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		<id>https://elanthipedia.play.net/index.php?title=Climbing_and_Swimming_list&amp;diff=645651</id>
		<title>Climbing and Swimming list</title>
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		<updated>2024-06-15T21:34:50Z</updated>

		<summary type="html">&lt;p&gt;ZAIDZINAKARI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
* NOTE: A timer is assigned to xp gained from standard climbing travel actions (not climb practice or special climbs like the 100 foot cliff near Boar Clan.) Testing has confirmed it to be a random time between 45 and 60 seconds.&lt;br /&gt;
Thanks to Simu and Elanthipedia accountholder [[User:Nikpack|Nikpack]] for the list (Oh The Places You Will Go).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The numbers in the location column indicate the #goto number for Genie&#039;s AutoMapper.&lt;br /&gt;
&lt;br /&gt;
==Climbing and Swimming==&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Province!!Type!!Object!!Location!!Bottom!!Weapon!!Top!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||felled tree||[[RanikMap5a|on way to Knife Clan]]||0||||&amp;gt;19||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||swimming||Lost Crossing Sewers||[[RanikMap8a|Crossing, Damp Passage, Dark Tunnel]]||0||||50?||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||swimming||Crossing Sewers||[[RanikMap1g|Crossing]]||0||||80||Don&#039;t wander into the thug area&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||vreeland pear tree||[[RanikMap4|Crossing, Grassland Road, Meadow (20)]]||0||||80||between west gate and eels&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||swimming||Arthe Dale Pool||[[RanikMap7b|Zoluren, Arthe Dale]]||0||||80||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||swimming||Goblin Brook||[[RanikMap4|Zoluren, Woodland Path, Brook]]||0||||110||Teaches well until 80, but slows down to a crawl past that.&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Rockslide||[[RanikMap13|NTR near Dirge (canyon where you get knocked down)]]||0?||&amp;gt;77||||can just GO TRAIL if you can&#039;t CLIMB ROCKSLIDE&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||trellis||[[RanikMap0|Jadewater Mansion, East Lawn (295)]]||0||||34||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Temple stairs and ladders||[[RanikMap2|Crossing Temple]]||0||||||incidental feature&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Ancient Tower stairs/steps||[[RanikMap5|Zoluren, Ancient Tower, Stairwell]]||0||||||incidental feature&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||oak tree||[[RanikMap7b|Arthe Dale, Greensward (537), Swimming Hole]]||5||30||60||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Apple tree||[[RanikMap1|Midton Circle]]||10||||34||Housing area near TGNE&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||swimming||Moss Mey Stream||[[RanikMap61a|Leth Deriel, Brynn Rill, Stream Bed]]||15||||50||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Willow Tree||[[RanikMap6|Northwall Trail, Birch Copse]]||15?||||||It is a willow tree in a Birch Copse&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||rise||[[RanikMap3|Siergelde Cliffs, High Path (371, 372)]]||20?||||||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Crossing Moon Mage Guild stairs||[[RanikMap8|Middens]]||20?||||||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Ladder/Creeper/Rope to Beisswurms||[[RanikMap10|Abandoned Mine]]||30||||||high skill to drag bodies up&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||monolith||[[RanikMap61a|Eik Wood, Granite Outcroppings (137, 182)]]||45||||||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||stream bank in Moss Meys||[[RanikMap61a|Leth Moss Mey area]]||45?||||||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||swimming||Drainage Ditch||[[RanikMap7a|Baerolt&#039;s Farmhold]]||50||||150||Open to Premium Subscribers Only. Swimming WITH the current can teach from 0 - 80 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Mine shaft||[[RanikMap12|Silverwater Mines]]||50||||||UP and DOWN also teach&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Cliff and Trail to Crossing Ogres||[[RanikMap5|Rocky OutCrop]]||38||||||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||swimming||Harbor||[[RanikMap112a|Ilaya Taipa]]||75||||400+||Still locking at 210 ranks.&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Crossing E gate embrasures||[[RanikMap8|Crossing, Northeast Gate Battlements (411)]]||85?||225?||350?||2 embrasures&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Crossing NE gate embrasures||[[RanikMap7|Crossing]]||100||&amp;lt;140||350?||1 embrasure&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Boulder to Giant Bears||[[RanikMap9a|?||120||&amp;lt;145||&amp;gt;145||With rope 110-115&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Crossing W gate crenellations||[[RanikMap3|Crossing]]||150?||200?||350?||1 crenellation&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||embrasures||[[RanikMap3|Crossing, Wall Battlements (265-267)]]||150?||200?||350?||3 embrasures&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Crossing W gate walls||[[RanikMap3|Crossing]]||150?||200?||350?||3 walls&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Crossing NE gate crenellations||[[RanikMap7|Crossing]]||150?||200?||350?||1 crenellation&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Crossing NE gate walls||[[RanikMap7|Crossing]]||150?||&amp;lt;168||400||2 walls&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Geni Oak Tree||[[RanikMap11a|Geni Wilderness (127)]]||90||||400||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Crossing E gate walls||[[RanikMap8|Crossing]]||200?||225?||350?||3 walls&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Geni Branch||[[RanikMap11a|Geni Wilderness]]||220||||430||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Fireplace in Germish&#039;din||[[RanikMap63|Oshu&#039;ehhrsk Manor Grounds, Catacombs]]||220||||||climb mound one way, climb hole other, 350? to climb out&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Crossing E gate crenellations||[[RanikMap8|Crossing]]||225?||200?||350?||1 crenellation&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Geni Bough||[[RanikMap11a|Geni Wilderness]]||250||||450||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Geni Limb||[[RanikMap11a|Geni Wilderness]]||250||||450||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Vine into Kartais||[[RanikMap63|Oshu&#039;ehhrsk Manor]]||&amp;gt;250||||&amp;lt;455||Climb only goes one way - In.&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Ladder on Ledge||[[RanikMap12|Silverwater Mine shaft]]||350||||500+||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||swimming||Segoltha||[[RanikMap60b|Crossing]]||442||||540+||Made it with 442 all empath buffs up&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||swimming||Underground River||[[Wicked_Burrow_Mine|Wicked Burrow Mine outside Dirge]]||350||||500+||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Ice Cave in The Gash||[[RanikMap62|The Gash, in the cave past the crevice]]||||||285||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Linden Tree||[[RanikMap1a|Crossing, Willow Walk]]||||||||1 north from the center of the area&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Empath Pole||[[RanikMap1e|Crossing Empath Guild]]||175||||270+||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Manure Pit Wall||[[RanikMap1e|Crossing Paladin Guild]]||||||||you smell like manure, can&#039;t climb up the wall)&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Quarry Chute and Cliff||[[RanikMap3a|Crossing, Temple Hill]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Vineyards Terraced Hills||[[RanikMap7a|Crossing, 3 climbs]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||oak tree||[[RanikMap7b|Arthe Dale, Berry Knolls]]||||||||center of the housng area&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Mason in Kartais||[[RanikMap63|Oshu&#039;ehhrsk Manor]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Sinkhole to Germish&#039;din||[[RanikMap63|Oshu&#039;ehhrsk Manor Grounds]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||climbing||Tree in Germish&#039;din||[[RanikMap63|Oshu&#039;ehhrsk Manor Grounds]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Salt Yard ladder||[[RanikMap30|Riverhaven Salt Yard]]||0||||&amp;lt;175||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||East Gate rope||[[RanikMap30|Riverhaven, East Gate guardhouse 3rd floor]]||0||||&amp;lt;52||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Tree in Pejek Bog||[[RanikMap31c|Pejek Bog]]||0||||||in heggi frog area&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||swimming||Theren Keep Moat||[[RanikMap42a|Therengia, The Keep, Moat]]||0||||||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Hav&#039;roth Temple||[[RanikMap47|Muspar&#039;i Hav&#039;roth Temple stairs and ladder]]||0||||||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Riverhaven city towers||[[RanikMap30|Riverhaven, gates]]||10||||90||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Slippery ladder||[[RanikMap30|Riverhaven, underwharf]]||10||||&amp;lt;175||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Stream bank in Pejek Bog||[[RanikMap31c|Pejek Bog]]||10?||||||watch for vipers and serpents&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Stream bank in West Meadows||[[RanikMap32|Riverhaven West Wilds]]||10?||||||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||swimming||Crocodile Marshes||[[RanikMap14|Therengia, The Marsh, In The Water]]||15?||||80||Check for bloodworms as you travel if you&#039;re not wearing armor. Maze Area, find the reeds to get out&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||swimming||Lang Lake||[[RanikMap40|Langenfirth, Lake Gwenalion]]||20||||80||Still teaching at 82, but slower&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Salt mound||[[RanikMap30|Riverhaven Salt Yard]]||20?||||&amp;lt;175||Beware of rats/crabs, four sides to climb&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||swimming||Gwenalion Fens, Lake||[[RanikMap40a|Gwenalion Fens, Dried Reed Hummock In the Water]]||&amp;lt;30||||||Beware of Sinuous Elsralaels&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||swimming||Creek West of Haven||[[RanikMap32|Riverhaven West Wilds, North Creek Bank and Sylvan Glade, Pond]]||35||||100||Slows down to a crawl past 65 but will train to 100&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||swimming||Wharf||[[RanikMap30|Riverhaven, Under Wharfs]]||40||||100||1st room stops teaching at 98. Further in still teaching at 128.  Slows a lot at 129.  Stops teaching before 137.&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||birch tree||[[RanikMap40|Langenfirth, Blufe Path]]||40||60||||by deer trail to Gwenalion fens&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||oak tree||[[RanikMap40|Langenfirth, Blufe Path]]||40||60||||by deer trail to Gwenalion fens&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Ponthilas Observatory||[[RanikMap35|Observatory Ladders]]||45?||||&amp;lt;175||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||swimming||Stream in Frogs||[[RanikMap31c|Riverhaven, Pejek Bog, Following A Brook]]||50||||80||Watch out for vipers and serpents&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Logs||[[RanikMap41|between Langenfirth and El Bain&#039;s]]||60?||110||140||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Blue Ash tree in Blood Wolves||[[RanikMap41|Neer&#039;s Hummock]]||60+?||||||NE Corner&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Elm tree in Blood Wolves||[[RanikMap41|Neer&#039;s Hummock]]||60+?||||||Northern Middle West Set&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Elm tree in Blood Wolves||[[RanikMap41|Neer&#039;s Hummock]]||60+?||||||Northern Middle East Set&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Green Ash tree in Blood Wolves||[[RanikMap41|Neer&#039;s Hummock]]||60+?||||||East Center&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Oak tree in Blood Wolves||[[RanikMap41|Neer&#039;s Hummock]]||60+?||||||Northern Middle West Set&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Oak tree in Blood Wolves||[[RanikMap41|Neer&#039;s Hummock]]||60+?||||||Northern Middle East Set&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Oak tree in Blood Wolves||[[RanikMap41|Neer&#039;s Hummock]]||60+?||||||SE Center&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Red Birch tree in Blood Wolves||[[RanikMap41|Neer&#039;s Hummock]]||60+?||||||NE Corner&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||White Birch tree in Blood Wolves||[[RanikMap41|Neer&#039;s Hummock]]||60+?||||||East Center&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||swimming||Crocodile Marshes||[[RanikMap35a|Throne City, Faldesu Inlet, Shallows]]||70||||250?||Check for bloodworms as you travel if you&#039;re not wearing armor. Strong current at NW of area will teach reasonably high&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Oak tree in Barghests||[[RanikMap33|Cecline&#039;s Meadow]]||70||||320||three levels of climbing&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Colosseum Ruins||[[RanikMap35|Alley Thug hunting area]]||70?||||||multiple items to climb (vine, walls, stairs &amp;amp; ladder)&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Boulder in West Wilds||[[RanikMap32|Riverhaven West Wilds]]||75?||||&amp;lt;175||west, south, and southeast faces&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Medical Pavilion||[[RanikMap35|Medical Pavilion Trellis]]||75?||||200?||outside building to roof&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||swimming||Lang Housing Stream||[[RanikMap40b|Langenfirth, Falban Seord&#039;telgi]]||80||||||Still locks at 406 but slowly&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||swimming||Throne City Bathhouse||[[RanikMap35|Throne City, The Gilded Atrium, Salt Baths]]||90||||&amp;lt;170||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||swimming||Faldesu||[[RanikMap14c|Faldesu River]]||100||||&amp;gt;500||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Footholds on Mistwood Road||[[RanikMap33|near Barghests/Unyns]]||100||||||need about 100 perc to search for them&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||deobar tree||[[RanikMap40b|Langenfirth, Blufe Path]]||120||||&amp;lt;274||near housing area stream&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||swimming||Jantspyre River||[[RanikMap34|Therengia, Jantspyre River, In the Water]]||140||||&amp;gt;800||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||pine tree||[[RanikMap40|Langenfirth, Blufe Path]]||85|||200|||by deer trail to Gwenalion fens. Was able to practice with 86 Ath, 25 Str.&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||swimming||Zaulfang Swamp||[[RanikMap31d|Basilisk Area]]||180+?||||||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Cliffs/Walls south of Fornsted||[[RanikMap44|Ker&#039;Leor]]||200||250||&amp;gt;300||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||swimming||Creek West of Haven||[[RanikMap32|Riverhaven West Wilds, South Creek Bank]]||200||||400+||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||swimming||Inlet with River Boas||[[RanikMap35a|Throne City, Faldesu Inlet]]||200||||400?||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||swimming||Lake Gwenalion West of Haven||[[RanikMap32|Riverhaven, Gwenalion Lake, East]]||200||||||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Cherry Tree||[[RanikMap42b|Therenborough, Market Square]]||200-250?||||&amp;lt;320||by Fit For a Baron&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Cherry Tree||[[RanikMap42b|Therenborough, Market Square]]||200-250?||||&amp;lt;320||by Cupcake Cafe&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Large tree||[[RanikMap35a|Faldesu Inlet]]||&amp;gt;250||||||between boas and crocs&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||fir tree||[[RanikMap40|Langenfirth, Blufe Path]]||150|||325?|||by deer trail to Gwenalion fens&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Vine out of the Sandpit||[[RanikMap46|Muspar&#039;i leech sandpit]]||||||325||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Pit Trap||[[RanikMap35a|Faldesu Inlet by the tree]]||||||350?||between boas and crocs, search out pit and climb pit/climb wall&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Ladder in Rossman&#039;s||[[RanikMap34a|Ladder to Rossman&#039;s Landing Pier]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Tree in Peccaries||[[RanikMap34a|Rossman&#039;s Landing peccary hunting]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Ladders in Rossgallan Keep||[[RanikMap34b|Rossman&#039;s Landing]]||||||||multiple ladders around the wall&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Chimney to Gryphons||[[RanikMap34d|Rossman&#039;s Landing gryphon hunting]]||||||||multiple climbs, various difficulties?&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||climbing||Slope into Spiders||[[RanikMap46a|Muspar&#039;i Sand Spider hunting]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||swimming||Stream in Dragon Priests||[[RanikMap71|Shard, Tanis Belta Gaizen, Stream]]||0||||60?||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||swimming||Ash Spring||[[RanikMap66|Ilithi, Fallow Fields. Over the stile and keep heading southwest through the maze until you get to the ash tree.]]||0||||55 67||(Syllanthis).&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||Shard Gate ladders||[[RanikMap67|Inside N, S, E, and W Gates]]||10?||40?||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||Empath housing tree||[[RanikMap67|Shard, Whitehall Commons in Stormwill Tower]]||&amp;lt;18||||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||swimming||Stream||[[RanikMap71|Ilithi, Julge Dolen Zaldeni]]||20 (no armor)||||150||By eels and pards in Ilithi. The east-west route only, i.e. not diving down (Syllanthis).&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||Horse Clan tree||[[RanikMap66|Zaldi Taipa]]||25?||||||tree outside Horse Clan tanner&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||Silver Star tree||[[RanikMap67|Shard, House of the Silver Star grounds]]||25?||||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||West Road tree||[[RanikMap70|Shard, Wyvern Wood]]||25?||||||tree on road from Shard to Horse Clan&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||Tall stone||[[RanikMap71|Diving rock near eels]]||&amp;lt;40?||||||top of the map&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||Gilded Longleaf deadfall||[[RanikMap66|Shard, House of the Gilded Longleaf grounds]]||45?||||||along road outside Shard east gate&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||Ranger Guild tree||[[RanikMap71|Gilen Otso Steppes, Game Trail]]||45?||||||tree in Ranger Guild outside Shard&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||swimming||Flooded Tunnel||[[RanikMap69a|Shard, Whistling Wood, Ice Caves]]||50||||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||Ice Cave walls||[[RanikMap69a|Whistling Wood, Ice Caves]]||70?||||||beware water current in pool&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||Talus Trail||[[RanikMap68a|near Corik&#039;s Wall]]||80||125||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||Track/Trail to Dragon Priests||[[RanikMap71|Gilen Otso Steppes]]||80?||||||Near Horse Clan&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||Ironwood and Pine Trees||[[RanikMap68a|Darkling Woods]]||100?||||||trees on road from Shard to Corik&#039;s Wall&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||Embrasures||[[RanikMap67|Atop N, S, E, and W gate battlements]]||110?||&amp;lt;180||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||Undergondola Red Leucros Cliffs||[[RanikMap65|Shard, Undergondola]]||110?||||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||swimming||Sewage Entrance to Undershard, lake of tears||[[RanikMap68|Shard, Deep Currants]]||120|||200?|||Watch out for crocs and elsraels, soft cap is 190.  &lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||Log and Embankment||[[RanikMap65|Red Leucro area]]||~140||&amp;lt;183||225+||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||La&#039;tami Cliffs||[[RanikMap65|Undergondola]]||~140?||&amp;lt;183||350+|||A full climb practice moves me 6 mind states at 344 ranks.&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||swimming||Stream||[[RanikMap71|Ilithi, Julge Dolen Zaldeni]]||150||||85 188+/400+||By eels and pards in Ilithi. The east-west route only with diving and surfacing. I was able to swim underwater east and west at 188 with no armor. I could not swim underwater with just torso and leg armor. Without swimming underwater it takes approximately 23 minutes to lock. (Syllanthis). The underwater east to west teaches passed 400&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||Undershard spire||[[RanikMap67b|Undershard]]||150?||||||one way from 3rd tier Spire area into warrens&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||swimming||Frozen River||[[RanikMap65|Ilithi, Frozen River, Beneath the Ice]]||&amp;gt;275||350||&amp;lt;400||Undergondola - Be Careful not to drown! (Take a break outside of the river for a minute if you get one of these messages - &amp;quot;You panic suddenly, struggling and swallowing water&amp;quot;, &amp;quot;The burning in your chest grows more intense as your life force begins to drain away. You must find air!&amp;quot; Only the last south stretch really teaches at 343 athletics.  Soft cap might be 350 Syllanthis&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||Deep Pit||[[RanikMap65|La&#039;tami Cliff area]]||&amp;gt;202||||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||City Walls||[[RanikMap67|N, S, E, and W Bridges]]||225||||||350?&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||Corik&#039;s Wall||[[RanikMap68a|Corik&#039;s Wall]]||525||||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||Branch to Undergondola||[[RanikMap65|Undergondola]]||530||570||&amp;gt;1000||Successfully climbed @ 465 Climbing w/ 52 Str + Rope + Khri Focus Prowess&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||climbing||Wall in DPs||[[RanikMap71|Gilen Otso Steppes]]||||||||Near Horse Clan, wall type of object&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Retaining Wall||[[RanikMap90|Ratha: 2nd Tier by cliffs to 1st Tier]]||0||5||~60||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Fences||[[RanikMap90|Ratha: 1st Tier near clinic, 2nd Tier at Meadow Park]]||0||5||45-85||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Aesry Stairs||[[RanikMap98|Jama and around Aesry Surlaenis&#039;a]]||0||||unlimited||incidental feature; climb time decreases with skill, with time change being noticable at 200 ranks; experience timer.&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Sandy Embankment||[[RanikMap90|Ratha: 2nd Tier Meadow Park near cliffs]]||5||10||~85||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Ladder/Rung||[[RanikMap90b|Ratha: Sewers between 3rd and 4th tier]]||5||25||90||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Sana&#039;ati Tree and Limb||[[RanikMap90|Ratha: 2nd Tier Meadow Park near cliffs]]||8||25||75||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Steep Bank||[[RanikMap90|Ratha: 2nd Tier Meadow Park near cliffs]]||&amp;lt;10||10-28||&amp;lt;185||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Foremast||[[RanikMap90a|La&#039;heke in Ratha]]||&amp;lt;11||&amp;lt;11||65||need about 130 to drag down&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Paths||[[RanikMap94|Egress Bluffs to Merrows]]||10-15||25-35||110-185||8 paths to climb down/up, paths get slightly harder towards the bottom.&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||swimming||Sand Sprites||[[RanikMap90a|Ratha, Sand Sprite Lair]]||15||||100||(Still learning, although slowly at 100) The entrance to sand sprites, and the area inside sand sprites, NOT in ochre laheke&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Drainpipe||[[RanikMap91|Ratha: 3rd Tier Hota&#039;grathi Theater]]||15||35||85-185||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Oak Tree||[[RanikMap90|Ratha: Reshalia Trade Road near turnoff to Merrows]]||25||35||80||Bees sting you at top of tree and cause vitality loss, climbing down is slightly harder than climbing up.&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Sana&#039;ati Tree Rope||[[RanikMap90|Ratha: 2nd Tier Meadow Park near cliffs]]||27||45||85-185||With 74 in climbing, both hands holding weapons, get the messaging that climb is too easy when climb practicing&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Rope Swing||[[RanikMap90|Ratha: 2nd Tier Meadow Park near cliffs]]||27||45||&amp;lt;185||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Narrow Path||[[RanikMap92|Deadman&#039;s Confide path to undead]]||30||40||185+||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Fissure||[[RanikMap98|Aesry Surlaenis&#039;a, Geshiger]]||30?||||||where am I?&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Basalt Slabs||[[RanikMap90|Ratha: Near Hermit&#039;s Shack on 1st Tier]]||45||85||185+||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Gorge/Trail||[[RanikMap95|Reshalia, Coastal Road to Pokekehekepi Beach]]||45||85||185+||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||swimming||Aesry stream||[[RanikMap99d|By town]]||50||||&amp;gt;150||The north-south swim still teaches at 155 (survival primary), and the underwater portion (hole) is much more difficult still.&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||swimming||Eluned&#039;s Pool||[[RanikMap91|Ratha, Third Tier, Eluned&#039;s Temple]]||65||||&amp;gt;150?||Slows down drastically around 135 ranks. Still teaching at 215, but the pace is almost a crawl. If doing only the first room down can start around 65 ranks. Also see Ratha Swim.&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Cliff/Narrow Ledge||[[RanikMap90|Ratha: Between 1st and 2nd tiers]]||65||80||185+||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Barricades||[[RanikMap107|Mer&#039;Kresh]]||71-73||||&amp;gt;159||bottom cap @40Str/10Agi&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||swimming||Satha Cavern||[[RanikMap94a|Reshalia, Tembat Nai Itan (Near Ratha)]]||75+||||||Watch out for the merrows.&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||La&#039;tami Cliffs||[[RanikMap99b|Aesry]]||80?||||250||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||swimming||Aesry cove||[[RanikMap98c|Down by the docks (sharks)]]||80?||||&amp;gt;400?||Sharks may ambush you, whether you&#039;re bleeding or not. They don&#039;t attack if you stay in the shallow areas and don&#039;t go into the water beyond the jutting finger of rock.&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||swimming||Seord Fal||[[RanikMap106|Hara&#039;jaal]]||80||||&amp;gt;400||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Slide/Washout/Rockface/Slope||[[RanikMap92|Deadman&#039;s Confide path to undead]]||100-110||&amp;lt;110||185+||This area has 7-20 second RTs.&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Immense Boulder||[[RanikMap95|Reshalia, Coastal Road to Pokekehekepi Beach]]||130||&amp;lt;185||185+||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Cliff into Moradu||[[RanikMap106|Hara&#039;jaal]]||140||||||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||swimming||Altanen River||[[RanikMap109a|M&#039;riss]]||&amp;lt;150||||&amp;gt;220||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Deep Crack||[[RanikMap94|Old Field Road to Merrows]]||180||&amp;gt;185||&amp;lt;645||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Rough Handholds||[[RanikMap92|Deadman&#039;s Confide path to undead beach]]||&amp;lt;185||&amp;lt;185||&amp;lt;185||Must LOOK CLIFF to find handholds&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Fireplace||[[RanikMap98a|Aesry, Sea Caves]]||240?||||500?||in with nightstalker unyns&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Sea Vine||[[RanikMap94a|From the Crack into Merrows]]||240||&amp;lt;600||&amp;lt;645||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Piling||[[RanikMap108|M&#039;Riss]]||240||||&amp;gt;643||Climb practice is no challenge at 847 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Crossbrace, From Pier SE, SW, W, Climb Piling ||[[RanikMap108|M&#039;Riss]]||310||||||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||swimming||Aesry Sea Caves||[[RanikMap98a|Underwater Areas]]||&amp;gt;400?||||||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Lava shaft||[[RanikMap106|Hara&#039;jaal]]||350-635||||||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||climbing||Trees in Caracals||[[RanikMap109|M&#039;Riss]]||||||141||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||swimming||Aesry lake||[[RanikMap99a|By the Temple]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||swimming||Forlorn Hope Caverns||[[RanikMap109b|M&#039;Riss]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||swimming||Underground Lake||[[RanikMap124|Forfedhdar, Abandoned mines]]||0?||||60?||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||swimming||Archer&#039;s Ford||[[RanikMap120|Hawstkaal Road, Archer&#039;s Ford]]||45||||&amp;gt;160, &amp;lt;185||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||swimming||Trench in Vile Plague Wraiths||[[RanikMap143|Hrendh Skogar]]||&amp;lt;55||||&amp;gt;55||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||climbing||Peregan Tree||[[RanikMap121|Boar Clan]]||&amp;lt;80||||220||Climb practice will not work at 220 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||climbing||Sinkhole into Cave Trolls||[[RanikMap114|Ain Ghazal]]||&amp;lt;80||||||slight difficulties at 80, no problems at 100&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||climbing||Various precipices, escarpments, cliffs, and slopes||[[RanikMap114|Ain Ghazal]]||&amp;gt;80||||||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||climbing||Stones out of Hav&#039;roth Altar||[[RanikMap119|Hawstkaal Road]]||80||||||REALLY hard to pull off at 80&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||climbing||Bridge Rubble||[[RanikMap143|Hrendh Skogar]]||&amp;gt;80||||||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||climbing||Tree, Slopes, Boulder, and Barricade||[[RanikMap143|Hrendh Skogar]]||&amp;lt;80||||||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||climbing||Ridge, Trails, Slopes, Ladders, Ropes and Path into the Vela&#039;Tohr Overlook||[[RanikMap136|Vela&#039;Tohr Overlook]]||&amp;lt;80-150||||220+||They are all over and vary in difficulty&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||swimming||Liirewsag River||[[RanikMap128a|West of Black Goblins]]||&amp;gt;288|| ||500+||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||climbing||Mountain into Marble Gargoyles||[[RanikMap136|Vela&#039;Tohr Overlook]]||~170||||||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||climbing||Waterfall into Pivuhs||[[RanikMap144|Cragstone Vale]]||&amp;gt;728||||||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||climbing||Barb Guild Chain||[[RanikMap116|Outer Hibarnhvidar]]||||||&amp;gt;80||wall type of climb&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||swimming||Ford||[[RanikMap115|Sky Road]]||||||&amp;lt;82||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||swimming||Pool||[[RanikMap118c|Empath Guild]]||||||&amp;lt;82||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||swimming||Underground Pool||[[RanikMap114a|Ain Ghazal]]||||||&amp;lt;100||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||swimming||Pool and Underground River||[[RanikMap121a|In Ranger Guild]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||swimming||Stream||[[RanikMap141|Forest Gryphons]]||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Climbing==&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Province!!Object!!Location!!Bottom!!Weapon!!Top!