https://elanthipedia.play.net/api.php?action=feedcontributions&user=BLADEDBUTTERFLY&feedformat=atomElanthipedia - User contributions [en]2024-03-29T06:14:48ZUser contributionsMediaWiki 1.39.5https://elanthipedia.play.net/index.php?title=Mistanna&diff=640795Mistanna2024-01-26T23:42:34Z<p>BLADEDBUTTERFLY: Added new art</p>
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<div>{{PC<br />
|name=Mistanna Redivas<br />
|status=a<br />
|race=Human<br />
|gender=Female<br />
|guild=Moon Mage<br />
|instance=Prime<br />
}}<br />
<gallery><br />
File:mistannapixel.png|none|thumbnail|alt=mistanna|<div align="center"><span style="color: green"> </span>'''</div><br />
</gallery><br />
==Current Status==<br />
<br />
Mentor Mentor<br />
General Slacker<br />
<br />
==Appearance==<br />
<br />
Stargazer Mistanna Redivas has wolfish golden eyes that are framed by feathered coal-black lashes, made further piercing by the pale tone of her skin. Her ears are slightly pointed at the tips and have several piercings going up the lobes, and she adorns additional piercings in her eyebrow and nostril. She wears a gypsy kerchief in her hair, though a few curling dove-white locks still tend to slip free to frame her face. Her hair would fall past her hips in snowy waves and curls, but is normally tied back or up as well.<br />
<br />
Her wardrobe primarily consists of whites, blues and golds in playful layers. Her blouse cut just low enough for a peek of the bandeau underneath, and cinched up beneath a sturdy leather corset. A scalloped hip-chain dangles charms and bells over the clinging scarves that make up a handkerchief hemmed, knee-length skirt with tightly cross-laced travelling boots upon her feet. She wears a warm ivory wool cloak that her family had made for her that has colorful gypsy knotwork beaded brightly to border the hems. Otherwise she is adorned with an ever-shifting plethora of jewelry.<br />
<br />
<br />
<br />
==History==<br />
<br />
377 - Birthed to a dark-skinned human Mother, and a pale-skin and white-furred Rakash Father; goat herders and hunters of a gypsy tribe from far west, beyond the ruins of Journalai.<br><br />
393 - Arrived in Kermoria escorted by paladins [[Kirdaorb]] and [[Kyrberus]] in safety after [[Lyras]]’ barrier had broken.<br><br />
402 - Banned from [[Therengia]] after a coup to free Lady [[Valkri]] from a hostage situation with the [[Arkarm Crime Family]] failed miserably.<br><br />
407 - Joined with the Ilithi Court to work as one of the many scribes in the Tower.<br><br />
408 - Left the service of the Tower when the Ilithi Court was dissolved, however continuing work as a wandering scribe.<br><br />
409 - Drafted as a soldier into the service of the [[Crystal Vanguard]], Militia of Ilithi.<br><br />
411 - Pardoned in Therengia along with several others in a generous gesture by Baron [[Gyfford]] as a wedding present to his bride-to-be.<br><br />
413 - Promoted to a Corporal Officer within the [[Crystal Vanguard]], Militia of Ilithi.<br><br />
415 - Promoted to a Sergeant Officer within the [[Crystal Vanguard]], Militia of Ilithi.<br><br />
415 - Joined the [[Lorethew Mentor Society]]<br><br />
421 - Retired from the [[Crystal Vanguard]], disbanded due to peaceful times in Ilithi.<br />
<br />
==Portraits==<br />
<gallery><br />
File:Meaganbadour.jpg|alt=art by Meagan Badour<br />
File:MistColorBlurry.jpg|alt=art by Bladedbutterfly<br />
File:Thedarkcloak.png<br />
</gallery><br />
<br />
{{cat|Player Nomads of the Arid Steppe}}<br />
{{PCSkills<br />
|Collapse=No<br />
}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=File:Thedarkcloak.png&diff=640762File:Thedarkcloak.png2024-01-26T02:01:29Z<p>BLADEDBUTTERFLY: </p>
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<div></div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=General_new_player_guide&diff=517026General new player guide2020-04-09T06:33:07Z<p>BLADEDBUTTERFLY: /* Attributes */</p>
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<div>{{RTOC}}<br />
This is a page for the non-guild specific new player help guide.<br />
<br />
==Introduction==<br />
<br />
Hello! Thank you for stopping by the DragonRealms General Newbie Help Guide! This guide will try and help you get started with the game and teach you the ABSOLUTE basics.<br />
<br />
==What is DragonRealms?==<br />
<br />
DragonRealms is a MUD, which means it's a text-based multiplayer RPG. You connect to the game and the game's world is described to you in text, as if you were reading a book. You complete actions by entering text commands that you wish your character to accomplish. As long as the command is one recognized by the game, and you used it correctly, it will result in the main window of the game (typically called the Story window) listing the results of what happened. The interface and game world are almost entirely text-based, though there are some limited graphical features, such as certain things like health being able to be depicted in bar form.<br />
<br />
DragonRealms takes place in Elanthia, which is a fantasy setting. There is magic, swords, bows and arrows and the like. There are minor elements indicative of slightly more technology than a strictly medieval setting would have (such as some steampunk style things like mechanical constructs and airships) but you won't find cars, guns, lasers or spaceships to be in-genre in any way.<br />
<br />
<!-- Feel free to change/remove this, it's just a suggestion really for consistent formatting, as it is sort of what I did with my WM guide. - Starlear<br />
I adjusted it to the formatting we typical use in other articles, using the {{tt}} template and italicized variable components. -Caraamon --><br />
==How to Use This Guide==<br />
<br />
This guide will attempt to explain the basics of the game to you and get you on your way to adventuring! However, as in any tutorial, you will be required to input things yourself from time to time. When this guide references a command that you should type in, it will list it in the following fashion:<br />
<br />
{{Tt|COMMAND}}<br />
<br />
In this example, you would be expected to type the word "command" in your text-entry field in the game and then press your ENTER key. For the purposes of this guide, commands will be listed in all caps, but they can be entered however you wish.<br />
<br />
Some commands require targets or modifiers. Usually these will be dependent on the context in which the command is used. As an example:<br />
<br />
{{tt|COMMAND}} ''<object>''<br />
<br />
In this example, you would be expected to type the word "command" in your text-entry field in the game, followed by the object you wanted to interact with before pressing ENTER. So if you were in a room with a picture and you wanted to look at it, you would type the following:<br />
<br />
{{tt|LOOK PICTURE}}<br />
<br />
In addition, modifiers may be used. For example, if there were both a blue picture and a red picture in the room and you wanted to look at the red one, you would type:<br />
<br />
{{tt|LOOK RED PICTURE}}<br />
<br />
Or, if there were two pictures but no identifying modifier (or as an alternative to a specific modifier like "red"), you may use numeric modifiers, like:<br />
<br />
{{tt|LOOK SECOND PICTURE}}<br />
<br />
Finally, modifiers may be combined, such as:<br />
<br />
{{tt|LOOK MY SECOND RED PICTURE}}<br />
<br />
which will look at the second red picture you have in your inventory.<br />
<br />
Each section will have different information on the basics of the game and how to play, but understanding how to enter commands will be an essential part of following instructions in this (and other) guides.<br />
<br />
Note that commands may be abbreviated. For example, {{tt|WAV BOB}} will wave at Bob. However, take care that when abbreviating commands, you do not abbreviate too much. For example, simply entering {{tt|W BOB}} will attempt to move the character one room to the west and the "BOB" portion will be ignored.<br />
<br />
==Game Concepts==<br />
<!-- Ideas more unique to DR when compared to other MUDs or games. A short list with links is probably best. Just some starter ideas during my lunch break. - KAMVENIENCE--><br />
<br />
==Character Creator==<br />
When a character is first begun, they will be in a limbo world in which they will be able to choose many of their traits.<br />
<br />
===Names===<br />
Your name is actually one of the most important things about your character. It is the thing that everyone will see first, it is how people will talk about you, and it's how people will interact with you.<br />
<br />
You initially will only be able to pick your first name, though later on you will have the option of adding a family name.<br />
<br />
The rules are fairly straightforward. Your first name must be unique, not contain any real life references (Microwave is not going to work), drug references, profanities, numbers, titles (Lordnose, Kingbrave, etc. won't make it) or references to major literary characters (leave your Drizzt clone at home, or at least give him/her a creative name). If you violate these rules, it may get past the automatic filters, but a [[GameMaster]] will probably visit you later and make you change it.<br />
<br />
Rule of thumb is that if you'd be ashamed to have it on your birth certificate, consider picking something else.<br />
<br />
Now, already you may have seen people with names that violate one or more of these rules. What it comes down to is that DR has been around 15+ years and the rules have not always been stringently enforced, or even terribly well defined. If you see one of these names, understand that they've probably been playing for years and pity has been taken on them so that they wouldn't need to rebuild all their old friends/enemies if their name suddenly changed.<br />
<br />
'''Note''': When the character manager prompts you to enter your character's name choice, do not type the parentheses. <br/><br />
The proper syntax is {{tt|Choose Bob}} rather than {{tt|Choose (Bob)}}. <br />
:(Where ''Bob'' is the name the name you've chosen for your character).<br />
<br />
===Genders===<br />
In DragonRealms, gender means little. While you might occasionally have different reactions from people, there is no real benefit to either gender.<br />
<br />
===[[Races]]===<br />
The second major choice you will face is your race. Your race primarily determines how much it will cost you to improve your stats. Each race has several areas in which they are excellent at, and several which they are lacking.<br />
<br />
It should be noted that there is no coherent system of racial bonuses beyond the stat training. For example, while a specific shopkeeper might treat all dwarves better or insult elves, the one across the street may have wildly different reactions, or none at all.<br />
<br />
While you may pick a race with an eye towards a specific style or guild, it is '''highly''' advised that races be picked on the basis of which culture the player enjoys. Some of the most interesting characters can come from mismatched choices (gnome barbarian anyone?).<br />
<br />
* [[Dwarf]]: Slow, tough, and disciplined. The hairy rock-kissers of fantasy you know and love, even the women can grow beards.<br />
* [[Elf]]: Fast and charismatic, elves are slightly weaker and frailer than humans. Tall, long-lived, and tending toward naturistic, elves come in a variety of subtypes that can drastically affect their views of the world.<br />
* [[Elothean]]: Incredibly intelligent but weak and frail. A people that value knowledge over almost everything else, and have a strange inability to grow hair on most of their heads, Elotheans push the boundaries of nearly every intellectual pursuit.<br />
* [[Gnome]]: Agile and intelligent, but weak and frail. These are short folks with keen minds and an affinity for mechanical devices and magic.<br />
* [[Gor'Tog]]: Strong, tough, but not terribly bright. They are huge, hairless, green giants that tend towards physical labor.<br />
* [[Halfling]]: Agile, tough, but weak and undisciplined. The short folks with the hairy feet and a love of food, drink, food, sleeping, and food. Don't discount them, or you might find they've run off with your money while you were calling them names.<br />
* [[Human]]: Humans lack any particular strengths, but also any weaknesses. As widely varied as any real life group, humans can be found doing nearly anything almost anywhere.<br />
* [[Kaldar]]: Strong and charismatic, but often disdainful of mental pursuits. Looking much like large, bulky humans, Kaldar are a refugee splinter group from the warlike [[Gorbesh]].<br />
* [[Prydaen]]: Fast and charismatic, but poorly disciplined and prone to lacking common sense. Prydaen appear to be a strange mix between a human and any of the various predatory felines. Call them a cat at your own risk. They came to this land fleeing the near extinction at the hands of a powerful Necromancer.<br />
* [[Rakash]]: Fast but uncordinated, slow mentally but tough. While mostly indistinguishable from any random human, when the black moon Katamba is full, they take on the form of a wolf-human hybrid. Like the Prydaen, they fled a powerful Necromancer and attempt to rebuild their packs in the eastern lands.<br />
* [[S'Kra Mur]]: Strong and fast, but a bit slow upstairs. Humanoids with lizardlike features, the S'Kra Mur have a strange culture that has strange concepts of honor and kinship.<br />
<br />
A table giving more detail on attribute aptitudes can be found [[Attributes#Racial Bonuses|here]].<br />
<br />
<br />
<br />
A character's race affects the character's [[attributes]] (number of [[Time Development Points]] needed to raise an attribute by one point) and mostly RP-elements (e.g. tail verbs for races with tails). <br />
<br />
There are no "racial traits" (e.g. infravision) or "racial abilities" (e.g. faerie fire) as may be found in other games.<br />
<br />
===[[Guilds]]===<br />
<br />
If you were wondering why you didn't get to choose what class your character is during character creation, it's because DragonRealms treats character class a little differently. Instead of character classes, characters in DragonRealms join guilds. All characters start as Commoners. Then, you can choose to join one of the 11 guilds in Elanthia: [[Barbarian]], [[Bard]], [[Cleric]], [[Empath]], [[Moon Mage]], [[Necromancer]], [[Paladin]], [[Ranger]], [[Thief]], [[Trader]], and [[Warrior Mage]].<br />
<br />
You can type {{com|DIR}} ''<guild>'' while in the city for directions to 9 of the guilds. However, the location of two of the guilds, Thieves and Necromancers, are considered puzzles. <br />
<br />
Also, due to unique mechanics that apply only to necromancers, it is not recommended that a new player join the Necromancer guild.<br />
<br />
A short description for each guild follows, but it should be kept in mind that these are general stereotypes and areas of strength for the guilds. With enough effort and time, any character of any race or guild can become great at anything.<br />
<br />
* [[Barbarian]]: The guild of fighters. They excel at weapon learning and utilize the poorly understood power of Inner Fire to accomplish amazing feats, but give up the ability to use magic to do so.<br />
* [[Bard]]: A strange mix of warrior, musician, and historian, Bards wield magic in their songs, but still maintain a strong skill in mundane martial attacks. With their focus on scholarly pursuits, Bards make excellent craftsmen.<br />
* [[Cleric]]: Whether crusading to destroy the foul undead or tending to spirits of the fallen, Clerics represent all the gods of Elanthia, good and evil. For their devotion, the gods reward them with amazing magics.<br />
* [[Empath]]: The Empath guild is one of healing. Through their powerful supernatural connections to others, they are able to draw injuries to themselves and then heal it with their magic. The side effect is that any harm done to living or once living creatures cause feedback that can cripple their abilities. While some Empaths like to ascribe this as a moral issue, the numerous lifeless constructs that have fallen to more warlike empaths seems to discount this.<br />
* [[Moon Mage]]: They are masters of predicting the future from the stars and planets, as well as a wide mix of powerful spells. The Moon Mage guild is made up of numerous sub-sects, and has a history of producing some mages with an unhealthy interest in politics.<br />
* [[Necromancer]]: This guild is intentionally designed as a hard mode for long-time players. Everything is more difficult, and the consequences for making a mistake are more severe. If you are reading this guide, you do not have experience necessary to play them.<br />
* [[Paladin]]: Holy warriors, these masters of defense are held by the gods to a higher standard of honor than others, but are granted powers by the purity of their souls. Though they are primarily warriors of the sword and shield, their cause is bolstered by dabbling in holy magics unshared with clerics.<br />
* [[Ranger]]: The classic woodland warrior, Rangers mix magic, stealth, and weapons to create a potent force. However, their abilities wane when too much time is spent in cities, so it is rare to see a Ranger in town for long.<br />
* [[Thief]]: The pesky fellows who take your money and stab you in the back before you see them. While not as bad as the Necromancer guild, the Thief guild is more difficult, including puzzles just to find their guildhouse. Not recommended for people who need this guide.<br />
* [[Trader]]: Masters of commerce and the power of money, Traders criss-cross the lands with their caravans delivering goods, or set up shops in the major city's plazas to market their wares to adventurers. Between their aptitude for crafting and ability to rent shops, Traders make, by far, the best merchants. ''Note: Traders have had a history of little development, however they are slated to receive access to their own magic system at some point in the near future.''<br />
* [[Warrior Mage]]: Masters of the six elements, Warrior Mages are the classic fireball-throwing mages of fantasy. Luckily for them, no rules restrict them to robes or nightshirts, though they are less adept at wearing armor than the average adventurer. Their typical response is to simply kill everything before it gets near them.<br />
<br />
The last, and very rarely chosen option is to remain a Commoner. Commoners will never gain any promotions, or any special abilities, as long as they remain a commoner. Some people choose this path for roleplaying reasons, or because they are preparing for a guild later, since Commoners learn everything moderately well. '''It is highly advised that a guild be chosen.'''<br />
<br />
Once you reach your chosen guild using the {{tt|dir}} command, proceed to the area with the Guildmaster and type {{com|join}} twice. If at that point, the guildmaster informs you that you do not have the correct stats for the guild, he or she will offer to train you to the minimums.<br />
<br />
It should be noted that once you join a guild, you cannot change it, with the exception of anyone joining the Barbarian's Guild. If you feel you chose poorly, the only choice is to find an inn and {{com|check}} {{tt|in}}, to reset your character.<br />
<br />
===[[Attributes]]===<br />
Each character has eight [[attributes]] or [[stats]]. They are: [[Strength]], [[Reflex]], [[Agility]], [[Charisma]], [[Discipline]], [[Wisdom]], [[Intelligence]], and [[Stamina]]. You can check your character's [[attributes]], among other information, by using the >'''INFO''' command.<br />
<br />
[[Time Development Points]], known as TDPs, and a negligible amount of coins are used to increase attributes. The number of TDPs needed to increase each attribute increases as that attribute increases. It is not affected by the number of points in other attributes. It is affected by the character's [[Races|race]]. <br />
<br />
TDPs are granted each time a character circles, as well as gradually by training skills. At first, the number of TDPs received from circling will provide the majority of the TDPs a character has. However, at higher circles, the number of TDPs received from training skills will outpace the TDPs received from circling. This is especially true if the player elects to train more skills than the minimum required to circle.<br />
<br />
===[[Skills]]===<br />
<br />
In DragonRealms, the success of actions (e.g. attacking) is determined by a character's experience with the respective skill. Want to climb that mountain? That requires Athletics. Want to swing that broadsword? Heavy Edged. Every challenge will require a certain number of ranks in the appropriate skill, and in order to train a given skill, you must attempt an appropriate challenge to your current skill ranks. If you're a champion of skinning the rarest beasts in the land, skinning a ships rat won't provide a challenge, and as such, won't teach you further skinning ranks. <br />
<br />
All skills in the game are broken into five categories: [[Armor Skillset|Armor]], [[Lore Skillset|Lore]], [[:Category:Supernatural Skillset|Magic]], [[Survival Skillset|Survival]], and [[:Category:Weapon Skillset|Weapons]]. Skills that are trained in combat require an appropriate challenge, which means finding a creature that is difficult enough to provide a challenge.<br />
<br />
===[[Experience]]===<br />
<br />
Unlike some level-based MMORPGs and MUDs, DragonRealms has a skill-based experience system. Rather than getting generic experience points every time you complete a quest or kill a creature, DragonRealms awards characters with field experience in a specific [[skill]] any time your character does something that uses that skill. If you want your character to be better at casting a certain type of spell, you need to cast that type of spell. Want to be a better fighter? Pick up a sword and go hit things with it. If being sneaky or crafting is something you might be interested in, there is a skill for that as well. Using any skill will award field experience, which will be converted to ranks over time. Think of field experience like studying for a test, where you need some time afterwards for everything to really sink in.<br />
<br />
The way skills gain in ranks in DragonRealms may also be somewhat confusing at first. Field experience is tracked by looking at your mindstate, which increases from Clear (0/34) to Mind Lock (34/34). Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill. Skills are broadly separated into Armor, Weapons, Magic, Survival, and Lore, and each guild has a bonus in learning one group of skills, but learns other skills slower. If you look at the article for each [[guild]], each guild has one primary skill group, two secondary skill groups, and two tertiary skill groups. Skills in a character's primary skill group are easiest to train, secondary skill groups the next, and tertiary take the longest to train.<br />
<br />
Typing >'''EXPERIENCE''' will display skills with field experience. To see your total experience in all ranks, type >'''EXPERIENCE ALL'''. To check your experience in a given skillset, type >'''EXPERIENCE WEAPON''', >'''EXPERIENCE LORE''', >'''EXPERIENCE MAGIC''', >'''EXPERIENCE ARMOR''', or >'''EXPERIENCE SURVIVAL'''. Adding '''ALL''' will also include skills without any field experience. You may also check an individual skills progress by typing >'''EXPERIENCE LOCKSMITHING''', for example, to check Locksmithing.<br />
<br />
:Subscribed players receive [[Experience#Experience_drain_at_login|experience drain]] when they log in. For 100% experience drain it takes 6 hours offline, or 8 hours offline if a warning has been received in the last 180 days. <br />
:[[Free to play]] players '''do not''' receive experience drain at log in, unless they [[https://store.play.net/store/purchase/dr| get a pass from the SIMUCOIN store]].<br />
:Some players choose to [[Idle experience drain|drain experience while idle online]] regardless of their account type or offline drain options.<br />
<br />
===[[Circle|Character Advancement]]===<br />
<br />
In DragonRealms, a character's level is called their 'circle'. If someone says they are 20th circle, they have reached the minimum requirements to advance with the guild leader 19 times, as all characters start at 1st circle. 'Circling' is also used as a verb to describe the act of leveling up. Each guild requires a certain number of ranks in various skills to circle. The skills required are often flexible. For example, the requirements are often X ranks in each of the highest Y skills in a skill group. The exact skill (e.g. small edge or large edge) can be freely chosen by the player, although some skills cannot be used. There are also sometimes requirements for specific skills. To circle, a player must fulfill all the requirements. It is possible for a character's skills to be significantly higher than the minimum required for their circle, either by not meeting the minimum skill requirement to circle in a different skill or by choosing not to circle, as it is done manually. To circle, find your guild leader and {{tt|ASK <LEADER> ABOUT CIRCLE}}.<br />
<br />
===[[Inventory (concept)|Inventory]]===<br />
<br />
For you to carry anything other than coins, they must be carried in your hands, worn on the body, or placed in a container. Naturally, you may carry only two items at a time. In addition, how many items you may wear depends on where the item is worn.<br />
<br />
<!-- Anyone familiar with how exactly weight reduction for worn items are calculated? - KAMVENIENCE --><br />
Each item you have, including coins, has a weight. Items that are worn on the body have their weight reduced, while items that are in containers, such as a [[:Item:Sturdy backpack|sturdy backpack]], will count towards your [[encumbrance]]. Being encumbered has various penalties to your character, perhaps the most important of which is a penalty to [[evasion]]. You may increase the amount of weight you can carry without becoming encumbered by increasing [[strength]] and/or [[stamina]].<br />
<br />
===[[Damage|Health]]===<br />
<br />
DragonRealms doesn't employ the "hit point" system, per se, though [[vitality]] and [[spirit]] are similar. Instead, each body part (head, each eye, neck, chest, abdomen, back, each arm, each hand, each leg, and the nervous system) takes [[damage]], which can be either external or internal, and fresh or scars. Injuries a player receives are almost always fresh, which become scars after they are healed. The scars then, in turn, need to be healed. As you are injured more in an area, the damage becomes more severe. For example, they may start as minor abrasions and end up as a stump if you are not careful. When a critical body part (head, neck, chest, abdomen, or back) is destroyed, the character will die. Players may also die if their vitality reaches zero, or if their spirit health reaches zero. Spirit health is not as commonly used when compared to vitality. When the severity of fresh injuries reach a certain threshold, they begin to bleed. External wounds may be >'''TEND'''ed, utilizing the [[First Aid]] skill to stop the bleeding, but there is no similar option for internal wounds.<br />
<br />
Vitality and spirit health will regenerate naturally. Wounds and scars need to be healed by [[Empath|empaths]], some [[Hospitals|NPC Empaths]] (such as [[Mirinn]]), [[healing herbs]], and [[Remedies Products|remedies products]].<br />
<br />
In addition, there are also poisons, diseases, and parasites that can affect the character's health.<br />
<br />
===[[Currency|Money]]===<br />
<br />
Money comes in the form of coins, with denominations of copper, bronze, silver, gold, and platinum, each worth 10 of the previous denomination. In addition, there are three currencies: Kronars, Lirums, and Dokoras. They may be exchanged for each other at a bank for a small fee. Dokoras are worth the most, followed by Lirums, and Kronars the least. Shops in different areas will demand payment in their "home" currency. When discussing price for items between players, it is usually discussed using Kronars.<br />
<br />
Coins do have physical properties but are not quite the same as normal items. See [[currency]] for details.<br />
<br />
===[[Death]] and [[Favors]]===<br />
<br />
At some point, [[death]] comes to everyone in Elanthia. Death isn't permanent, but in DragonRealms it does works differently than in many other MMORPGs and MUDs. Your character can die from a loss of [[vitality]], a loss of [[spirit]] health, or having a critical body part sufficiently [[Damage|damaged]] or removed. Any field experience not yet converted to ranks is lost, and your character will drop anything you were holding in your hands. Once you die, your options for communicating with other players are limited. You will be able to speak to other players that come by, and other players can DRAG you, but you are unable to move on your own. <br />
<br />
Your character can come back to life a few different ways. The two most common are for a cleric to [[Resurrection|resurrect]] you, or for your character to >'''DEPART'''. In order for a [[cleric]] to resurrect you, an [[empath]] will first need to heal any major wounds that your character might posses. Being resurrected by a cleric is the best way to come back from the dead, but isn't always available. The other way for your character to come back to life is to use the >'''DEPART''' command. New characters have a free depart option that last until second circle (level), or it has been used 5 times. These initial 5 departs allow you to return to life at the nearest resurrection location with all your items and coins still in your possession.<br />
<br />
For characters who have expended their free departs, or advanced past first circle, the >'''DEPART''' command will, by default, cause all of the coins your character was carrying to be lost, and all of your items to go into a grave in the room where you died. Any items you were carrying may also have been dropped at your characters feet, and not in the grave. Items in a grave have some small measure of protection, but it is possible for another player to take items from the grave and not return them. Some protections are in place to keep the would-be thief from logging out with your hard-won items or running to a 'safe' room, but these protections don't last forever. You can claim the items from your grave with the command '''Dig Grave'''<br />
<br />
To minimize the penalties to the >'''DEPART''' command, players should have multiple [[favors]] at all times. To the character, a favor represents your character making some sort of sacrifice to the [[Immortals]], the gods of Elanthia. In exchange for that sacrifice, the gods will let your character return from the dead. What this means to us, the players, is that your character will have to complete a puzzle to get a favor orb, fill the orb with field experience, and place the orb on an altar devoted to one of the gods. Orbs are filled using the >'''RUB''' or >'''HUG''' command, with rub transferring a little field experience, and hug filling the orb completely.<br />
<br />
The amount of field experience needed to fill each favor orb increases with increasing circle and increasing number of favors. As a rule of thumb, you should try to have 10 or more favors at any time. You can see the number of favors when you use the >'''INFO''' or >'''EXP''' command.<br />
<br />
<br />
<br />
'''Other concept ideas'''<br />
<br />
Creation systems.<br />
<br />
Day/night effects (shop closures, etc.)<br />
<br />
Justice<br />
<br />
==Helpful Terminology==<br />
<br />
In any game, you'll come across terms that are used by long-time players that can sometimes be confusing to new players. Some of the more common terms will be listed here to help you better understand what other players are talking about.<br />
<br />
'''Verb''' - Typically when players refer to verbs, they are referring to an item that you can use a command on, though for some people verb holds the same meaning as command does. As an example, if someone says they have a 'verbed cloak', this might mean they have a cloak, but when you {{tt|SHAKE MY CLOAK}} while the cloak is worn on your character, you might see your character shaking dust out of the hem. Verbs, whether on items or not, give you additional ways to express things that your character is doing.<br />
<br />
'''Gweth''' - Short for gwethdesuan. Gwethdesuans are items that can be used for communication at a distance via a thought network. If you are wearing one, you can {{tt|THINK}} ''<message>'' to broadcast a message to anyone else with the same type of gwethdesuan within range. So for example, to send out "Hello world!" on the thought network, you would input {{tt|THINK Hello world!}} into your text-entry field and press your ENTER key.<br />
<br />
'''Making Money''' - The primary means most players earn money in DragonRealms is by hunting the various NPC critters that inhabit the lands. Critters will drop coins, small gems, junk gear, and lockboxes. You may also {{tt|SKIN}} some creatures for valuable pelts, skins, hides, horns, paws, teeth, etc. Generally speaking, gems can be sold in gemshops, while skins/pelts/etc may be sold at tanneries. Lockboxes must be opened by a locksmith with sufficient LOCKSMITHING, and will often contain gems and coins. Not surprisingly, more difficult creatures tend to have more valuable loot.<br />
<br />
'''Equipment''' - Starting towns with have places to purchase weapons and armor, and this store bought gear will be sufficient to get you started adventuring. APPRAISE the gear you have to determine what skills it will train, for example, a Scimitar trains the Small Edge skill, while a Broadsword trains the Heavy Edge skill. There are no irreversibly wrong decisions to be made when starting to train your character, though it's a good idea to speak with some people for advice on what skills to focus on, and therefor what gear you should seek out. Sooner or later, you'll want to upgrade to player crafted gear, which is superior to store bought, and can range in price dramatically depending on the materials. Many players will donate player crafted gear to new players, so ask around. <br />
<br />
As a very general rule of thumb that is by no means a hard and fast rule, Weapon or Armor Tertiary guilds will be better served using lighter and faster weapons, and less hindering and less protecting armors, though there are frequent exceptions to this rule. For example, for a Moon Mage, a good starting set of weapons would be a Scimitar (Small Edge), a Mace (Small Blunt), a Throwing Club (Light Thrown) and a Shortbow (Bows), while a good set of armor may be all cloth or leather (Light Armor), and rotating Chain Greaves (chain). Comparitively, a Paladin will probably want to train a larger number of armors, focusing on heavier pieces, and use heavier weapons. That said, there are advantages and disadvantages to each weapon and armor type, so do some research and figure out how you want to craft your character.<br />
<br />
==General Walkthrough after Character Creation==<br />
<br />
===Gear===<br />
While the character creation process will provide you with basic armor and a weapon, there a few other things you will need to begin adventuring (mostly) safely. To begin with, spend some time wandering around your starting town, trying to find the [[Grizzled_old_war_veteran|grizzled old war Veteran]] (Crossing) or [[Sir_Robyn|Sir Robyn]] (Riverhaven). Visit their pages to see the syntax for exchanging your starting gear with those NPCs for a weapon and armor that fit your play style and character concept. In DragonRealms you can make just about any armor/weapon combination work. If you are planning on joining a heavy stealth guild (Necromancer, Ranger, Thief) or planning on seriously training stealth for any other character, I would recommend light armor. Paladins, plate armor, and all others chain armor. Feel free to speak to other members of your guild for more detailed advice. When it comes to weapons, a scimitar or broadsword will suit anyone well, through let your character concept be your guide here.<br />
<br />
Now that you've wandered around and probably gotten thoroughly lost, it's time to learn a great command for getting around town, the [[Dir_command|DIRECTION]] command (abbreviated DIR). This will allow you to easily navigate to where you need to go.<br />
<br />
Next order of business; obtain a shield. To accomplish this you can use DIRection ARMOR and follow the cues. Once you make it to the shop, you can SHOP to see which surfaces have items for sale and SHOP [SURFACE] to see what is for sale on each surface. You can also use the [[Wealth_command|WEALTH]] command to see how much money you have. In Crossing, you can get a {{ilink|s|metal target shield}} from [[Tembeg%27s_Armory|Tembeg's Armory]].<br />
<br />
A shield is your first priority, and then if you have extra money you will want to purchase the remaining pieces of armor for your head, eyes, neck, chest, abdomen, back, and legs. The shop you purchased a shield from will have these items. (Note: if you purchase the "helm," it will likely not cover the eyes. You will need to add a mask, or just purchase a balaclava or cowl instead for full coverage.)<br />
<br />
Now that your armor is taken care of, ''if you are a magic user'' you should also purchase a piece of cambrinth. [[Cambrinth]] is a magical metal that stores mana, and the primary means of training the Arcana skill. DIRection ARTIFICER will either take you to [[Herilo%27s_Artifacts|Herilo's Artifacts]] (Crossing) shop or [[Zanthron%27s_Artificer_Shop|Zanthron's Artificer Shop]] (Riverhaven). Once in Herilo's, you can use the SHOP command to see what is available. Any of the 'scrap' type cambrinth pieces in the metal bucket will do. If you started in Riverhaven, Zanthron's has no good options for new players, so consider a trip to Crossing in the not too distant future. Exploration is fun!<br />
<br />
There are also a number of [[Donation racks|donation racks]] scattered around town. Other players have donated various items here that are free for anyone who needs them.<br />
<br />
===Preparation===<br />
We'll begin with the shield, and if you were able to obtain a small-sized target shield, we will go over how to wear it on your arm. If you were unable to obtain a target shield and are using an oval shield, skip to the next paragraph because you have to hold an oval shield for it to work. With a target shield, hold your shield in your hand and ADJUST SHIELD. This will switch the shield between two methods of wearing it: over your shoulder, or attached to your forearm. The message you will be looking for is this: '''''You adjust the straps of your shield, tightening them so that it will fit securely upon your left arm.''''' After you have adjusted it properly, WEAR SHIELD. <br />
<br />
Now that you have a shield, held or worn, let's cover the [[Stance_command|STANCE]] command to make sure you're using the shield. STANCE SHIELD will allow you to use your Shield (100%) and Evasion (80%) skills. This is the safest stance for young adventurers, as your new armor will greatly hinder evasion until you have more ranks in its use. Once you enter combat and have a weapon in your right hand, you can STANCE PARRY to train the Parry skill. However, it is always best and safest to return to STANCE SHIELD as your default. Once you have an arm-worn small shield and are in shield stance, you can be at full defensive power all the time no matter what you are doing. Again, if you have an oval (or any medium sized) shield, you must be holding it in your left hand to use it. Eventually Paladins will be able to arm-wear a large-sized shield in this manner, while Barbarians, Rangers, and Traders will be able to arm-wear medium shields. Speak with other members of your guild to learn the pros and cons of these larger shields, but know that an arm-worn small shield is still the choice of most players and will serve any young adventurer well.<br />
<br />
===Joining a Guild===<br />
Now that you are fully equipped and ready to adventure, it is time to join the guild of your choice! Use the trusty DIRection command to get to the guild of your choosing, and find the Guildleader. Once there, you can type JOIN and listen to what they have to say.<br />
<br />
===Your First Coins===<br />
If you decided to start in Crossing, there is a peddler named Mags that you may want to visit. [[Mags]] recognizes characters new to crossing, and will give them coins in exchange for bringing her branches. The closest place to find branches is outside the Northeast Gate, so I would suggest heading there. First, though, I would suggest going by [[Berolt's Dry Goods]] (DIR general store) and replacing your starting pack with a slightly larger backpack. Note that you can only wear one thing on your back at a time. <br />
<br />
New bag in hand (on your back), it's time to head to the Northeast gate, which you can find using DIR Northeast gate. Once you are outside the gate (the area description will start with "Northeast Wilds"), you can start foraging for branches with the FORAGE command by typing FORAGE BRANCH. Put as many branches in your backpack as you can carry, and then it's time to go back to Mags. Mags can be found outside the Reflex training academy, which you can find with DIR REFLEX. Mags is waiting right outside, so either stop when the directions prompt you to GO REFLEX, or go in and then step back out. Mags will accept branches individually, or you can remove your backpack and GIVE BACKPACK TO MAGS. She will take out all the branches and give you between 1 and 2 bronze per branch. New characters can earn around 2 gold kronars in total by giving branches to Mags before she tells you that you need to move on in your adventuring career.<br />
<br />
In Riverhaven, there is also a peddler named Maisie that will exchange coins for branches.<br />
<br />
==Walkthrough of Your Magic Skills==<br />
While [[Magic]] in DragonRealms is used to some extent by every guild, Thieves and Barbarians train it in their own way. This section covers the prepare/cast mechanics that magic-using guilds utilize to train magic. Each spell has a 'Minimum Prep' or minimum amount of mana that it can be cast at. Anything above that is at the mage's discretion. The more mana funneled into a spell, the more difficult it is to cast, and that amount is determined by their skill in their primary magic skill (e.g., Lunar Magic for Moon Mages, Elemental Magic for Warrior Mages) and their skill in the type of spell being cast. For a more in-depth explanation of magic in DragonRealms, you can read the lore behind [[Magical_theory|Magical Theory]].<br />
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To see your list of spells, see the {{com|spells}} command. Magic using characters have access to [[Apprentice spells]] from 1st to 10th circle as an aid to learning magic skills. Upon advancement to 11th circle you lose these spells.<br />
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You can use the {{com|discern}} {{tt|<spellname>}} command to see an estimate on how much mana you can {{tt|prepare}} a spell at based on your current skill.<br />
<br />
===[[Attunement_skill|Attunement]]===<br />
Attunement is your ability to [[Power_Perceive_skill|detect]] and [[Harness_Ability_skill|harness]] mana for your use. This is trained by using one of the following commands: PERCEIVE, CONCENTRATE, or POWER. Each time you do this in a room, there is a 60 second timer until you can learn from it again. To train this skill effectively you want to check POWER, then move to a different room, check the POWER, move again, POWER again, and so on. Alternately you can stay in the same room and check the POWER once per minute. To start with the act of casting a spell or charging [[Cambrinth]] will provide a little [[Attunement]] experience but this will quickly become insignificant. You can also train [[Attunement]] by preparing a spell and then HARNESSING so mana to increase its power before you cast it but this runs the risk of causing [[Damage|Nerve Damage]], which can impair your ability to cast spells.<br />
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===[[Arcana]]===<br />
Arcana is the skill of magical item use, mostly trained through [[Runestones]] and [[Cambrinth]]. To train, you will be using the cambrinth item you purchased in the walkthrough. If you are fortunate enough to acquire a [[Runestone]], which can often be found in the [[Donation racks|donation bin]] of the [[Crossing]] cleric guild, you can train by FOCUSing on it. If you find a [[Runestone]] that contains an Elemental, Life or Lunar spell you will also learn [[Sorcery]] until around 60-80 ranks.<br />
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===[[Primary_Magic|'Primary' Magic]]===<br />
Arcane, Elemental, Holy, Life and Lunar Magic are considered your guild's Primary Magic, or 'Ur Magic' skill, and will train passively while casting any spells from your Guild's spell book. <br />
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====[[Augmentation]], [[Utility_skill|Utility]], [[Warding_skill|Warding]]====<br />
All of these skills are trained in the same way. For the sake of this Newbie Guide, all spells should follow the same pattern: (with exceptions to be discussed later) <br />
#{{com|Prepare}} ''<spell>''<br />
#Wait until you see: '''''You feel fully prepared to cast your spell.'''''<br />
#Add Mana<br />
##via {{com|Harness}} ''<amount>''<br />
##via [[Cambrinth]]<br />
###{{tt|charge}} ''<item>'' ''<amount>''<br />
