down on the guild as a whole, and a proper use of the Pretend Guild system will help you keep to the guild&#039;s desires.&lt;br /&gt;
&lt;br /&gt;
===Closing Statements===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=378819</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=378819"/>
		<updated>2014-10-29T05:01:33Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: /* Confidence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
==Start==&lt;br /&gt;
===Getting Started===&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
===Survival Skills===&lt;br /&gt;
Just like those pesky Ranger types, we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it. From the very start you will be required to train eight survival skills, though the choice is upon you as to which those will be. Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Thievery]]. Why? Because that&#039;s a large part of what being a Thief is all about.&lt;br /&gt;
 &lt;br /&gt;
====Evasion====&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
====Athletics====&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. Provided below are some simple suggestions where to practice this skill based upon which area you have chosen to start at within the game.&lt;br /&gt;
&lt;br /&gt;
=====Crossing======&lt;br /&gt;
&lt;br /&gt;
=====Riverhaven=====&lt;br /&gt;
&lt;br /&gt;
====Perception====&lt;br /&gt;
Perception is rather simple and no all that dangerous to learn.  Collecting rocks is the most common outside manner to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the _Collect_ verb.  To reduce clutter kick piles after collecting.  It will also teach the skill Outdoorsmanship.  Initially you may need to gain a few ranks by doing simple foraging, use _forage_ verb.&lt;br /&gt;
&lt;br /&gt;
Additional you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
====Stealth====&lt;br /&gt;
Being Stealthy is part of being a Thief, and sneaking around town may seem like a grand Thiefy thing to do.&lt;br /&gt;
&lt;br /&gt;
However challenging things are needed to train skills.  Hiding in combat, is one of the most straightforward means to training hiding.  As well if you want to be an accomplished stealth attacker, following up hiding with backstab is the traditional close quarters one-two Thief &#039;punch&#039;.&lt;br /&gt;
&lt;br /&gt;
Hiding and firing a bow an also be done.  However critters sometimes wander around unless engaged.  This can lead to arrows going missing.&lt;br /&gt;
&lt;br /&gt;
Perhaps jarring from reality, hiding repetitively and at close quarters isn&#039;t problematic, it trains well and can get a Thief out of a pinch.  Practice often, and don&#039;t forget to repeat.&lt;br /&gt;
&lt;br /&gt;
====Locksmithing====&lt;br /&gt;
&lt;br /&gt;
====Thievery====&lt;br /&gt;
&lt;br /&gt;
=====Mark=====&lt;br /&gt;
&lt;br /&gt;
====First Aid====&lt;br /&gt;
&lt;br /&gt;
====Outdoorsmanship====&lt;br /&gt;
&lt;br /&gt;
====Skinning====&lt;br /&gt;
One of the most popular choices of survival skills, skinning also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
====Backstab====&lt;br /&gt;
This skill is specific to our guild and our guild alone. &lt;br /&gt;
&lt;br /&gt;
=====Ambushes=====&lt;br /&gt;
A minor amount of backstabbing can be trained by use of our guild-only ambushes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Ambush]] and [[Thief Ambushes]].&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled killers. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[bow]], [[crossbow]], or [[sling]]. Skill with these weapons will serve you well when using either the Reduced Load or Snipe abilities described below.&lt;br /&gt;
&lt;br /&gt;
=====Reduced Load=====&lt;br /&gt;
Once you get enough skill with your ranged weapon (either [[bow]], [[crossbow]], or [[sling]]) and have enough skill with your [[stealth]], you&#039;ll start to notice that you are able to load your weapon quicker while in hiding. This is a good thing!&lt;br /&gt;
&lt;br /&gt;
=====Snipe=====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the Snipe ability from Guildmaster in [[Crossings]]. This ability will allow you to fire you weapon from hiding and remain hidden.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
====Armor====&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you do train your shield because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
===Lore Skills===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
&lt;br /&gt;
====Khri====&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
Reputation is how well the guild feels about you.&lt;br /&gt;
&lt;br /&gt;
Some Thieves confuse Reputation and Confidence.  It is Important, to realize they are two separate things, and are not intertwined.&lt;br /&gt;
&lt;br /&gt;
Keeping your Reputation solid, allows you access to Thief areas, and certain Thief abilities.&lt;br /&gt;
&lt;br /&gt;
Allowing your Reputation to go to low, can Result in the Guild acting against you, it may even result in your characters death.&lt;br /&gt;
&lt;br /&gt;
====Confidence====&lt;br /&gt;
Confidence is how well you see yourself.&lt;br /&gt;
&lt;br /&gt;
The verb _smirk self_ or _smirk_ [while in hiding].  Can access how you feel about yourself, it will also advise if it is an Urban bonus area.&lt;br /&gt;
&lt;br /&gt;
Currently it seems the only manner to improve your confidence is backstabbing.&lt;br /&gt;
&lt;br /&gt;
Confidence can help you with Thiefly endeavors; Locksmithing, Being Stealthy, Backstabbing, and the sorts.&lt;br /&gt;
&lt;br /&gt;
====Urban Bonus====&lt;br /&gt;
&lt;br /&gt;
====Passages====&lt;br /&gt;
&lt;br /&gt;
====Contacts====&lt;br /&gt;
&lt;br /&gt;
====Slips====&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
====Signs====&lt;br /&gt;
&lt;br /&gt;
====Voice Throw====&lt;br /&gt;
&lt;br /&gt;
====Poison Resistance====&lt;br /&gt;
&lt;br /&gt;
====Pretend Guild====&lt;br /&gt;
&lt;br /&gt;
===Closing Statements===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=378818</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=378818"/>
		<updated>2014-10-29T04:56:47Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: /* Reputation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
==Start==&lt;br /&gt;
===Getting Started===&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
===Survival Skills===&lt;br /&gt;
Just like those pesky Ranger types, we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it. From the very start you will be required to train eight survival skills, though the choice is upon you as to which those will be. Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Thievery]]. Why? Because that&#039;s a large part of what being a Thief is all about.&lt;br /&gt;
 &lt;br /&gt;
====Evasion====&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
====Athletics====&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. Provided below are some simple suggestions where to practice this skill based upon which area you have chosen to start at within the game.&lt;br /&gt;
&lt;br /&gt;
=====Crossing======&lt;br /&gt;
&lt;br /&gt;
=====Riverhaven=====&lt;br /&gt;
&lt;br /&gt;
====Perception====&lt;br /&gt;
Perception is rather simple and no all that dangerous to learn.  Collecting rocks is the most common outside manner to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the _Collect_ verb.  To reduce clutter kick piles after collecting.  It will also teach the skill Outdoorsmanship.  Initially you may need to gain a few ranks by doing simple foraging, use _forage_ verb.&lt;br /&gt;
&lt;br /&gt;
Additional you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
====Stealth====&lt;br /&gt;
Being Stealthy is part of being a Thief, and sneaking around town may seem like a grand Thiefy thing to do.&lt;br /&gt;
&lt;br /&gt;
However challenging things are needed to train skills.  Hiding in combat, is one of the most straightforward means to training hiding.  As well if you want to be an accomplished stealth attacker, following up hiding with backstab is the traditional close quarters one-two Thief &#039;punch&#039;.&lt;br /&gt;
&lt;br /&gt;
Hiding and firing a bow an also be done.  However critters sometimes wander around unless engaged.  This can lead to arrows going missing.&lt;br /&gt;
&lt;br /&gt;
Perhaps jarring from reality, hiding repetitively and at close quarters isn&#039;t problematic, it trains well and can get a Thief out of a pinch.  Practice often, and don&#039;t forget to repeat.&lt;br /&gt;
&lt;br /&gt;
====Locksmithing====&lt;br /&gt;
&lt;br /&gt;
====Thievery====&lt;br /&gt;
&lt;br /&gt;
=====Mark=====&lt;br /&gt;
&lt;br /&gt;
====First Aid====&lt;br /&gt;
&lt;br /&gt;
====Outdoorsmanship====&lt;br /&gt;
&lt;br /&gt;
====Skinning====&lt;br /&gt;
One of the most popular choices of survival skills, skinning also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
====Backstab====&lt;br /&gt;
This skill is specific to our guild and our guild alone. &lt;br /&gt;
&lt;br /&gt;
=====Ambushes=====&lt;br /&gt;
A minor amount of backstabbing can be trained by use of our guild-only ambushes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Ambush]] and [[Thief Ambushes]].&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled killers. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[bow]], [[crossbow]], or [[sling]]. Skill with these weapons will serve you well when using either the Reduced Load or Snipe abilities described below.&lt;br /&gt;
&lt;br /&gt;
=====Reduced Load=====&lt;br /&gt;
Once you get enough skill with your ranged weapon (either [[bow]], [[crossbow]], or [[sling]]) and have enough skill with your [[stealth]], you&#039;ll start to notice that you are able to load your weapon quicker while in hiding. This is a good thing!&lt;br /&gt;
&lt;br /&gt;
=====Snipe=====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the Snipe ability from Guildmaster in [[Crossings]]. This ability will allow you to fire you weapon from hiding and remain hidden.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
====Armor====&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you do train your shield because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
===Lore Skills===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
&lt;br /&gt;
====Khri====&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
Reputation is how well the guild feels about you.&lt;br /&gt;
&lt;br /&gt;
Some Thieves confuse Reputation and Confidence.  It is Important, to realize they are two separate things, and are not intertwined.&lt;br /&gt;
&lt;br /&gt;
Keeping your Reputation solid, allows you access to Thief areas, and certain Thief abilities.&lt;br /&gt;
&lt;br /&gt;
Allowing your Reputation to go to low, can Result in the Guild acting against you, it may even result in your characters death.&lt;br /&gt;
&lt;br /&gt;
====Confidence====&lt;br /&gt;
&lt;br /&gt;
====Urban Bonus====&lt;br /&gt;
&lt;br /&gt;
====Passages====&lt;br /&gt;
&lt;br /&gt;
====Contacts====&lt;br /&gt;
&lt;br /&gt;
====Slips====&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
====Signs====&lt;br /&gt;
&lt;br /&gt;
====Voice Throw====&lt;br /&gt;
&lt;br /&gt;
====Poison Resistance====&lt;br /&gt;
&lt;br /&gt;
====Pretend Guild====&lt;br /&gt;
&lt;br /&gt;
===Closing Statements===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=378817</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=378817"/>
		<updated>2014-10-29T04:52:33Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: /* Stealth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
==Start==&lt;br /&gt;
===Getting Started===&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
===Survival Skills===&lt;br /&gt;
Just like those pesky Ranger types, we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it. From the very start you will be required to train eight survival skills, though the choice is upon you as to which those will be. Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Thievery]]. Why? Because that&#039;s a large part of what being a Thief is all about.&lt;br /&gt;
 &lt;br /&gt;
====Evasion====&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
====Athletics====&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. Provided below are some simple suggestions where to practice this skill based upon which area you have chosen to start at within the game.&lt;br /&gt;
&lt;br /&gt;
=====Crossing======&lt;br /&gt;
&lt;br /&gt;
=====Riverhaven=====&lt;br /&gt;
&lt;br /&gt;
====Perception====&lt;br /&gt;
Perception is rather simple and no all that dangerous to learn.  Collecting rocks is the most common outside manner to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the _Collect_ verb.  To reduce clutter kick piles after collecting.  It will also teach the skill Outdoorsmanship.  Initially you may need to gain a few ranks by doing simple foraging, use _forage_ verb.&lt;br /&gt;
&lt;br /&gt;
Additional you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
====Stealth====&lt;br /&gt;
Being Stealthy is part of being a Thief, and sneaking around town may seem like a grand Thiefy thing to do.&lt;br /&gt;
&lt;br /&gt;
However challenging things are needed to train skills.  Hiding in combat, is one of the most straightforward means to training hiding.  As well if you want to be an accomplished stealth attacker, following up hiding with backstab is the traditional close quarters one-two Thief &#039;punch&#039;.&lt;br /&gt;
&lt;br /&gt;
Hiding and firing a bow an also be done.  However critters sometimes wander around unless engaged.  This can lead to arrows going missing.&lt;br /&gt;
&lt;br /&gt;
Perhaps jarring from reality, hiding repetitively and at close quarters isn&#039;t problematic, it trains well and can get a Thief out of a pinch.  Practice often, and don&#039;t forget to repeat.&lt;br /&gt;
&lt;br /&gt;
====Locksmithing====&lt;br /&gt;
&lt;br /&gt;
====Thievery====&lt;br /&gt;
&lt;br /&gt;
=====Mark=====&lt;br /&gt;
&lt;br /&gt;
====First Aid====&lt;br /&gt;
&lt;br /&gt;
====Outdoorsmanship====&lt;br /&gt;
&lt;br /&gt;
====Skinning====&lt;br /&gt;
One of the most popular choices of survival skills, skinning also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
====Backstab====&lt;br /&gt;
This skill is specific to our guild and our guild alone. &lt;br /&gt;
&lt;br /&gt;
=====Ambushes=====&lt;br /&gt;
A minor amount of backstabbing can be trained by use of our guild-only ambushes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Ambush]] and [[Thief Ambushes]].&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled killers. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[bow]], [[crossbow]], or [[sling]]. Skill with these weapons will serve you well when using either the Reduced Load or Snipe abilities described below.&lt;br /&gt;
&lt;br /&gt;
=====Reduced Load=====&lt;br /&gt;
Once you get enough skill with your ranged weapon (either [[bow]], [[crossbow]], or [[sling]]) and have enough skill with your [[stealth]], you&#039;ll start to notice that you are able to load your weapon quicker while in hiding. This is a good thing!&lt;br /&gt;
&lt;br /&gt;
=====Snipe=====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the Snipe ability from Guildmaster in [[Crossings]]. This ability will allow you to fire you weapon from hiding and remain hidden.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
====Armor====&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you do train your shield because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
===Lore Skills===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
&lt;br /&gt;
====Khri====&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
&lt;br /&gt;
====Confidence====&lt;br /&gt;
&lt;br /&gt;
====Urban Bonus====&lt;br /&gt;
&lt;br /&gt;
====Passages====&lt;br /&gt;
&lt;br /&gt;
====Contacts====&lt;br /&gt;
&lt;br /&gt;
====Slips====&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
====Signs====&lt;br /&gt;
&lt;br /&gt;
====Voice Throw====&lt;br /&gt;
&lt;br /&gt;
====Poison Resistance====&lt;br /&gt;
&lt;br /&gt;
====Pretend Guild====&lt;br /&gt;
&lt;br /&gt;
===Closing Statements===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=378816</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=378816"/>
		<updated>2014-10-29T04:44:58Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: /* Perception */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
==Start==&lt;br /&gt;
===Getting Started===&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
===Survival Skills===&lt;br /&gt;
Just like those pesky Ranger types, we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it. From the very start you will be required to train eight survival skills, though the choice is upon you as to which those will be. Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Thievery]]. Why? Because that&#039;s a large part of what being a Thief is all about.&lt;br /&gt;
 &lt;br /&gt;
====Evasion====&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
====Athletics====&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. Provided below are some simple suggestions where to practice this skill based upon which area you have chosen to start at within the game.&lt;br /&gt;
&lt;br /&gt;
=====Crossing======&lt;br /&gt;
&lt;br /&gt;
=====Riverhaven=====&lt;br /&gt;
&lt;br /&gt;
====Perception====&lt;br /&gt;
Perception is rather simple and no all that dangerous to learn.  Collecting rocks is the most common outside manner to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the _Collect_ verb.  To reduce clutter kick piles after collecting.  It will also teach the skill Outdoorsmanship.  Initially you may need to gain a few ranks by doing simple foraging, use _forage_ verb.&lt;br /&gt;
&lt;br /&gt;
Additional you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
====Stealth====&lt;br /&gt;
&lt;br /&gt;
====Locksmithing====&lt;br /&gt;
&lt;br /&gt;
====Thievery====&lt;br /&gt;
&lt;br /&gt;
=====Mark=====&lt;br /&gt;
&lt;br /&gt;
====First Aid====&lt;br /&gt;
&lt;br /&gt;
====Outdoorsmanship====&lt;br /&gt;
&lt;br /&gt;
====Skinning====&lt;br /&gt;
One of the most popular choices of survival skills, skinning also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
====Backstab====&lt;br /&gt;
This skill is specific to our guild and our guild alone. &lt;br /&gt;
&lt;br /&gt;
=====Ambushes=====&lt;br /&gt;
A minor amount of backstabbing can be trained by use of our guild-only ambushes.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Ambush]] and [[Thief Ambushes]].&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled killers. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[bow]], [[crossbow]], or [[sling]]. Skill with these weapons will serve you well when using either the Reduced Load or Snipe abilities described below.&lt;br /&gt;
&lt;br /&gt;
=====Reduced Load=====&lt;br /&gt;
Once you get enough skill with your ranged weapon (either [[bow]], [[crossbow]], or [[sling]]) and have enough skill with your [[stealth]], you&#039;ll start to notice that you are able to load your weapon quicker while in hiding. This is a good thing!&lt;br /&gt;
&lt;br /&gt;
=====Snipe=====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the Snipe ability from Guildmaster in [[Crossings]]. This ability will allow you to fire you weapon from hiding and remain hidden.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
====Armor====&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you do train your shield because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
===Lore Skills===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
&lt;br /&gt;
====Khri====&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
&lt;br /&gt;
====Confidence====&lt;br /&gt;
&lt;br /&gt;
====Urban Bonus====&lt;br /&gt;
&lt;br /&gt;
====Passages====&lt;br /&gt;
&lt;br /&gt;
====Contacts====&lt;br /&gt;
&lt;br /&gt;
====Slips====&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
====Signs====&lt;br /&gt;
&lt;br /&gt;
====Voice Throw====&lt;br /&gt;
&lt;br /&gt;
====Poison Resistance====&lt;br /&gt;
&lt;br /&gt;
====Pretend Guild====&lt;br /&gt;
&lt;br /&gt;
===Closing Statements===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=376901</id>
		<title>Arandrowse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=376901"/>
		<updated>2014-10-11T01:56:27Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player character&lt;br /&gt;
|Player Name=Arandrowse&lt;br /&gt;
|Status=a&lt;br /&gt;
|Race=Elf&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Instance=Prime&lt;br /&gt;
|Relative=Devtoin, Vaelkrya&lt;br /&gt;
}}&lt;br /&gt;
Arandrowse, a Wind Elf of the Horse Clan, is in search of the truth of his past. He does not know much of his own background, such as who his father is, who his mother is, and even the fact of which tribe he belongs to.  He travels the Provinces of Kermoria in search of truths and treasure, as well as to seek prestige by becoming the Weaponmaster he knows he can be.&lt;br /&gt;
&lt;br /&gt;
He is also a worshipper of Phelim, who he considers himself charged to wisk the undead into their deserved eternal slumber.  As well as Rutilor, who he believes has stepped in on his behalf more times then a God should, though Rutilor he deems has reasons for this Guiding of his fate, after all they share at least the same appearance in height, both are small for their respective races.  Further Arandrowse believes that one task he has to undertake as a Hound of Rutilor (his personal term for a devout follower of Rutilor) is to right the Wrong of the River Elf of Langenfirth, and help him regain his pervious stature and bring the elf to pilot a River Elf made craft, stronger and sleeker then the elves previous boat.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Ranger Arandrowse Free-elf, Escaping Professional, an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