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||felled tree||[[RanikMap5a|on way to Knife Clan]]||0||||&amp;gt;19||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||vreeland pear tree||[[RanikMap4|Crossing, Grassland Road, Meadow (20)]]||0||||80||between west gate and eels&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Rockslide||[[RanikMap13|NTR near Dirge (canyon where you get knocked down)]]||0?||&amp;gt;77||||can just GO TRAIL if you can&#039;t CLIMB ROCKSLIDE&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||trellis||[[RanikMap0|Jadewater Mansion, East Lawn (295)]]||0||||||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Temple stairs and ladders||[[RanikMap2|Crossing Temple]]||0||||||incidental feature&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Ancient Tower stairs/steps||[[RanikMap5|Zoluren, Ancient Tower, Stairwell]]||0||||||incidental feature&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||oak tree||[[RanikMap7b|Arthe Dale, Greensward (537), Swimming Hole]]||5||30||140||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Apple tree||[[RanikMap1|Midton Circle]]||10||||||Housing area near TGNE&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Willow Tree||[[RanikMap6|Northwall Trail, Birch Copse]]||15?||||||It is a willow tree in a Birch Copse&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||rise||[[RanikMap3|Siergelde Cliffs, High Path (371, 372)]]||20?||||||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Crossing Moon Mage Guild stairs||[[RanikMap8|Middens]]||20?||||||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Ladder/Creeper/Rope to Beisswurms||[[RanikMap10|Abandoned Mine]]||30||||||high skill to drag bodies up&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||monolith||[[RanikMap61a|Eik Wood, Granite Outcroppings (137, 182)]]||45||||||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||stream bank in Moss Meys||[[RanikMap61a|Leth Moss Mey area]]||45?||||||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Mine shaft||[[RanikMap12|Silverwater Mines]]||50||||||UP and DOWN also teach&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Cliff and Trail to Crossing Ogres||[[RanikMap5|Rocky OutCrop]]||65||||||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Crossing E gate embrasures||[[RanikMap8|Crossing, Northeast Gate Battlements (411)]]||85?||225?||350?||2 embrasures&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Crossing NE gate embrasures||[[RanikMap7|Crossing]]||100||200?||350?||1 embrasure&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Crossing W gate crenellations||[[RanikMap3|Crossing]]||150?||200?||350?||1 crenellation&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||embrasures||[[RanikMap3|Crossing, Wall Battlements (265-267)]]||150?||200?||350?||3 embrasures&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Crossing W gate walls||[[RanikMap3|Crossing]]||150?||200?||350?||3 walls&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Crossing NE gate crenellations||[[RanikMap7|Crossing]]||150?||200?||350?||1 crenellation&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Crossing NE gate walls||[[RanikMap7|Crossing]]||150?||200?||350?||2 walls&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Geni Oak Tree||[[RanikMap11a|Geni Wilderness]]||180||||400||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Crossing E gate walls||[[RanikMap8|Crossing]]||200?||225?||350?||3 walls&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Geni Branch||[[RanikMap11a|Geni Wilderness]]||220||||430||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Fireplace in Germish&#039;din||[[RanikMap63|Oshu&#039;ehhrsk Manor Grounds, Catacombs]]||220||||||climb mound one way, climb hole other, 350? to climb out&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Crossing E gate crenellations||[[RanikMap8|Crossing]]||225?||200?||350?||1 crenellation&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Geni Bough||[[RanikMap11a|Geni Wilderness]]||250||||450||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Geni Limb||[[RanikMap11a|Geni Wilderness]]||250||||450||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Vine into Kartais||[[RanikMap63|Oshu&#039;ehhrsk Manor]]||&amp;gt;250||||||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Ladder on Ledge||[[RanikMap12|Silverwater Mine shaft]]||350||||500+||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Ice Cave in The Gash||[[RanikMap62|The Gash, in the cave past the crevice]]||||||285||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Linden Tree||[[RanikMap1a|Crossing, Willow Walk]]||||||||1 north from the center of the area&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Empath Pole||[[RanikMap1e|Crossing Empath Guild]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Manure Pit Wall||[[RanikMap1e|Crossing Paladin Guild]]||||||||you smell like manure, can&#039;t climb up the wall)&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Quarry Chute and Cliff||[[RanikMap3a|Crossing, Temple Hill]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Vineyards Terraced Hills||[[RanikMap7a|Crossing, 3 climbs]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||oak tree||[[RanikMap7b|Arthe Dale, Berry Knolls]]||||||||center of the housng area&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Mason in Kartais||[[RanikMap63|Oshu&#039;ehhrsk Manor]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Sinkhole to Germish&#039;din||[[RanikMap63|Oshu&#039;ehhrsk Manor Grounds]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Tree in Germish&#039;din||[[RanikMap63|Oshu&#039;ehhrsk Manor Grounds]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Salt Yard ladder||[[RanikMap30|Riverhaven Salt Yard]]||0||||&amp;lt;175||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||East Gate rope||[[RanikMap30|Riverhaven, East Gate guardhouse 3rd floor]]||0||||&amp;lt;175||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Tree in Pejek Bog||[[RanikMap31c|Pejek Bog]]||0||||||in heggi frog area&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Hav&#039;roth Temple||[[RanikMap47|Muspar&#039;i Hav&#039;roth Temple stairs and ladder]]||0||||||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Riverhaven city towers||[[RanikMap30|Riverhaven, gates]]||10||||90||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Slippery ladder||[[RanikMap30|Riverhaven, underwharf]]||10||||&amp;lt;175||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Stream bank in Pejek Bog||[[RanikMap31c|Pejek Bog]]||10?||||||watch for vipers and serpents&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Stream bank in West Meadows||[[RanikMap32|Riverhaven West Wilds]]||10?||||||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Salt mound||[[RanikMap30|Riverhaven Salt Yard]]||20?||||&amp;lt;175||Beware of rats/crabs, four sides to climb&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||birch tree||[[RanikMap40|Langenfirth, Blufe Path]]||40||60||||By deer trail to Gwenalion fens. Trains better than the oak to 80+.&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||oak tree||[[RanikMap40|Langenfirth, Blufe Path]]||40||60||||By deer trail to Gwenalion fens&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Ponthilas Observatory||[[RanikMap35|Observatory Ladders]]||45?||||&amp;lt;175||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Logs||[[RanikMap41|between Langenfirth and El Bain&#039;s]]||60?||110||140||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Blue Ash tree in Blood Wolves||[[RanikMap41|Neer&#039;s Hummock]]||60+?||||||NE Corner&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Elm tree in Blood Wolves||[[RanikMap41|Neer&#039;s Hummock]]||60+?||||||Northern Middle West Set&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Elm tree in Blood Wolves||[[RanikMap41|Neer&#039;s Hummock]]||60+?||||||Northern Middle East Set&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Green Ash tree in Blood Wolves||[[RanikMap41|Neer&#039;s Hummock]]||60+?||||||East Center&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Oak tree in Blood Wolves||[[RanikMap41|Neer&#039;s Hummock]]||60+?||||||Northern Middle West Set&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Oak tree in Blood Wolves||[[RanikMap41|Neer&#039;s Hummock]]||60+?||||||Northern Middle East Set&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Oak tree in Blood Wolves||[[RanikMap41|Neer&#039;s Hummock]]||60+?||||||SE Center&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Red Birch tree in Blood Wolves||[[RanikMap41|Neer&#039;s Hummock]]||60+?||||||NE Corner&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||White Birch tree in Blood Wolves||[[RanikMap41|Neer&#039;s Hummock]]||60+?||||||East Center&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Oak tree in Barghests||[[RanikMap33|Cecline&#039;s Meadow]]||70||||320||three levels of climbing&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Colosseum Ruins||[[RanikMap35|Alley Thug hunting area]]||70?||||||multiple items to climb (vine, walls, stairs &amp;amp; ladder)&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Boulder in West Wilds||[[RanikMap32|Riverhaven West Wilds]]||75?||||&amp;lt;175||west, south, and southeast faces&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Medical Pavilion||[[RanikMap35|Medical Pavilion Trellis]]||75?||||200?||outside building to roof&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Footholds on Mistwood Road||[[RanikMap33|near Barghests/Unyns]]||100||||||need about 100 perc to search for them&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||deobar tree||[[RanikMap40b|Langenfirth, Blufe Path]]||120||||||near housing area stream&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||pine tree||[[RanikMap40|Langenfirth, Blufe Path]]||85||||||By deer trail to Gwenalion fens. Was able to practice with 86 Athletics, 25 Str.&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Cliffs/Walls south of Fornsted||[[RanikMap44|Ker&#039;Leor]]||200||250||&amp;gt;300||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Cherry Tree||[[RanikMap42b|Therenborough, Market Square]]||200-250?||||&amp;lt;320||by Fit For a Baron&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Cherry Tree||[[RanikMap42b|Therenborough, Market Square]]||200-250?||||&amp;lt;320||by Cupcake Cafe&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Large tree||[[RanikMap35a|Faldesu Inlet]]||&amp;gt;250||||||between boas and crocs&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||fir tree||[[RanikMap40|Langenfirth, Blufe Path]]||250?||||||by deer trail to Gwenalion fens&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Vine out of the Sandpit||[[RanikMap46|Muspar&#039;i leech sandpit]]||||||325||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Pit Trap||[[RanikMap35a|Faldesu Inlet by the tree]]||||||350?||between boas and crocs, search out pit and climb pit/climb wall&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Ladder in Rossman&#039;s||[[RanikMap34a|Ladder to Rossman&#039;s Landing Pier]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Tree in Peccaries||[[RanikMap34a|Rossman&#039;s Landing peccary hunting]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Ladders in Rossgallan Keep||[[RanikMap34b|Rossman&#039;s Landing]]||||||||multiple ladders around the wall&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Chimney to Gryphons||[[RanikMap34d|Rossman&#039;s Landing gryphon hunting]]||||||||multiple climbs, various difficulties?&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Slope into Spiders||[[RanikMap46a|Muspar&#039;i Sand Spider hunting]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Shard Gate ladders||[[RanikMap67|Inside N, S, E, and W Gates]]||10?||40?||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Shard, Under the Bridge of Rooks||[[RanikMap67|Climbing the bridge out of rats]]||10?||40?||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Empath housing tree||[[RanikMap67|Shard, Whitehall Commons in Stormwill Tower]]||&amp;lt;18||||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Horse Clan tree||[[RanikMap66|Zaldi Taipa]]||25?||||||tree outside Horse Clan tanner&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Silver Star tree||[[RanikMap67|Shard, House of the Silver Star grounds]]||25?||||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||West Road tree||[[RanikMap70|Shard, Wyvern Wood]]||25?||||||tree on road from Shard to Horse Clan&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Tall stone||[[RanikMap71|Diving rock near eels]]||&amp;lt;40?||||||top of the map&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Gilded Longleaf deadfall||[[RanikMap66|Shard, House of the Gilded Longleaf grounds]]||45?||||||along road outside Shard east gate&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Ranger Guild tree||[[RanikMap71|Gilen Otso Steppes, Game Trail]]||45?||||||tree in Ranger Guild outside Shard&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Ice Cave walls||[[RanikMap69a|Whistling Wood, Ice Caves]]||70?||||||beware water current in pool&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Talus Trail||[[RanikMap68a|near Corik&#039;s Wall]]||80||125||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Track/Trail to Dragon Priests||[[RanikMap71|Gilen Otso Steppes]]||80?||||||Near Horse Clan&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Ironwood and Pine Trees||[[RanikMap68a|Darkling Woods]]||100?||||||trees on road from Shard to Corik&#039;s Wall&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Embrasures||[[RanikMap67|Atop N, S, E, and W gate battlements]]||110?||&amp;lt;180||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Undergondola Red Leucros Cliffs||[[RanikMap65|Shard, Undergondola]]||110?||||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Log and Embankment||[[RanikMap65|Red Leucro area]]||~140||&amp;lt;183||225+||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||La&#039;tami Cliffs||[[RanikMap65|Undergondola]]||~140?||&amp;lt;183||225+||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Undershard spire||[[RanikMap67b|Undershard]]||150?||||||one way from 3rd tier Spire area into warrens&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Deep Pit||[[RanikMap65|La&#039;tami Cliff area]]||&amp;gt;202||||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||City Walls||[[RanikMap67|N, S, E, and W Bridges]]||225||||||350?&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Corik&#039;s Wall||[[RanikMap68a|Corik&#039;s Wall]]||525||||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Branch to Undergondola||[[RanikMap65|Undergondola]]||530||570||&amp;gt;1000||Successfully climbed @ 465 Climbing w/ 52 Str + Rope + Khri Focus Prowess&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Wall in DPs||[[RanikMap71|Gilen Otso Steppes]]||||||||Near Horse Clan, wall type of object&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Retaining Wall||[[RanikMap90|Ratha: 2nd Tier by cliffs to 1st Tier]]||0||5||~60||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Fences||[[RanikMap90|Ratha: 1st Tier near clinic, 2nd Tier at Meadow Park]]||0||5||45-85||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Aesry Stairs||[[RanikMap98|Jama and around Aesry Surlaenis&#039;a]]||0||||unlimited||incidental feature; climb time decreases with skill, with time change being noticable at 200 ranks; experience timer.&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Sandy Embankment||[[RanikMap90|Ratha: 2nd Tier Meadow Park near cliffs]]||5||10||~85||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Ladder/Rung||[[RanikMap90b|Ratha: Sewers between 3rd and 4th tier]]||5||25||90||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Sana&#039;ati Tree and Limb||[[RanikMap90|Ratha: 2nd Tier Meadow Park near cliffs]]||8||25||75||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Steep Bank||[[RanikMap90|Ratha: 2nd Tier Meadow Park near cliffs]]||&amp;lt;10||10-28||&amp;lt;185||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Foremast||[[RanikMap90a|La&#039;heke in Ratha]]||&amp;lt;11||&amp;lt;11||65||need about 130 to drag down&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Paths||[[RanikMap94|Egress Bluffs to Merrows]]||10-15||25-35||110-185||8 paths to climb down/up, paths get slightly harder towards the bottom.&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Drainpipe||[[RanikMap91|Ratha: 3rd Tier Hota&#039;grathi Theater]]||15||35||85-185||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Oak Tree||[[RanikMap90|Ratha: Reshalia Trade Road near turnoff to Merrows]]||25||35||80||Bees sting you at top of tree and cause vitality loss, climbing down is slightly harder than climbing up.&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Sana&#039;ati Tree Rope||[[RanikMap90|Ratha: 2nd Tier Meadow Park near cliffs]]||27||45||85-185||With 74 in climbing, both hands holding weapons, get the messaging that climb is too easy when climb practicing&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Rope Swing||[[RanikMap90|Ratha: 2nd Tier Meadow Park near cliffs]]||27||45||&amp;lt;185||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Narrow Path||[[RanikMap92|Deadman&#039;s Confide path to undead]]||30||40||185+||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Fissure||[[RanikMap98|Aesry Surlaenis&#039;a, Geshiger]]||30?||||||where am I?&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Basalt Slabs||[[RanikMap90|Ratha: Near Hermit&#039;s Shack on 1st Tier]]||45||85||185+||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Gorge/Trail||[[RanikMap95|Reshalia, Coastal Road to Pokekehekepi Beach]]||45||85||185+||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Cliff/Narrow Ledge||[[RanikMap90|Ratha: Between 1st and 2nd tiers]]||65||80||185+||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Barricades||[[RanikMap107|Mer&#039;Kresh]]||71-73||||&amp;gt;159||bottom cap @40Str/10Agi&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||La&#039;tami Cliffs||[[RanikMap99b|Aesry]]||80?||||250||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Slide/Washout/Rockface/Slope||[[RanikMap92|Deadman&#039;s Confide path to undead]]||100-110||&amp;lt;110||185+||This area has 7-20 second RTs.&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Immense Boulder||[[RanikMap95|Reshalia, Coastal Road to Pokekehekepi Beach]]||130||&amp;lt;185||185+||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Cliff into Moradu||[[RanikMap106|Hara&#039;jaal]]||140||||||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Deep Crack||[[RanikMap94|Old Field Road to Merrows]]||180||&amp;gt;185||&amp;lt;645||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Rough Handholds||[[RanikMap92|Deadman&#039;s Confide path to undead beach]]||&amp;lt;185||&amp;lt;185||&amp;lt;185||Must LOOK CLIFF to find handholds&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Fireplace||[[RanikMap98a|Aesry, Sea Caves]]||240?||||500?||in with nightstalker unyns&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Sea Vine||[[RanikMap94a|From the Crack into Merrows]]||240||&amp;lt;600||&amp;lt;645||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Piling||[[RanikMap108|M&#039;Riss]]||240||||||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Pier||[[RanikMap108|M&#039;Riss]]||&amp;gt;300||||847||Climb practice is no challenge at 847 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Crossbrace||[[RanikMap108|M&#039;Riss]]||310||||||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Lava shaft||[[RanikMap106|Hara&#039;jaal]]||350-635||||||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Trees in Caracals||[[RanikMap109|M&#039;Riss]]||||||141||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||Peregan Tree||[[RanikMap121|Boar Clan]]||&amp;lt;80||||220|| Climb practice will not work at 220 ranks, but slows down well before this.&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||Sinkhole into Cave Trolls||[[RanikMap114|Ain Ghazal]]||&amp;lt;80||||||slight difficulties at 80, no problems at 100&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||Various precipices, escarpments, cliffs, and slopes||[[RanikMap114|Ain Ghazal]]||&amp;gt;80||||||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||Stones out of Hav&#039;roth Altar||[[RanikMap119|Hawstkaal Road]]||80||||||REALLY hard to pull off at 80&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||Bridge Rubble||[[RanikMap143|Hrendh Skogar]]||&amp;gt;80||||||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||Tree, Slopes, Boulder, and Barricade||[[RanikMap143|Hrendh Skogar]]||&amp;lt;80||||||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||Ridge, Trails, Slopes, Ladders, Ropes and Path into the Vela&#039;Tohr Overlook||[[RanikMap136|Vela&#039;Tohr Overlook]]||&amp;lt;80-150||||220+||They are all over and vary in difficulty&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||Mountain into Marble Gargoyles||[[RanikMap136|Vela&#039;Tohr Overlook]]||~170||||||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||Waterfall into Pivuhs||[[RanikMap144|Cragstone Vale]]||&amp;gt;728||||||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||Barb Guild Chain||[[RanikMap116|Outer Hibarnhvidar]]||||||&amp;gt;80||wall type of climb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Swimming==&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Province!!Object!!Location!!Bottom!!Weapon!!Top!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Lost Crossing Sewers||[[RanikMap8a|Crossing, Damp Passage, Dark Tunnel]]||0||||50?||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Crossing Sewers||[[RanikMap1g|Crossing]]||0||||80||Don&#039;t wander into the thug area&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Arthe Dale Pool||[[RanikMap7b|Zoluren, Arthe Dale]]||0||||80||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Goblin Brook||[[RanikMap4|Zoluren, Woodland Path, Brook]]||0||||110||Teaches well until 80, but slows down to a crawl past that.&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Moss Mey Stream||[[RanikMap61a|Leth Deriel, Brynn Rill, Stream Bed]]||15||||50||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Drainage Ditch||[[RanikMap7a|Baerolt&#039;s Farmhold]]||50||||150||Open to Premium Subscribers Only. Swimming WITH the current can teach from 0 - 80 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Harbor||[[RanikMap112a|Ilaya Taipa]]||75||||400+||Still locking at 210 ranks.&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Segoltha||[[RanikMap60b|Crossing]]||500||||540+||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||Underground River||[[Wicked_Burrow_Mine|Wicked Burrow Mine outside Dirge]]||350||||500+||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Theren Keep Moat||[[RanikMap42a|Therengia, The Keep, Moat]]||0||||||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Crocodile Marshes||[[RanikMap14|Therengia, The Marsh, In The Water]]||15?||||80||Check for bloodworms as you travel if you&#039;re not wearing armor. Maze Area, find the reeds to get out&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Lang Lake||[[RanikMap40|Langenfirth, Lake Gwenalion]]||20||||80||Still teaching at 82, but slower&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Gwenalion Fens, Lake||[[RanikMap40a|Gwenalion Fens, Dried Reed Hummock In the Water]]||&amp;lt;30||||||Beware of Sinuous Elsralaels&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Creek West of Haven||[[RanikMap32|Riverhaven West Wilds, North Creek Bank and Sylvan Glade, Pond]]||35||||100||Slows down to a crawl past 65 but will train to 100&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Wharf||[[RanikMap30|Riverhaven, Under Wharfs]]||40||||100||1st room stops teaching at 98. Further in still teaching at 128. Slows a lot at 129. Stops teaching before 137.&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Stream in Frogs||[[RanikMap31c|Riverhaven, Pejek Bog, Following A Brook]]||50||||80||Watch out for vipers and serpents&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Crocodile Marshes||[[RanikMap35a|Throne City, Faldesu Inlet, Shallows]]||70||||250?||Check for bloodworms as you travel if you&#039;re not wearing armor. Strong current at NW of area will teach reasonably high&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Lang Housing Stream||[[RanikMap40b|Langenfirth, Falban Seord&#039;telgi]]||80||||||Still locks at 406 but slowly&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Throne City Bathhouse||[[RanikMap35|Throne City, The Gilded Atrium, Salt Baths]]||90||||250||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Faldesu||[[RanikMap14c|Faldesu River]]||100||||&amp;gt;500||Can swim around the center rock at exactly 170&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Jantspyre River||[[RanikMap34|Therengia, Jantspyre River, In the Water]]||140||||&amp;gt;800||Cannot swim northeast at 190&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Zaulfang Swamp||[[RanikMap31d|Basilisk Area]]||180+?||||||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Creek West of Haven||[[RanikMap32|Riverhaven West Wilds, South Creek Bank]]||200||||400+||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Inlet with River Boas||[[RanikMap35a|Throne City, Faldesu Inlet]]||200||||400?||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||Lake Gwenalion West of Haven||[[RanikMap32|Riverhaven, Gwenalion Lake, East]]||200||||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Stream in Dragon Priests||[[RanikMap71|Shard, Tanis Belta Gaizen, Stream]]||0||||60?||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Ash Spring||[[RanikMap66|Ilithi, Fallow Fields. Over the stile and keep heading southwest through the maze until you get to the ash tree.]]||0||||55 67||(Syllanthis).&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Stream||[[RanikMap71|Ilithi, Julge Dolen Zaldeni]]||20 (no armor)||||150||By eels and pards in Ilithi. The east-west route only, i.e. not diving down (Syllanthis).&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Flooded Tunnel||[[RanikMap69a|Shard, Whistling Wood, Ice Caves]]||50||||||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Sewage Entrance to Undershard||[[RanikMap68|Shard, Deep Currants]]||120||||||Watch out for crocs and elsraels&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Stream||[[RanikMap71|Ilithi, Julge Dolen Zaldeni]]||150||||85 188+/400+||By eels and pards in Ilithi. The east-west route only with diving and surfacing. I was able to swim underwater east and west at 188 with no armor. I could not swim underwater with just torso and leg armor. Without swimming underwater it takes approximately 23 minutes to lock. (Syllanthis). The underwater east to west teaches passed 400&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||Frozen River||[[RanikMap65|Ilithi, Frozen River, Beneath the Ice]]||&amp;gt;200||||&amp;gt;600||Undergondola - Be Careful not to drown! (Take a break outside of the river for a minute if you get one of these messages - &amp;quot;You panic suddenly, struggling and swallowing water&amp;quot;, &amp;quot;The burning in your chest grows more intense as your life force begins to drain away. You must find air!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Sand Sprites||[[RanikMap90a|Ratha, Sand Sprite Lair]]||15||||100||(Still learning, although slowly at 100) The entrance to sand sprites, and the area inside sand sprites, NOT in ochre laheke&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Aesry stream||[[RanikMap99d|By town]]||50||||&amp;gt;150||The north-south swim still teaches at 155 (survival prime), and the underwater portion (hole) is much more difficult still.&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Eluned&#039;s Pool||[[RanikMap91|Ratha, Third Tier, Eluned&#039;s Temple]]||65||||&amp;gt;150?||Slows down drastically around 135 ranks. Still teaching at 215, but the pace is almost a crawl. If doing only the first room down can start around 65 ranks. Also see Ratha Swim.&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Satha Cavern||[[RanikMap94a|Reshalia, Tembat Nai Itan (Near Ratha)]]||75+||||||Watch out for the merrows.&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Aesry cove||[[RanikMap98c|Down by the docks (sharks)]]||80?||||&amp;gt;400?||Sharks may ambush you, whether you&#039;re bleeding or not. They don&#039;t attack if you stay in the shallow areas and don&#039;t go into the water beyond the jutting finger of rock.&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Seord Fal||[[RanikMap106|Hara&#039;jaal]]||80||||&amp;gt;400||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Altanen River||[[RanikMap109a|M&#039;riss]]||&amp;lt;150||||&amp;gt;220||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Aesry Sea Caves||[[RanikMap98a|Underwater Areas]]||&amp;gt;400?||||||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Aesry lake||[[RanikMap99a|By the Temple]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||Forlorn Hope Caverns||[[RanikMap109b|M&#039;Riss]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||Underground Lake||[[RanikMap124|Forfedhdar, Abandoned mines]]||0?||||60?||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||Archer&#039;s Ford||[[RanikMap120|Hawstkaal Road, Archer&#039;s Ford]]||45||||&amp;gt;160, &amp;lt;185||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||Trench in Vile Plague Wraiths||[[RanikMap143|Hrendh Skogar]]||&amp;lt;55||||&amp;gt;55||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||Liirewsag River||[[RanikMap128a|West of Black Goblins]]||280||||500+||Cleric with 275 no buffs. Successful southbound about 40% of time.&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||Ford||[[RanikMap115|Sky Road]]||||||&amp;lt;82||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||Pool||[[RanikMap118c|Empath Guild]]||||||&amp;lt;82||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||Underground Pool||[[RanikMap114a|Ain Ghazal]]||||||&amp;lt;100||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||Pool and Underground River||[[RanikMap121a|In Ranger Guild]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||Stream||[[RanikMap141|Forest Gryphons]]||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Cat|Player guides}}&lt;/div&gt;</summary>
		<author><name>ZAIDZINAKARI</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Dioica&amp;diff=645265</id>
		<title>Dioica</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Dioica&amp;diff=645265"/>
		<updated>2024-06-06T06:42:31Z</updated>