###{{tt|invoke}} ''<item>''<br />
#{{com|Cast}}<br />
The ''<item>'' in the invoke example is the scrap/sliver/shaving you will buy from the Artificer (if following the Walkthrough). As you're just starting out, the ''<amount>'' will only be 1 or 2 as you won't yet have the skill to put much extra mana in your spells. You can split it up however you like, in increments as small as 1. You can {{tt|HARNESS 1}} '''and''' {{Tt|CHARGE 1}}/{{tt|INVOKE}} with cambrinth for a total of 2 extra mana. Eventually you will also be able to cast before the spell is fully prepared, though at low skill levels you risk backfiring and damaging your nerves.<br />
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====[[Debilitation]]====<br />
Trained in the same way as above, though it also requires you be casting on an enemy in the proper skill range. Debilitation spells and skills follow a slightly different paradigm than Targeted spells. Skill in Debilitation determines if the spell will connect, and then a [[Contested Abilities|stat contest]] is performed. If the contest is successful, the spell or ability will affect the target. If the contest fails, the spell or ability will be resisted.<br />
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Success is not binary; a marginal success will result in a slight effect, while a catastrophic failure will result in a large effect.<br />
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====[[Targeted Magic]]====<br />
Targeted Magic spells are cast the same as any others but with one extra step: TARGETing the spell at a critter.<br />
#{{com|Target}} ''<spell abbreviation>'' (this will default to the enemy you are currently facing)<br />
#Wait until you see: '''''Your formation of a targeting pattern around a ''<target>'' has completed.'''''<br />
#Proceed as above with adding mana and {{tt|CAST}}ing.<br />
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As you obtain more complicated spells, especially ones that effect an entire area, pay close attention to the different options of the [[Target_command|TARGET command]]<br />
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===Barbarian and Thief 'Magic'===<br />
Placed here because the skills used are the same. I'm sure Rhadyn will have choice words on whether or not Barbarians actually use magic. Both are trained completely differently than traditional magic; see the [[Barbarian_Newbie_Help_Guide|Barbarian Newbie Guide]] or [[Thief_Newbie_Help_Guide|Thief Newbie Guide]] for more detail.<br />
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==Walkthrough of your first Combat==<br />
===Defenses===<br />
The first thing to consider before combat is how you're defending yourself. There are three ways to do this:<br />
* Evasion is simply getting out of the way. This is the most basic defense because it can be done in any circumstances.<br />
* Parry is blocking attacks with your weapon. This requires having a weapon in your right hand and is effective with larger weapons.<br />
* Shield is blocking with your shield. This requires a shield either in your left hand or on your arm (use {{com|adjust}} to change where the shield is worn).<br />
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The {{com|stance}} command controls how you defend yourself. You have 180 points to spend between the three defenses and most people use a 100/80 defense stance, with 100 points in one defense and 80 in another. The most common is 100 evasion, 80 in either shield or parry, depending on which you want to learn at the moment.<br />
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===Finding a Target===<br />
There are two common starting creatures, ship rats and sleezy louts. Ship rats are in Barana's Shipyard, and can be found via {{tt|dir ship}}. Sleezy louts are outside the Eastern Gate and can be found via {{tt|dir east}}.<br />
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Once you get to the hunting area, it may take a bit of time before a target shows up, so it may be a good idea to slowly wander around, looking for already spawned targets. Keep in mind, that according to common hunting etiquette, creatures that are in an occupied room are owned by the person in there, so you will need to search for an empty room.<br />
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===Attacking===<br />
Once you've found a target, you'll want to {{com|advance}} on them, to get close enough to attack. There are three ranges: missile range where only bows and thrown weapons can reach, pole range where only very long weapons such as polearms can reach, and melee range where any weapon can reach.<br />
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Once you've gotten to melee range on your target, you'll want to begin with a basic series of attacks. Each weapon has a basic type of attack that's neither great nor terrible and is good for basic combat. In addition, they also have a power attack that is good to use when you're at an advantage, such as when you have stunned your opponent.<br />
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{| border="1"<br />
! Type !! Basic Move !! Power Move<br />
|-<br />
| Slicing || {{com|slice}} || {{Com|chop}}<br />
|-<br />
| Blunt || {{com|swing}} || {{com|bash}}<br />
|-<br />
| Piercing || {{com|thrust}} || {{com|lunge}}<br />
|}<br />
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It is important to keep an eye on your [[fatigue]] in combat, as attacking too quickly can drain it to the point where you fall over.<br />
<br />
===So You've Killed Your Target===<br />
Once you've killed your target, there's two possible things you can do. The first is to {{com|skin}} it, which may produce a valuable skin you can sell later. Second, you should {{com|loot}} it, which will search it for any treasure. You'll want to stow both of these away.<br />
<br />
==Useful Tips==<br />
The command '''Dir Help''' will bring up a list of commands relating to moving around town. Typing in '''Dir''' and a location will give you screen by screen instructions on how to get to that location in town. You can also enter in '''Dir (location name) 15''' and the system will give you a sequential list of the next 15 directions to move in to reach that location. Most Front-Ends will also make those directions a series of clickable links for ease of use.<br />
<br />
You will start the game with an item called a [[Item:Divine_charm|Divine Charm]]. This item has several handy uses for a new player including the ability to heal you, teleport you back to your guild, and help you carry heavier loads. As you gain skills and circles this item's value will diminish, so use it whilst you can! Use the command '''Turn Divine Charm''' to select an ability and '''Invoke Divine Charm''' to use the current selection.<br />
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Visit the tanner early on and '''Ask (tanner name) for rope'''. He will provide you with an item called a bundling rope free of charge. This handy piece of equipment will allow you to easily manage the skins you acquire whilst hunting. After defeating a creature you can '''Arrange (dead critter name)''' to prepare a skin for better quality. This may be done up to five times in succession to acquire the highest chance for improved quality. After arranging the skin, then type '''Skin (dead critter name)''' whilst holding a bladed item and you will acquire a skin from it. Next, hold the skin in one hand and the bundling rope in the other, and type '''Bundle (name of skin)''' and it will turn them into a lumpy bundle. Finally, type '''Wear Bundle''' to sling it over your shoulder. Once this has been done, every time you skin a creature you will automatically add it to the bundle, saving an immense amount of time and typing. Typing '''Appraise Bundle''' when not in combat will provide a healthy boost to your appraisal skill, and selling the bundle (after using the '''Remove Bundle''' command) will allow you to get the money for it in one fell swoop; the tanner will even return the rope to you for reuse. Further commands for your bundles can be found at [[Item:Lumpy bundle]] and details on skinning are found at [[Skinning skill]]<br />
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Similar to the bundling rope, a lockpick ring is a wearable item that can store up to 25 lockpicks of a single type. Once lockpicks are added to the lockpick ring and the ring is worn, you will automatically use those lockpicks whenever using the pick command without needing to hold them in hand. Specific details on the item can be found at the [[Lockpick rings]] page.<br />
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The '''Store''' and '''Stow''' commands allow you to more easily organize your items. Read up on the specifics here: [[Store command]] or type '''Store Help''' in-game.<br />
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'''First Aid''' is an invaluable skill, and you can't really learn it without getting hurt. It is a perfectly acceptable practice to ask any empath to "leave a bleeder" behind when healing you, so that you can continue to train the skill without serious danger to yourself. Be forewarned that eventually wounds will worsen and your skill likely won't be able to keep up with them, especially if you have internal bleeding. If you notice your health is dipping lower than it is regenerating even when tended, it is time to get to a healer quickly. In the crossing many healers tend to be found just outside the Empath's Guild and will heal you for free if you simply ask politely for healing. Just don't lie down there, because it's a busy street and NPCs can and will literally trample you to death. Learn more about the [[First Aid skill]] here.<br />
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'''Forage''' is a commonly used command that can produce results when used on its own, but the chances of finding a particular item are immensely improved by putting that item name after the forage command. For example '''Forage Stick''' will produce a stick for you nearly every time you search where simply foraging might produce one every 1 in 20 tries. Read more about foraging here: [[Foraging]]. Similar to foraging is the [[Collect command]], which produces items that are left in rooms rather than collected in inventory. The '''collect''' command is one of the best ways for an early player to train their [[Outdoorsmanship skill]] and [[Perception skill]]; '''collect rock''' when outdoors or '''collect wood splinter''' when indoors to raise those skills into at least the 80s. Be careful when using those commands to not pluralize them with "rocks" or "splinters" because then they will not work! More items to collect for higher skill ranks can be found as well. Just don't forget to '''Kick pile''' after collecting an item; it is the polite thing to do.<br />
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'''Athletics''' can be learned easily by heading to Arthe Dale, the first town outside of The Crossing, a short and safe distance out of the northeast gate. The Arthe Dale Swimming Hole is an outstanding place to learn your [[Athletics skill]]. Just Dive Hole outside the swimming hole and then head West, South, East, North over and over to raise the skill. As your athletics skill increases, the roundtime will decrease between each room.<br />
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If you find yourself on the wrong side of the law, you may end up in the stocks. '''Plead''' is a command that can sometimes get you out of the stocks more quickly. In this instance your items should be returned to you by the guard after you are freed. If you receive a fine, you will need to pay it off before you can get your items back. Use the Dir Help command to guide you to the debtor's office in town. Head to the Guard House after paying off the debt and use the command "Get (your name) Sack" to obtain your items.<br />
<br />
==How to Search Elanthipedia==<br />
<br />
===Basic and Advanced Search===<br />
<br />
Elanthipedia has a lot of useful content, but finding what you want is not always intuitive. Here are some tricks.<br />
<br />
'''[https://elanthipedia.play.net/mediawiki/index.php?title=Special:Search&search=&fulltext=Search&profile=all&redirs=0 Basic Search]''': to perform a basic search, click the link, or scroll to the upper-right corner of the screen, and type your search term in the box. Click "Search."<br />
<br />
'''[https://elanthipedia.play.net/mediawiki/index.php?title=Special:Search&search=&fulltext=Search&profile=advanced&redirs=0 Advanced Search]''': Sometimes, the basic search gives you too many results, and you want to narrow your search. You can reach the advanced search option by clicking the link by performing a basic search and then clicking the "''Advanced''" link.<br />
:Under ''Search in namespaces'', you can choose which types of pages to include in your search. The most useful options are:<br />
*'''(Main)''' any wiki page that is not in a special category (most articles and shops)<br />
*'''Category''': any wiki page whose title begins with ''Category:''. This includes the main guild, race, and spell pages, for example, which link to more detailed information.<br />
*'''Armor''': armor item pages (with looks, stats, shop locations, etc.)<br />
*'''Shield''': shield item pages (with looks, stats, shop locations, etc.)<br />
*'''Weapon''': weapon item pages (with looks, stats, shop locations, etc.)<br />
*'''Item''': all other item pages (with looks, stats, shop locations, etc.)<br />
*'''Post''': archived posts from the official Play.net forum<br />
*'''Title''': titles (the kind your character wears around his name)<br />
*Checking the "List redirects" option will include pages that just redirect you to another page.<br />
<br />
===Special Queries===<br />
<br />
In addition to the normal search options, Elanthipedia has some special query pages that let you search for particular content. To use them, simply select the options you want and click "run query" at the bottom.<br />
<br />
*'''[[Special:RunQuery/ShopQuery|ShopQuery]]''': in the type field, include any of the merchandise types listed [[:Category:Shops_by_Type|here]]<br />
*'''[[Special:RunQuery/WeaponQuery|WeaponQuery]]'''<br />
*'''[[Special:RunQuery/ArmorQuery|ArmorQuery]]'''<br />
*'''[[Special:RunQuery/ShieldQuery|ShieldQuery]]'''<br />
*'''[[Special:RunQuery/ItemQuery|ItemQuery]]''': all other items<br />
When using the four item query pages, "rare" means items that aren't normally available, such as quest prizes, festival merchandise, etc.<br />
<br />
[[Special:RunQuery/BestiaryQuery|BestiaryQuery]]: Here you can search for huntable creatures by location, difficulty, types of loot dropped, etc.<br />
<br />
[[Special:RunQuery/Post_Query|PostQuery]]: Search for archived posts from the official Play.net forum (separate topics with a comma)<br />
<br />
==Commonly Asked Questions==<br />
'''Q: Help! I'm confused and this guide isn't helping!'''<br />
:A: That's not a question! Regardless, you can use the {{Com|advice}} or {{com|help}} commands, or speak to a [[Mentor]] (use {{com|dir}} {{tt|mentor}} to find one) for help. If none of those work, see if you can get another player to help, such as one of your guildmates. If all else fails, posting your problems on the forums can result in a wealth of helpful information. You are also encouraged to join the unofficial DragonRealms [[Discord]] text/voice chat service.<br />
<br />
'''Q: Where is everyone?'''<br />
:A: DragonRealms is a huge game, with tens of thousands of areas. This results in people being spread over a large area fairly thinly. Generally most areas will have a gathering spot, where people talk and teach. Because these spots are known to change, it would be impractical for this guide to try to list them, though [[Popular Gathering Places|this article]] attempts to.<br />
<br />
'''Q: I see people around but none of them will respond to me. What's going on?'''<br />
:A: Many people will run automated scripts to train skills that require repetive actions. The truth is that while it is against the rules to run them while not paying attention or away from the keyboard, it still happens to some degree. Some people skirt the edge by having the game window open but another window on top.<br />
: However, do not assume that since someone will not talk to you that they are not there. Some people either for roleplay or other reasons will just simply ignore you.<br />
: Regardless, do not let it discourage you, there are plenty of people out there to interact with once you know how to find them. Eventually you will be able to afford [[gwethdesuan]]s, magical devices that give you access to regional in character chat channels.<br />
<br />
'''Q: Someone just killed me, and I didn't do anything. What do I do?'''<br />
:A: There's two answers to this question. Either you got involved in something that gave someone "consent" on you, or you have met one of the infrequent but irritating people who enjoy killing for little or no reason.<br />
: In the first case, there is not much you can do. There is a large set of rules for when someone can and cannot attack you. If you got in someone's face, yelled at them, insulted them, slapped then, or made a hostile move toward them, they are within their rights to kill you. {{com|News}} 5 24 and 5 25 goes into some detail about what's consent or not. Keep in mind, that certain actions you take can give everyone consent on you for a while, primarily stealing from another player. See the [[#Profile|Profile section]] for more detail.<br />
: In the second case, you will have to decide whether it's worth your time and effort to contact a GM (via the {{com|assist}} command) and file a complaint. Some people refuse to assist even if someone broke the rules, and others have no issues. It is largely a personal choice, however it is a good idea to find somewhere private to do it if you do choose to complain.<br />
<br />
'''Q: I'm stuck, or something broke, and no one is around to help!'''<br />
:A: If you suspect you've encountered a bug, or that something is broken, your best bet is to use the {{com|assist}} command to ask for help from staff. Keep in mind, there is not always a staff member around, and even when there is there may be a wait.<br />
: If something breaks drastically, like you end up in a room with no description, or your spell is creating gold coins out of nothing, use the {{com|report}} command. This is the 911 call for GM help, so use it sparingly. Generally if you're wondering if you should use it, {{tt|assist}} is the better route.<br />
<br />
<br />
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{{Cat|Player guides,New player guides,Newbie Guide Contest}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Long_ironwood_mixing_stick_topped_with_a_trio_of_water_opal_blooms&diff=517023Long ironwood mixing stick topped with a trio of water opal blooms2020-04-09T02:26:32Z<p>BLADEDBUTTERFLY: Created page with "{{Item |noun=stick |look=The striking gems are arranged to create a miniature belladonna bouquet. |MTag=ironwood, water opal |type=alchemy |weight=30 |appcost=2500 |lsize=6 |w..."</p>
<hr />
<div>{{Item<br />
|noun=stick<br />
|look=The striking gems are arranged to create a miniature belladonna bouquet.<br />
|MTag=ironwood, water opal<br />
|type=alchemy<br />
|weight=30<br />
|appcost=2500<br />
|lsize=6<br />
|wsize=1<br />
|hsize=1<br />
|sourcetype=-<br />
|fname=No<br />
}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Item:Charred_felwood_burin_with_a_slender_crooked_handle&diff=511261Item:Charred felwood burin with a slender crooked handle2019-11-20T03:08:27Z<p>BLADEDBUTTERFLY: Created page with "{{Item |noun=felwood burin |look=Burnt flakes curl from the burin's surface. The handle's melted bark pools like wax into a curved and twisted form. |MTag=felwood |type=encha..."</p>
<hr />
<div>{{Item<br />
|noun=felwood burin<br />
|look=Burnt flakes curl from the burin's surface. The handle's melted bark pools like wax into a curved and twisted form.<br />
|MTag=felwood<br />
|type=enchanting<br />
|weight=40<br />
|lsize=1<br />
|wsize=1<br />
|hsize=1<br />
|sourcetype=-<br />
|fname=No<br />
}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Mistanna&diff=505472Mistanna2019-08-06T21:13:42Z<p>BLADEDBUTTERFLY: /* History */</p>
<hr />
<div>{{PC<br />
|name=Mistanna Redivas<br />
|status=a<br />
|race=Human<br />
|gender=Female<br />
|guild=Moon Mage<br />
|instance=Prime<br />
}}<br />
<gallery><br />
File:mistannapixel.png|none|thumbnail|alt=mistanna|<div align="center"><span style="color: green"> </span>'''</div><br />
</gallery><br />
==Current Status==<br />
<br />
Mentor Mentor<br />
General Slacker<br />
<br />
==Appearance==<br />
<br />
Stargazer Mistanna Redivas has wolfish golden eyes that are framed by feathered coal-black lashes, made further piercing by the pale tone of her skin. Her ears are slightly pointed at the tips and have several piercings going up the lobes, and she adorns additional piercings in her eyebrow and nostril. She wears a gypsy kerchief in her hair, though a few curling dove-white locks still tend to slip free to frame her face. Her hair would fall past her hips in snowy waves and curls, but is normally tied back or up as well.<br />
<br />
Her wardrobe primarily consists of whites, blues and golds in playful layers. Her blouse cut just low enough for a peek of the bandeau underneath, and cinched up beneath a sturdy leather corset. A scalloped hip-chain dangles charms and bells over the clinging scarves that make up a handkerchief hemmed, knee-length skirt with tightly cross-laced travelling boots upon her feet. She wears a warm ivory wool cloak that her family had made for her that has colorful gypsy knotwork beaded brightly to border the hems. Otherwise she is adorned with an ever-shifting plethora of jewelry.<br />
<br />
<br />
<br />
==History==<br />
<br />
377 - Birthed to a dark-skinned human Mother, and a pale-skin and white-furred Rakash Father; goat herders and hunters of a gypsy tribe from far west, beyond the ruins of Journalai.<br><br />
393 - Arrived in Kermoria escorted by paladins [[Kirdaorb]] and [[Kyrberus]] in safety after [[Lyras]]’ barrier had broken.<br><br />
402 - Banned from [[Therengia]] after a coup to free Lady [[Valkri]] from a hostage situation with the [[Arkarm Crime Family]] failed miserably.<br><br />
407 - Joined with the Ilithi Court to work as one of the many scribes in the Tower.<br><br />
408 - Left the service of the Tower when the Ilithi Court was dissolved, however continuing work as a wandering scribe.<br><br />
409 - Drafted as a soldier into the service of the [[Crystal Vanguard]], Militia of Ilithi.<br><br />
411 - Pardoned in Therengia along with several others in a generous gesture by Baron [[Gyfford]] as a wedding present to his bride-to-be.<br><br />
413 - Promoted to a Corporal Officer within the [[Crystal Vanguard]], Militia of Ilithi.<br><br />
415 - Promoted to a Sergeant Officer within the [[Crystal Vanguard]], Militia of Ilithi.<br><br />
415 - Joined the [[Lorethew Mentor Society]]<br><br />
421 - Retired from the [[Crystal Vanguard]], disbanded due to peaceful times in Ilithi.<br />
<br />
==Portraits==<br />
<gallery><br />
File:Meaganbadour.jpg|none|thumbnail|alt=art by Meagan Badour|<div align="center"><span style="color: green"> </span>'''</div><br />
File:MistColorBlurry.jpg|none|thumbnail|alt=art by Bladedbutterfly|<div align="center"><span style="color: green"> </span>'''</div><br />
</gallery><br />
<br />
{{cat|Player Nomads of the Arid Steppe}}<br />
{{PCSkills<br />
|Collapse=No<br />
}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Prediction&diff=504826Prediction2019-07-19T02:48:39Z<p>BLADEDBUTTERFLY: /* Predictions */</p>
<hr />
<div>: ''See [[Prediction (meditation)|here]] for the Barbarian meditation.''<br />
{{RTOC}}<br />
== General information==<br />
<br />
===Predictions===<br />
A prediction simply applies a bonus or penalty to any skill. They are capped at 20% of the base skill, and 10% of crafting skills, with a minimum of 10 ranks. Durations range from a few minutes to upwards of two hours.<br />
<br />
A person can be under the influence of an unlimited number of predictions, but only one prediction per skill. Multiple predictions on the same skill will average out into one prediction (meaning small positive predictions can be useful to blunt a large negative prediction). They also do not stack with spells or other sources of buffs. E.g. if you have both a self cast Seer's Sense and a positive evasion prediction then only the greater of the two buffs will apply while both effects remain active. If the greater one were to expire first, then the lesser one would apply at that point.<br />
<br />
In all forms of divination the messages received accurately reflect the actual result.<br />
<br />
Predictions have four aspects: power, duration, affected skill, and polarity (i.e. bonus or penalty) all of which are determined randomly, although this is greatly influenced by your Astrology skill, Wisdom, Charisma, method of prediction used, and how much prophetic insight you have accumulated.<ref>[[Post:Predicting_in_3.0_-_01/23/2013_-_20:36]]</ref> A penalty is most commonly referred to by the colloquial term 'curse,' especially when in game.<br />
<br />
===Attributes===<br />
The following is a summary of attributes that play a role in prediction. More detailed explanations can be found in the appropriate sections below.<br />
*{{skill|Astrology}} - Aids in {{com|observe}} and {{com|align}} checks, and modifies power, duration, and accuracy of all predictions, vision predictions in particular.<br />
*{{skill|Scholarship}} - Aids in {{com|observe}} checks.<br />
*{{skill|Perception}} - Aids in {{com|observe}} checks.<br />
*{{stat|Wisdom}} - Modifies power, duration, and accuracy of all predictions.<br />
*{{stat|Charisma}} - Modifies tool bonding chance, and modifies power, duration, and accuracy of vision predictions.<br />
*prediction pool size - Primary determinant of power, duration, and accuracy of all predictions, and modifies tool bonding chance.<br />
*prediction tool quality - Primary determinant of tool bonding chance, and modifies power, duration, and accuracy of tool predictions.<br />
<br />
===Observations===<br />
The first step in making any prediction is to successfully {{com|OBSERVE}} a celestial body. Information on specific bodies, such as the skillsets they teach and the circle they are learned at can be found here on the [[Star chart]].<br />
<br />
The timer on observations is random from 2-4 minutes. An observation that would add insight to otherwise filled pools will message as such and not start the observation timer.<br />
<br />
*Based on scholarship, perception, and astrology.<br />
*Attempts to observe the Sun or any of the moons will always teach at least some regardless of cloud cover.<br />
*Made easier through use of Clear Vision, Aura Sight and a Telescope.<br />
*Piercing Gaze and Telescopes will help reduce cloud cover.<br />
*While not all celestial bodies teach the same amount from an observation, the values are fairly close meaning bodies that touch multiple areas are almost always preferable.<br />
*Not all observations are equal as a result of cloud cover and skill, but they're fairly close so if you can successfully observe it's not worth obsessing over squeezing out every last drop of bonus.<br />
*Some objects require a telescope to observe.<br />
*The best telescopes are stationary in guildhalls, Kssarh's telescope one west of his location is the best in Elanthia.<br />
*In game [[Star chart]]s include a list of what areas each object teaches and the circles they are learned at. ''Note: these are riddled with misinformation currently, so it is best to use online versions.''<br />
*To help resolve parser issues try {{tt|Elanthian Sun}} and {{com|Observe}} {{tt|<object> in sky}}. Also destroy all sunstones and moonstones in the most sadistic method available.<br />
<br />
====Prediction pools====<br />
While a prediction can be performed from a single observation, each further observation will fill your pool further, the level of which can be checked with {{com|predict}} {{tt|state all<nowiki>|</nowiki>skillset}}. The amount of insight in your prediction pool is by far the largest influence on the power and duration of any given prediction. More insight will also increase the likelihood of the prediction matching your desired skill as well as polarity, and increases the chance that a polarity inversion is prevented if it does occur. It will also improve the chance that a prediction tool will increase its bond with you.<br />
*Skillset prediction pools do not decay over time.<br />
*[[Luckstone]] enchantments can completely fill a prediction pool without needing an observation.<br />
*[[Read the Ripples]] eliminates the timer between observations for randomly selected constellations allowing prediction pools to be filled faster.<br />
*[[Tezirah's Veil]] can also be used to fill prediction pools randomly, although this comes at the cost of stuns, severe nerve damage, and [[Teleologic corruption]] which reduces the effectiveness of your predictions.<br />
{| width=50% class=wikitable<br />
! width=10%| %<br />
! width=30%| Understanding<br />
! width=15%| Min Power<br />
! width=15%| Max Power<br />
! width=15%| Min Duration<br />
! width=15%| Max Duration<br />
|- align=center<br />
!0<br />
| No || -- || -- || -- || --<br />
|- align=center<br />
!1-11<br />
| Feeble || -- || -- || -- || --<br />
|- align=center<br />
!12-22<br />
| Weak || -- || -- || -- || --<br />
|- align=center<br />
!23-33<br />
| Fledgling || -- || -- || -- || --<br />
|- align=center<br />
!34-44<br />
| Modest || -- || -- || -- || --<br />
|- align=center<br />
!45-55<br />
| Decent || -- || -- || -- || --<br />
|- align=center<br />
!56-66<br />
| Significant || -- || -- || -- || --<br />
|- align=center<br />
!67-77<br />
| Potent || -- || -- || -- || --<br />
|- align=center<br />
!78-88<br />
| Insightful || -- || -- || -- || --<br />
|- align=center<br />
!89-99<br />
| Powerful || -- || -- || -- || --<br />
|- align=center<br />
!100<br />
| Complete || -- || -- || -- || --<br />
|}<br />
''Scale is assumed to be linear - only the first and last points are certain and there is no reasonable way to discover a non-linearity.<br />
<br />
====Align====<br />
In order to make use of a prediction pool you have to {{com|align}} to it first.<br />
*{{com|align}} {{tt|<offense<nowiki>|</nowiki>defense<nowiki>|</nowiki>magic<nowiki>|</nowiki>survival<nowiki>|</nowiki>lore>}} will align you to the chosen prediction pool and your next prediction will be of a random skill within that skillset.<br />
*Alternately, {{com|align}} {{tt|<skill>}} will align you to the chosen skill and your next prediction will be of a random skill within that skill's skillset, but weighted to the chosen skill.<br />
*Predictions default to trying for a bonus. If you want to try for a curse use {{com|align}} {{tt|<skillset<nowiki>|</nowiki>skill> curse}} instead.<br />
:*A prediction that results in the opposite polarity to what you tried to achieve is known as a polarity inversion.<br />
:*The most that the chance of a polarity inversion can be reduced to is 10% regardless of skill, tool bond, stats, or other factors.<ref>[[Post:Sphere_of_influence_and_prediction_-_11/28/2012_-_14:42]]</ref><br />
*With high skill it is possible to use {{com|align}} {{tt|split}} to only use 50% of aligned prediction pool on the next prediction. This appears to be 50% of the full pool size rather than 50% of whatever your current pool is at, so if your pool is less than 50% full then splitting will have no functional effect. E.g. if your pool is 70% full, then {{tt|align split}} will leave you with it 20% full after the next prediction. Using split at this point will not be useful since the final 20% will be used up regardless.<br />
*With even higher skill it is possible to use {{com|align}} {{tt|transmogrify}} to convert one prediction pool into another. The conversion results in some loss of pool size.<br />
*It is not possible to {{com|align}} to the {{skill|Thanatology}} and it will never be the result of a prediction even if predicting on a Necromancer while {{com|align}}ed to the Survival skillset. Attempting to {{com|align}} to it causes an effect similar to moderate levels of [[Divine Outrage]].<br />
<br />
==Prediction methods==<br />
===Visions===<br />
*The most basic way to perform a skill modifying prediction, and the only option without use of a tool, is to simply {{com|predict}} {{tt|future}} after using {{com|align}} to align to a skill or skillset.<br />
*The advantage of this method is it doesn't require any tools and uses your {{skill|Astrology}} and [[Charisma]] to modify the strength of your prediction rather than the stats of a tool.<br />
*The disadvantage of this method is that the best tools will outperform even a highly skilled vision and it has the potential for a major curse and all of your prediction pools emptying.<br />
*See [[Visions]] for full mechanics.<br />
*A very good source of astrology experience, also teaches some scholarship and perception.<br />
<br />
===Tools===<br />
In place of [[Visions]] divination tools may be used. Like with visions, the tool is used after {{com|align}}ing to a skill or skillset. See the tool's page for syntax.<br />
<br />
{| class="wikitable"<br />
! Tool<br />
! Sect Affinity<br />
! Domain Bonus<br />
! Physical Bonus<br />
! Activation Verb<br />
|-<br />
| [[Celestial Charts]]<br />
| [[Celestial Compact]]<br />
| Magic<br />
| Duration<br />
| REVIEW<br />
|-<br />
| [[Divination Bones]]<br />
| [[Nomads of the Arid Steppe]]<br />
| Survival<br />
| Skill Alignment<br />
| ROLL<br />
|-<br />
| [[Divination Mirror]]<br />
| [[Progeny of Tezirah]]<br />
| Cursing<br />
| Potency<br />
| GAZE<br />
|-<br />
| [[Divination Prism]]<br />
| [[Monks of the Crystal Hand]]<br />
| Offense<br />
| Skill Alignment<br />
| RAISE<br />
|}<br />
<br />
*[[Divination bowl]], favored by the [[Prophets of G'Nar Peth]]. Divination bowls are not yet updated for use in 3.0.<br />
*[[Divination deck]], favored by the [[:Category:Fortune's Path|Followers of Fortune's Path]]. Divination decks are not yet updated for use in 3.0.<br />
<br />
All tools share some important traits. All must be {{com|invoke}}d to bond to the seer before the first use, all can be {{com|INVOKE}}d a second time to clear the bond (which will reset bond qualities but not physical qualities) and all may be {{com|analyze}}d to evaluate their quality.<br />
<br />
The advantage to using a tool is that they can outperform a vision if your tool is bonded well. The disadvantage is that bonding takes a long time, so it will be a while before a tool will reach a state where it will outperform a vision.<br />
<br />
Using a tool that your sect has an affinity with provides a small benefit to potency and possibly duration compared to tools you don't have an affinity with. You may use any updated divination tool; no matter your sect. Sectless are treated as not having an affinity with any tool.<br />
<br />
====Qualities====<br />
All tools have eleven qualities which can be viewed when you {{com|analyze}} them. These can be split into four physical qualities, four bond qualities, one construction quality, and two age qualities. <br />
=====Physical qualities=====<br />
These vary from tool to tool, either set by a merchant or determined at the time of crafting, and affect the frequency of their respective bond quality increasing: power, duration, skill alignment, and polarity. The more damaged a physical quality the less likely its respective bond quality will increase. Tools will never break even once reaching their most damaged state. These qualities have a chance to be damaged with each use. These are measured differently for each tool type, so refer to each tool type's page for specific messages.<br />
<br />
=====Bond qualities=====<br />
These always start at the lowest level and each affects one of the following:<br />
*the power of a prediction<br />
*the duration of a prediction<br />
*the chance of hitting your aligned skill<br />
*the chance of both matching your desired polarity and preventing inversions if they do occur.<br />
Bond qualities cannot be seen unless you have aligned your prophetic talent with the tool via {{com|invoke}}. These may increase, or very rarely, decrease with each use. Each quality has 31 levels ranging from 0 to 30. These are messaged differently for each tool type, so refer to each tool type's page for specific messages.<br />
<br />
=====Construction quality=====<br />
This varies from tool to tool, either set by a merchant or determined at the time of crafting, and never changes. It determines how susceptible the physical qualities are to damage. This messaging doesn't differ between tool types.<br />
*The overall craftsmanship is masterful and the ''<tool>'' should prove nearly impervious to damage.<br />
*The overall craftsmanship is spectacular and the ''<tool>'' should prove extremely resistant to damage.<br />
*The overall craftsmanship is very good and the ''<tool>'' should prove resistant to damage.<br />
*The overall craftsmanship is above average and the ''<tool>'' should prove slightly resistant to damage.<br />
*The overall craftsmanship is average.<br />
*The overall craftsmanship is below average and the ''<tool>'' should prove slightly susceptible to damage.<br />
*The overall craftsmanship is poor and the ''<tool>'' should prove rather susceptible to damage.<br />
*The overall craftsmanship is criminally poor, and the ''<tool>'' should likely be destroyed on principle. Possibly the creator as well or defenestrated at the very least.<br />
<br />
=====Age qualities=====<br />
These measure how old a tool is and how many times it has been used. Tools no longer break regardless of age or number of uses, therefore the following analysis messages are cosmetic only:<br />
<br />
Age:<br />
*The ''<tool>'' is brand new.<br />
*The ''<tool>'' is rather new.<br />
*The ''<tool>'' is somewhat new.<br />
*The ''<tool>'' is at least a year old.<br />
*The ''<tool>'' is at least a couple of years old.<br />
*The ''<tool>'' is quite a few years old.<br />
*The ''<tool>'' is over a decade old.<br />
*The ''<tool>'' is an antique.<br />
*The ''<tool>'' is something you'd expect to find on an archeological dig.<br />
*The ''<tool>'' is archaic.<br />
<br />
Uses:<br />
{| width=40% class=wikitable<br />
! width=30%| Total Predictions<br />
! width=70%| Usage Messaging<br />
|- align=center<br />
!0<br />
| They appear to have never seen use.<br />
|- align=center<br />
!1-9<br />
| They appear to have seen barely any use.<br />
|- align=center<br />
!10-24<br />
| They appear to have seen little use.<br />
|- align=center<br />
!25-49<br />
| They appear to have seen some use.<br />
|- align=center<br />
!50-99<br />
| They appear to have seen use.<br />
|- align=center<br />
!100-249<br />
| They appear to have seen plenty of use.<br />
|- align=center<br />
!250-499<br />
| They appear to have seen heavy use.<br />
|- align=center<br />
!500-999<br />
| They appear to have seen great use.<br />
|- align=center<br />
!1000+<br />
| They appear to have seen extensive use.<br />
|- align=center<br />
|}<br />
<br />
====Bonding====<br />
With each use, a tool may increase a bond quality with the chance based on the current level of its respective physical quality. Also with each use, a tool may decrease a physical quality with the chance based on how well constructed the tool is. Each bonding event has the same magnitude, increasing the bond level by one, so there is no variability in bond increases. Tools will never break, regardless of how low the physical qualities reach. This will eventually result in a sort of equilibrium state where the physical qualities are so low that the chance for the bond levels to increase is so small as to be almost none. <br />
<br />
In addition to the physical quality, the chance of bonding increasing is primarily influenced by using fuller prediction pools to predict with and by having higher [[Charisma]].<ref>[[Post:Questions_on_tools_in_Future_is_Now_-_11/04/2013_-_15:50]]</ref> The [[Destiny Cipher]] spell will also double the chance while it is in effect. There is also a bonus to the chance of bonding early in a tool's life, to kick start it. <br />
<br />
The most dramatic change in a tool will come from critical successes and fumbles which have the potential to influence all physical and bond traits at once, although not every quality will always be affected. The one exception to this is that individual bond qualities become immune to critical fumbles once capped in order to prevent the best tools from eventually decaying to nothing in the long term.<ref>[[Re:_The_positive_awesome_things_from_HE_this_year_-_11/13/2014_-_8:15]]</ref> <br />
<br />
Due to the way the math works out this usually results in bond qualities increasing to an equilibrium level that is primarily influenced by the construction stat, but also affected by the starting physical qualities as well as your charisma and how often you use full prediction pools. While it is technically possible to cap an averagely constructed tool, it would take a lot of time and extreme amounts of luck. The better the construction of the tool the much more likely it is to be able to cap it. The single most effective thing you can do to increase your chances of this is to always use a full prediction pool while under the effects of [[Destiny Cipher]] when predicting.<br />
<br />
Tools may be re{{com|invoke}}d in order to erase your bond with them, but this will also reset their bond qualities back to the lowest point.<br />
<br />
==Prediction results==<br />
<br />
===Prediction interpretation===<br />
Each type of prediction method has different messaging to indicate the results of your prediction. Refer to the appropriate divination tool's page, or [[Visions]] if you didn't use a tool, for detailed interpretation messaging.<br />
<br />
===EXP mods===<br />
*The most basic way to see your prediction result is by using {{com|EXP}} {{tt|mods}}.<br />
*This will tell you the skill and polarity of your prediction, but does not indicate the potency or duration.<br />
*There is no roundtime involved so this is a quick way to tell at a glance without needing to decipher a prediction or analyze result.<br />
<br />
===Predict analyze===<br />
*Attempts to view the active predictions on the target by using {{com|predict}} {{tt|analyze <nowiki>{</nowiki>on <target><nowiki>}</nowiki>}} . Contests Astrology and Power Perception vs target's circle, and the strength and number of predictions.<br />
*[[Aura Sight]] is useful in this skill since it boosts the relevant skills.<br />
*Roundtime generally increased with the number of predictions, but fairly random.<br />
*Inaccuracy only exists without power/duration readings and will decrease with skill but almost always remain to some degree. This can actually be useful through multiple uses to get a general sense of where the prediction lies within the range.<br />
*Detects boosts from a [[CJ|Celestial Jewelry]] enchantment as if they were a prediction.<br />
*A moderate source of astrology experience and a minor source of power perception experience. Will only teach if at least one prediction is active, and experience is constant beyond that. The timer is about 100 seconds.<br />
::''You immediately will your consciousness deep into the flows of fate. A few images materialize before your mind's eye and you pick out the following:<br />
::''A translucent aquamarine spellbook that resolves into a ball of flame. It pops out of existence the moment you notice it. An Elothean man stands immediately before you. Something about him seems strangely familiar.<br />
<br />
====Skill====<br />
Based on the effective skill, not the level of success. Controls the room message.<br />
=====First and third person messaging=====<br />
Third person messaging is only visible if done from the open. If done from stealth then it will not be seen.<br />
{| width=60% class=wikitable<br />
|- align=center<br />
! First Person<br />
! Third Person<br />
|- align=center<br />
| Your masterful awareness brings the webs of fate to life as a dynamic overlay on reality. || (no message)<br />
|- align=center<br />
| You immediately will your consciousness deep into the flows of fate. || Mage becomes very still, eyes unfocused.<br />
|- align=center<br />
| The world around you fades from sight as you turn your gaze inward. || Mage becomes very still, eyes unfocused.<br />
|- align=center<br />
| You close your eyes, mentally seeking the threads of fate. || Mage closes her eyes and grows still.<br />
|- align=center<br />
| You close your eyes, struggling to catch a glimpse of foresight. || Mage closes his eyes and grows still.<br />
|}<br />
=====Second person messaging=====<br />
If you are the target of the analyze then you will see additional messaging about that attempt based on stealth checks.<br />
*If the attempt is done in the open and it messages a third person message then, in addition to the normal third person messaging above, you will see, "''<He/She>'' silently turns to face you."<br />
*If the attempt is done in the open but it does not produce a third person message, or it is done from stealth and they fail the check then you will see, "You catch ''<Player>'' silently watching you."<br />