Arandrowse has an angular face with elegant arched eyebrows, pointed ears and deep-set dark eyes.  His dark brown hair is short and thick, and is worn in a simple, loose style.  He has weathered skin and a wiry build.&amp;lt;br&amp;gt;&lt;br /&gt;
He is short for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He appears to be young.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He is wearing a tyrium scale balaclava, a viper earcuff plated with indigo iolite, an adder earcuff plated with hematite, a reinforced twilight-hued spidersilk cloak, a multi-featured baldric, a heavy silk haversack, a braided spidersilk climbing rope, a heavily used silk tunic of elegant design, a midnight blue bandolier embroidered in black with the stalking panther of Damaris, a rugged silver-rimmed ebony buckler, some insulated titanese gloves sealed with protective wax, a platinum ring engraved with the Estate Holder&#039;s crest, a rowan ring encrusted with star-stones in the pattern of a nightingale, an albredine crystal ring, a dark sash of twin broad strips of cloth entwined together, a lumpy bundle, an ankle-worn skinning knife, an elaborate platinum anklet dangling a silver dagger-shaped pendant and some ankle-high dark imperial weave moccasins.&lt;br /&gt;
&lt;br /&gt;
==Short Description==&lt;br /&gt;
You see a wiry elf, that seems covered in shadows and shade, his eyes are deep and dark like a tunnel, though seeming to end with a brilliant light, the only light that emits from him. All his movements seem measured, timed, graceful, and with a fluid calm.  &lt;br /&gt;
==Background==&lt;br /&gt;
Arandrowse was Born in the tribe of the Webbed Woods, to his mother Vaelkrya, a Barbarian  of the Horse Clan, Wind Elf of the Matron Line of Ilu&#039;daan, his father is Devtoin, a Mountain Clan Elf of the Matron line of Aylindar.  &lt;br /&gt;
&lt;br /&gt;
While still very young he was within a group of riders seeking suitable grounds to forage vitals and herbs to return to the tribe.  When a group of Orks and Goblins ambushed the Horse Riders, and though many of the Orks and Goblins were brought to their deaths by the Horse Clan warriors, including Vaelkrya.  However the ambushers were to great in both quantity and skill, and the Horse Clan warriors fell one by one. &lt;br /&gt;
&lt;br /&gt;
The battle slowed, and the wary were captured and enslaved, the pour horses were used as food by the Goblin overmasters.  Which devastated the already hopeless feel of the downtroddin slaves, that were once proud and free members of the Horse Clan.&lt;br /&gt;
&lt;br /&gt;
Arandrowse perhaps by the twisting of generous god or doomed to a crueler fate by a dark god shifted paths so that Arandrowse would become a brainwashed killer, enforcer and sabotuer for the Goblins.  Tutoring him to become a greater threat, and accomplished prowler and eliminator was the Elothean Thewonmisral Mathelirir.&lt;br /&gt;
&lt;br /&gt;
Thewonmisral taught Arandrowse to the best of his abilities, and being a master on shadowy tactics, and disciplines his teachings had a degree of sabotaging of the Goblins plans.&lt;br /&gt;
&lt;br /&gt;
Thus Arandrowse was able to escape after years of training, torture, and cruel works performed on the behalf of his Goblin overseers.  He was able to set up explosives and using mind tricks that Thewonmisral taught him, as well as the breaking of his manacles by a Dwarven Paladin of Divyaush, named Hreothgar Anvilsk.&lt;br /&gt;
&lt;br /&gt;
Thus he made his escape, and after traveling staunchly through wildland, and along and across streams, and other harsh terrain, he was found by members of the Aldamus House, who provided him with shelter, food, and clothing, as well as a no interest loan, to start his adventuring.&lt;br /&gt;
&lt;br /&gt;
==Player Given Titles==&lt;br /&gt;
Arandrowse, the faithful, on 397 years, 0 days since the Victory of Lanival the Redeemer.&amp;lt;br&amp;gt; &lt;br /&gt;
Ranger Arandrowse, on 397 years, 65 days since the Victory of Lanival the Redeemer.&amp;lt;br&amp;gt;&lt;br /&gt;
Sycophant, on the 396 years, 136 days since the Victory of Lanival the Redeemer.&amp;lt;br&amp;gt;&lt;br /&gt;
Pathetic Insect, 396 years, 136 days since the Victory of Lanival the Redeemer.&amp;lt;br&amp;gt;&lt;br /&gt;
Shadowstride, 406, 220 days since the Victory of Lanival the Redeemer.&lt;br /&gt;
&lt;br /&gt;
== Quotes ==&lt;br /&gt;
&amp;quot;I am Arandrowse of the Province and Nation of Ilithi, of the Wind Elves, of the Horse Clan, of the tribe I know not, of the Matron Line I know not, and my mother and father are unknown to me.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I am an Expert Treasure Hunter,&amp;quot; a brief pause, continuing softly, &amp;quot;in Training.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Weaponmaster,&amp;quot; a moment his eyes glance about, cautiously he states, &amp;quot;in Training.&amp;quot;&lt;br /&gt;
{{PCSkills}}&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=376894</id>
		<title>Arandrowse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=376894"/>
		<updated>2014-10-11T01:39:49Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player character&lt;br /&gt;
|Player Name=Arandrowse&lt;br /&gt;
|Status=a&lt;br /&gt;
|Race=Elf&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Instance=Prime&lt;br /&gt;
|Relative=Devtoin, Vaelkrya&lt;br /&gt;
}}&lt;br /&gt;
Arandrowse, a Wind Elf of the Horse Clan, is in search of the truth of his past. He does not know much of his own background, such as who his father is, who his mother is, and even the fact of which tribe he belongs to.  He travels the Provinces of Kermoria in search of truths and treasure, as well as to seek prestige by becoming the Weaponmaster he knows he can be.&lt;br /&gt;
&lt;br /&gt;
He is also a worshipper of Phelim, who he considers himself charged to wisk the undead into their deserved eternal slumber.  As well as Rutilor, who he believes has stepped in on his behalf more times then a God should, though Rutilor he deems has reasons for this Guiding of his fate, after all they share at least the same appearance in height, both are small for their respective races.  Further Arandrowse believes that one task he has to undertake as a Hound of Rutilor (his personal term for a devout follower of Rutilor) is to right the Wrong of the River Elf of Langenfirth, and help him regain his pervious stature and bring the elf to pilot a River Elf made craft, stronger and sleeker then the elves previous boat.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Ranger Arandrowse Free-elf, Escaping Professional, an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
Arandrowse has an angular face with elegant arched eyebrows, pointed ears and deep-set dark eyes.  His dark brown hair is short and thick, and is worn in a simple, loose style.  He has weathered skin and a wiry build.&amp;lt;br&amp;gt;&lt;br /&gt;
He is short for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He appears to be young.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He is wearing a tyrium scale balaclava, a viper earcuff plated with indigo iolite, an adder earcuff plated with hematite, a reinforced twilight-hued spidersilk cloak, a multi-featured baldric, a heavy silk haversack, a braided spidersilk climbing rope, a heavily used silk tunic of elegant design, a midnight blue bandolier embroidered in black with the stalking panther of Damaris, a rugged silver-rimmed ebony buckler, some insulated titanese gloves sealed with protective wax, a platinum ring engraved with the Estate Holder&#039;s crest, a rowan ring encrusted with star-stones in the pattern of a nightingale, an albredine crystal ring, a dark sash of twin broad strips of cloth entwined together, a lumpy bundle, an ankle-worn skinning knife, an elaborate platinum anklet dangling a silver dagger-shaped pendant and some ankle-high dark imperial weave moccasins.&lt;br /&gt;
&lt;br /&gt;
==Short Description==&lt;br /&gt;
You see a wiry elf, that seems covered in shadows and shade, his eyes are deep and dark like a tunnel, though seeming to end with a brilliant light, the only light that emits from him. All his movements seem measured, timed, graceful, and with a fluid calm.  &lt;br /&gt;
==Background==&lt;br /&gt;
Arandrowse was Born in the tribe of the Webbed Woods, to his mother Vaelkrya, a Barbarian  of the Horse Clan, Wind Elf of the Matron Line of Ilu&#039;daan, his father is Devtoin, a Mountain Clan Elf of the Matron line of Aylindar.  &lt;br /&gt;
&lt;br /&gt;
While still very young he was within a group of riders seeking suitable grounds to forage vitals and herbs to return to the tribe.  When a group of Orks and Goblins ambushed the Horse Riders, and though many of the Orks and Goblins were brought to their deaths by the Horse Clan warriors, including Vaelkrya.  However the ambushers were to great in both quantity and skill, and the Horse Clan warriors fell one by one. &lt;br /&gt;
&lt;br /&gt;
The battle slowed, and the wary were captured and enslaved, the pour horses were used as food by the Goblin overmasters.  Which devastated the already hopeless feel of the downtroddin slaves, that were once proud and free members of the Horse Clan.&lt;br /&gt;
&lt;br /&gt;
Arandrowse perhaps by some twisting by some a generous God, or perhaps by a cruel God shifted paths so that Arandrowse would become a magically enslaved assassin and sabotuer for the Goblins.  His tutor in much of this subject was the Elothean Thewonmisral Mathelirir.&lt;br /&gt;
&lt;br /&gt;
Thewonmisral taught Arandrowse to the best of his abilities, and being a tutor on shadowy tactics, and disciplines his tutoring had a degree of sabotaging of the Goblins plans.&lt;br /&gt;
&lt;br /&gt;
Thus Arandrowse was able to escape after years of training, torture, and cruel works performed on the behalf of his Goblin overseers.  He was able to set up explosives and using mind tricks that Thewonmisral taught him, as well as the breaking of his manacles by a Dwarven Paladin of Divyaush, named Hreothgar Anvilsk.&lt;br /&gt;
&lt;br /&gt;
Thus he made his escape, and after traveling staunchly through wildland, and along and across streams, and other harsh terrain, he was found by members of the Aldamus House, who provided him with shelter, food, and clothing, as well as a no interest loan, to start his adventuring.&lt;br /&gt;
&lt;br /&gt;
==Player Given Titles==&lt;br /&gt;
Arandrowse, the faithful, on 397 years, 0 days since the Victory of Lanival the Redeemer.&amp;lt;br&amp;gt; &lt;br /&gt;
Ranger Arandrowse, on 397 years, 65 days since the Victory of Lanival the Redeemer.&amp;lt;br&amp;gt;&lt;br /&gt;
Sycophant, on the 396 years, 136 days since the Victory of Lanival the Redeemer.&amp;lt;br&amp;gt;&lt;br /&gt;
Pathetic Insect, 396 years, 136 days since the Victory of Lanival the Redeemer.&amp;lt;br&amp;gt;&lt;br /&gt;
Shadowstride, 406, 220 days since the Victory of Lanival the Redeemer.&lt;br /&gt;
&lt;br /&gt;
== Quotes ==&lt;br /&gt;
&amp;quot;I am Arandrowse of the Province and Nation of Ilithi, of the Wind Elves, of the Horse Clan, of the tribe I know not, of the Matron Line I know not, and my mother and father are unknown to me.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I am an Expert Treasure Hunter,&amp;quot; a brief pause, continuing softly, &amp;quot;in Training.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Weaponmaster,&amp;quot; a moment his eyes glance about, cautiously he states, &amp;quot;in Training.&amp;quot;&lt;br /&gt;
{{PCSkills}}&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=376893</id>
		<title>Arandrowse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=376893"/>
		<updated>2014-10-11T01:38:52Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player character&lt;br /&gt;
|Player Name=Arandrowse&lt;br /&gt;
|Status=a&lt;br /&gt;
|Race=Elf&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Instance=Prime&lt;br /&gt;
|Relative=Devtoin, Vaelkrya&lt;br /&gt;
}}&lt;br /&gt;
Arandrowse, a Wind Elf of the Horse Clan, is in search of the truth of his past. He does not know much of his own background, such as who his father is, who his mother is, and even the fact of which tribe he belongs to.  He travels the Provinces of Kermoria in search of truths and treasure, as well as to seek prestige by becoming the Weaponmaster he knows he can be.&lt;br /&gt;
&lt;br /&gt;
He is also a worshipper of Phelim, who he considers himself charged to wisk the undead into their deserved eternal slumber.  As well as Rutilor, who he believes has stepped in on his behalf more times then a God should, though Rutilor he deems has reasons for this Guiding of his fate, after all they share at least the same appearance in height, both are small for their respective races.  Further Arandrowse believes that one task he has to undertake as a Hound of Rutilor (his personal term for a devout follower of Rutilor) is to right the Wrong of the River Elf of Langenfirth, and help him regain his pervious stature and bring the elf to pilot a River Elf made craft, stronger and sleeker then the elves previous boat.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Ranger Arandrowse Free-elf, Escaping Professional, an Elf.&lt;br /&gt;
Arandrowse has an angular face with elegant arched eyebrows, pointed ears and deep-set dark eyes.  His dark brown hair is short and thick, and is worn in a simple, loose style.  He has weathered skin and a wiry build.&amp;lt;br&amp;gt;&lt;br /&gt;
He is short for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He appears to be young.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He is wearing a tyrium scale balaclava, a viper earcuff plated with indigo iolite, an adder earcuff plated with hematite, a reinforced twilight-hued spidersilk cloak, a multi-featured baldric, a heavy silk haversack, a braided spidersilk climbing rope, a heavily used silk tunic of elegant design, a midnight blue bandolier embroidered in black with the stalking panther of Damaris, a rugged silver-rimmed ebony buckler, some insulated titanese gloves sealed with protective wax, a platinum ring engraved with the Estate Holder&#039;s crest, a rowan ring encrusted with star-stones in the pattern of a nightingale, an albredine crystal ring, a dark sash of twin broad strips of cloth entwined together, a lumpy bundle, an ankle-worn skinning knife, an elaborate platinum anklet dangling a silver dagger-shaped pendant and some ankle-high dark imperial weave moccasins.&lt;br /&gt;
&lt;br /&gt;
==Short Description==&lt;br /&gt;
You see a wiry elf, that seems covered in shadows and shade, his eyes are deep and dark like a tunnel, though seeming to end with a brilliant light, the only light that emits from him. All his movements seem measured, timed, graceful, and with a fluid calm.  &lt;br /&gt;
==Background==&lt;br /&gt;
Arandrowse was Born in the tribe of the Webbed Woods, to his mother Vaelkrya, a Barbarian  of the Horse Clan, Wind Elf of the Matron Line of Ilu&#039;daan, his father is Devtoin, a Mountain Clan Elf of the Matron line of Aylindar.  &lt;br /&gt;
&lt;br /&gt;
While still very young he was within a group of riders seeking suitable grounds to forage vitals and herbs to return to the tribe.  When a group of Orks and Goblins ambushed the Horse Riders, and though many of the Orks and Goblins were brought to their deaths by the Horse Clan warriors, including Vaelkrya.  However the ambushers were to great in both quantity and skill, and the Horse Clan warriors fell one by one. &lt;br /&gt;
&lt;br /&gt;
The battle slowed, and the wary were captured and enslaved, the pour horses were used as food by the Goblin overmasters.  Which devastated the already hopeless feel of the downtroddin slaves, that were once proud and free members of the Horse Clan.&lt;br /&gt;
&lt;br /&gt;
Arandrowse perhaps by some twisting by some a generous God, or perhaps by a cruel God shifted paths so that Arandrowse would become a magically enslaved assassin and sabotuer for the Goblins.  His tutor in much of this subject was the Elothean Thewonmisral Mathelirir.&lt;br /&gt;
&lt;br /&gt;
Thewonmisral taught Arandrowse to the best of his abilities, and being a tutor on shadowy tactics, and disciplines his tutoring had a degree of sabotaging of the Goblins plans.&lt;br /&gt;
&lt;br /&gt;
Thus Arandrowse was able to escape after years of training, torture, and cruel works performed on the behalf of his Goblin overseers.  He was able to set up explosives and using mind tricks that Thewonmisral taught him, as well as the breaking of his manacles by a Dwarven Paladin of Divyaush, named Hreothgar Anvilsk.&lt;br /&gt;
&lt;br /&gt;
Thus he made his escape, and after traveling staunchly through wildland, and along and across streams, and other harsh terrain, he was found by members of the Aldamus House, who provided him with shelter, food, and clothing, as well as a no interest loan, to start his adventuring.&lt;br /&gt;
&lt;br /&gt;
==Player Given Titles==&lt;br /&gt;
Arandrowse, the faithful, on 397 years, 0 days since the Victory of Lanival the Redeemer.&amp;lt;br&amp;gt; &lt;br /&gt;
Ranger Arandrowse, on 397 years, 65 days since the Victory of Lanival the Redeemer.&amp;lt;br&amp;gt;&lt;br /&gt;
Sycophant, on the 396 years, 136 days since the Victory of Lanival the Redeemer.&amp;lt;br&amp;gt;&lt;br /&gt;
Pathetic Insect, 396 years, 136 days since the Victory of Lanival the Redeemer.&amp;lt;br&amp;gt;&lt;br /&gt;
Shadowstride, 406, 220 days since the Victory of Lanival the Redeemer.&lt;br /&gt;
&lt;br /&gt;
== Quotes ==&lt;br /&gt;
&amp;quot;I am Arandrowse of the Province and Nation of Ilithi, of the Wind Elves, of the Horse Clan, of the tribe I know not, of the Matron Line I know not, and my mother and father are unknown to me.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I am an Expert Treasure Hunter,&amp;quot; a brief pause, continuing softly, &amp;quot;in Training.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Weaponmaster,&amp;quot; a moment his eyes glance about, cautiously he states, &amp;quot;in Training.&amp;quot;&lt;br /&gt;
{{PCSkills}}&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=376892</id>
		<title>Arandrowse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=376892"/>
		<updated>2014-10-11T01:37:31Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player character&lt;br /&gt;
|Player Name=Arandrowse&lt;br /&gt;
|Race=Elf&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Instance=Prime&lt;br /&gt;
|Relative=Devtoin, Vaelkrya&lt;br /&gt;
}}&lt;br /&gt;
Arandrowse, a Wind Elf of the Horse Clan, is in search of the truth of his past. He does not know much of his own background, such as who his father is, who his mother is, and even the fact of which tribe he belongs to.  He travels the Provinces of Kermoria in search of truths and treasure, as well as to seek prestige by becoming the Weaponmaster he knows he can be.&lt;br /&gt;
&lt;br /&gt;
He is also a worshipper of Phelim, who he considers himself charged to wisk the undead into their deserved eternal slumber.  As well as Rutilor, who he believes has stepped in on his behalf more times then a God should, though Rutilor he deems has reasons for this Guiding of his fate, after all they share at least the same appearance in height, both are small for their respective races.  Further Arandrowse believes that one task he has to undertake as a Hound of Rutilor (his personal term for a devout follower of Rutilor) is to right the Wrong of the River Elf of Langenfirth, and help him regain his pervious stature and bring the elf to pilot a River Elf made craft, stronger and sleeker then the elves previous boat.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Ranger Arandrowse Free-elf, Escaping Professional, an Elf.&lt;br /&gt;
Arandrowse has an angular face with elegant arched eyebrows, pointed ears and deep-set dark eyes.  His dark brown hair is short and thick, and is worn in a simple, loose style.  He has weathered skin and a wiry build.&lt;br /&gt;
He is short for an Elf.&lt;br /&gt;
He appears to be young.&lt;br /&gt;
&lt;br /&gt;
He is wearing a tyrium scale balaclava, a viper earcuff plated with indigo iolite, an adder earcuff plated with hematite, a reinforced twilight-hued spidersilk cloak, a multi-featured baldric, a heavy silk haversack, a braided spidersilk climbing rope, a heavily used silk tunic of elegant design, a midnight blue bandolier embroidered in black with the stalking panther of Damaris, a rugged silver-rimmed ebony buckler, some insulated titanese gloves sealed with protective wax, a platinum ring engraved with the Estate Holder&#039;s crest, a rowan ring encrusted with star-stones in the pattern of a nightingale, an albredine crystal ring, a dark sash of twin broad strips of cloth entwined together, a lumpy bundle, an ankle-worn skinning knife, an elaborate platinum anklet dangling a silver dagger-shaped pendant and some ankle-high dark imperial weave moccasins.&lt;br /&gt;
&lt;br /&gt;
==Short Description==&lt;br /&gt;
You see a wiry elf, that seems covered in shadows and shade, his eyes are deep and dark like a tunnel, though seeming to end with a brilliant light, the only light that emits from him. All his movements seem measured, timed, graceful, and with a fluid calm.  &lt;br /&gt;