		<summary type="html">&lt;p&gt;ZAIDZINAKARI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Foraging details&lt;br /&gt;
|t=h&lt;br /&gt;
|name=dioica sap&lt;br /&gt;
|rank=380&lt;br /&gt;
|time=all&lt;br /&gt;
|terrain=desert, ice cap, steppe&lt;br /&gt;
|heals=all external scars&lt;br /&gt;
}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
==Recall Herb==&lt;br /&gt;
* You recall dioica sap is used to heal external scars of the entire body, and is generally found in deserts, ice caps, steppes, and freshwater wetlands.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
==Common Locations==&lt;br /&gt;
Found in desert &amp;amp; tundra areas, often in the same places as [[qun]] pollen.&lt;br /&gt;
===[[Therengia]]===&lt;br /&gt;
*[[RanikMap48|Heru Taipa, Haizen Cugis]]&lt;br /&gt;
*[[RanikMap46|Velakan Trade Road]]&lt;br /&gt;
*[[RanikMap34d|Gryphon Eyrie]] on the first two levels of the Gryphon area near [[Rossman&#039;s Landing]]&lt;br /&gt;
&lt;br /&gt;
===[[Forfedhdar]]===&lt;br /&gt;
* [[RanikMap118a|Inner Hibarnhvidar, Tower Base]] in the four housing area rooms at the top of Midhik Haalm.&lt;br /&gt;
&lt;br /&gt;
===[[Ilithi]]===&lt;br /&gt;
*[[RanikMap65|Undergondola, Dark Tunnel]] (east room and room second from the west)&lt;br /&gt;
*[[RanikMap65|Undergondola, Fossil Outcrop]]&lt;br /&gt;
*[[RanikMap65|Undergondola, Twisting Grotto]] (most rooms)&lt;br /&gt;
*[[RanikMap67|Shard, In the Vent]] (pipe leading into rats)&lt;br /&gt;
&lt;br /&gt;
===[[Qi&#039;Reshalia]]===&lt;br /&gt;
*[[RanikMap109|Forlorn Hope, Cavern]] on [[M%27Riss|M&#039;Riss]]&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
* Locations documented on [[Olwydd]]&#039;s [https://www.olwydd.org/herbs/forage.php?showherb=dioica%20sap Foraging Database]&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
*Dioica sap is an alchemical ingredient akin to [[cebi root]] from 2.0. It makes an ointment or a poultice.&lt;br /&gt;
*Can be foraged at 380 ranks, with a quality of 40.  Collectable at or before 590 ranks.&lt;br /&gt;
*When the [[Remedies]] system was released, initially this herb was called [[jalbreth]] sap.  However, due to technical/naming issues, GM [[Kodius]] renamed the herb to dioica.  The system will automatically convert jalbreth to dioica as soon as you dry it in a pyramid.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
{{SSearch|dioica sap+dioica}}&lt;br /&gt;
{{RefAl|r=y|a=y}}&lt;br /&gt;
*[[Alchemy]]&lt;br /&gt;
*[[Catalyst]]s&lt;br /&gt;
*[[Healing herbs]]&lt;br /&gt;
&lt;br /&gt;
{{cat|Herbs,Flora}}&lt;/div&gt;</summary>
		<author><name>ZAIDZINAKARI</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Barbarian_new_player_guide&amp;diff=645262</id>
		<title>Barbarian new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Barbarian_new_player_guide&amp;diff=645262"/>
		<updated>2024-06-06T00:44:23Z</updated>