*If the attempt is done from stealth and they partially succeed the check then you will see, "You are struck with an uneasy sense that someone is watching you."<br />
*If the attempt is done from stealth and they completely succeed the check then you will see nothing.<br />
<br />
====Number====<br />
Based on the number of active predictions (max of 10 viewable), not level of success.<br />
:''A few images materialize before your mind's eye and you pick out the following:''<br />
:''A handful of images flutter in and out of view and you pick out the following:''<br />
:''Many images flash rapidly before your mind's eye and you are able to identify the following:''<br />
:''A swarm of images flood your mind's eye, but you manage to pick out the following:''<br />
:''Waves of sensory information bombard your inner sight and you struggle to remain focused! You manage to pick out the following images:''<br />
<br />
====Power====<br />
Indicates the power of the prediction as a percentage of the base skill. Requires first level of success. The scale is assumed to be linear and the values listed are only a guesstimate based on that assumption.<br />
{| width=30% class=wikitable<br />
! width=70%| Substantiality<br />
! width=30%| Bonus<br />
|- align=center<br />
! Translucent<br />
| 1-3%<br />
|- align=center<br />
! Flickering<br />
| 4-6%<br />
|- align=center<br />
! Quivering<br />
| 7-9%<br />
|- align=center<br />
! Solid<br />
| 10-12%<br />
|- align=center<br />
! Undulating<br />
| 13-15%<br />
|- align=center<br />
! Vivid<br />
| 16-18%<br />
|- align=center<br />
! Luminous<br />
| 19-20%<br />
|}<br />
<br />
====Polarity====<br />
Indicates the polarity of the prediction. Requires first level of success.<br />
*Good: Aquamarine, Azure, Cerulean, Sapphire, Sky blue.<br />
*Neutral (Failed check): Grey, Pale, White<br />
*Bad: Crimson, Fiery, Molten, Ruby, Scarlet<br />
<br />
====Object====<br />
Indicates the skillset of the prediction. Requires first level of success.<br />
*Moonblade: Offense<br />
*Shield: Defense<br />
*Spellbook: Magic<br />
*Tome: Lore<br />
*Tree: Survival<br />
*Amorphous blob/force/shape: Failed check<br />
<br />
====Duration====<br />
Indicates the remaining length of the prediction. Requires first level of success.<br />
{| width=40% class=wikitable<br />
! width=85%| Duration<br />
! width=15%| Minutes<br />
|- align=center<br />
! It pops out of existence the moment you notice it<br />
| <15<br />
|- align=center<br />
! It seems to vanish almost immediately<br />
| <30<br />
|- align=center<br />
! It quickly dissipates<br />
| <45<br />
|- align=center<br />
! It shimmers and fades from view<br />
| <60<br />
|- align=center<br />
! It disperses slowly<br />
| <75<br />
|- align=center<br />
! It hangs in the air a moment before fading from sight<br />
| <90<br />
|- align=center<br />
! It lingers in your mind long after the form has finally scattered.<br />
| >90<br />
|}<br />
<br />
====Skill====<br />
Indicates the exact skill of the prediction. Requires second level of success.<br />
*See [[Divination Bones]] for a full list of messages. Most are the same if not very similar. Only a few are different.<br />
<br />
====Source====<br />
Indicates the source of the prediction.<br />
*Third level of success will indicate the race:<br />
::''An Elven woman stands in the background, watching.<br><br />
*Fourth level of success will grant the name (strangely familiar indicates your own prediction):<br />
::''An Elven woman stands immediately before you. You recognize the figure as Caelumia.<br><br />
*This can also indicate the source as a [[CJ|Celestial Jewelry]] enchantment, and it's relative power:<br />
::''A pair of stars glimmer overhead.<br><br />
::''A small constellation shines overhead.<br><br />
::''A brilliant array of stars gleams overhead.<br><br />
*This can also indicate the source as being Sorcerous in nature:<br />
::''For some reason, the display leaves a deep sense of unease lingering in the back of your mind.''<br />
<br />
==Other prediction types==<br />
<br />
===Events===<br />
*Syntax: {{com|predict}} {{tt|event {optional target} }}<br />
*Requires 10th circle. Learned by having an event predicted on you by another Moon Mage with this ability.<br />
*Requires at least a single observation in the event prediction pool.<br />
:*Filling the event prediction pool is done by using {{com|study}} {{tt|sky}}.<br />
:*The event pool fills drastically faster at night and with more skill.<br />
:*You can check how full your event prediction pool is by using {{com|predict}} {{tt|state event}}<br />
:*Unlike the skillset prediction pools, the event prediction pools decays over time eventually reaching zero if left unused.<br />
:*The chance of a successful prediction is related to how full the pool is, but since there is no round time for a failed attempt the command can be spammed until a prediction is successful.<br />
*Predicting an event on another player will display the vision to both them and yourself.<br />
*Predicting on other guilds will sometimes result in visions related to their guilds that would otherwise be unavailable.<br />
*Occasionally, Moon Mages will get a message indicating something has shifted in the heavens. This is an indication that a time sensitive event prediction is available.<br />
*This is no longer a good source of [[Astrology]] experience, although it does provide a trickle.<br />
*A list of Event visions can be found [[Vision list|here]].<br />
<br />
''You focus inwardly searching for insight into your future.<br><br />
''As your vision clears you see an Elf lecturing a group of students, gesticulating wildly at a variety of star charts and divination tools. A cracked and bloodied sandstone bowl lies next to an unconscious and bleeding student. A fierce growl comes from the east, followed by the sound of breaking glass and a muffled cry.<br />
<br />
===Weather===<br />
*Syntax: {{com|predict}} {{tt|weather}}<br />
*Can be used both outside and indoors, although the skill check is harder while indoors.<br />
*With sufficent skill the mage will be able to predict further into the future and with an increasing degree of certainty. Each line represents roughly 10 minutes into the future.<br />
::''You gaze at the heavens, taking careful note of the current weather. You sense the weather will progress as follows:<br><br />
::''You predict that light rains are on the way.<br><br />
::''After that, light rains are on the way.<br><br />
::''After that, light rains are on the way.<br><br />
::''After that, the sky will be overcast.<br><br />
::''After that, the sky will be overcast.<br><br />
::''After that, the skies will be mostly cloudy.<br><br />
::''After that, the skies will be mostly cloudy.<br><br />
::''After that, the skies will be partly cloudy.<br><br />
::''After that, the skies will be mostly cloudy.<br><br />
::''After that, the sky will be overcast.<br><br />
::''Roundtime: 5 seconds.<br><br />
*Can be performed in the [[Astral Plane]] to get a general idea of how the microcosm is changing.<br />
::''You sense that the streams of Grazhir's mana flow steadily and are suffering from minor disruptions.<br><br />
::''You believe conditions are currently growing worse.<br><br />
::''Roundtime: 10 sec.<br />
*Teaches a small amount of astrology, useful at low levels of skill.<br />
<br />
==Other notes==<br />
<br />
===Batwing Skull===<br />
When a [[Moon Mage]] performs a prediction without using a divination tool, there is a possibility of receiving a [[Bat-Winged Skull]] curse. This curse is a critical failure. The Moon Mage suffers a prolonged stun.<br><br />
<br><br />
What the moon mage sees:<br><br />
:You look inside yourself in an attempt to see beyond the now.<br />
:After a few moments, the mists of time begin to part.<br />
:Suddenly your mind receives a numbing jolt as visions of a bat-winged skull overwhelm your mind.<br />
<br><br />
What others see:<br><br />
:Player closes his eyes briefly before snapping them open again revealing scleras awash with shadows that creep into the irises. Threads of silver flicker across the pupils as his eyes drift about serenely.<br><br />
:The shadows overwhelm his eyes as he abruptly collapses into a heap!<br />
<br />
<br />
===Grandfather===<br />
*Syntax is Predict Grandfather Confirm.<br />
*Sets your Astrology skill to circle*2 (this is '''less''' then the circle requirement generally and does '''not''' produce TDPs).<br />
*Only relevant if your Moon Mage predates the Astrology skill<br />
*Does not exist in The Fallen.<br />
<br />
===Thanatology===<br />
When a [[Moon Mage]] {{com|align}}s to the Thanatology skill, they receive the following vision:<br />
:Pain! A concept erupts from the back of your mind, cold and crushing. For a few, sharp moments you experience The End -- the death of stars and the deconstruction of fate as a metaphysical force.<br />
:The death of the universe orbits... something. Some force or some entity. Something you cannot see; that you have an unconscious need not to.<br />
:It sees you.<br />
<br />
This also taints the Moon Mage with Necromantic taint, similar to what a Necromancer experiences during the middle stages of [[Outrage#Divine Outrage|Divine Outrage]].<br />
<br />
If it instead aligns to the {{skill|empathy}} please make a {{com|bug}} report, as this is a reoccuring issue that needs to be remedied.<br />
<br />
==Lore==<br />
Mozzik's Four Axioms of Fate<br />
<br />
#'''All things are subject to Fate.'''<br /><br />
#*This includes the Immortals. One may question if Fate predates the Immortals or if it is their creation and yet they have become bound to it through some mechanism. However the question is irrelevant because the answer is unknowable by mortal minds and the consequences the same in either case.<br />
#'''Free will exists.'''<br />
#'''Fate is the force that causes actions.''' <br />
#*Fate dictates what actions will be taken and when. Fate has no involvement in creation or destruction, beyond dictating when and where they must happen.<br />
#'''Fate exists on the [[Plane of Probability]] alone despite the fact that its influence extends well beyond that plane.''' <br /><br />
<br />
Mozzik's full lecture on the Four Axioms of Fate and prediction can be found [[Post:A_lecture_on_fate_and_predictions|here]]<br />
<br />
{{RefAl|r=y}}<br />
{{cat|Moon Mage abilities}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Grazhir&diff=501849Grazhir2019-04-01T03:41:58Z<p>BLADEDBUTTERFLY: /* Emalerje */</p>
<hr />
<div>{{RTOC}}<br />
<br />
Grazhir is the now-destroyed fourth moon of [[Elanthia]], formerly alongside [[Yavash]], [[Xibar]], and [[Katamba]]. It was of a pearlescent, silvery-white hue and said to be the smallest of the moons.<br />
<br />
== Mythology and the Cataclysm ==<br />
<br />
Mythology has it that Grazhir was somehow the "egg" of the [[World Dragon]], and that its hatching caused to moon to cataclysmically explode. The [[World Dragon]] then wreaked havoc upon Elanthia, but was eventually soothed by the goddess [[Peri'el]], who continues to sing to it somewhere deep within the bowels of the earth in order to keep it pacified.<br />
<br />
Another possibility that has been presented is some catastrophic celestial event - such as a meteorite strike - occurred which caused the moon to explode and collide with Elanthia, while simultaneously setting Katamba's surface or atmosphere on fire.<br />
<br />
Whichever is true, the impact of the pieces of Grazhir on Elanthia was devastating. As the bulk of the shards landed in the ocean, massive tidal waves engulfed a great deal of the Kermorian and Albarian coastlines, utterly destroying the civilizations there. Its impact elsewhere was said to lead to fatal shockwaves, huge dust clouds and even volcanic eruptions.<br />
<br />
== Connections to Gemstone IV ==<br />
<br />
The fact that Grazhir seems to exist in the game world of [[GemStone|Gemstone IV]] has caused players to speculate the DragonRealms takes place in a time period that is the far future relative to Gemstone. Some locations and characteristics of both games' Elanthias parallel one another, but the world has been rearranged by several thousands of years of intervening history and at least one global near-apocalypse. In accordance with DragonRealms mythology, astronomers within Gemstone IV have noted that the moon (Makiri) appears oddly egg-shaped, and seems to be growing ever so slowly.<br />
<br />
== Grazhir's Legacy ==<br />
<br />
The bulk of Grazhir fell to [[Elanthia]] when it exploded, a vast number of its pieces landing in the [[Reshal Sea]] between mainland [[Kermoria]] and the [[Qi archipelago]], where they still lie. These Elanthia-bound pieces of Grazhir are still powerful enough to disrupt teleportational energy (making [[Teleport]] and [[Moongate]] more difficult to use on the islands) and possess the synergistic magical sympathy which makes [[Astral Travel]] possible. As a result, Grazhir shards are prized by [[Moon Mage|Moon Mages]] as artifacts of incredible magical power.<br />
<br />
Once in deference to their rarity and now to aid lesser-abled mages in entering and exiting the [[Astral Plane]], the [[Naming Ritual]] is performed on each shard discovered by the Moon Mage guild and it is granted a unique name. Knowledge of this name and the unique pattern of sympathy it creates within the shard is necessary for most mages to use them to enter or exit the Astral Plane.<br />
<br />
:Note: {{com|RECALL}} HEAVENS GRAZHIR will tell you the names of the shards you have learned.<br />
<br />
===Aliaes===<br />
:Name means "White Fire" in Gamgweth. Originally located on [[Taisgath]], Aliaes once powered the Taisgath side of the Heritage House turtle. It was not recovered by the guild after the turtle was destroyed and its whereabouts are currently unknown.<br />
===Auilusi===<br />
:Located behind the Peri'el Prayer Gate on [[Aesry]], within a grove of birch trees designated as a shrine to [[Peri'el]].<br />
:Appearance: ''While unusually large, this Grazhir shard has a rough finish and dim coloration that seems more grey than silvery-white. Auilusi sits at the apex of a slender, white birch pedestal situated in the center of the grove.''<br />
:Conduit Description: ''The ground below heaves and roils with fluid waves, though it remains stable against your weight. Beams of hot, silver light cut through the region in a perfectly horizontal web of connections, seemingly unaffected by the waves. Each stream is mirrored in the sky above, as each grey star is connected to the others by sharply defined lines, creating a lattice of alien constellations that stretch to the horizon. You also see the silvery-white shard Auilusi.''<br />
:Pillar: Pillar of Tradition<br />
===Asharshpar'i===<br />
:Located in a hidden chamber in the catacombs beneath [[Oshu'ehhrsk Manor]] just south of [[Leth Deriel]], which is [[Bonedancer]] [[Lasarhhtha]]'s ancestral home.<br />
:Appearance: ''Though shaped like a jagged stake, the shard has a silvery-white sheen as if it were regularly polished.''<br />
:Conduit Description: ''Thousands of static stars, each hanging in the sky like a little white dot, look down upon a desert of black sand. Despite the night sky, the region is brightly lit by a web of burning energy that twists and spins through the air. A cold wind blows through the desert, stirring up clouds of black sand that disintegrate upon contact with the blazing web.''<br />
:Pillar: Pillar of the Heavens<br />
<br />
===Axis===<br />
:The Grazhir shard known as Axis is the shard around which the Pillars rotate within the microcosm and is the largest whole piece of Grazhir known to exist. Its physical location on the Plane of Abiding is not currently known, though the Reshal Sea seems to be a likely location.<br />
===Besoge===<br />
:Located on [[Mer'kresh]] in Caress-of-the-Moons Manor, the home of a wealthy Moon Mage.<br />
:Appearance: ''Besoge is tiny, even for a Grazhir shard, but almost spherical. Its surface has been polished so thoroughly that it looks like a pearl. Small, needle-like platinum pincers hold it a few inches above the top of a stained oak pedestal.''<br />
:Conduit Description: ''Featureless greyness stretches in all directions, distinguishable from the Grey Expanse only by the sensation of earth below and an unrelenting cacophony. Voices cry out countless notes of anger and anguish: screams, feral growls and structureless wails all stepping over each other. Lines of power crisscross invisibly through the region, physically sensed only by radiant heat.''<br />
:Pillar: Pillar of Secrets<br />
===Dinegavren===<br />
:Name means "Low Moon" in Gamgweth. Located in the basement of [[Gealeranendae College]] in [[Therenborough]], where it is used to power the turtle which links Therenborough to [[Throne City]].<br />
:Appearance: ''Barely a finger's width in size, the silvery-white shard known as Dinegavren is shaped much like a crescent moon.<br />
:Conduit Description: ''Buildings of irregular shape and size, each constructed from slick grey stones, dominate the landscape. Narrow cobblestone streets and dirt alleys wend their way between the buildings and through thick fog banks. Burning beams of light thread across the landscape indiscriminately, evaporating the fog they touch yet passing harmlessly through the structures.''<br />
:Pillar: Pillar of Introspection<br />
<br />
===Dor'na'torna===<br />
:Named for the famous [[Skindancer]] [[Kir|Kir Dor'na'torna]]. Located within the crystal spire on the [[Arid Steppe]] ([[Trabe Plateau]] of [[Hibarnhvidar]]).<br />
:Appearance: ''The shard known as Dor'na'torna is roughly the size of two Human thumbs put together. It stands in the center of the chamber, supported at the apex of a polished oak tripod.''<br />
:Conduit Description: ''A desolate steppe of mist-grey grass stretches to the horizon under the cold light of Xibar. Though the air feels calm and the night sky is clear, the discolored grass whips and sways as though under assault by a storm. An intricate web of burning light runs across the steppe, its fierce beams in constant motion.''<br />
:Pillar: Pillar of Tradition<br />
<br />
===Emalerje===<br />
:Previously located in the [[Crystal Hand Fortress]] in the [[Lesser Fist|Lesser Fist of Heaven]]. It has been lost ever since volcanic activity destroyed the sect hall.<br />
:Appearance: ''An unusually large and smooth Grazhir shard, Emalerje is about the size and shape of a good skipping stone. The shard is held aloft by two crystal pincers on the apex of a thin steel column.''<br />
:Conduit Description: ''Monoliths of featureless grey rock rise up from a flat plain covered with ruddy ash. Each of the rocks is set at a right angle and precisely the same distance from the others, creating a uniform pattern that extends all the way to the horizon. Streams of burning, white energy discharge from one monolith to the next in a seemingly random order.''<br />
:Pillar: Pillar of the Shrew<br />
<br />
===Erekinzil===<br />
:Located at the top of the Moon Mage guildhall on [[Taisgath]] island. Formerly known as Undarverjah before it underwent a mysterious, spontaneous transformation when Auilisi, Besoge and Tabelrem underwent the Naming Ritual.<br />
:Appearance: ''The shard known as Erekinzil is little more than a silvery-white pebble. Its sides are so rough that rubbing the shard could abrade skin. The shard is held aloft by two crystal pincers on the apex of a thin steel column.''<br />
:Conduit Description: ''A sandy expanse stretches out in every direction, littered with titanic, half-buried remains. Bones made out of black, glassy material stick out from the ground in distressed poses, left unceremoniously where the corpses fell. Arcs of burning silvery light discharge from one morbid pylon to the next, creating a crude maze of pathways. The Microcosm is visible in the azure sky, its conduits blazing with heat and, shaped as they are, reminiscent of a nova.''<br />
:Former Conduit Description: ''Narrow caverns twist through barren grey rock without any apparent order. Wide puddles have accumulated on the ground, fed by icy water dripping from stalactites with clockwork regularity. Streams of silvery-white energy thread their way around the caverns, passing through the rock as though it wasn't there.''<br />
:Pillar: Pillar of Fortune<br />
===Marendin===<br />
:Name means "Outsider" in Gamgweth. Located within the Moon Mage guildhall at the top of the [[Great Tower]] of [[Shard]].<br />
:Appearance: ''Roughly the size of a gold coin, the shard known as Marendin is nearly severed in half by a deep gouge. The shard is held aloft by two crystal pincers on the apex of a thin steel column.''<br />
:Conduit Description: ''Giant geometric solids wrought from black metal float in a cold, steel-grey void. The metal islands are connected to each other by narrow bridges, creating a network of shapes that seems to go on forever in every direction. Interconnected streams of burning energy sway around the void, passing harmlessly through the islands.''<br />
:Pillar: Pillar of Secrets<br />
===Mintais===<br />
:Name means "Silver Sky" in Gamgweth. Located in Throne City, where it has long powered the turtle linked to [[Therenborough]].<br />
:Appearance: ''Though shaped like a tiny jagged stake, the shard has a silvery-white sheen as if it were regularly polished.''<br />
:Conduit Description: ''Broken and barren land stretches out beneath an impossibly large, bloated sun. Deep crevices slice through the ash-grey plain and jagged mountains rise to pierce the sky on the eastern horizon. Interwoven beams of silvery-white light dance across the blasted landscape and seem to extrude more heat than the bloated sun.''<br />
:Pillar: Pillar of Fortune<br />
===Rolagi===<br />
:Originally located in Throne City, Rolagi once powered the Throne side of the [[Heritage House]] turtle. Was recovered after the turtle was destroyed and is currently located in the Observatory of the Southern Crossbow in [[Crossing]].<br />
:Appearance: ''Despite having a slightly dark coloration near one tip, the shard known as Rolagi is otherwise pristine and silvery-white. The shard is held aloft by two crystal pincers on the apex of a thin steel column.''<br />
:Conduit Description: ''Thousands upon thousands of stars hang in darkness above, around and even below: the heavens unfurl completely around you, without any hint of ground or a horizon. An invisible plane of force seems to extend through the area, providing a sense of substance in place of solid earth. An intricate web of burning energy slowly swirls all around you and seems to touch the distant stars.''<br />
:Pillar: Pillar of Nightmares<br />
===Tabelrem===<br />
:Located at the top of the western tower of the Temple of the World Dragon in [[Muspar'i]].<br />
:Appearance: ''The shard known as Tabelrem is a coral-like array of thin, silvery-white veins of rock. If it was a solid mass, it would be about the size of a Gnome's fist. Tabelrem sits embedded in a concave depression at the top of a short, wrought-iron pedestal.''<br />
:Conduit Description: ''Curving beams of silvery light cut ethereally through stone ruins. The shape of wide boulevards and sprawling buildings can be picked out among the rubble, but the only standing structure is a gigantic, up-thrust sword in the far distance. A thousand stars look down upon the desolation, but they do not shine; each one is simply a lifeless dot in the sky.''<br />
:Pillar: Pillar of Nightmares<br />
<br />
===Tamigen===<br />
:Located in the [[Cragstone Vale]] in [[Raven's Point]] within a [[Dragon Priest]] shrine to the World Dragon.<br />
:Appearance: ''Tamigen is made of a silvery-white rock. Places on its surface show a pearly luster, and on its larger end, a blackened scar remains from its fiery descent.''<br />
:Conduit Description: ''A web of silvery-white light dances through space. There is no other landscape visible around you, only a pattern of burning light that seems to stretch infinitely through a void as black as the space between the stars. A constant murmur reverberates through the cold void, as though the darkness is trying to speak.''<br />
:Pillar: Pillar of the Heavens<br />
<br />
===Taniendar===<br />
:Located at the top of the [[Riverhaven]] Moon Mage guildhall spire.<br />
:Appearance: ''About the size of a Human's pinky, time and violent chipping have caused a row of gouges to appear along one side of the shard. The shard is held aloft by two crystal pincers on the apex of a thin steel column.''<br />
:Conduit Description: ''Rainbow auroras slither across the sky, so vivid that they almost entirely obscure the pinpricks of starlight above them. Light reflects off the perfectly smooth ground like a giant mirror, causing the prismatic colors to twist and flicker everywhere. In contrast to this chaos of hues, sharply defined beams of silvery-white light cut through the landscape, untainted by the auroras and not reflected by the ground.''<br />
:Pillar: Pillar of Introspection<br />
===Teloish===<br />
:Name means "Sword Idea" in Gamgweth. Its precise location is unknown, but it is thought to occupy a space where the [[Plane of Abiding]] and the [[Plane of Probability]] overlap. This shard is protected by special wards which make the pattern of its name unlearnable.<br />
:Appearance: ''Jagged and roughly the size of a Human fingernail, the Grazhir shard Teloish levitates three feet off the ground with no obvious means of support.''<br />
:Conduit Description: It's currently impossible for player characters to traverse the Teloish conduit. ''<br />
<br />
===Vellano===<br />
:Located within a monolithic black dome capped with crystal on the docks of [[Fang Cove]].<br />
:Though Fang Cove is an estate holder holding, the docks and Grazhir shard are open to the public.<br />
:Named by [[Tozu]] Ayochi <br />
:Appearance: ''Nearly six inches long and extremely slender, the edges of the glossy shard are razor :sharp. It is mounted lengthwise with each end supported by a crystal pincer.<br />
:Conduit Description: ''Endless variegated hallways stretch before you, eerily reminiscent of stained glass. Depicted are fragments of hauntingly beautiful dreams you've long since forgotten. Occasionally, a section explodes silently inward as a ribbon of burning light brushes against the outside, though the glass reforms itself in the wake of your passage. As you travel, you are accompanied only by the fracturing glass beneath your feet.<br />
:Pillar: Pillar of Unity<br />
<br />
==Skill needed==<br />
{| class="wikitable sortable"<br />
|-<br />
! &nbsp;<br />
! colspan="3" | Skill needed*<br />
|-<br />
! Shard !! Astrology !! Scholarship !! Arcana<br />
|-<br />
| Auilusi<br />
| 306<br />
| 298<br />
| 395<br />
|-<br />
| Asharshpar'i<br />
| 150<br />
| 132<br />
| 167<br />
|-<br />
| Axis<br />
| <br />
| <br />
| <br />
|-<br />
| Besoge<br />
| 400<br />
| 421<br />
| 496<br />
|-<br />
| Dinegavren<br />
| 150<br />
| 132<br />
| 167<br />
|-<br />
| Dor'na'torna<br />
| 218<br />
| 223<br />
| 249<br />
|-<br />
| Emalerje<br />
| 165<br />
| 180<br />
| 228<br />
|-<br />
| Erekinzil<br />
| 306<br />
| 252<br />
| 271<br />
|-<br />
| Marendin<br />
| 163<br />
| 165 <br />
| 198<br />
|-<br />
| Mintais<br />
| 150<br />
| 132<br />
| 167<br />
|-<br />
| Rolagi<br />
| 150<br />
| 132<br />
| 167<br />
|-<br />
| Tabelrem<br />
| 200<br />
| 196<br />
| 207<br />
|-<br />
| Tamigen<br />
| 167<br />
| 170<br />
| 209<br />
|-<br />
| Taniendar<br />
| 163<br />
| 166 <br />
| 199<br />
|-<br />
| Teloish<br />
| <br />
| <br />
|<br />
|-<br />
| Vellano<br />
| 165<br />
| 168<br />
| 202<br />
|-<br />
|}<br />
<nowiki>*</nowiki> These are not exact values, but rather the current lowest documented skill able to learn the shard. It may be possible to learn with less skill than indicated.<br />
2/28/2019 Was not able to learn Besoge with 400 astrology, 448 scholarship, 555 arcana. <br />
<br />
==See also==<br />
[[Astral_Travel_(script)]]<br />
{{RefAl}}<br />
{{Cat|Moons,Heavenly bodies}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Trader&diff=501548Trader2019-03-22T01:33:25Z<p>BLADEDBUTTERFLY: /* Lunar Magic */</p>
<hr />
<div>::''Returning players may want to read the page for [[Returning Players]] before continuing.''<br />
::'''''New to the game? You may want to check out the [[Trader new player guide|new player guide for this guild]].'''''<br />
{{guild infobox|guild=Trader|image=Small_trader_300.jpg<br />
|skill1=Lore|skill2a=Survival|skill2b=Armor|skill3a=Weapon|skill3b=Magic<br />
|abilities=Caravans, Trading,<br>Market Advantages<br />
|mana=Lunar}}<br />
<br />
'''Traders''' are all about making money, pure and simple. The Guild rules the transportation business with an iron fist, and through contract work and playing the commodities markets, a Trader earns (or loses) his fortune.<br />
<br />
Perhaps the most (in)famous figure among Traders was [[Arnile|Arnile Hanskwin]], Syndic of the Trader's Guild. He was known for his desire to come up with more and more devious ways to combat the efforts of those who would steal from a trader. He was especially inventive when it came to designing new trap varieties.<br />
<br />
==Official Information==<br />
[[Image:TraderCrest.jpg|thumb|'''Guild crest:''' A shield divided by a diagonal line. One half bears the stylized image of a man leading a donkey burdened with sacks of golden coins, the other, a picture of a sailing ship cresting a wave, its sail bearing the image of a large diamond]]Information courtesy of [http://www.play.net/dr/info/guilds/trader.asp Dragonrealms Website].<br />
=== Guild Hall Locations ===<br />
; [[Crossing|The Crossing]]<br />
:The distinguished Trader Guildleader [[Ansprahv]] advises young entrepreneurs from this prosperous guild hall. (You can type DIR TRADER for directions.)<br />
; [[Riverhaven]]<br />
:Inside Riverhaven's large guild hall, the noble Guild Leader [[Willowbrook]] instructs her students in commerce and finance.<br />
; [[Muspar'i]]<br />
:A grand guildhall set in the Desert City. The Guild Leader [[Kworlin]] oversees commerce in the northern most part of Elanthia.<br />
; [[Shard]]<br />
:Guild Leader [[Cialen]] administrates guild business from his office in opulent Brickwell Tower.<br />
; [[Ratha]]<br />
: Guild Leader [[Imaar]] presides over the guildhall here.<br />
; [[Aesry|Aesry Surlaenis'a]]<br />
:The capable Guild Leader [[Seranda]] oversees sea trade at the Surlaenis exchange.<br />
; [[Hibarnhvidar|Outer Hibarnhvidar]]<br />
:The shrewd Guild Leader [[Raelem]] took advantage of a recent career opportunity and now operates out of the Guild offices in Forfedhdar.<br />
=== Skillsets and Common Races===<br />
A [[Trader]]'s primary [[Guilds#Skill_Sets|skillset]] is {{catskill|Lore}}. {{Catskill|Survival}} and {{catskill|Armor}} are secondary skillsets, with {{Catskill|Magic}} and {{Catskill|Weapon}} as tertiaries.<br />
<br />
According to the DragonRealms website, Traders tend to be:<br />
{|<br />
| [[:Category:Human|Human]]<br />
|align="right"| 25%<br />
|-<br />
| [[:Category:Elothean|Elothean]]<br />
|align="right"| 22%<br />
|-<br />
| [[:Category:Elf|Elven]]<br />
|align="right"| 16%<br />
|-<br />
| [[:Category:Prydaen|Prydaen]]<br />
|align="right"| 11%<br />
|}<br />
<br />
===Crafting Affiliation===<br />
Guilded traders receive two free technique slot in the [[Blacksmithing discipline]] of the [[Forging skill]] and one free technique slot in the [[Artistry discipline]] of the [[Outfitting skill]].<br />
<br />
See: [[Crafting]]<br />
<br />
==Getting Started==<br />
NOTE: Reading a contract and/or commodity board sends the output to the Familiar Window. If you do not see any information within the game, check that window. If you would like it sent to the Story window, make sure to close the Familiar Window.<br />
<br />
===What You Should Know===<br />
Becoming a successful trader takes patience and perseverance; regardless of what you do you probably won't be rich for quite some time. There are a lot of steps that should be taken and a lot of training one must do before he will attain a large sum of wealth.<br />
<br />
In my opinion, Traders are the bravest people in all the provinces. It doesn't take much courage to be all armored up and weapons gleaming, hurling spells, knowing you can take out anything that crosses your path. But it takes nerve to stand there calmly while an enemy that you *know* can kill you in one hit advances on you as you wait for your caravan to move on or your pack animal to catch up<br />
<br />
===Tips and Methods===<br />
<br />
For the early circles I would recommend foraging branches and selling them to [[Mags]] at the Mongers' Bazaar in Crossing. This will lock your trading and make you a little coin at the same time. She should buy up to around 5 golds' worth, but it varies. Using caravans is a terrible idea for a newcomer. The transportation fees alone will be more than you're making. It will take some time before you can use them at a profit and even longer to make the profit seem worthwhile.<br />
<br />
===Advancing in the Guild===<br />
<br />
After your initial training there are a few different methods that you could use in order to train. Even though hunting isn't a strong point of a trader be sure that you still have a healthy dose of it as you will need it to advance in the armor requirements of the guild. On top of that, you will have your survival training; this and lore can be done in a number of ways. One way utilized by many traders is to train while following your caravan to different locations. Though its not a constant, it will allow you to gain experience in these fields while gaining the trading ranks that we all love!<br />
<br><br />
:'''Contract Trading'''- This is a form of trading that will not reap good benefits for quite some time, however if done on a constant basis it can provide a good and steady flow of experience in the trading field. If you're going to start contract trading at an early circle it is recommended you use the pack animals rather than caravans. This is inconvenient since you can't have them lead you, but a caravan will be too expensive to afford. The longer you do this the more you will be capable of making. When you feel that you are at a sufficient amount then you can switch to caravans. Transportation fees are charged for each shipment so be sure you can afford to pay it! It takes a while but eventually you will notice more and more money building up, however don't get too excited because you wont ever reach a state where you have an unlimited flow of money. It's a fatal mistake to think that huge traders have unlimited amounts of money and is also the reason many traders quit after a period of time.<br />
<br><br />
:'''Commodity Trading'''- This form of trading can be used at a younger age with significantly less risk. This is also another great way to lock trading, buying goods from certain outpost and selling them at another. However, the entire risk is on you when you use this method. To trade commodities just go into the Crossing, Arthe Dale or Leth Deriel trader outpost and read the commodity boards. They will list the items they have and their prices. Beside the item will be a word such as "surplus". This refers to the amount they have on hand currently. Be sure to be careful what you buy because if an outpost has a surplus then they will not take any more of that product. <br />
<br><br />
:'''Pawnshop'''- Selling off items to any pawnshop will grant considerable trading experience at low ranks. More experience is granted for higher value items, and there appears to be no limit to how many times you can gain field experience this way. The trick to training with this method is to find a reliable source of items with a high enough value to teach for your ranks. If your trader is training stealing you can simply sell off the stolen goods. Also, many creatures drop weapons, armor, or fluff items that can be pawned.<br />
<br><br />
:'''Crafting Society Workorders'''- Traders now gain experience in Trading when they turn in completed workorders at any crafting society. The experience granted depends on the difficulty of the items you made for the workorder. This can be an effective way to train trading and other lores, such as mech lore and appraisal. Also, the crafting books used in this process can be studied for scholarship experience as well.<br />
<br><br />
:'''Other Methods'''- Most of the following methods usually can't be used as consistent modes of training, but can be useful if you find someone in need of the service. Selling pouches is actually a very quick way to lock the trading of any trader. However, this is dependent upon people needing pouches sold. If you get the chance, however, it's a good way to train. Your charisma and trading skill will determine the amount you are capable of receiving for your pouches. Most traders gain this ability around circle 12. Selling bundles is also another way to train. This isn't as effective as pouches and generally isn't as common, but it can still work. Also, with the new teaching system, if you can find a trader in the market tents who will be around a while to teach, a class can also benefit you greatly. You can also train up certain lore and survival skills while sitting and listening, so take advantage and utilize your time to its fullest extent. Obviously this will not yield you any profit.<br />
<br><br />
:'''Low Level Methods'''- The best way to learn trading for the first few circles is to forage sticks or branches and sell them to Mags in the Crossing. This works until you have sold 5-6 gold worth of wood. Be sure to stop selling when trading is locked or you will miss out on potential exp. Once you can kill goblins out the west gate of the Crossing, use the loot all option and sell equipment - shields, weapons, and metal body armor sell the best. Finally, completing some type of tasks rewards trading experience. Foraging tasks from Mags are a great way to supplement the experience from other sources.<br />
<br />
==Guild Abilities and Breakdowns==<br />
<br />
===[[:Category:Lunar Magic|Lunar Magic]]===<br />
Released on December 25, 2017, Traders have obtained magic abilities and a confound called [[Starlight Aura]]. Traders can have access to [[:Category:Trader_spells|spells]] in the [[:Category:Fabrication spellbook|Fabrication]], [[:Category:Illusion spellbook|Illusion]], and [[:Category:Noematics spellbook|Noematics]] spellbooks.<br />
<br />
<br />
[[:Category:Trader spells|Trader spells]]<br />
<br />
<imagemap><br />
Image:Trader_Spells2.png|frameless|upright=4<br />
rect 0 20 120 80 [[Fluoresce|Fluoresce(Debilitation)]]<br />
rect 160 20 280 80 [[Blur|Blur (Augmentation)]]<br />
rect 320 20 440 80 [[Avren Aevareae|Avren Aevareae (Augmentation, Debilitation)]]<br />
rect 480 20 600 80 [[Mask of the Moons|Mask of the Moons(Warding)]]<br />
rect 640 20 760 80 [[Elision|Elision (Warding)]]<br />
rect 320 150 440 210 [[Regalia|Regalia (Utility)]]<br />
rect 480 150 600 210 [[Bespoke Regalia|Bespoke Regalia (Metamagic)]]<br />
rect 0 250 120 310 [[Trabe Chalice|Trabe Chalice (Warding)]]<br />
rect 160 250 280 310 [[Crystal Dart|Crystal Dart (Targeted Magic)]]<br />
rect 320 250 440 310 [[Arbiter's Stylus|Arbiter's Stylus (Targeted Magic)]]<br />
rect 480 250 600 310 [[Starcrash|Starcrash (Targeted Magic)]]<br />
rect 705 250 825 310 [[Enrichment|Enrichment(Augmentation)]]<br />
rect 480 350 600 410 [[Avtalia Array|Avtalia Array (Metamagic)]]<br />
rect 640 350 760 410 [[Stellar Collector|Stellar Collector (Utility)]]<br />
rect 1 470 120 530 [[Noumena|Noumena (Utility)]]<br />
rect 160 470 280 530 [[Finesse|Finesse (Augmentation)]]<br />
rect 320 470 440 530 [[Nonchalance|Nonchalance (Warding)]]<br />
rect 160 570 280 630 [[Membrach's Greed|Membrach's Greed (Augmentation)]]<br />
rect 480 570 600 630 [[Resumption|Resumption (Metamagic)]]<br />
rect 160 570 280 730 [[Last Gift of Vithwok IV|Last Gift of Vithwok IV (Augmentation)]]<br />
rect 320 670 440 730 [[Platinum Hands of Kertigen|Platinum Hands of Kertigen (Augmentation)]]<br />
rect 160 770 280 830 [[Turmar Illumination|Turmar Illumination (Augmentation)]]<br />
</imagemap><br />
<br />
<br /><br />
<br />
===Rentable Pack Animals and Caravans===<br />
Traders can rent pack animals or caravans to transport goods between guild outposts, the staple activity of the Trader Guild. To rent a caravan simply go to the room with the clerk and RENT CARAVAN. The initial cost is 400 kronars at any Zoluren outpost. If you accidentally start a contract or shipment without a caravan you will automatically be defaulted to a pack animal. You may upgrade this by simply asking to rent a caravan. A storage box is included with every caravan rental once a Trader achieves 35th circle, and can be used like a mobile vault. If the caravan starves to death with items in its storage box, the items will be transferred to the next caravan that is rented. Trading contracts cannot be canceled, but they can expire. If your contract expires before you can deliver the goods you can still give it to the shipping clerk of the intended destination to have the crates removed from your caravan (though you will not be paid for the delivery). If for some reason you lose the contract and you just have crates piled up on your caravan that you want to remove you can PUSH CRATE ON CARAVAN so the one you want to get rid of is listed first when you look at the caravan. Then you can PULL CRATE ON CARAVAN to dump it.<br />
<br />
:'''Trade Route Justice'''<br /><br />
:When a trader catches anyone stealing from them on a trade route they can run to the nearest outpost and accuse the culprit of stealing. This will allow the guild to send out thugs who will basically beat your thief to near death and leave him there. Be careful though because this ability cannot be used if they are not caught on a trade route. Meaning if you are in the grasslands out past the west gate or in town traveling to the NRT then you won't be able to accuse. <br />
::Syntax: [[Accuse_command|ACCUSE]] <person> - see the list of current [[Trade Route|Outpost Locations]]<br />
<br />
:'''Caravan Drivers'''<br /><br />
:One of the more often used abilities of a [[caravan]] is to use it to lead you places. When doing this you will automatically follow the caravan and stay with it even during round time. While the caravan is leading you may engage in actions that give a roundtime while still moving with the caravan, making it possible to train other skills at the same time. You have to be on a trade route for this to work however, the current places you can get led to are as follows: Leth Deriel (Will lead you from the ferry to the Bower Gate, Crossing (will lead to the northeast gate, or to the ferry from Bower Gate), stone clan (will lead to the trail in Beisswurms), Dirge (will lead to the path directly on the trail to the town gate of Dirge).<br />
::Syntax: [[Tell_command|TELL]] <caravan> TO LEAD TO <location> - see the list of current [[Trade Route]]<br />
<br />
:'''Corpse Hauling'''<br /><br />
:Caravans and pack animals can also be used to tie deaders to, this is especially helpful in the fact that it can drag people out of places that people can't drag out of by hand. Normally this is the case at the barricade in rocktrolls and the trail in beisswurms. <br />
<br />
::This ability is learned from Guild Leader [[Cialen]] in [[Shard]]. (Ask Cialen about corpse)<br />
<br />
::Syntax: [[Tie_command|TIE]] <caravan/animal> TO <player><br />
<br />
:'''Caravan Loss and Recovery'''<br /><br />
:At the current moment and time there is some talk about traders being able to purchase a caravan for their own personal use but nothing is confirmed as of late. When looking for a caravan go to the stable closest to the area the caravan was originally lost in. Locations are in leth, stone clan, dirge, and crossing. They will not be the normal stables used to keep horses in. When a caravan is dead your guild will give you a very harsh lecture then you will be charged an additional amount to all your contracts for a very long time. So be careful and take care of those caravans!<br />
<br />
::'''RECALL CARAVAN''' in an attempt to remember where they parked. The results can vary based on both the recall ability of the trader and the distance from the caravan. <br />
<br />
::Recall Caravan is simply a tool for traders who may have left a caravan briefly to attend other matters and forgot where they left it. This ability does work if the caravan is stabled somewhere; it only works if the caravan is sitting out in a room. To find a stabled caravan, one can either go searching the various stables for it or TRANSFER it to the closest stable. <br />
<br />
::NOTE: It is not part of the main Recall system, and does not award experience as a result, nor is it likely to. The verb recall was used simply because it made the most sense.<br />
<br />
:'''Caravan Spook'''<br /><br />
:Caravans and Pack Animals have the ability to drag you from combat. There is a small potential to be hurt from the attempt.<br />
::Syntax: [[Tell_command|TELL]] <pack animal/caravan> SPOOK<br />
<br />
:'''[[kregkeirel|Kregkeirels]]'''<br /><br />
:Found only on the island of [[Aesry]], these stalwart pack animals are there to assist island Traders with carrying their wares, similar to the storage packing crates found on mainland caravans. They are rentable at two locations on Aesry by Traders of at least 35th circle. One stable is near the Trader guild hall by the docks, and the other is near the city.<br />
<br />
===Player Owned Caravans===<br />