==Background==&lt;br /&gt;
Arandrowse was Born in the tribe of the Webbed Woods, to his mother Vaelkrya, a Barbarian  of the Horse Clan, Wind Elf of the Matron Line of Ilu&#039;daan, his father is Devtoin, a Mountain Clan Elf of the Matron line of Aylindar.  &lt;br /&gt;
&lt;br /&gt;
While still very young he was within a group of riders seeking suitable grounds to forage vitals and herbs to return to the tribe.  When a group of Orks and Goblins ambushed the Horse Riders, and though many of the Orks and Goblins were brought to their deaths by the Horse Clan warriors, including Vaelkrya.  However the ambushers were to great in both quantity and skill, and the Horse Clan warriors fell one by one. &lt;br /&gt;
&lt;br /&gt;
The battle slowed, and the wary were captured and enslaved, the pour horses were used as food by the Goblin overmasters.  Which devastated the already hopeless feel of the downtroddin slaves, that were once proud and free members of the Horse Clan.&lt;br /&gt;
&lt;br /&gt;
Arandrowse perhaps by some twisting by some a generous God, or perhaps by a cruel God shifted paths so that Arandrowse would become a magically enslaved assassin and sabotuer for the Goblins.  His tutor in much of this subject was the Elothean Thewonmisral Mathelirir.&lt;br /&gt;
&lt;br /&gt;
Thewonmisral taught Arandrowse to the best of his abilities, and being a tutor on shadowy tactics, and disciplines his tutoring had a degree of sabotaging of the Goblins plans.&lt;br /&gt;
&lt;br /&gt;
Thus Arandrowse was able to escape after years of training, torture, and cruel works performed on the behalf of his Goblin overseers.  He was able to set up explosives and using mind tricks that Thewonmisral taught him, as well as the breaking of his manacles by a Dwarven Paladin of Divyaush, named Hreothgar Anvilsk.&lt;br /&gt;
&lt;br /&gt;
Thus he made his escape, and after traveling staunchly through wildland, and along and across streams, and other harsh terrain, he was found by members of the Aldamus House, who provided him with shelter, food, and clothing, as well as a no interest loan, to start his adventuring.&lt;br /&gt;
&lt;br /&gt;
==Player Given Titles==&lt;br /&gt;
Arandrowse, the faithful, on 397 years, 0 days since the Victory of Lanival the Redeemer.&amp;lt;br&amp;gt; &lt;br /&gt;
Ranger Arandrowse, on 397 years, 65 days since the Victory of Lanival the Redeemer.&amp;lt;br&amp;gt;&lt;br /&gt;
Sycophant, on the 396 years, 136 days since the Victory of Lanival the Redeemer.&amp;lt;br&amp;gt;&lt;br /&gt;
Pathetic Insect, 396 years, 136 days since the Victory of Lanival the Redeemer.&amp;lt;br&amp;gt;&lt;br /&gt;
Shadowstride, 406, 220 days since the Victory of Lanival the Redeemer.&lt;br /&gt;
&lt;br /&gt;
== Quotes ==&lt;br /&gt;
&amp;quot;I am Arandrowse of the Province and Nation of Ilithi, of the Wind Elves, of the Horse Clan, of the tribe I know not, of the Matron Line I know not, and my mother and father are unknown to me.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I am an Expert Treasure Hunter,&amp;quot; a brief pause, continuing softly, &amp;quot;in Training.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Weaponmaster,&amp;quot; a moment his eyes glance about, cautiously he states, &amp;quot;in Training.&amp;quot;&lt;br /&gt;
{{PCSkills}}&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186699</id>
		<title>Quest for Kanton&#039;s Dagger Loot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186699"/>
		<updated>2011-07-31T18:16:03Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: /* Assassin&amp;#039;s Drops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Incidental Treasure==&lt;br /&gt;
Random and found throughout the Quest. Some of it is found from normal critters and some of it is from the &amp;quot;special&amp;quot; critters. Incidental loot is random, and what drops is not guaranteed for your group.&lt;br /&gt;
&lt;br /&gt;
All the weapons (name, stats,) dropped on this quest EXCEPT FOR THE ASSASSINS&#039; LOOT is randomly generated with ADJECTIVE/METAL/WEAPON TYPE for each quest run per GM Solomon.  Weapons that drop may or may not have an adjective or metal type, or may have some variances as well (eg. &amp;quot;a bastard sword&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Some examples of what weapons can be:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adjective&#039;&#039;&#039; - dull, elegant, engraved, pockmarked, polished&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Metal Type&#039;&#039;&#039; - bronze, copper, electrum, electrum-plated, glaes, gold, gold-plated, lumium, kertig, steel, silver, silver-plated &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Type&#039;&#039;&#039; - axe, bastard sword, boko, bola, boomerang, broadaxe, broadsword, chain, cutlass, gauntlet, gavel, gladius, greatsword, halberd, lance, longsword, marlingspike, nimsha, sabre, scythe, sword&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Examples of Randomly Generated Weapons===&lt;br /&gt;
* {{ilink|w|dull glaes axe}}&lt;br /&gt;
* {{ilink|w|dull lumium chain}}&lt;br /&gt;
* {{ilink|w|engraved lumium bola}}&lt;br /&gt;
* {{ilink|w|pockmarked glaes chain}}&lt;br /&gt;
* {{ilink|w|polished kertig sword}}&lt;br /&gt;
* {{ilink|w|polished lumium greatsword}}&lt;br /&gt;
* {{ilink|w|polished lumium nimsha}}&lt;br /&gt;
* {{ilink|w|scratched kertig broadsword}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Examples of Randomly Generated Armor &amp;amp; Shields===&lt;br /&gt;
* {{ilink|a|thistle brocade cloak embroidered with scattered starlily blossoms against a lattice background}} - Please note the color or design of this cloak may be different, as it is changeable. This cloak is in varying shades of purple.&lt;br /&gt;
* {{ilink|a|brown silk cloak with starlily blossoms embroidered on one side}} - Please note the color or design of this cloak may be different, as it is changeable. This cloak is in varying shades of brown.&lt;br /&gt;
* {{ilink|s|target shield(1)|target shield}}&lt;br /&gt;
* {{ilink|s|tower shield emblazoned with a red and yellow sun}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Examples of Randomly Generated Clothing/Containers/Fluff===&lt;br /&gt;
* {{ilink|i|fine steel curry comb}}&lt;br /&gt;
* {{ilink|i|some cuffed brown suede boots with bronze heel taps}}&lt;br /&gt;
* {{ilink|w|chainsil-wrapped claymore sheath embossed with a tokka card}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Assassin&#039;s Drops==&lt;br /&gt;
* {{ilink|w|dull black assassin&#039;s repeating crossbow}}&lt;br /&gt;
* {{ilink|i|assassin&#039;s black wrist pouch}}&lt;br /&gt;
* {{ilink|c|shadow-hued broadcloth assassin&#039;s backpack}}&lt;br /&gt;
* {{ilink|c|assassin&#039;s dark grey arm sheath with leather straps}}&lt;br /&gt;
* {{ilink|w|assassin&#039;s dagger}}&lt;br /&gt;
* {{ilink|w|assassin&#039;s throwing blade with a serrated edge}}&lt;br /&gt;
* {{ilink|w|whisper-thin stiletto}}&lt;br /&gt;
* {{ilink|w|assassin&#039;s thigh pouch with steelsilk ties}}&lt;br /&gt;
* {{ilink|i|fuligin oilskin greatcoat}}&lt;br /&gt;
&lt;br /&gt;
==End Quest treasure==&lt;br /&gt;
- Pick one item from this list (one item from the three sarcophagi) if you &amp;quot;win&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Northern Sarcophagus===&lt;br /&gt;
* {{ilink|i|braided gold and copper ivy bracelet}}&lt;br /&gt;
* {{ilink|i|floor-length faesilk gown stitched with diagonal vines of silver ivy}} - Cut with an elegant halter neckline designed to drape around the wearer&#039;s neck, the luxurious garment is whisper-soft and dyed in sunset shades.&lt;br /&gt;
* {{ilink|i|iron bell with a diminutive fairie handle}} - This lithe fairie figure kneels from on one side of the bell&#039;s top, her body stretching to the other where her elbows rest as she holds her pert face in her hands.  Her wings rise slightly off her back, allowing plenty of room to slip a finger between her and the bell; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&lt;br /&gt;
* {{ilink|i|iron bell with a carved fairie handle}} - Standing on her tiptoes, the carved fairie&#039;s wings are partially folded.  The sculpting has dressed her in a winding scarf beneath which her legs just touch the top of the bell.; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&lt;br /&gt;
* {{ilink|i|pink pearl and enamel winged lady brooch}} - A delicate iridescent figure of a tiny woman is fashioned from pink pearl.  Violet hair cascades down her back upon which sits a pair of black butterfly wings with pale green highlights.&lt;br /&gt;
* {{ilink|i|ivory-stemmed toadstool pendant with a black cambrinth cap}} - The stark white of the base contasts with the red-tinged black cap.  Sprinkled randomly along the top are flecks of ruby, emerald and amethyst.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eastern Sarcophagus===&lt;br /&gt;
* {{ilink|i|dark moonstone Katamba}} (floater) - The large spherical cabochon is dark for a moonstone, and has a moonstone&#039;s characteristic billowy iridescence.  While it is mostly smooth, the features of Katamba have been graven subtly into its surface. (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&lt;br /&gt;
* {{ilink|i|carved rhodonite Yavash}} (floater) - The large spherical cabochon is black-kissed crimson in color.  While it is mostly smooth, the features of Yavash have been graven subtly into its surface.; (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&lt;br /&gt;
* {{ilink|i|carved lapis lazuli Xibar}} (floater) - The large spherical cabochon is an intense blue in color, with tiny flecks of gold. While it is mostly smooth, the features of Xibar have been graven subtly into its surface.; (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&lt;br /&gt;
* {{ilink|i|blown-glass Elanthia}} (floater) - Each continent and island is represented in green, brown and gold detail upon this plump little blue glass sphere.; (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&lt;br /&gt;
* {{ilink|i|ironwood parry stick}} - Carved into the stick is a life-like face atop a body that appears to be a tree with limbs for arms and legs.  The eyes are two inset leaf-green emeralds.  Some words circle the lower end. There appears to be something written on it.&lt;br /&gt;
* {{ilink|i|black shadowsilk cloak}} - You see nothing unusual.&lt;br /&gt;
* {{ilink|i|iron bell with a rowan tree handle}} - A perfect miniature replica of a rowan tree forms this bell&#039;s handle.  Beneath an abundant canopy, its trunk has been notched to allow for a firm grasp.; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&lt;br /&gt;
* {{ilink|i|translucent crystal cat brooch with an ivory grin}} - The cat&#039;s head is turned fully toward the viewer, displaying a self-satisfied smile in tiny ivory teeth.  The crystal tail curls beneath the feet in a relaxed posture.&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|two-toned yellow and white gold caterpillar bracelet}} - This thick bracelet is composed of rounded segments, alternating between yellow and white gold.  Two small antennae at the head fit through a discrete eyelet on the end segment to form the clasp.&lt;br /&gt;
* {{ilink|i|jeweled butterfly mask}} - Whorls of precious and semi-precious gems spiral and curl, forming elaborate patterns on the face and the wings that extend beyond the sides of the wearer&#039;s head.  Large circles of polished onyx form the characteristic &amp;quot;eyes&amp;quot; found on certain butterflies and surround the actual eye holes through which the wearer sees.  Stiffened gold alloy forms two antennae extending from the top of the head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Southern Sarcophagus===&lt;br /&gt;
*an enormous kertig tear (volume 20)&amp;lt;br /&amp;gt;&lt;br /&gt;
*a massive orichalcum bar&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|massive haralun lump(1)|massive haralun lump}} (volume 10)&amp;lt;br&amp;gt;&lt;br /&gt;
* {{ilink|i|massive tyrium bar(1)|massive tyrium bar}} (volume 10)&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|deep red moonspun silk greatcloak stenciled with the image of a flying faery}} - Though the pattern only shows the vague outline of the magical creature, special attention has been given to her eyes.  She winks with a playful demeanor that is difficult to read, her expression one of either benign playfulness or deadly mischief.  Clasping the cloak closed at the throat is an uncut crystal pin.&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|black cambrinth unicorn pendant with a black diamond horn}} - This large pendant consists of a finely carved cambrinth body with crushed black diamonds forming the horn.  The chain is darkly tarnished silver.&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|iron bell with a carved ebonwood handle depicting a young male fairie with his tongue stuck out in rebellion}} - Clothed in overalls with his wings folded close against his back, the fairie tries to pass for normal as he backs up, his back foot almost off the bell.; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|dark grey silk greatcloak depicting a gathering storm}} -The upper portion of the garment displays dark grey thunderheads occluding small patches of blue.  Below the clouds, the blue extends down to the hem, gradually fading to sky blue.  Aloft in the sky, several tiny winged figures can be seen, along with motes of silvery-white light.&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|silver-keyed black ironwood flute inlaid with jade}} - A small jade man in a pointed cap is cunningly inlaid along the body of the flute.  His fingers appear poised to press the keys, and his lips are pursed as if he is playing the instrument.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Long_belted_tunic_with_the_Rangers%27_Guild_crest_stitched_across_the_chest&amp;diff=326020</id>
		<title>Item:Long belted tunic with the Rangers&#039; Guild crest stitched across the chest</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Long_belted_tunic_with_the_Rangers%27_Guild_crest_stitched_across_the_chest&amp;diff=326020"/>
		<updated>2011-05-29T22:36:42Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=long belted tunic with the Rangers&#039; Guild crest stitched across the chest&lt;br /&gt;
|noun=tunic&lt;br /&gt;
|look=This long, stately garment has been tailored to be worn over armor without giving away the bulk beneath.  A thick sash ties about the waist, and the crest of the Rangers&#039; Guild has been elegantly embroidered in shimmering thread.&lt;br /&gt;
|STag=Ranger&lt;br /&gt;
|type=clothing&lt;br /&gt;
|wearloc=shirt+&lt;br /&gt;
|uses=over armor&lt;br /&gt;
|source=Darker Shade of Night&lt;br /&gt;
|cost=37,200 Lirums&lt;br /&gt;
|sourcetype=sold by&lt;br /&gt;
}}&lt;br /&gt;
This item hides body style armor (shirts) and leg armor (pants).&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Long_belted_tunic_with_the_Rangers%27_Guild_crest_stitched_across_the_chest&amp;diff=326019</id>
		<title>Item:Long belted tunic with the Rangers&#039; Guild crest stitched across the chest</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Long_belted_tunic_with_the_Rangers%27_Guild_crest_stitched_across_the_chest&amp;diff=326019"/>
		<updated>2011-05-29T22:35:27Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=long belted tunic with the Rangers&#039; Guild crest stitched across the chest&lt;br /&gt;
|noun=tunic&lt;br /&gt;
|look=This long, stately garment has been tailored to be worn over armor without giving away the bulk beneath.  A thick sash ties about the waist, and the crest of the Rangers&#039; Guild has been elegantly embroidered in shimmering thread.&lt;br /&gt;
|STag=Ranger&lt;br /&gt;
|type=clothing&lt;br /&gt;
|source=Darker Shade of Night&lt;br /&gt;
|cost=37,200 Lirums&lt;br /&gt;
|sourcetype=sold by&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This item hides body style armor (shirts) and leg armor (pants).&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139979</id>
		<title>Arandrowse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139979"/>
		<updated>2010-03-21T03:44:47Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player character&lt;br /&gt;
|Player Name=Arandrowse&lt;br /&gt;
|Race=Elf&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Guild=&lt;br /&gt;
|Instance=Prime&lt;br /&gt;
|Assoc=Thewonmisral, Kathlen&lt;br /&gt;
|Relative=Devtoin, Vaelkrya&lt;br /&gt;
}}&lt;br /&gt;
Arandrowse is a Wind Elf of the Horse Clan, who is in search of the truth of his past, he does not know his own background to much extents, such as who is his father, and who is his mother, and in fact who is his tribe.  He goes throughout the Provinces of Kermoria in search of this and Treasure, and to gain prestige by learning weapons, to become the Weaponmaster he seeks to become.&lt;br /&gt;
&lt;br /&gt;
He is also a worshipper of Phelim, who he considers himself charged to wisk the undead into their deserved eternal slumber.  As well as Rutilor, who he believes has stepped in on his behalf more times then a God should, though Rutilor he deems has reasons for this Guiding of his fate, after all they share at least the same appearance in height, both are small for their respective races.  Further Arandrowse believes that one task he has to undertake as a Hound of Rutilor (his personal term for a devout follower of Rutilor) is to right the Wrong of the River Elf of Langenfirth, and help him regain his pervious stature and bring the elf to pilot a River Elf made craft, stronger and sleeker then the elves previous boat.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Arandrowse, an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He has an angular face, pointed ears and deep-set dark eyes.  His dark brown hair is short and thick, and is worn loose.  He has weathered skin and a wiry build.&amp;lt;br&amp;gt;&lt;br /&gt;
He is short for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is young for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is in good shape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are wearing a platinum jadeite gwethdesuan, a pitch black hooded cloak with a panther emblazoned on the back, a grossly oversized pewter pin reading &amp;quot;ILITHI&#039;S STRONGEST&amp;quot; in big block letters, a midnight black buckler, a Nisha short bow, an enameled green parrot, an oilcloth rucksack, a grey wool poncho woven with images of raccoons, a golden mongoose charm, a cambrinth welkin armband, a midnight black sheath, a midnight black sheath, a gold whorled albredine ring, a cambrinth ring, a plain war belt crafted from dark brown leather, a black felt hawking pouch beaded with a sunburst of cinnabar and amber, a midnight blue fletching pouch beaded with snowflake obsidian and laced with silvery horsehair, a dark velvet reticule with soft satin ties, a dark steel belt knife, a pair of midnight blue fitted trousers of soft brushed linen, a thigh quiver dyed in a brown and green camouflage pattern, some charcoal woolen socks and some ankle-high Elven stalking boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Short Description==&lt;br /&gt;
You see a wiry elf, that seems covered in shadows and shade, his eyes are deep and dark like a tunnel, though seeming to end with a brilliant light, the only light that emits from him. All his movements seem measured, timed, graceful, and with a fluid calm.  &lt;br /&gt;
&lt;br /&gt;
==Appearance at Her Highness Princess Arilana&#039;s&amp;lt;br&amp;gt;Yellow and Jade Ball==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You see Wanderer Arandrowse, Lookout of Elanthia, an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He has an angular face with elegant arched eyebrows, pointed ears and deep-set dark eyes.  His dark brown hair is short and thick, and is worn loose.  He has weathered skin and a wiry build.&amp;lt;br&amp;gt;&lt;br /&gt;
He is short for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is in good shape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He is holding a jade rosette with narrow yellow satin ribbons in your right hand.&lt;br /&gt;
He is wearing a simple silver circlet with a wide band, a rich golden cape intricately embroidered with a lion pattern in yellow thread, a deep green gossamer tunic, a cambrinth welkin armband, a bracelet of exquisitely carved aspen and rowan warding beads, some green silk long gloves intricately embroidered with a knotwork pattern in jade-green thread, a dragon&#039;s heart ring, an albredine crystal ring, an ornate silver belt elegantly crafted from chainmail links, some jade green trousers, some damask socks and some rich golden boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Arandrowse was Born in the tribe of the Webbed Woods, to his mother Vaelkrya a Barbarian Horse Clan, Wind Elf of the Matron Line of Ilu&#039;daan, his father is Devtoin a Mountain Clan Elf of the Matron line of Aylindaar.  &lt;br /&gt;
&lt;br /&gt;
While still very young he was within a group of riders seeking suitable grounds to forage vitals and herbs to return to the tribe.  When a group of Orks and Goblins ambushed the Horse Riders, and though many of the Orks and Goblins were brought to their deaths by the Horse Clan warriors, including Vaelkrya.  However the ambushers were to great in both quantity and skill, and the Horse Clan warriors fell one by one. &lt;br /&gt;