		<summary type="html">&lt;p&gt;ZAIDZINAKARI: updated whirlwind link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the guide for new and returning Barbarians. If you haven&#039;t familiarized yourself with the [[General new player guide]], it is highly recommended.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Weapon masters.  Martial artists.  Mage slayers.  Masters of emotion, both rage and serenity.  Barbarians are many things, though the two core philosophies they share are simple: sometimes magic fails since real strength is internal, and killing things is a practical talent.&lt;br /&gt;
&lt;br /&gt;
Outside of the core disdain for magic, think of Barbarians as the Warrior class equivalent in Dragonrealms.  Their members (and their guild leaders) reflect a broad range of combat strategies and personalities, not simply frothing berserkers. &lt;br /&gt;
&lt;br /&gt;
No grandiose guild vision here.  Stick &#039;em with the pointy end until they stop moving, and if they try to kill you back then stubbornly refuse to die.&lt;br /&gt;
&lt;br /&gt;
==Why Play a Barbarian?==&lt;br /&gt;
Barbarians are a guild hyper-focused on combat performance.  They cannot create magic portals.  They cannot conjure a cloak of invisibility, summon icy weapons, raise the dead, heal themselves, or lead others into battle.  They offer no buffs to other players in group situations.  Outside of a few token buffs to survival skills like [[Locksmithing]] or [[Outdoorsmanship]], all of their abilities either make them better at killing or make them more difficult to kill, which means they&#039;re &#039;&#039;quite good at both of those things.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Their skillset and [[Expertise]]-based reduction on [[Advanced Combat Maneuvers]] (also known as ACMs) make them a premier damage guild, particularly at melee, and their [[War Stomp]] ability means they are among the best at actually closing to melee.   Their native suite of anti-magic and anti-debilitation wards are the strongest in the game, making them an annoying match-up for magic users.&lt;br /&gt;
&lt;br /&gt;
Do you like killing, and prefer a sword to a fireball?  Can you not be bothered to hide before trying to murder someone?  Welcome to the Barbarians guild, you&#039;ll have a grand time!&lt;br /&gt;
&lt;br /&gt;
==Starting Out==&lt;br /&gt;
&lt;br /&gt;
===Choosing Your Race===&lt;br /&gt;
Since their strong native wards provide a layer of protection most guilds don&#039;t have, all races are PvP-viable as Barbarians, allowing some roleplay flexibility.  The lack of a cohesive moral or philosophical framework allows for much personalized roleplay expression in race selection: melee thug, magic hater, zen-like martial purist, &#039;&#039;really angry super commoner.&#039;&#039;  For pure roleplay purposes, any race can make sense as a Barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For any questions about the following discussion of stats and debilitation contests, please check the [[SvS]] page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For player-versus-player engagements, Power (Strength/Discipline/Stamina) and Fear (Charisma/Strength/Discipline) contests are the heart of the Barbarian&#039;s suite of debilitation effects, with power attacks being the most popular - and most widely impactful - Barbarian effects.   As such, [[Strength]] and [[Discipline]] are core stats.&lt;br /&gt;
&lt;br /&gt;
As of the time of the writing of this guide, the current player-versus-player metagame allows for mental-focused Barbarians who use magic/mind wands for effects like [[Ward Break]] and [[Huldah&#039;s Pall]].  I must emphasize this is a &#039;&#039;&#039;meta-chasing build that requires hundreds of $$ of investment and could be killed by future system changes.&#039;&#039;&#039; It&#039;s also possibly not viable extreme end-game, with mages stacking their own mentals for willpower defense.  Power-based Barbarians are a time-tested, native, and proven strategy.&lt;br /&gt;
&lt;br /&gt;
===Outfitting Your Barbarian===&lt;br /&gt;
Train all weapon classes, especially melee weapons.  You will regret not training all weapons once you unlock [[Whirlwind (ability)|Whirlwind]].  Remember to also train [[Offhand]] skill, which can be done by putting any non-two-handed weapon in your left hand and using an attack command like DRAW LEFT or ATTACK LEFT.&lt;br /&gt;
&lt;br /&gt;
Train all armor skills.  Barbarians have a relatively simple time &amp;quot;clown-suiting&amp;quot; (wearing all four armor classes at once) given their skillset and their early access to impactful defense buffs.  If you do choose to clown-suit, I would recommend keeping plate and brigandine confined to the neck/head/arms/hands to minimize armor hindrance.&lt;br /&gt;
&lt;br /&gt;
[[Chakrel]] is a Barbarian-specific &amp;quot;ritual focus&amp;quot; that speeds up the roundtime and activation time of meditations, more info of which can be found in the chakrel section below.  Unlike ritual spells (which require a foci), meditations can be used without chakrel at slower activation speed, so it is a convenience instead of a necessity.  [[Warhorns]] also allow Barbarians to temporarily boost creature spawn rate of a room, which is a nice perk once you get into your killing routine, but again a convenience instead of a necessity. &lt;br /&gt;
&lt;br /&gt;
Besides this, standard-issue stuff like a coiled heavy rope, some copper zills, a [[sanowret crystal]], a gweth, and a lockpick ring filled with lockpicks will come in handy for broad training.&lt;br /&gt;
&lt;br /&gt;
Lacking access to spells like [[Manifest Force]], Barbarians are great at surviving death (such as in PvP) but not great at avoiding little scratches adding up over a long hunting trip, so you may want to befriend an [[Empath]] or bring some healing herbs.&lt;br /&gt;
&lt;br /&gt;
===Stat Training===&lt;br /&gt;
Barbarians benefit from all stats to some capacity.  The physical stats are necessary for combat, mentals will make you learn faster, charisma helps with some roars.  In general I&#039;d recommend getting strength and stamina as high as you need in order to carry all your weapons and armor without being burdened, and then focus on getting all stats to 30 before choosing to specialize.  Charisma enables many of the powerful roars such as [[Wail of Torment]], but the charisma-based roars are late-game.  As such, Barbarians don&#039;t have a true &amp;quot;dump stat,&amp;quot; but charisma is the closest to it, so leaving charisma low has no practical consequence for a long time.&lt;br /&gt;
&lt;br /&gt;
==New Barbarian Guide==&lt;br /&gt;
===Understanding Inner Fire===&lt;br /&gt;
The Barbarian equivalent of mana/concentration is called [[inner fire]].  Inner fire is a measure of a Barbarian&#039;s remaining combat strength, and most abilities (outside of roars) interact with, or cost, inner fire in some capacity.  The Barbarian &amp;quot;guild confound&amp;quot; is being in combat.  As such, inner fire has two states: active regen in combat which allows recharge to 100%, and passive regen outside of combat, which caps at a certain point.  A circle one Barbarian with no abilities will have a passive cap of around 30% inner fire, so it&#039;s important to pick up [[Duelist]] mastery early on, effectively doubling your &amp;quot;starting mana&amp;quot; for one spell slot.&lt;br /&gt;
&lt;br /&gt;
Aside from passive regen, inner fire can also be restored by killing challenging creatures or striking another player in PvP, though the recharge in PvP has a cooldown of about 60 seconds. Scoring a kill with an ACM will generate even more inner fire than a normal kill, yet another reason to train all weapon categories.  Barbarians are designed to kill, not knit while in combat, so chain together ACMs and kill frequently to top off that inner fire.&lt;br /&gt;
&lt;br /&gt;
Much like how [[Cleric]] [[communes]] or [[Ranger]] [[beseeches]] do not use attunement but rather a secondary resource pool, roars do not use inner fire but instead use voice pool.  This is explained further in the abilities type section.&lt;br /&gt;
&lt;br /&gt;
===Checking Inner Fire Level===&lt;br /&gt;
The official front end [[Wrayth]] and other popular front ends like [[Genie]] convert the mana bar into an inner fire bar for easy visibility of inner fire level, provided you know MEDITATE POWER.  MEDITATE POWER is free, and requires only MEDITATE FLAME to learn (which is also free).  Pick up both as soon as you start your Barbarian.&lt;br /&gt;
&lt;br /&gt;
Once you have both meditations, the active spell window in most front ends and the &amp;quot;mana&amp;quot; bar will reflect your abilities.  You can also use ABILITY LIST to easily check what abilities you know and how many spell slots you have.  You can also do FORM LIST, MASTERY LIST, ROAR LIST, etc. to check individual categories.&lt;br /&gt;
Given the above, the information displayed in MEDITATE FLAME and MEDITATE POWER is mostly flavor these days. A break-down of the information displayed can be found in the [[Flame]] meditation and [[Power]] Meditation page.   &lt;br /&gt;
&lt;br /&gt;
===Inner Fire Pool Size===&lt;br /&gt;
Unlike mana, inner fire pool size is static, though passive regen cap does slowly grow with the inner fire ranked skill.  Rather than getting &amp;quot;more mana&amp;quot; like how a mage&#039;s attunement grows, Barbarians rather become more efficient at usage, reducing cost of abilities.  As an example, at circle one Avalanche berserk might take 15% of your inner fire pool, but when the cost reaches the floor (i.e. when your &amp;quot;cast&amp;quot; is &amp;quot;capped&amp;quot;), it takes only 2%.  Effective ranks needed to &amp;quot;cap&amp;quot; an ability directly correspond to the same levels as spells.  To see ranks needed check [[ability tiers]].&lt;br /&gt;
&lt;br /&gt;
===Ability Types and Limits===&lt;br /&gt;
Barbarians have four categories of abilities: forms, berserks, meditations and roars, with masteries acting as the Barbarian equivalent of [[magic feats]], 1-slot meta-abilities that provide passive bonuses.  Masteries are taught by [[Pit Masters]] rather than guild leaders, just like magic feats are taught by feat trainers.&lt;br /&gt;
&lt;br /&gt;
* [[Forms]] are long-duration (90 minute cap) combat buffs or wards.  They have no start-up cost and minimal upkeep cost.  Their primary &amp;quot;cost&amp;quot; is the lowering of passive regen cap and the lowering of inner fire generation with kills. There is no clear, easily-understood analogy for magic users, but think of them sort of like cyclical buffs that lower &amp;quot;mana regen&amp;quot; instead of draining attunement.   Forms can be started quickly with 2-second roundtime, but build up strength, taking about 30 seconds to reach max potency.  There is a hard cap of five forms at once.&lt;br /&gt;
&lt;br /&gt;
* [[Berserks]] are short-duration (10 minute cap) abilities with a variety of functions.  They function like [[Khri]], high start-up cost and pulsing upkeep cost, but no cap on usage if you have enough juice.   On top of standard functions like combat buffs or wards, they provide powerful effects like area-of-effect knock-down against all engaged opponents ([[Earthquake]]), huge vitality or stamina boosts ([[Famine]] and [[Avalanche]] respectively), even the ability to escape death at the cost of inner fire ([[Volcano]]).  Berserks have no roundtime and immediately activate at max potency.&lt;br /&gt;
&lt;br /&gt;
* [[Meditations]] are medium-duration (40 minute cap) wards or buffs.  These are much like standard ritual spells, in that meditations have a high start-up cost but no upkeep cost: once it&#039;s cast, it&#039;s cast. They have a moderate meditation roundtime of about ~8 seconds (sort of like focusing on a ritual foci) and an extended &amp;quot;prep time,&amp;quot; both of which can be lowered by wearing [[chakrel]], but chakrel isn&#039;t necessary to use them. As an example, [[Serenity]] meditation is the most powerful anti-magic barrier in the game, but saps some [[inner fire]] with every blocked spell.  Meditations are hard capped to three at once, though [[Staunch]] and [[Dispel]] can be used even if you have three active already.&lt;br /&gt;
&lt;br /&gt;
* [[Roars]] are the primary Barbarian debilitation effects.  Rather than costing inner fire, they drain voice pool, which regenerates quickly over time.  You can check your current voice level with just ROAR or ROAR QUIET, and [[Cyclone]] berserk speeds up voice pool recovery.  Voice pool levels can be found on the [[roars]] page.  There is no limit on roars provided you have the voice pool to succeed the stat contest, though like all debilitation effects they have diminishing returns on subsequent use when used against other players.  By default roars are limited to either single-target (ROAR xxxx &amp;lt;target&amp;gt;) or area-of-effect limited to engaged enemies (ROAR xxxx), though you can unlock ROAR AREA and ROAR CREATURES with [[Strategos]] mastery.  &lt;br /&gt;
&lt;br /&gt;
All non-mastery abilities break down into three Paths (Flame, Horde, Predator).  Rather than having spell-like prerequisites, higher tier abilities require a certain number of abilities picked in the same Path (such as [[Piranha]] form needing four abilities in the Predator path).  The Paths structure can be seen in the [[Barbarian abilities]] page.&lt;br /&gt;
====Barbarian items (Chakrel/Warhorns)====&lt;br /&gt;
&lt;br /&gt;
[[Chakrel]] functions as a high-grade &amp;quot;ritual focus&amp;quot; for [[meditation]]s.  Meditations have a roundtime on usage (about 8-10 seconds) and a &amp;quot;cast&amp;quot; time as the meditation is being prepared.  Chakrel speeds up these functions.  Higher &amp;quot;grade&amp;quot; chakrel will speed this process up even more, and the different grades can be seen on the chakrel page.  Note that:&lt;br /&gt;
&lt;br /&gt;
* A) Unlike ritual foci, chakrel isn&#039;t necessary for meditations to work.  A convenience, not a requirement.&lt;br /&gt;
* B) Wearing (or holding) the chakrel is all you need.  The meditation will auto-focus on the highest grade of worn chakrel, no need to FOCUS, INVOKE, etc.&lt;br /&gt;
* C) Only the highest grade of worn chakrel applies.  Wearing multiple pieces may be barbarically fashionable but provides no mechanical benefit.&lt;br /&gt;
&lt;br /&gt;
Barbarians are also able to use [[warhorns]] to temporarily boost spawn rate of creatures in the room, on a 15-minute timer.  This spawn-boosting effect stacks with the similar INVOKE function of the Hollow&#039;s Eve [[glass egg framed with delicate strands of gold]], if you are so inclined.&lt;br /&gt;
&lt;br /&gt;
Note that there are other Barbarian items: [[warpaint]], [[roar helm]]s, and [[fear cloak]]s.  However, after extensive testing, the old bonuses applied are either buggy, non-functional, or generally not worth the time investment.  As an example, SCREAM WARPAINT has 3 seconds of roundtime but only boosts the potency of the next roar by a small amount, which is unnecessary for hunting and not worth the extra roundtime for PvP.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
===Training Weapons===&lt;br /&gt;
Take the dangerous end of your weapon, and choose a method of smashing it/stabbing it/firing it/hurling it at your enemy.  Congratulations, you&#039;re now a Barbarian master.&lt;br /&gt;
===Training Melee Weapons (for Realsies This Time)===&lt;br /&gt;
[[Whirlwind]] will be your preferred method of attacking with all melee weapons once you have that ability, and can keep [[Monkey]] form and a defense buff like [[Tornado]] running to offset whirlwind&#039;s balance hit and defense penalty.&lt;br /&gt;
&lt;br /&gt;
Until then, just attack with your weapons, but be sure to use your [[ACM]]s frequently.  ACM messaging will give you a line like this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;With expert skill you end the attack and maneuver into a better position.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[ACM]]s normally have a 90-second cooldown between use of the same maneuver, but the bolded line indicates you have passed an [[Expertise]] check, and lowered the cooldown from somewhere between 45-55 seconds.  If you train all weapons (why aren&#039;t you training all weapons?), your Expertise will be higher than individual weapon skills by a moderate margin, and you will always pass your Expertise check.   Chain together a series of ACMs for maximal Expertise experience and maximal chance of scoring a kill with an ACM for a huge chunk of inner fire gain.&lt;br /&gt;
&lt;br /&gt;
===Training Ranged Weapons===&lt;br /&gt;
MANEUVER POWERSHOT is the only ranged maneuver and is shared between all aimed weapon classes (xbow/bows/slings).  As such, ranged combat is more straight-forward and involves more typical load/aim/fire structure.&lt;br /&gt;
&lt;br /&gt;
For ranged weapons that are aimed, lower roundtime is preferable (when hunting).  Though experience scales slightly with damage, the large majority of weapon experience comes from simply hitting a challenging opponent.  As such, using a light crossbow or pelletbow is preferable to an arbalest when training [[Crossbows]], and a short bow is ideal for [[Bows]], doubly so because [[dual load]] doubles the roundtime of your chosen bow type.&lt;br /&gt;
&lt;br /&gt;
Be sure to also train both categories of thrown weapons.  Though they lack a specific ACM, they are among the most damaging weapon types second-per-second.  They can either be used with LOB to prevent lodging, or THROW/HURL for increased damage and accuracy (HURL is the most damaging but guaranteed to lodge).&lt;br /&gt;
===Training Expertise===&lt;br /&gt;
[[ACM]]s will all train [[Expertise]] on use, as will [[War Stomp]] for bigger Barbarians.   Expertise is generally trained by using ACMs {remember how we said to train all weapons?), though it can also be trained with Barbarian-specific ANALYZE combos, such as ANALYZE FLAME, which function much like the [[Tactics]] combos.  Unlike the tactics combos, missing the hit will move the combo forwards, and the combo carries over between kills (i.e. no need to restart combos if the creature dies).  &lt;br /&gt;
&lt;br /&gt;
Outside of ANALYZE FLAME for young Barbs, the Barbarian combos have mostly fallen out of usage due to the ease of training with ACMs and War Stomp, though ANALYZE ACCURACY and ANALYZE DAMAGE can still be useful for training, or facing difficult opponents at the edge of your skill, such as champion mobs.  The list of Barbarian analyze combos can be seen on the [[Expertise]] page.&lt;br /&gt;
&lt;br /&gt;
===Training &amp;quot;Magic&amp;quot; Skills===&lt;br /&gt;
Unlike other guilds, Barbarian &amp;quot;magic&amp;quot; skillset learning does not scale with difficulty level.  An intro or basic ability will continue to train the same as from rank 1 to rank 1750.  As such, training recommendations follow a general ability-class structure instead of specific abilities at specific skill ranges.&lt;br /&gt;
&lt;br /&gt;
Forms teach poorly.  They have a small amount of experience generation shortly after start-up, and a long cooldown before the same form can grant more experience.  A form can be re-started periodically (about every 2.5 minutes) to learn 1-2 mindstates of the appropriate skill.&lt;br /&gt;
&lt;br /&gt;
Berserks and meditations are much better trainers for augmentation, warding, and utility.  Each ability will grant about 4-5 mindstates of the appropriate skill, and can be used again on a ~90 second timer.  Assuming you have enough inner fire, berserks are the most practical trainers given the immediate activation at max potency, and the lack of roundtime.&lt;br /&gt;
&lt;br /&gt;
Roars will be your debilitation training method for a long time.  Once you can keep [[Earthquake]] berserk running, debilitation will be mind locked whenever you&#039;re in combat.  &lt;br /&gt;
&lt;br /&gt;
Remember that you can use {{tt|MEDITATE RESEARCH &amp;lt;ability&amp;gt;}} to learn the appropriate skill of that ability.  This functions as the Barbarian equivalent of [[magic research]], has moderate roundtime (5-8 seconds), and a cooldown of about ~1 minute.  This can be used even if you haven&#039;t learned the ability you&#039;re trying to research.  However, abilities that train Debilitation skill don&#039;t award experience when researched because it is a combat skill and must be contested by an opponent.&lt;br /&gt;
&lt;br /&gt;
Given that concentration is an otherwise-unused resource pool for Barbarians, I would recommend all Barbs get a [[sanowret crystal]] for easy Arcana experience and [[TDPs]].&lt;br /&gt;
&lt;br /&gt;
===Training Other Stuff===&lt;br /&gt;
Barbarian life is a life of combat.  Below are tips for maximizing skill training while maximizing time in combat.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039;: Clown suit and put on a shield.   Armor experience is determined by coverage area (i.e. wearing chain on the head and hands will teach better than the hands alone).  You&#039;ll be in combat so frequently that these skills will take care of themselves even if one of your armor categories has low coverage.  Just remember to try not to parry with a bow or crossbow, yeah?  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lore&#039;&#039;&#039;: [[Appraisal]] can be trained by appraising either a critter or a bundle of skins.  Bundles train well, but you must retreat first to appraise a bundle.  You can use RECALL &amp;lt;critter&amp;gt; on a ~5 minute timer for a small chunk of [[Scholarship]] combat experience.  [[Tactics]] should be trained with ANALYZE combos.  Sacrifice some optimal ACM or whirlwind time to keep this moving or mind locked, as it&#039;s a useful skill.  Be a Basic Noob and grab some copper zills for [[Performance]] for the short bursts of time you&#039;re not in combat.   Eventually all your combat skills will be moving or mind locked, so may as well waste a bunch of time for minimal gain and pick up a crafting skill or three for extra TDPs, eh?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Survival&#039;&#039;&#039;: [[Perception]] can be learned in combat via the HUNT verb on a ~90 second timer.  [[First Aid]] can be trained using the DISSECT verb on a dead critter.  Start this early and keep it moving your whole career, but bear in mind dissection prevents skinning.  [[Skinning]] can be trained by... skinning dead critters.  A trickle of [[Outdoorsmanship]] can be learned by periodically retreating and using COLLECT ROCKS.  I recommend training [[Stealth]], [[Locksmithing]], [[Athletics]], and [[Thievery]] exclusively with the [[Breaking and Entering]] system.  Switch between holding a coiled rope and using a lockpick ring.   If you&#039;re a truly new player, please read the BnE article thoroughly.  Be sure to ask any questions you have and only burgle in areas with [[Clan Justice]], as ~30 plat fines from traditional justice areas can be crippling to a new player.&lt;br /&gt;
&lt;br /&gt;
==Early Abilities==&lt;br /&gt;
===Ability Selection Guide===&lt;br /&gt;
Ability selection at the beginning of a new Barbarian&#039;s life has the following goals, in order of priority:&lt;br /&gt;
&lt;br /&gt;
* A: Pick an ability to enable you to train all &amp;quot;magic&amp;quot; skills (augmentation, warding, utility, and debilitation).&lt;br /&gt;
* B: Pick up the impactful masteries as soon as possible ([[Duelist]] and [[Juggernaut]], but especially [[Duelist]]).&lt;br /&gt;
* C: Pick up core PvE abilities when convenient ([[Dragon]] form, [[Eagle]] form, [[Piranha]] form, [[Python]] form, [[Tornado]] berserk especially)&lt;br /&gt;
&lt;br /&gt;
Besides the two stated goals above, there is no universally-agreed-upon &amp;quot;optimal path&amp;quot;, since Barbarians have access to a handful of core abilities very early on.  Review of early abilities is below.&lt;br /&gt;
&lt;br /&gt;
===Did you Say Infinite Free Respecs?===&lt;br /&gt;
Barbarians are special snowflakes.  We do not have access to standard features like spell preview periods or analogous pattern abilities, and getting standard magic-user benefits like the active spell window compatible with our system took Gamemasters like [[Javac]] months of beating spaghetti code into submission.  As reparation for our barbaric suffering, the entire Barbarian guild is (currently) permanently &amp;quot;on preview&amp;quot;, so we have infinite respecs.  CHOOSE FORGET ALL in front of a guild leader to wipe everything, or ASK &amp;lt;guild leader or Pit Master&amp;gt; ABOUT FORGETTING XXXX to forget one ability, so don&#039;t fret about learning something temporarily until you can get an ability you really want a few circles later.  Also, we&#039;re hoping the GMs continue forgetting about this &amp;quot;feature&amp;quot; into perpetuity, so don&#039;t mention it on the official Discord.  Smiley Face Emoji.&lt;br /&gt;
&lt;br /&gt;
===Early Ability Review===&lt;br /&gt;
====Horde Path====&lt;br /&gt;
* [[Anger the Earth Roar]]: Underwhelming.  Fine as an early 1-slot debilitation trainer, drop eventually.  You&#039;ll laugh remembering how weak this was when you eventually unlock [[Earthquake]] berserk.&lt;br /&gt;
* [[Avalanche Berserk]]: A fine choice for first ability learned, mandatory for early abilities.   Given it&#039;s an intro berserk, you&#039;ll cap it early, and it&#039;s useful even at 100+ stamina stat, since ACMs and especially [[War Stomp]] cost a lot of stamina pool.  This will also help you deal with heavier weapon templates much easier when you&#039;re young.&lt;br /&gt;
* [[Death&#039;s Embrace Roar]]: Alright as a 1-slot way to train debilitation right out of the gate.  Drop it for a better roar as soon as you have the slots.&lt;br /&gt;
* [[Focus Meditation]]: Trap!  It&#039;s an expert-level skill, which means it will cost you tons of inner fire when you&#039;re young.  Generally just train this skill with [[Breaking and Entering]].  It&#039;s okay as an augmentation trainer at middle circles, but avoid it as a young Barb.  You have much more efficient augmentation trainers.&lt;br /&gt;
* [[Dragon Form]]: Core ability.  Don&#039;t necessarily rush to pick it up though, the bonus is percent-based on your core ranks. +5 ranks to melee weapons isn&#039;t going to amaze you at circle 15.  &lt;br /&gt;
* [[Unyielding Meditation]]: Alright augmentation trainer.  Get it if you&#039;re really determined to swim the Selgotha River to skip the ferry, otherwise skip it.  &lt;br /&gt;
* [[Python Form]]: A fine defense buff, particularly since Barbarians learn [[Parry]] at a primary rate.  Just remember it won&#039;t help you when you&#039;re holding a bow, so don&#039;t make it your solo defense buff.  &lt;br /&gt;
* [[Tenacity Meditation]]: Flat Damage Reduction for physical attacks.  Since most critters don&#039;t cast magic, this is the only practical hunting meditation.  You&#039;ll want it eventually, but you shouldn&#039;t rush to it.&lt;br /&gt;
* [[Wildfire Berserk]]: Amazing.  Lowers weapon roundtime and boosts agility, Basic level so you&#039;ll lower its inner fire cost early.  Triple win!  Great selection for first ~15-20 circles.&lt;br /&gt;
&lt;br /&gt;
====Flame Path====&lt;br /&gt;
* [[Flame Meditation]]: Barbarian equivalent of PERCEIVE.  Freebie, pick it up obviously.&lt;br /&gt;
* [[Power Meditation]]: Barbarian equivalent of MANA.  Also needed for active spell window to track Barb abilities.  Freebie, pick it up.&lt;br /&gt;
* [[Buffalo Form]]: Carrying eighty weapons is hard for a youngin&#039;, this is actually a fine &amp;quot;defense buff&amp;quot; since it will probably lower your burden 2-3 levels until you bump up your strength and stamina enough.  You&#039;ll eventually grow out of it, but no harm in choosing it early.&lt;br /&gt;
* [[Famine Berserk]]: Right up there with Avalanche as amazing early-game abilities.  Great utility trainer, great for saving your butt if you get low on vitality.  I wouldn&#039;t double it up with Avalanche until you can train all magic skills and have at least [[Duelist]] mastery, but it&#039;s awesome.  Get it early.  &lt;br /&gt;
* [[Contemplation Meditation]]: Middling combat meditation for a young Barb.  You&#039;ll hit minimum hindrance on your armor at around ~250 ranks, so beyond that it doesn&#039;t have much use, but it&#039;s fine until then.  Alright augmentation trainer.&lt;br /&gt;
* [[Drought Berserk]]: Amazing for PvP, not terribly practical for PvE (but still fun!). Only one of three warding berserks, more practical for hunting than [[Landslide]] and much cheaper than [[Flashflood]].  I&#039;d get it for warding experience, though no need to rush it.&lt;br /&gt;
* [[Screech of Madness Roar]]: A decent roar, especially given it&#039;s one-slot cost.&lt;br /&gt;
&lt;br /&gt;
====Predator Path====&lt;br /&gt;
* [[Seek Meditation]]: Hard pass unless you&#039;re a [[mining]] fanatic or just using it as an early 1-slot augmentation trainer.  Collect rocks instead.&lt;br /&gt;
* [[Everild&#039;s Rage Roar]]: Great early roar, the first roar available that actually lets you kill things quicker.  I&#039;d swap Anger or Embrace for this once you pick up the slots.&lt;br /&gt;
* [[Landslide Berserk]]: Not many critters use attacks defended with reflex.  Works well as source of warding experience.&lt;br /&gt;
* [[Eagle Form]]: Core ability.  Like Dragon, it&#039;s percent-based, so will be underwhelming until your ranks climb higher.  &lt;br /&gt;
* [[Tornado Berserk]]: Amazing berserk all-around, core ability.  Stamina helps with burden, shield boost keeps you alive.  Pick it up early and keep it.&lt;br /&gt;
* [[Wolverine Form]]: Strong contender for worst ability in the entire game. Hard pass.&lt;br /&gt;
* [[Flashflood Berserk]]: Pulsing anti-everything except immobilize.  Absolutely amazing, though expensive when young, save this for maybe circle ~30.&lt;br /&gt;
&lt;br /&gt;
====Masteries====&lt;br /&gt;
* The ones that boost &amp;quot;effective ranks&amp;quot; ([[Paragon]], [[Powermonger]], [[Templar]], [[Tribalist]]): The Barbarian equivalent of feats like [[Augmentation Mastery]].  These are fine as temporary 1-cost picks if you want to supercharge a category of ability.  Worthless once you actually cap said ability, remove them eventually.    &lt;br /&gt;
* [[Duelist]]: Love it.  Buy it presents.  Tell it it&#039;s pretty, and remember it&#039;s birthday. Pick number one, sub-circle-10.  Maybe circle 1? &lt;br /&gt;
* [[Juggernaut]]: Will be absolutely incredible if you&#039;re &amp;quot;Barbing&amp;quot; correctly.  Surpassed only by Duelist.  Pick it up early, number two.&lt;br /&gt;
* [[Exemplar]]: Great mastery, helps with forms lowering inner fire regen.  Great candidate for circle 20-ish.  Mastery 3A.&lt;br /&gt;
* [[Titan]]: Berserks are useful, and expensive early on.  Pick it up early.  Mastery 3B.&lt;br /&gt;
* [[Yogi]]: Nice to have for PvP for Serenity and Bastion, not terribly impactful for PvE.  Most hunting areas it will only affect Contemplation and Tenacity, and you&#039;ll eventually drop Contemplation.  No hurry, Mastery 4A.&lt;br /&gt;
* [[Strategos]]: More for PvP, or if you hunt in groups.  No hurry, Mastery 4B.&lt;br /&gt;
{{Cat|Barbarians,Player guides,New player guides,Guild player guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>ZAIDZINAKARI</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Museum_of_Imperial_History_Secrets&amp;diff=645234</id>
		<title>Museum of Imperial History Secrets</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Museum_of_Imperial_History_Secrets&amp;diff=645234"/>
		<updated>2024-06-05T04:11:08Z</updated>