[[Caravan#Player-owned caravans|Player-owned cavavans]] are custom caravans owned by Traders that can start being built at 25th circle.<br />
<br />
===Commodity Trading===<br />
Only Traders have access to the commodities market, allowing them to speculate on price fluctuations between cities and provinces. Currently there are only three working commodity pits in Elanthia: [[Crossing]], [[Arthe Dale]], and [[Leth Deriel]].<br />
<br />
Table of Commodies [[Commodity Trading]]<br />
<br />
===Market Advantages===<br />
Traders receive a better price when purchasing from shops with shopowners and when selling items to a pawnshop, gem buyer, or tanner. Increased [[Charisma]] also increases profit.<br />
<br />
===Trader Markets===<br />
Traders of at least 20th circle may rent market tables located in [[The Crossing]], [[Riverhaven]], [[Shard]], [[Muspar'i]], [[Aesry]] and the first tier of [[Ratha]]. Traders of at least 30th circle can rent their own [[Trader Owned Shops|Shops]] in the plazas located in [[The Crossing]], [[Riverhaven]] and [[Shard]]. As of the release of the Trader Shops, stalls, which are currently only located in [[The Crossing]], have been closed.<br />
<br />
To remove a disruptive adventurer from a market place, two Traders of at least 20th circle or a single Trader at least 10 circles higher than the target must <tt>ASK GUARD FOR THE REMOVAL OF (person)</tt>. This will also work on fellow Traders if they do not have a table rented in the building.<br />
<br />
:'''Tables'''<br /><br />
:The cost per table is a couple gold for four hours of rental. Each table can hold up to twenty items. Traders can purchase one rental ticket per hour, therefore it takes three hours to claim all four tables in a room. To rent a table, <tt>ASK MONGER FOR TICKET</tt> and <tt>PUT</tt> the ticket on an empty table. If left unattended for even a couple minutes, rented tables are covered by a tarp courtesy a market attendant. Goods should be removed from the table before the rental ticket expires, or else there is a storage fee of several gold. <tt>ASK MONGER FOR GOODS</tt> within 48 hours to recover your items.<br />
:For more information see [[Trader Market Tables]].<br />
<br />
:'''Stalls'''<br /><br />
:With the introduction of Trader Owned Shops, the stalls have been closed, possibly permanently. The price for a stall is 10 platinum Kronars for 10 days of rental. Stalls contain three tables, each holding up to twenty items. All tables may be used immediately upon rental. To rent a stall, <tt>ASK MONGER FOR STALL</tt> and <tt>PUT</tt> the ticket on an empty stall. Unlike regular tables, stall tables can be left unattended and will not be covered until someone attempts to price or buy an item. To remove an unwelcome guest, <tt>ASK GUARD FOR THE REMOVAL OF (person)</tt>. You can also <tt>OPEN</tt> and <tt>CLOSE</tt> a stall while standing outside of it. Once your rental expires, you must wait 10 days before renting another stall.<br />
<br />
:'''Trader Owned Shops'''<br /><br />
:For more information see [[Player owned shop]].<br />
<br />
===Auction Halls===<br />
Traders of at least 30th circle are able to use the auction halls located in [[The Crossing]], [[Riverhaven]] and the guildhall in [[Ratha]].<br />
:For more information see [[Trader Auction Halls]].<br />
<br />
===Horse Trading===<br />
Traders of sufficient skill and circle (25) can buy and sell horses with other adventurers. This ability is most frequently used to facilitate transfer of a horse from one person to another. Traders also have an [[Horses#Teaching_Adventurers_and_Horses|Instruction Technique]], Advanced Riding, to teach.<br />
:For more information see [[Trader Horse Brokering]].<br />
<br />
===Gem Pouches & Shops===<br />
Traders of appropriate skill and circle (20 Charisma and 105 total between Trading+Appraisal, generally around 12th-15th Circle) have the unique ability to sell gems in bulk via gem pouches. In addition to selling the gems in bulk Traders also receive a higher profit on their sales than the typical adventurer, up to 60% for a high-level, high-charisma Trader using Speculate Finesse. This [[Trader_gem_selling_bonus|gem selling bonus]] is based on charisma, trading skill, and appraisal skill. Traders are also able to [[Untie_command|UNTIE]] POUCH in order to split the contents of one pouch into another and [[Combine_command|COMBINE]] POUCH WITH SECOND POUCH to merge 2 tied pouches together. Note that untie does not actually untie a pouch so you can get or see individual gems. <br />
<br />
Traders also have the ability to [[Gather_command|GATHER]] gems to move them from one container to another. This verb will move all gems of a particular type into a separate gem pouch, which must be in your other hand. For example, GATHER RUBY IN MY POUCH would take all rubies from your first pouch, and move them into your second pouch.<br />
<br />
Traders of sufficient skill can also finance gem shops.<br />
:For more information see [[Trader Shop Financing]].<br />
<br />
===Fur Shops===<br />
Traders are also able to sell bundles at a higher profit than the typical adventurer as with the gem pouches. To facilitate this, [[item:fur packing crate|fur packing crates]] are available for purchase at the [[Stone Clan]] and [[Fayrin's Rest]] outposts and will hold 100 skinned items each.<br />
<br />
Traders of sufficient skill can also finance fur shops.<br />
:For more information see [[Trader Shop Financing]].<br />
<br />
===Shardstar Shipping===<br />
In order to promote trade between the islands and the mainland, [[Shardstar Shipping]] allows Traders to ship items from one of their locations to another for a small fee. Currently, there are shipping locations in [[The Crossing]], [[Riverhaven]], [[Aesry Surlaenis'a]] and [[Ratha]].<br />
<br />
===Speculate===<br />
Traders have a series of [[Speculate_command|Speculate]] abilities that are taught by various guild leaders:<br />
Syntax: ASK (GUILDLEADER) ABOUT SKILL<br />
{| class=wikitable<br />
|-<br />
!Speculate!!Circle!!Guild!!Details<br />
|-<br />
|Coin||12||Muspar'i||Allows you to throw a random coin you are carrying and possibly stun your target. CAUTION - You lose the coin!<br />
|-<br />
|Chaffer||45||Ratha||Allows you to publicly announce the sale on an object. The messaging differs based on the type of object as well as the target character.<br />
|}<br />
<br />
===Hirelings and Criers===<br />
Hirelings are a new thing to the guild, you have to be in a town where their services are offered to hire one. What hireling you get depends much on your circle, but there's still a random factor in for which one you'll get.<br />
<br><br />
<br><br />
Syntax:<br />
HIRE <TYPE> (where TYPE is one of the following)<br />
<br><br />
ATTENDANT<BR><br />
LOCATE (Attained at 8th Circle)<BR><br />
CRIER<BR><br />
MESSENGER<BR><br />
DELIVERY<br />
<br />
Here are the basic commands:<br />
<br />
ATTENDANT: groom, dry, perfume, cologne, rope, pouch, pack, goods, follow, stay, leave, dismiss, and cost.<br />
<br />
Please be aware some services incur a onetime cost for each use. For a list of prices for services, ask the hireling about cost.<br />
<br />
LOCATE: Ask the hireling about HELP and he or she will give you instructions and cost to find someone.<br />
<br />
CRIER: Criers can be used in order to let the city know that you have a shop open for business, you are holding an auction or you are available to offer gem/skin selling services. There is a charge for this service though, the criers have two forms of usage. First is they can alert all people in the city that your stall or table is open. In order to do this you must HIRE CRIER TOWN CONFIRM. This service will cost you 2500 kronars. The second service they offer is to not only alert the town of your presence but to go into neighboring hunting areas and send out messages there to. The actual range of this isnt yet confirmed, to use this feature just use HIRE CRIER HUNT CONFIRM, there is a charge of 5000 kronars for this service.<br />
<br />
MESSENGER: Ask the hireling about HELP and he or she will give you instructions and cost to send a message to someone (within city limits).<br />
<br />
DELIVERY: A dapper servant steps forward and says, "I will use our guild's resources to deliver to a person of your choosing in any of the known provinces for only 3000 Kronars, less if you have recently located, messaged or delivered to your target. First, you will need to hold the item you want delivered in your right hand. Then ask me to weigh the item that you want delivered to make sure it doesn't exceed limitations. If the item is acceptable, you will need to give me the name of the person you want the item delivered."<br><br />
(To have an item weighed, put it in your right hand and type ASK servant FOR WEIGHT)<br /><br />
(To send the item, keep it in your right hand and type ASK servant for DELIVER <person>)<br />
<br />
==Circle Requirements==<br />
{|class="wikitable sortable"<br />
!Skillset!!Skill!!1-10!!11-30!!31-70!!71-100!!101-150!!151-200<br />
|-<br />
|style="background: #F2F2FF;" |armor||style="background: #F2F2FF;" |1st Armor||style="background: #F2F2FF;" |2||style="background: #F2F2FF;" |3||style="background: #F2F2FF;" |3||style="background: #F2F2FF;" |3||style="background: #F2F2FF;" |4||style="background: #F2F2FF;" |10<br />
|-<br />
|style="background: #F2F2FF;" |armor||style="background: #F2F2FF;" |2nd Armor||style="background: #F2F2FF;" |1||style="background: #F2F2FF;" |2||style="background: #F2F2FF;" |2||style="background: #F2F2FF;" |3||style="background: #F2F2FF;" |3||style="background: #F2F2FF;" |8<br />
|-<br />
|style="background: #FFF2F2;" |weapon||style="background: #FFF2F2;" |1st Weapon||style="background: #FFF2F2;" |1||style="background: #FFF2F2;" |2||style="background: #FFF2F2;" |2||style="background: #FFF2F2;" |3||style="background: #FFF2F2;" |3||style="background: #FFF2F2;" |8<br />
|-<br />
|style="background: #FFFFF2;" |lore||style="background: #FFFFF2;" |'''{{Skill|Trading|Trading}}'''||style="background: #FFFFF2;" |4||style="background: #FFFFF2;" |5||style="background: #FFFFF2;" |6||style="background: #FFFFF2;" |6||style="background: #FFFFF2;" |7||style="background: #FFFFF2;" |15<br />
|-<br />
|style="background: #FFFFF2;" |lore||style="background: #FFFFF2;" |'''{{Skill|Appraisal|Appraisal}}'''||style="background: #FFFFF2;" |3||style="background: #FFFFF2;" |3||style="background: #FFFFF2;" |4||style="background: #FFFFF2;" |5||style="background: #FFFFF2;" |6||style="background: #FFFFF2;" |15<br />
|-<br />
|style="background: #FFFFF2;" |lore||style="background: #FFFFF2;" |1st Lore||style="background: #FFFFF2;" |3||style="background: #FFFFF2;" |3||style="background: #FFFFF2;" |4||style="background: #FFFFF2;" |4||style="background: #FFFFF2;" |5||style="background: #FFFFF2;" |13<br />
|-<br />
|style="background: #FFFFF2;" |lore||style="background: #FFFFF2;" |2nd Lore||style="background: #FFFFF2;" |2||style="background: #FFFFF2;" |3||style="background: #FFFFF2;" |3||style="background: #FFFFF2;" |4||style="background: #FFFFF2;" |4||style="background: #FFFFF2;" |10<br />
|-<br />
|style="background: #FFFFF2;" |lore||style="background: #FFFFF2;" |3rd Lore||style="background: #FFFFF2;" |2||style="background: #FFFFF2;" |2||style="background: #FFFFF2;" |3||style="background: #FFFFF2;" |4||style="background: #FFFFF2;" |4||style="background: #FFFFF2;" |10<br />
|-<br />
|style="background: #F2FFF2;" |survival||style="background: #F2FFF2;" |1st Survival||style="background: #F2FFF2;" |3||style="background: #F2FFF2;" |3||style="background: #F2FFF2;" |4||style="background: #F2FFF2;" |4||style="background: #F2FFF2;" |5||style="background: #F2FFF2;" |13<br />
|-<br />
|style="background: #F2FFF2;" |survival||style="background: #F2FFF2;" |2nd Survival||style="background: #F2FFF2;" |2||style="background: #F2FFF2;" |3||style="background: #F2FFF2;" |3||style="background: #F2FFF2;" |4||style="background: #F2FFF2;" |4||style="background: #F2FFF2;" |10<br />
|-<br />
|style="background: #F2FFF2;" |survival||style="background: #F2FFF2;" |3rd Survival||style="background: #F2FFF2;" |2||style="background: #F2FFF2;" |3||style="background: #F2FFF2;" |3||style="background: #F2FFF2;" |4||style="background: #F2FFF2;" |4||style="background: #F2FFF2;" |10<br />
|-<br />
|style="background: #F2FFF2;" |survival||style="background: #F2FFF2;" |4th Survival||style="background: #F2FFF2;" |1||style="background: #F2FFF2;" |2||style="background: #F2FFF2;" |2||style="background: #F2FFF2;" |3||style="background: #F2FFF2;" |4||style="background: #F2FFF2;" |10<br />
|-<br />
|style="background: #F2FFF2;" |survival||style="background: #F2FFF2;" |5th Survival||style="background: #F2FFF2;" |1||style="background: #F2FFF2;" |2||style="background: #F2FFF2;" |2||style="background: #F2FFF2;" |3||style="background: #F2FFF2;" |3||style="background: #F2FFF2;" |8<br />
|-<br />
|style="background: #F2FFF2;" |survival||style="background: #F2FFF2;" |6th Survival||style="background: #F2FFF2;" |1||style="background: #F2FFF2;" |1||style="background: #F2FFF2;" |1||style="background: #F2FFF2;" |2||style="background: #F2FFF2;" |2||style="background: #F2FFF2;" |5<br />
|}<br />
<br />
'''Hard skill requirements''' ('''{{Skill|Trading|Trading}}''', '''{{Skill|Appraisal|Appraisal}}''') are listed in bold. These skills cannot count toward Nth skills, such as 1st or 2nd Lore.<br />
<br />
:Note: The following "mastery" skills never count toward Nth skill requirements, since they affect all or most of the skillset: {{Skill|Defending|Defending}}, {{Skill|Parry Ability|Parry Ability}}, {{Skill|Offhand Weapon|Offhand Weapon}}, {{Skill|Melee Mastery|Melee Mastery}}, and {{Skill|Missile Mastery|Missile Mastery}}.<br />
<br />
'''Nth skill requirements''' are met with your top-ranked skills out of the following list of eligible skills:<br />
*'''Armor''': {{Skill|Shield Usage|Shield Usage}}, {{Skill|Light Armor|Light Armor}}, {{Skill|Chain Armor|Chain Armor}}, {{Skill|Brigandine|Brigandine}}, and {{Skill|Plate Armor|Plate Armor}}<br />
*'''Weapon''': {{Skill|Small Edged|Small Edged}}, {{Skill|Large Edged|Large Edged}}, {{Skill|Twohanded Edged|Twohanded Edged}}, {{Skill|Small Blunt|Small Blunt}}, {{Skill|Large Blunt|Large Blunt}}, {{Skill|Twohanded Blunt|Twohanded Blunt}}, {{Skill|Slings|Slings}}, {{Skill|Bow|Bow}}, {{Skill|Crossbow|Crossbow}}, {{Skill|Staves|Staves}}, {{Skill|Polearms|Polearms}}, {{Skill|Light Thrown|Light Thrown}}, {{Skill|Heavy Thrown|Heavy Thrown}}, and {{Skill|Brawling|Brawling}}<br />
*'''Lore''': {{Skill|Forging|Forging}}, {{Skill|Engineering|Engineering}}, {{Skill|Outfitting|Outfitting}}, {{Skill|Alchemy|Alchemy}}, {{Skill|Enchanting|Enchanting}}, {{Skill|Scholarship|Scholarship}}, {{Skill|Mechanical Lore|Mechanical Lore}}, {{Skill|Appraisal|Appraisal}}, {{Skill|Performance|Performance}}, and {{Skill|Tactics|Tactics}}<br />
*'''Survival''': {{Skill|Evasion|Evasion}}, {{Skill|Athletics|Athletics}}, {{Skill|Perception|Perception}}, {{Skill|Stealth|Stealth}}, {{Skill|Locksmithing|Locksmithing}}, {{Skill|First Aid|First Aid}}, {{Skill|Outdoorsmanship|Outdoorsmanship}}, and {{Skill|Skinning|Skinning}}<br />
===Cumulative===<br />
{|class="wikitable sortable"<br />
!Skillset!!Skill!!10!!30!!70!!100!!150!!200<br />
|-<br />
|style="background: #F2F2FF;" |armor||style="background: #F2F2FF;" |1st Armor||style="background: #F2F2FF;" |20||style="background: #F2F2FF;" |80||style="background: #F2F2FF;" |200||style="background: #F2F2FF;" |290||style="background: #F2F2FF;" |490||style="background: #F2F2FF;" |990<br />
|-<br />
|style="background: #F2F2FF;" |armor||style="background: #F2F2FF;" |2nd Armor||style="background: #F2F2FF;" |10||style="background: #F2F2FF;" |50||style="background: #F2F2FF;" |130||style="background: #F2F2FF;" |250||style="background: #F2F2FF;" |400||style="background: #F2F2FF;" |800<br />
|-<br />
|style="background: #F2F2FF;" |'''armor'''||style="background: #F2F2FF;" |'''Total Armor'''||style="background: #F2F2FF;" |'''30'''||style="background: #F2F2FF;" |'''130'''||style="background: #F2F2FF;" |'''330'''||style="background: #F2F2FF;" |'''540'''||style="background: #F2F2FF;" |'''890'''||style="background: #F2F2FF;" |'''1,790<br />
|-<br />
|style="background: #FFF2F2;" |weapon||style="background: #FFF2F2;" |1st Weapon||style="background: #FFF2F2;" |10||style="background: #FFF2F2;" |50||style="background: #FFF2F2;" |130||style="background: #FFF2F2;" |220||style="background: #FFF2F2;" |370||style="background: #FFF2F2;" |770<br />
|-<br />
|style="background: #FFF2F2;" |'''weapon'''||style="background: #FFF2F2;" |'''Total Weapon'''||style="background: #FFF2F2;" |'''10'''||style="background: #FFF2F2;" |'''50'''||style="background: #FFF2F2;" |'''130'''||style="background: #FFF2F2;" |'''220'''||style="background: #FFF2F2;" |'''370'''||style="background: #FFF2F2;" |'''770<br />
|-<br />
|style="background: #FFFFF2;" |lore||style="background: #FFFFF2;" |'''{{Skill|Trading|Trading}}'''||style="background: #FFFFF2;" |40||style="background: #FFFFF2;" |140||style="background: #FFFFF2;" |380||style="background: #FFFFF2;" |560||style="background: #FFFFF2;" |910||style="background: #FFFFF2;" |1,660<br />
|-<br />
|style="background: #FFFFF2;" |lore||style="background: #FFFFF2;" |'''{{Skill|Appraisal|Appraisal}}'''||style="background: #FFFFF2;" |30||style="background: #FFFFF2;" |90||style="background: #FFFFF2;" |250||style="background: #FFFFF2;" |400||style="background: #FFFFF2;" |700||style="background: #FFFFF2;" |1,450<br />
|-<br />
|style="background: #FFFFF2;" |lore||style="background: #FFFFF2;" |1st Lore||style="background: #FFFFF2;" |30||style="background: #FFFFF2;" |90||style="background: #FFFFF2;" |250||style="background: #FFFFF2;" |370||style="background: #FFFFF2;" |620||style="background: #FFFFF2;" |1,270<br />
|-<br />
|style="background: #FFFFF2;" |lore||style="background: #FFFFF2;" |2nd Lore||style="background: #FFFFF2;" |20||style="background: #FFFFF2;" |80||style="background: #FFFFF2;" |200||style="background: #FFFFF2;" |320||style="background: #FFFFF2;" |520||style="background: #FFFFF2;" |1,020<br />
|-<br />
|style="background: #FFFFF2;" |lore||style="background: #FFFFF2;" |3rd Lore||style="background: #FFFFF2;" |20||style="background: #FFFFF2;" |60||style="background: #FFFFF2;" |180||style="background: #FFFFF2;" |300||style="background: #FFFFF2;" |500||style="background: #FFFFF2;" |1,000<br />
|-<br />
|style="background: #FFFFF2;" |'''lore'''||style="background: #FFFFF2;" |'''Total Lore'''||style="background: #FFFFF2;" |'''140'''||style="background: #FFFFF2;" |'''460'''||style="background: #FFFFF2;" |'''1,260'''||style="background: #FFFFF2;" |'''1,950'''||style="background: #FFFFF2;" |'''3,250'''||style="background: #FFFFF2;" |'''6,400<br />
|-<br />
|style="background: #F2FFF2;" |survival||style="background: #F2FFF2;" |1st Survival||style="background: #F2FFF2;" |30||style="background: #F2FFF2;" |90||style="background: #F2FFF2;" |250||style="background: #F2FFF2;" |370||style="background: #F2FFF2;" |620||style="background: #F2FFF2;" |1,270<br />
|-<br />
|style="background: #F2FFF2;" |survival||style="background: #F2FFF2;" |2nd Survival||style="background: #F2FFF2;" |20||style="background: #F2FFF2;" |80||style="background: #F2FFF2;" |200||style="background: #F2FFF2;" |320||style="background: #F2FFF2;" |520||style="background: #F2FFF2;" |1,020<br />
|-<br />
|style="background: #F2FFF2;" |survival||style="background: #F2FFF2;" |3rd Survival||style="background: #F2FFF2;" |20||style="background: #F2FFF2;" |80||style="background: #F2FFF2;" |200||style="background: #F2FFF2;" |320||style="background: #F2FFF2;" |520||style="background: #F2FFF2;" |1,020<br />
|-<br />
|style="background: #F2FFF2;" |survival||style="background: #F2FFF2;" |4th Survival||style="background: #F2FFF2;" |10||style="background: #F2FFF2;" |50||style="background: #F2FFF2;" |130||style="background: #F2FFF2;" |220||style="background: #F2FFF2;" |420||style="background: #F2FFF2;" |920<br />
|-<br />
|style="background: #F2FFF2;" |survival||style="background: #F2FFF2;" |5th Survival||style="background: #F2FFF2;" |10||style="background: #F2FFF2;" |50||style="background: #F2FFF2;" |130||style="background: #F2FFF2;" |220||style="background: #F2FFF2;" |370||style="background: #F2FFF2;" |770<br />
|-<br />
|style="background: #F2FFF2;" |survival||style="background: #F2FFF2;" |6th Survival||style="background: #F2FFF2;" |10||style="background: #F2FFF2;" |30||style="background: #F2FFF2;" |70||style="background: #F2FFF2;" |130||style="background: #F2FFF2;" |230||style="background: #F2FFF2;" |480<br />
|-<br />
|style="background: #F2FFF2;" |'''survival'''||style="background: #F2FFF2;" |'''Total Survival'''||style="background: #F2FFF2;" |'''100'''||style="background: #F2FFF2;" |'''380'''||style="background: #F2FFF2;" |'''980'''||style="background: #F2FFF2;" |'''1,580'''||style="background: #F2FFF2;" |'''2,680'''||style="background: #F2FFF2;" |'''5,480<br />
|-<br />
|'''all'''||'''Total'''||'''280'''||'''1,020'''||'''2,700'''||'''4,290'''||'''7,190'''||'''14,440<br />
|}<br />
<br />
* Soft Requirements are not counted towards cumulative totals.<br />
<br />
==[[Rumor System]]==<br />
The rumor system allows you to gossip with certain NPCs throughout the realms. <tt>ASK (NPC) ABOUT/FOR RUMOR</tt> and <tt>WHISPER (NPC) (your rumor)</tt> to have your rumor reviewed by a [[GameMaster]] and possibly added to the system one day!<br />
<br />
==Tools of the Trade==<br />
Traders have a number of role play and functional items in game available to them.<br /><br />
:*[[abacus|The Abacus]] - items that allow all Traders to quickly calculate the conversion between the 3 currencies.<br /><br />
:*[[handbill|Handbills]] - sold at [[Chispin's Handbills]] in [[RanikMap42|Therenborough]], these are pre-printed items to hand out to your customers.<br /><br />
:*[[ledger|Ledgers]] - a vital tool given to each Trader upon entering the guild, these work similar to [[spellbook|spellbooks]] with chapters and pages covering many facets of the Trader's business. [[Read_command|Reading]] will provide the basic information on each page, and [[Study_command|studying]] each page will teach a very small amount of [[Scholarship_skill|scholarship]] and [[Appraisal_skill|appraisal]].<br /><br />
:*[[Embroidery]] - while open to all guilds, Traders receive a large bonus to the quality of the stitch, as well as the ability to use a number of Trader-only patterns. See also [[:Category:Embroidery_Shops|Embroidery Shops]] for patterns and supplies.<br /><br />
:*[[Trader Jewelry]] - while wearable and usable by all guilds, when a Trader [[Appraise_command|appraises]] these uncommon pieces of jewelry and decorative items, they see a large amount of information on the gems, metals and craftsmanship of the components. Due to the large amount of information given per piece, these items teach [[Appraisal_skill|appraisal]] higher than basic items.<br /><br />
:*[[Banquet Halls]] - while a Trader will get no experience for renting one, these locations can be rented by a Trader for parties, public gatherings, etc. Banquet Halls also include a gambling room with a fully functional craps table. Currently there is a Hall in the [[Riverhaven]] Trader Guild.<br />
{{RefAl|a=y}}<br />
*[[Trader Titles]]<br />
*[[Trader Abilities Chart]]<br />
*[[:Category:Trader_Shops|Trader-only Shops]]<br />
*[[Traders of Renown]]<br />
*[[Post:Trader_Magic_-_03/03/2014_-_22:52|Glimpse of Trader Magic]] <br />
{{cat|Guilds}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Starlight_Aura&diff=501547Starlight Aura2019-03-22T01:31:18Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>Traders can PERC AURA to check their aura levels. <br />
<br />
<br />
Without Noumena in place, there are three conditions necessary for natural aura growth:<br />
<br />
1) It must not be overcast. Mild cloud cover doesn't hinder you.<br />
<br />
2) It must be night time.<br />
<br />
3) You must be out under the open sky.<br />
<br />
<br />
Three things to note about the aura.<br />
<br />
1) Its capacity is directly related to your Lunar Magic and scales pretty high. The floor of the system is at 20 ranks of Lunar Magic (below that you're just given the value of 20 ranks as a courtesy). Your aura will have double its original capacity by 40 ranks, and it will continue to grow until you hit 1000 ranks.<br />
<br />
2) Its regen is directly related to your Wisdom and each and every point in Wisdom contributes to the size of your regen pulse. It will double from its default (assuming a 0-mod race) at around 40 Wisdom and continue to grow in perpetuity (though there's a practical limit to how much you'll want to invest into Wisdom).<br />
<br />
3) Most aura costs are related to the mana you're putting into the spell. It costs more aura to power a 4-mana spell than a 2-mana spell.<br />
<br />
So, when you're drawing on your aura in the early stages of your magic you want to be careful about how much mana you put in. Bearing in mind that early in a Trader's life they have free access to Analogous Patterns spells that cover every skill except Utility, which can be covered by Noumena at 2nd circle.<br />
<br />
As your skills and stats increase, the aura's limits loosen up considerably and casting more powerfully and repeatedly under adverse conditions will become possible. By the time you lose access to the AP spells you should have enough Lunar Magic to notice a substantial improvement over Noobler's First Aura.<br />
<br />
<br />
Levels:<br />
#The smallest hint of starlight flickers within your aura.<br />
#A bare flicker of starlight plays within your aura.<br />
#A faint amount of starlight illuminates your aura.<br />
#Your aura pulses slowly with starlight.<br />
#A steady pulse of starlight runs through your aura.<br />
#Starlight dances vividly across the confines of your aura.<br />
#Strong pulses of starlight flare within your aura.<br />
#Your aura seethes with brilliant starlight.<br />
<br />
{{RefAl}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Moon_Mage_vision_list_2019&diff=499090Moon Mage vision list 20192019-01-06T01:51:32Z<p>BLADEDBUTTERFLY: /* 2019 */</p>
<hr />
<div>This list includes visions from the [[Moon mage]] [[Prediction#Other prediction types|event prediction]] ability experienced in 2019. <br />
<br />
Also included are spontaneous visions experienced without the use of the {{com|Predict}} command. These latter visions can be experienced by any moon mage as long as they're logged into the game environment when the vision is distributed. Generally these visions signal incipient invasions or immediate developments in an ongoing event or storyline.<br />
<br />
Moon mage visions stem directly from their prophetic link to the [[Plane of Probability]] and connection to Fate.<br />
<br />
==2019==<br />
{{Visions|date=01/05/2019|vision=<br />
Everything goes black, and an oppressive weight begins to press against you from all sides. Against the inky nothingness, you make out a series of creeping capillary-like tendrils worming towards you, wrapping around your ankles and writhing up your legs. The tendrils reach your knees, and high above, a piercing pair of massive green eyes open and gaze upon you. You hear a woman's malicious laughter in the distance, horribly echoing around and through you. With a lurch, you manage to tear one of your feet free of the creeping tendrils, and suddenly the vision fades.<br />
|sub=Maelshyve|rep=True}}<br />
<br />
<br />
{{Visions|date=01/05/2019|vision=<br />
You find yourself looking out a narrow stone window, breathtakingly high in the air, with birds and clouds wheeling far below you. Turning around, you see the mutilated corpse of an Elothean woman shackled to the far wall, a thin bright red scar perfectly encircling the crown of her skull. A tall man dressed in fine robes stands by the open cell door holding an empty bowl and a jug of water. He gazes upon the body of the woman impassively for a moment, then turns to leave the cell. Beyond the jailer, you see a hallway that -- given the dimensions of the tower -- seems to stretch incongruously long. Countless cell doors line the hallway. You briefly hear someone scream in the distance, and the jailer slams the cell door shut, locking you in with the dead woman. The vision fades..<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=01/05/2019|vision=<br />
Everything fades to black, and you find yourself standing on the shore of a mighty river. The stars seem to resonate in place, reflecting angry, radiant light along the ripples and whorls of the rushing waters. Downriver, a horde of perfectly white protea blossoms slowly bobbles against the current, working their slow way upstream. The river courses defiantly, surging erratically, but the blossoms continue undeterred. After some time, the blossoms have blanketed the river, and the water quiets, as if subdued. A heady fragrance begins to fill your nose, and the scene suddenly vanishes.<br />
|sub=King protea flower,Taisidon|rep=True}}<br />
<br />
<br />
{{Visions|date=01/05/2019|vision=<br />
An endless library stretches before you, with shelving twice the height of a Gor'Tog stretching as far as you can see. Soft gaethzen lamps illuminate the room, and bright sunlight streams in through wide stained glass windows. A wizened librarian walks down an aisle, past two students sitting at a bench, studying from large tomes. One of them coughs, eliciting a loud shush from the other. They both glare at one another a moment, then go back to their studies. The librarian smiles softly, and continues walking down the aisle.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=01/05/2019|vision=<br />
You see a pottery workshop, with shelves full of well-crafted urns, vases, bowls, and sculptures. A large wheel rests next to a sturdy bench, and a kiln glows with heat. A man sits at the bench, and leaning over the wheel, manipulates something you cannot see and mutters words you cannot hear. With a smooth start, the wheel begins to turn of its own volition, and slowly gains in speed. Nodding, the man grabs a handful of clay and after working it in his hands a bit, slaps it down on the wheel and expertly begins to shape it into a beautiful piece of art. The wheel spins quickly, and the man's skill is evident in the gentle curves and elegant form that take shape under his hands. Finalizing the project, he presses a heavily booted foot against the corner of the wheel to slow it down. Oddly, the wheel simply continues spinning, still gaining in speed. The man looks down at the wheel with a mix of confusion and worry, and your vision fades.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=01/05/2019|vision=<br />
Before you sprawls a market, each stall festooned with brilliantly dyed fabrics, sheets of wool and linen and cotton snapping in the gentle breeze. A large gathering of guards, merchants, and customers appear to be arguing, with no clear divisions between the groups. At the center of the crowd stands a guard holding a bloodied and battered child by the collar. The child's nose is broken and his front tooth snapped in half. Gruesomely, his left arm ends in a bloody stump just below the elbow. Blood loss has left the child pale, his tear-streaked face a mask of pain. However, he glares defiantly upward at the guard constraining him. The chaos intensifies, as everyone shouts in both condemnation and defense of the actions of both the child and the guard, and you notice the child slipping his remaining hand around the hilt of his distracted captor's dagger. The din grows, the child tightens his grip, and your vision fades.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=01/05/2019|vision=<br />
You see a stack of lumber drying in the setting sun, thick grass and idyllic hills spreading out to the horizon. A Dwarven man leans against the stack, eating a simple meal and watching the sun set. A warm breeze plays across the scene, stirring the grass, and the man smiles slightly as he closes his eyes and inhales deeply. A single hawk circles far above, floating effortlessly against the bright sky. The vision fades.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=01/05/2019|vision=<br />
You hear the snarling of something made of glass and steel and violations, and in a panic you begin to run. Your lungs burst with the effort, and your legs feel leaden as your every step fails to add any distance between you and the thing behind you. As you feel yourself slowing, and the hot acrid breath of the thing begins to fill your nostrils, you suddenly fall and tumble. Dazed, you look up from the soft dirt, and find yourself next to a massive chunk of marble. A chain extends from the marble, snaking across the ground around the neck of a massive albino lion. The lion gives an ear-splittingly loud roar, and leaps at you, massive claws extending, as it soars over your shoulder and collides savagely with the thing. You cower behind the marble, listening to the sounds of battle, and after a while, the lion roars in victory -- and in pain. The vision fades.<br />
|sub=Chadatru|rep=True}}<br />
<br />
<br />
{{Visions|date=01/05/2019|vision=<br />
You see a long shelf with numerous glass specimen jars. A tall man walks over to one of the jars, and carefully removes the corpse of a beetle. The man gently turns the beetle over in his hands, and you notice a faint line marring the abdominal portion of the beetle's carapace. Placing the beetle's corpse on the table, the man reaches for a stoppered vial, but hesitates. He leaves the vial, places the beetle back in the jar, and replaces the jar on the shelf. The vision fades.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=01/05/2019|vision=<br />
You hear a squeal of laughter and see a small child running down a richly carpeted hallway, awkward but full of joy. Turning abruptly and pulling a heavy door open, the child tries to sneak into a work room, where a woman is scratching symbols onto a chalkboard. The woman pauses in her work, tilts her head mischievously at the child, and with a wink invites him over. The boy rushes to her side, and careful to not disturb her work, begins drawing his own childish pictures and symbols in one of the corners of the blackboard. The woman smiles as she watches him play, and does not seem to notice that with every addition to his own project, something shifts slightly in hers. After a moment, she refocuses on her own work, and the sounds of chalk scratching against board fade.<br />
|sub=|rep=True}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Attributes&diff=497230Attributes2018-12-01T01:31:43Z<p>BLADEDBUTTERFLY: /* Stat Requirements for Joining Guilds */</p>
<hr />
<div>{{updateDR3|Add information about newly-extended range, and {{tt|RESPEC}} window.}}<br />
{{RTOC}}<br />
<br />
Every character in DragonRealms has eight '''stats''' or '''attributes''' which factor into almost everything that character does from combat to crafting:<br />
<br />
*'''[[Strength (stat)|Strength]]''' - Strength affects your roundtimes with weapons, how hard you hit, how much you can carry, It contributes to offensive Power and Fear contests and defensive Fortitude contests, among other things.<br />
*'''[[Reflex (stat)|Reflex]]''' - Reflex improves your skill at evading. It contributes to defensive Reflex contests, among other things.<br />
*'''[[Agility (stat)|Agility]]''' - Agility helps you hit with weapons, improves manual tasks such as skinning or disarming. It contributes to defensive Reflex contests, among other things.<br />
*'''[[Charisma (stat)|Charisma]]''' - Charisma helps you with performances, bargaining with shopkeepers, and extends your spirit health (and therefore the time it takes before you auto-depart after dying. It contributes to offensive Spirit, Charm, and Fear contests, among other things.<br />
*'''[[Discipline (stat)|Discipline]]''' - Discipline increases the accuracy of damaging spells and improves the size of your experience pools. It contributes to offensive Mind, Magic, Charm, and Fear contests and defensive Fortitude and Will contests, among other things.<br />
*'''[[Wisdom (stat)|Wisdom]]''' - Wisdom increases the speed at which your experience turns into real ranks and increases magical spell damage. It contributes to offensive Mind, Magic, and Spirit contests and defensive Will contests, among other things.<br />
*'''[[Intelligence (stat)|Intelligence]]''' - Intelligence improves the size of your experience pools and increases magical spell damage. It contributes to offensive Mind, Magic, Spirit, and Charm contests and defensive Reflex and Will contests, among other things.<br />
*'''[[Stamina (stat)|Stamina]]''' - Stamina increases the amount of damage your body can take and improves your capacity for carrying things. It contrubutes to offensive Power contests and defensive Fortitude contests, among other things.<br />
<br />
The {{com|strength}}, {{com|reflex}}, {{com|agility}}, {{com|charisma}}, {{com|discipline}}, {{com|wisdom}}, {{com|intelligence}}, and {{com|stamina}} commands can be used in-game to provide useful information about each attribute.<br />
<br />
<br />
==Starting Stats==<br />
In January 2008, Simutronics removed random stat rolls from the character creation system. The effect is that new characters start with what used to be a perfect roll. Each race automatically receives the following starting stats:<br />
<br />
{|class="wikitable sortable"<br />
|-<br />
!!![[Strength (stat)|Strength]]!![[Stamina (stat)|Stamina]]!![[Agility (stat)|Agility]]!![[Reflex (stat)|Reflex]]!![[Intelligence (stat)|Intelligence]]!![[Wisdom (stat)|Wisdom]]!![[Discipline (stat)|Discipline]]!![[Charisma (stat)|Charisma]]<br />
|-<br />
![[:Category:Dwarf|Dwarf]]<br />
|10||12||8||8||10||10||12||10<br />
|-<br />
![[:Category:Elf|Elf]]<br />
|8||8||12||12||10||10||8||12<br />
|-<br />
![[:Category:Elothean|Elothean]]<br />
|8||6||10||12||12||12||10||10<br />
|-<br />
![[:Category:Gnome|Gnome]]<br />
|4||6||12||14||14||10||10||10<br />
|-<br />
![[:Category:Gor'Tog|Gor'Tog]]<br />
|16||14||10||8||6||6||10||10<br />
|-<br />
![[:Category:Halfling|Halfling]]<br />
|6||12||14||12||10||8||8||10<br />
|-<br />
![[:Category:Human|Human]]<br />
|10||10||10||10||10||10||10||10<br />
|-<br />
![[:Category:Kaldar|Kaldar]]<br />
|12||10||10||10||8||8||10||12<br />
|-<br />
![[:Category:Prydaen|Prydaen]]<br />
|10||10||10||14||10||6||8||12<br />
|-<br />
![[:Category:Rakash|Rakash]]<br />
|10||14||8||12||6||8||12||10<br />
|-<br />
![[:Category:S'Kra Mur|S'Kra Mur]]<br />
|12||10||10||12||8||8||10||10<br />
|}<br />
<br />
<br />
After character generation the only way to increase stats is by spending [[Time Development Points | TDPs]]. A character is given 600 TDPs to start. From then on TDPs are gained either by gaining circles or gaining skills.<br />
<br />
==Racial Bonuses==<br />
The racial TDP bonuses and penalties are listed in the following chart:<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
!<br />
![[Strength (stat)|Strength]] <br />
![[Reflex (stat)|Reflex]]<br />
![[Agility (stat)|Agility]]<br />
![[Charisma (stat)|Charisma]]<br />
![[Discipline (stat)|Discipline]]<br />
![[Wisdom (stat)|Wisdom]]<br />
![[Intelligence (stat)|Intelligence]]<br />
![[Stamina (stat)|Stamina]]<br />
|-<br />
|[[Concept:Dwarves|Dwarf]] || ||+1||+1|| ||-1|| || ||-1<br />
|-<br />
|[[Concept:Elves|Elf]] ||+1||-1||-1||-1||+1|| || ||+1<br />
|-<br />
|[[Concept:Elotheans|Elothean]] ||+1||-1|| || || ||-1||-1||+2<br />
|-<br />
|[[Concept:Gor'Togs|Gor'Tog]] ||-3||+1|| || || ||+2||+2||-2<br />
|-<br />
|[[Concept:Gnomes|Gnome]] ||+3||-2||-1|| || || ||-2||+2<br />
|-<br />
|[[Concept:Halflings|Halfling]] ||+2||-1||-2|| ||+1||+1|| ||-1<br />
|-<br />
|[[Concept:Humans|Human]] || || || || || || || ||<br />
|-<br />
|[[Concept:Kaldar|Kaldar]] ||-1|| || ||-1|| ||+1||+1||<br />
|-<br />
|[[Concept:Prydaen|Prydaen]] || ||-2|| ||-1||+1||+2|| ||<br />
|-<br />
|[[Concept:Rakash|Rakash]] || ||-1||+1|| ||-1||+1||+2||-2<br />
|-<br />
|[[Concept:S'Kra Mur|S'Kra Mur]]||-1||-1|| || || ||+1||+1||<br />
|-<br />
|}<br />
<br />
A negative number indicates a decrease in the cost to train and is therefore a bonus. A positive number indicates an increase in the cost to train and is therefore a penalty.<br />
<br />
So for example: the cost to raise strength from 21 to 22 for a Gor'Tog character is: (21 x 3) + (-3 x (21 / 2)) = 33.<br />
<br />
As with many other systems in the game, integer math is used for this calculation. 21 / 2 results in 10.<br />
<br />
==TDP Project==<br />
<br />
The TDP PROJECT command helps you determine how many TDPs are required to reach a certain level in an attribute. To use TDP PROJECT, please type TDP PROJECT [attribute] [goal]. The goal must be greater than your current attribute.<br />
<br />
''Example: tdp project wisdom 80''<br />
<br />
==Stat Requirements for Joining Guilds==<br />
<br />
In addition to the requirements below, a guildleader may not allow you to join if any of your stats are below 8. (This may be an issue for the following races: Gnomes, Elotheans, Gor'Togs, Halflings, Prydaen, Rakash.) If your stats are too low, you can spend TDPs to train them. Type {{com|Direction|dir [stat]}} for directions.<br />
<br />
{|border="1" class="wikitable sortable"<br />
|-<br />
!Guild!!Stat1!!Stat2!!Stat3!!Stat4!!Stat5!!Stat6!!Stat7<br />
|-<br />
|[[Barbarian]]||strength: 10||stamina: 9||intelligence: 6||wisdom: 6||agility: 5||reflex: 5||charisma: 4<br />
|-<br />
|[[Bard]]||stamina: 8||agility: 8||strength: 8||intelligence: 7||wisdom: 7||reflex: 6||charisma: 6<br />
|-<br />
|[[Cleric]]||intelligence: 8||wisdom: 8||stamina: 7||agility: 7||reflex: 7||strength: 6||charisma: 5<br />
|-<br />
|[[Empath]]||stamina: 10||intelligence: 9||wisdom: 9||charisma: 6||strength: 5||reflex: 5||agility: 5<br />
|-<br />
|[[Moon Mage]]||wisdom: 9||intelligence: 8||agility: 7||charisma: 7||strength: 6||stamina: 6||reflex: 5<br />
|-<br />
|[[Paladin]]||strength: 9||charisma: 8||wisdom: 7||intelligence: 7||stamina: 7||reflex: 6||agility: 6<br />
|-<br />
|[[Ranger]]||strength: 8||stamina: 8||agility: 8||reflex: 7||intelligence: 7||charisma: 6||wisdom: 6<br />
|-<br />
|[[Thief]]||agility: 9||reflex: 9||strength: 8||stamina: 8||intelligence: 7||wisdom: 6||charisma: 5<br />
|-<br />
|[[Trader]]||intelligence: 9||wisdom: 9||charisma: 9||stamina: 7||strength: 5||reflex: 5||agility: 5<br />
|-<br />
|[[Warrior Mage]]||intelligence: 9||wisdom: 9||strength: 7||agility: 7||stamina: 6||reflex: 5||charisma: 5<br />
|}<br />
<br />
==TDP cost formulas for attributes 100 and below==<br />
<br />
Note: The TDP formulas below do not directly correlate with the tables below. There are errors that develop with odd racial modifiers (-3,-1,1,3). These errors never exceed half of one TDP, and balance out as a character progresses up each attribute.<br />
<br />
The TDP cost to increase an attribute is determined using the following formula:<br />
<br />
<br />
[[Image:TDPformula.gif]]<br />
<br />
<br />
Or, in a more concise form:<br />
<br />
<br />
[[Image:TDP_concise.png]]<br />
<br />
<br />
If you would like to calculate the TDP cost of raising a stat from one value to the next (say from 60 to 75), The following formula may be helpful:<br />
<br />
[[Image:TDP_sum_formula.png]]<br />
<br />
Using this formula, the cost for a human to raise their strength from 60 to 75 would be (60+75-1)*(75-60)*(6+0)/4 = 3015 TDPs<br />
<br />
For a Gor Tog to make the same advancement, they would require roughly 1507 TDPs (give or take one TDP)<br />
<br />
A precise version of the TDP formula would be one that could take into account errors caused by odd racial TDP modifiers. Such errors only manifest when the current attribute is also odd, and produce an alternating negative and positive error of 0.5. Such a formula is as follows:<br />
<br />
[[Image:TDP_single_precise_formula.png]]<br />
<br />
==TDP cost to Train Table==<br />
<br />
The following table shows how much TDPs it costs to train to a particular stat, for all racial bonuses.<br />
<br />
{| class="wikitable" style="text-align: center;" width=500<br />
|-<br />
! Stat Level<br />
! -3<br />
! -2<br />
! -1<br />
! 0<br />
! +1<br />
! +2<br />
! +3<br />
|-<br />
|5<br />
|6<br />
|8<br />
|10<br />
|12<br />
|14<br />
|16<br />
|18<br />
|-<br />
|6<br />
|8<br />
|10<br />
|12<br />
|15<br />
|18<br />
|20<br />
|22<br />
|-<br />
|7<br />
|9<br />
|12<br />
|15<br />
|18<br />
|21<br />
|24<br />
|27<br />
|-<br />
|8<br />
|10<br />
|14<br />
|18<br />
|21<br />
|24<br />
|28<br />
|32<br />
|-<br />
|9<br />
|12<br />
|16<br />
|20<br />
|24<br />
|28<br />
|32<br />
|36<br />
|-<br />
|10<br />
|14<br />
|18<br />
|22<br />
|27<br />
|32<br />
|36<br />
|40<br />
|-<br />
|11<br />
|15<br />
|20<br />
|25<br />
|30<br />
|35<br />
|40<br />
|45<br />
|-<br />
|12<br />
|16<br />
|22<br />
|28<br />
|33<br />
|38<br />
|44<br />
|50<br />
|-<br />
|13<br />
|18<br />
|24<br />
|30<br />
|36<br />
|42<br />
|48<br />
|54<br />
|-<br />
|14<br />
|20<br />
|26<br />
|32<br />
|39<br />
|46<br />
|52<br />
|58<br />
|-<br />
|15<br />
|21<br />
|28<br />
|35<br />
|42<br />
|49<br />
|56<br />
|63<br />
|-<br />
|16<br />
|22<br />
|30<br />
|38<br />
|45<br />
|52<br />
|60<br />
|68<br />
|-<br />
|17<br />
|24<br />
|32<br />
|40<br />
|48<br />
|56<br />
|64<br />
|72<br />
|-<br />
|18<br />
|26<br />
|34<br />
|42<br />
|51<br />
|60<br />
|68<br />
|76<br />
|-<br />
|19<br />
|27<br />
|36<br />
|45<br />
|54<br />
|63<br />
|72<br />
|81<br />
|-<br />
|20<br />
|28<br />
|38<br />
|48<br />
|57<br />
|66<br />
|76<br />
|86<br />
|-<br />
|21<br />
|30<br />
|40<br />
|50<br />
|60<br />
|70<br />
|80<br />
|90<br />
|-<br />
|22<br />