&lt;br /&gt;
The battle slowed, and the wary were captured and enslaved, the pour horses were used as food by the Goblin overmasters.  Which devastated the already hopeless feel of the downtroddin slaves, that were once proud and free members of the Horse Clan.&lt;br /&gt;
&lt;br /&gt;
Arandrowse perhaps by some twisting by some a generous God, or perhaps by a cruel God shifted paths so that Arandrowse would become a magically enslaved assassin and sabotuer for the Goblins.  His tutor in much of this subject was the Elothean Thewonmisral Mathelirir.&lt;br /&gt;
&lt;br /&gt;
Thewonmisral taught Arandrowse to the best of his abilities, and being a tutor on shadowy tactics, and disciplines his tutoring had a degree of sabotaging of the Goblins plans.&lt;br /&gt;
&lt;br /&gt;
Thus Arandrowse was able to escape after years of training, torture, and cruel works performed on the behalf of his Goblin overseers.  He was able to set up explosives and using mind tricks that Thewonmisral taught him, as well as the breaking of his manacles by a Dwarven Paladin of Divyaush, named Hreothgar Anvilsk.&lt;br /&gt;
&lt;br /&gt;
Thus he made his escape, and after traveling staunchly through wildland, and through streams, and other harsh terrain, he was found by members of the Aldamus House, who provided him with shelter, food, and clothing, as well as a no interest loan, to start his adventuring.&lt;br /&gt;
&lt;br /&gt;
==Player Given Titles==&lt;br /&gt;
Arandrowse, the faithful. On 397 years, 0 days since the Victory of Lanival the Redeemer. &lt;br /&gt;
Ranger Arandrowse. On 397 years, 65 days since the Victory of Lanival the Redeemer.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
*Expert Treasure Hunter in Training&lt;br /&gt;
*Weaponmaster in Training&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139978</id>
		<title>Arandrowse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139978"/>
		<updated>2010-03-21T03:43:48Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player character&lt;br /&gt;
|Player Name=Arandrowse&lt;br /&gt;
|Race=Elf&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Guild=&lt;br /&gt;
|Instance=Prime&lt;br /&gt;
|Assoc=Thewonmisral, Kathlen&lt;br /&gt;
|Relative=Devtoin, Vaelkrya&lt;br /&gt;
}}&lt;br /&gt;
Arandrowse is a Wind Elf of the Horse Clan, who is in search of the truth of his past, he does not know his own background to much extents, such as who is his father, and who is his mother, and in fact who is his tribe.  He goes throughout the Provinces of Kermoria in search of this and Treasure, and to gain prestige by learning weapons, to become the Weaponmaster he seeks to become.&lt;br /&gt;
&lt;br /&gt;
He is also a worshipper of Phelim, who he considers himself charged to wisk the undead into their deserved eternal slumber.  As well as Rutilor, who he believes has stepped in on his behalf more times then a God should, though Rutilor he deems has reasons for this Guiding of his fate, after all they share at least the same appearance in height, both are small for their respective races.  Further Arandrowse believes that one task he has to undertake as a Hound of Rutilor (his personal term for a devout follower of Rutilor) is to right the Wrong of the River Elf of Langenfirth, and help him regain his pervious stature and bring the elf to pilot a River Elf made craft, stronger and sleeker then the elves previous boat.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Arandrowse, an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He has an angular face, pointed ears and deep-set dark eyes.  His dark brown hair is short and thick, and is worn loose.  He has weathered skin and a wiry build.&amp;lt;br&amp;gt;&lt;br /&gt;
He is short for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is young for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is in good shape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are wearing a platinum jadeite gwethdesuan, a pitch black hooded cloak with a panther emblazoned on the back, a grossly oversized pewter pin reading &amp;quot;ILITHI&#039;S STRONGEST&amp;quot; in big block letters, a midnight black buckler, a Nisha short bow, an enameled green parrot, an oilcloth rucksack, a grey wool poncho woven with images of raccoons, a golden mongoose charm, a cambrinth welkin armband, a midnight black sheath, a midnight black sheath, a gold whorled albredine ring, a cambrinth ring, a plain war belt crafted from dark brown leather, a black felt hawking pouch beaded with a sunburst of cinnabar and amber, a midnight blue fletching pouch beaded with snowflake obsidian and laced with silvery horsehair, a dark velvet reticule with soft satin ties, a dark steel belt knife, a pair of midnight blue fitted trousers of soft brushed linen, a thigh quiver dyed in a brown and green camouflage pattern, some charcoal woolen socks and some ankle-high Elven stalking boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Short Description==&lt;br /&gt;
You see a wiry elf, that seems covered in shadows and shade, his eyes are deep and dark like a tunnel, though seeming to end with a brilliant light, the only light that emits from him. All his movements seem measured, timed, graceful, and with a fluid calm.  &lt;br /&gt;
&lt;br /&gt;
==Appearance at Her Highness Princess Arilana&#039;s&amp;lt;br&amp;gt;&lt;br /&gt;
Yellow and Jade Ball==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You see Wanderer Arandrowse, Lookout of Elanthia, an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He has an angular face with elegant arched eyebrows, pointed ears and deep-set dark eyes.  His dark brown hair is short and thick, and is worn loose.  He has weathered skin and a wiry build.&amp;lt;br&amp;gt;&lt;br /&gt;
He is short for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is in good shape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He is holding a jade rosette with narrow yellow satin ribbons in your right hand.&lt;br /&gt;
He is wearing a simple silver circlet with a wide band, a rich golden cape intricately embroidered with a lion pattern in yellow thread, a deep green gossamer tunic, a cambrinth welkin armband, a bracelet of exquisitely carved aspen and rowan warding beads, some green silk long gloves intricately embroidered with a knotwork pattern in jade-green thread, a dragon&#039;s heart ring, an albredine crystal ring, an ornate silver belt elegantly crafted from chainmail links, some jade green trousers, some damask socks and some rich golden boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Arandrowse was Born in the tribe of the Webbed Woods, to his mother Vaelkrya a Barbarian Horse Clan, Wind Elf of the Matron Line of Ilu&#039;daan, his father is Devtoin a Mountain Clan Elf of the Matron line of Aylindaar.  &lt;br /&gt;
&lt;br /&gt;
While still very young he was within a group of riders seeking suitable grounds to forage vitals and herbs to return to the tribe.  When a group of Orks and Goblins ambushed the Horse Riders, and though many of the Orks and Goblins were brought to their deaths by the Horse Clan warriors, including Vaelkrya.  However the ambushers were to great in both quantity and skill, and the Horse Clan warriors fell one by one. &lt;br /&gt;
&lt;br /&gt;
The battle slowed, and the wary were captured and enslaved, the pour horses were used as food by the Goblin overmasters.  Which devastated the already hopeless feel of the downtroddin slaves, that were once proud and free members of the Horse Clan.&lt;br /&gt;
&lt;br /&gt;
Arandrowse perhaps by some twisting by some a generous God, or perhaps by a cruel God shifted paths so that Arandrowse would become a magically enslaved assassin and sabotuer for the Goblins.  His tutor in much of this subject was the Elothean Thewonmisral Mathelirir.&lt;br /&gt;
&lt;br /&gt;
Thewonmisral taught Arandrowse to the best of his abilities, and being a tutor on shadowy tactics, and disciplines his tutoring had a degree of sabotaging of the Goblins plans.&lt;br /&gt;
&lt;br /&gt;
Thus Arandrowse was able to escape after years of training, torture, and cruel works performed on the behalf of his Goblin overseers.  He was able to set up explosives and using mind tricks that Thewonmisral taught him, as well as the breaking of his manacles by a Dwarven Paladin of Divyaush, named Hreothgar Anvilsk.&lt;br /&gt;
&lt;br /&gt;
Thus he made his escape, and after traveling staunchly through wildland, and through streams, and other harsh terrain, he was found by members of the Aldamus House, who provided him with shelter, food, and clothing, as well as a no interest loan, to start his adventuring.&lt;br /&gt;
&lt;br /&gt;
==Player Given Titles==&lt;br /&gt;
Arandrowse, the faithful. On 397 years, 0 days since the Victory of Lanival the Redeemer. &lt;br /&gt;
Ranger Arandrowse. On 397 years, 65 days since the Victory of Lanival the Redeemer.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
*Expert Treasure Hunter in Training&lt;br /&gt;
*Weaponmaster in Training&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139977</id>
		<title>Arandrowse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139977"/>
		<updated>2010-03-21T03:42:01Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player character&lt;br /&gt;
|Player Name=Arandrowse&lt;br /&gt;
|Race=Elf&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Guild=&lt;br /&gt;
|Instance=Prime&lt;br /&gt;
|Assoc=Thewonmisral, Kathlen&lt;br /&gt;
|Relative=Devtoin, Vaelkrya&lt;br /&gt;
}}&lt;br /&gt;
Arandrowse is a Wind Elf of the Horse Clan, who is in search of the truth of his past, he does not know his own background to much extents, such as who is his father, and who is his mother, and in fact who is his tribe.  He goes throughout the Provinces of Kermoria in search of this and Treasure, and to gain prestige by learning weapons, to become the Weaponmaster he seeks to become.&lt;br /&gt;
&lt;br /&gt;
He is also a worshipper of Phelim, who he considers himself charged to wisk the undead into their deserved eternal slumber.  As well as Rutilor, who he believes has stepped in on his behalf more times then a God should, though Rutilor he deems has reasons for this Guiding of his fate, after all they share at least the same appearance in height, both are small for their respective races.  Further Arandrowse believes that one task he has to undertake as a Hound of Rutilor (his personal term for a devout follower of Rutilor) is to right the Wrong of the River Elf of Langenfirth, and help him regain his pervious stature and bring the elf to pilot a River Elf made craft, stronger and sleeker then the elves previous boat.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Arandrowse, an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He has an angular face, pointed ears and deep-set dark eyes.  His dark brown hair is short and thick, and is worn loose.  He has weathered skin and a wiry build.&amp;lt;br&amp;gt;&lt;br /&gt;
He is short for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is young for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is in good shape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are wearing a platinum jadeite gwethdesuan, a pitch black hooded cloak with a panther emblazoned on the back, a grossly oversized pewter pin reading &amp;quot;ILITHI&#039;S STRONGEST&amp;quot; in big block letters, a midnight black buckler, a Nisha short bow, an enameled green parrot, an oilcloth rucksack, a grey wool poncho woven with images of raccoons, a golden mongoose charm, a cambrinth welkin armband, a midnight black sheath, a midnight black sheath, a gold whorled albredine ring, a cambrinth ring, a plain war belt crafted from dark brown leather, a black felt hawking pouch beaded with a sunburst of cinnabar and amber, a midnight blue fletching pouch beaded with snowflake obsidian and laced with silvery horsehair, a dark velvet reticule with soft satin ties, a dark steel belt knife, a pair of midnight blue fitted trousers of soft brushed linen, a thigh quiver dyed in a brown and green camouflage pattern, some charcoal woolen socks and some ankle-high Elven stalking boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Short Description==&lt;br /&gt;
You see a wiry elf, that seems covered in shadows and shade, his eyes are deep and dark like a tunnel, though seeming to end with a brilliant light, the only light that emits from him. All his movements seem measured, timed, graceful, and with a fluid calm.  &lt;br /&gt;
&lt;br /&gt;
==Appearance at Her Highness Princess Arilana&#039;s Yellow and Jade Ball==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You see Wanderer Arandrowse, Lookout of Elanthia, an Elf.&lt;br /&gt;
He has an angular face with elegant arched eyebrows, pointed ears and deep-set dark eyes.  His dark brown hair is short and thick, and is worn loose.  He has weathered skin and a wiry build.&lt;br /&gt;
He is short for an Elf.&lt;br /&gt;
He is in good shape.&lt;br /&gt;
&lt;br /&gt;
He is holding a jade rosette with narrow yellow satin ribbons in your right hand.&lt;br /&gt;
He is wearing a simple silver circlet with a wide band, a rich golden cape intricately embroidered with a lion pattern in yellow thread, a deep green gossamer tunic, a cambrinth welkin armband, a bracelet of exquisitely carved aspen and rowan warding beads, some green silk long gloves intricately embroidered with a knotwork pattern in jade-green thread, a dragon&#039;s heart ring, an albredine crystal ring, an ornate silver belt elegantly crafted from chainmail links, some jade green trousers, some damask socks and some rich golden boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Arandrowse was Born in the tribe of the Webbed Woods, to his mother Vaelkrya a Barbarian Horse Clan, Wind Elf of the Matron Line of Ilu&#039;daan, his father is Devtoin a Mountain Clan Elf of the Matron line of Aylindaar.  &lt;br /&gt;
&lt;br /&gt;
While still very young he was within a group of riders seeking suitable grounds to forage vitals and herbs to return to the tribe.  When a group of Orks and Goblins ambushed the Horse Riders, and though many of the Orks and Goblins were brought to their deaths by the Horse Clan warriors, including Vaelkrya.  However the ambushers were to great in both quantity and skill, and the Horse Clan warriors fell one by one. &lt;br /&gt;
&lt;br /&gt;
The battle slowed, and the wary were captured and enslaved, the pour horses were used as food by the Goblin overmasters.  Which devastated the already hopeless feel of the downtroddin slaves, that were once proud and free members of the Horse Clan.&lt;br /&gt;
&lt;br /&gt;
Arandrowse perhaps by some twisting by some a generous God, or perhaps by a cruel God shifted paths so that Arandrowse would become a magically enslaved assassin and sabotuer for the Goblins.  His tutor in much of this subject was the Elothean Thewonmisral Mathelirir.&lt;br /&gt;
&lt;br /&gt;
Thewonmisral taught Arandrowse to the best of his abilities, and being a tutor on shadowy tactics, and disciplines his tutoring had a degree of sabotaging of the Goblins plans.&lt;br /&gt;
&lt;br /&gt;
Thus Arandrowse was able to escape after years of training, torture, and cruel works performed on the behalf of his Goblin overseers.  He was able to set up explosives and using mind tricks that Thewonmisral taught him, as well as the breaking of his manacles by a Dwarven Paladin of Divyaush, named Hreothgar Anvilsk.&lt;br /&gt;
&lt;br /&gt;
Thus he made his escape, and after traveling staunchly through wildland, and through streams, and other harsh terrain, he was found by members of the Aldamus House, who provided him with shelter, food, and clothing, as well as a no interest loan, to start his adventuring.&lt;br /&gt;
&lt;br /&gt;
==Player Given Titles==&lt;br /&gt;
Arandrowse, the faithful. On 397 years, 0 days since the Victory of Lanival the Redeemer. &lt;br /&gt;
Ranger Arandrowse. On 397 years, 65 days since the Victory of Lanival the Redeemer.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
*Expert Treasure Hunter in Training&lt;br /&gt;
*Weaponmaster in Training&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139976</id>
		<title>Arandrowse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139976"/>
		<updated>2010-03-21T03:25:55Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player character&lt;br /&gt;
|Player Name=Arandrowse&lt;br /&gt;
|Race=Elf&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Guild=&lt;br /&gt;
|Instance=Prime&lt;br /&gt;
|Assoc=Thewonmisral, Kathlen&lt;br /&gt;
|Relative=Devtoin, Vaelkrya&lt;br /&gt;
}}&lt;br /&gt;
Arandrowse is a Wind Elf of the Horse Clan, who is in search of the truth of his past, he does not know his own background to much extents, such as who is his father, and who is his mother, and in fact who is his tribe.  He goes throughout the Provinces of Kermoria in search of this and Treasure, and to gain prestige by learning weapons, to become the Weaponmaster he seeks to become.&lt;br /&gt;
&lt;br /&gt;
He is also a worshipper of Phelim, who he considers himself charged to wisk the undead into their deserved eternal slumber.  As well as Rutilor, who he believes has stepped in on his behalf more times then a God should, though Rutilor he deems has reasons for this Guiding of his fate, after all they share at least the same appearance in height, both are small for their respective races.  Further Arandrowse believes that one task he has to undertake as a Hound of Rutilor (his personal term for a devout follower of Rutilor) is to right the Wrong of the River Elf of Langenfirth, and help him regain his pervious stature and bring the elf to pilot a River Elf made craft, stronger and sleeker then the elves previous boat.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Arandrowse, an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He has an angular face, pointed ears and deep-set dark eyes.  His dark brown hair is short and thick, and is worn loose.  He has weathered skin and a wiry build.&amp;lt;br&amp;gt;&lt;br /&gt;
He is short for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is young for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is in good shape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are wearing a platinum jadeite gwethdesuan, a pitch black hooded cloak with a panther emblazoned on the back, a grossly oversized pewter pin reading &amp;quot;ILITHI&#039;S STRONGEST&amp;quot; in big block letters, a midnight black buckler, a Nisha short bow, an enameled green parrot, an oilcloth rucksack, a grey wool poncho woven with images of raccoons, a golden mongoose charm, a cambrinth welkin armband, a midnight black sheath, a midnight black sheath, a gold whorled albredine ring, a cambrinth ring, a plain war belt crafted from dark brown leather, a black felt hawking pouch beaded with a sunburst of cinnabar and amber, a midnight blue fletching pouch beaded with snowflake obsidian and laced with silvery horsehair, a dark velvet reticule with soft satin ties, a dark steel belt knife, a pair of midnight blue fitted trousers of soft brushed linen, a thigh quiver dyed in a brown and green camouflage pattern, some charcoal woolen socks and some ankle-high Elven stalking boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Short Description==&lt;br /&gt;
You see a wiry elf, that seems covered in shadows and shade, his eyes are deep and dark like a tunnel, though seeming to end with a brilliant light, the only light that emits from him. All his movements seem measured, timed, graceful, and with a fluid calm.  &lt;br /&gt;
&lt;br /&gt;
==Appearance at the Her Highness Princess Arilana&#039;s Yellow and Jade Ball==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You see Wanderer Arandrowse, Lookout of Elanthia, an Elf.&lt;br /&gt;
He has an angular face with elegant arched eyebrows, pointed ears and deep-set dark eyes.  His dark brown hair is short and thick, and is worn loose.  He has weathered skin and a wiry build.&lt;br /&gt;
He is short for an Elf.&lt;br /&gt;
He is in good shape.&lt;br /&gt;
&lt;br /&gt;
He is holding a jade rosette with narrow yellow satin ribbons in your right hand.&lt;br /&gt;
He is wearing a simple silver circlet with a wide band, a rich golden cape intricately embroidered with a lion pattern in yellow thread, a deep green gossamer tunic, a cambrinth welkin armband, a bracelet of exquisitely carved aspen and rowan warding beads, some green silk long gloves intricately embroidered with a knotwork pattern in jade-green thread, a dragon&#039;s heart ring, an albredine crystal ring, an ornate silver belt elegantly crafted from chainmail links, some jade green trousers, some damask socks and some rich golden boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Arandrowse was Born in the tribe of the Webbed Woods, to his mother Vaelkrya a Barbarian Horse Clan, Wind Elf of the Matron Line of Ilu&#039;daan, his father is Devtoin a Mountain Clan Elf of the Matron line of Aylindaar.  &lt;br /&gt;
&lt;br /&gt;
While still very young he was within a group of riders seeking suitable grounds to forage vitals and herbs to return to the tribe.  When a group of Orks and Goblins ambushed the Horse Riders, and though many of the Orks and Goblins were brought to their deaths by the Horse Clan warriors, including Vaelkrya.  However the ambushers were to great in both quantity and skill, and the Horse Clan warriors fell one by one. &lt;br /&gt;
&lt;br /&gt;