		<summary type="html">&lt;p&gt;ZAIDZINAKARI: updated outdated skill names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoilers}}&lt;br /&gt;
===Skylight===&lt;br /&gt;
Only members of the [[Thief Guild]] with the [[Thief|Passages]] ability may enter the [[Museum of Imperial History]] at night to commit burglary.  The Thief passage leads to the roof of the museum where three skylights are located.  The skylights may be entered by using a rope. The northernmost and southernmost skylights lead to the top floor of the museum while the center skylight leads to the ground floor.&lt;br /&gt;
===Guards===&lt;br /&gt;
Once inside the Thief must avoid two guards, one on each floor.  The guards move in a predictable pattern and as long as the Thief stays hidden and silent the guards will not notice.  However, the guards&#039; perception is good so Thieves with under 100 ranks in [[Stealth skill]] should avoid sneaking into and out of rooms with guards present.  The guards will search the room periodically and arrest anyone who is not in hiding when they do their search.  If anyone speaks in the museum the guards will take a step forward along their predetermined path.&lt;br /&gt;
&lt;br /&gt;
The second floor guard always walks in a counter clockwise manner.  The first floor guard walks in the following pattern, starting from the center room.  West, Southeast, North, North, Southeast, West.&lt;br /&gt;
&lt;br /&gt;
===Cases===&lt;br /&gt;
The cases and the donation box are each trapped with magical wards.  In order to disarm the case the Thief must have [[Seer&#039;s Sense]] cast, must be under the influence of a similar [[Lunar Aura Device]], or must be particularly skilled in [[Locksmithing skill]] to bypass the traps.  Once disarmed the case must also be picked.  Though the cases vary in difficulty, a good estimate is that it takes approximately 200 ranks in Locksmithing skill with Seer&#039;s Sense or LAD, or 250 ranks without to open most museum cases.&lt;br /&gt;
===Stealing===&lt;br /&gt;
The stealing system in the museum is different than all other stealing in DragonRealms.&lt;br /&gt;
*In the museum if one catastrophically fails a stealing attempt they are not automatically charged with a crime.  Instead they are simply pulled out of hiding for a period of time, at which point if a guard enters the Thief will be arrested (but remember the guards are on a predictable pattern, so arrest can easily be avoided by proper planning).&lt;br /&gt;
*Another significant difference is that in the museum the [[Thievery skill]] behaves more like mana pool or fatigue pool.  The larger the pool, the more you can steal.  Each time an item is stolen the pool is reduced by an amount equal to the difficulty of the item stolen.  The pool gradually refills over time.  If the pool is completely depleted it will take approximately 1 hour to refill completely.&lt;br /&gt;
*Use of [[Mark]] in any room will give you detailed information on items contained within cases.&lt;br /&gt;
===Arrest===&lt;br /&gt;
If arrested, the Thief is taken aboard a prison barge back to Riverhaven to be placed in jail.  However, sometimes the prison barge is raided by men loyal to [[Fade]].  The Thief is dragged before Fade within the Throne City [[RanikMap35|colosseum]] and severely beaten before being released. Fade is not pleased by the attention you&#039;ve drawn from your criminal behavior.  The dangerous part is that [[Alley Thug]]s lurk throughout the colosseum and can fire crossbows instantly from missile range.&lt;/div&gt;</summary>
		<author><name>ZAIDZINAKARI</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Crystalize_Ice&amp;diff=645153</id>
		<title>Crystalize Ice</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Crystalize_Ice&amp;diff=645153"/>
		<updated>2024-06-02T04:04:39Z</updated>