|32<br />
|42<br />
|52<br />
|63<br />
|74<br />
|84<br />
|94<br />
|-<br />
|23<br />
|33<br />
|44<br />
|55<br />
|66<br />
|77<br />
|88<br />
|99<br />
|-<br />
|24<br />
|34<br />
|46<br />
|58<br />
|69<br />
|80<br />
|92<br />
|104<br />
|-<br />
|25<br />
|36<br />
|48<br />
|60<br />
|72<br />
|84<br />
|96<br />
|108<br />
|-<br />
|26<br />
|38<br />
|50<br />
|62<br />
|75<br />
|88<br />
|100<br />
|112<br />
|-<br />
|27<br />
|39<br />
|52<br />
|65<br />
|78<br />
|91<br />
|104<br />
|117<br />
|-<br />
|28<br />
|40<br />
|54<br />
|68<br />
|81<br />
|94<br />
|108<br />
|122<br />
|-<br />
|29<br />
|42<br />
|56<br />
|70<br />
|84<br />
|98<br />
|112<br />
|126<br />
|-<br />
|30<br />
|44<br />
|58<br />
|72<br />
|87<br />
|102<br />
|116<br />
|130<br />
|-<br />
|31<br />
|45<br />
|60<br />
|75<br />
|90<br />
|105<br />
|120<br />
|135<br />
|-<br />
|32<br />
|46<br />
|62<br />
|78<br />
|93<br />
|108<br />
|124<br />
|140<br />
|-<br />
|33<br />
|48<br />
|64<br />
|80<br />
|96<br />
|112<br />
|128<br />
|144<br />
|-<br />
|34<br />
|50<br />
|66<br />
|82<br />
|99<br />
|116<br />
|132<br />
|148<br />
|-<br />
|35<br />
|51<br />
|68<br />
|85<br />
|102<br />
|119<br />
|136<br />
|153<br />
|-<br />
|36<br />
|52<br />
|70<br />
|88<br />
|105<br />
|122<br />
|140<br />
|158<br />
|-<br />
|37<br />
|54<br />
|72<br />
|90<br />
|108<br />
|126<br />
|144<br />
|162<br />
|-<br />
|38<br />
|56<br />
|74<br />
|92<br />
|111<br />
|130<br />
|148<br />
|166<br />
|-<br />
|39<br />
|57<br />
|76<br />
|95<br />
|114<br />
|133<br />
|152<br />
|171<br />
|-<br />
|40<br />
|58<br />
|78<br />
|98<br />
|117<br />
|136<br />
|156<br />
|176<br />
|-<br />
|41<br />
|60<br />
|80<br />
|100<br />
|120<br />
|140<br />
|160<br />
|180<br />
|-<br />
|42<br />
|62<br />
|82<br />
|102<br />
|123<br />
|144<br />
|164<br />
|184<br />
|-<br />
|43<br />
|63<br />
|84<br />
|105<br />
|126<br />
|147<br />
|168<br />
|189<br />
|-<br />
|44<br />
|64<br />
|86<br />
|108<br />
|129<br />
|150<br />
|172<br />
|194<br />
|-<br />
|45<br />
|66<br />
|88<br />
|110<br />
|132<br />
|154<br />
|176<br />
|198<br />
|-<br />
|46<br />
|68<br />
|90<br />
|112<br />
|135<br />
|158<br />
|180<br />
|202<br />
|-<br />
|47<br />
|69<br />
|92<br />
|115<br />
|138<br />
|161<br />
|184<br />
|207<br />
|-<br />
|48<br />
|70<br />
|94<br />
|118<br />
|141<br />
|164<br />
|188<br />
|212<br />
|-<br />
|49<br />
|72<br />
|96<br />
|120<br />
|144<br />
|168<br />
|192<br />
|216<br />
|-<br />
|50<br />
|74<br />
|98<br />
|122<br />
|147<br />
|172<br />
|196<br />
|220<br />
|-<br />
|51<br />
|75<br />
|100<br />
|125<br />
|150<br />
|175<br />
|200<br />
|225<br />
|-<br />
|52<br />
|76<br />
|102<br />
|128<br />
|153<br />
|178<br />
|204<br />
|230<br />
|-<br />
|53<br />
|78<br />
|104<br />
|130<br />
|156<br />
|182<br />
|208<br />
|234<br />
|-<br />
|54<br />
|80<br />
|106<br />
|132<br />
|159<br />
|186<br />
|212<br />
|238<br />
|-<br />
|55<br />
|81<br />
|108<br />
|135<br />
|162<br />
|189<br />
|216<br />
|243<br />
|-<br />
|56<br />
|82<br />
|110<br />
|138<br />
|165<br />
|192<br />
|220<br />
|248<br />
|-<br />
|57<br />
|84<br />
|112<br />
|140<br />
|168<br />
|196<br />
|224<br />
|252<br />
|-<br />
|58<br />
|86<br />
|114<br />
|142<br />
|171<br />
|200<br />
|228<br />
|256<br />
|-<br />
|59<br />
|87<br />
|116<br />
|145<br />
|174<br />
|203<br />
|232<br />
|261<br />
|-<br />
|60<br />
|88<br />
|118<br />
|148<br />
|177<br />
|206<br />
|236<br />
|266<br />
|-<br />
|61<br />
|90<br />
|120<br />
|150<br />
|180<br />
|210<br />
|240<br />
|270<br />
|-<br />
|62<br />
|92<br />
|122<br />
|152<br />
|183<br />
|214<br />
|244<br />
|274<br />
|-<br />
|63<br />
|93<br />
|124<br />
|155<br />
|186<br />
|217<br />
|248<br />
|279<br />
|-<br />
|64<br />
|94<br />
|126<br />
|158<br />
|189<br />
|220<br />
|252<br />
|284<br />
|-<br />
|65<br />
|96<br />
|128<br />
|160<br />
|192<br />
|224<br />
|256<br />
|288<br />
|-<br />
|66<br />
|98<br />
|130<br />
|162<br />
|195<br />
|228<br />
|260<br />
|292<br />
|-<br />
|67<br />
|99<br />
|132<br />
|165<br />
|198<br />
|231<br />
|264<br />
|297<br />
|-<br />
|68<br />
|100<br />
|134<br />
|168<br />
|201<br />
|234<br />
|268<br />
|302<br />
|-<br />
|69<br />
|102<br />
|136<br />
|170<br />
|204<br />
|238<br />
|272<br />
|306<br />
|-<br />
|70<br />
|104<br />
|138<br />
|172<br />
|207<br />
|242<br />
|276<br />
|310<br />
|-<br />
|71<br />
|105<br />
|140<br />
|175<br />
|210<br />
|245<br />
|280<br />
|315<br />
|-<br />
|72<br />
|106<br />
|142<br />
|178<br />
|213<br />
|248<br />
|284<br />
|320<br />
|-<br />
|73<br />
|108<br />
|144<br />
|180<br />
|216<br />
|252<br />
|288<br />
|324<br />
|-<br />
|74<br />
|110<br />
|146<br />
|182<br />
|219<br />
|256<br />
|292<br />
|328<br />
|-<br />
|75<br />
|111<br />
|148<br />
|185<br />
|222<br />
|259<br />
|296<br />
|333<br />
|-<br />
|76<br />
|112<br />
|150<br />
|188<br />
|225<br />
|262<br />
|300<br />
|338<br />
|-<br />
|77<br />
|114<br />
|152<br />
|190<br />
|228<br />
|266<br />
|304<br />
|342<br />
|-<br />
|78<br />
|116<br />
|154<br />
|192<br />
|231<br />
|270<br />
|308<br />
|346<br />
|-<br />
|79<br />
|117<br />
|156<br />
|195<br />
|234<br />
|273<br />
|312<br />
|351<br />
|-<br />
|80<br />
|118<br />
|158<br />
|198<br />
|237<br />
|276<br />
|316<br />
|356<br />
|-<br />
|81<br />
|120<br />
|160<br />
|200<br />
|240<br />
|280<br />
|320<br />
|360<br />
|-<br />
|82<br />
|122<br />
|162<br />
|202<br />
|243<br />
|284<br />
|324<br />
|364<br />
|-<br />
|83<br />
|123<br />
|164<br />
|205<br />
|246<br />
|287<br />
|328<br />
|369<br />
|-<br />
|84<br />
|124<br />
|166<br />
|208<br />
|249<br />
|290<br />
|332<br />
|374<br />
|-<br />
|85<br />
|126<br />
|168<br />
|210<br />
|252<br />
|294<br />
|336<br />
|378<br />
|-<br />
|86<br />
|128<br />
|170<br />
|212<br />
|255<br />
|298<br />
|340<br />
|382<br />
|-<br />
|87<br />
|129<br />
|172<br />
|215<br />
|258<br />
|301<br />
|344<br />
|387<br />
|-<br />
|88<br />
|130<br />
|174<br />
|218<br />
|261<br />
|304<br />
|348<br />
|392<br />
|-<br />
|89<br />
|132<br />
|176<br />
|220<br />
|264<br />
|308<br />
|352<br />
|396<br />
|-<br />
|90<br />
|134<br />
|178<br />
|222<br />
|267<br />
|312<br />
|356<br />
|400<br />
|-<br />
|91<br />
|135<br />
|180<br />
|225<br />
|270<br />
|315<br />
|360<br />
|405<br />
|-<br />
|92<br />
|136<br />
|182<br />
|228<br />
|273<br />
|318<br />
|364<br />
|410<br />
|-<br />
|93<br />
|138<br />
|184<br />
|230<br />
|276<br />
|322<br />
|368<br />
|414<br />
|-<br />
|94<br />
|140<br />
|186<br />
|232<br />
|279<br />
|326<br />
|372<br />
|418<br />
|-<br />
|95<br />
|141<br />
|188<br />
|235<br />
|282<br />
|329<br />
|376<br />
|423<br />
|-<br />
|96<br />
|142<br />
|190<br />
|238<br />
|285<br />
|332<br />
|380<br />
|428<br />
|-<br />
|97<br />
|144<br />
|192<br />
|240<br />
|288<br />
|336<br />
|384<br />
|432<br />
|-<br />
|98<br />
|146<br />
|194<br />
|242<br />
|291<br />
|340<br />
|388<br />
|436<br />
|-<br />
|99<br />
|147<br />
|196<br />
|245<br />
|294<br />
|343<br />
|392<br />
|441<br />
|-<br />
|100<br />
|148<br />
|198<br />
|248<br />
|297<br />
|347<br />
|396<br />
|445<br />
|-<br />
|101<br />
|1350<br />
|1400<br />
|1450<br />
|1500<br />
|1550<br />
|1600<br />
|1650<br />
|-<br />
|102<br />
|1364<br />
|1414<br />
|1465<br />
|1515<br />
|1566<br />
|1616<br />
|1666<br />
|-<br />
|103<br />
|1377<br />
|1428<br />
|1479<br />
|1530<br />
|1581<br />
|1632<br />
|1683<br />
|-<br />
|104<br />
|1390<br />
|1442<br />
|1494<br />
|1545<br />
|1597<br />
|1648<br />
|1699<br />
|-<br />
|105<br />
|1404<br />
|1456<br />
|1508<br />
|1560<br />
|1612<br />
|1664<br />
|1716<br />
|-<br />
|106<br />
|1418<br />
|1470<br />
|1523<br />
|1575<br />
|1628<br />
|1680<br />
|1732<br />
|-<br />
|107<br />
|1431<br />
|1484<br />
|1537<br />
|1590<br />
|1643<br />
|1696<br />
|1749<br />
|-<br />
|108<br />
|1444<br />
|1498<br />
|1552<br />
|1605<br />
|1659<br />
|1712<br />
|1765<br />
|-<br />
|109<br />
|1458<br />
|1512<br />
|1566<br />
|1620<br />
|1674<br />
|1728<br />
|1782<br />
|-<br />
|110<br />
|1472<br />
|1526<br />
|1581<br />
|1635<br />
|1690<br />
|1744<br />
|1798<br />
|-<br />
|111<br />
|1485<br />
|1540<br />
|1595<br />
|1650<br />
|1705<br />
|1760<br />
|1815<br />
|-<br />
|112<br />
|1498<br />
|1554<br />
|1610<br />
|1665<br />
|1721<br />
|1776<br />
|1831<br />
|-<br />
|113<br />
|1512<br />
|1568<br />
|1624<br />
|1680<br />
|1736<br />
|1792<br />
|1848<br />
|-<br />
|114<br />
|1526<br />
|1582<br />
|1639<br />
|1695<br />
|1752<br />
|1808<br />
|1864<br />
|-<br />
|115<br />
|1539<br />
|1596<br />
|1653<br />
|1710<br />
|1767<br />
|1824<br />
|1881<br />
|-<br />
|116<br />
|1552<br />
|1610<br />
|1668<br />
|1725<br />
|1783<br />
|1840<br />
|1897<br />
|-<br />
|117<br />
|1566<br />
|1624<br />
|1682<br />
|1740<br />
|1798<br />
|1856<br />
|1914<br />
|-<br />
|118<br />
|1580<br />
|1638<br />
|1697<br />
|1755<br />
|1814<br />
|1872<br />
|1930<br />
|-<br />
|119<br />
|1593<br />
|1652<br />
|1711<br />
|1770<br />
|1829<br />
|1888<br />
|1947<br />
|-<br />
|120<br />
|1606<br />
|1666<br />
|1726<br />
|1785<br />
|1845<br />
|1904<br />
|1963<br />
|-<br />
|121<br />
|1620<br />
|1680<br />
|1740<br />
|1800<br />
|1860<br />
|1920<br />
|1980<br />
|-<br />
|122<br />
|1634<br />
|1694<br />
|1755<br />
|1815<br />
|1876<br />
|1936<br />
|1996<br />
|-<br />
|123<br />
|1647<br />
|1708<br />
|1769<br />
|1830<br />
|1891<br />
|1952<br />
|2013<br />
|-<br />
|124<br />
|1660<br />
|1722<br />
|1784<br />
|1845<br />
|1907<br />
|1968<br />
|2029<br />
|-<br />
|125<br />
|1674<br />
|1736<br />
|1798<br />
|1860<br />
|1922<br />
|1984<br />
|2046<br />
|-<br />
|126<br />
|1688<br />
|1750<br />
|1813<br />
|1875<br />
|1938<br />
|2000<br />
|2062<br />
|-<br />
|127<br />
|1701<br />
|1764<br />
|1827<br />
|1890<br />
|1953<br />
|2016<br />
|2079<br />
|-<br />
|128<br />
|1714<br />
|1778<br />
|1842<br />
|1905<br />
|1969<br />
|2032<br />
|2095<br />
|-<br />
|129<br />
|1728<br />
|1792<br />
|1856<br />
|1920<br />
|1984<br />
|2048<br />
|2112<br />
|-<br />
|130<br />
|1742<br />
|1806<br />
|1871<br />
|1935<br />
|2000<br />
|2064<br />
|2128<br />
|-<br />
|131<br />
|1755<br />
|1820<br />
|1885<br />
|1950<br />
|2015<br />
|2080<br />
|2145<br />
|-<br />
|132<br />
|1768<br />
|1834<br />
|1900<br />
|1965<br />
|2031<br />
|2096<br />
|2161<br />
|-<br />
|133<br />
|1782<br />
|1848<br />
|1914<br />
|1980<br />
|2046<br />
|2112<br />
|2178<br />
|-<br />
|134<br />
|1796<br />
|1862<br />
|1929<br />
|1995<br />
|2062<br />
|2128<br />
|2194<br />
|-<br />
|135<br />
|1809<br />
|1876<br />
|1943<br />
|2010<br />
|2077<br />
|2144<br />
|2211<br />
|-<br />
|136<br />
|1822<br />
|1890<br />
|1958<br />
|2025<br />
|2093<br />
|2160<br />
|2227<br />
|-<br />
|137<br />
|1836<br />
|1904<br />
|1972<br />
|2040<br />
|2108<br />
|2176<br />
|2244<br />
|-<br />
|138<br />
|1850<br />
|1918<br />
|1987<br />
|2055<br />
|2124<br />
|2192<br />
|2260<br />
|-<br />
|139<br />
|1863<br />
|1932<br />
|2001<br />
|2070<br />
|2139<br />
|2208<br />
|2277<br />
|-<br />
|140<br />
|1876<br />
|1946<br />
|2016<br />
|2085<br />
|2155<br />
|2224<br />
|2293<br />
|-<br />
|141<br />
|1890<br />
|1960<br />
|2030<br />
|2100<br />
|2170<br />
|2240<br />
|2310<br />
|-<br />
|142<br />
|1904<br />
|1974<br />
|2045<br />
|2115<br />
|2186<br />
|2256<br />
|2326<br />
|-<br />
|143<br />
|1917<br />
|1988<br />
|2059<br />
|2130<br />
|2201<br />
|2272<br />
|2343<br />
|-<br />
|144<br />
|1930<br />
|2002<br />
|2074<br />
|2145<br />
|2217<br />
|2288<br />
|2359<br />
|-<br />
|145<br />
|1944<br />
|2016<br />
|2088<br />
|2160<br />
|2232<br />
|2304<br />
|2376<br />
|-<br />
|146<br />
|1958<br />
|2030<br />
|2103<br />
|2175<br />
|2248<br />
|2320<br />
|2392<br />
|-<br />
|147<br />
|1971<br />
|2044<br />
|2117<br />
|2190<br />
|2263<br />
|2336<br />
|2409<br />
|-<br />
|148<br />
|1984<br />
|2058<br />
|2132<br />
|2205<br />
|2279<br />
|2352<br />
|2425<br />
|-<br />
|149<br />
|1998<br />
|2072<br />
|2146<br />
|2220<br />
|2294<br />
|2368<br />
|2442<br />
|-<br />
|150<br />
|2012<br />
|2086<br />
|2161<br />
|2235<br />
|2310<br />
|2384<br />
|2458<br />
|}<br />
<br />
==Proportional Attribute Training Table==<br />
<br />
The following table is a table of stat values, varying TDP cost and racial bonuses. It is meant as a reference for efficient proportional training. For example, a Gor'Tog investing proportionally at 60 TDPS would have 40 Strength, 30 Stamina, 20 (Agility, Charisma, and Discipline), 17 Reflex, and 15 (Wisdom and Intelligence).<br />
<br />
{| class="wikitable" style="text-align: center;" width=500<br />
|-<br />
! TDP Cost<br />
! -3<br />
! -2<br />
! -1<br />
! 0<br />
! +1<br />
! +2<br />
! +3<br />
|-<br />
|20<br />
|13<br />
|10<br />
|8<br />
|7<br />
|6<br />
|5<br />
|4<br />
|-<br />
|25<br />
|17<br />
|12<br />
|10<br />
|8<br />
|7<br />
|6<br />
|6<br />
|-<br />
|30<br />
|20<br />
|15<br />
|12<br />
|10<br />
|9<br />
|8<br />
|7<br />
|-<br />
|35<br />
|23<br />
|18<br />
|14<br />
|12<br />
|10<br />
|9<br />
|8<br />
|-<br />
|40<br />
|27<br />
|20<br />
|16<br />
|13<br />
|11<br />
|10<br />
|9<br />
|-<br />
|45<br />
|30<br />
|22<br />
|18<br />
|15<br />
|13<br />
|11<br />
|10<br />
|-<br />
|50<br />
|33<br />
|25<br />
|20<br />
|17<br />
|14<br />
|12<br />
|11<br />
|-<br />
|55<br />
|37<br />
|28<br />
|22<br />
|18<br />
|16<br />
|14<br />
|12<br />
|-<br />
|60<br />
|40<br />
|30<br />
|24<br />
|20<br />
|17<br />
|15<br />
|13<br />
|-<br />
|65<br />
|43<br />
|32<br />
|26<br />
|22<br />
|19<br />
|16<br />
|14<br />
|-<br />
|70<br />
|47<br />
|35<br />
|28<br />
|23<br />
|20<br />
|18<br />
|16<br />
|-<br />
|75<br />
|50<br />
|38<br />
|30<br />
|25<br />
|21<br />
|19<br />
|17<br />
|-<br />
|80<br />
|53<br />
|40<br />
|32<br />
|27<br />
|23<br />
|20<br />
|18<br />
|-<br />
|85<br />
|57<br />
|42<br />
|34<br />
|28<br />
|24<br />
|21<br />
|19<br />
|-<br />
|90<br />
|60<br />
|45<br />
|36<br />
|30<br />
|26<br />
|22<br />
|20<br />
|-<br />
|95<br />
|63<br />
|48<br />
|38<br />
|32<br />
|27<br />
|24<br />
|21<br />
|-<br />
|100<br />
|67<br />
|50<br />
|40<br />
|33<br />
|29<br />
|25<br />
|22<br />
|-<br />
|105<br />
|70<br />
|52<br />
|42<br />
|35<br />
|30<br />
|26<br />
|23<br />
|-<br />
|110<br />
|73<br />
|55<br />
|44<br />
|37<br />
|31<br />
|28<br />
|24<br />
|-<br />
|115<br />
|77<br />
|58<br />
|46<br />
|38<br />
|33<br />
|29<br />
|26<br />
|-<br />
|120<br />
|80<br />
|60<br />
|48<br />
|40<br />
|34<br />
|30<br />
|27<br />
|-<br />
|125<br />
|83<br />
|62<br />
|50<br />
|42<br />
|36<br />
|31<br />
|28<br />
|-<br />
|130<br />
|87<br />
|65<br />
|52<br />
|43<br />
|37<br />
|32<br />
|29<br />
|-<br />
|135<br />
|90<br />
|68<br />
|54<br />
|45<br />
|39<br />
|34<br />
|30<br />
|-<br />
|140<br />
|93<br />
|70<br />
|56<br />
|47<br />
|40<br />
|35<br />
|31<br />
|-<br />
|145<br />
|97<br />
|72<br />
|58<br />
|48<br />
|41<br />
|36<br />
|32<br />
|-<br />
|150<br />
|100<br />
|75<br />
|60<br />
|50<br />
|43<br />
|38<br />
|33<br />
|-<br />
|155<br />
|103<br />
|78<br />
|62<br />
|52<br />
|44<br />
|39<br />
|34<br />
|-<br />
|160<br />
|107<br />
|80<br />
|64<br />
|53<br />
|46<br />
|40<br />
|36<br />
|-<br />
|165<br />
|110<br />
|82<br />
|66<br />
|55<br />
|47<br />
|41<br />
|37<br />
|-<br />
|170<br />
|113<br />
|85<br />
|68<br />
|57<br />
|49<br />
|42<br />
|38<br />
|-<br />
|175<br />
|117<br />
|88<br />
|70<br />
|58<br />
|50<br />
|44<br />
|39<br />
|-<br />
|180<br />
|120<br />
|90<br />
|72<br />
|60<br />
|51<br />
|45<br />
|40<br />
|-<br />
|185<br />
|123<br />
|92<br />
|74<br />
|62<br />
|53<br />
|46<br />
|41<br />
|-<br />
|190<br />
|127<br />
|95<br />
|76<br />
|63<br />
|54<br />
|48<br />
|42<br />
|-<br />
|195<br />
|130<br />
|98<br />
|78<br />
|65<br />
|56<br />
|49<br />
|43<br />
|-<br />
|200<br />
|133<br />
|100<br />
|80<br />
|67<br />
|57<br />
|50<br />
|44<br />
|-<br />
|205<br />
|137<br />
|102<br />
|82<br />
|68<br />
|59<br />
|51<br />
|46<br />
|-<br />
|210<br />
|140<br />
|105<br />
|84<br />
|70<br />
|60<br />
|52<br />
|47<br />
|-<br />
|215<br />
|143<br />
|108<br />
|86<br />
|72<br />
|61<br />
|54<br />
|48<br />
|-<br />
|220<br />
|147<br />
|110<br />
|88<br />
|73<br />
|63<br />
|55<br />
|49<br />
|-<br />
|225<br />
|150<br />
|112<br />
|90<br />
|75<br />
|64<br />
|56<br />
|50<br />
|-<br />
|230<br />
|153<br />
|115<br />
|92<br />
|77<br />
|66<br />
|58<br />
|51<br />
|-<br />
|235<br />
|157<br />
|118<br />
|94<br />
|78<br />
|67<br />
|59<br />
|52<br />
|-<br />
|240<br />
|160<br />
|120<br />
|96<br />
|80<br />
|69<br />
|60<br />
|53<br />
|-<br />
|245<br />
|163<br />
|122<br />
|98<br />
|82<br />
|70<br />
|61<br />
|54<br />
|-<br />
|250<br />
|167<br />
|125<br />
|100<br />
|83<br />
|71<br />
|62<br />
|56<br />
|}<br />
[[Category:Statistics|*]][[page type is::concept| ]]<br />
{{RefAl}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Attributes&diff=497201Attributes2018-11-29T04:05:11Z<p>BLADEDBUTTERFLY: /* Stat Requirements for Joining Guilds */</p>
<hr />
<div>{{updateDR3|Add information about newly-extended range, and {{tt|RESPEC}} window.}}<br />
{{RTOC}}<br />
<br />
Every character in DragonRealms has eight '''stats''' or '''attributes''' which factor into almost everything that character does from combat to crafting:<br />
<br />
*'''[[Strength (stat)|Strength]]''' - Strength affects your roundtimes with weapons, how hard you hit, how much you can carry, It contributes to offensive Power and Fear contests and defensive Fortitude contests, among other things.<br />
*'''[[Reflex (stat)|Reflex]]''' - Reflex improves your skill at evading. It contributes to defensive Reflex contests, among other things.<br />
*'''[[Agility (stat)|Agility]]''' - Agility helps you hit with weapons, improves manual tasks such as skinning or disarming. It contributes to defensive Reflex contests, among other things.<br />
*'''[[Charisma (stat)|Charisma]]''' - Charisma helps you with performances, bargaining with shopkeepers, and extends your spirit health (and therefore the time it takes before you auto-depart after dying. It contributes to offensive Spirit, Charm, and Fear contests, among other things.<br />
*'''[[Discipline (stat)|Discipline]]''' - Discipline increases the accuracy of damaging spells and improves the size of your experience pools. It contributes to offensive Mind, Magic, Charm, and Fear contests and defensive Fortitude and Will contests, among other things.<br />
*'''[[Wisdom (stat)|Wisdom]]''' - Wisdom increases the speed at which your experience turns into real ranks and increases magical spell damage. It contributes to offensive Mind, Magic, and Spirit contests and defensive Will contests, among other things.<br />
*'''[[Intelligence (stat)|Intelligence]]''' - Intelligence improves the size of your experience pools and increases magical spell damage. It contributes to offensive Mind, Magic, Spirit, and Charm contests and defensive Reflex and Will contests, among other things.<br />
*'''[[Stamina (stat)|Stamina]]''' - Stamina increases the amount of damage your body can take and improves your capacity for carrying things. It contrubutes to offensive Power contests and defensive Fortitude contests, among other things.<br />
<br />
The {{com|strength}}, {{com|reflex}}, {{com|agility}}, {{com|charisma}}, {{com|discipline}}, {{com|wisdom}}, {{com|intelligence}}, and {{com|stamina}} commands can be used in-game to provide useful information about each attribute.<br />
<br />
<br />
==Starting Stats==<br />
In January 2008, Simutronics removed random stat rolls from the character creation system. The effect is that new characters start with what used to be a perfect roll. Each race automatically receives the following starting stats:<br />
<br />
{|class="wikitable sortable"<br />
|-<br />
!!![[Strength (stat)|Strength]]!![[Stamina (stat)|Stamina]]!![[Agility (stat)|Agility]]!![[Reflex (stat)|Reflex]]!![[Intelligence (stat)|Intelligence]]!![[Wisdom (stat)|Wisdom]]!![[Discipline (stat)|Discipline]]!![[Charisma (stat)|Charisma]]<br />
|-<br />
![[:Category:Dwarf|Dwarf]]<br />
|10||12||8||8||10||10||12||10<br />
|-<br />
![[:Category:Elf|Elf]]<br />
|8||8||12||12||10||10||8||12<br />
|-<br />
![[:Category:Elothean|Elothean]]<br />
|8||6||10||12||12||12||10||10<br />
|-<br />
![[:Category:Gnome|Gnome]]<br />
|4||6||12||14||14||10||10||10<br />
|-<br />
![[:Category:Gor'Tog|Gor'Tog]]<br />
|16||14||10||8||6||6||10||10<br />
|-<br />
![[:Category:Halfling|Halfling]]<br />
|6||12||14||12||10||8||8||10<br />
|-<br />
![[:Category:Human|Human]]<br />
|10||10||10||10||10||10||10||10<br />
|-<br />
![[:Category:Kaldar|Kaldar]]<br />
|12||10||10||10||8||8||10||12<br />
|-<br />
![[:Category:Prydaen|Prydaen]]<br />
|10||10||10||14||10||6||8||12<br />
|-<br />
![[:Category:Rakash|Rakash]]<br />
|10||14||8||12||6||8||12||10<br />
|-<br />
![[:Category:S'Kra Mur|S'Kra Mur]]<br />
|12||10||10||12||8||8||10||10<br />
|}<br />
<br />
<br />
After character generation the only way to increase stats is by spending [[Time Development Points | TDPs]]. A character is given 600 TDPs to start. From then on TDPs are gained either by gaining circles or gaining skills.<br />
<br />
==Racial Bonuses==<br />
The racial TDP bonuses and penalties are listed in the following chart:<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
!<br />
![[Strength (stat)|Strength]] <br />
![[Reflex (stat)|Reflex]]<br />
![[Agility (stat)|Agility]]<br />
![[Charisma (stat)|Charisma]]<br />
![[Discipline (stat)|Discipline]]<br />
![[Wisdom (stat)|Wisdom]]<br />
![[Intelligence (stat)|Intelligence]]<br />
![[Stamina (stat)|Stamina]]<br />
|-<br />
|[[Concept:Dwarves|Dwarf]] || ||+1||+1|| ||-1|| || ||-1<br />
|-<br />
|[[Concept:Elves|Elf]] ||+1||-1||-1||-1||+1|| || ||+1<br />
|-<br />
|[[Concept:Elotheans|Elothean]] ||+1||-1|| || || ||-1||-1||+2<br />
|-<br />
|[[Concept:Gor'Togs|Gor'Tog]] ||-3||+1|| || || ||+2||+2||-2<br />
|-<br />
|[[Concept:Gnomes|Gnome]] ||+3||-2||-1|| || || ||-2||+2<br />
|-<br />
|[[Concept:Halflings|Halfling]] ||+2||-1||-2|| ||+1||+1|| ||-1<br />
|-<br />
|[[Concept:Humans|Human]] || || || || || || || ||<br />
|-<br />
|[[Concept:Kaldar|Kaldar]] ||-1|| || ||-1|| ||+1||+1||<br />
|-<br />
|[[Concept:Prydaen|Prydaen]] || ||-2|| ||-1||+1||+2|| ||<br />
|-<br />
|[[Concept:Rakash|Rakash]] || ||-1||+1|| ||-1||+1||+2||-2<br />
|-<br />
|[[Concept:S'Kra Mur|S'Kra Mur]]||-1||-1|| || || ||+1||+1||<br />
|-<br />
|}<br />
<br />
A negative number indicates a decrease in the cost to train and is therefore a bonus. A positive number indicates an increase in the cost to train and is therefore a penalty.<br />
<br />
So for example: the cost to raise strength from 21 to 22 for a Gor'Tog character is: (21 x 3) + (-3 x (21 / 2)) = 33.<br />
<br />
As with many other systems in the game, integer math is used for this calculation. 21 / 2 results in 10.<br />
<br />
==TDP Project==<br />
<br />
The TDP PROJECT command helps you determine how many TDPs are required to reach a certain level in an attribute. To use TDP PROJECT, please type TDP PROJECT [attribute] [goal]. The goal must be greater than your current attribute.<br />
<br />
''Example: tdp project wisdom 80''<br />
<br />
==Stat Requirements for Joining Guilds==<br />
<br />
In addition to the requirements below, a guildleader may not allow you to join if any of your stats are below 8. (This may be an issue for the following races: Gnomes, Elotheans, Gor'Togs, Halflings, Prydaen, Rakash.) If your stats are too low, you can spend TDPs to train them. Type {{com|Direction|dir [stat]}} for directions.<br />
<br />
{|border="1" class="wikitable sortable"<br />
|-<br />
!Guild!!Stat1!!Stat2!!Stat3<br />
|-<br />
|[[Barbarian]]||strength: 10||stamina: 9||<br />
|-<br />
|[[Bard]]||stamina: 8||agility: 8||charisma: 8<br />
|-<br />
|[[Cleric]]||intelligence: 8||wisdom: 8||<br />
|-<br />
|[[Empath]]||stamina: 10||intelligence: 9||wisdom: 9<br />
|-<br />
|[[Moon Mage]]||wisdom: 9||intelligence: 8||<br />
|-<br />
|[[Paladin]]||strength: 9||charisma: 8||<br />
|-<br />
|[[Ranger]]||strength: 8||stamina: 8||agility: 8<br />
|-<br />
|[[Thief]]||agility: 9||reflex: 9||stamina: 8<br />
|-<br />
|[[Trader]]||intelligence: 9||wisdom: 9||charisma: 9<br />
|-<br />
|[[Warrior Mage]]||intelligence: 9||wisdom: 9||<br />
|}<br />
<br />
==TDP cost formulas for attributes 100 and below==<br />
<br />
Note: The TDP formulas below do not directly correlate with the tables below. There are errors that develop with odd racial modifiers (-3,-1,1,3). These errors never exceed half of one TDP, and balance out as a character progresses up each attribute.<br />
<br />
The TDP cost to increase an attribute is determined using the following formula:<br />
<br />
<br />
[[Image:TDPformula.gif]]<br />
<br />
<br />
Or, in a more concise form:<br />
<br />
<br />
[[Image:TDP_concise.png]]<br />
<br />
<br />
If you would like to calculate the TDP cost of raising a stat from one value to the next (say from 60 to 75), The following formula may be helpful:<br />
<br />
[[Image:TDP_sum_formula.png]]<br />
<br />
Using this formula, the cost for a human to raise their strength from 60 to 75 would be (60+75-1)*(75-60)*(6+0)/4 = 3015 TDPs<br />
<br />
For a Gor Tog to make the same advancement, they would require roughly 1507 TDPs (give or take one TDP)<br />
<br />
A precise version of the TDP formula would be one that could take into account errors caused by odd racial TDP modifiers. Such errors only manifest when the current attribute is also odd, and produce an alternating negative and positive error of 0.5. Such a formula is as follows:<br />
<br />
[[Image:TDP_single_precise_formula.png]]<br />
<br />
==TDP cost to Train Table==<br />
<br />
The following table shows how much TDPs it costs to train to a particular stat, for all racial bonuses.<br />
<br />
{| class="wikitable" style="text-align: center;" width=500<br />
|-<br />
! Stat Level<br />
! -3<br />
! -2<br />
! -1<br />
! 0<br />
! +1<br />
! +2<br />
! +3<br />
|-<br />
|5<br />
|6<br />
|8<br />
|10<br />
|12<br />
|14<br />
|16<br />
|18<br />
|-<br />
|6<br />
|8<br />
|10<br />
|12<br />
|15<br />
|18<br />
|20<br />
|22<br />
|-<br />
|7<br />
|9<br />
|12<br />
|15<br />
|18<br />
|21<br />
|24<br />
|27<br />
|-<br />
|8<br />
|10<br />
|14<br />
|18<br />
|21<br />
|24<br />
|28<br />
|32<br />
|-<br />
|9<br />
|12<br />
|16<br />
|20<br />
|24<br />
|28<br />
|32<br />
|36<br />
|-<br />
|10<br />
|14<br />
|18<br />
|22<br />
|27<br />
|32<br />
|36<br />
|40<br />
|-<br />
|11<br />
|15<br />
|20<br />
|25<br />
|30<br />
|35<br />
|40<br />
|45<br />
|-<br />
|12<br />
|16<br />
|22<br />
|28<br />
|33<br />
|38<br />
|44<br />
|50<br />
|-<br />
|13<br />
|18<br />
|24<br />
|30<br />
|36<br />
|42<br />
|48<br />
|54<br />
|-<br />
|14<br />
|20<br />
|26<br />
|32<br />
|39<br />
|46<br />
|52<br />
|58<br />
|-<br />
|15<br />
|21<br />
|28<br />
|35<br />
|42<br />
|49<br />
|56<br />
|63<br />
|-<br />
|16<br />
|22<br />
|30<br />
|38<br />
|45<br />
|52<br />
|60<br />
|68<br />
|-<br />
|17<br />
|24<br />
|32<br />
|40<br />
|48<br />
|56<br />
|64<br />
|72<br />
|-<br />
|18<br />
|26<br />
|34<br />
|42<br />
|51<br />
|60<br />
|68<br />
|76<br />
|-<br />
|19<br />
|27<br />
|36<br />
|45<br />
|54<br />
|63<br />
|72<br />
|81<br />
|-<br />
|20<br />
|28<br />
|38<br />
|48<br />
|57<br />
|66<br />
|76<br />
|86<br />
|-<br />
|21<br />
|30<br />
|40<br />
|50<br />
|60<br />
|70<br />
|80<br />
|90<br />
|-<br />
|22<br />
|32<br />
|42<br />
|52<br />
|63<br />
|74<br />
|84<br />
|94<br />
|-<br />
|23<br />
|33<br />
|44<br />
|55<br />
|66<br />
|77<br />
|88<br />
|99<br />
|-<br />
|24<br />
|34<br />
|46<br />
|58<br />
|69<br />
|80<br />
|92<br />
|104<br />
|-<br />
|25<br />
|36<br />
|48<br />
|60<br />
|72<br />
|84<br />
|96<br />
|108<br />
|-<br />
|26<br />
|38<br />
|50<br />
|62<br />
|75<br />
|88<br />
|100<br />
|112<br />
|-<br />
|27<br />
|39<br />
|52<br />
|65<br />
|78<br />
|91<br />
|104<br />
|117<br />
|-<br />
|28<br />
|40<br />
|54<br />
|68<br />
|81<br />
|94<br />
|108<br />
|122<br />
|-<br />
|29<br />
|42<br />
|56<br />
|70<br />
|84<br />
|98<br />
|112<br />
|126<br />
|-<br />
|30<br />
|44<br />
|58<br />
|72<br />
|87<br />
|102<br />
|116<br />
|130<br />
|-<br />
|31<br />
|45<br />
|60<br />
|75<br />
|90<br />
|105<br />
|120<br />
|135<br />
|-<br />
|32<br />
|46<br />
|62<br />
|78<br />
|93<br />
|108<br />
|124<br />
|140<br />
|-<br />
|33<br />
|48<br />
|64<br />
|80<br />
|96<br />
|112<br />
|128<br />
|144<br />
|-<br />
|34<br />
|50<br />
|66<br />
|82<br />
|99<br />
|116<br />
|132<br />
|148<br />
|-<br />
|35<br />
|51<br />
|68<br />
|85<br />
|102<br />
|119<br />
|136<br />
|153<br />
|-<br />
|36<br />
|52<br />
|70<br />
|88<br />
|105<br />
|122<br />
|140<br />
|158<br />
|-<br />
|37<br />
|54<br />
|72<br />
|90<br />
|108<br />
|126<br />
|144<br />
|162<br />
|-<br />
|38<br />
|56<br />
|74<br />
|92<br />
|111<br />
|130<br />
|148<br />
|166<br />
|-<br />
|39<br />
|57<br />
|76<br />
|95<br />
|114<br />
|133<br />
|152<br />
|171<br />
|-<br />
|40<br />
|58<br />
|78<br />
|98<br />
|117<br />
|136<br />
|156<br />
|176<br />
|-<br />
|41<br />
|60<br />
|80<br />
|100<br />
|120<br />
|140<br />
|160<br />
|180<br />
|-<br />
|42<br />
|62<br />
|82<br />
|102<br />
|123<br />
|144<br />
|164<br />
|184<br />
|-<br />
|43<br />
|63<br />
|84<br />
|105<br />
|126<br />
|147<br />
|168<br />
|189<br />
|-<br />
|44<br />
|64<br />
|86<br />
|108<br />
|129<br />
|150<br />
|172<br />
|194<br />
|-<br />
|45<br />
|66<br />
|88<br />
|110<br />
|132<br />
|154<br />
|176<br />
|198<br />
|-<br />
|46<br />
|68<br />
|90<br />
|112<br />
|135<br />
|158<br />
|180<br />
|202<br />
|-<br />
|47<br />
|69<br />
|92<br />
|115<br />
|138<br />
|161<br />
|184<br />
|207<br />
|-<br />
|48<br />
|70<br />
|94<br />
|118<br />
|141<br />
|164<br />
|188<br />
|212<br />
|-<br />
|49<br />
|72<br />
|96<br />
|120<br />
|144<br />
|168<br />
|192<br />
|216<br />
|-<br />
|50<br />
|74<br />
|98<br />
|122<br />
|147<br />
|172<br />
|196<br />
|220<br />
|-<br />
|51<br />
|75<br />
|100<br />
|125<br />
|150<br />
|175<br />
|200<br />
|225<br />
|-<br />
|52<br />
|76<br />
|102<br />
|128<br />
|153<br />
|178<br />
|204<br />
|230<br />
|-<br />
|53<br />
|78<br />
|104<br />
|130<br />
|156<br />
|182<br />
|208<br />
|234<br />
|-<br />
|54<br />
|80<br />
|106<br />
|132<br />
|159<br />
|186<br />
|212<br />
|238<br />
|-<br />
|55<br />
|81<br />
|108<br />
|135<br />
|162<br />
|189<br />
|216<br />
|243<br />
|-<br />
|56<br />
|82<br />
|110<br />
|138<br />
|165<br />
|192<br />
|220<br />
|248<br />
|-<br />
|57<br />
|84<br />
|112<br />
|140<br />
|168<br />
|196<br />
|224<br />
|252<br />
|-<br />
|58<br />
|86<br />
|114<br />
|142<br />
|171<br />
|200<br />
|228<br />
|256<br />
|-<br />
|59<br />
|87<br />
|116<br />
|145<br />
|174<br />
|203<br />
|232<br />
|261<br />
|-<br />
|60<br />
|88<br />
|118<br />
|148<br />
|177<br />
|206<br />
|236<br />
|266<br />
|-<br />
|61<br />
|90<br />
|120<br />
|150<br />
|180<br />
|210<br />
|240<br />
|270<br />
|-<br />
|62<br />
|92<br />
|122<br />
|152<br />
|183<br />
|214<br />
|244<br />
|274<br />
|-<br />
|63<br />
|93<br />
|124<br />
|155<br />
|186<br />
|217<br />
|248<br />
|279<br />
|-<br />
|64<br />
|94<br />
|126<br />
|158<br />
|189<br />
|220<br />
|252<br />
|284<br />
|-<br />
|65<br />
|96<br />
|128<br />
|160<br />
|192<br />
|224<br />
|256<br />
|288<br />
|-<br />
|66<br />
|98<br />
|130<br />
|162<br />
|195<br />
|228<br />
|260<br />
|292<br />
|-<br />
|67<br />
|99<br />
|132<br />
|165<br />
|198<br />
|231<br />
|264<br />
|297<br />
|-<br />
|68<br />
|100<br />
|134<br />
|168<br />
|201<br />
|234<br />
|268<br />
|302<br />
|-<br />
|69<br />
|102<br />
|136<br />
|170<br />
|204<br />
|238<br />
|272<br />
|306<br />
|-<br />
|70<br />
|104<br />
|138<br />
|172<br />
|207<br />
|242<br />
|276<br />
|310<br />
|-<br />
|71<br />
|105<br />
|140<br />
|175<br />
|210<br />
|245<br />
|280<br />
|315<br />
|-<br />
|72<br />
|106<br />
|142<br />
|178<br />
|213<br />
|248<br />
|284<br />
|320<br />
|-<br />
|73<br />
|108<br />
|144<br />
|180<br />
|216<br />
|252<br />
|288<br />
|324<br />
|-<br />
|74<br />
|110<br />
|146<br />
|182<br />
|219<br />
|256<br />
|292<br />
|328<br />
|-<br />
|75<br />
|111<br />
|148<br />
|185<br />
|222<br />
|259<br />
|296<br />
|333<br />
|-<br />
|76<br />
|112<br />
|150<br />
|188<br />
|225<br />
|262<br />
|300<br />
|338<br />
|-<br />
|77<br />
|114<br />
|152<br />
|190<br />
|228<br />
|266<br />
|304<br />
|342<br />
|-<br />
|78<br />
|116<br />
|154<br />
|192<br />
|231<br />
|270<br />
|308<br />
|346<br />
|-<br />
|79<br />
|117<br />
|156<br />
|195<br />
|234<br />
|273<br />
|312<br />
|351<br />
|-<br />
|80<br />
|118<br />
|158<br />
|198<br />
|237<br />
|276<br />
|316<br />
|356<br />
|-<br />
|81<br />
|120<br />
|160<br />
|200<br />
|240<br />
|280<br />
|320<br />
|360<br />
|-<br />
|82<br />
|122<br />
|162<br />
|202<br />
|243<br />
|284<br />
|324<br />
|364<br />
|-<br />
|83<br />
|123<br />
|164<br />
|205<br />
|246<br />
|287<br />
|328<br />
|369<br />
|-<br />
|84<br />
|124<br />
|166<br />
|208<br />
|249<br />
|290<br />
|332<br />
|374<br />
|-<br />
|85<br />
|126<br />
|168<br />
|210<br />
|252<br />
|294<br />
|336<br />
|378<br />
|-<br />
|86<br />
|128<br />
|170<br />
|212<br />
|255<br />
|298<br />
|340<br />
|382<br />
|-<br />
|87<br />
|129<br />
|172<br />
|215<br />
|258<br />
|301<br />
|344<br />
|387<br />
|-<br />
|88<br />
|130<br />
|174<br />
|218<br />
|261<br />
|304<br />
|348<br />
|392<br />
|-<br />
|89<br />
|132<br />
|176<br />
|220<br />
|264<br />
|308<br />
|352<br />
|396<br />
|-<br />
|90<br />
|134<br />
|178<br />
|222<br />
|267<br />
|312<br />
|356<br />
|400<br />
|-<br />
|91<br />
|135<br />
|180<br />
|225<br />
|270<br />
|315<br />
|360<br />
|405<br />
|-<br />
|92<br />
|136<br />
|182<br />
|228<br />
|273<br />
|318<br />
|364<br />
|410<br />
|-<br />
|93<br />
|138<br />
|184<br />
|230<br />
|276<br />
|322<br />
|368<br />
|414<br />
|-<br />
|94<br />
|140<br />
|186<br />
|232<br />
|279<br />
|326<br />
|372<br />
|418<br />
|-<br />
|95<br />
|141<br />
|188<br />
|235<br />
|282<br />
|329<br />
|376<br />
|423<br />
|-<br />
|96<br />
|142<br />
|190<br />
|238<br />
|285<br />
|332<br />
|380<br />
|428<br />
|-<br />
|97<br />
|144<br />
|192<br />
|240<br />
|288<br />
|336<br />
|384<br />
|432<br />
|-<br />
|98<br />
|146<br />
|194<br />
|242<br />
|291<br />
|340<br />
|388<br />
|436<br />
|-<br />
|99<br />
|147<br />
|196<br />
|245<br />
|294<br />
|343<br />
|392<br />
|441<br />
|-<br />
|100<br />
|148<br />
|198<br />
|248<br />
|297<br />
|347<br />
|396<br />
|445<br />
|-<br />
|101<br />
|1350<br />
|1400<br />
|1450<br />
|1500<br />
|1550<br />
|1600<br />
|1650<br />
|-<br />
|102<br />
|1364<br />
|1414<br />
|1465<br />
|1515<br />
|1566<br />
|1616<br />
|1666<br />
|-<br />
|103<br />
|1377<br />
|1428<br />
|1479<br />
|1530<br />
|1581<br />
|1632<br />
|1683<br />
|-<br />
|104<br />
|1390<br />
|1442<br />
|1494<br />
|1545<br />
|1597<br />
|1648<br />
|1699<br />
|-<br />
|105<br />
|1404<br />
|1456<br />
|1508<br />
|1560<br />
|1612<br />
|1664<br />
|1716<br />
|-<br />
|106<br />
|1418<br />
|1470<br />
|1523<br />
|1575<br />
|1628<br />
|1680<br />
|1732<br />
|-<br />
|107<br />
|1431<br />
|1484<br />
|1537<br />
|1590<br />
|1643<br />
|1696<br />
|1749<br />
|-<br />
|108<br />
|1444<br />
|1498<br />
|1552<br />
|1605<br />
|1659<br />
|1712<br />
|1765<br />
|-<br />
|109<br />
|1458<br />
|1512<br />
|1566<br />
|1620<br />
|1674<br />
|1728<br />
|1782<br />
|-<br />
|110<br />
|1472<br />
|1526<br />
|1581<br />
|1635<br />
|1690<br />
|1744<br />
|1798<br />
|-<br />
|111<br />
|1485<br />
|1540<br />
|1595<br />
|1650<br />
|1705<br />
|1760<br />
|1815<br />
|-<br />
|112<br />
|1498<br />
|1554<br />
|1610<br />
|1665<br />
|1721<br />
|1776<br />
|1831<br />
|-<br />
|113<br />
|1512<br />
|1568<br />
|1624<br />
|1680<br />
|1736<br />
|1792<br />
|1848<br />
|-<br />
|114<br />
|1526<br />
|1582<br />
|1639<br />
|1695<br />
|1752<br />
|1808<br />
|1864<br />
|-<br />
|115<br />
|1539<br />
|1596<br />
|1653<br />
|1710<br />
|1767<br />
|1824<br />
|1881<br />
|-<br />
|116<br />
|1552<br />
|1610<br />
|1668<br />
|1725<br />
|1783<br />
|1840<br />
|1897<br />
|-<br />
|117<br />
|1566<br />
|1624<br />
|1682<br />
|1740<br />
|1798<br />
|1856<br />
|1914<br />
|-<br />
|118<br />
|1580<br />
|1638<br />
|1697<br />
|1755<br />
|1814<br />
|1872<br />
|1930<br />
|-<br />
|119<br />
|1593<br />
|1652<br />
|1711<br />
|1770<br />
|1829<br />
|1888<br />
|1947<br />
|-<br />
|120<br />
|1606<br />
|1666<br />
|1726<br />
|1785<br />
|1845<br />
|1904<br />
|1963<br />
|-<br />
|121<br />
|1620<br />
|1680<br />
|1740<br />
|1800<br />
|1860<br />
|1920<br />
|1980<br />
|-<br />
|122<br />
|1634<br />
|1694<br />
|1755<br />
|1815<br />
|1876<br />
|1936<br />
|1996<br />
|-<br />
|123<br />
|1647<br />
|1708<br />
|1769<br />
|1830<br />
|1891<br />
|1952<br />
|2013<br />
|-<br />
|124<br />
|1660<br />
|1722<br />
|1784<br />
|1845<br />
|1907<br />
|1968<br />
|2029<br />
|-<br />
|125<br />
|1674<br />
|1736<br />
|1798<br />
|1860<br />
|1922<br />
|1984<br />
|2046<br />
|-<br />
|126<br />
|1688<br />
|1750<br />
|1813<br />
|1875<br />
|1938<br />
|2000<br />
|2062<br />
|-<br />
|127<br />
|1701<br />
|1764<br />
|1827<br />
|1890<br />
|1953<br />
|2016<br />
|2079<br />
|-<br />
|128<br />
|1714<br />
|1778<br />
|1842<br />
|1905<br />
|1969<br />
|2032<br />
|2095<br />
|-<br />
|129<br />
|1728<br />
|1792<br />
|1856<br />
|1920<br />
|1984<br />
|2048<br />
|2112<br />
|-<br />
|130<br />
|1742<br />
|1806<br />
|1871<br />
|1935<br />
|2000<br />
|2064<br />
|2128<br />
|-<br />
|131<br />
|1755<br />
|1820<br />
|1885<br />
|1950<br />
|2015<br />
|2080<br />
|2145<br />
|-<br />
|132<br />
|1768<br />
|1834<br />
|1900<br />
|1965<br />
|2031<br />
|2096<br />
|2161<br />
|-<br />
|133<br />
|1782<br />
|1848<br />
|1914<br />
|1980<br />
|2046<br />
|2112<br />
|2178<br />
|-<br />
|134<br />
|1796<br />
|1862<br />
|1929<br />
|1995<br />
|2062<br />
|2128<br />
|2194<br />
|-<br />
|135<br />
|1809<br />
|1876<br />
|1943<br />
|2010<br />
|2077<br />
|2144<br />
|2211<br />
|-<br />
|136<br />
|1822<br />
|1890<br />
|1958<br />
|2025<br />
|2093<br />
|2160<br />
|2227<br />
|-<br />
|137<br />
|1836<br />
|1904<br />
|1972<br />
|2040<br />
|2108<br />
|2176<br />
|2244<br />
|-<br />
|138<br />
|1850<br />
|1918<br />
|1987<br />
|2055<br />
|2124<br />
|2192<br />
|2260<br />
|-<br />
|139<br />
|1863<br />
|1932<br />
|2001<br />
|2070<br />
|2139<br />
|2208<br />
|2277<br />
|-<br />
|140<br />
|1876<br />
|1946<br />
|2016<br />
|2085<br />
|2155<br />
|2224<br />
|2293<br />
|-<br />
|141<br />
|1890<br />
|1960<br />
|2030<br />
|2100<br />
|2170<br />
|2240<br />
|2310<br />
|-<br />
|142<br />
|1904<br />
|1974<br />
|2045<br />
|2115<br />
|2186<br />
|2256<br />
|2326<br />
|-<br />
|143<br />
|1917<br />
|1988<br />
|2059<br />
|2130<br />
|2201<br />
|2272<br />
|2343<br />
|-<br />
|144<br />
|1930<br />
|2002<br />
|2074<br />
|2145<br />
|2217<br />
|2288<br />
|2359<br />
|-<br />
|145<br />
|1944<br />
|2016<br />
|2088<br />
|2160<br />
|2232<br />
|2304<br />
|2376<br />
|-<br />
|146<br />
|1958<br />
|2030<br />
|2103<br />
|2175<br />
|2248<br />
|2320<br />
|2392<br />
|-<br />
|147<br />
|1971<br />
|2044<br />
|2117<br />
|2190<br />
|2263<br />
|2336<br />
|2409<br />
|-<br />
|148<br />
|1984<br />
|2058<br />
|2132<br />
|2205<br />
|2279<br />
|2352<br />
|2425<br />
|-<br />
|149<br />
|1998<br />
|2072<br />
|2146<br />
|2220<br />
|2294<br />
|2368<br />
|2442<br />
|-<br />
|150<br />
|2012<br />
|2086<br />
|2161<br />
|2235<br />
|2310<br />
|2384<br />
|2458<br />
|}<br />
<br />
==Proportional Attribute Training Table==<br />
<br />
The following table is a table of stat values, varying TDP cost and racial bonuses. It is meant as a reference for efficient proportional training. For example, a Gor'Tog investing proportionally at 60 TDPS would have 40 Strength, 30 Stamina, 20 (Agility, Charisma, and Discipline), 17 Reflex, and 15 (Wisdom and Intelligence).<br />
<br />
{| class="wikitable" style="text-align: center;" width=500<br />
|-<br />
! TDP Cost<br />
! -3<br />
! -2<br />
! -1<br />
! 0<br />
! +1<br />
! +2<br />
! +3<br />
|-<br />
|20<br />
|13<br />
|10<br />
|8<br />
|7<br />
|6<br />
|5<br />
|4<br />
|-<br />
|25<br />
|17<br />
|12<br />
|10<br />
|8<br />
|7<br />
|6<br />
|6<br />
|-<br />
|30<br />
|20<br />
|15<br />
|12<br />
|10<br />
|9<br />
|8<br />
|7<br />
|-<br />
|35<br />
|23<br />
|18<br />
|14<br />
|12<br />
|10<br />
|9<br />
|8<br />
|-<br />
|40<br />
|27<br />
|20<br />
|16<br />
|13<br />
|11<br />
|10<br />
|9<br />
|-<br />
|45<br />
|30<br />
|22<br />
|18<br />
|15<br />
|13<br />
|11<br />
|10<br />
|-<br />
|50<br />
|33<br />
|25<br />
|20<br />
|17<br />
|14<br />
|12<br />
|11<br />
|-<br />
|55<br />
|37<br />
|28<br />
|22<br />
|18<br />
|16<br />
|14<br />
|12<br />
|-<br />
|60<br />
|40<br />
|30<br />
|24<br />
|20<br />
|17<br />
|15<br />
|13<br />
|-<br />
|65<br />
|43<br />
|32<br />
|26<br />
|22<br />
|19<br />
|16<br />
|14<br />
|-<br />
|70<br />
|47<br />
|35<br />
|28<br />
|23<br />
|20<br />
|18<br />
|16<br />
|-<br />
|75<br />
|50<br />
|38<br />
|30<br />
|25<br />
|21<br />
|19<br />
|17<br />
|-<br />
|80<br />
|53<br />
|40<br />
|32<br />
|27<br />
|23<br />
|20<br />
|18<br />
|-<br />
|85<br />
|57<br />
|42<br />
|34<br />
|28<br />
|24<br />
|21<br />
|19<br />
|-<br />
|90<br />
|60<br />
|45<br />
|36<br />
|30<br />
|26<br />
|22<br />
|20<br />
|-<br />
|95<br />
|63<br />
|48<br />
|38<br />
|32<br />
|27<br />
|24<br />
|21<br />
|-<br />
|100<br />
|67<br />
|50<br />
|40<br />
|33<br />
|29<br />
|25<br />
|22<br />
|-<br />
|105<br />
|70<br />
|52<br />
|42<br />
|35<br />
|30<br />
|26<br />
|23<br />
|-<br />
|110<br />
|73<br />
|55<br />
|44<br />
|37<br />
|31<br />
|28<br />
|24<br />
|-<br />
|115<br />
|77<br />
|58<br />
|46<br />
|38<br />
|33<br />
|29<br />
|26<br />
|-<br />
|120<br />
|80<br />
|60<br />
|48<br />
|40<br />
|34<br />
|30<br />
|27<br />
|-<br />
|125<br />
|83<br />
|62<br />
|50<br />
|42<br />
|36<br />
|31<br />
|28<br />
|-<br />
|130<br />
|87<br />
|65<br />
|52<br />
|43<br />
|37<br />
|32<br />
|29<br />
|-<br />
|135<br />
|90<br />
|68<br />
|54<br />
|45<br />
|39<br />
|34<br />
|30<br />
|-<br />
|140<br />
|93<br />
|70<br />
|56<br />
|47<br />
|40<br />
|35<br />
|31<br />
|-<br />
|145<br />
|97<br />
|72<br />
|58<br />
|48<br />
|41<br />
|36<br />
|32<br />
|-<br />
|150<br />
|100<br />
|75<br />
|60<br />
|50<br />
|43<br />
|38<br />
|33<br />
|-<br />
|155<br />
|103<br />
|78<br />
|62<br />
|52<br />
|44<br />
|39<br />
|34<br />
|-<br />
|160<br />
|107<br />
|80<br />
|64<br />
|53<br />
|46<br />
|40<br />
|36<br />
|-<br />
|165<br />
|110<br />
|82<br />
|66<br />
|55<br />
|47<br />
|41<br />
|37<br />
|-<br />
|170<br />
|113<br />
|85<br />
|68<br />
|57<br />
|49<br />
|42<br />
|38<br />
|-<br />
|175<br />
|117<br />
|88<br />
|70<br />
|58<br />
|50<br />
|44<br />
|39<br />
|-<br />
|180<br />
|120<br />
|90<br />
|72<br />
|60<br />
|51<br />
|45<br />
|40<br />
|-<br />
|185<br />
|123<br />
|92<br />
|74<br />
|62<br />
|53<br />
|46<br />
|41<br />
|-<br />
|190<br />
|127<br />
|95<br />
|76<br />
|63<br />
|54<br />
|48<br />
|42<br />
|-<br />
|195<br />
|130<br />
|98<br />
|78<br />
|65<br />
|56<br />
|49<br />
|43<br />
|-<br />
|200<br />
|133<br />
|100<br />
|80<br />
|67<br />
|57<br />
|50<br />
|44<br />
|-<br />
|205<br />
|137<br />
|102<br />
|82<br />
|68<br />
|59<br />
|51<br />
|46<br />
|-<br />
|210<br />
|140<br />
|105<br />
|84<br />
|70<br />
|60<br />
|52<br />
|47<br />
|-<br />
|215<br />
|143<br />
|108<br />
|86<br />
|72<br />
|61<br />
|54<br />
|48<br />
|-<br />
|220<br />
|147<br />
|110<br />
|88<br />
|73<br />
|63<br />
|55<br />
|49<br />
|-<br />
|225<br />
|150<br />
|112<br />
|90<br />
|75<br />
|64<br />
|56<br />
|50<br />
|-<br />
|230<br />
|153<br />
|115<br />
|92<br />
|77<br />
|66<br />
|58<br />
|51<br />
|-<br />
|235<br />
|157<br />
|118<br />
|94<br />
|78<br />
|67<br />
|59<br />
|52<br />
|-<br />
|240<br />
|160<br />
|120<br />
|96<br />
|80<br />
|69<br />
|60<br />
|53<br />
|-<br />
|245<br />
|163<br />
|122<br />
|98<br />
|82<br />
|70<br />
|61<br />
|54<br />
|-<br />
|250<br />
|167<br />
|125<br />
|100<br />
|83<br />
|71<br />
|62<br />
|56<br />
|}<br />
[[Category:Statistics|*]][[page type is::concept| ]]<br />
{{RefAl}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Item:Silvery_grey_animite_sphere_with_stormfire_topaz_inlay&diff=496057Item:Silvery grey animite sphere with stormfire topaz inlay2018-11-16T05:42:07Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>{{Item<br />