The battle slowed, and the wary were captured and enslaved, the pour horses were used as food by the Goblin overmasters.  Which devastated the already hopeless feel of the downtroddin slaves, that were once proud and free members of the Horse Clan.&lt;br /&gt;
&lt;br /&gt;
Arandrowse perhaps by some twisting by some a generous God, or perhaps by a cruel God shifted paths so that Arandrowse would become a magically enslaved assassin and sabotuer for the Goblins.  His tutor in much of this subject was the Elothean Thewonmisral Mathelirir.&lt;br /&gt;
&lt;br /&gt;
Thewonmisral taught Arandrowse to the best of his abilities, and being a tutor on shadowy tactics, and disciplines his tutoring had a degree of sabotaging of the Goblins plans.&lt;br /&gt;
&lt;br /&gt;
Thus Arandrowse was able to escape after years of training, torture, and cruel works performed on the behalf of his Goblin overseers.  He was able to set up explosives and using mind tricks that Thewonmisral taught him, as well as the breaking of his manacles by a Dwarven Paladin of Divyaush, named Hreothgar Anvilsk.&lt;br /&gt;
&lt;br /&gt;
Thus he made his escape, and after traveling staunchly through wildland, and through streams, and other harsh terrain, he was found by members of the Aldamus House, who provided him with shelter, food, and clothing, as well as a no interest loan, to start his adventuring.&lt;br /&gt;
&lt;br /&gt;
==Player Given Titles==&lt;br /&gt;
Arandrowse, the faithful. On 397 years, 0 days since the Victory of Lanival the Redeemer. &lt;br /&gt;
Ranger Arandrowse. On 397 years, 65 days since the Victory of Lanival the Redeemer.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
*Expert Treasure Hunter in Training&lt;br /&gt;
*Weaponmaster in Training&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Khurek&amp;diff=121597</id>
		<title>Khurek</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Khurek&amp;diff=121597"/>
		<updated>2010-03-03T06:26:16Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC&lt;br /&gt;
|status=y&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|race=Gor&#039;Tog&lt;br /&gt;
|gender=Male&lt;br /&gt;
|location=Crossing High Temple&lt;br /&gt;
|map=2&lt;br /&gt;
|assoc=Tallis&lt;br /&gt;
|assoc2=Sinstra&lt;br /&gt;
|assoc3=Leifus&lt;br /&gt;
}}&lt;br /&gt;
[[Khurek]] is the Crossing High Temple&#039;s inquisitor, appointed by High Priestess [[Tallis]], head of the Cleric Guild to hunt down and execute necromancers. He is a disciple of [[Aldauth]], and according to [[Sothavi]], sold his soul to him for power. Khurek is single-minded in his duty to scour the provinces for Necromancers, and has no problem arresting or killing anyone that gets in his way.&lt;br /&gt;
&lt;br /&gt;
Tallis gave him an artifact of [[Karszen]]&#039;s when he was appointed. This could be his scythe or part of it; other Clerics seem to be vaguely repelled or disgusted by it. After capturing Necromancers, Khurek is known to torture them for information before using this artifact to strip their so-called &amp;quot;demonic aegis&amp;quot; from them and send their souls to the [[Red Spiral]].&lt;br /&gt;
&lt;br /&gt;
In Zoluren Prince [[Vorclaf]] approved Khurek&#039;s investigation employing whatever means necessary. He has visited both Forfedhdar and Ilithi to search for Necromancers with the blessings of the provincial leaders, though after an incident in which he captured Guard Captain [[Cierzen]] and branded him with a spiral for his practice of sorcery he was no longer welcome in Ilithi.&lt;br /&gt;
&lt;br /&gt;
It&#039;s believed that he was the Gor&#039;Tog referred to in a vision [[Moon Mage]]s saw of [[Tallis]] and High Priestess [[Denizelva]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Temple Inquisitor Khurek, a [[Gor&#039;Tog]] [[Cleric]].&amp;lt;br&amp;gt;&lt;br /&gt;
Khurek has ale-brown eyes. He has dusky olive skin and a thin build.&amp;lt;br&amp;gt;&lt;br /&gt;
He is venerable for a Gor&#039;Tog.&amp;lt;br&amp;gt;&lt;br /&gt;
He has a tattoo of a fist of dark clouds holding a sword made of lightning on his neck.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
He is wearing a dinged lochaber axe, a black silken cowl, a kyanite gwethdesuan, a jadeite gwethdesuan, a glossy purple-black obsidian vulture symbol, a belted kidskin baldric tooled with sinuous maiden&#039;s tress vines, a sturdy leather pack, a mottled dark grey robe of steelsilk embroidered across the back with a large red spiral, a dark stained target shield and a pair of dusty basilisk-hide boots.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
&lt;br /&gt;
[Crossing High Temple, Red Buzzard Dungeon]&amp;lt;br&amp;gt;&lt;br /&gt;
Dust shrouds every surface in this expansive chamber with steps descending from a double-latch arched door.  The precinct appears quite different than a conventional dungeon, evidently not intended to confine common prisoners.  Instead of barred cells, manacles and fetters, there are dozens of imposing pylons arrayed in no apparent pattern.  The obsidian altar-esque constructs have deep spiral grooves carved onto their sides, each exuding a reddish radiance that hangs heavily in the air like a miasma.  You also see a sunken-relief pedestal with a shard of cold metal on it, a [[Bone Elf]] that is kneeling and a deformed Human that is kneeling.&amp;lt;br&amp;gt;&lt;br /&gt;
Also here: Temple Inquisitor Khurek.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
==Visions==&lt;br /&gt;
&lt;br /&gt;
Tendrils of redolent smoke fill your nostrils and eyes, soon resolving into the plaster walls of an immaculate chamber where two are having a discussion in stern voices. Both women appear ancient and have very long, pearly hair, but the similarities end there. The [[Rakash]]&#039;s robe and wrinkled skin are ebon as the night, while the other&#039;s paleness is alit with the vim of Elvenkind, clad in white.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You understand,&amp;quot; the Rakash woman says, &amp;quot;what must be done. They have crept into your cities right under the watchful eyes of you all. This will be much tamer than my alternative, I assure you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly, the Rakash is gone. This time, a group of dark-robed figures approach the Elven woman and whisper entreatingly, &amp;quot;The [[Gor&#039;Tog]], Mother... The Gor&#039;Tog is perfect...&amp;quot; She stares ahead calmly, forming a decision.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Tallis says, &amp;quot;Now, I should introduce Khurek here, the temple inquisitor I am appointing with the approval of Ulf&#039;Hara.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tallis says, &amp;quot;I do not wish to try and soften the graveness of this matter. He is officially tasked with actively hunting and executing Necromancers in our city, employing whatever means necessary.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tallis says, &amp;quot;The proofs I have been presented with proofs of such corruption have been enough. They cannot be dealt with benignly any longer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tallis says, &amp;quot;Khurek, you have my blessing to travel to other provinces as needed, but you will seek the respective ruler&#039;s acknowledgement before attempting anything drastic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vorclaf says, &amp;quot;You&#039;ve officially gotten mine. If you run into any... concerns...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vorclaf says to Khurek, &amp;quot;Deal with them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Khurek says, &amp;quot;I will, Your Majesty, I will. Thank you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tallis says to Khurek, &amp;quot;I am providing you with a most valuable relic to aid your mission.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With a glance from Tallis, one of the waiting acolytes hurries forth to reverently hand Khurek a shard of cold metal wrapped in black gossamer layers. He quickly returns to his place, wiping his hand on his robe.&lt;br /&gt;
&lt;br /&gt;
Tallis asks Khurek, &amp;quot;Do you know what this is?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Khurek says, &amp;quot;Yes, I do, yes. [[Karszen]]&#039;s...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tallis gives a slight nod.&lt;br /&gt;
&lt;br /&gt;
Tallis says to Khurek, &amp;quot;It is yours for the time being. However, it can never leave the temple grounds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Khurek says, &amp;quot;But of course, Mother.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tallis scrutinizes Khurek&#039;s olive-hued face for a few moments, then turns her back.&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Khurek&amp;diff=121596</id>
		<title>Khurek</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Khurek&amp;diff=121596"/>
		<updated>2010-03-03T06:24:58Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC&lt;br /&gt;
|status=y&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|race=Gor&#039;Tog&lt;br /&gt;
|gender=Male&lt;br /&gt;
|location=Crossing High Temple&lt;br /&gt;
|map=2&lt;br /&gt;
|assoc=Tallis&lt;br /&gt;
|assoc2=Sinstra&lt;br /&gt;
}}&lt;br /&gt;
[[Khurek]] is the Crossing High Temple&#039;s inquisitor, appointed by High Priestess [[Tallis]], head of the Cleric Guild to hunt down and execute necromancers. He is a disciple of [[Aldauth]], and according to [[Sothavi]], sold his soul to him for power. Khurek is single-minded in his duty to scour the provinces for Necromancers, and has no problem arresting or killing anyone that gets in his way.&lt;br /&gt;
&lt;br /&gt;
Tallis gave him an artifact of [[Karszen]]&#039;s when he was appointed. This could be his scythe or part of it; other Clerics seem to be vaguely repelled or disgusted by it. After capturing Necromancers, Khurek is known to torture them for information before using this artifact to strip their so-called &amp;quot;demonic aegis&amp;quot; from them and send their souls to the [[Red Spiral]].&lt;br /&gt;
&lt;br /&gt;
In Zoluren Prince [[Vorclaf]] approved Khurek&#039;s investigation employing whatever means necessary. He has visited both Forfedhdar and Ilithi to search for Necromancers with the blessings of the provincial leaders, though after an incident in which he captured Guard Captain [[Cierzen]] and branded him with a spiral for his practice of sorcery he was no longer welcome in Ilithi.&lt;br /&gt;
&lt;br /&gt;
It&#039;s believed that he was the Gor&#039;Tog referred to in a vision [[Moon Mage]]s saw of [[Tallis]] and High Priestess [[Denizelva]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Temple Inquisitor Khurek, a [[Gor&#039;Tog]] [[Cleric]].&amp;lt;br&amp;gt;&lt;br /&gt;
Khurek has ale-brown eyes. He has dusky olive skin and a thin build.&amp;lt;br&amp;gt;&lt;br /&gt;
He is venerable for a Gor&#039;Tog.&amp;lt;br&amp;gt;&lt;br /&gt;
He has a tattoo of a fist of dark clouds holding a sword made of lightning on his neck.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
He is wearing a dinged lochaber axe, a black silken cowl, a kyanite gwethdesuan, a jadeite gwethdesuan, a glossy purple-black obsidian vulture symbol, a belted kidskin baldric tooled with sinuous maiden&#039;s tress vines, a sturdy leather pack, a mottled dark grey robe of steelsilk embroidered across the back with a large red spiral, a dark stained target shield and a pair of dusty basilisk-hide boots.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
&lt;br /&gt;
[Crossing High Temple, Red Buzzard Dungeon]&amp;lt;br&amp;gt;&lt;br /&gt;
Dust shrouds every surface in this expansive chamber with steps descending from a double-latch arched door.  The precinct appears quite different than a conventional dungeon, evidently not intended to confine common prisoners.  Instead of barred cells, manacles and fetters, there are dozens of imposing pylons arrayed in no apparent pattern.  The obsidian altar-esque constructs have deep spiral grooves carved onto their sides, each exuding a reddish radiance that hangs heavily in the air like a miasma.  You also see a sunken-relief pedestal with a shard of cold metal on it, a [[Bone Elf]] that is kneeling and a deformed Human that is kneeling.&amp;lt;br&amp;gt;&lt;br /&gt;
Also here: Temple Inquisitor Khurek.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
==Visions==&lt;br /&gt;
&lt;br /&gt;
Tendrils of redolent smoke fill your nostrils and eyes, soon resolving into the plaster walls of an immaculate chamber where two are having a discussion in stern voices. Both women appear ancient and have very long, pearly hair, but the similarities end there. The [[Rakash]]&#039;s robe and wrinkled skin are ebon as the night, while the other&#039;s paleness is alit with the vim of Elvenkind, clad in white.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You understand,&amp;quot; the Rakash woman says, &amp;quot;what must be done. They have crept into your cities right under the watchful eyes of you all. This will be much tamer than my alternative, I assure you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly, the Rakash is gone. This time, a group of dark-robed figures approach the Elven woman and whisper entreatingly, &amp;quot;The [[Gor&#039;Tog]], Mother... The Gor&#039;Tog is perfect...&amp;quot; She stares ahead calmly, forming a decision.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Tallis says, &amp;quot;Now, I should introduce Khurek here, the temple inquisitor I am appointing with the approval of Ulf&#039;Hara.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tallis says, &amp;quot;I do not wish to try and soften the graveness of this matter. He is officially tasked with actively hunting and executing Necromancers in our city, employing whatever means necessary.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tallis says, &amp;quot;The proofs I have been presented with proofs of such corruption have been enough. They cannot be dealt with benignly any longer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tallis says, &amp;quot;Khurek, you have my blessing to travel to other provinces as needed, but you will seek the respective ruler&#039;s acknowledgement before attempting anything drastic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vorclaf says, &amp;quot;You&#039;ve officially gotten mine. If you run into any... concerns...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vorclaf says to Khurek, &amp;quot;Deal with them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Khurek says, &amp;quot;I will, Your Majesty, I will. Thank you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tallis says to Khurek, &amp;quot;I am providing you with a most valuable relic to aid your mission.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With a glance from Tallis, one of the waiting acolytes hurries forth to reverently hand Khurek a shard of cold metal wrapped in black gossamer layers. He quickly returns to his place, wiping his hand on his robe.&lt;br /&gt;
&lt;br /&gt;
Tallis asks Khurek, &amp;quot;Do you know what this is?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Khurek says, &amp;quot;Yes, I do, yes. [[Karszen]]&#039;s...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tallis gives a slight nod.&lt;br /&gt;
&lt;br /&gt;
Tallis says to Khurek, &amp;quot;It is yours for the time being. However, it can never leave the temple grounds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Khurek says, &amp;quot;But of course, Mother.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tallis scrutinizes Khurek&#039;s olive-hued face for a few moments, then turns her back.&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Arandrowse&amp;diff=142656</id>
		<title>Talk:Arandrowse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Arandrowse&amp;diff=142656"/>
		<updated>2010-02-23T03:54:02Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: Created page with &amp;#039;The reason I added the player given titles was for the sake of realism.  These seem to be generally agreed upon themes that continued after.  Many times they were done on the Gwe...&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The reason I added the player given titles was for the sake of realism.  These seem to be generally agreed upon themes that continued after.  Many times they were done on the Gweths.  Some of them probably have real in game equivalents.  However I feel that having others give credence for such affairs speaks louder then some player choosing a title.  The original title, and a title that I will probably hold for Arandrowse for some time is that of the Wanderer, he travels far, he has a nomadic tendency, a wonderlust, and thus I feel that just like the others that were given to him by players this one will stay.&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139975</id>
		<title>Arandrowse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139975"/>
		<updated>2010-02-23T03:49:01Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player character&lt;br /&gt;
|Player Name=Arandrowse&lt;br /&gt;
|Race=Elf&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Guild=&lt;br /&gt;
|Instance=Prime&lt;br /&gt;
|Assoc=Thewonmisral, Kathlen&lt;br /&gt;
|Relative=Devtoin, Vaelkrya&lt;br /&gt;
}}&lt;br /&gt;
Arandrowse is a Wind Elf of the Horse Clan, who is in search of the truth of his past, he does not know his own background to much extents, such as who is his father, and who is his mother, and in fact who is his tribe.  He goes throughout the Provinces of Kermoria in search of this and Treasure, and to gain prestige by learning weapons, to become the Weaponmaster he seeks to become.&lt;br /&gt;
&lt;br /&gt;
He is also a worshipper of Phelim, who he considers himself charged to wisk the undead into their deserved eternal slumber.  As well as Rutilor, who he believes has stepped in on his behalf more times then a God should, though Rutilor he deems has reasons for this Guiding of his fate, after all they share at least the same appearance in height, both are small for their respective races.  Further Arandrowse believes that one task he has to undertake as a Hound of Rutilor (his personal term for a devout follower of Rutilor) is to right the Wrong of the River Elf of Langenfirth, and help him regain his pervious stature and bring the elf to pilot a River Elf made craft, stronger and sleeker then the elves previous boat.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Arandrowse, an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He has an angular face, pointed ears and deep-set dark eyes.  His dark brown hair is short and thick, and is worn loose.  He has weathered skin and a wiry build.&amp;lt;br&amp;gt;&lt;br /&gt;
He is short for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is young for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is in good shape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are wearing a platinum jadeite gwethdesuan, a pitch black hooded cloak with a panther emblazoned on the back, a grossly oversized pewter pin reading &amp;quot;ILITHI&#039;S STRONGEST&amp;quot; in big block letters, a midnight black buckler, a Nisha short bow, an enameled green parrot, an oilcloth rucksack, a grey wool poncho woven with images of raccoons, a golden mongoose charm, a cambrinth welkin armband, a midnight black sheath, a midnight black sheath, a gold whorled albredine ring, a cambrinth ring, a plain war belt crafted from dark brown leather, a black felt hawking pouch beaded with a sunburst of cinnabar and amber, a midnight blue fletching pouch beaded with snowflake obsidian and laced with silvery horsehair, a dark velvet reticule with soft satin ties, a dark steel belt knife, a pair of midnight blue fitted trousers of soft brushed linen, a thigh quiver dyed in a brown and green camouflage pattern, some charcoal woolen socks and some ankle-high Elven stalking boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Short Description==&lt;br /&gt;
You see a wiry elf, that seems covered in shadows and shade, his eyes are deep and dark like a tunnel, though seeming to end with a brilliant light, the only light that emits from him. All his movements seem measured, timed, graceful, and with a fluid calm.  &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Arandrowse was Born in the tribe of the Webbed Woods, to his mother Vaelkrya a Barbarian Horse Clan, Wind Elf of the Matron Line of Ilu&#039;daan, his father is Devtoin a Mountain Clan Elf of the Matron line of Aylindaar.  &lt;br /&gt;
&lt;br /&gt;
While still very young he was within a group of riders seeking suitable grounds to forage vitals and herbs to return to the tribe.  When a group of Orks and Goblins ambushed the Horse Riders, and though many of the Orks and Goblins were brought to their deaths by the Horse Clan warriors, including Vaelkrya.  However the ambushers were to great in both quantity and skill, and the Horse Clan warriors fell one by one. &lt;br /&gt;
&lt;br /&gt;
The battle slowed, and the wary were captured and enslaved, the pour horses were used as food by the Goblin overmasters.  Which devastated the already hopeless feel of the downtroddin slaves, that were once proud and free members of the Horse Clan.&lt;br /&gt;
&lt;br /&gt;
Arandrowse perhaps by some twisting by some a generous God, or perhaps by a cruel God shifted paths so that Arandrowse would become a magically enslaved assassin and sabotuer for the Goblins.  His tutor in much of this subject was the Elothean Thewonmisral Mathelirir.&lt;br /&gt;