		<summary type="html">&lt;p&gt;ZAIDZINAKARI: ZAIDZINAKARI moved page Crystalize Ice to Crystallize Ice: page name was misspelled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Crystallize Ice]]&lt;/div&gt;</summary>
		<author><name>ZAIDZINAKARI</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Crystallize_Ice&amp;diff=645152</id>
		<title>Crystallize Ice</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Crystallize_Ice&amp;diff=645152"/>
		<updated>2024-06-02T04:04:38Z</updated>

		<summary type="html">&lt;p&gt;ZAIDZINAKARI: ZAIDZINAKARI moved page Crystalize Ice to Crystallize Ice: page name was misspelled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|name=Crystallize Ice&lt;br /&gt;
|guild=warrior mage&lt;br /&gt;
|prereqs=10th Circle, Water Globe&lt;br /&gt;
|slots=-&lt;br /&gt;
|diff=2nd tier&lt;br /&gt;
|type=cantrip&lt;br /&gt;
|contest1=-&lt;br /&gt;
|contest2=-&lt;br /&gt;
|skill=-&lt;br /&gt;
|path=Water&lt;br /&gt;
|desc=The Crystallize Ice cantrip can be used to create ice crystals or harden existing ice, repairing damage from melting. This is particularly of use when cast upon the result of a Frost Scythe spell, as the cantrip will extend the time before the scythe melts.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=freeze water&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;pre&amp;gt;[Syntax to prepare the cantrip is: PREPARE CANTRIP Crystallize Ice]&lt;br /&gt;
[Syntax to cast the cantrip is: GESTURE &amp;lt;item&amp;gt;]&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>ZAIDZINAKARI</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Crystallize_Ice&amp;diff=645151</id>
		<title>Crystallize Ice</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Crystallize_Ice&amp;diff=645151"/>
		<updated>2024-06-02T04:02:30Z</updated>

		<summary type="html">&lt;p&gt;ZAIDZINAKARI: Crystallize was misspelled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|name=Crystallize Ice&lt;br /&gt;
|guild=warrior mage&lt;br /&gt;
|prereqs=10th Circle, Water Globe&lt;br /&gt;
|slots=-&lt;br /&gt;
|diff=2nd tier&lt;br /&gt;
|type=cantrip&lt;br /&gt;
|contest1=-&lt;br /&gt;
|contest2=-&lt;br /&gt;
|skill=-&lt;br /&gt;
|path=Water&lt;br /&gt;
|desc=The Crystallize Ice cantrip can be used to create ice crystals or harden existing ice, repairing damage from melting. This is particularly of use when cast upon the result of a Frost Scythe spell, as the cantrip will extend the time before the scythe melts.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=freeze water&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;pre&amp;gt;[Syntax to prepare the cantrip is: PREPARE CANTRIP Crystallize Ice]&lt;br /&gt;
[Syntax to cast the cantrip is: GESTURE &amp;lt;item&amp;gt;]&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>ZAIDZINAKARI</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Damaris_weapons&amp;diff=645090</id>
		<title>Category:Damaris weapons</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Damaris_weapons&amp;diff=645090"/>
		<updated>2024-05-31T21:09:39Z</updated>

		<summary type="html">&lt;p&gt;ZAIDZINAKARI: Added limitations regarding a weapon strap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Damaris weapons&#039;&#039;&#039; were introduced during the [[Sleeping Dragon Corn Maze 439]] [[:Category:Microtrans events|microtransaction event]].&lt;br /&gt;
&lt;br /&gt;
Damaris weapons can be combined and turned to swap weapon forms. In comparison to [[bastard sword|bastard swords]], [[bar mace|bar maces]], and [[riste|ristes]] that are swappable between 2 or 3 weapon forms, Damaris weapons may be combined with up to 15 weapon forms. They may be combined, removed, and turned to different forms at the wielder&#039;s whim.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
* {{com|study}} {{tt|&amp;lt;form&amp;gt;}}: Provides information about how to use the weapon, slots available, and number of turnable days remaining.&lt;br /&gt;
* {{com|combine}} {{tt|&amp;lt;form1&amp;gt; with &amp;lt;form2&amp;gt;}}: Combines two Damaris weapons together. &#039;&#039;Study it to see the results!&#039;&#039;&lt;br /&gt;
* {{com|remove}} {{tt|&amp;lt;form&amp;gt;}}: When turned to &#039;&#039;form&#039;&#039; then removes it from the Damaris weapon set.&lt;br /&gt;
* {{com|turn}} {{tt|to &amp;lt;form&amp;gt;}}: Turns the Damaris weapon to that form.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt; glance&lt;br /&gt;
You glance down to see a Damaris falchion in your right hand and a Damaris mace in your left hand.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; study mace&lt;br /&gt;
You believe you could COMBINE a Damaris mace with another Damaris weapon, storing up to 5 weapons in shadow.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; combine mace with falchion&lt;br /&gt;
The shadows of your Damaris mace expand and consume your Damaris falchion.&lt;br /&gt;
Roundtime: 1 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; study mace&lt;br /&gt;
You believe you could COMBINE a Damaris mace with another Damaris weapon, storing up to 5 weapons in shadow.&lt;br /&gt;
You are currently storing the following weapons in this Damaris weapon:&lt;br /&gt;
 - a Damaris mace&lt;br /&gt;
 - a Damaris falchion&lt;br /&gt;
You believe you could TURN a Damaris mace to rotate between its weapons or REMOVE the mace to separate it from other stored weapons.&lt;br /&gt;
[The mace can be turned until Sun Jun 19 18:11:49 ET 2022.]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; turn mace to falchion&lt;br /&gt;
Your Damaris mace shifts and momentarily becomes a blurry mass of shadows before resolving itself into a Damaris falchion.&lt;br /&gt;
Roundtime: 1 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; remove falchion&lt;br /&gt;
You plunge your hand into your Damaris falchion, arm disappearing up to the elbow, before pulling out a Damaris mace.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
* A Damaris weapon comes with 5 weapon slots and 180-days of {{tt|TURN}}ing.&lt;br /&gt;
* A {{ilink|i|potency crystal}} will add 5 slots until the weapon reaches the max of 15 slots.&lt;br /&gt;
* An {{ilink|i|infuser stone}} will add another 180-days of {{tt|TURN}}ing.&lt;br /&gt;
:* When a Damaris weapon runs out of turnable days then it locks to its current form.&lt;br /&gt;
:* You may continue to use the weapon but you cannot turn it to another form until you apply another infuser stone.&lt;br /&gt;
* The effect of the potency crystals and infuser stones applies to the set they were applied.&lt;br /&gt;
:* Weapons removed from the set do not maintain the increased weapon slots or extended time.&lt;br /&gt;
:* The last weapon in the set, however, does maintain the increased weapon slots and extended time, and you can create a new set from it by combining more weapons to it.&lt;br /&gt;
&lt;br /&gt;
==Repairs==&lt;br /&gt;
* Weapon damage impacts the weapon&#039;s current form, regardless of which weapon incurred the damage. Only the current weapon needs to be repaired to remove damage.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
&lt;br /&gt;
* Damaris weapons can be TIEd to a [[Weapon strap]], but cannot be TURNed into another weapon until the strap is removed. &lt;br /&gt;
** Attempting to TURN the weapon while it is on a strap results in the following message: &amp;lt;code&amp;gt;You should probably save your weapon strap before you do that.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Item Registration==&lt;br /&gt;
* When [[Item_registration|registering]] your weapons, combine them into the desired set then register the set. If you combine or remove weapons from the set, you need to re-register the set.&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
{{#ask:[[Category:Damaris weapons]][[Category:Weapons]]&lt;br /&gt;
| border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|?Is combat type=Type&lt;br /&gt;
|?Puncture damage is=Puncture&lt;br /&gt;
|?Slice damage is=Slice&lt;br /&gt;
|?Impact damage is=Impact&lt;br /&gt;
|?FOI is=FOI&lt;br /&gt;
|?Balance is=Balance&lt;br /&gt;
|?Suitedness is=Suitedness&lt;br /&gt;
|?Weight of=Weight&lt;br /&gt;
|?Source is=Sources&lt;br /&gt;
|format=table|link=all|headers=show|mainlabel=Item|searchlabel=... further results|class=sortable wikitable smwtable|sep=,}}&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Weapons}}&lt;/div&gt;</summary>
		<author><name>ZAIDZINAKARI</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Alchemy_Society&amp;diff=644988</id>
		<title>Alchemy Society</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Alchemy_Society&amp;diff=644988"/>
		<updated>2024-05-26T15:37:06Z</updated>

		<summary type="html">&lt;p&gt;ZAIDZINAKARI: added hib&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig}}&lt;br /&gt;
&lt;br /&gt;
There are numerous alchemy societies spread over Elanthia.&lt;br /&gt;
* [[{{FULLPAGENAME}} (Crossing)]]&lt;br /&gt;
* [[Alchemy Society (Hibarnhvidar)]]&lt;br /&gt;
* [[{{FULLPAGENAME}} (Muspar&#039;i)]]&lt;br /&gt;
* [[{{FULLPAGENAME}} (Ratha)]]&lt;br /&gt;
* [[{{FULLPAGENAME}} (Riverhaven)]]&lt;br /&gt;
* [[{{FULLPAGENAME}} (Shard)]]&lt;/div&gt;</summary>
		<author><name>ZAIDZINAKARI</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Outfitting_Society&amp;diff=644987</id>
		<title>Outfitting Society</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Outfitting_Society&amp;diff=644987"/>
		<updated>2024-05-26T15:36:26Z</updated>

		<summary type="html">&lt;p&gt;ZAIDZINAKARI: Added hib&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig}}&lt;br /&gt;
&lt;br /&gt;
There are numerous [[Outfitting skill|Outfitting]] societies spread over Elanthia.&lt;br /&gt;
* [[{{FULLPAGENAME}} (Crossing)]]&lt;br /&gt;
* [[Outfitting Society (Hibarnhvidar)]]&lt;br /&gt;
* [[{{FULLPAGENAME}} (Muspar&#039;i)]]&lt;br /&gt;
* [[{{FULLPAGENAME}} (Ratha)]]&lt;br /&gt;
* [[{{FULLPAGENAME}} (Riverhaven)]]&lt;br /&gt;
* [[{{FULLPAGENAME}} (Shard)]]&lt;/div&gt;</summary>
		<author><name>ZAIDZINAKARI</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Tailoring_discipline&amp;diff=644986</id>
		<title>Tailoring discipline</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Tailoring_discipline&amp;diff=644986"/>
		<updated>2024-05-26T15:35:45Z</updated>

		<summary type="html">&lt;p&gt;ZAIDZINAKARI: Added Hibarnhvidar Outfitting Society and organized open locations alphabetically.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{idrive}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
Tailoring is a discipline of the [[Outfitting skill]]. Below are some tailoring basics, while the [[Tailoring player guide]] goes a little more in depth.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Currently, the only open locations are the [[Crossing Outfitting Society]], [[Outfitting Society (Hibarnhvidar)|Hibarnhvidar Outfitting Society]], [[Muspar&#039;i Outfitting Society]], [[Riverhaven Outfitting Society]], [[Outfitting_Society_(Ratha)|Ratha Outfitting Society]], and the [[Outfitting_Society_(Shard)|Shard Outfitting Society]].&lt;br /&gt;
&lt;br /&gt;
==Cloth Preparation==&lt;br /&gt;
===Spinning===&lt;br /&gt;
&lt;br /&gt;
:Spinning is the process of turning plant fibers into thread.  To do so, {{com|put}} the fibers on a distaff or spinning wheel; a distaff can hold 100 yards of fiber, while a spinning wheel can hold 400. You can then {{com|adjust}} the wheel or distaff to produce &#039;&#039;&#039;fine&#039;&#039;&#039;, &#039;&#039;&#039;thin&#039;&#039;&#039;, &#039;&#039;&#039;average&#039;&#039;&#039;, &#039;&#039;&#039;thick&#039;&#039;&#039;, &#039;&#039;&#039;heavy&#039;&#039;&#039; thread, or &#039;&#039;&#039;yarn&#039;&#039;&#039;; thinner thread is harder to spin, but you produce more thread per yard of fiber.  Certain thicknesses of thread will not work well for certain projects; thinner thread for cloth, thicker thread is better for leather.  Once you have chosen the correct thickness, simply {{com|spin}} your distaff or wheel to begin.&lt;br /&gt;
&lt;br /&gt;
:* If your thread becomes dull due to grime, {{com|clean}} the wheel or distaff to wipe away the grime.&lt;br /&gt;
:* If the fiber begins to bunch together, {{com|push}} the wheel or distaff to adjust it.&lt;br /&gt;
:* If a counter-twist in the fiber strand threatens to unravel if not corrected, {{com|turn}} the wheel or distaff to even the thread.&lt;br /&gt;
&lt;br /&gt;
===Weaving===&lt;br /&gt;
&lt;br /&gt;
:Weaving allows you to turn thread into cloth using a loom. To do so, {{com|put}} two spools of thread, each of at least 10 yards, on the loom. Simple looms, such as the ones in the [[Crossing Outfitting Society]], can only weave together threads of the same type into basic cloth. Once you have placed the thread on the loom, simply {{com|weave}} it.&lt;br /&gt;
&lt;br /&gt;
:* If the threads bunch together, {{com|turn}} the loom to adjust them.&lt;br /&gt;
:* If the threads begin to unravel, {{com|push}} the loom to tighten it.&lt;br /&gt;
:* If there is dust and debris obstructing the prim of the shuttle, {{com|clean}} the loom to untangle the knots and loops.&lt;br /&gt;
&lt;br /&gt;
==Leather Preparation==&lt;br /&gt;
&lt;br /&gt;
:Leather objects begin with a hide or pelt {{com|skin}}ned from a creature after using {{com|arrange}} to select for a skin. Currently each skin will provide between two and five yards of material depending on the size of creature.&lt;br /&gt;
&lt;br /&gt;
:Tanning begins by {{com|scrape}}ing the hide or pelt until clean. Be sure to scrape hide careful to avoid incurring slight penalties to quality.&lt;br /&gt;
&lt;br /&gt;
:After an application of tanning salts which are sold in the form of tanning lotion at the outfitting societies, the curing will take place without further interaction (example: pour lotion on hide). Further application of salts will increase the speed of tanning, but has an escalating skill check with each additional application which could decrease the quality of the final product. To see how much longer the skin will need to cure for, simply LOOK at it.&lt;br /&gt;
&lt;br /&gt;
:Furthermore, if only a single application of salts is used and the full time is taken, then a bonus to quality is applied to the skin.&lt;br /&gt;
&lt;br /&gt;
==Sewing==&lt;br /&gt;
:Sewing is the process of using a piece of cloth or leather and some thread to create a finished item. The first step is to turn your tailoring book to the desired chapter and page, then {{com|study}} it. Once you have done so, get your cloth in one hand, some scissors in the other, and {{com|cut}} &#039;&#039;&amp;lt;cloth&amp;gt;&#039;&#039; {{tt|with scissors}}. Having done so, get a needle, {{com|put}} some thread on it, and {{com|push}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|with needle}}.&lt;br /&gt;
&lt;br /&gt;
:* If the material is folding or becoming misaligned, get some pins and {{com|poke}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|with pins}}.&lt;br /&gt;
:* If the fabric becomes creased or wrinkled, get a slickstone or a warm flat-iron and {{com|rub}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|with slickstone}} or {{tt|flat-iron}}.&lt;br /&gt;
:* If you need to remeasure, first get a yardstick and {{com|measure}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|with yardstick}}, then get scissors and {{com|cut}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|with scissors}}.&lt;br /&gt;
:* If you need more holes in the hide, get an awl and {{tt|poke}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|with awl}}.&lt;br /&gt;
&lt;br /&gt;
:Each time you {{tt|push}} your item with the needle, it uses up about a yard of thread.&lt;br /&gt;
&lt;br /&gt;
==Knitting==&lt;br /&gt;
&lt;br /&gt;
:Knitting is the process of making clothing from yarn.  Yarn is a thicker version of thread and can be made by the same spinning process as making thread.  100 yards of fiber makes 40 yards yarn.&lt;br /&gt;
&lt;br /&gt;
:To knit an item, first {{com|study}} your tailoring book to learn the design.  Next, put away the tailoring book and hold a pair of {{tt|knitting needles}} and some yarn.  {{com|knit}} yarn with {{tt|knitting needles}} to begin the project.  The unfinished item will be located on the {{tt|knitting needles}} until the project has been completed.  To craft the item, {{com|knit}} {{tt|knitting needles}}.  When the item is finished {{com|cast}} {{tt|knitting needles}} to tie off and complete the item.&lt;br /&gt;
&lt;br /&gt;
:* Some additional {{com|push}}ing and {{com|turn}}ing may be required to add purl stitch and ribbing to the item.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
:&#039;&#039;See [[Tailoring Techniques]].&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;See [[Crafting Tools]] for an in-depth discussion of them.&lt;br /&gt;
&lt;br /&gt;
==Material==&lt;br /&gt;
&lt;br /&gt;
:Material for Tailoring comes in [[Crafting_Material#Common_Fabric|cloth]], yarn, and [[Crafting_Material#Common_Leather|leather]].&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;See [[Tailoring Products]].&lt;br /&gt;
&lt;br /&gt;
==Cutting==&lt;br /&gt;
:To reduce its length of fibers, thread, and cloth:&lt;br /&gt;
:*{{com|mark}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; at X {{tt|yards}}&lt;br /&gt;
:*{{com|cut}} fiber {{tt|with scissors}}&lt;br /&gt;
&lt;br /&gt;
:The amount marked is the amount that will be cut off.  For example, if a 10-yard piece of material is marked at 6 yards and then cut, exactly 6 yards will be cut off.  The person would be left holding 4 yards of material.&lt;br /&gt;
&lt;br /&gt;
:There is a page in Chapter 1 of the tailoring book explaining how to {{com|combine}}, {{com|mark}}, and {{com|cut}} fabrics.&lt;br /&gt;
&lt;br /&gt;
==Assembling==&lt;br /&gt;
&lt;br /&gt;
:When an item requires more than one ingredient, additional ingredients can be added with the {{com|assemble}} command:&lt;br /&gt;
&lt;br /&gt;
:*{{com|assemble}} &#039;&#039;&amp;lt;ingredient1&amp;gt;&#039;&#039; {{tt|with}} &#039;&#039;&amp;lt;ingredient2&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:After the ingredients have been successfully assembled the item must typically be sewn again to complete the process.&lt;br /&gt;
&lt;br /&gt;
==Repair==&lt;br /&gt;
To repair cloth or leather item you will need sewing needles (with thread) and a slickstone.&lt;br /&gt;
&lt;br /&gt;
:First, take your threaded needle and:&lt;br /&gt;
:*{{com|push}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; with needle&lt;br /&gt;
:Then you need to put your needle away, get your slickstone out and:&lt;br /&gt;
:*{{com|rub}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; with slickstone&lt;br /&gt;
&lt;br /&gt;
You may need to repeat the process several times before you have a fully repaired item. Knowledge of techniques means less attempts at repair and can also grant a measure of damage prevention for a time.&lt;br /&gt;
{{RefAl|}}&lt;br /&gt;
{{cat|Creation systems}}&lt;/div&gt;</summary>
		<author><name>ZAIDZINAKARI</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Engineering_Society&amp;diff=644982</id>
		<title>Engineering Society</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Engineering_Society&amp;diff=644982"/>
		<updated>2024-05-26T15:20:26Z</updated>