|noun=sphere<br />
|look=The incredibly smooth silvery-grey sphere fits perfectly in a human-sized palm. Steely blue-grey inlay reminiscent of brilliant bolts of lightning forms an elegant but colorful line around the sphere's circumference.<br />
|MTag=animite, stormfire topaz, topaz<br />
|CTag=blue, grey<br />
|STag=lightning<br />
|type=magic<br />
|wearloc=-<br />
|weight=50<br />
|appcost=3,125,000<br />
|lsize=1<br />
|wsize=1<br />
|hsize=1<br />
|sourcetype=-<br />
|fname=No<br />
}}<br />
You sense a matrix formed using Lunar mana, commonly referred to as the Targeted Magic Foci enchantment. The enchantment is exceptionally precise. You sense it was enchanted using a red heavy fount with a coarse surface making it lesser grade with enhanced magnitude. You perceive somewhat thick and perfectly clear lines empowering the enchantment. This enchantment was tuned to provide additional magnitude and a large damage increase to targeted spells.</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Moon_Mage_vision_list_2018&diff=490066Moon Mage vision list 20182018-08-16T03:13:13Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>This list includes visions from the [[Moon mage]] [[Prediction#Other prediction types|event prediction]] ability experienced in 2018. <br />
<br />
Also included are spontaneous visions experienced without the use of the {{com|Predict}} command. These latter visions can be experienced by any moon mage as long as they're logged into the game environment when the vision is distributed. Generally these visions signal incipient invasions or immediate developments in an ongoing event or storyline.<br />
<br />
Moon mage visions stem directly from their prophetic link to the [[Plane of Probability]] and connection to Fate.<br />
<br />
==2018==<br />
{{Visions|date=08/15/2018|vision=<br />
The tinkling sound of a bell accompanies the arrival of a radiant orb. It floats towards you, encircling you with ribbons of white light so pure they nearly blind you. As it spins, the orb splits in half, the second globe churning with variegated chromaticity. The spheres collide creating a third, pinpoints of light bursting forth momentarily before being encased in a midnight-blue bubble.<br />
<br />
The orbs continue to wrap you with wispy threads of luminescence as their pace begins to accelerate and they move out of their trajectories, darting in obtuse directions. You can feel the frenzy within their energetic, almost hurried, motion. Zooming with speed so fast you can't follow the movement, the streamers blend into a single strand of the deepest grey tinged at the edges with scarlet. You gaze at it, judging the widening strand with caution as something slithers within the swath of nothingness. Just as you try to get a closer look, the vision fades.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=08/15/2018|vision=<br />
Pushing her black stone forward, your opponent nods and rests her broad hands at the edge of the table. You consider the board, recognizing different stratagems, accounting for possible outcomes. Taking a risk, you push one of your white stones forward, and prepare for the worst. Your opponents head tilts slightly, and she slowly breaks into a mischievous grin. "[player name], haven't we been down this road before?" she asks. You shrug, and the scene evaporates as the vision fades.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=08/15/2018|vision=<br />
You find yourself watching a small child at play with a wooden figure. It's clear from her grin that she cherishes the toy, but she moves with the clumsy hands of youth and loses her grip. The figure tumbles to the hard cobblestone and with a loud *crack*, loses a limb.<br />
<br />
The child, in the throes of distress, fails to notice the tall woman wrapped in heavy robes who's stepped out of the shadows. With a startled jump, the girl's crying halts and a muscled and leathery arm reaches past her to pluck up the broken figure. Slender fingers expertly work the doll, turning and twisting, mending the broken toy, as the girl's fear quickly turns to wonder.<br />
<br />
In a moment the doll is restored and back in the little girl's small hands. The girl beams with joy and looks up at the tall woman's face, only to find the lower half covered in a thick veil. The girl looks confused for a moment, though the woman's purple eyes quickly convey a kind smile, and the vision fades.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=08/15/2018|vision=<br />
Your limbs feel leaden, weighted down by something heavier than you can even imagine. The only light comes from a single source nearby, casting the area in a constant shadow. When you try to lift your head, you realize even that is bound and immobile. A figure approaches, caught in your peripheral vision. His face looms above yours, yet you can't seem to remember anything but red hair. You hear a voice resonate, "You'll do, [player name], I suppose," as the figure begins to consume your face.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=08/15/2018|vision=<br />
The smell of damp earth mixed with pine envelops you, invading your nostrils with the overwhelming fragrance. Numbness, darkness and silence are all that exist except for the permeating aroma and the pervasive ideation of an unknown hunger.<br />
<br />
Fear and loneliness impregnate your mind, switching between abject terror and deadening feeling of abandonment. But the scent remains, like your only friend, a constant in the nothingness.<br />
<br />
Awake, never sleeping, never dreaming you wait as time passes. Your body shudders, you think you may be crying but you can't feel the tears. Now even smell evades you, every sense gone. You are complete. You are truly alone.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=08/15/2018|vision=<br />
Your vision is blotted out by flowing black ichor, muting all sound, all color, all sensation. There is only blackness, and after what could be moments or an eternity, you wonder if it's all you've ever known, all that has ever been. Gradually, almost imperceptibly, the blackness gives rise to pinpricks of dull crimson, deepening and brightening in color and intensity, like millions of distant stars. Suddenly, each spot of brilliant red light shifts, and you realize in abject horror that each point of red light against blackness is an eye, casting its gaze upon your helpless form. Your vision snaps back to your surroundings but you have a hard time shaking the feeling of being watched.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=08/15/2018|vision=<br />
You feel the gentle pressure of tickling taps scuttle up your forearm followed by soft feathery caresses brushing against your skin. Slowly folding and unfolding its enormous wings, the huge moth seems content to relax on your arm. You notice the muted pattern of burgundy, azure, and silver shift from sharp geometric shapes to vibrant, dreamlike colors in tumultuous array.<br />
<br />
As the pattern mutates once more into grey scale, within the ashen hues spotted with white you notice the skull on its wing and you feel an excruciating pain from where the insect landed. The moth's head bends backward at an awkward, serpentine angle and screeches loudly, revealing rows of razor sharp teeth. Your vision bleeds back to the present but leaves you with the sensation that your soul has been weakened.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=08/02/2018|vision=<br />
Before you sprawls a market, each stall festooned with brilliantly dyed fabrics, sheets of wool and linen and cotton snapping in the gentle breeze. The loud din of lively barter blends each conversation together, and you find yourself hungry as the wind shifts, bringing the scent of roasting meat from a nearby stall. Suddenly, you feel a tug at your side, and look down in time to see a child snatching their hand from your pocket and dashing for an alley, a fistful of coin held tightly. Before you can shout for help, the vision fades.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=07/22/2018|vision=<br />
A gravel walkway winds towards a large manor, the front door slightly ajar. A gentle breeze begins to stir, and the door slowly swings open, revealing an elegant foyer. At the center of the room a tall vase of frosted crystal sits atop a polished oak table. Artfully arranged within the vase, you see a splash of lily, honeysuckle, and snapdragons. The door suddenly slams shut, and the vision fades.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=07/22/2018|vision=<br />
Blades of grass tower overhead, emerald arcs across the bright cloudless sky. The drying corpse of a beetle lays on its side, its limbs gently crossed in death. A faint line mars the abdominal portion of the beetle's carapace. <br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=07/22/2018|vision=<br />
Your vision fades and you find yourself in a dark room filled with cigar smoke. A simple round table seats five figures, who appear to be playing cards, though you do not recognize the shape of the game they seem to be playing or any of the cards they are using. Each time one of the figures makes a play, the group passionately but affably argues the move and softly glowing marbles change hands. One of the figures places three cards on the table, takes two different cards into their hand, laughs uproariously, and places their whole hand on the table. The rest of the group beings to howl and pound the table, and the winner gathers the cards and begins to shuffle again. While the rest of the group lights fresh cigars, the winner looks directly at you and winks.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=07/22/2018|vision=<br />
You feel a chill winter wind. A moonless sky provides the faintest of illumination and the snow crunches beneath you. The outlines of vast trees sway violently, their bare branches grasping. Directly in front of you stands a Prydaen child, naked and tinged with frost. The child reaches for you and begins to scream, and the vision fades.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=07/22/2018|vision=<br />
You feel a blast of heat and wipe your already sweating brow. Before you, a large crucible filled with molten metal sits nestled in the coals of a blazing furnace. You lean heavily on a large foot-powered bellows, directing an intense gout of air into the bed of coals, causing the flames to roar and crackle. With a pair of tongs, you grasp the crucible and prepare to lift it, when suddenly it explodes, and blobs of bright yellow metal sear your flesh. You scream in agony and the vision fades.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=05/17/2018|vision=<br />
A sense of foreboding wells within you as you watch a storm gather upon the horizon. Grey clouds and biting rain move rapidly across the land, sending all manner of man and beast running for cover. A large bolt of lightning strikes a building of solid gold but it appears undamaged. As the scene fades from your sight, you observe a billow of smoke pouring out from within the golden structure.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=05/17/2018|vision=<br />
Reality ripples like the surface of a disturbed pond, and as it settles you find yourself seated at a workbench covered in bolts of fine silk and tailor's tools. Three dresses hang upon wire mannequins behind you, and you glance back for a moment to admire them: the first a dingy rag of flat grey cotton, next a shimmering display of silken crystalline light, and the last a nebulous mass of velvet buoyed by an unseen breeze. You turn back to your work in progress upon the table and begin to whistle a quiet but complex melody. Before you can sound your final note, something from behind suddenly wraps around your neck, squeezing tightly. Your tune halts abruptly and your heart beats fast as you struggle to catch a breath and the world fades to black.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=04/14/2018|vision=<br />
Pale pink-tinged blossoms blot out your vision, leaving your other senses reeling with increased intensity. You hear laughter mingled with distant howls and smell heavy spices, your body ensconced in a warmth so profound that your sense of self feels expanded to the point of near infinite bounds. Just as you feel as though you may well cease to exist as a single being, your senses snap back to the here and now, leaving you with only a faint, unidentifiable sweetness upon your tongue as a reminder.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=04/14/2018|vision=<br />
Pain. Pain assaults you from your extremities, and as you glance at your body to determine the source, you see hideous blotches forming upon your flesh. A cry of horror wells up within you, yet what escapes your lips is but the sound of leaves upon the wind.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=04/14/2018|vision=<br />
Before you, a great black beast holds a human man in its jaws, gnawing upon him with casual leisure. The man's dusky skin is streaked with blood and yet his face remains serene and determined, even as it is clear he is slowly dying from the myriad wounds visible on his battered body. A pool of blood gathers on the ground beneath both man and beast, and with each drop added to it, the vague image of other humans that is reflected in the sanguine mass shifts slightly. You struggle to make out more of the bloody vision, but the liquid is frustratingly murky.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=03/11/2018|vision=<br />
A cloudless sky spreads itself before your mind's eye, just a touch darker in tone than a robin's egg. Just left of center, a single trail of black smoke rises. Barely a smudge against the perfection of azure, the dark line is quickly blown away, leaving the sky flawless once more. As you blink, the world you know returns.<br />
|sub=|rep=True}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Moon_Mage_vision_list_2018&diff=490065Moon Mage vision list 20182018-08-16T02:38:44Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>This list includes visions from the [[Moon mage]] [[Prediction#Other prediction types|event prediction]] ability experienced in 2018. <br />
<br />
Also included are spontaneous visions experienced without the use of the {{com|Predict}} command. These latter visions can be experienced by any moon mage as long as they're logged into the game environment when the vision is distributed. Generally these visions signal incipient invasions or immediate developments in an ongoing event or storyline.<br />
<br />
Moon mage visions stem directly from their prophetic link to the [[Plane of Probability]] and connection to Fate.<br />
<br />
==2018==<br />
{{Visions|date=08/15/2018|vision=<br />
You find yourself watching a small child at play with a wooden figure. It's clear from her grin that she cherishes the toy, but she moves with the clumsy hands of youth and loses her grip. The figure tumbles to the hard cobblestone and with a loud *crack*, loses a limb.<br />
<br />
The child, in the throes of distress, fails to notice the tall woman wrapped in heavy robes who's stepped out of the shadows. With a startled jump, the girl's crying halts and a muscled and leathery arm reaches past her to pluck up the broken figure. Slender fingers expertly work the doll, turning and twisting, mending the broken toy, as the girl's fear quickly turns to wonder.<br />
<br />
In a moment the doll is restored and back in the little girl's small hands. The girl beams with joy and looks up at the tall woman's face, only to find the lower half covered in a thick veil. The girl looks confused for a moment, though the woman's purple eyes quickly convey a kind smile, and the vision fades.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=08/15/2018|vision=<br />
Your limbs feel leaden, weighted down by something heavier than you can even imagine. The only light comes from a single source nearby, casting the area in a constant shadow. When you try to lift your head, you realize even that is bound and immobile. A figure approaches, caught in your peripheral vision. His face looms above yours, yet you can't seem to remember anything but red hair. You hear a voice resonate, "You'll do, Mistanna, I suppose," as the figure begins to consume your face.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=08/15/2018|vision=<br />
The smell of damp earth mixed with pine envelops you, invading your nostrils with the overwhelming fragrance. Numbness, darkness and silence are all that exist except for the permeating aroma and the pervasive ideation of an unknown hunger.<br />
<br />
Fear and loneliness impregnate your mind, switching between abject terror and deadening feeling of abandonment. But the scent remains, like your only friend, a constant in the nothingness.<br />
<br />
Awake, never sleeping, never dreaming you wait as time passes. Your body shudders, you think you may be crying but you can't feel the tears. Now even smell evades you, every sense gone. You are complete. You are truly alone.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=08/15/2018|vision=<br />
Your vision is blotted out by flowing black ichor, muting all sound, all color, all sensation. There is only blackness, and after what could be moments or an eternity, you wonder if it's all you've ever known, all that has ever been. Gradually, almost imperceptibly, the blackness gives rise to pinpricks of dull crimson, deepening and brightening in color and intensity, like millions of distant stars. Suddenly, each spot of brilliant red light shifts, and you realize in abject horror that each point of red light against blackness is an eye, casting its gaze upon your helpless form. Your vision snaps back to your surroundings but you have a hard time shaking the feeling of being watched.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=08/15/2018|vision=<br />
You feel the gentle pressure of tickling taps scuttle up your forearm followed by soft feathery caresses brushing against your skin. Slowly folding and unfolding its enormous wings, the huge moth seems content to relax on your arm. You notice the muted pattern of burgundy, azure, and silver shift from sharp geometric shapes to vibrant, dreamlike colors in tumultuous array.<br />
<br />
As the pattern mutates once more into grey scale, within the ashen hues spotted with white you notice the skull on its wing and you feel an excruciating pain from where the insect landed. The moth's head bends backward at an awkward, serpentine angle and screeches loudly, revealing rows of razor sharp teeth. Your vision bleeds back to the present but leaves you with the sensation that your soul has been weakened.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=08/02/2018|vision=<br />
Before you sprawls a market, each stall festooned with brilliantly dyed fabrics, sheets of wool and linen and cotton snapping in the gentle breeze. The loud din of lively barter blends each conversation together, and you find yourself hungry as the wind shifts, bringing the scent of roasting meat from a nearby stall. Suddenly, you feel a tug at your side, and look down in time to see a child snatching their hand from your pocket and dashing for an alley, a fistful of coin held tightly. Before you can shout for help, the vision fades.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=07/22/2018|vision=<br />
A gravel walkway winds towards a large manor, the front door slightly ajar. A gentle breeze begins to stir, and the door slowly swings open, revealing an elegant foyer. At the center of the room a tall vase of frosted crystal sits atop a polished oak table. Artfully arranged within the vase, you see a splash of lily, honeysuckle, and snapdragons. The door suddenly slams shut, and the vision fades.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=07/22/2018|vision=<br />
Blades of grass tower overhead, emerald arcs across the bright cloudless sky. The drying corpse of a beetle lays on its side, its limbs gently crossed in death. A faint line mars the abdominal portion of the beetle's carapace. <br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=07/22/2018|vision=<br />
Your vision fades and you find yourself in a dark room filled with cigar smoke. A simple round table seats five figures, who appear to be playing cards, though you do not recognize the shape of the game they seem to be playing or any of the cards they are using. Each time one of the figures makes a play, the group passionately but affably argues the move and softly glowing marbles change hands. One of the figures places three cards on the table, takes two different cards into their hand, laughs uproariously, and places their whole hand on the table. The rest of the group beings to howl and pound the table, and the winner gathers the cards and begins to shuffle again. While the rest of the group lights fresh cigars, the winner looks directly at you and winks.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=07/22/2018|vision=<br />
You feel a chill winter wind. A moonless sky provides the faintest of illumination and the snow crunches beneath you. The outlines of vast trees sway violently, their bare branches grasping. Directly in front of you stands a Prydaen child, naked and tinged with frost. The child reaches for you and begins to scream, and the vision fades.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=07/22/2018|vision=<br />
You feel a blast of heat and wipe your already sweating brow. Before you, a large crucible filled with molten metal sits nestled in the coals of a blazing furnace. You lean heavily on a large foot-powered bellows, directing an intense gout of air into the bed of coals, causing the flames to roar and crackle. With a pair of tongs, you grasp the crucible and prepare to lift it, when suddenly it explodes, and blobs of bright yellow metal sear your flesh. You scream in agony and the vision fades.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=05/17/2018|vision=<br />
A sense of foreboding wells within you as you watch a storm gather upon the horizon. Grey clouds and biting rain move rapidly across the land, sending all manner of man and beast running for cover. A large bolt of lightning strikes a building of solid gold but it appears undamaged. As the scene fades from your sight, you observe a billow of smoke pouring out from within the golden structure.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=05/17/2018|vision=<br />
Reality ripples like the surface of a disturbed pond, and as it settles you find yourself seated at a workbench covered in bolts of fine silk and tailor's tools. Three dresses hang upon wire mannequins behind you, and you glance back for a moment to admire them: the first a dingy rag of flat grey cotton, next a shimmering display of silken crystalline light, and the last a nebulous mass of velvet buoyed by an unseen breeze. You turn back to your work in progress upon the table and begin to whistle a quiet but complex melody. Before you can sound your final note, something from behind suddenly wraps around your neck, squeezing tightly. Your tune halts abruptly and your heart beats fast as you struggle to catch a breath and the world fades to black.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=04/14/2018|vision=<br />
Pale pink-tinged blossoms blot out your vision, leaving your other senses reeling with increased intensity. You hear laughter mingled with distant howls and smell heavy spices, your body ensconced in a warmth so profound that your sense of self feels expanded to the point of near infinite bounds. Just as you feel as though you may well cease to exist as a single being, your senses snap back to the here and now, leaving you with only a faint, unidentifiable sweetness upon your tongue as a reminder.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=04/14/2018|vision=<br />
Pain. Pain assaults you from your extremities, and as you glance at your body to determine the source, you see hideous blotches forming upon your flesh. A cry of horror wells up within you, yet what escapes your lips is but the sound of leaves upon the wind.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=04/14/2018|vision=<br />
Before you, a great black beast holds a human man in its jaws, gnawing upon him with casual leisure. The man's dusky skin is streaked with blood and yet his face remains serene and determined, even as it is clear he is slowly dying from the myriad wounds visible on his battered body. A pool of blood gathers on the ground beneath both man and beast, and with each drop added to it, the vague image of other humans that is reflected in the sanguine mass shifts slightly. You struggle to make out more of the bloody vision, but the liquid is frustratingly murky.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=03/11/2018|vision=<br />
A cloudless sky spreads itself before your mind's eye, just a touch darker in tone than a robin's egg. Just left of center, a single trail of black smoke rises. Barely a smudge against the perfection of azure, the dark line is quickly blown away, leaving the sky flawless once more. As you blink, the world you know returns.<br />
|sub=|rep=True}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=VIP&diff=489581VIP2018-07-26T07:15:00Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>This page is intended to be compatible with Screen Readers.<br />
<br />
<br />
= Getting Started =<br />
How to download and install VIP<br />
<br />
VIP Mud is free for 30 days, then can be deleted and reinstalled for another 30 days, and so on.<br />
<br />
You can download the front end from the link below.<br><br />
http://gmagames.com/downloads.shtml<br />
<br />
Under the first GAME section, Select VIP Mud - Mud Client <br />
<br />
Follow routine software installation steps for your operating system.<br />
<br />
For more information visit the GMA Games webite link below.<br><br />
http://www.gmagames.com/vipmud.shtml<br />
<br />
<br />
= Directions for connecting via VIP =<br />
<br />
== Connecting and Creating a new Character ==<br />
<br />
On your web browser go to www.play.net then select dragonrealms and create your free account.<br />
<br />
Once you log in select the create a new char radio button and then arrow down and choose the wizard radio button and hit b until you hear go button and press enter.<br />
<br />
The .sal file needs to be opened in notepad. Hit alt n until you hear open and press enter to open the .sal file. If you have activeX live it will not create the file so you need a browser that has it turned off.<br />
<br />
This contains the port, hostname, and login key that you will need.<br />
<br />
Open up vipmud and create a new char called dragonrealms.<br />
<br />
Copy and paste the host name and the port into the relevant area and make sure log in and password are unchecked.<br />
<br />
Now go back to .sal file and go down to where it says key you want to copy all of the info after the key including any letters and numbers.<br />
<br />
Go back to vipmud press enter on the char you created, paste in the info, wait a second and press enter twice.<br />
<br />
This will put you into an area where you can choose a name and other details to generate your character. <br />
<br />
<br />
== If you have an existing character ==<br />
<br />
In your web browser go to www.play.net then select dragonrealms and log into your account.<br />
<br />
Once you log in select your character radio button and then arrow down and choose the wizard radio button. Hit b until you hear go button and press enter. (press go play)<br />
<br />
The .sal file needs to be opened in notepad. Hit alt n until you hear open and press enter to open the .sal file. If you have activeX live it will not create the file so you need a browser that has it turned off.<br />
<br />
The file contains the port, hostname, and the login key that you will need.<br />
<br />
Open up vipmud and hit Edit/View Control-E button on the manual quick connect that comes up.<br />
<br />
Copy and paste the host name in and the port into the relevant area and make sure log in and password are unchecked. And fill in the following:<br />
<br />
Character Name - Your character (example - Pfanston)<br />
Character ref. - Your character (example - Pfanston)<br />
Select Mud - Add DragonRealms if you can<br />
Mud Name - DragonRealms<br />
Host Name - prime.dr.game.play.net<br />
Port Number - The number from the .sal file for hostport, probably 4901.<br />
<br />
Auto login - not checked<br />
Keep Variable Values - checked<br />
Simple Script Control - checked<br />
<br />
Once done hit ok.<br />
<br />
Now go back to sal file and go down to where it says key you want all the info after the key including any letters and numbers. Copy all after the = sign.<br />
<br />
Go back to vipmud press enter on the char you created (hit connect on your character). Sometimes the Quick Connect works after the first login attempt.<br />
<br />
Under Entry paste the key hit return a then type FE/JAVA and hit return.<br />
<br />
You will then be logged in.<br />
<br />
<br />
== Logging Out ==<br />
<br />
To log out type quit in your entry, hit alt-F and exit vipmud. It will ask to save things say no.<br />
<br />
<br />
= Important Information =<br />
<br />
The first file you'll want to download and read is vip dr scripts explanation.txt for how-to information.<br />
<br />
It is highly recommended to download and use spam_gen.set and spam_magic.set to reduce unwanted scoll.<br />
<br />
It is recommended to turn off login and logout scroll by typing FLAG LOGIN OFF and FLAG LOGOUT OFF.<br />
<br />
It is also recommended to change your room descriptions to the brief version by typing FLAG ROOMBRIEF ON. (ROOMBRIEF is one word)<br />
<br />
When using skill.set you will need to type LOAD SKILL.SET and UNLOAD SKILL.SET when done.<br />
<br />
<br />
= Script Respository =<br />
All available scripts and relative instructions can be found in the link below.<br />
You'll want to download from the cloud into your Dragonrealms folder in the VIP Mud Directory. <br />
In Windows 10 the file path is C: - Users - Yourself (not public) - VIP Mud - Dragonrealms<br />
<BR><br />
<br />
https://cloud.ry4n.pw/index.php/s/FEtuQn0fjAINszu?path=%2F</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=VIP&diff=489580VIP2018-07-26T05:45:57Z<p>BLADEDBUTTERFLY: /* Script Respository */</p>
<hr />
<div>== Directions for connecting via VIP ==<br />
-<br />
<br />
<br />
== Getting Started ==<br />
How to download and install VIP<br />
<br />
Free for 90 days, then can be reinstalled for another 90 days, and so on.<br />
<br />
+<br />
+<br />
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== Important Information ==<br />
<br />
The first file you'll want to download and read is vip dr scripts explanation.txt for how-to information.<br />
<br />
It is highly recommended to download and use spam_gen.set and spam_magic.set to reduce unwanted scoll.<br />
<br />
It is recommended to turn off login and logout scroll by typing FLAG LOGIN OFF and FLAG LOGOUT OFF.<br />
<br />
It is also recommended to change your room descriptions to the brief version by typing FLAG ROOMBRIEF ON. (ROOMBRIEF is one word)<br />
<br />
When using skill.set you will need to type LOAD SKILL.SET and UNLOAD SKILL.SET when done.<br />
<br />
<br />
== Script Respository ==<br />
All available scripts and relative instructions can be found here. <BR><br />
https://cloud.ry4n.pw/index.php/s/FEtuQn0fjAINszu?path=%2F<br />
<br />
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{{stub}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Category:VIP_scripts&diff=489579Category:VIP scripts2018-07-26T05:45:53Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>== The VIP script repository ==<br />
<br />
The first file you'll want to download and read is vip dr scripts explanation.txt for how-to information.<br />
<br />
It is highly recommended to download and use spam_gen.set and spam_magic.set to reduce unwanted scoll.<br />
<br />
It is recommended to turn off login and logout scroll by typing FLAG LOGIN OFF and FLAG LOGOUT OFF.<br />
<br />
It is also recommended to change your room descriptions to the brief version by typing FLAG ROOMBRIEF ON. (ROOMBRIEF is one word)<br />
<br />
When using skill.set you will need to type LOAD SKILL.SET and UNLOAD SKILL.SET when done.<br />
<br />
<br />
All scripts and relative instructions for the VIP Frontend can be found here.<br />
<br><br />
https://cloud.ry4n.pw/index.php/s/FEtuQn0fjAINszu?path=%2F<br />
<br><br><br />
<br />
<br />
For instruction on downloading and installing the VIP frontend please see [[VIP]]</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Category:VIP_scripts&diff=489578Category:VIP scripts2018-07-26T05:44:03Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>== The VIP script repository ==<br />
The first file you'll want to download and read is vip dr scripts explanation.txt for how-to information.<br />
<br />
It is highly recommended to download and use spam_gen.set and spam_magic.set to reduce unwanted scoll.<br />
<br />
It is recommended to turn off login and logout scroll by typing FLAG LOGIN OFF and FLAG LOGOUT OFF.<br />
<br />
It is also recommended to change your room descriptions to the brief version by typing FLAG ROOMBRIEF ON. (ROOMBRIEF is one word)<br />
<br />
When using skill.set you will need to type load skill.set and unload skill.set when done.<br />
<br />
<br />
All scripts and relative instructions for the VIP Frontend can be found here.<br />
<br><br />
https://cloud.ry4n.pw/index.php/s/FEtuQn0fjAINszu?path=%2F<br />
<br><br><br />
<br />
<br />
For instruction on downloading and installing the VIP frontend please see [[VIP]]</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Category:VIP_scripts&diff=489577Category:VIP scripts2018-07-26T05:43:01Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>== The VIP script repository ==<br />
The first file you'll want to download and read is vip dr scripts explanation.txt for how-to information.<br />
<br />
It is highly recommended to download and use spam_gen.set and spam_magic.set to reduce unwanted scoll.<br />
<br />
It is recommended to turn off login and logout scroll by typing FLAG LOGIN OFF and FLAG LOGOUT OFF.<br />
<br />
It is also recommended to change your room descriptions to the brief version by typing FLAG ROOMBRIEF ON. (ROOMBRIEF is one word)<br />
<br />
When using skill.set you will need to type load skill.set and unload skill.set when done.<br />
<br />
<br />
All scripts and relative instructions for the VIP Frontend can be found here.<br />
<br><br />
https://cloud.ry4n.pw/index.php/s/FEtuQn0fjAINszu?path=%2F<br />
<br><br></div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Category:VIP_scripts&diff=489576Category:VIP scripts2018-07-26T05:31:27Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>== The VIP script repository ==<br />
All scripts and relative instructions for the VIP Frontend can be found here.<br />
<br><br />
https://cloud.ry4n.pw/index.php/s/FEtuQn0fjAINszu?path=%2F<br />
<br><br></div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Category:VIP_scripts&diff=489575Category:VIP scripts2018-07-26T05:30:48Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>== The VIP script repository ==<br />
All scripts and relative instructions for the VIP Frontend<br />
<br><BR><br />
https://cloud.ry4n.pw/index.php/s/FEtuQn0fjAINszu?path=%2F</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=VIP&diff=489574VIP2018-07-26T05:27:59Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>== Directions for connecting via VIP ==<br />
-<br />
<br />
<br />
== Script Respository ==<br />
All available scripts and relative instructions <BR><br />
https://cloud.ry4n.pw/index.php/s/FEtuQn0fjAINszu?path=%2F<br />
<br />
<br />
{{stub}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Category:VIP_scripts&diff=489434Category:VIP scripts2018-07-23T18:09:44Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>{{RTOC}}<br />
<br />
== What is this? ==<br />
This is a list of scripts usable with the [[VIP]] front end. <br />
<br />
== Getting started ==<br />
# Download and install scripts<br />
# Follow the setup guide<br />
<br />
== The VIP script repository ==<br />
A repository of scripts including settings and other documentation is being maintained on the [[VIP script repository]].<br />
<br />
<br />
<br />
{{cat|Scripts}}<br />
{{Stub}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=VIP&diff=489425VIP2018-07-23T07:09:53Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>== Directions for connecting via VIP ==<br />
{{stub}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Category:VIP_scripts&diff=489424Category:VIP scripts2018-07-23T07:08:53Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>{{RTOC}}<br />
<br />
== What is this? ==<br />
This is a list of scripts usable with the [[VIP]] front end. <br />
<br />
== Getting started ==<br />
# Download and install scripts<br />
# Follow the setup guide<br />
<br />
== The VIP script repository ==<br />
A repository of Lich scripts including settings and other documentation is being maintained on the [[VIP script repository]].<br />
<br />
<br />
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{{cat|Scripts}}<br />
{{Stub}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Category:VIP_scripts&diff=489423Category:VIP scripts2018-07-23T07:05:53Z<p>BLADEDBUTTERFLY: Created page with "{{RTOC}} == What is this? == This is a list of scripts usable with the VIP front end. == Getting started == # Download and install scripts # Follow the setup guide ==..."</p>
<hr />
<div>{{RTOC}}<br />
<br />
== What is this? ==<br />
This is a list of scripts usable with the [[VIP]] front end. <br />
<br />
== Getting started ==<br />
# Download and install scripts<br />
# Follow the setup guide<br />
<br />
== The VIP script repository ==<br />
A repository of Lich scripts including settings and other documentation is being maintained on the [[VIP script repository]].<br />
<br />
<br />
<br />
{{cat|Scripts}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=VIP&diff=489422VIP2018-07-23T06:59:08Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>== Directions for connecting via VIP ==<br />
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__NOTOC__</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=VIP&diff=489421VIP2018-07-23T06:57:18Z<p>BLADEDBUTTERFLY: Created page with "=Directions for connecting via VIP __NOTOC__"</p>
<hr />
<div>=Directions for connecting via VIP<br />
<br />
<br />
<br />
<br />
__NOTOC__</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Front_end&diff=489420Front end2018-07-23T06:55:06Z<p>BLADEDBUTTERFLY: /* Third-party clients without Simutronics support */</p>
<hr />
<div>A '''front end''' is the program you use on your computer to play [[DragonRealms]]. While any Telnet client can get you into the game, many users prefer a front end that is specifically designed for DragonRealms and that automatically and seamlessly connects them to the game.<br><br />
<br><br />
<br />
==Features==<br />
Features range from nothing at all to very robust development/player tools:<br />
<br />
{|class="wikitable"<br />
|-<br />
! Feature<br />
! Description<br />
|-<br />
|Highlights, gags/ignores/squelches, and substitutes||Allow the user to color, hide, or alter specific game messaging strings so that significant game text stands out from less important messaging, and may be organized visually<br />
|-<br />
|Scripts, macros, triggers, and aliases||Allow the user to automate various game tasks<br />
|-<br />
|Windows||Allow incoming game text to be routed to different panels within the front end according to what type of information each message contains (whispers, speech, thoughts, death messages, field experience, etc.)<br />
|-<br />
|Chats/IMs||Allow users to communicate directly with other users without leaving the FE environment<br />
|-<br />
|Mapper||Allows users to keep track of where they are or where they have been<br />
|-<br />
|Data management||Allows users to keep notes and record various pieces of information for later use<br />
|-<br />
|Plugins||Allow users to add features that the developers didn't (more complex than scripts)<br />
|}<br />
<br />
==Simutronics-supported clients==<br />
These are the official clients developed and supported by Simutronics. They are free with your game subscription.<br />
*'''[http://www.play.net/dr/play/stormfront-info.asp StormFront]:''' The most current and robust of Simutronics's clients for Microsoft Windows<br />
*'''[http://www.play.net/dr/play/wizard-info.asp Wizard]:''' An older and less robust client that is compatible with both Windows and Mac. Not recommended due to its age and limited feature set compared to StormFront.<br />
*'''[http://www.play.net/dr/play/webwiz-info.asp eScape]:''' Java-based web client with most basic features. Internet Explorer only.<br />
*'''[http://www.play.net/dr/play/avalon-info.asp Avalon]:''' Macintosh OS X<br />
*::Note: for OS X Lion, currently version 4.1.5 works correctly, but not 4.2.2 "beta".<br />
*'''[[Webclient]]:''' The default client for new players. Limited features compared to StormFront but very accessible.<br />
<br />
==Third-party clients with Simutronics support==<br />
Players or unaffiliated developers provide updates to these clients, but they provide a complete and robust game experience. <br />
*'''[http://lichproject.org/ Lich]:''' Popular with GS, also works with DR (less a few script commands). Open source.<br />
*'''[http://genieclient.com/ Genie]:''' A popular third-party client, with many rich features. One-time purchase required.<br />
*'''[http://warlock.sourceforge.net/ Warlock]:''' Open-source client for Simutronics games<br />
*'''[http://yasse.sourceforge.net/ YASSE]:''' Open-source script engine plug-in for Avalon<br />
*'''[http://www.zuggsoft.com/index.php ZMud/CMud]:''' Generic [[MUD]] clients. Purchase required (If you want Support for the product).<br />
*'''[http://outlanderapp.com Outlander]:''' Open-source Mac OSX 10.10+ client for DR. Highlights, aliases, variables, macros, mapper, scripting.<br />
<br />
==Third-party clients without Simutronics support==<br />
These clients require establishing a manual connection by the user, and given the complex stream of game information, require substantial customization.<br />
*[[Telnet]] (what came/used to come installed with Windows or other OS platforms)<br />
*Rapscallion<br />
*GMud<br />
*'''[http://www.mudlet.org/ Mudlet]:''' An open-source C++/QT with '''[http://www.lua.org/ Lua]''' mud client.<br />
*[[VIP]] Works with screen readers<br />
{{RefAl}}<br />
{{cat|definitions}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=News_command&diff=489390News command2018-07-22T23:05:09Z<p>BLADEDBUTTERFLY: /* Category 4 - EVENTS AND HAPPENINGS */</p>
<hr />
<div>{{RTOC}}<br />
The {{tt|news}} command displays an archive of DragonRealms-related announcements.<br />
<br />
==Syntax==<br />
<br />
*{{tt|news}}: lists available news topics<br />
*{{tt|news [category #] [item #]}}: displays a news article<br />
<br />
==[[:Category:News|News Menu]]==<br />
<br />
===[[:Category:General announcements|Category 1 - GENERAL ANNOUNCEMENTS]]===<br />
<br />
1 - [[:News 1 1|Welcome to Dragonrealms]]<br><br />
2 - [[:News 1 2|Guidelines for REPORT]]<br><br />
5 - [[:News 1 5|Official Simutronics tech update mailing list]]<br><br />
9 - [[:News 1 9|Lag information]]<br><br />
11 - [[:News 1 11|Guidelines for rumor submissions]]<br><br />
12 - [[:News 1 12|Warnings, account sanctions and message boards]]<br><br />
13 - [[:News 1 13|Stay connected with DR Twitter, Facebook and more]]<br><br />
15 - [[:News 1 15|Major changes to Dragonrealms]]<br><br />
16 - [[:News 1 16|DR3 frequently asked questions]]<br><br />
18 - [[:News 1 18|New/changed commands in DR3]]<br><br />
20 - [[:News 1 20|Simucoins and you!]]<br><br />
29 - [[:News 1 29|Effective bug squishing]]<br><br />
30 - [[:News 1 30|Bonded wedding rings]]<br><br />
31 - [[:News 1 31|Spouses and consent]]<br><br />
<br />
===[[:Category:Gameplay|Category 2 - GAMEPLAY]]===<br />
<br />
4 - [[:News 2 4|[PREMIUM] PREMIUM AREAS AND TRAVEL]]<br><br />
5 - [[:News 2 5|CONSENT verb - Protect your items from graverobbing!]]<br><br />
7 - [[:News 2 7|Alchemy changes]]<br><br />
8 - [[:News 2 8|Forging changes]]<br><br />
9 - [[:News 2 9|Healing reagent changes]]<br><br />
10 - [[:News 2 10|Death and depart information]]<br><br />
13 - [[:News 2 13|Changes to first aid]]<br><br />
14 - [[:News 2 14|Assisting the victim of a crime]]<br><br />
15 - [[:News 2 15|Trackable Thief-only items]]<br><br />
16 - [[:News 2 16|Recover your items! (long news item!)]]<br><br />
17 - [[:News 2 17|Item registration!]]<br><br />
19 - [[:News 2 19|THUMP]]<br><br />
26 - [[:News 2 26|Gwethsmasher clarifications and information]]<br><br />
28 - [[:News 2 28|Gangrene updates]]<br><br />
29 - [[:News 2 29|Lost and found - Recover your items!]]<br><br />
36 - [[:News 2 36|[PRIME] If you help the crime, you'll do the time]]<br><br />
39 - [[:News 2 39|SNIPE & CONSENT clarifications: long]]<br><br />
48 - [[:News 2 48|Changes to graves and graverobbing]]<br><br />
<br />
===[[:Category:Profession and guild news|Category 3 - PROFESSION AND GUILD NEWS]]===<br />
<br />
3 - [[:News 3 3|Bards' guild news]]<br><br />
7 - [[:News 3 7|Empaths' guild news]]<br><br />
9 - [[:News 3 9|Moon Mages' guild news]]<br><br />
11 - [[:News 3 11|[PRIME] Paladins' guild news]]<br><br />
13 - [[:News 3 13|[PRIME] Rangers' guild news]]<br><br />