&lt;br /&gt;
Thewonmisral taught Arandrowse to the best of his abilities, and being a tutor on shadowy tactics, and disciplines his tutoring had a degree of sabotaging of the Goblins plans.&lt;br /&gt;
&lt;br /&gt;
Thus Arandrowse was able to escape after years of training, torture, and cruel works performed on the behalf of his Goblin overseers.  He was able to set up explosives and using mind tricks that Thewonmisral taught him, as well as the breaking of his manacles by a Dwarven Paladin of Divyaush, named Hreothgar Anvilsk.&lt;br /&gt;
&lt;br /&gt;
Thus he made his escape, and after traveling staunchly through wildland, and through streams, and other harsh terrain, he was found by members of the Aldamus House, who provided him with shelter, food, and clothing, as well as a no interest loan, to start his adventuring.&lt;br /&gt;
&lt;br /&gt;
==Player Given Titles==&lt;br /&gt;
Arandrowse, the faithful. On 397 years, 0 days since the Victory of Lanival the Redeemer. &lt;br /&gt;
Ranger Arandrowse. On 397 years, 65 days since the Victory of Lanival the Redeemer.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
*Expert Treasure Hunter in Training&lt;br /&gt;
*Weaponmaster in Training&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139974</id>
		<title>Arandrowse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139974"/>
		<updated>2010-02-23T03:43:48Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player character&lt;br /&gt;
|Player Name=Arandrowse&lt;br /&gt;
|Race=Elf&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Guild=&lt;br /&gt;
|Instance=Prime&lt;br /&gt;
|Assoc=Thewonmisral, Kathlen&lt;br /&gt;
|Relative=Devtoin, Vaelkrya&lt;br /&gt;
}}&lt;br /&gt;
Arandrowse is a Wind Elf of the Horse Clan, who is in search of the truth of his past, he does not know his own background to much extents, such as who is his father, and who is his mother, and in fact who is his tribe.  He goes throughout the Provinces of Kermoria in search of this and Treasure, and to gain prestige by learning weapons, to become the Weaponmaster he seeks to become.&lt;br /&gt;
&lt;br /&gt;
He is also a worshipper of Phelim, who he considers himself charged to wisk the undead into their deserved eternal slumber.  As well as Rutilor, who he believes has stepped in on his behalf more times then a God should, though Rutilor he deems has reasons for this Guiding of his fate, after all they share at least the same appearance in height, both are small for their respective races.  Further Arandrowse believes that one task he has to undertake as a Hound of Rutilor (his personal term for a devout follower of Rutilor) is to right the Wrong of the River Elf of Langenfirth, and help him regain his pervious stature and bring the elf to pilot a River Elf made craft, stronger and sleeker then the elves previous boat.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Arandrowse, an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He has an angular face, pointed ears and deep-set dark eyes.  His dark brown hair is short and thick, and is worn loose.  He has weathered skin and a wiry build.&amp;lt;br&amp;gt;&lt;br /&gt;
He is short for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is young for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is in good shape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are wearing a platinum jadeite gwethdesuan, a pitch black hooded cloak with a panther emblazoned on the back, a grossly oversized pewter pin reading &amp;quot;ILITHI&#039;S STRONGEST&amp;quot; in big block letters, a midnight black buckler, a Nisha short bow, an enameled green parrot, an oilcloth rucksack, a grey wool poncho woven with images of raccoons, a golden mongoose charm, a cambrinth welkin armband, a midnight black sheath, a midnight black sheath, a gold whorled albredine ring, a cambrinth ring, a plain war belt crafted from dark brown leather, a black felt hawking pouch beaded with a sunburst of cinnabar and amber, a midnight blue fletching pouch beaded with snowflake obsidian and laced with silvery horsehair, a dark velvet reticule with soft satin ties, a dark steel belt knife, a pair of midnight blue fitted trousers of soft brushed linen, a thigh quiver dyed in a brown and green camouflage pattern, some charcoal woolen socks and some ankle-high Elven stalking boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Short Description==&lt;br /&gt;
You see a wiry elf, that seems covered in shadows and shade, his eyes are deep and dark like a tunnel, though seeming to end with a brilliant light, the only light that emits from him. All his movements seem measured, timed, graceful, and with a fluid calm.  &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Arandrowse was Born in the tribe of the Webbed Woods, to his mother Vaelkrya a Barbarian Horse Clan, Wind Elf of the Matron Line of Ilu&#039;daan, his father is Devtoin a Mountain Clan Elf of the Matron line of Aylindaar.  &lt;br /&gt;
&lt;br /&gt;
While still very young he was within a group of riders seeking suitable grounds to forage vitals and herbs to return to the tribe.  When a group of Orks and Goblins ambushed the Horse Riders, and though many of the Orks and Goblins were brought to their deaths by the Horse Clan warriors, including Vaelkrya.  However the ambushers were to great in both quantity and skill, and the Horse Clan warriors fell one by one. &lt;br /&gt;
&lt;br /&gt;
The battle slowed, and the wary were captured and enslaved, the pour horses were used as food by the Goblin overmasters.  Which devastated the already hopeless feel of the downtroddin slaves, that were once proud and free members of the Horse Clan.&lt;br /&gt;
&lt;br /&gt;
Arandrowse perhaps by some twisting by some a generous God, or perhaps by a cruel God shifted paths so that Arandrowse would become a magically enslaved assassin and sabotuer for the Goblins.  His tutor in much of this subject was the Elothean Thewonmisral Mathelirir.&lt;br /&gt;
&lt;br /&gt;
Thewonmisral taught Arandrowse to the best of his abilities, and being a tutor on shadowy tactics, and disciplines his tutoring had a degree of sabotaging of the Goblins plans.&lt;br /&gt;
&lt;br /&gt;
Thus Arandrowse was able to escape after years of training, torture, and cruel works performed on the behalf of his Goblin overseers.  He was able to set up explosives and using mind tricks that Thewonmisral taught him, as well as the breaking of his manacles by a Dwarven Paladin of Divyaush, named Hreothgar Anvilsk.&lt;br /&gt;
&lt;br /&gt;
Thus he made his escape, and after traveling staunchly through wildland, and through streams, and other harsh terrain, he was found by members of the Aldamus House, who provided him with shelter, food, and clothing, as well as a no interest loan, to start his adventuring.&lt;br /&gt;
&lt;br /&gt;
==Player Given Titles==&lt;br /&gt;
Arandrowse, the faithful. On 397 years, 0 days since the Victory of Lanival the Redeemer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
*Expert Treasure Hunter in Training&lt;br /&gt;
*Weaponmaster in Training&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139973</id>
		<title>Arandrowse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139973"/>
		<updated>2010-02-23T03:39:36Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player character&lt;br /&gt;
|Player Name=Arandrowse&lt;br /&gt;
|Race=Elf&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Guild=&lt;br /&gt;
|Instance=Prime&lt;br /&gt;
|Assoc=Thewonmisral, Kathlen&lt;br /&gt;
|Relative=Devtoin, Vaelkrya&lt;br /&gt;
}}&lt;br /&gt;
Arandrowse is a Wind Elf of the Horse Clan, who is in search of the truth of his past, he does not know his own background to much extents, such as who is his father, and who is his mother, and in fact who is his tribe.  He goes throughout the Provinces of Kermoria in search of this and Treasure, and to gain prestige by learning weapons, to become the Weaponmaster he seeks to become.&lt;br /&gt;
&lt;br /&gt;
He is also a worshipper of Phelim, who he considers himself charged to wisk the undead into their deserved eternal slumber.  As well as Rutilor, who he believes has stepped in on his behalf more times then a God should, though Rutilor he deems has reasons for this Guiding of his fate, after all they share at least the same appearance in height, both are small for their respective races.  Further Arandrowse believes that one task he has to undertake as a Hound of Rutilor (his personal term for a devout follower of Rutilor) is to right the Wrong of the River Elf of Langenfirth, and help him regain his pervious stature and bring the elf to pilot a River Elf made craft, stronger and sleeker then the elves previous boat.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Arandrowse, an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He has an angular face, pointed ears and deep-set dark eyes.  His dark brown hair is short and thick, and is worn loose.  He has weathered skin and a wiry build.&amp;lt;br&amp;gt;&lt;br /&gt;
He is short for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is young for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is in good shape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are wearing a platinum jadeite gwethdesuan, a pitch black hooded cloak with a panther emblazoned on the back, a grossly oversized pewter pin reading &amp;quot;ILITHI&#039;S STRONGEST&amp;quot; in big block letters, a midnight black buckler, a Nisha short bow, an enameled green parrot, an oilcloth rucksack, a grey wool poncho woven with images of raccoons, a golden mongoose charm, a cambrinth welkin armband, a midnight black sheath, a midnight black sheath, a gold whorled albredine ring, a cambrinth ring, a plain war belt crafted from dark brown leather, a black felt hawking pouch beaded with a sunburst of cinnabar and amber, a midnight blue fletching pouch beaded with snowflake obsidian and laced with silvery horsehair, a dark velvet reticule with soft satin ties, a dark steel belt knife, a pair of midnight blue fitted trousers of soft brushed linen, a thigh quiver dyed in a brown and green camouflage pattern, some charcoal woolen socks and some ankle-high Elven stalking boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Short Description==&lt;br /&gt;
You see a wiry elf, that seems covered in shadows and shade, his eyes are deep and dark like a tunnel, though seeming to end with a brilliant light, the only light that emits from him. All his movements seem measured, timed, graceful, and with a fluid calm.  &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Arandrowse was Born in the tribe of the Webbed Woods, to his mother Vaelkrya a Barbarian Horse Clan, Wind Elf of the Matron Line of Ilu&#039;daan, his father is Devtoin a Mountain Clan Elf of the Matron line of Aylindaar.  &lt;br /&gt;
&lt;br /&gt;
While still very young he was within a group of riders seeking suitable grounds to forage vitals and herbs to return to the tribe.  When a group of Orks and Goblins ambushed the Horse Riders, and though many of the Orks and Goblins were brought to their deaths by the Horse Clan warriors, including Vaelkrya.  However the ambushers were to great in both quantity and skill, and the Horse Clan warriors fell one by one. &lt;br /&gt;
&lt;br /&gt;
The battle slowed, and the wary were captured and enslaved, the pour horses were used as food by the Goblin overmasters.  Which devastated the already hopeless feel of the downtroddin slaves, that were once proud and free members of the Horse Clan.&lt;br /&gt;
&lt;br /&gt;
Arandrowse perhaps by some twisting by some a generous God, or perhaps by a cruel God shifted paths so that Arandrowse would become a magically enslaved assassin and sabotuer for the Goblins.  His tutor in much of this subject was the Elothean Thewonmisral Mathelirir.&lt;br /&gt;
&lt;br /&gt;
Thewonmisral taught Arandrowse to the best of his abilities, and being a tutor on shadowy tactics, and disciplines his tutoring had a degree of sabotaging of the Goblins plans.&lt;br /&gt;
&lt;br /&gt;
Thus Arandrowse was able to escape after years of training, torture, and cruel works performed on the behalf of his Goblin overseers.  He was able to set up explosives and using mind tricks that Thewonmisral taught him, as well as the breaking of his manacles by a Dwarven Paladin of Divyaush, named Hreothgar Anvilsk.&lt;br /&gt;
&lt;br /&gt;
Thus he made his escape, and after traveling staunchly through wildland, and through streams, and other harsh terrain, he was found by members of the Aldamus House, who provided him with shelter, food, and clothing, as well as a no interest loan, to start his adventuring.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
*Expert Treasure Hunter in Training&lt;br /&gt;
*Weaponmaster in Training&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Weapon:Blackened_steel_throwing_dagger_adorned_by_a_three-tined_claw&amp;diff=339313</id>
		<title>Weapon:Blackened steel throwing dagger adorned by a three-tined claw</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Weapon:Blackened_steel_throwing_dagger_adorned_by_a_three-tined_claw&amp;diff=339313"/>
		<updated>2010-01-23T23:39:58Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon&lt;br /&gt;
|name=a blackened steel throwing dagger adorned by a three-tined claw&lt;br /&gt;
|look=Wrapped around one end of the razor sharp blade, three gnarled unguis are masterfully highlighted in [[uses material::uses color::gold]] to bring out their fine details.  Carved from fine [[uses material::onyx]], a pair of reptilian [[uses symbol::wing]]s is tipped with spiked [[uses symbol::talon]]s to form a decorative pommel.[[uses material::steel| ]]&lt;br /&gt;
|noun=dagger&lt;br /&gt;
|range=melee&lt;br /&gt;
|type=LE&lt;br /&gt;
|type2=LT&lt;br /&gt;
|puncture=fair&lt;br /&gt;
|slice=fair&lt;br /&gt;
|impact=poor&lt;br /&gt;
|balance=well&lt;br /&gt;
|suitedness=poorly&lt;br /&gt;
|construction=fairly sturdy&lt;br /&gt;
|metal=yes&lt;br /&gt;
|weight=10&lt;br /&gt;
|appcost=18,750&lt;br /&gt;
|traderapp=no&lt;br /&gt;
|sourcetype=sold by&lt;br /&gt;
|source=Forever Faithful&lt;br /&gt;
|cost=13,530 Dokoras&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139972</id>
		<title>Arandrowse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139972"/>
		<updated>2010-01-16T04:23:48Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player character&lt;br /&gt;
|Player Name=Arandrowse&lt;br /&gt;
|Race=Elf&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Guild=&lt;br /&gt;
|Instance=Prime&lt;br /&gt;
|Assoc=Thewonmisral, Kathlen&lt;br /&gt;
|Relative=Devtoin, Vaelkrya&lt;br /&gt;
}}&lt;br /&gt;
Arandrowse is a Wind Elf of the Horse Clan, who is in search of the truth of his past, he does not know his own background to much extents, such as who is his father, and who is his mother, and in fact who is his tribe.  He goes throughout the Provinces of Kermoria in search of this and Treasure, and to gain prestige by learning weapons, to become the Weaponmaster he seeks to become.&lt;br /&gt;
&lt;br /&gt;
He is also a worshipper of Phelim, who he considers himself charged to wisk the undead into their deserved eternal slumber.  As well as Rutilor, who he believes has stepped in on his behalf more times then a God should, though Rutilor he deems has reasons for this Guiding of his fate, after all they share at least the same appearance in height, both are small for their respective races.  Further Arandrowse believes that one task he has to undertake as a Hound of Rutilor (his personal term for a devout follower of Rutilor) is to right the Wrong of the River Elf of Langenfirth, and help him regain his pervious stature and bring the elf to pilot a River Elf made craft, stronger and sleeker then the elves previous boat.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Arandrowse, an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He has an angular face, pointed ears and deep-set dark eyes.  His dark brown hair is short and thick, and is worn loose.  He has weathered skin and a wiry build.&amp;lt;br&amp;gt;&lt;br /&gt;
He is short for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is young for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is in good shape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are wearing a platinum jadeite gwethdesuan, a pitch black hooded cloak with a panther emblazoned on the back, a grossly oversized pewter pin reading &amp;quot;ILITHI&#039;S STRONGEST&amp;quot; in big block letters, a midnight black buckler, a Nisha short bow, an enameled green parrot, an oilcloth rucksack, a grey wool poncho woven with images of raccoons, a golden mongoose charm, a cambrinth welkin armband, a midnight black sheath, a midnight black sheath, a gold whorled albredine ring, a cambrinth ring, a plain war belt crafted from dark brown leather, a black felt hawking pouch beaded with a sunburst of cinnabar and amber, a midnight blue fletching pouch beaded with snowflake obsidian and laced with silvery horsehair, a dark velvet reticule with soft satin ties, a dark steel belt knife, a pair of midnight blue fitted trousers of soft brushed linen, a thigh quiver dyed in a brown and green camouflage pattern, some charcoal woolen socks and some ankle-high Elven stalking boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Short Description==&lt;br /&gt;
You see a wiry elf, that seems covered in shadows and shade, his eyes are deep and dark like a tunnel, though seeming to end with a brilliant light, the only light that emits from him. All his movements seem measured, timed, graceful, and with a fluid calm.  &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Arandrowse was Born in the tribe of the Webbed Woods, to his mother Vaelkrya a Barbarian Horse Clan, Wind Elf of the Matron Line of Ilu&#039;daan, his father is Devtoin a Mountain Clan Elf of the Matron line of Aylindaar.  &lt;br /&gt;
&lt;br /&gt;
While still very young he was within a group of riders seeking suitable grounds to forage vitals and herbs to return to the tribe.  When a group of Orks and Goblins ambushed the Horse Riders, and though many of the Orks and Goblins were brought to their deaths by the Horse Clan warriors, including Vaelkrya.  However the ambushers were to great in both quantity and skill, and the Horse Clan warriors fell one by one. &lt;br /&gt;
&lt;br /&gt;
The battle slowed, and the wary were captured and enslaved, the pour horses were used as food by the Goblin overmasters.  Which devastated the already hopeless feel of the downtroddin slaves, that were once proud and free members of the Horse Clan.&lt;br /&gt;
&lt;br /&gt;
Arandrowse perhaps by some twisting by some a generous God, or perhaps by a cruel God shifted paths so that Arandrowse would become a magically enslaved assassin and sabotuer for the Goblins.  His tutor in much of this subject was the Elothean Thewonmisral Mathelirir.&lt;br /&gt;
&lt;br /&gt;
Thewonmisral taught Arandrowse to the best of his abilities, and being a tutor on shadowy tactics, and disciplines his tutoring had a degree of sabotaging of the Goblins plans.&lt;br /&gt;
&lt;br /&gt;
Thus Arandrowse was able to escape after years of training, torture, and cruel works performed on the behalf of his Goblin overseers.  He was able to set up explosives and using mind tricks that Thewonmisral taught him, as well as the breaking of his manacles by a Dwarven Priest of Divyaush, named Hreothgar Anvilsk.&lt;br /&gt;
&lt;br /&gt;
Thus he made his escape, and after traveling staunchly through wildland, and through streams, and other harsh terrain, he was found by members of the Aldamus House, who provided him with shelter, food, and clothing, as well as a no interest loan, to start his adventuring.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
*Expert Treasure Hunter in Training&lt;br /&gt;
*Weaponmaster in Training&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139971</id>
		<title>Arandrowse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139971"/>
		<updated>2010-01-16T04:05:44Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player character&lt;br /&gt;
|Player Name=Arandrowse&lt;br /&gt;
|Race=Elf&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Guild=&lt;br /&gt;
|Instance=Prime&lt;br /&gt;
|Assoc=Thewonmisral, Kathlen&lt;br /&gt;
|Relative=Devtoin, Vaelkrya&lt;br /&gt;
}}&lt;br /&gt;
Arandrowse is a Wind Elf of the Horse Clan, who is in search of the truth of his past, he does not know his own background to much extents, such as who is his father, and who is his mother, and in fact who is his tribe.  He goes throughout the Provinces of Kermoria in search of this and Treasure, and to gain prestige by learning weapons, to become the Weaponmaster he seeks to become.&lt;br /&gt;
&lt;br /&gt;
He is also a worshipper of Phelim, who he considers himself charged to wisk the undead into their deserved eternal slumber.  As well as Rutilor, who he believes has stepped in on his behalf more times then a God should, though Rutilor he deems has reasons for this Guiding of his fate, after all they share at least the same appearance in height, both are small for their respective races.  Further Arandrowse believes that one task he has to undertake as a Hound of Rutilor (his personal term for a devout follower of Rutilor) is to right the Wrong of the River Elf of Langenfirth, and help him regain his pervious stature and bring the elf to pilot a River Elf made craft, stronger and sleeker then the elves previous boat.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Arandrowse, an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He has an angular face, pointed ears and deep-set dark eyes.  Your dark brown hair is short and thick, and is worn loose.  You have weathered skin and a wiry build.&amp;lt;br&amp;gt;&lt;br /&gt;