		<summary type="html">&lt;p&gt;ZAIDZINAKARI: added hib link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig}}&lt;br /&gt;
&lt;br /&gt;
There are numerous [[Engineering skill|Engineering]] societies spread over Elanthia.&lt;br /&gt;
* [[{{FULLPAGENAME}} (Crossing)]]&lt;br /&gt;
* [[Engineering Society (Hibarnhvidar)]]&lt;br /&gt;
* [[{{FULLPAGENAME}} (Muspar&#039;i)]]&lt;br /&gt;
* [[{{FULLPAGENAME}} (Ratha)]]&lt;br /&gt;
* [[{{FULLPAGENAME}} (Riverhaven)]]&lt;br /&gt;
* [[{{FULLPAGENAME}} (Shard)]]&lt;/div&gt;</summary>
		<author><name>ZAIDZINAKARI</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Eluned%27s_commune_(2)_walkthrough&amp;diff=501896</id>
		<title>Eluned&#039;s commune (2) walkthrough</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Eluned%27s_commune_(2)_walkthrough&amp;diff=501896"/>
		<updated>2019-04-03T18:39:57Z</updated>

		<summary type="html">&lt;p&gt;ZAIDZINAKARI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
Given by: Esuin upon advancement of 15th circle&lt;br /&gt;
&lt;br /&gt;
Go to the {{rmap|8|Cape of Storms}}, and find the Empath Bartling. &amp;lt;br/&amp;gt;&lt;br /&gt;
To get there, from the outside the East gate of Crossing go East, Northeast, North, North, East, Southeast, Northeast, Northeast, East, Go Plank, Northeast, East, East, Southeast, East, Southeast, Up, East, Go Shed, Go Arch, Climb Stair, Go catwalk.&lt;br /&gt;
&lt;br /&gt;
{{com|Ask}} Bartling about Eluned &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bartling nods enthusiastically.  &amp;quot;The goddess of the sea, the face of relief and the face of death are both that lady&#039;s.  Please her and then Lemicus may be your friend, affront her and Drogor shall visit thy watery grave.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{com|Ask}} Bartling about Sea &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bartling looks at you a moment and draws a breath to speak. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bartling nods to you, &amp;quot;You seek the wave and water that buoys you, to call upon the spirits and power of She at home in the sea.  Yes, there is a way to be more of one of Eluned&#039;s own and for the watery world to be a home for the mortal.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Trust, though -- be you not a spirit of trust, you will fail.&amp;quot;  Bartling continues, &amp;quot;Seek the cliff where the lone tree clings against all odds.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dive into the air, the rocks, the waves, dive there to earn the trust of the gods.  For by your surrender, you gain.&amp;quot;  Bartling nods slowly to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Know that if you succeed, even then you are still mortal.  Eluned may still stand aside should Drogor pull you close to his brother Urrem&#039;tier.  But you will not swim without Eluned by your side, to aid you whenever you grow tired,&amp;quot; Bartling urges you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bartling whispers, &amp;quot;Many ships and broken bodies I have saved from the darkness of rocks and fear and pain.  May Eluned&#039;s touch hold thee, Lemicus bear thee aloft, and Drogor forbear, &#039;til your inevitable time come.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By your act of trust and the holy balm your vision shall teach you to prepare, go forth less weary, Beloved of the Waters.&amp;quot;  Bartling smiles at you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When he&#039;s done speaking, Go catwalk, Climb Stair, Go Arch, Out, South, East, Dive Cliff, Dive Cliff. &lt;br /&gt;
&lt;br /&gt;
You stand at the edge of the rock, focused on the waves below, take a deep breath, and dive straight down to the water below.&amp;lt;br&amp;gt;&lt;br /&gt;
You find yourself heading for the angry swells below...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  falling...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
     and falling...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
          and falling...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
               until...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You hit the water with a tremendous force, the salt water filling your nose, ears and eyes with a blinding sting.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here you have your vision, when it&#039;s over Climb Indent to get back to the top of the cliff.&lt;br /&gt;
&lt;br /&gt;
You sink deeper and deeper into the water as the currents stream past you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The surging water slows your fall, &#039;til you rest suspended between the air above and the deep ocean floor below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are trapped in the currents and cannot rise to the surface!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As panic sets in, a calmness spreads through your body as you float as a mote of matter in a vast sea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You struggle, but do not grow tired, until at last you drift like seaweed dancing in the currents.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A swell of water lifts you suddenly, rising rapidly the way you plunged, &#039;til the tide leaves you wet and drenched upon the rocks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the spray of the waves drenches you again, you behold a vision of yourself mixing holy oil with the remains of a crushed fish.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the vision, you dip your thumb into the mixture and smudge a dab of the goo upon your forehead.  You kneel to commune, and sense the fatigue leave your limbs until you are once again as light as you floated borne upon the recent waves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the vision fades, you feel the numbness leave your body, and once again your will is your own.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ZAIDZINAKARI</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Hodierna%27s_commune_walkthrough&amp;diff=501895</id>
		<title>Hodierna&#039;s commune walkthrough</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Hodierna%27s_commune_walkthrough&amp;diff=501895"/>
		<updated>2019-04-03T17:32:27Z</updated>

		<summary type="html">&lt;p&gt;ZAIDZINAKARI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
Given by: [[Esuin]] upon advancement to 12th circle.&lt;br /&gt;
&lt;br /&gt;
Go to [[Hodierna&#039;s Solace]] which is located near the southern docks of the Crossing to Leth Deriel ferry. &amp;lt;br/&amp;gt;&lt;br /&gt;
From the southern Leth Deriel side of the ferry docks: Go South, South, South, South, Go Path, Go Clearing, Go Arch.&lt;br /&gt;
&lt;br /&gt;
Open the book, and {{com|read}} book. After you are done with the last page, {{com|climb}} the stairs, and {{com|get}} flame.&lt;br /&gt;
&lt;br /&gt;
If you get the message &amp;quot;Your learning so far does not include the means to read and understand the holy words written here.&amp;quot; when you try to read the book, simply skip it, {{com|climb}} the stairs, and {{com|get}} flame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt; read book&lt;br /&gt;
&lt;br /&gt;
You focus your eyes upon the text of the book and begin to read.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon the first page is written in a faded script:&lt;br /&gt;
&lt;br /&gt;
Some things we know by understanding, and thus accept as truth. &amp;lt;br&amp;gt;&lt;br /&gt;
Some things we know as truth, and thus by our acceptance come to understand.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within the central heart, there are some born for whom truth burns bright by their&amp;lt;br&amp;gt;&lt;br /&gt;
unquestioned acceptance of the gods and the divine word that they know in their &amp;lt;br&amp;gt;&lt;br /&gt;
hearts.  I spent some time with a community of such individuals, in a land far from my home.&amp;lt;br&amp;gt;&lt;br /&gt;
This community painted and sculpted, sang and recited, and danced their truth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By this they brought answers to those that feared and wished to know before they&amp;lt;br&amp;gt;&lt;br /&gt;
would accept the great truths of the universe.  So among them I journeyed and studied,&amp;lt;br&amp;gt;&lt;br /&gt;
and bring with me now such an example, as brought me to see as they know.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roundtime: 40 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You carefully turn the pages of the fragile book to read upon the second page:&lt;br /&gt;
&lt;br /&gt;
A sound stirred&amp;lt;br&amp;gt;&lt;br /&gt;
earth warmed&amp;lt;br&amp;gt;&lt;br /&gt;
droplets formed like thoughts&amp;lt;br&amp;gt;&lt;br /&gt;
upon a harsh dark&amp;lt;br&amp;gt;&lt;br /&gt;
cold nothing&amp;lt;br&amp;gt;&lt;br /&gt;
moved across the slate&amp;lt;br&amp;gt;&lt;br /&gt;
and there in motion come&amp;lt;br&amp;gt;&lt;br /&gt;
spark and fire&amp;lt;br&amp;gt;&lt;br /&gt;
hope, desire&amp;lt;br&amp;gt;&lt;br /&gt;
longing, reaching&amp;lt;br&amp;gt;&lt;br /&gt;
the spiral bridging&amp;lt;br&amp;gt;&lt;br /&gt;
nothing and all&amp;lt;br&amp;gt;&lt;br /&gt;
a thread of soul silk&amp;lt;br&amp;gt;&lt;br /&gt;
spun of light&amp;lt;br&amp;gt;&lt;br /&gt;
all colors dissolved and mixed&amp;lt;br&amp;gt;&lt;br /&gt;
and weaves the substance&amp;lt;br&amp;gt;&lt;br /&gt;
of raptured Life.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roundtime: 40 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You carefully turn the pages of the fragile book to read upon the third page:&lt;br /&gt;
&lt;br /&gt;
With the immutable form&amp;lt;br&amp;gt;&lt;br /&gt;
of unicorn&amp;lt;br&amp;gt;&lt;br /&gt;
gallops forth the soul&amp;lt;br&amp;gt;&lt;br /&gt;
her horn&amp;lt;br&amp;gt;&lt;br /&gt;
of life-sound&amp;lt;br&amp;gt;&lt;br /&gt;
held before to connect&amp;lt;br&amp;gt;&lt;br /&gt;
the spirit and the ground&amp;lt;br&amp;gt;&lt;br /&gt;
where as metaphor&amp;lt;br&amp;gt;&lt;br /&gt;
she steps and bows&amp;lt;br&amp;gt;&lt;br /&gt;
her shape and essence&amp;lt;br&amp;gt;&lt;br /&gt;
fills and flows&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;til in the dreams&amp;lt;br&amp;gt;&lt;br /&gt;
of mortals born&amp;lt;br&amp;gt;&lt;br /&gt;
we behold an impossible&amp;lt;br&amp;gt;&lt;br /&gt;
truth, the Lady&#039;s form.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roundtime: 40 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You carefully turn the pages of the fragile book to read upon the fourth page:&lt;br /&gt;
&lt;br /&gt;
Not to be caught&amp;lt;br&amp;gt;&lt;br /&gt;
or ever held&amp;lt;br&amp;gt;&lt;br /&gt;
the myth of planes&amp;lt;br&amp;gt;&lt;br /&gt;
and worlds agree&amp;lt;br&amp;gt;&lt;br /&gt;
but Innocence&#039;s belief&amp;lt;br&amp;gt;&lt;br /&gt;
in what cannot be&amp;lt;br&amp;gt;&lt;br /&gt;
makes the unicorn&amp;lt;br&amp;gt;&lt;br /&gt;
pause to stay&amp;lt;br&amp;gt;&lt;br /&gt;
and lay her head upon the knee&amp;lt;br&amp;gt;&lt;br /&gt;
in gift of trust&amp;lt;br&amp;gt;&lt;br /&gt;
that mortals value&amp;lt;br&amp;gt;&lt;br /&gt;
such a fragile shift&amp;lt;br&amp;gt;&lt;br /&gt;
of motion, that in a fracted glance&amp;lt;br&amp;gt;&lt;br /&gt;
may come and go&amp;lt;br&amp;gt;&lt;br /&gt;
the resplendent pleasure of our knowing&amp;lt;br&amp;gt;&lt;br /&gt;
in Abiding the tenacious, but tenuous, &amp;quot;Be.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roundtime: 40 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You carefully turn the pages of the fragile book to read upon the last page:&lt;br /&gt;
&lt;br /&gt;
By my hand, recorded, for those of us in the plane of Abiding, so lives the waking spark, and thus the knowing our breath fans the flame of spirit to life, whilst Hodierna grants it so.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 40 seconds.&lt;br /&gt;
&lt;br /&gt;
Upon concluding your reading, you carefully close the fragile book.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You sense that you are as pure of spirit as you can be, and you are ready for whatever rituals might face you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You feel that your gods have smiled upon you for your attempts to please them.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; climb stair&lt;br /&gt;
&lt;br /&gt;
You begin the long trek up the stairs, step by step, stair by stair.  The ground below recedes far away as you climb, higher and higher and higher....&lt;br /&gt;
&lt;br /&gt;
You finally reach the top, and flop down from exhaustion.&lt;br /&gt;
&lt;br /&gt;
[An Ancient Tree, Hodierna&#039;s Solace]&lt;br /&gt;
More a platform than a room, the leafy crown of the tree spreads overhead, creating a natural canopy of green that insulates the chamber from the wind and elements.  All around you are tiny niches in the side of the tree that look as if they were sculpted out of the living wood.  Candles, flowers, and tiny trinkets fill them, token memories for those who will not be forgotten.  A circular staircase -- also sculpted out of the tree -- leads back down, winding so far that you cannot see the bottom.&lt;br /&gt;
You also see a glossy obsidian symbol and a small carved stone.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...wait 30 seconds.&lt;br /&gt;
&lt;br /&gt;
get flame&lt;br /&gt;
&lt;br /&gt;
You reach out and quickly snatch at the flame.  Expecting searing pain, to your startlement you discover instead that, while your left hand is engulfed in fire, it is not burning, nor does it hurt.  You hold in your hand the living light of Hodierna!&lt;br /&gt;
&lt;br /&gt;
The sweet scent of the flowers in the niches fills the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An expectant air fills the room.....&lt;br /&gt;
&lt;br /&gt;
The soft chime of ringing hooves fills the tiny chamber, and a unicorn suddenly appears, leaping out of midair!  It lands gracefully, shakes its mane, and then directs its gaze at you.&lt;br /&gt;
&lt;br /&gt;
The unicorn turns to you and directs its gaze upon you.  You feel the weight of its presence on your shoulders and hear a warm voice intone into your mind:  **Greetings, Erzren.  As you have summoned me, so I, the servant of Hodierna, come.**&lt;br /&gt;
&lt;br /&gt;
&amp;gt; look flame&lt;br /&gt;
&lt;br /&gt;
The flame is a shimmering silver color that shifts and changes like the glinting surface of a lake at noon, burning brightly with a cool, heatless light.&lt;br /&gt;
&lt;br /&gt;
The unicorn continues,  **Hodierna, whom I serve, is the goddess of the light, healing, and the morning.  She is the granter of favors and it is she who you must please for resurrection.  Her positive aspect is Berengaria, who is the mother of all that is good in the world and the protecter of children.  As I am Hodierna&#039;s symbol, a cow is Berengaria&#039;s.  Asketi, who is the negative side of Hodierna, is the hag -- a sower of barren fields and the master of the North Wind.  The black unicorn --**  the unicorn shakes its mane  **-- is her steed.  An adder, however, is her symbol.**&lt;br /&gt;
&lt;br /&gt;
The unicorn says,  **Now, let us cut to the chase.  You have arrived because the Elders have told you you must come here in order to learn.  So shall you learn.  A gift does Hodierna grant to clerics.  This is the gift to stop the flow of blood from your wounds.  It will not restore your health save what time can mend while you do not bleed, but it will give you time to seek an Empath to aid you.**  The unicorn&#039;s eyes burn into you.&lt;br /&gt;
&lt;br /&gt;
The unicorn looks beyond you and intones,  **To call down this blessing, annoint yourself with holy oil and holy water and commune.  As with all things, this spends the favor of the gods you may earn.**  The unicorn stamps its hoof and shakes its mane.  **As you have asked, so have I come.  As Hodierna ordained, I have taught you.  Go in peace, and let not the light dim in your eyes, Erzren.**&lt;br /&gt;
&lt;br /&gt;
Suddenly, the flame in your left hand flares into brilliant life and then extinguishes!&lt;br /&gt;
&lt;br /&gt;
The silver unicorn shakes its mane and then turns and leaps down from the platform, vanishing in midair!&lt;br /&gt;
&lt;br /&gt;
The field of silver-blue light dissipates from around you.  The sense of calm focus leaves you, and your joints feel strangely stiffer than before.&lt;/div&gt;</summary>
		<author><name>ZAIDZINAKARI</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Drathrok%27s_Duskruin&amp;diff=501280</id>
		<title>Drathrok&#039;s Duskruin</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Drathrok%27s_Duskruin&amp;diff=501280"/>
		<updated>2019-03-17T02:43:16Z</updated>