17 - [[:News 3 17|Trader's guild news]]<br><br />
19 - [[:News 3 19|[PRIME] Warrior Mage guild news]]<br><br />
<br />
===[[:Category:Events and happenings|Category 4 - EVENTS AND HAPPENINGS]]===<br />
'''As events will be changing month to month or even between weeks,''' <br><br />
'''please check NEWS 4 in game or the [http://kchitw.net/dr/cal.html DR Google Calendar]'''<br><br />
'''for up to date details and additional event details.'''<br />
<br />
1 - [[News 4 1|Wedding announcements]] (see also: [[Marriage]])<br><br />
3 - [[News 4 3|[PRIME] Mentor sponsored guild teaching and novice nights]] (see also: [[Mentor Society|Mentors]])<br><br />
4 - [[News 4 4|[PRIME] MENTOR SPECIAL EVENTS!]]<br><br />
8 - [[News 4 8|[PRIME] Prime events]]<br> <br />
10 - [[News 4 10|Orders of Elanthia]] (see also: [[Official Order|Orders]])<br><br />
<br />
===[[:Category:Billing and policy info|Category 5 - BILLING AND POLICY INFO]]===<br />
<br />
1 - [[:News 5 1|Protect your account!]]<br><br />
2 - [[:News 5 2|HMC and you]]<br><br />
3 - [[:News 5 3|Account security information]]<br><br />
4 - [[:News 5 4|Item replacement policy]]<br><br />
5 - [[:News 5 5|That evil guy the Janitor. Who or what is it?]]<br><br />
6 - [[:News 5 6|How to transfer characters between accounts]]<br><br />
7 - [[:News 5 7|Policy regarding vulgarity and strong language]]<br><br />
8 - [[:News 5 8|Prime: Requesting a PIN for an old character]]<br><br />
9 - [[:News 5 9|Cancelling accounts and subscriptions]]<br><br />
10 - [[:News 5 10|Information about e-mail correspondence]]<br><br />
11 - [[:News 5 11|Scams, barter, and death]]<br><br />
12 - [[:News 5 12|Lockout procedural change]]<br><br />
13 - [[:News 5 13|Mutual respect]]<br><br />
14 - [[:News 5 14|Gifts of Adventure -- Important Information]]<br><br />
15 - [[:News 5 15|Information on PvP policy (long)]]<br><br />
16 - [[:News 5 16|Gibberish, OOC behavior, and roleplaying bonuses]]<br><br />
17 - [[:News 5 17|New scripting policy]]<br><br />
18 - [[:News 5 18|Additional penalties associated with warnings]]<br><br />
20 - [[:News 5 20|Account information updates]]<br><br />
22 - [[:News 5 22|Horse system issues]]<br><br />
23 - [[:News 5 23|Label policy]]<br><br />
24 - [[:News 5 24|Clarifications to policy regarding consent]]<br><br />
25 - [[:News 5 25|Consent policy: Questions and Answers]]<br><br />
26 - [[News 5 26|New character restoral policy]]<br><br />
28 - [[News 5 28|Event tickets - trade, gift, transfer & upgrade process]]<br><br />
29 - [[News 5 29|New verb released for Simutronics contact information]]<br><br />
30 - [[News 5 30|Boats and privacy]]<br><br />
31 - [[News 5 31|Profile policy information]]<br><br />
32 - [[News 5 32|Mental blast and consent]]<br><br />
33 - [[News 5 33|Interfering with scripting policy violators]]<br><br />
34 - [[News 5 34|Necromancers and consent]]<br><br />
35 - [[News 5 35|Brief notes on PvP settings]]<br><br />
36 - [[News 5 36|Assassins and consent]]<br><br />
37 - [[News 5 37|Glass constructs and consent]]<br><br />
38 - [[News 5 38|Buddy referral program]]<br><br />
39 - [[News 5 39|Holiday closings - billing and feedback]]<br />
<br />
{{cat|Commands}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Moon_Mage_vision_list_2018&diff=487604Moon Mage vision list 20182018-05-18T00:46:57Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>This list includes visions from the [[Moon mage]] [[Prediction#Other prediction types|event prediction]] ability experienced in 2018. <br />
<br />
Also included are spontaneous visions experienced without the use of the {{com|Predict}} command. These latter visions can be experienced by any moon mage as long as they're logged into the game environment when the vision is distributed. Generally these visions signal incipient invasions or immediate developments in an ongoing event or storyline.<br />
<br />
Moon mage visions stem directly from their prophetic link to the [[Plane of Probability]] and connection to Fate.<br />
<br />
==2018==<br />
{{Visions|date=05/17/2018|vision=<br />
A sense of foreboding wells within you as you watch a storm gather upon the horizon. Grey clouds and biting rain move rapidly across the land, sending all manner of man and beast running for cover. A large bolt of lightning strikes a building of solid gold but it appears undamaged. As the scene fades from your sight, you observe a billow of smoke pouring out from within the golden structure.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=05/17/2018|vision=<br />
Reality ripples like the surface of a disturbed pond, and as it settles you find yourself seated at a workbench covered in bolts of fine silk and tailor's tools. Three dresses hang upon wire mannequins behind you, and you glance back for a moment to admire them: the first a dingy rag of flat grey cotton, next a shimmering display of silken crystalline light, and the last a nebulous mass of velvet buoyed by an unseen breeze. You turn back to your work in progress upon the table and begin to whistle a quiet but complex melody. Before you can sound your final note, something from behind suddenly wraps around your neck, squeezing tightly. Your tune halts abruptly and your heart beats fast as you struggle to catch a breath and the world fades to black.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=04/14/2018|vision=<br />
Pale pink-tinged blossoms blot out your vision, leaving your other senses reeling with increased intensity. You hear laughter mingled with distant howls and smell heavy spices, your body ensconced in a warmth so profound that your sense of self feels expanded to the point of near infinite bounds. Just as you feel as though you may well cease to exist as a single being, your senses snap back to the here and now, leaving you with only a faint, unidentifiable sweetness upon your tongue as a reminder.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=04/14/2018|vision=<br />
Pain. Pain assaults you from your extremities, and as you glance at your body to determine the source, you see hideous blotches forming upon your flesh. A cry of horror wells up within you, yet what escapes your lips is but the sound of leaves upon the wind.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=04/14/2018|vision=<br />
Before you, a great black beast holds a human man in its jaws, gnawing upon him with casual leisure. The man's dusky skin is streaked with blood and yet his face remains serene and determined, even as it is clear he is slowly dying from the myriad wounds visible on his battered body. A pool of blood gathers on the ground beneath both man and beast, and with each drop added to it, the vague image of other humans that is reflected in the sanguine mass shifts slightly. You struggle to make out more of the bloody vision, but the liquid is frustratingly murky.<br />
|sub=|rep=True}}<br />
<br />
<br />
{{Visions|date=03/11/2018|vision=<br />
A cloudless sky spreads itself before your mind's eye, just a touch darker in tone than a robin's egg. Just left of center, a single trail of black smoke rises. Barely a smudge against the perfection of azure, the dark line is quickly blown away, leaving the sky flawless once more. As you blink, the world you know returns.<br />
|sub=|rep=True}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Trader&diff=486349Trader2018-04-15T16:26:31Z<p>BLADEDBUTTERFLY: /* What You Should Know */</p>
<hr />
<div>::''Returning players may want to read the page for [[Returning Players]] before continuing.''<br />
::'''''New to the game? You may want to check out the [[Trader new player guide|new player guide for this guild]].'''''<br />
{{guild infobox|guild=Trader|image=Small_trader_300.jpg<br />
|skill1=Lore|skill2a=Survival|skill2b=Armor|skill3a=Weapon|skill3b=Magic<br />
|abilities=Caravans, Trading,<br>Market Advantages<br />
|mana=Lunar}}<br />
<br />
'''Traders''' are all about making money, pure and simple. The Guild rules the transportation business with an iron fist, and through contract work and playing the commodities markets, a Trader earns (or loses) his fortune.<br />
<br />
Perhaps the most (in)famous figure among Traders was [[Arnile|Arnile Hanskwin]], Syndic of the Trader's Guild. He was known for his desire to come up with more and more devious ways to combat the efforts of those who would steal from a trader. He was especially inventive when it came to designing new trap varieties.<br />
<br />
==Official Information==<br />
[[Image:TraderCrest.jpg|thumb|'''Guild crest:''' A shield divided by a diagonal line. One half bears the stylized image of a man leading a donkey burdened with sacks of golden coins, the other, a picture of a sailing ship cresting a wave, its sail bearing the image of a large diamond]]Information courtesy of [http://www.play.net/dr/info/guilds/trader.asp Dragonrealms Website].<br />
=== Guild Hall Locations ===<br />
; [[Crossing|The Crossing]]<br />
:The distinguished Trader Guildleader [[Ansprahv]] advises young entrepreneurs from this prosperous guild hall. (You can type DIR TRADER for directions.)<br />
; [[Riverhaven]]<br />
:Inside Riverhaven's large guild hall, the noble Guild Leader [[Willowbrook]] instructs her students in commerce and finance.<br />
; [[Muspar'i]]<br />
:A grand guildhall set in the Desert City. The Guild Leader [[Kworlin]] oversees commerce in the northern most part of Elanthia.<br />
; [[Shard]]<br />
:Guild Leader [[Cialen]] administrates guild business from his office in opulent Brickwell Tower.<br />
; [[Ratha]]<br />
: Guild Leader [[Imaar]] presides over the guildhall here.<br />
; [[Aesry|Aesry Surlaenis'a]]<br />
:The capable Guild Leader [[Seranda]] oversees sea trade at the Surlaenis exchange.<br />
; [[Hibarnhvidar|Outer Hibarnhvidar]]<br />
:The shrewd Guild Leader [[Raelem]] took advantage of a recent career opportunity and now operates out of the Guild offices in Forfedhdar.<br />
=== Skillsets and Common Races===<br />
A [[Trader]]'s primary [[Guilds#Skill_Sets|skillset]] is {{catskill|Lore}}. {{Catskill|Survival}} and {{catskill|Armor}} are secondary skillsets, with {{Catskill|Magic}} and {{Catskill|Weapon}} as tertiaries.<br />
<br />
According to the DragonRealms website, Traders tend to be:<br />
{|<br />
| [[:Category:Human|Human]]<br />
|align="right"| 25%<br />
|-<br />
| [[:Category:Elothean|Elothean]]<br />
|align="right"| 22%<br />
|-<br />
| [[:Category:Elf|Elven]]<br />
|align="right"| 16%<br />
|-<br />
| [[:Category:Prydaen|Prydaen]]<br />
|align="right"| 11%<br />
|}<br />
<br />
===Crafting Affiliation===<br />
Guilded traders receive two free technique slot in the [[Blacksmithing discipline]] of the [[Forging skill]] and one free technique slot in the [[Artistry discipline]] of the [[Outfitting skill]].<br />
<br />
See: [[Crafting]]<br />
<br />
==Getting Started==<br />
NOTE: Reading a contract and/or commodity board sends the output to the Familiar Window. If you do not see any information within the game, check that window. If you would like it sent to the Story window, make sure to close the Familiar Window.<br />
<br />
===What You Should Know===<br />
Becoming a successful trader takes patience and perseverance; regardless of what you do you probably won't be rich for quite some time. There are a lot of steps that should be taken and a lot of training one must do before he will attain a large sum of wealth.<br />
<br />
In my opinion, Traders are the bravest people in all the provinces. It doesn't take much courage to be all armored up and weapons gleaming, hurling spells, knowing you can take out anything that crosses your path. But it takes nerve to stand there calmly while an enemy that you *know* can kill you in one hit advances on you as you wait for your caravan to move on or your pack animal to catch up<br />
<br />
===Tips and Methods===<br />
<br />
For the early circles I would recommend foraging branches and selling them to [[Mags]] at the Mongers' Bazaar in Crossing. This will lock your trading and make you a little coin at the same time. She should buy up to around 5 golds' worth, but it varies. Using caravans is a terrible idea for a newcomer. The transportation fees alone will be more than you're making. It will take some time before you can use them at a profit and even longer to make the profit seem worthwhile.<br />
<br />
===Advancing in the Guild===<br />
<br />
After your initial training there are a few different methods that you could use in order to train. Even though hunting isn't a strong point of a trader be sure that you still have a healthy dose of it as you will need it to advance in the armor requirements of the guild. On top of that, you will have your survival training; this and lore can be done in a number of ways. One way utilized by many traders is to train while following your caravan to different locations. Though its not a constant, it will allow you to gain experience in these fields while gaining the trading ranks that we all love!<br />
<br><br />
:'''Contract Trading'''- This is a form of trading that will not reap good benefits for quite some time, however if done on a constant basis it can provide a good and steady flow of experience in the trading field. If you're going to start contract trading at an early circle it is recommended you use the pack animals rather than caravans. This is inconvenient since you can't have them lead you, but a caravan will be too expensive to afford. The longer you do this the more you will be capable of making. When you feel that you are at a sufficient amount then you can switch to caravans. Transportation fees are charged for each shipment so be sure you can afford to pay it! It takes a while but eventually you will notice more and more money building up, however don't get too excited because you wont ever reach a state where you have an unlimited flow of money. It's a fatal mistake to think that huge traders have unlimited amounts of money and is also the reason many traders quit after a period of time.<br />
<br><br />
:'''Commodity Trading'''- This form of trading can be used at a younger age with significantly less risk. This is also another great way to lock trading, buying goods from certain outpost and selling them at another. However, the entire risk is on you when you use this method. To trade commodities just go into the Crossing, Arthe Dale or Leth Deriel trader outpost and read the commodity boards. They will list the items they have and their prices. Beside the item will be a word such as "surplus". This refers to the amount they have on hand currently. Be sure to be careful what you buy because if an outpost has a surplus then they will not take any more of that product. <br />
<br><br />
:'''Pawnshop'''- Selling off items to any pawnshop will grant considerable trading experience at low ranks. More experience is granted for higher value items, and there appears to be no limit to how many times you can gain field experience this way. The trick to training with this method is to find a reliable source of items with a high enough value to teach for your ranks. If your trader is training stealing you can simply sell off the stolen goods. Also, many creatures drop weapons, armor, or fluff items that can be pawned.<br />
<br><br />
:'''Crafting Society Workorders'''- Traders now gain experience in Trading when they turn in completed workorders at any crafting society. The experience granted depends on the difficulty of the items you made for the workorder. This can be an effective way to train trading and other lores, such as mech lore and appraisal. Also, the crafting books used in this process can be studied for scholarship experience as well.<br />
<br><br />
:'''Other Methods'''- Most of the following methods usually can't be used as consistent modes of training, but can be useful if you find someone in need of the service. Selling pouches is actually a very quick way to lock the trading of any trader. However, this is dependent upon people needing pouches sold. If you get the chance, however, it's a good way to train. Your charisma and trading skill will determine the amount you are capable of receiving for your pouches. Most traders gain this ability around circle 12. Selling bundles is also another way to train. This isn't as effective as pouches and generally isn't as common, but it can still work. Also, with the new teaching system, if you can find a trader in the market tents who will be around a while to teach, a class can also benefit you greatly. You can also train up certain lore and survival skills while sitting and listening, so take advantage and utilize your time to its fullest extent. Obviously this will not yield you any profit.<br />
<br><br />
:'''Low Level Methods'''- The best way to learn trading for the first few circles is to forage sticks or branches and sell them to Mags in the Crossing. This works until you have sold 5-6 gold worth of wood. Be sure to stop selling when trading is locked or you will miss out on potential exp. Once you can kill goblins out the west gate of the Crossing, use the loot all option and sell equipment - shields, weapons, and metal body armor sell the best. Finally, completing some type of tasks rewards trading experience. Foraging tasks from Mags are a great way to supplement the experience from other sources.<br />
<br />
==Guild Abilities and Breakdowns==<br />
<br />
===[[:Category:Lunar Magic|Lunar Magic]]===<br />
Released on December 25, 2017, Traders can have access to [[:Category:Trader_spells|spells]] in the [[:Category:Fabrication spellbook|Fabrication]], [[:Category:Illusion spellbook|Illusion]], and [[:Category:Noematics spellbook|Noematics]] spellbooks.<br />
<br />
===Rentable Pack Animals and Caravans===<br />
Traders can rent pack animals or caravans to transport goods between guild outposts, the staple activity of the Trader Guild. To rent a caravan simply go to the room with the clerk and RENT CARAVAN. The initial cost is 400 kronars at any Zoluren outpost. If you accidentally start a contract or shipment without a caravan you will automatically be defaulted to a pack animal. You may upgrade this by simply asking to rent a caravan. A storage box is included with every caravan rental once a Trader achieves 35th circle, and can be used like a mobile vault. If the caravan starves to death with items in its storage box, the items will be transferred to the next caravan that is rented. Trading contracts cannot be canceled, but they can expire. If your contract expires before you can deliver the goods you can still give it to the shipping clerk of the intended destination to have the crates removed from your caravan (though you will not be paid for the delivery). If for some reason you lose the contract and you just have crates piled up on your caravan that you want to remove you can PUSH CRATE ON CARAVAN so the one you want to get rid of is listed first when you look at the caravan. Then you can PULL CRATE ON CARAVAN to dump it.<br />
<br />
:'''Trade Route Justice'''<br /><br />
:When a trader catches anyone stealing from them on a trade route they can run to the nearest outpost and accuse the culprit of stealing. This will allow the guild to send out thugs who will basically beat your thief to near death and leave him there. Be careful though because this ability cannot be used if they are not caught on a trade route. Meaning if you are in the grasslands out past the west gate or in town traveling to the NRT then you won't be able to accuse. <br />
::Syntax: [[Accuse_command|ACCUSE]] <person> - see the list of current [[Trade Route|Outpost Locations]]<br />
<br />
:'''Caravan Drivers'''<br /><br />
:One of the more often used abilities of a [[caravan]] is to use it to lead you places. When doing this you will automatically follow the caravan and stay with it even during round time. While the caravan is leading you may engage in actions that give a roundtime while still moving with the caravan, making it possible to train other skills at the same time. You have to be on a trade route for this to work however, the current places you can get led to are as follows: Leth Deriel (Will lead you from the ferry to the Bower Gate, Crossing (will lead to the northeast gate, or to the ferry from Bower Gate), stone clan (will lead to the trail in Beisswurms), Dirge (will lead to the path directly on the trail to the town gate of Dirge).<br />
::Syntax: [[Tell_command|TELL]] <caravan> TO LEAD TO <location> - see the list of current [[Trade Route]]<br />
<br />
:'''Corpse Hauling'''<br /><br />
:Caravans and pack animals can also be used to tie deaders to, this is especially helpful in the fact that it can drag people out of places that people can't drag out of by hand. Normally this is the case at the barricade in rocktrolls and the trail in beisswurms. <br />
<br />
::This ability is learned from Guild Leader [[Cialen]] in [[Shard]]. (Ask Cialen about corpse)<br />
<br />
::Syntax: [[Tie_command|TIE]] <caravan/animal> TO <player><br />
<br />
:'''Caravan Loss and Recovery'''<br /><br />
:At the current moment and time there is some talk about traders being able to purchase a caravan for their own personal use but nothing is confirmed as of late. When looking for a caravan go to the stable closest to the area the caravan was originally lost in. Locations are in leth, stone clan, dirge, and crossing. They will not be the normal stables used to keep horses in. When a caravan is dead your guild will give you a very harsh lecture then you will be charged an additional amount to all your contracts for a very long time. So be careful and take care of those caravans!<br />
<br />
::'''RECALL CARAVAN''' in an attempt to remember where they parked. The results can vary based on both the recall ability of the trader and the distance from the caravan. <br />
<br />
::Recall Caravan is simply a tool for traders who may have left a caravan briefly to attend other matters and forgot where they left it. This ability does work if the caravan is stabled somewhere; it only works if the caravan is sitting out in a room. To find a stabled caravan, one can either go searching the various stables for it or TRANSFER it to the closest stable. <br />
<br />
::NOTE: It is not part of the main Recall system, and does not award experience as a result, nor is it likely to. The verb recall was used simply because it made the most sense.<br />
<br />
:'''Caravan Spook'''<br /><br />
:Caravans and Pack Animals have the ability to drag you from combat. There is a small potential to be hurt from the attempt.<br />
::Syntax: [[Tell_command|TELL]] <pack animal/caravan> SPOOK<br />
<br />
:'''[[kregkeirel|Kregkeirels]]'''<br /><br />
:Found only on the island of [[Aesry]], these stalwart pack animals are there to assist island Traders with carrying their wares, similar to the storage packing crates found on mainland caravans. They are rentable at two locations on Aesry by Traders of at least 35th circle. One stable is near the Trader guild hall by the docks, and the other is near the city.<br />
<br />
===Player Owned Caravans===<br />
[[Caravan#Player-owned caravans|Player-owned cavavans]] are custom caravans owned by Traders that can start being built at 25th circle.<br />
<br />
===Commodity Trading===<br />
Only Traders have access to the commodities market, allowing them to speculate on price fluctuations between cities and provinces. Currently there are only three working commodity pits in Elanthia: [[Crossing]], [[Arthe Dale]], and [[Leth Deriel]].<br />
<br />
Table of Commodies [[Commodity Trading]]<br />
<br />
===Market Advantages===<br />
Traders receive a better price when purchasing from shops with shopowners and when selling items to a pawnshop, gem buyer, or tanner. Increased [[Charisma]] also increases profit.<br />
<br />
===Trader Markets===<br />
Traders of at least 20th circle may rent market tables located in [[The Crossing]], [[Riverhaven]], [[Shard]], [[Muspar'i]], [[Aesry]] and the first tier of [[Ratha]]. Traders of at least 30th circle can rent their own [[Trader Owned Shops|Shops]] in the plazas located in [[The Crossing]], [[Riverhaven]] and [[Shard]]. As of the release of the Trader Shops, stalls, which are currently only located in [[The Crossing]], have been closed.<br />
<br />
To remove a disruptive adventurer from a market place, two Traders of at least 20th circle or a single Trader at least 10 circles higher than the target must <tt>ASK GUARD FOR THE REMOVAL OF (person)</tt>. This will also work on fellow Traders if they do not have a table rented in the building.<br />
<br />
:'''Tables'''<br /><br />
:The cost per table is a couple gold for four hours of rental. Each table can hold up to twenty items. Traders can purchase one rental ticket per hour, therefore it takes three hours to claim all four tables in a room. To rent a table, <tt>ASK MONGER FOR TICKET</tt> and <tt>PUT</tt> the ticket on an empty table. If left unattended for even a couple minutes, rented tables are covered by a tarp courtesy a market attendant. Goods should be removed from the table before the rental ticket expires, or else there is a storage fee of several gold. <tt>ASK MONGER FOR GOODS</tt> within 48 hours to recover your items.<br />
:For more information see [[Trader Market Tables]].<br />
<br />
:'''Stalls'''<br /><br />
:With the introduction of Trader Owned Shops, the stalls have been closed, possibly permanently. The price for a stall is 10 platinum Kronars for 10 days of rental. Stalls contain three tables, each holding up to twenty items. All tables may be used immediately upon rental. To rent a stall, <tt>ASK MONGER FOR STALL</tt> and <tt>PUT</tt> the ticket on an empty stall. Unlike regular tables, stall tables can be left unattended and will not be covered until someone attempts to price or buy an item. To remove an unwelcome guest, <tt>ASK GUARD FOR THE REMOVAL OF (person)</tt>. You can also <tt>OPEN</tt> and <tt>CLOSE</tt> a stall while standing outside of it. Once your rental expires, you must wait 10 days before renting another stall.<br />
<br />
:'''Trader Owned Shops'''<br /><br />
:For more information see [[Player owned shop]].<br />
<br />
===Auction Halls===<br />
Traders of at least 30th circle are able to use the auction halls located in [[The Crossing]], [[Riverhaven]] and the guildhall in [[Ratha]].<br />
:For more information see [[Trader Auction Halls]].<br />
<br />
===Horse Trading===<br />
Traders of sufficient skill and circle (25) can buy and sell horses with other adventurers. This ability is most frequently used to facilitate transfer of a horse from one person to another. Traders also have an [[Horses#Teaching_Adventurers_and_Horses|Instruction Technique]], Advanced Riding, to teach.<br />
:For more information see [[Trader Horse Brokering]].<br />
<br />
===Gem Pouches & Shops===<br />
Traders of appropriate skill and circle (20 Charisma and 105 total between Trading+Appraisal, generally around 12th-15th Circle) have the unique ability to sell gems in bulk via gem pouches. In addition to selling the gems in bulk Traders also receive a higher profit on their sales than the typical adventurer, up to 60% for a high-level, high-charisma Trader using Speculate Finesse. This [[Trader_gem_selling_bonus|gem selling bonus]] is based on charisma, trading skill, and appraisal skill. Traders are also able to [[Untie_command|UNTIE]] POUCH in order to split the contents of one pouch into another and [[Combine_command|COMBINE]] POUCH WITH SECOND POUCH to merge 2 tied pouches together. Note that untie does not actually untie a pouch so you can get or see individual gems. <br />
<br />
Traders also have the ability to [[Gather_command|GATHER]] gems to move them from one container to another. This verb will move all gems of a particular type into a separate gem pouch, which must be in your other hand. For example, GATHER RUBY IN MY POUCH would take all rubies from your first pouch, and move them into your second pouch.<br />
<br />
Traders of sufficient skill can also finance gem shops.<br />
:For more information see [[Trader Shop Financing]].<br />
<br />
===Fur Shops===<br />
Traders are also able to sell bundles at a higher profit than the typical adventurer as with the gem pouches. To facilitate this, [[item:fur packing crate|fur packing crates]] are available for purchase at the [[Stone Clan]] and [[Fayrin's Rest]] outposts and will hold 100 skinned items each.<br />
<br />
Traders of sufficient skill can also finance fur shops.<br />
:For more information see [[Trader Shop Financing]].<br />
<br />
===Shardstar Shipping===<br />
In order to promote trade between the islands and the mainland, [[Shardstar Shipping]] allows Traders to ship items from one of their locations to another for a small fee. Currently, there are shipping locations in [[The Crossing]], [[Riverhaven]], [[Aesry Surlaenis'a]] and [[Ratha]].<br />
<br />
===Speculate===<br />
Traders have a series of [[Speculate_command|Speculate]] abilities that are taught by various guild leaders:<br />
Syntax: ASK (GUILDLEADER) ABOUT SKILL<br />
{| class=wikitable<br />
|-<br />
!Speculate!!Circle!!Guild!!Details<br />
|-<br />
|Coin||12||Muspar'i||Allows you to throw a random coin you are carrying and possibly stun your target. CAUTION - You lose the coin!<br />
|-<br />
|Chaffer||45||Ratha||Allows you to publicly announce the sale on an object. The messaging differs based on the type of object as well as the target character.<br />
|}<br />
<br />
===Hirelings and Criers===<br />
Hirelings are a new thing to the guild, you have to be in a town where their services are offered to hire one. What hireling you get depends much on your circle, but there's still a random factor in for which one you'll get.<br />
<br><br />
<br><br />
Syntax:<br />
HIRE <TYPE> (where TYPE is one of the following)<br />
<br><br />
ATTENDANT<BR><br />
LOCATE (Attained at 8th Circle)<BR><br />
CRIER<BR><br />
MESSENGER<BR><br />
DELIVERY<br />
<br />
Here are the basic commands:<br />
<br />
ATTENDANT: groom, dry, perfume, cologne, rope, pouch, pack, goods, follow, stay, leave, dismiss, and cost.<br />
<br />
Please be aware some services incur a onetime cost for each use. For a list of prices for services, ask the hireling about cost.<br />
<br />
LOCATE: Ask the hireling about HELP and he or she will give you instructions and cost to find someone.<br />
<br />
CRIER: Criers can be used in order to let the city know that you have a shop open for business or you are available to offer gem selling services. There is a charge for this service though, the criers have two forms of usage. First is they can alert all people in the city that your stall or table is open. In order to do this you must HIRE CRIER TOWN CONFIRM. This service will cost you 2500 kronars. The second service they offer is to not only alert the town of your presence but to go into neighboring hunting areas and send out messages there to. The actual range of this isnt yet confirmed, to use this feature just use HIRE CRIER HUNT CONFIRM, there is a charge of 5000 kronars for this service.<br />
<br />
MESSENGER: Ask the hireling about HELP and he or she will give you instructions and cost to send a message to someone (within city limits).<br />
<br />
DELIVERY: A dapper servant steps forward and says, "I will use our guild's resources to deliver to a person of your choosing in any of the known provinces for only 3000 Kronars, less if you have recently located, messaged or delivered to your target. First, you will need to hold the item you want delivered in your right hand. Then ask me to weigh the item that you want delivered to make sure it doesn't exceed limitations. If the item is acceptable, you will need to give me the name of the person you want the item delivered."<br><br />
(To have an item weighed, put it in your right hand and type ASK servant FOR WEIGHT)<br /><br />
(To send the item, keep it in your right hand and type ASK servant for DELIVER <person>)<br />
<br />
==Circle Requirements==<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! Circle !! Trading !! Appraisal !! 1st Lore !! 2nd Lore !! 3rd Lore !! 1st Armor !! 2nd Armor !! 1st Surv. !! 2nd-3rd Surv. !! 4th Surv. !! 5th Surv !! 6th Surv !! 1st Weapon !! 1st Magic !! 2nd Magic !! 3rd Magic<br />
|- <br />
| 1-10 || 4 || 3 || 3 || 2 || 2 || 2 || 1 || 3 || 2 || 1 || 1 || 1 || 1 || 1 || 1 || 0<br />
|- <br />
| 11-30 || 5 || 3 || 3 || 3 || 2 || 3 || 2 || 3 || 3 || 2 || 2 || 1 || 2 || 2 || 1 || 1<br />
|- <br />
| 31-70 || 6 || 4 || 4 || 3 || 3 || 3|| 2 || 4 || 3 || 2 || 2 || 1 || 2 || 2 || 2 || 1<br />
|- <br />
| 71-100 || 6 || 5 || 4 || 4 || 4 || 3|| 3 || 4 || 4 || 3 || 3 || 2 || 3 || 3 || 2 || 2<br />
|- <br />
| 101-150 || 7 || 6 || 5 || 4 || 4 || 4 || 3 || 5 || 4 || 4 || 3 || 2 || 3 || 3 || 3 || 2<br />
|-<br />
| 151+ || 15 || 15 || 13 || 10 || 10 || 10 || 8 || 13 || 10 || 10 || 8 || 5 || 8 || 8 || 8 || 5<br />
|}<br />
<br />
[[Trading]] and [[appraisal]] are hard requirements (do not count toward Nth lore requirements).<br/><br />
Magic requirements are not live until Trader magic is released.<br />
<br />
==[[Rumor System]]==<br />
The rumor system allows you to gossip with certain NPCs throughout the realms. <tt>ASK (NPC) ABOUT/FOR RUMOR</tt> and <tt>WHISPER (NPC) (your rumor)</tt> to have your rumor reviewed by a [[GameMaster]] and possibly added to the system one day!<br />
<br />
==Tools of the Trade==<br />
Traders have a number of role play and functional items in game available to them.<br /><br />
:*[[abacus|The Abacus]] - items that allow all Traders to quickly calculate the conversion between the 3 currencies.<br /><br />
:*[[handbill|Handbills]] - sold at [[Chispin's Handbills]] in [[RanikMap42|Therenborough]], these are pre-printed items to hand out to your customers.<br /><br />
:*[[ledger|Ledgers]] - a vital tool given to each Trader upon entering the guild, these work similar to [[spellbook|spellbooks]] with chapters and pages covering many facets of the Trader's business. [[Read_command|Reading]] will provide the basic information on each page, and [[Study_command|studying]] each page will teach a very small amount of [[Scholarship_skill|scholarship]] and [[Appraisal_skill|appraisal]].<br /><br />
:*[[Embroidery]] - while open to all guilds, Traders receive a large bonus to the quality of the stitch, as well as the ability to use a number of Trader-only patterns. See also [[:Category:Embroidery_Shops|Embroidery Shops]] for patterns and supplies.<br /><br />
:*[[Trader Jewelry]] - while wearable and usable by all guilds, when a Trader [[Appraise_command|appraises]] these uncommon pieces of jewelry and decorative items, they see a large amount of information on the gems, metals and craftsmanship of the components. Due to the large amount of information given per piece, these items teach [[Appraisal_skill|appraisal]] higher than basic items.<br /><br />
:*[[Banquet Halls]] - while a Trader will get no experience for renting one, these locations can be rented by a Trader for parties, public gatherings, etc. Banquet Halls also include a gambling room with a fully functional craps table. Currently there is a Hall in the [[Riverhaven]] Trader Guild.<br />
{{RefAl|a=y}}<br />
*[[Trader Titles]]<br />
*[[Trader Abilities Chart]]<br />
*[[:Category:Trader_Shops|Trader-only Shops]]<br />
*[[Traders of Renown]]<br />
*[[Post:Trader_Magic_-_03/03/2014_-_22:52|Glimpse of Trader Magic]] <br />
{{cat|Guilds}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Item:Mechanical_red_apple_moth&diff=485836Item:Mechanical red apple moth2018-03-31T04:49:54Z<p>BLADEDBUTTERFLY: Created page with "{{Item |noun=red moth |look=The tiny red apple moth's forewings are only about as long as a typical Gnome's pinky, with a peachy-red area at the base, distinguishable from a m..."</p>
<hr />
<div>{{Item<br />
|noun=red moth<br />
|look=The tiny red apple moth's forewings are only about as long as a typical Gnome's pinky, with a peachy-red area at the base, distinguishable from a much darker, maroon-red area at the tip. This one also has a "fan" of large scales at the tail end of the abdomen. The hindwings are a mottled, pale orange, but are hidden beneath the folded forewings and only visible when the moth is not at rest, or under close scrutiny.<br />
<br />
A marvel of craftsmanship, the moth is wound by means of a shiny metal key. It looks to be in pristine condition.<br />
|type=toy<br />
|weight=5<br />
|appcost=31250<br />
|lsize=1<br />
|wsize=1<br />
|hsize=1<br />
|sourcetype=-<br />
|fname=No<br />
}}<br />
You think you can TURN this toy a couple times to wind it, and then tap, tilt, turn, lick, spin, pinch, wave, nudge push, pull, tickle, or rub it. However, it looks fragile, and you should probably avoid winding it too much or punishing the poor thing.</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Moon_Mage_vision_list_2018&diff=485090Moon Mage vision list 20182018-03-11T08:33:08Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>This list includes visions from the [[Moon mage]] [[Prediction#Other prediction types|event prediction]] ability experienced in 2018. <br />
<br />
Also included are spontaneous visions experienced without the use of the {{com|Predict}} command. These latter visions can be experienced by any moon mage as long as they're logged into the game environment when the vision is distributed. Generally these visions signal incipient invasions or immediate developments in an ongoing event or storyline.<br />
<br />
Moon mage visions stem directly from their prophetic link to the [[Plane of Probability]] and connection to Fate.<br />
<br />
==2018==<br />
{{Visions|date=03/11/2018|vision=<br />
A cloudless sky spreads itself before your mind's eye, just a touch darker in tone than a robin's egg. Just left of center, a single trail of black smoke rises. Barely a smudge against the perfection of azure, the dark line is quickly blown away, leaving the sky flawless once more. As you blink, the world you know returns.<br />
|sub=|rep=True}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Moon_Mage_vision_list&diff=485089Moon Mage vision list2018-03-11T08:32:41Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>{{RTOC}}<br />
<br />
This list includes visions from the [[Moon mage]] [[Prediction#Other prediction types|event prediction]] ability. <br />
<br />
Also included are spontaneous visions experienced without the use of the {{com|Predict}} command. These latter visions can be experienced by any moon mage as long as they're logged into the game environment when the vision is distributed. Generally these visions signal incipient invasions or immediate developments in an ongoing event or storyline.<br />
<br />
Moon mage visions stem directly from their prophetic link to the [[Plane of Probability]] and connection to Fate.<br />
<br />
Revisiting previous portents can at times yield insight into the meaning of new prophesies.<br />
<br />
===[[Moon Mage vision list 2018]]===<br />
===[[Moon Mage vision list 2017]]===<br />
===[[Moon Mage vision list 2016]]===<br />
===[[Moon Mage vision list 2015]]===<br />
===[[Moon Mage vision list 2014]]===<br />
===[[Moon Mage vision list 2013]]===<br />
===[[Moon Mage vision list 2012]]===<br />
===[[Moon Mage vision list 2011]]===<br />
===[[Moon Mage vision list 2010]]===<br />
<br />
{{Cat|Events|*}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Moon_Mage_vision_list_2018&diff=485088Moon Mage vision list 20182018-03-11T08:32:19Z<p>BLADEDBUTTERFLY: Created page with "This list includes visions from the Moon mage event prediction ability experienced in 2018. Also included are spontaneous visions e..."</p>
<hr />
<div>This list includes visions from the [[Moon mage]] [[Prediction#Other prediction types|event prediction]] ability experienced in 2018. <br />
<br />
Also included are spontaneous visions experienced without the use of the {{com|Predict}} command. These latter visions can be experienced by any moon mage as long as they're logged into the game environment when the vision is distributed. Generally these visions signal incipient invasions or immediate developments in an ongoing event or storyline.<br />
<br />
Moon mage visions stem directly from their prophetic link to the [[Plane of Probability]] and connection to Fate.<br />
<br />
==2017==<br />
{{Visions|date=03/11/2018|vision=<br />
A cloudless sky spreads itself before your mind's eye, just a touch darker in tone than a robin's egg. Just left of center, a single trail of black smoke rises. Barely a smudge against the perfection of azure, the dark line is quickly blown away, leaving the sky flawless once more. As you blink, the world you know returns.<br />
|sub=|rep=True}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Category:Cyclic_spells&diff=485039Category:Cyclic spells2018-03-08T21:45:02Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>A category for cyclic spells, those spells which continually drain held mana, cambrinth, or attunement.{{Cat|Spells}}<br />
<br />
To start a cyclic spell, type PREP SPELLNAME #, with the number being the spell power that you want to use. CAST when fully prepared. HARNESS to power the spell unless you have the [[raw channeling feat]]. RELEASE SPELLNAME or RELEASE to end the spell.<br />
<br />
==Current Cyclic Spells==<br />
{{SpellList|h}}<br />
{{#ask:[[Spell cast type is::cyclic]]<br />
|?Pretty name is<br />
|?spell abbreviation is<br />
|?Signature spell<br />
|?ability effect is<br />
|?Spell cast type is<br />
|?ability skill is<br />
|?ability type is<br />
|?Offensive contest is<br />
|?Defensive contest is<br />
|?minimum prep is<br />
|?casting cap is<br />
|?minimum skill is<br />
|?maximum skill is<br />
|?minimum duration is<br />
|?maximum duration is<br />
|?slot cost is<br />
|format=template<br />
|template=SpellList<br />
|link=none<br />
}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Ilithi_Militia&diff=484990Ilithi Militia2018-03-04T04:09:08Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>Disbanded in year 421 due to peaceful times in Ilithi.<BR><br />
<br />
Memories kept for [[Acynarian]], an empath of our ranks who has walked the Starry Road.<br />
<br />
= The Crystal Vanguard =<br />
Serving as an extension of the force and will of the Crystal Tower of Ilithi, the Crystal Vanguard is devoted to protecting all subjects of the [[Ferdahl]], as well as furthering and promoting the goals of the Tower.<br />
<br />
Both sections that comprise Ilithi's fighting force: the Crystal Vanguard Infantry and the Crystal Vanguard Triage, report to Commander [[Rekave]] Diebo of the Crystal Tower, and are equally referred to as the Crystal Vanguard Milita.<br />
<BR><br />
==== Members of Importance ====<br />
===== Commander =====<br />
GMPC [[Rekave]]<br />
<br />
===== Lieutenants =====<br />
[[Starlear]]<BR><br />
[[Jaibriel]]<br />
<br />
===== Officers =====<br />
[[Casserah]]<BR><br />
[[Etherian]]<BR><br />
[[Sebrahn]]<BR><br />
[[Mistanna]]<BR><br />
<br />
===== Recruiting Officer =====<br />
[[Warbrolus]]<br />
<br />
<br />
=== Triage ===<br />
<br />
In effort to unify and simplify Triage procedures in Shard, a new field hospital was constructed just South of the city's Eastern Gate. Sponsored by the House of the Gentle Lion, the idea, designs, and decorum were composed in no small part by Crystal Triage Lieutenant, [[Dianelle]] al'Bannin and Theater Director, [[Sesi]] Hart. <br />
<br />
Simple and unadvertised, the new Triage location provides a quiet location for healing and meditation, as well as medicines and equipment to resupply its visitors. <br />
====== Note ======<br />
It is preferred that the location of the site is not to be disclosed on gwethdesuan channels during times of conflict, but rather to meet and guide the injured or those wanting to lend aid in for help. This will help to keep the Triage location, and the workers within, safer from assault by the enemies of Ilithi.<BR><BR><br />
<br />
=== Military Surplus ===<br />
The Militia has sponsored the opening of its own outlet surplus store with a focus on quality, affordable weapons, armor, and gear for the newer adventurer. It also stocks basic supplies such as gwethdesuans and cambrinth and some high-end armors and weapons. (Depending on availability!)<br />
<br />
Upkept by [[Wilbo]] Brockhouse by commission of the Vanguard, the shop is presently in the process of relocation to the Crossing Plaza.<br />
<BR><BR><br />
<br />
=== History ===<br />
<br />
The Vanguard began its service to Ilithi 8 months and 408 years after the Victory of Lanival the Redeemer. Reforming its military force was but the first of many measures that the Tower enacted in response to increased threats to Ilithi and her people.<BR><BR><br />
<br />
For a few years, Commander [[Rekave]] Deibo was reported missing and absent from duty. Interim Commander [[Gordaer]] Sib'Meliyge was appointed to lead the Crystal Vanguard until Commander Diebo could be found. After extensive therapy and empathic care, Commander Diebo has since returned to his duties after recovering from a crippling amnesia. Having received a near fatal blow to the head while patrolling the reaches of Wyvern Mountain, the stalwart paladin had been surviving alone (aside from his best friend Wilsyyn, the pinecone-filled wyvern bladder) the entire time, unaware of who or where he was. <br />
<br />
=== Forums ===<br />
<br />
The message board for the Ilithi Crystal Vanguard can be found at: [http://crystalvanguard.freeforums.net/ CrystalVanguard.FreeForums.net]<br />
<br />
{{Cat|Player organizations,Martial organizations,Ilithi organizations,Inactive organizations}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Mistanna&diff=484989Mistanna2018-03-04T04:03:46Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>{{PC<br />