You are short for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is young for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is in good shape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are wearing a platinum jadeite gwethdesuan, a pitch black hooded cloak with a panther emblazoned on the back, a grossly oversized pewter pin reading &amp;quot;ILITHI&#039;S STRONGEST&amp;quot; in big block letters, a midnight black buckler, a Nisha short bow, an enameled green parrot, an oilcloth rucksack, a grey wool poncho woven with images of raccoons, a golden mongoose charm, a cambrinth welkin armband, a midnight black sheath, a midnight black sheath, a gold whorled albredine ring, a cambrinth ring, a plain war belt crafted from dark brown leather, a black felt hawking pouch beaded with a sunburst of cinnabar and amber, a midnight blue fletching pouch beaded with snowflake obsidian and laced with silvery horsehair, a dark velvet reticule with soft satin ties, a dark steel belt knife, a pair of midnight blue fitted trousers of soft brushed linen, a thigh quiver dyed in a brown and green camouflage pattern, some charcoal woolen socks and some ankle-high Elven stalking boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Short Description==&lt;br /&gt;
You see a wiry elf, that seems covered in shadows and shade, his eyes are deep and dark like a tunnel, though seeming to end with a brilliant light, the only light that emits from him. All his movements seem measured, timed, graceful, and with a fluid calm.  &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Arandrowse was Born in the tribe of the Webbed Woods, to his mother Vaelkrya a Barbarian Horse Clan, Wind Elf of the Matron Line of Ilu&#039;daan, his father is Devtoin a Mountain Clan Elf of the Matron line of Aylindaar.  &lt;br /&gt;
&lt;br /&gt;
While still very young he was within a group of riders seeking suitable grounds to forage vitals and herbs to return to the tribe.  When a group of Orks and Goblins ambushed the Horse Riders, and though many of the Orks and Goblins were brought to their deaths by the Horse Clan warriors, including Vaelkrya.  However the ambushers were to great in both quantity and skill, and the Horse Clan warriors fell one by one. &lt;br /&gt;
&lt;br /&gt;
The battle slowed, and the wary were captured and enslaved, the pour horses were used as food by the Goblin overmasters.  Which devastated the already hopeless feel of the downtroddin slaves, that were once proud and free members of the Horse Clan.&lt;br /&gt;
&lt;br /&gt;
Arandrowse perhaps by some twisting by some a generous God, or perhaps by a cruel God shifted paths so that Arandrowse would become a magically enslaved assassin and sabotuer for the Goblins.  His tutor in much of this subject was the Elothean Thewonmisral Mathelirir.&lt;br /&gt;
&lt;br /&gt;
Thewonmisral taught Arandrowse to the best of his abilities, and being a tutor on shadowy tactics, and disciplines his tutoring had a degree of sabotaging of the Goblins plans.&lt;br /&gt;
&lt;br /&gt;
Thus Arandrowse was able to escape after years of training, torture, and cruel works performed on the behalf of his Goblin overseers.  He was able to set up explosives and using mind tricks that Thewonmisral taught him, as well as the breaking of his manacles by a Dwarven Priest of Divyaush, named Hreothgar Anvilsk.&lt;br /&gt;
&lt;br /&gt;
Thus he made his escape, and after traveling staunchly through wildland, and through streams, and other harsh terrain, he was found by members of the Aldamus House, who provided him with shelter, food, and clothing, as well as a no interest loan, to start his adventuring.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
*Expert Treasure Hunter in Training&lt;br /&gt;
*Weaponmaster in Training&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139970</id>
		<title>Arandrowse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139970"/>
		<updated>2010-01-16T04:04:56Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player character&lt;br /&gt;
|Player Name=Arandrowse&lt;br /&gt;
|Race=Elf&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Guild=&lt;br /&gt;
|Instance=Prime&lt;br /&gt;
|Associates=Thewonmisral, Kathlen&lt;br /&gt;
|Relative=Devtoin, Vaelkrya&lt;br /&gt;
}}&lt;br /&gt;
Arandrowse is a Wind Elf of the Horse Clan, who is in search of the truth of his past, he does not know his own background to much extents, such as who is his father, and who is his mother, and in fact who is his tribe.  He goes throughout the Provinces of Kermoria in search of this and Treasure, and to gain prestige by learning weapons, to become the Weaponmaster he seeks to become.&lt;br /&gt;
&lt;br /&gt;
He is also a worshipper of Phelim, who he considers himself charged to wisk the undead into their deserved eternal slumber.  As well as Rutilor, who he believes has stepped in on his behalf more times then a God should, though Rutilor he deems has reasons for this Guiding of his fate, after all they share at least the same appearance in height, both are small for their respective races.  Further Arandrowse believes that one task he has to undertake as a Hound of Rutilor (his personal term for a devout follower of Rutilor) is to right the Wrong of the River Elf of Langenfirth, and help him regain his pervious stature and bring the elf to pilot a River Elf made craft, stronger and sleeker then the elves previous boat.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Arandrowse, an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He has an angular face, pointed ears and deep-set dark eyes.  Your dark brown hair is short and thick, and is worn loose.  You have weathered skin and a wiry build.&amp;lt;br&amp;gt;&lt;br /&gt;
You are short for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is young for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is in good shape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are wearing a platinum jadeite gwethdesuan, a pitch black hooded cloak with a panther emblazoned on the back, a grossly oversized pewter pin reading &amp;quot;ILITHI&#039;S STRONGEST&amp;quot; in big block letters, a midnight black buckler, a Nisha short bow, an enameled green parrot, an oilcloth rucksack, a grey wool poncho woven with images of raccoons, a golden mongoose charm, a cambrinth welkin armband, a midnight black sheath, a midnight black sheath, a gold whorled albredine ring, a cambrinth ring, a plain war belt crafted from dark brown leather, a black felt hawking pouch beaded with a sunburst of cinnabar and amber, a midnight blue fletching pouch beaded with snowflake obsidian and laced with silvery horsehair, a dark velvet reticule with soft satin ties, a dark steel belt knife, a pair of midnight blue fitted trousers of soft brushed linen, a thigh quiver dyed in a brown and green camouflage pattern, some charcoal woolen socks and some ankle-high Elven stalking boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Short Description==&lt;br /&gt;
You see a wiry elf, that seems covered in shadows and shade, his eyes are deep and dark like a tunnel, though seeming to end with a brilliant light, the only light that emits from him. All his movements seem measured, timed, graceful, and with a fluid calm.  &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Arandrowse was Born in the tribe of the Webbed Woods, to his mother Vaelkrya a Barbarian Horse Clan, Wind Elf of the Matron Line of Ilu&#039;daan, his father is Devtoin a Mountain Clan Elf of the Matron line of Aylindaar.  &lt;br /&gt;
&lt;br /&gt;
While still very young he was within a group of riders seeking suitable grounds to forage vitals and herbs to return to the tribe.  When a group of Orks and Goblins ambushed the Horse Riders, and though many of the Orks and Goblins were brought to their deaths by the Horse Clan warriors, including Vaelkrya.  However the ambushers were to great in both quantity and skill, and the Horse Clan warriors fell one by one. &lt;br /&gt;
&lt;br /&gt;
The battle slowed, and the wary were captured and enslaved, the pour horses were used as food by the Goblin overmasters.  Which devastated the already hopeless feel of the downtroddin slaves, that were once proud and free members of the Horse Clan.&lt;br /&gt;
&lt;br /&gt;
Arandrowse perhaps by some twisting by some a generous God, or perhaps by a cruel God shifted paths so that Arandrowse would become a magically enslaved assassin and sabotuer for the Goblins.  His tutor in much of this subject was the Elothean Thewonmisral Mathelirir.&lt;br /&gt;
&lt;br /&gt;
Thewonmisral taught Arandrowse to the best of his abilities, and being a tutor on shadowy tactics, and disciplines his tutoring had a degree of sabotaging of the Goblins plans.&lt;br /&gt;
&lt;br /&gt;
Thus Arandrowse was able to escape after years of training, torture, and cruel works performed on the behalf of his Goblin overseers.  He was able to set up explosives and using mind tricks that Thewonmisral taught him, as well as the breaking of his manacles by a Dwarven Priest of Divyaush, named Hreothgar Anvilsk.&lt;br /&gt;
&lt;br /&gt;
Thus he made his escape, and after traveling staunchly through wildland, and through streams, and other harsh terrain, he was found by members of the Aldamus House, who provided him with shelter, food, and clothing, as well as a no interest loan, to start his adventuring.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
*Expert Treasure Hunter in Training&lt;br /&gt;
*Weaponmaster in Training&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139966</id>
		<title>Arandrowse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139966"/>
		<updated>2009-12-28T05:53:35Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player character&lt;br /&gt;
|Player Name=Arandrowse&lt;br /&gt;
|Race=Elf&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Guild=&lt;br /&gt;
|Instance=Prime&lt;br /&gt;
|Relative=Thewonmisral&lt;br /&gt;
|Relative2=Devtoin&lt;br /&gt;
|Relative3=Vaelkrya&lt;br /&gt;
|type=Expert Treasure Hunter in Training&lt;br /&gt;
|type2=Weaponmaster in Training&lt;br /&gt;
|assoc=Thewonmisral&lt;br /&gt;
}}&lt;br /&gt;
Arandrowse is a Wind Elf of the Horse Clan, who is in search of the truth of his past, he does not know his own background to much extents, such as who is his father, and who is his mother, and in fact who is his tribe.  He goes throughout the Provinces of Kermoria in search of this and Treasure, and to gain prestige by learning weapons, to become the Weaponmaster he seeks to become.&lt;br /&gt;
&lt;br /&gt;
He is also a worshipper of Phelim, who he considers himself charged to wisk the undead into their deserved eternal slumber.  As well as Rutilor, who he believes has stepped in on his behalf more times then a God should, though Rutilor he deems has reasons for this Guiding of his fate, after all they share at least the same appearance in height, both are small for their respective races.  Further Arandrowse believes that one task he has to undertake as a Hound of Rutilor (his personal term for a devout follower of Rutilor) is to right the Wrong of the River Elf of Langenfirth, and help him regain his pervious stature and bring the elf to pilot a River Elf made craft, stronger and sleeker then the elves previous boat.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Arandrowse, an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He has an angular face, pointed ears and deep-set dark eyes.  Your dark brown hair is short and thick, and is worn loose.  You have weathered skin and a wiry build.&amp;lt;br&amp;gt;&lt;br /&gt;
You are short for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is young for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is in good shape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are wearing a platinum jadeite gwethdesuan, a pitch black hooded cloak with a panther emblazoned on the back, a grossly oversized pewter pin reading &amp;quot;ILITHI&#039;S STRONGEST&amp;quot; in big block letters, a midnight black buckler, a Nisha short bow, an enameled green parrot, an oilcloth rucksack, a grey wool poncho woven with images of raccoons, a golden mongoose charm, a cambrinth welkin armband, a midnight black sheath, a midnight black sheath, a gold whorled albredine ring, a cambrinth ring, a plain war belt crafted from dark brown leather, a black felt hawking pouch beaded with a sunburst of cinnabar and amber, a midnight blue fletching pouch beaded with snowflake obsidian and laced with silvery horsehair, a dark velvet reticule with soft satin ties, a dark steel belt knife, a pair of midnight blue fitted trousers of soft brushed linen, a thigh quiver dyed in a brown and green camouflage pattern, some charcoal woolen socks and some ankle-high Elven stalking boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Short Description==&lt;br /&gt;
You see a wiry elf, that seems covered in shadows and shade, his eyes are deep and dark like a tunnel, though seeming to end with a brilliant light, the only light that emits from him. All his movements seem measured, timed, graceful, and with a fluid calm.  &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Arandrowse was Born in the tribe of the Webbed Woods, to his mother Vaelkrya a Barbarian Horse Clan, Wind Elf of the Matron Line of Ilu&#039;daan, his father is Devtoin a Mountain Clan Elf of the Matron line of Aylindaar.  &lt;br /&gt;
&lt;br /&gt;
While still very young he was within a group of riders seeking suitable grounds to forage vitals and herbs to return to the tribe.  When a group of Orks and Goblins ambushed the Horse Riders, and though many of the Orks and Goblins were brought to their deaths by the Horse Clan warriors, including Vaelkrya.  However the ambushers were to great in both quantity and skill, and the Horse Clan warriors fell one by one. &lt;br /&gt;
&lt;br /&gt;
The battle slowed, and the wary were captured and enslaved, the pour horses were used as food by the Goblin overmasters.  Which devastated the already hopeless feel of the downtroddin slaves, that were once proud and free members of the Horse Clan.&lt;br /&gt;
&lt;br /&gt;
Arandrowse perhaps by some twisting by some a generous God, or perhaps by a cruel God shifted paths so that Arandrowse would become a magically enslaved assassin and sabotuer for the Goblins.  His tutor in much of this subject was the Elothean Thewonmisral Mathelirir.&lt;br /&gt;
&lt;br /&gt;
Thewonmisral taught Arandrowse to the best of his abilities, and being a tutor on shadowy tactics, and disciplines his tutoring had a degree of sabotaging of the Goblins plans.&lt;br /&gt;
&lt;br /&gt;
Thus Arandrowse was able to escape after years of training, torture, and cruel works performed on the behalf of his Goblin overseers.  He was able to set up explosives and using mind tricks that Thewonmisral taught him, as well as the breaking of his manacles by a Dwarven Priest of Divyaush, named Hreothgar Anvilsk.&lt;br /&gt;
&lt;br /&gt;
Thus he made his escape, and after traveling staunchly through wildland, and through streams, and other harsh terrain, he was found by members of the Aldamus House, who provided him with shelter, food, and clothing, as well as a no interest loan, to start his adventuring.&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139965</id>
		<title>Arandrowse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139965"/>
		<updated>2009-12-28T05:49:00Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player character&lt;br /&gt;
|Player Name=Arandrowse&lt;br /&gt;
|Race=Elf&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|Guild=&lt;br /&gt;
|Instance=&lt;br /&gt;
|Relative=&lt;br /&gt;
|type=Expert Treasure Hunter in Training&lt;br /&gt;
|type2= Weaponmaster in Training&lt;br /&gt;
|assoc=Thewonmisral&lt;br /&gt;
}}&lt;br /&gt;
Arandrowse is a Wind Elf of the Horse Clan, who is in search of the truth of his past, he does not know his own background to much extents, such as who is his father, and who is his mother, and in fact who is his tribe.  He goes throughout the Provinces of Kermoria in search of this and Treasure, and to gain prestige by learning weapons, to become the Weaponmaster he seeks to become.&lt;br /&gt;
&lt;br /&gt;
He is also a worshipper of Phelim, who he considers himself charged to wisk the undead into their deserved eternal slumber.  As well as Rutilor, who he believes has stepped in on his behalf more times then a God should, though Rutilor he deems has reasons for this Guiding of his fate, after all they share at least the same appearance in height, both are small for their respective races.  Further Arandrowse believes that one task he has to undertake as a Hound of Rutilor (his personal term for a devout follower of Rutilor) is to right the Wrong of the River Elf of Langenfirth, and help him regain his pervious stature and bring the elf to pilot a River Elf made craft, stronger and sleeker then the elves previous boat.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Arandrowse, an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He has an angular face, pointed ears and deep-set dark eyes.  Your dark brown hair is short and thick, and is worn loose.  You have weathered skin and a wiry build.&amp;lt;br&amp;gt;&lt;br /&gt;
You are short for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is young for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is in good shape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are wearing a platinum jadeite gwethdesuan, a pitch black hooded cloak with a panther emblazoned on the back, a grossly oversized pewter pin reading &amp;quot;ILITHI&#039;S STRONGEST&amp;quot; in big block letters, a midnight black buckler, a Nisha short bow, an enameled green parrot, an oilcloth rucksack, a grey wool poncho woven with images of raccoons, a golden mongoose charm, a cambrinth welkin armband, a midnight black sheath, a midnight black sheath, a gold whorled albredine ring, a cambrinth ring, a plain war belt crafted from dark brown leather, a black felt hawking pouch beaded with a sunburst of cinnabar and amber, a midnight blue fletching pouch beaded with snowflake obsidian and laced with silvery horsehair, a dark velvet reticule with soft satin ties, a dark steel belt knife, a pair of midnight blue fitted trousers of soft brushed linen, a thigh quiver dyed in a brown and green camouflage pattern, some charcoal woolen socks and some ankle-high Elven stalking boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Short Description==&lt;br /&gt;
You see a wiry elf, that seems covered in shadows and shade, his eyes are deep and dark like a tunnel, though seeming to end with a brilliant light, the only light that emits from him. All his movements seem measured, timed, graceful, and with a fluid calm.  &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Arandrowse was Born in the tribe of the Webbed Woods, to his mother Vaelkrya a Barbarian Horse Clan, Wind Elf of the Matron Line of Ilu&#039;daan, his father is Devtoin a Mountain Clan Elf of the Matron line of Aylindaar.  &lt;br /&gt;
&lt;br /&gt;
While still very young he was within a group of riders seeking suitable grounds to forage vitals and herbs to return to the tribe.  When a group of Orks and Goblins ambushed the Horse Riders, and though many of the Orks and Goblins were brought to their deaths by the Horse Clan warriors, including Vaelkrya.  However the ambushers were to great in both quantity and skill, and the Horse Clan warriors fell one by one. &lt;br /&gt;
&lt;br /&gt;
The battle slowed, and the wary were captured and enslaved, the pour horses were used as food by the Goblin overmasters.  Which devastated the already hopeless feel of the downtroddin slaves, that were once proud and free members of the Horse Clan.&lt;br /&gt;
&lt;br /&gt;
Arandrowse perhaps by some twisting by some a generous God, or perhaps by a cruel God shifted paths so that Arandrowse would become a magically enslaved assassin and sabotuer for the Goblins.  His tutor in much of this subject was the Elothean Thewonmisral Mathelirir.&lt;br /&gt;
&lt;br /&gt;
Thewonmisral taught Arandrowse to the best of his abilities, and being a tutor on shadowy tactics, and disciplines his tutoring had a degree of sabotaging of the Goblins plans.&lt;br /&gt;
&lt;br /&gt;
Thus Arandrowse was able to escape after years of training, torture, and cruel works performed on the behalf of his Goblin overseers.  He was able to set up explosives and using mind tricks that Thewonmisral taught him, as well as the breaking of his manacles by a Dwarven Priest of Divyaush, named Hreothgar Anvilsk.&lt;br /&gt;
&lt;br /&gt;
Thus he made his escape, and after traveling staunchly through wildland, and through streams, and other harsh terrain, he was found by members of the Aldamus House, who provided him with shelter, food, and clothing, as well as a no interest loan, to start his adventuring.&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139963</id>
		<title>Arandrowse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139963"/>
		<updated>2009-12-27T20:59:01Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC&lt;br /&gt;
|name=Arandrowse&lt;br /&gt;
|status=y&lt;br /&gt;
|guild=&lt;br /&gt;
|race=Elf&lt;br /&gt;