		<summary type="html">&lt;p&gt;ZAIDZINAKARI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
Drathrok&#039;s Duskruin has currently been run five times:&lt;br /&gt;
*[[Drathrok&#039;s Duskruin 419]]: January 22 – January 31, 2016&lt;br /&gt;
*[[Drathrok&#039;s Duskruin 421]]: September 16 – September 25, 2016&lt;br /&gt;
*[[Drathrok&#039;s Duskruin 422]]: March 17 – March 26, 2017&lt;br /&gt;
*[[Drathrok&#039;s Duskruin 426]]: March 23 – April 1, 2018&lt;br /&gt;
*[[Drathrok&#039;s Duskruin 430]]: March 15 – March 31, 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
&lt;br /&gt;
At times, [[Drathrok]] and [[Zoluren]]&#039;s leaders send out the call far and wide for brave adventurers to step into arenas and [[Dwarven]] mazes to hone their skills for the battles that lie ahead. Compete against dangerous (some long forgotten) foes with mighty spells and abilities, never-before-seen traps, and the clock to earn [[bloodscrip]], or explore the shifting maze below to search out bloodscrip and other treasures.&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
&lt;br /&gt;
[[File:DuskruinMap.png]]&lt;br /&gt;
* External link to [http://www.kythsjournal.com/maps/misc/Drathrok%20Duskruin.jpg Kythryn&#039;s map] of the area&lt;br /&gt;
&lt;br /&gt;
===Entry===&lt;br /&gt;
Check {{tt|NEWS 4 1}} for portal locations.&lt;br /&gt;
&lt;br /&gt;
==Bloodscrip==&lt;br /&gt;
Bloodscrip is a currency similar to the [[Grey Raven Commissary]] scrip. While Grey Raven scrip is automatically accumulated in your character&#039;s total listed under the {{com|TICKETS}}, &#039;&#039;some&#039;&#039; bloodscrip starts off as an actual item when found and can be bought, sold, or otherwise traded to other characters. Once {{tt|REDEEM}}ed on a character, bloodscrip cannot be turned back into an item and traded. Bloodscrip can be obtained in the Duskruin Arena and Duskruin Labyrinth and redeemed at various locations within Duskruin and appears as {{ilink|i|Duskruin bloodscrip}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Because bloodscrip can be a actual item in game, it is highly recommended you treat it with the caution you would any item you would not want to lose.&lt;br /&gt;
&lt;br /&gt;
==Arena==&lt;br /&gt;
The arena is an individual event where a player fights against various creatures and traps in the hopes of earning prizes and [[bloodscrip]]. There are multiple arena rooms, allowing up to 50 players to be competing in the arena at once.&lt;br /&gt;
&lt;br /&gt;
Spectators can use {{tt|YELL}} and {{tt|CHEER}} to encourage those in the arena, or taunt their failings. The {{tt|WATCH LIST}} command will show who is currently competing, while {{tt|WATCH}}ing any player, such as {{tt|WATCH BOB}} will allow you to track their progress.&lt;br /&gt;
&lt;br /&gt;
To enter, players can {{tt|GO PORTCULLIS}} while holding a dueling slip and will be escorted to an arena and the announcer will explain the rules. Players will face 25 challengers, and every 5th one will be a &#039;boss&#039;, or more difficult opponent. Only one creature or opponent will face a player at a time. Players can use the {{tt|WATCH}} command to assess the situation and react accordingly to try and avoid these traps. Your time in the arena is limited, so make good use of it. If your time expires, you will be moved out to collect your winnings.&lt;br /&gt;
&lt;br /&gt;
To avoid the traps, you can attempt to {{tt|WATCH}} to see how to respond to any traps that are active. If at any point you&#039;ve had enough, you can {{tt|SURRENDER}} and quit early. However, if you surrender your coin and bloodscrip earnings for that session will be cut in half. Should you fail and die in the arena, you cannot {{tt|DEPART}} but will be automatically dragged out, and healed to full health. The arena&#039;s healing services include returning you back to life, but any normal death penalties (lost field experience, scrolls, etc) will still apply normally.&lt;br /&gt;
&lt;br /&gt;
If a player does everything perfectly in a single session, the most they can earn is 250 bloodscrip. Players always get some bloodscrip even if they {{tt|SURRENDER}} or die, with the minimum at 50 bloodscrip for participating.&lt;br /&gt;
&lt;br /&gt;
In 2017, a combat mode with construct-only creatures for Empaths was introduced. Necromancer, Empath and other pets are allowed in the arena. Players may receive buffs or other help from players before entering.&lt;br /&gt;
&lt;br /&gt;
===Arena Titles===&lt;br /&gt;
Players can get several temporary titles by participating in the Duskruin Arena. These titles are temporary and clear after logging out and back in. However, if you are wearing a title the announcer will skip the introduction and rules segment of the arena session, allowing you to do more sessions faster. You are also able to purchase slips that grant you these titles if you have one worn at the time of purchase.&lt;br /&gt;
:Duskruin Combatant - Earned by participating in any Duskruin arena session.&lt;br /&gt;
:Duskruin Arena Champion - Earned by making it through and beating all 25 rounds.&lt;br /&gt;
:Duskruin Arena Hero/Heroine - Earned by beating all 25 rounds without getting a 30 second warning and scoring over 220 (needs confirmation).&lt;br /&gt;
&lt;br /&gt;
===Arena Names===&lt;br /&gt;
Each time you enter the portcullis, you end up in a single-room battle arena area.  Each of the battle rooms is &amp;quot;sponsored&amp;quot; by a prominent member or house from around Elanthia.  Possible battle areas include:&lt;br /&gt;
* [[Drensyld]] Arena&lt;br /&gt;
* [[Mysandanuva&#039;r]] Arena&lt;br /&gt;
* [[Olgievi]] Arena&lt;br /&gt;
* [[Owirvald]] Arena&lt;br /&gt;
* [[Sel&#039;hevor]] Arena&lt;br /&gt;
* [[Tanglefoot]] Arena&lt;br /&gt;
* [[Tuulpon&#039;u]] Arena&lt;br /&gt;
* [[Verdegti]] Arena&lt;br /&gt;
&lt;br /&gt;
==Labyrinth==&lt;br /&gt;
Located on the eastern side of the arena, the labyrinth does not have any combat. Players enter by paying with Golden Rat Tokens, and are lead inside. True to its name, the labyrinth is a maze that occasionally reorganizes itself, so any attempt at mapping it is futile. Players can attempt to chase and capture the rat running around inside via the {{tt|SEARCH}} command. Each session, a player may do 10 searches and obtain various treasures hidden within labyrinth. There is a 1 hour time limit to perform the {{tt|SEARCH}}es with a 5 minute warning near the end.&lt;br /&gt;
&lt;br /&gt;
Only one rat may be obtained per character, per opening of Duskruin. However, there are many different treasures hidden in the labyrinth, so even if a player already has a rat there are things to search for.&lt;br /&gt;
&lt;br /&gt;
The most bloodscrip that can be earned in any one labyrinth session is 200 bloodscrip.&lt;br /&gt;
&lt;br /&gt;
==Plixbraggle&#039;s Goat-Werx==&lt;br /&gt;
Located in the tent at the NW part of the grounds is both a novelty shop, [[Plixbraggle%27s_Goat-Werx_(2)|Plixbraggle&#039;s Goat-Werx]], and a game area that houses 2 different games, the &#039;&#039;&#039;Agility Course&#039;&#039;&#039; and &#039;&#039;&#039;Goat Catching&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Agility Course&#039;&#039;&#039;: On entry into the game area, &#039;&#039;climb ladder&#039;&#039;, then attempt to {{com|move}} onto the next obstacle (barrel, log, etc.).  If you are successful and reach the end of the course (ring the bell!), you will receive 100 [[Bloodscrip]].&lt;br /&gt;
* &#039;&#039;&#039;Goat Catching&#039;&#039;&#039;: This is similar to other [[Capture the Critter]] games. In the rooms NE from the entry, &#039;&#039;catch goat&#039;&#039;. If you are successful, return to the start and &#039;&#039;put goat in pen&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* A number of high-end foods and drinks as well as pickable items can be found on the [[Drathrok&#039;s Duskruin (location)|Duskruin grounds]].&lt;br /&gt;
* an alternate map of the area can be found on Kythryn&#039;s Journal [http://www.kythsjournal.com/maps/misc/Drathrok%20Duskruin.jpg here].&lt;br /&gt;
&lt;br /&gt;
{{cat|Microtrans events, Mini-quests, Quests, Paid events, Events}}&lt;/div&gt;</summary>
		<author><name>ZAIDZINAKARI</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Snipe&amp;diff=501014</id>
		<title>Snipe</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Snipe&amp;diff=501014"/>
		<updated>2019-03-13T21:10:44Z</updated>

		<summary type="html">&lt;p&gt;ZAIDZINAKARI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Snipe&#039;&#039;&#039; is the ability to use a ranged weapon (bow, crossbow, sling, TM) from hiding and remain in hiding after the shot.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
This [[page type is::ability]] is restricted to Survival-prime guilds ([[guild association is::Ranger]], [[guild association is::Thief]] and [[guild association is::Necromancer]]) of at least 40th circle.&lt;br /&gt;
*Thieves and Rangers can make use of this ability with aimable missile weapons (Bow, Crossbow, and Sling). &lt;br /&gt;
*Rangers may combine this ability with [[dual load]] to snipe a single target with two arrows simultaneously. Both shots will be calculated against the perception of the target, and thus have a chance of pulling you from hiding.&lt;br /&gt;
*Necromancers use a [[Targeted Magic]] [[Vivisection|spell]] that allows them to effectively snipe with magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Snipe Mechanics==&lt;br /&gt;
Snipe uses [[Stealth]], the appropriate weapon skill, and the guild-only skill ([[Backstab]], [[Scouting]], or [[Thanatology]]) as a modifier vs. the target&#039;s [[Perception]] and defenses. &lt;br /&gt;
&lt;br /&gt;
If you pass the Perception check you will stay in hiding and get an accuracy bonus to your attack. If you fail the Perception check your attack will be a normal attack, and you will be pulled out of hiding. &lt;br /&gt;
&lt;br /&gt;
When a Thief, or Ranger, snipes successfully no one in the room, including the target, will see the name of the attacker. A successful snipe for a Necromancer will show the name of the attacker to the target only, but the room will not see who made the attack.&lt;br /&gt;
&lt;br /&gt;
When using Snipe with only Invisibility you will be revealed regardless if you win or lose the Perception contest. If you are hiding, and have Invisibility up, you will stay in hiding with a successful Snipe, but you will still be revealed to the target, and room, by your Invisibility breaking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Learning Snipe (as a [[guild association is::Ranger]])==&lt;br /&gt;
&amp;gt; ask tolle about snipe&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle says, &amp;quot;So, you want to learn the whistling kill?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle chuckles.&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle leans over and begins to speak softly to you, &amp;quot;I call it that because if done right, the only thing the prey will see... or should I say hear, is the whistle of your arrow.  I&#039;ll teach it to you but you need to heed my warnings.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle explains, &amp;quot;First, do not use this skill near a town or city, we have an image to uphold.  Don&#039;t ask me what that image is, I just know it is not one of murderers.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle says, &amp;quot;Second, the ability is very difficult to use.  It takes a mastery of a lot of different skills to use efficiently.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle asks, &amp;quot;Third... Hey, you listening?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle glares at you.&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle continues, &amp;quot;Finally, the way I teach you this skill is different from the way another guild might teach its members.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle winks at you.&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle says, &amp;quot;I will show you how to harness the power of the wilderness around you, how to focus and become one with nature.  So, know that you would be a fool to think you can apply my teachings to an urban setting.  I hardly ever use the ability least of all within the walls of a city.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Tolle leans over and begins whispering in your ear the basics of sniping. &amp;lt;br&amp;gt;&lt;br /&gt;
Tolle&#039;s words begin to sink in and you feel you are ready to begin trying out this new ability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Snipe Policy==&lt;br /&gt;
THIS POLICY ONLY APPLIES RANGERS AND THIEVES. &lt;br /&gt;
&lt;br /&gt;
SNIPE is a zero tolerance ability.  If you abuse it, you will lose it.  &lt;br /&gt;
&lt;br /&gt;
If the SNIPE ability is used in any UNCONSENTED attack on another player, that is an abuse of the ability.  First offense abuse will result in 30 days suspension of the ability.  A second abuse will result in permanent (irreversible, non-negotiable) removal of the ability.  There will be no appeals.  There will be no third offenses.  &lt;br /&gt;
&lt;br /&gt;
Use of SNIPE is always subject to GM intervention, regardless of whether or not a player filed REPORT or request for intervention exists.  You should therefore always be prepared to provide reliable proof of CONSENT if you are using SNIPE.&lt;br /&gt;
&lt;br /&gt;
If you are attacked, you are operating under implied consent and may use SNIPE to defend yourself.  If you are involved in a CHALLENGE or other type of mutually agreed upon spar, then SNIPE may be used when both parties have agreed to it.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example messaging===&lt;br /&gt;
====Success====&lt;br /&gt;
You remain concealed by your surroundings, convinced that your moving to fire went unobserved. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failure====&lt;br /&gt;
The bristle-backed peccary notices your attempt to remain hidden while firing your hunter&#039;s longbow! &amp;lt;br&amp;gt;&lt;br /&gt;
The bristle-backed peccary discovers you, ruining your hiding place! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Ranger abilities,Thief abilities,Necromancer abilities}}&lt;/div&gt;</summary>
		<author><name>ZAIDZINAKARI</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Fountain_of_Creation&amp;diff=501009</id>
		<title>Fountain of Creation</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Fountain_of_Creation&amp;diff=501009"/>
		<updated>2019-03-12T21:43:08Z</updated>

		<summary type="html">&lt;p&gt;ZAIDZINAKARI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=foc&lt;br /&gt;
|minprep=30&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|magic=Life Magic&lt;br /&gt;
|spellbook=Healing&lt;br /&gt;
|prereqs=Circle 30, [[Heal]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|desc=The Fountain of Creation spell unleashes a powerful emanation of Life energy through its caster&#039;s body, attempting to restore the body to its idealized state in one fell swoop.  Though the power of this pattern can be miraculous, it is incredibly draining to use.  Realizing this spell requires not only mana but the very life force of its own caster, potentially causing an immediate collapse from exertion.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=Wound heal&lt;br /&gt;
|effect=heals all wounds/scars&lt;br /&gt;
|messaging=You gesture.&amp;lt;br&amp;gt;Flowing trickles of bright blue and white energy spring up from under your feet, enwreathing you with a cool, soothing glow.  Your body wrenches as internal organs and external flesh are created and regrown, leaving you &amp;lt;considerably/completely&amp;gt; healed.  You become tired, as well as feel drained and weak from the exertion of the sudden healing.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=standard&lt;br /&gt;
|spelltype=Healing&lt;br /&gt;
|tier=fourth&lt;br /&gt;
|planned=No&lt;br /&gt;
|scroll=No&lt;br /&gt;
|target=No&lt;br /&gt;
|held=No&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*The amount of healing depends on the amount of mana put into the spell. The more seriously injured you are, the more mana is required for complete healing.&lt;br /&gt;
*Full-body healing at the cost of [[fatigue]] and [[vitality]] hits. Possible to be stunned as well: &#039;&#039;You collapse to the ground in exhaustion, as well as reel helplessly at the immense system shock from the sudden healing!&#039;&#039;&lt;br /&gt;
*Due to difficulty of casting it&#039;s recommended for circle 60+ Empaths or 300+ PM.&lt;br /&gt;
*The difficulty of this spell increases with the severity of the Empath&#039;s wounds.&lt;br /&gt;
*There is a 60-second timer that prevents you from re-casting the spell. Messaging that the timer is up: &#039;&#039;You no longer feel especially strained from invoking the Fountain of Creation.&#039;&#039;&lt;br /&gt;
*Spell power displayed in the flow of the energy: flowing trickles, flowing rivulets, flowing streams, gushing streams, and raging torrents.&lt;br /&gt;
*Amounts healed: slightly, moderately, considerably, greatly, immensely, completely.&lt;br /&gt;
*Heals wounds in the order the system lists them.&lt;br /&gt;
***I can cast at min and reinforce with 7 mana at 241 Life Magic and 223 Utility (And Utility Mastery).&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>ZAIDZINAKARI</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Fountain_of_Creation&amp;diff=501008</id>
		<title>Fountain of Creation</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Fountain_of_Creation&amp;diff=501008"/>
		<updated>2019-03-12T21:42:21Z</updated>

		<summary type="html">&lt;p&gt;ZAIDZINAKARI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=foc&lt;br /&gt;
|minprep=30&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|magic=Life Magic&lt;br /&gt;
|spellbook=Healing&lt;br /&gt;
|prereqs=Circle 30, [[Heal]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|desc=The Fountain of Creation spell unleashes a powerful emanation of Life energy through its caster&#039;s body, attempting to restore the body to its idealized state in one fell swoop.  Though the power of this pattern can be miraculous, it is incredibly draining to use.  Realizing this spell requires not only mana but the very life force of its own caster, potentially causing an immediate collapse from exertion.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=Wound heal&lt;br /&gt;
|effect=heals all wounds/scars&lt;br /&gt;
|messaging=You gesture.&amp;lt;br&amp;gt;Flowing trickles of bright blue and white energy spring up from under your feet, enwreathing you with a cool, soothing glow.  Your body wrenches as internal organs and external flesh are created and regrown, leaving you &amp;lt;considerably/completely&amp;gt; healed.  You become tired, as well as feel drained and weak from the exertion of the sudden healing.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=standard&lt;br /&gt;
|spelltype=Healing&lt;br /&gt;
|tier=fourth&lt;br /&gt;
|planned=No&lt;br /&gt;
|scroll=No&lt;br /&gt;
|target=No&lt;br /&gt;
|held=No&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*The amount of healing depends on the amount of mana put into the spell. The more seriously injured you are, the more mana is required for complete healing.&lt;br /&gt;
*Full-body healing at the cost of [[fatigue]] and [[vitality]] hits. Possible to be stunned as well: &#039;&#039;You collapse to the ground in exhaustion, as well as reel helplessly at the immense system shock from the sudden healing!&#039;&#039;&lt;br /&gt;
*Due to difficulty of casting it&#039;s recommended for circle 60+ Empaths or 300+ PM.&lt;br /&gt;
*The difficulty of this spell increases with the severity of the Empath&#039;s wounds.&lt;br /&gt;
*There is a 60-second timer that prevents you from re-casting the spell. Messaging that the timer is up: &#039;&#039;You no longer feel especially strained from invoking the Fountain of Creation.&#039;&#039;&lt;br /&gt;
*Spell power displayed in the flow of the energy: flowing trickles, flowing rivulets, flowing streams, gushing streams, and raging torrents.&lt;br /&gt;
*Amounts healed: slightly, moderately, considerably, greatly, immensely, completely.&lt;br /&gt;
*Heals wounds in the order the system lists them.&lt;br /&gt;
***I can cast at min and reinforce with 7 mana at 241 Life Magic and 223 Utility.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>ZAIDZINAKARI</name></author>
	</entry>
</feed>