|name=Mistanna Redivas<br />
|status=a<br />
|race=Human<br />
|gender=Female<br />
|guild=Moon Mage<br />
|instance=Prime<br />
}}<br />
<gallery><br />
File:mistannapixel.png|none|thumbnail|alt=mistanna|<div align="center"><span style="color: green"> </span>'''</div><br />
</gallery><br />
==Current Status==<br />
<br />
Mentor Mentor<br />
General Slacker<br />
<br />
==Appearance==<br />
<br />
Stargazer Mistanna Redivas has wolfish golden eyes that are framed by feathered coal-black lashes, made further piercing by the pale tone of her skin. Her ears are slightly pointed at the tips and have several piercings going up the lobes, and she adorns additional piercings in her eyebrow and nostril. She wears a gypsy kerchief in her hair, though a few curling dove-white locks still tend to slip free to frame her face. Her hair would fall past her hips in snowy waves and curls, but is normally tied back or up as well.<br />
<br />
Her wardrobe primarily consists of whites, blues and golds in playful layers. Her blouse cut just low enough for a peek of the bandeau underneath, and cinched up beneath a sturdy leather corset. A scalloped hip-chain dangles charms and bells over the clinging scarves that make up a handkerchief hemmed, knee-length skirt with tightly cross-laced travelling boots upon her feet. She wears a warm ivory wool cloak that her family had made for her that has colorful gypsy knotwork beaded brightly to border the hems. Otherwise she is adorned with an ever-shifting plethora of jewelry.<br />
<br />
<br />
<br />
==History==<br />
<br />
377 - Birthed to a dark-skinned human Mother, and a pale-skin and white-furred Rakash Father; goat herders and hunters of a gypsy tribe from far west, beyond the ruins of Journalai.<br><br />
393 - Arrived in Kermoria escorted by paladins [[Kirdaorb]] and [[Kyrberus]] in safety after [[Lyras]]’ barrier had broken.<br><br />
402 - Banned from [[Therengia]] after a coup to free Lady [[Valkri]] from a hostage situation with the [[Arkarm Crime Family]] failed miserably.<br><br />
407 - Joined with the Ilithi Court to work as one of the many scribes in the Tower.<br><br />
408 - Left the service of the Tower when the Ilithi Court was dissolved, however continuing work as a wandering scribe.<br><br />
409 - Drafted as a soldier into the service of the [[Crystal Vanguard]], Militia of Ilithi.<br><br />
411 - Pardoned in Therengia along with several others in a generous gesture by Baron [[Gyfford]] as a wedding present to his bride-to-be.<br><br />
413 - Promoted to a Corporal Officer within the [[Crystal Vanguard]], Militia of Ilithi.<br><br />
415 - Promoted to a Sergeant Officer within the [[Crystal Vanguard]], Militia of Ilithi.<br><br />
415 - Joined the [[Lorethew Mentor Society]]<br><br />
415 - Hired as a Tournament Director for the [[Wyvern Trials]]<br><br />
421 - Retired from the [[Crystal Vanguard]], disbanded due to peaceful times in Ilithi.<br />
<br />
<br />
==Portraits==<br />
<gallery><br />
File:Meaganbadour.jpg|none|thumbnail|alt=art by Meagan Badour|<div align="center"><span style="color: green"> </span>'''</div><br />
File:MistColorBlurry.jpg|none|thumbnail|alt=art by Bladedbutterfly|<div align="center"><span style="color: green"> </span>'''</div><br />
</gallery><br />
<br />
{{cat|Player Nomads of the Arid Steppe}}<br />
{{PCSkills<br />
|Collapse=No<br />
}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=File:MistColorBlurry.jpg&diff=484988File:MistColorBlurry.jpg2018-03-04T03:58:28Z<p>BLADEDBUTTERFLY: Category:Images</p>
<hr />
<div>[[Category:Images]]</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=File:Meaganbadour.jpg&diff=484987File:Meaganbadour.jpg2018-03-04T03:56:26Z<p>BLADEDBUTTERFLY: Category:Images</p>
<hr />
<div>[[Category:Images]]</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=File:Mistannapixel.png&diff=484984File:Mistannapixel.png2018-03-04T03:35:34Z<p>BLADEDBUTTERFLY: Category:Images</p>
<hr />
<div>[[Category:Images]]</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Mistanna&diff=484983Mistanna2018-03-04T03:25:02Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>{{PC<br />
|name=Mistanna Redivas<br />
|status=a<br />
|race=Human<br />
|gender=Female<br />
|guild=Moon Mage<br />
|instance=Prime<br />
}}<br />
<br />
==Current Status==<br />
<br />
Mentor Mentor<br />
<br />
==Appearance==<br />
<br />
Stargazer Mistanna Redivas has wolfish golden eyes that are framed by feathered coal-black lashes, made further piercing by the pale tone of her skin. Her ears are slightly pointed at the tips and have several piercings going up the lobes, and she adorns additional piercings in her eyebrow and nostril as well. She wears a blue gypsy kerchief in her hair, though a few curling dove-white locks still tend to slip free to frame her face. Her hair would fall past her hips in snowy waves and curls, but is normally tied back or up as well.<br />
<br />
Her wardrobe primarily consists of whites, blues and golds in playful layers. Her blouse cut just low enough for a peek of the bandeau underneath, and cinched up beneath a sturdy leather corset. A scalloped hip-chain dangles charms and bells over the clinging scarves that make up a cleverly patched, knee-length skirt with comfortable travelling boots peeking from underneath. She wears a warm ivory wool cloak that her family had made for her, the gypsy knotwork beaded brightly to border the hems. Otherwise adorned with an ever-shifting plethora of jewelry, although she does not often remove her armband, proudly displaying a eerie ruby-eyed crow in flight.<br />
<br />
<br />
<br />
==History==<br />
<br />
377 - Birthed to a dark-skinned human Mother, and a pale skinned Rakash Father; goat herders and hunters of a gypsy tribe from beyond the ruins of Journalai.<br />
<br />
393 - Arrived in Kermoria escorted by paladins [[Kirdaorb]] and [[Kyrberus]] in safety after [[Lyras]]’ barrier had broken.<br />
<br />
402 - Banned from [[Therengia]] after a coup to free Lady [[Valkri]] from a hostage situation with the [[Arkarm Crime Family]] failed miserably.<br />
<br />
407 - Joined with the Ilithi Court to work as one of the many scribes in the Tower.<br />
<br />
408 - Left the service of the Tower when the Ilithi Court was dissolved, however continuing work as a wandering scribe.<br />
<br />
409 - Drafted as a soldier into the service of the [[Crystal Vanguard]], Militia of Ilithi.<br />
<br />
411 - Pardoned in Therengia along with several others in a generous gesture by Baron [[Gyfford]] as a wedding present to his bride-to-be.<br />
<br />
413 - Promoted to a Corporal Officer within the [[Crystal Vanguard]], Militia of Ilithi.<br />
<br />
415 - Promoted to a Sergeant Officer within the [[Crystal Vanguard]], Militia of Ilithi.<br />
<br />
415 - Hired by the [[Lorethew Mentor Society]]<br />
<br />
415 - Hired as a Tournament Director for the [[Wyvern Trials]]<br />
<br />
==Portraits==<br />
<br />
[http://img.photobucket.com/albums/v127/bladedbutterfly/Mistanna.jpg Mistanna as drawn by her player in 2003 (Pre-DR)]<br />
<br />
[http://img.photobucket.com/albums/v127/bladedbutterfly/MistColorBlurry.jpg Mistanna as drawn by her player in 2010]<br />
<br />
[http://img.photobucket.com/albums/v127/bladedbutterfly/othersart/meaganbadour.jpg Mistanna as drawn by MB in 2012]<br />
<br />
<br />
{{cat|Player Nomads of the Arid Steppe}}<br />
{{PCSkills<br />
|Collapse=No<br />
}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Scroll_stacker&diff=483977Scroll stacker2018-01-25T02:27:35Z<p>BLADEDBUTTERFLY: /* Bug Fix */</p>
<hr />
<div>{{RTOC}}{{RTOC}}<br />
==Description==<br />
Introduced at [[Guildfest 423]], scroll stackers allow users to ({{com|PUSH}} {{tt|my <stacker> with my <scroll>}}) in order to scribe multiple copies of a number of different [[scroll|spell scrolls]] into them. The scroll being scribed is destroyed in the proccess. Each copy can later be retrieved using ({{com|PULL}} {{tt|my <stacker>}}) after it has been {{com|TURN}}ed to a section.<br />
<br />
{{com|STUDY}}ing your scroll stacker will reveal its capacity and whether or not it is a custom paper stacker.<br />
<br />
===Capacity===<br />
Different scroll stackers have different capacities. Standard festival shop stackers have 20 spell sections capable of holding up to 10 copies of a spell. Capacities for limited items are higher, with GM Auction scroll stackers having 50 spell sections capable of holding 50 copies each.<br />
<br />
===Bug Fix===<br />
If you're having issues with your stacker, you can try to close the stacker and open it again as sometimes they don't actually go back to section 1.<br />
<br />
<br />
{|class="wikitable"<br />
!Stacker!!Sections!!Copies<br />
|-<br />
|{{ilink|i|fire-blasted tome bound in leather}}||50||50<br />
|-<br />
|{{ilink|i|organized roll of leaves secured with twine}}||50||50<br />
|-<br />
|{{ilink|i|elegant folio bound in pale leather}}||30||25<br />
|-<br />
|standard||20||10<br />
|}<br />
<br />
===Custom Paper===<br />
Some stackers allow for custom [[paper]] options which mean that when {{com|PULL}}ed, you will get a {{tt|<paper> scroll}}. To change the type of paper that a custom paper scroll stacker uses, {{com|push}} {{tt|my <stacker> with my paper}} when holding a different type of paper.<br />
<br />
===Container===<br />
Scroll stackers are also containers capable of holding items. Standard ones sold at festivals have a capacity of 6 length x 3 width x 3 height x 60 stones. You can {{com|LOOK}} {{tt|in}}, {{com|RUMMAGE}} or {{com|INVENTORY}} the stacker to view its contents.<br />
<br />
==Verbs==<br />
*{{com|STUDY}}:<br />
*:Examining the ''<stacker>'', you're pretty sure you can OPEN, CLOSE, READ, LOOK, TURN, PUSH, PULL, FLIP.<br />
*:Your ''<stacker>'' currently has 20 spell sections and allows for 10 copies of each.<br />
*:&nbsp;<br />
*:Your ''<stacker>'' allows for custom paper on ''<stacker>''.<br />
*:Your ''<stacker>'' is currently configured to use ''<paper>'' for scrolls. To change this, you can PUSH your ''<stacker>'' with a different PAPER.<br />
*:&nbsp;<br />
*:SYNTAX: {{com|PUSH}} ''<stacker>'' with (SCROLL)<br />
*:&nbsp;<br />
*:To remove a written scroll:<br />
*::{{com|TURN}} MY ''<stacker>'' to find the spell.<br />
*::{{com|PULL}} MY ''<stacker>''<br />
<br />
*{{com|OPEN}}: You open your ''<stacker>'' to the first section.<br />
*{{com|CLOSE}}: You close your ''<stacker>''.<br />
<br />
*{{com|READ}} (when closed): The ''<stacker''> is closed.<br />
*{{com|READ}} (when open to an empty section): This section is empty.<br />
*{{com|READ}} (when open to an empty section - folio with contents): There's nothing in this section, but you may have spells on other sections. You can TURN ''<stacker>'' to check another section.<br />
*{{com|READ}} (when open to a spell section): The ''<stacker>'' is open to the ''<spell name>'' section. There is ''<number>"" copy/copies of the spell left. You can PULL ''<stacker>'' to remove the/a copy.<br />
<br />
*{{com|LOOK}}: Provides the same results as {{com|READ}} but also shows the scroll stacker's long description.<br />
*{{com|LOOK}} {{tt|in <stacker>}}: [now (see [[Talk:Scroll_stackers|discussion]])] reveals items contained within. <br />
<br />
*{{com|TURN}} (when closed): Turning your ''<stacker>'' vertical, you flip through the pages rapidly, glancing at the contents without really seeing what's there. [If you're trying to TURN to another section, you need to OPEN your ''<stacker>'' first.]<br />
*{{com|TURN}} (when open): You turn to a new section in your ''<stacker>''.<br />
<br />
*{{com|PUSH}} (when closed): You tap your finger against your ''<stacker>'' pensively. [If you're trying to add something to your ''<stacker>'', you need to open the ''<stacker>'' first.]<br />
*{{com|PUSH}} (when open): What are you trying to push into your ''<stacker>''? [SYNTAX: PUSH ''<stacker>'' WITH (SCROLL|PAPER)]<br />
*{{com|PUSH}} (with unread scroll): Realizing that the scroll is not labelled, you stop, unsure of where to add the spell in.<br />
*{{com|PUSH}} (with un-sectioned scroll): Not finding a matching section, you flip to an empty section, and after labeling it, you copy in the spell. Your scroll crumbles to dust afterward.<br />
*{{com|PUSH}} (with sectioned scroll): Flipping through the tome, you find room in a matching section, and copy in the spell. Your scroll crumbles to dust afterward.<br />
<br />
*{{com|PULL}} (when closed): You pull at the binding on your ''<stacker>''. [If you're trying to remove a scroll, you need to open the {{tt|folio}} first.]<br />
*{{com|PULL}} (when open to an empty section): This section is empty.<br />
*{{com|PULL}} (when open to a spell section - multiple copies): Carefully, you remove a copy of the spell from your ''<stacker>''.<br />
*{{com|pull}} (when open to a spell section - last copy): This was the last copy in that section. You erase the section from your ''<stacker>''.<br />
<br />
*{{com|FLIP}}:<br />
*:You flip through the ''<stacker>'', checking each section before closing it.<br />
*:The ''<spell>'' section has 1 copy available.<br />
*:Section 2 is empty.<br />
*:Section 3 is empty.<br />
*:Section 4 is empty.<br />
*:Section 5 is empty.<br />
*:Section 6 is empty.<br />
*:Section 7 is empty.<br />
*:Section 8 is empty.<br />
*:Section 9 is empty.<br />
*:Section 10 is empty.<br />
*:Section 11 is empty.<br />
*:Section 12 is empty.<br />
*:Section 13 is empty.<br />
*:Section 14 is empty.<br />
*:Section 15 is empty.<br />
*:Section 16 is empty.<br />
*:Section 17 is empty.<br />
*:Section 18 is empty.<br />
*:Section 19 is empty.<br />
*:Section 20 is empty.<br />
<br />
==Variations==<br />
{{ISearch|scroll stacker}}<br />
{{RefAl}}<br />
{{Cat|Items}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Scroll_stacker&diff=483976Scroll stacker2018-01-25T02:16:30Z<p>BLADEDBUTTERFLY: /* Description */</p>
<hr />
<div>{{RTOC}}{{RTOC}}<br />
==Description==<br />
Introduced at [[Guildfest 423]], scroll stackers allow users to ({{com|PUSH}} {{tt|my <stacker> with my <scroll>}}) in order to scribe multiple copies of a number of different [[scroll|spell scrolls]] into them. The scroll being scribed is destroyed in the proccess. Each copy can later be retrieved using ({{com|PULL}} {{tt|my <stacker>}}) after it has been {{com|TURN}}ed to a section.<br />
<br />
{{com|STUDY}}ing your scroll stacker will reveal its capacity and whether or not it is a custom paper stacker.<br />
<br />
===Capacity===<br />
Different scroll stackers have different capacities. Standard festival shop stackers have 20 spell sections capable of holding up to 10 copies of a spell. Capacities for limited items are higher, with GM Auction scroll stackers having 50 spell sections capable of holding 50 copies each.<br />
<br />
===Bug Fix===<br />
If you're having issues with your stacker, you can try to close the stacker and open it again because it really never does go back to section 1.<br />
<br />
<br />
{|class="wikitable"<br />
!Stacker!!Sections!!Copies<br />
|-<br />
|{{ilink|i|fire-blasted tome bound in leather}}||50||50<br />
|-<br />
|{{ilink|i|organized roll of leaves secured with twine}}||50||50<br />
|-<br />
|{{ilink|i|elegant folio bound in pale leather}}||30||25<br />
|-<br />
|standard||20||10<br />
|}<br />
<br />
===Custom Paper===<br />
Some stackers allow for custom [[paper]] options which mean that when {{com|PULL}}ed, you will get a {{tt|<paper> scroll}}. To change the type of paper that a custom paper scroll stacker uses, {{com|push}} {{tt|my <stacker> with my paper}} when holding a different type of paper.<br />
<br />
===Container===<br />
Scroll stackers are also containers capable of holding items. Standard ones sold at festivals have a capacity of 6 length x 3 width x 3 height x 60 stones. You can {{com|LOOK}} {{tt|in}}, {{com|RUMMAGE}} or {{com|INVENTORY}} the stacker to view its contents.<br />
<br />
==Verbs==<br />
*{{com|STUDY}}:<br />
*:Examining the ''<stacker>'', you're pretty sure you can OPEN, CLOSE, READ, LOOK, TURN, PUSH, PULL, FLIP.<br />
*:Your ''<stacker>'' currently has 20 spell sections and allows for 10 copies of each.<br />
*:&nbsp;<br />
*:Your ''<stacker>'' allows for custom paper on ''<stacker>''.<br />
*:Your ''<stacker>'' is currently configured to use ''<paper>'' for scrolls. To change this, you can PUSH your ''<stacker>'' with a different PAPER.<br />
*:&nbsp;<br />
*:SYNTAX: {{com|PUSH}} ''<stacker>'' with (SCROLL)<br />
*:&nbsp;<br />
*:To remove a written scroll:<br />
*::{{com|TURN}} MY ''<stacker>'' to find the spell.<br />
*::{{com|PULL}} MY ''<stacker>''<br />
<br />
*{{com|OPEN}}: You open your ''<stacker>'' to the first section.<br />
*{{com|CLOSE}}: You close your ''<stacker>''.<br />
<br />
*{{com|READ}} (when closed): The ''<stacker''> is closed.<br />
*{{com|READ}} (when open to an empty section): This section is empty.<br />
*{{com|READ}} (when open to an empty section - folio with contents): There's nothing in this section, but you may have spells on other sections. You can TURN ''<stacker>'' to check another section.<br />
*{{com|READ}} (when open to a spell section): The ''<stacker>'' is open to the ''<spell name>'' section. There is ''<number>"" copy/copies of the spell left. You can PULL ''<stacker>'' to remove the/a copy.<br />
<br />
*{{com|LOOK}}: Provides the same results as {{com|READ}} but also shows the scroll stacker's long description.<br />
*{{com|LOOK}} {{tt|in <stacker>}}: [now (see [[Talk:Scroll_stackers|discussion]])] reveals items contained within. <br />
<br />
*{{com|TURN}} (when closed): Turning your ''<stacker>'' vertical, you flip through the pages rapidly, glancing at the contents without really seeing what's there. [If you're trying to TURN to another section, you need to OPEN your ''<stacker>'' first.]<br />
*{{com|TURN}} (when open): You turn to a new section in your ''<stacker>''.<br />
<br />
*{{com|PUSH}} (when closed): You tap your finger against your ''<stacker>'' pensively. [If you're trying to add something to your ''<stacker>'', you need to open the ''<stacker>'' first.]<br />
*{{com|PUSH}} (when open): What are you trying to push into your ''<stacker>''? [SYNTAX: PUSH ''<stacker>'' WITH (SCROLL|PAPER)]<br />
*{{com|PUSH}} (with unread scroll): Realizing that the scroll is not labelled, you stop, unsure of where to add the spell in.<br />
*{{com|PUSH}} (with un-sectioned scroll): Not finding a matching section, you flip to an empty section, and after labeling it, you copy in the spell. Your scroll crumbles to dust afterward.<br />
*{{com|PUSH}} (with sectioned scroll): Flipping through the tome, you find room in a matching section, and copy in the spell. Your scroll crumbles to dust afterward.<br />
<br />
*{{com|PULL}} (when closed): You pull at the binding on your ''<stacker>''. [If you're trying to remove a scroll, you need to open the {{tt|folio}} first.]<br />
*{{com|PULL}} (when open to an empty section): This section is empty.<br />
*{{com|PULL}} (when open to a spell section - multiple copies): Carefully, you remove a copy of the spell from your ''<stacker>''.<br />
*{{com|pull}} (when open to a spell section - last copy): This was the last copy in that section. You erase the section from your ''<stacker>''.<br />
<br />
*{{com|FLIP}}:<br />
*:You flip through the ''<stacker>'', checking each section before closing it.<br />
*:The ''<spell>'' section has 1 copy available.<br />
*:Section 2 is empty.<br />
*:Section 3 is empty.<br />
*:Section 4 is empty.<br />
*:Section 5 is empty.<br />
*:Section 6 is empty.<br />
*:Section 7 is empty.<br />
*:Section 8 is empty.<br />
*:Section 9 is empty.<br />
*:Section 10 is empty.<br />
*:Section 11 is empty.<br />
*:Section 12 is empty.<br />
*:Section 13 is empty.<br />
*:Section 14 is empty.<br />
*:Section 15 is empty.<br />
*:Section 16 is empty.<br />
*:Section 17 is empty.<br />
*:Section 18 is empty.<br />
*:Section 19 is empty.<br />
*:Section 20 is empty.<br />
<br />
==Variations==<br />
{{ISearch|scroll stacker}}<br />
{{RefAl}}<br />
{{Cat|Items}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Paladin_vision_list&diff=483387Paladin vision list2018-01-16T06:54:50Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>Paladin visions are commonly seen while using [[soulstone|soulstones]] but may also occur during special events.<br />
<br />
<br />
{{Visions|date=01/12/2018|vision=<br />
Disquiet stirs in your soul, but you are unable to put your finger on a cause.<br />
|sub=|rep=True}}<br><br />
<br />
{{Visions|date=01/14/2018|vision=<br />
You vaguely hear, more in your mind than your ears, the sounds of a distant melee.<br />
|sub=|rep=True}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Paladin_vision_list&diff=483386Paladin vision list2018-01-16T06:54:13Z<p>BLADEDBUTTERFLY: </p>
<hr />
<div>Paladin visions are commonly seen while using [[soulstone|soulstones]] but may also occur during special events.<br />
<br />
<br />
{{Visions|date=01/12/2018|vision=<br />
Disquiet stirs in your soul, but you are unable to put your finger on a cause.<br />
|sub=|rep=True}}<br />
<br />
{{Visions|date=01/14/2018|vision=<br />
You vaguely hear, more in your mind than your ears, the sounds of a distant melee.<br />
|sub=|rep=True}}</div>BLADEDBUTTERFLYhttps://elanthipedia.play.net/index.php?title=Category:Horses&diff=483383Category:Horses2018-01-16T05:26:33Z<p>BLADEDBUTTERFLY: /* Learning About Your Horse */ typo fix</p>
<hr />
<div>{{RTOC}}<br />
[[Image:Paladin_horse.jpg|300px|right|Paladin Riding a Horse]]<br />
The horse system in DragonRealms is very detailed and has something for everyone. There is no circle minimum to either ride or own a horse. Even a novice can ride! However, the horse system includes many advanced riding techniques, like having your horse fight beside you if you are a [[Paladin]], or loading a ranged weapon while riding if you're a [[Barbarian]]. These types of abilities do have circle and sometimes guild requirements.<br />
<br />
First things first, you need to learn how to ride. Find any Stablemaster in the Realms, and <tt>ASK <STABLEMASTER> ABOUT HORSE</tt>. The Stablemaster will teach you, going into a lesson similar to the speech you get from a Guild Leader when you join. You must stay and simply "listen" to the lesson. When it is complete, you'll know how to ride! In addition, magic users should <tt>ASK <Stablemaster> ABOUT PREPARE</tt>, so that they can prepare spells while mounted.<br />
<br />
<br />
<br />
==Buying a Horse==<br />
Before buying your horse, there are two very important points to consider. <br />
<br />
[[:Category:Halfling|Halflings]], [[:Category:Dwarf|Dwarves]], and [[:Category:Gnome|Gnomes]] can ride full size horses. However, the horse must be taught to <tt>KNEEL</tt> by a [[Ranger]] before these height-challenged races will be able to mount them. Ponies are only rideable by these three races. <br />
<br />
Horses do not like [[Prydaen]] or [[Rakash]] when in moonskin. If you are one of these races, your horse must be trained to tolerate animalistic races by a [[Ranger]], otherwise you will not be able to approach them!<br />
<br />
===Buying from a Stable===<br />
<br />
At the stable, you can either <tt>LOOK IN CORRAL</tt> or simply <tt>ORDER</tt> to see a menu of the of the horses currently available, along with their prices. To <tt>LOOK</tt> at a specific horse, you must use the number in this menu. For example, if you want to look at the second horse in the corral, you need to <tt>LOOK 2</tt>. Likewise, to purchase the second horse, you would <tt>ORDER 2</tt>. Be careful when buying, however - horse stock is always rotating. If a stableboy leads in a new horse, the numbering for the horses in the corral changes, so you might end up with the wrong horse!<br />
<br />
===Buying from an Adventurer===<br />
<br />
When buying a horse from another adventurer, you must use the services of a [[Trader]] that is circle 25 or above to make the sale. This transaction can only take place in a Brokerage Office. [[Traders]] that are level 25 and below cannot purchase a horse from another player. Their only option is to buy from the corral.<br />
<br />
==Horse Appearance==<br />
<br />
Horses in [[Elanthia]] come in all types of colors and sizes, with all sorts of features that make each one unique. <br />
<br />
'''Gender'''<br />
<br />
Horses are available as either mares (female horses) or geldings (neutered male horses). In the horse world, stallions (males who are not neutered) are generally harder to control and are not often used for riding. <br />
<br />
'''Height'''<br />
[[File:Horse scale chart 500.jpg|right]]<br />
Horse height is measured in "hands", which are 4 inches each. Height is measured from the ground to the top of the horse's shoulder. Ponies can range from 8 to 13 hands, while horses generally range from 12 to 18 hands. Only horses that are 16 hands or higher are able to wear plate armor.<br />
<br />
'''Color'''<br />
<br />
The color of your horse is the first thing someone will see if your horse is standing in a room. They'll see a white horse, a grey horse, a gold-colored horse, etc. There are many colors available - white, grey, black, dark, red, cherry, dappled, gold-colored, roan, flea-bitten (a black spotted pattern), chestnut, dun, blue, rose, smoky, buckskin, and bay, among others. <br />
<br />
'''Detailed Features'''<br />
<br />
Horses can possess a number of different coat and color variations, and it's rare to find identical horses unless you're purchasing a white one. There are several different features you can look for, such as '''a glistening white coat''', or '''a light reddish brown colored coat and mahogany highlights'''. Keep an eye open for all sorts of unique patterns!<br />
<br />
'''Breeds'''<br />
<br />
Besides the basic breeds, there are an additional four known breeds of horses in Elanthia -- the [[Akhaal]], [[Haramorlam]], [[Kirmalia]], and [[Zeharca]]. Each breed has its own characteristics which are discussed on the breed's page.<br />
<br />
==Learning About Your Horse==<br />
<br />
The {{tt|RECALL MOUNT}} command displays the following information about your horse:<br />
*Whether you own a horse<br />
*Its size, color, markings<br />
*Its last known stable location, if any, and current location if out of stable<br />
*Whether your horse was caught wild or domestically bred (corral)<br />
*What training it has received<br />
*If you are in the room with the horse, and there are multiple horses present, {{tt|RECALL MOUNT}} tells you which horse is yours.<br />
*If you have an active mount, and it is currently summoned, {{tt|RECALL MOUNT}} tells you where it currently is.<br />
<br />
==Interacting With Your Horse==<br />
<br />
Now that you have your horse, you'll want to know how to interact with it! This is why you got a horse in the first place, isn't it? <br />
<br />
When you first get your horse out of the stable, you need to {{com|APPROACH}} it to make sure it's accustomed to you. As the horse spends time with you out in the world, sometimes you will need to {{tt|APPROACH}} it again to make sure it remembers who you are! If you wish to interact with other people's horses, sometimes you will need to {{tt|APPROACH}} them multiple times before they will allow you to do anything. <br />
<br />
For roleplay value, you can {{com|PET}}, {{com|HUG}}, {{com|TOUCH}}, {{com|KISS}}, {{com|SCRATCH}}, and {{com|RUB}} your horse. You'll also need to {{com|STUDY}} your horse from time to time to make sure your horse is in good shape, well fed, and properly groomed (''see the section on [[Horses#Horse Care|Horse Care]] below'').<br />
<br />
Use {{com|LEAD}} {{tt|HORSE}} when you want the horse to follow you on foot. In this mode, horses act just like a [[Trader]] caravan. When you move, the horse will follow you a few seconds later. To lead the horse, you must have a lead rope, halter, or bridle on it. To stop leading the horse, simply {{tt|LEAD HORSE}} again.<br />
<br />
To ride your horse, simply {{com|MOUNT}} {{tt|HORSE}}. If you don't know how to ride bareback, you must have a saddle or blanket on the horse. Remember, if there are multiple horses in the room, you can specify yours by its color. To stop riding, {{com|DISMOUNT}} {{tt|HORSE}}. If you are horribly wounded, there is a good chance you will -fall- off your horse when mounted, so make sure to take care of yourself. You can only mount your horse when you are outside, and there are some places horses will refuse to go (such as indoors, and other obstacles out in the world). <br />
<br />
Horses have four speeds: '''walk, trot, canter''' and '''gallop'''. Walk moves your horse at the same speed that your character moves, one room at a time. Trot, canter, and gallop move two, three and four rooms at a time, provided that there are enough rooms in a row in that specific direction. If you gallop north and there are only three rooms with a northern exit, the horse will travel three rooms north and then stop to see which way you want to go next. If you have the Advanced Riding skill, and there is only one other exit, the horse will automatically follow that "curve" for you.<br />
<br />
'''To make your horse change speed:'''<br />
<br />
{{com|SIGNAL}} {{tt|HORSE to}} [walk|trot|canter|gallop]<br />
<br />
'''To make your horse perform a trick:'''<br />
<br />
{{tt|SIGNAL HORSE to}} [beg|spin] or<br />
<br />
{{tt|SIGNAL HORSE to JUMP}} (thing)<br />
<br />
==Horse Care==<br />
<br />
Horses are a responsibility. If you don't take good care of your horse, it can become sick, injured, and even die. To check on a horse's condition, use {{tt|STUDY HORSE}}. Studying a horse will tell you if it has been fed recently and if it needs grooming. If the horse shies away from you, {{tt|APPROACH}} a few times.<br />
<br />
You can purchase everything you need from a tack shop for the care of your horse, including food and grooming tools.<br />
<br />
===Feeding===<br />
<br />
Horses love to eat grass, which is easily forageable in most areas. Apples and other foods are also readily available for free through foraging, or can be picked from apple trees (the orchards at Baerholdt's, or south of [[Therenborough]]) or gardens (carrots and other vegetables) found throughout Elanthia.<br />
<br />
To buy food from a tack shop, simply {{com|ASK}} <shopkeeper> {{tt|ABOUT FOOD}}. He will give you a list of items that you can purchase. You can buy things like grain, apples, carrots, salt, and other items. <br />
<br />
To feed your horse, just hold the food in your right hand and {{com|FEED}} <food> {{tt|TO HORSE}}. A horse will not eat on its own however so you must feed your horse or it will go hungry.<br />
<br />
===Grooming===<br />
<br />
There are three "sections" of a horse that you can clean - the mane and tail, the coat, and the hooves. Once you've finished cleaning one of those sections, you are not able to clean it again for a short time. To clean your horse, you need four tools - a soft/stiff brush (turnable item), a mane and tail brush, a curry comb, and a hoof pick. These items are all available in a tack shop if you <tt>ASK <shopkeeper> ABOUT GROOM</tt>.<br />
<br />
'''To clean the mane and tail''', <tt>CLEAN HORSE</tt> with empty hands until you are told you need a brush. Pull out your soft brush, and <tt>BRUSH HORSE</tt> until you are told to use another tool. Next, pull out your mane and tail brush, and <tt>BRUSH HORSE</tt> until you are done.<br />
<br />
'''To clean the coat''', hold the curry comb and <tt>CLEAN HORSE</tt>. When you're asked for a new tool, pull out your soft brush and TURN it to use the stiff side. Again, <tt>BRUSH HORSE</tt>. When that step is completed, turn the brush once more to the soft side and brush again until you are finished.<br />
<br />
'''To clean the hooves''', get your hoof pick and <tt>CLEAN HORSE</tt> four times, once for each hoof. <br />
<br />
===Stabling===<br />
<br />
When it's time to stop adventuring for the day, it's important to take your horse to a stable. Leaving it wandering around can allow it to get sick and injured - in addition, you can lose your tack. If you are booted from the game or there is a game crash, your horse will stay at your location for only a short time before it's returned to the nearest stable. <br />
<br />
Stabling your horse is simple. First, bring him/her to a stable. Then make sure you are '''not''' leading the horse. Next, remove all of your gear from the horse except the bridle, and then <tt>STABLE HORSE</tt>. There is a small fee, so make sure you have coins. When your horse is safely stabled, you will be given your bridle back. If you're an [[Estate Holder]] you can use <tt>BUNDLE HORSE</tt> to get the stableboys to pack up your gear for you into an {{sloot|i|oilcloth packet}}. There is a small fee for this service. <br />
<br />
When you're ready to get your horse out again, go to any stable and <tt>RETURN HORSE</tt>. You will be charged a fee depending on how long your horse was in storage for its food and upkeep, which caps at a few gold. All stables are connected, so you can retrieve your horse from any stable no matter where you originally dropped it off. However, you will pay a slightly higher fee if you don't go back to where you originally stabled your horse. You cannot get your horse back out immediately after stabling, because it's being fed and groomed!<br />
<br />
===Storing===<br />
<br />
Rangers and Traders of adequate standing in their guild can STORE a horse at a stable for long time care and will receive a voucher. This enables them to catch or sell multiple horses since a player may only own one horse at a time. To retreive the horse hold the voucher in the right hand and UNSTORE twice.<br />
<br />
==Teaching Adventurers and Horses==<br />
<br />
There are several different skills and tricks that are available in the Elanthian horse world. In some cases, only the horse needs to be trained in how to use an ability. In others, both the horse and the rider need instruction before you can use an ability. Lessons generally take 20 to 180 minutes realtime.<br />
<br />
Horses can only be taught by [[Rangers]], although [[Rangers]] must first learn <tt>JOUST</tt> from a [[Paladin]] before it can be taught to a horse. Other guilds can teach some abilities to you directly. Paladins can learn prepare, mount, joust and combat directly from a stablemaster instead of from another adventurer. Horses sold in a corral come with Lead Rope and Saddle already learned. A wild horse knows nothing when it is wrangled.<br />
<br />
'''To teach an Adventurer:'''<br />
<tt>INSTRUCT <player> <skill></tt><br />
<br />
'''To teach a horse:'''<br />
<tt>INSTRUCT <horse> <skill></tt><br />
<br />
To review what skills you have available to teach either players or horses, simply use the <tt>INSTRUCT</tt> verb by itself.<br />
<br />
Notes:<br />
*Only one person or horse can be instructed at a time.<br />
*No normal class can be taught at the same time as instructing.<br />
*<tt>RECALL MOUNT</tt> to see what skills you and your horse have already been taught.<br />
<br />
===Skills Taught to Adventurers===<br />
<br />
{|class="wikitable"<br />
|-<br />
! Skill<br />
! Who Teaches It<br />
! What it Does<br />
! Who Can Learn<br />
! Class Time<br />
|-<br />
|Basic Horsemanship<br />
|Stablemaster<br />
|Ride horses<br />
|Everyone<br />
|<br />
|-<br />
|Prepare<br />
|Stablemaster<br />
|Prepare spells on horseback<br />
|[[Empath]] at 15th circle; magic-primary at 20th circle; other MU at 25th circle<br />
|<br />
|-<br />
|Combat<br />
|35th circle [[Paladin]]<br />
|Fight on horseback<br />
|30th circle ([[Paladin]] at 20th circle from stablemaster)<br />
|~15-20 minutes<br />
|-<br />
|Mount<br />
|40th circle [[Paladin]]<br />
|Mount horse while in combat<br />
|[[Paladin]]: 35th circle<br />
|<br />
|-<br />
|Joust<br />
|50th circle [[Paladin]]<br />
|Improved jousting skill<br />
|36th circle ([[Paladin]] at 25th circle from stablemaster)<br />
|~6-7 minutes<br />
|-<br />
|Load<br />
|40th circle [[Barbarian]]<br />
|Load ranged weapons on horseback<br />
|40th circle ([[Barbarian]] at 30th circle)<br />
|~20 minutes<br />
|-<br />
|Grab<br />
|40th circle [[Bard]]<br />
|Grab things off the ground from horseback<br />
|40th circle<br />
|5~8 minutes<br />
|-<br />
|Bareback<br />
|20th circle [[Ranger]]<br />
|Ride without a saddle or padding<br />
|20th circle ([[Ranger]] any time)<br />
|~10 minutes<br />
|-<br />
|Advanced Riding<br />
|45th circle [[Trader]]<br />
|Ride faster, even along "curves" if there are no intersections<br />
|40th circle ([[Trader]] at 35th circle)<br />
|~20 minutes<br />
|-<br />
|Target<br />
|30th circle [[Warrior Mage]]<br />
|Target creatures from horseback<br />
|40th circle<br />
|~10 minutes<br />
|}<br />
<br />
===Taught to Horses===<br />
These classes take approximately 6 hours total to teach ALL skills. For a list of Rangers who offer these services, see [[:Category:Player Horse Trainers]].<br><br />
<br><br />
A [[Ranger]] must first learn from one of the Stablemen in [[Theren]], [[Crossing]], or [[Langenfirth]], unless otherwise noted.<br />
{|class="wikitable"<br />
|-<br />
!Skill<br />
![[Ranger]] Level Required<br />
!Duration of Class<br />
!What it Does<br />
|-<br />
|Leadrope<br />
|20th<br />
|6 Minutes<br />
|Horse stays calm while having a rope or bridle on. (ask <stableman> about LEAD)<br />
|-<br />
|Saddle<br />
|30th<br />
|27 Minutes<br />
|Horse stays calm while having a saddle on.<br />
|-<br />
|Beg/Sit<br />
|40th<br />
|17 Minutes<br />
|Trick - The horse can sit and beg<br />
|-<br />
|Jump<br />
|40th<br />
|40 Minutes<br />
|Trick<br />
|-<br />
|Kneel<br />
|30th or 40th<br />
|16 Minutes<br />
|Teaches horse to kneel so smaller races can mount.<br />
|-<br />
|Prance<br />
|40th<br />
|57 Minutes<br />
|Trick<br />
|-<br />
|Rear/Spin<br />
|40th<br />
|17 Minutes<br />
|Trick<br />
|-<br />
|Animal<br />
|50th<br />
|48 Minutes<br />
|Teaches a horse not to be afraid of animalistic races ([[Prydaen]], and [[Rakash]] in moonskin)<br />
Horse will BOLT when approached by one of these races, so it's important to teach it to all horses.<br />
|-<br />
|Combat<br />
|50th<br />
|52 Minutes<br />
|Teaches horse to go to battle<br />
([[Ranger]] must first learn from [[Paladin]])<br />
|-<br />
|Joust<br />
|50th<br />
|23 Minutes<br />
|Teaches horse to perform a joust<br />
([[Ranger]] must first learn from 40th [[Paladin]])<br />
|-<br />
|Magic<br />
|50th<br />
|55 Minutes<br />
|Teaches horse not to fear offensive magic being cast atop it. (ask <stableman> about SPELL)<br />
|-<br />
|War<br />
|50th<br />
|120 Minutes<br />
|Horse will fight with you ([[Paladins]] only!) when you are in combat.<br />
|}<br />
<br />
==Horse Gear and Shopping==<br />
<br />
There is plenty of gear available for your equine companion. Horse items are divided into six basic types: tack, padding, barding (armor), decorations, grooming tools, and feed.<br />
<br />
For a full list of available horse gear and an explanation of each item, see [[Tack]].<br />
<br />
*[[:Category:Horse Shops|Horse Shops]]<br />
*[[:Category:Tack Shops|Tack Shops]]<br />
<br />
'''Tack''': "Tack" refers to the equipment used to ride and control a horse. The tack in Elanthia is less complex than the tack used in real life. It is limited to the following pieces of equipment: saddles, bridles, halters, and lead ropes. Unless you're trained to ride bareback, you must use a saddle.<br />
<br />
'''Padding''': Padding must be placed under the saddle to prevent injury to the horse. Padding comes in two types: the saddle pad and the saddle blanket. It is possible to equip a horse with both a pad and a blanket, although the horse needs only one piece of padding to prevent injury.<br />
<br />
'''Barding''': Barding is armor for horses. It comes in three types: plate, chain, and leather. All horses can wear chain or leather barding, but only large horses (16+ hands) can wear plate barding. Plate barding offers the most protection and is recommended for the full-contact sport of jousting.<br />
<br />
'''Decorations''': Some items, such as caparisons, wreaths, and ribbons, are primarily decorative. <br />
<br />
'''Grooming Tools''': In Elanthia, there are tools to groom the horse's coat, mane, tail, and hooves. The stable will groom your horse while the horse is in its care. Unless you have the horse out for an extended period of time, you should not need to groom it often. <br />
<br />
'''Feed''': Some merchants sell food, treats, and salt that you can give to your horse. The stable will feed your horse while the horse is in its care. Unless you have the horse out for an extended period of time, you should not need to feed it often.<br />
<br />
==Jousting==<br />
<br />
[[Jousting]] requires that you have a lance in hand, be mounted on your horse, and issue a challenge to another mounted character. <br />
<br />
To initiate the challenge, you must <tt>SIGNAL HORSE TO JOUST <player></tt> and the other player will automatically be told how to respond. If they agree, the joust will automatically begin in ten seconds.<br />
<br />
For more information, see [[Jousting]].<br />
<br />
==Horse Wrangling==<br />
<br />
One of the most interesting features of the horse system is to be able to trap horses out in the wild! To be able to wrangle a horse, you must be a [[Ranger]], at least 60th circle, and you must not have any "active" horses, meaning that you cannot have one waiting for you in a stable or out in the world. No, you do not need to release or sell your current horse to wrangle a new one! You can simply <tt>STORE HORSE</tt> at a stable, which will give you a voucher for the horse. You can keep as many vouchers around as you like.<br />
<br />
Before you head out, make sure to pick up a leadrope. <tt>TIE</tt> the leadrope to turn it into a lasso. Note - it will still show up as a leadrope, but it is a lasso now!<br />
<br />
The wild horse herd roams in [[Ilithi]] in the steppes around [[Horse Clan]], so head south. On the road between Shard and Horse Clan, the trail branches north and makes a little loop. The herd roams around that area. You usually have to search around before you find it. Be careful, there are critters in this area. In the process of breaking the herd, the horse may attack the ranger. For information about horses as creatures, click here: [[Horse (creature)]]<br />
<br />
Finding and hunting horses can be a chore. A member of any guild may separate one from the herd, but only Rangers can catch horses.<br />
<br />
Once cut from the herd, a Ranger of at least 60th circle may attempt to catch the horse, but anyone can kill it. If left to their own devices, lone horses are usually promptly devoured by golden pards.<br />
Once you find the herd, <tt>HIDE</tt>! Your next step is to <tt>STALK HERD</tt>. As you stalk the herd, they wander to other rooms. You will likely need to follow them and start again. You will repeat the <tt>STALK HERD</tt> command until you are '''<tt>DANGEROUSLY CLOSE</tt>''' to them. Now, <tt>CUT HERD</tt>. You will separate one horse from the rest of the herd, you don't get a choice which one. You can repeat the steps above to get a horse that you like. Sometimes, with extreme luck, more than one horse gets cut from the herd.<br />
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Success is based on the Ranger's [[Scouting]], [[Stealth]], and [[Outdoorsmanship]] skills.<br />
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Once you get the horse you want, <tt>THROW ROPE AT HORSE</tt>. If you happen to have more than one horse cut from the herd, specify the one you want by color - <tt>THROW ROPE AT <COLOR> HORSE</tt>. The individual horses can wander around, so it's good to specify so that you don't accidentally end up with the wrong horse.<br />
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==Horse History==<br />
In the early years of [[DragonRealms]], it was stated that there would never be ridable mounts in the game. Never say never!<br />
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Horses were first introduced into [[DragonRealms]] by [[GameMaster]] [[Jeremael]] around 2000 or 2001.<br />
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===Announcement regarding horses by Jeremael===<br />
Greetings! <br />
I've updated the Horse System with a number of new things. <br />
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1) Moved the spin trick to SIGNAL and gave you the bonus rear trick along with it. SIGNAL HORSE REAR & SIGNAL HORSE SPIN. <br />
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2) A new Ranger to horse instructable technique that allows the horse a new movement style. Prancing! <br />
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3) A new Bard to player instructable technique that allows a mounted player to get things from the ground while mounted. <br />
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4)A new Trader to player instructable technique that deals with advanced riding. This will allow you to ride more efficiently on long stretches of road. <br />
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Thanks to all the player support and suggestions in the last few months since the debut of the system! Keep it up and I hope to see you at Simucon 2002! <br />
<br />
GM Jeremael<br />
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===Killing Player Horses===<br />
Player-owned horses are killable through a [[bug]] and skinnable once slain. Since killing a player-owned horse is a bug it is currently against policy.<br />
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