|gender=Male&lt;br /&gt;
|location=-&lt;br /&gt;
|map=-&lt;br /&gt;
|type=Expert Treasure Hunter in Training&lt;br /&gt;
|type2= Weaponmaster in Training&lt;br /&gt;
|assoc=Thewonmisral&lt;br /&gt;
}}&lt;br /&gt;
Arandrowse is a Wind Elf of the Horse Clan, who is in search of the truth of his past, he does not know his own background to much extents, such as who is his father, and who is his mother, and in fact who is his tribe.  He goes throughout the Provinces of Kermoria in search of this and Treasure, and to gain prestige by learning weapons, to become the Weaponmaster he seeks to become.&lt;br /&gt;
&lt;br /&gt;
He is also a worshipper of Phelim, who he considers himself an Honorable Assassin of, who wisks the undead into their deserved eternal slumber.  As well as Rutilor, who he believes has stepped in on his behalf more times then a God should, though Rutilor he deems has reasons for this Guiding of his fate, after all they share at least the same appearance in height, both are small for their respective races.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Arandrowse, an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He has an angular face, pointed ears and deep-set dark eyes.  Your dark brown hair is short and thick, and is worn loose.  You have weathered skin and a wiry build.&amp;lt;br&amp;gt;&lt;br /&gt;
You are short for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is young for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is in good shape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are wearing a platinum jadeite gwethdesuan, a pitch black hooded cloak with a panther emblazoned on the back, a grossly oversized pewter pin reading &amp;quot;ILITHI&#039;S STRONGEST&amp;quot; in big block letters, a midnight black buckler, a Nisha short bow, an enameled green parrot, an oilcloth rucksack, a grey wool poncho woven with images of raccoons, a golden mongoose charm, a cambrinth welkin armband, a midnight black sheath, a midnight black sheath, a gold whorled albredine ring, a cambrinth ring, a plain war belt crafted from dark brown leather, a black felt hawking pouch beaded with a sunburst of cinnabar and amber, a midnight blue fletching pouch beaded with snowflake obsidian and laced with silvery horsehair, a dark velvet reticule with soft satin ties, a dark steel belt knife, a pair of midnight blue fitted trousers of soft brushed linen, a thigh quiver dyed in a brown and green camouflage pattern, some charcoal woolen socks and some ankle-high Elven stalking boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Short Description==&lt;br /&gt;
You see a wiry elf, that seems covered in shadows and shade, his eyes are deep and dark like a tunnel, though seeming to end with a brilliant light, the only light that emits from him. All his movements seem measured, timed, graceful, and with a fluid calm.  &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Arandrowse was Born in the tribe of the Webbed Woods, to his mother Vaelkrya a Barbarian Horse Clan, Wind Elf of the Matron Line of Ilu&#039;daan, his father is Devtoin a Mountain Clan Elf of the Matron line of Aylindaar.  &lt;br /&gt;
&lt;br /&gt;
While still very young he was within a group of riders seeking suitable grounds to forage vitals and herbs to return to the tribe.  When a group of Orks and Goblins ambushed the Horse Riders, and though many of the Orks and Goblins were brought to their deaths by the Horse Clan warriors, including Vaelkrya.  However the ambushers were to great in both quantity and skill, and the Horse Clan warriors fell one by one. &lt;br /&gt;
&lt;br /&gt;
The battle slowed, and the wary were captured and enslaved, the pour horses were used as food by the Goblin overmasters.  Which devastated the already hopeless feel of the downtroddin slaves, that were once proud and free members of the Horse Clan.&lt;br /&gt;
&lt;br /&gt;
Arandrowse perhaps by some twisting by some a generous God, or perhaps by a cruel God shifted paths so that Arandrowse would become a magically enslaved assassin and sabotuer for the Goblins.  His tutor in much of this subject was the Elothean Thewonmisral Mathelirir.&lt;br /&gt;
&lt;br /&gt;
Thewonmisral taught Arandrowse to the best of his abilities, and being a tutor on shadowy tactics, and disciplines his tutoring had a degree of sabotaging of the Goblins plans.&lt;br /&gt;
&lt;br /&gt;
Thus Arandrowse was able to escape after years of training, torture, and cruel works performed on the behalf of his Goblin overseers.  He was able to set up explosives and using mind tricks that Thewonmisral taught him, as well as the breaking of his manacles by a Dwarven Priest of Divyaush, named Hreothgar Anvilsk.&lt;br /&gt;
&lt;br /&gt;
Thus he made his escape, and after traveling staunchly through wildland, and through streams, and other harsh terrain, he was found by members of the Aldamus House, who provided him with shelter, food, and clothing, as well as a no interest loan, to start his adventuring.&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139962</id>
		<title>Arandrowse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139962"/>
		<updated>2009-12-27T20:57:42Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC&lt;br /&gt;
|name=Arandrowse&lt;br /&gt;
|status=y&lt;br /&gt;
|guild=&lt;br /&gt;
|race=Elf&lt;br /&gt;
|gender=Male&lt;br /&gt;
|location=-&lt;br /&gt;
|map=-&lt;br /&gt;
|type=Expert Treasure Hunter in Training&lt;br /&gt;
|typ2= Weaponmaster in Training&lt;br /&gt;
|assoc=Thewonmisral&lt;br /&gt;
}}&lt;br /&gt;
Arandrowse is a Wind Elf of the Horse Clan, who is in search of the truth of his past, he does not know his own background to much extents, such as who is his father, and who is his mother, and in fact who is his tribe.  He goes throughout the Provinces of Kermoria in search of this and Treasure, and to gain prestige by learning weapons, to become the Weaponmaster he seeks to become.&lt;br /&gt;
&lt;br /&gt;
He is also a worshipper of Phelim, who he considers himself an Honorable Assassin of, who wisks the undead into their deserved eternal slumber.  As well as Rutilor, who he believes has stepped in on his behalf more times then a God should, though Rutilor he deems has reasons for this Guiding of his fate, after all they share at least the same appearance in height, both are small for their respective races.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Arandrowse, an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He has an angular face, pointed ears and deep-set dark eyes.  Your dark brown hair is short and thick, and is worn loose.  You have weathered skin and a wiry build.&amp;lt;br&amp;gt;&lt;br /&gt;
You are short for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is young for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is in good shape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are wearing a platinum jadeite gwethdesuan, a pitch black hooded cloak with a panther emblazoned on the back, a grossly oversized pewter pin reading &amp;quot;ILITHI&#039;S STRONGEST&amp;quot; in big block letters, a midnight black buckler, a Nisha short bow, an enameled green parrot, an oilcloth rucksack, a grey wool poncho woven with images of raccoons, a golden mongoose charm, a cambrinth welkin armband, a midnight black sheath, a midnight black sheath, a gold whorled albredine ring, a cambrinth ring, a plain war belt crafted from dark brown leather, a black felt hawking pouch beaded with a sunburst of cinnabar and amber, a midnight blue fletching pouch beaded with snowflake obsidian and laced with silvery horsehair, a dark velvet reticule with soft satin ties, a dark steel belt knife, a pair of midnight blue fitted trousers of soft brushed linen, a thigh quiver dyed in a brown and green camouflage pattern, some charcoal woolen socks and some ankle-high Elven stalking boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Short Description==&lt;br /&gt;
You see a wiry elf, that seems covered in shadows and shade, his eyes are deep and dark like a tunnel, though seeming to end with a brilliant light, the only light that emits from him. All his movements seem measured, timed, graceful, and with a fluid calm.  &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Arandrowse was Born in the tribe of the Webbed Woods, to his mother Vaelkrya a Barbarian Horse Clan, Wind Elf of the Matron Line of Ilu&#039;daan, his father is Devtoin a Mountain Clan Elf of the Matron line of Aylindaar.  &lt;br /&gt;
&lt;br /&gt;
While still very young he was within a group of riders seeking suitable grounds to forage vitals and herbs to return to the tribe.  When a group of Orks and Goblins ambushed the Horse Riders, and though many of the Orks and Goblins were brought to their deaths by the Horse Clan warriors, including Vaelkrya.  However the ambushers were to great in both quantity and skill, and the Horse Clan warriors fell one by one. &lt;br /&gt;
&lt;br /&gt;
The battle slowed, and the wary were captured and enslaved, the pour horses were used as food by the Goblin overmasters.  Which devastated the already hopeless feel of the downtroddin slaves, that were once proud and free members of the Horse Clan.&lt;br /&gt;
&lt;br /&gt;
Arandrowse perhaps by some twisting by some a generous God, or perhaps by a cruel God shifted paths so that Arandrowse would become a magically enslaved assassin and sabotuer for the Goblins.  His tutor in much of this subject was the Elothean Thewonmisral Mathelirir.&lt;br /&gt;
&lt;br /&gt;
Thewonmisral taught Arandrowse to the best of his abilities, and being a tutor on shadowy tactics, and disciplines his tutoring had a degree of sabotaging of the Goblins plans.&lt;br /&gt;
&lt;br /&gt;
Thus Arandrowse was able to escape after years of training, torture, and cruel works performed on the behalf of his Goblin overseers.  He was able to set up explosives and using mind tricks that Thewonmisral taught him, as well as the breaking of his manacles by a Dwarven Priest of Divyaush, named Hreothgar Anvilsk.&lt;br /&gt;
&lt;br /&gt;
Thus he made his escape, and after traveling staunchly through wildland, and through streams, and other harsh terrain, he was found by members of the Aldamus House, who provided him with shelter, food, and clothing, as well as a no interest loan, to start his adventuring.&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139961</id>
		<title>Arandrowse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139961"/>
		<updated>2009-12-27T20:56:57Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC&lt;br /&gt;
|name=Arandrowse&lt;br /&gt;
|status=y&lt;br /&gt;
|guild=&lt;br /&gt;
|race=Elf&lt;br /&gt;
|gender=Male&lt;br /&gt;
|location=-&lt;br /&gt;
|map=-&lt;br /&gt;
|type=Expert Treasure Hunter in Training, Weaponmaster in Training&lt;br /&gt;
|type2=alterer&lt;br /&gt;
|assoc=Thewonmisral&lt;br /&gt;
}}&lt;br /&gt;
Arandrowse is a Wind Elf of the Horse Clan, who is in search of the truth of his past, he does not know his own background to much extents, such as who is his father, and who is his mother, and in fact who is his tribe.  He goes throughout the Provinces of Kermoria in search of this and Treasure, and to gain prestige by learning weapons, to become the Weaponmaster he seeks to become.&lt;br /&gt;
&lt;br /&gt;
He is also a worshipper of Phelim, who he considers himself an Honorable Assassin of, who wisks the undead into their deserved eternal slumber.  As well as Rutilor, who he believes has stepped in on his behalf more times then a God should, though Rutilor he deems has reasons for this Guiding of his fate, after all they share at least the same appearance in height, both are small for their respective races.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Arandrowse, an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He has an angular face, pointed ears and deep-set dark eyes.  Your dark brown hair is short and thick, and is worn loose.  You have weathered skin and a wiry build.&amp;lt;br&amp;gt;&lt;br /&gt;
You are short for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is young for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is in good shape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are wearing a platinum jadeite gwethdesuan, a pitch black hooded cloak with a panther emblazoned on the back, a grossly oversized pewter pin reading &amp;quot;ILITHI&#039;S STRONGEST&amp;quot; in big block letters, a midnight black buckler, a Nisha short bow, an enameled green parrot, an oilcloth rucksack, a grey wool poncho woven with images of raccoons, a golden mongoose charm, a cambrinth welkin armband, a midnight black sheath, a midnight black sheath, a gold whorled albredine ring, a cambrinth ring, a plain war belt crafted from dark brown leather, a black felt hawking pouch beaded with a sunburst of cinnabar and amber, a midnight blue fletching pouch beaded with snowflake obsidian and laced with silvery horsehair, a dark velvet reticule with soft satin ties, a dark steel belt knife, a pair of midnight blue fitted trousers of soft brushed linen, a thigh quiver dyed in a brown and green camouflage pattern, some charcoal woolen socks and some ankle-high Elven stalking boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Short Description==&lt;br /&gt;
You see a wiry elf, that seems covered in shadows and shade, his eyes are deep and dark like a tunnel, though seeming to end with a brilliant light, the only light that emits from him. All his movements seem measured, timed, graceful, and with a fluid calm.  &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Arandrowse was Born in the tribe of the Webbed Woods, to his mother Vaelkrya a Barbarian Horse Clan, Wind Elf of the Matron Line of Ilu&#039;daan, his father is Devtoin a Mountain Clan Elf of the Matron line of Aylindaar.  &lt;br /&gt;
&lt;br /&gt;
While still very young he was within a group of riders seeking suitable grounds to forage vitals and herbs to return to the tribe.  When a group of Orks and Goblins ambushed the Horse Riders, and though many of the Orks and Goblins were brought to their deaths by the Horse Clan warriors, including Vaelkrya.  However the ambushers were to great in both quantity and skill, and the Horse Clan warriors fell one by one. &lt;br /&gt;
&lt;br /&gt;
The battle slowed, and the wary were captured and enslaved, the pour horses were used as food by the Goblin overmasters.  Which devastated the already hopeless feel of the downtroddin slaves, that were once proud and free members of the Horse Clan.&lt;br /&gt;
&lt;br /&gt;
Arandrowse perhaps by some twisting by some a generous God, or perhaps by a cruel God shifted paths so that Arandrowse would become a magically enslaved assassin and sabotuer for the Goblins.  His tutor in much of this subject was the Elothean Thewonmisral Mathelirir.&lt;br /&gt;
&lt;br /&gt;
Thewonmisral taught Arandrowse to the best of his abilities, and being a tutor on shadowy tactics, and disciplines his tutoring had a degree of sabotaging of the Goblins plans.&lt;br /&gt;
&lt;br /&gt;
Thus Arandrowse was able to escape after years of training, torture, and cruel works performed on the behalf of his Goblin overseers.  He was able to set up explosives and using mind tricks that Thewonmisral taught him, as well as the breaking of his manacles by a Dwarven Priest of Divyaush, named Hreothgar Anvilsk.&lt;br /&gt;
&lt;br /&gt;
Thus he made his escape, and after traveling staunchly through wildland, and through streams, and other harsh terrain, he was found by members of the Aldamus House, who provided him with shelter, food, and clothing, as well as a no interest loan, to start his adventuring.&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139960</id>
		<title>Arandrowse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Arandrowse&amp;diff=139960"/>
		<updated>2009-12-27T20:53:32Z</updated>

		<summary type="html">&lt;p&gt;SHADOW7988: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC&lt;br /&gt;
|name=Arandrowse&lt;br /&gt;
|status=y&lt;br /&gt;
|guild=&lt;br /&gt;
|race=Elf&lt;br /&gt;
|gender=Male&lt;br /&gt;
|location=-&lt;br /&gt;
|map=-&lt;br /&gt;
|type=Expert Treasure Hunter in Training, Weaponmaster in Training&lt;br /&gt;
|type2=alterer&lt;br /&gt;
|assoc=Silvyr&lt;br /&gt;
}}&lt;br /&gt;
Arandrowse is a Wind Elf of the Horse Clan, who is in search of the truth of his past, he does not know his own background to much extents, such as who is his father, and who is his mother, and in fact who is his tribe.  He goes throughout the Provinces of Kermoria in search of this and Treasure, and to gain prestige by learning weapons, to become the Weaponmaster he seeks to become.&lt;br /&gt;
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He is also a worshipper of Phelim, who he considers himself an Honorable Assassin of, who wisks the undead into their deserved eternal slumber.  As well as Rutilor, who he believes has stepped in on his behalf more times then a God should, though Rutilor he deems has reasons for this Guiding of his fate, after all they share at least the same appearance in height, both are small for their respective races.&lt;br /&gt;
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==Appearance==&lt;br /&gt;
You see Arandrowse, an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He has an angular face, pointed ears and deep-set dark eyes.  Your dark brown hair is short and thick, and is worn loose.  You have weathered skin and a wiry build.&amp;lt;br&amp;gt;&lt;br /&gt;
You are short for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is young for an Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is in good shape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are wearing a platinum jadeite gwethdesuan, a pitch black hooded cloak with a panther emblazoned on the back, a grossly oversized pewter pin reading &amp;quot;ILITHI&#039;S STRONGEST&amp;quot; in big block letters, a midnight black buckler, a Nisha short bow, an enameled green parrot, an oilcloth rucksack, a grey wool poncho woven with images of raccoons, a golden mongoose charm, a cambrinth welkin armband, a midnight black sheath, a midnight black sheath, a gold whorled albredine ring, a cambrinth ring, a plain war belt crafted from dark brown leather, a black felt hawking pouch beaded with a sunburst of cinnabar and amber, a midnight blue fletching pouch beaded with snowflake obsidian and laced with silvery horsehair, a dark velvet reticule with soft satin ties, a dark steel belt knife, a pair of midnight blue fitted trousers of soft brushed linen, a thigh quiver dyed in a brown and green camouflage pattern, some charcoal woolen socks and some ankle-high Elven stalking boots.&lt;br /&gt;
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==Short Description==&lt;br /&gt;
You see a wiry elf, that seems covered in shadows and shade, his eyes are deep and dark like a tunnel, though seeming to end with a brilliant light, the only light that emits from him. All his movements seem measured, timed, graceful, and with a fluid calm.  &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Arandrowse was Born in the tribe of the Webbed Woods, to his mother Vaelkrya a Barbarian Horse Clan, Wind Elf of the Matron Line of Ilu&#039;daan, his father is Devtoin a Mountain Clan Elf of the Matron line of Aylindaar.  &lt;br /&gt;
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While still very young he was within a group of riders seeking suitable grounds to forage vitals and herbs to return to the tribe.  When a group of Orks and Goblins ambushed the Horse Riders, and though many of the Orks and Goblins were brought to their deaths by the Horse Clan warriors, including Vaelkrya.  However the ambushers were to great in both quantity and skill, and the Horse Clan warriors fell one by one. &lt;br /&gt;
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The battle slowed, and the wary were captured and enslaved, the pour horses were used as food by the Goblin overmasters.  Which devastated the already hopeless feel of the downtroddin slaves, that were once proud and free members of the Horse Clan.&lt;br /&gt;
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Arandrowse perhaps by some twisting by some a generous God, or perhaps by a cruel God shifted paths so that Arandrowse would become a magically enslaved assassin and sabotuer for the Goblins.  His tutor in much of this subject was the Elothean Thewonmisral Mathelirir.&lt;br /&gt;
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Thewonmisral taught Arandrowse to the best of his abilities, and being a tutor on shadowy tactics, and disciplines his tutoring had a degree of sabotaging of the Goblins plans.&lt;br /&gt;
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Thus Arandrowse was able to escape after years of training, torture, and cruel works performed on the behalf of his Goblin overseers.  He was able to set up explosives and using mind tricks that Thewonmisral taught him, as well as the breaking of his manacles by a Dwarven Priest of Divyaush, named Hreothgar Anvilsk.&lt;br /&gt;
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Thus he made his escape, and after traveling staunchly through wildland, and through streams, and other harsh terrain, he was found by members of the Aldamus House, who provided him with shelter, food, and clothing, as well as a no interest loan, to start his adventuring.&lt;/div&gt;</summary>
		<author><name>SHADOW7988</name></author>
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