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	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21083</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21083"/>
		<updated>2016-11-02T20:41:21Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Claymore Fighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= List of Combat buffs/debuffs =&lt;br /&gt;
&lt;br /&gt;
== Attack Advantage ==&lt;br /&gt;
This buff gives the attacker a better chance to hit the opponent; it&#039;s harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Attack Disadvantage==&lt;br /&gt;
This debuff makes it harder for the opponent to DODGE incoming attacks.&lt;br /&gt;
&lt;br /&gt;
==Defence Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s defence by making it easier for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Defence Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s defence by making it harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Block Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s parrying capability by making it easier for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s parrying capability by making it harder for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Hampering==&lt;br /&gt;
Next attempt to BLOCK will automatically fail.&lt;br /&gt;
&lt;br /&gt;
==Automatic Block==&lt;br /&gt;
Next attempt to BLOCK will automatically succeed.&lt;br /&gt;
&lt;br /&gt;
==Extra Damage==&lt;br /&gt;
Extra damage is applied directly after the target has been hit, there can be several type of damage. The most common are: piercing, bludgeoning, slashing.&lt;br /&gt;
&lt;br /&gt;
==Stun==&lt;br /&gt;
The attacker is unable to move for a few second.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
The target is wounded and the wound causes a bleeding. The target lose health over time.&lt;br /&gt;
&lt;br /&gt;
==Fatigue==&lt;br /&gt;
The attack fatigue the target, he lose physical stamina over time.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
The attacker is severely wounded his endurance is penalized for some time.&lt;br /&gt;
&lt;br /&gt;
==Ensnare==&lt;br /&gt;
The attacker movement is hampered, his agility is penalized.&lt;br /&gt;
&lt;br /&gt;
==Interrupt Spellcasting==&lt;br /&gt;
This attack is specially aimed at interrupting a spellcaster from casting their spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Main Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Single Handed Sword ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Knives &amp;amp; Daggers | Knives &amp;amp; Daggers]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all swords, all knives and daggers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Single Handed Sword) --&amp;gt; (Side Thrust\nReq.: sword 10)&lt;br /&gt;
(Side Thrust\nReq.: sword 10) --&amp;gt; (Lunge\nReq.: sword 30)&lt;br /&gt;
(Lunge\nReq.: sword 30) --&amp;gt; (Beat Attack\nReq.: sword 50)&lt;br /&gt;
(Beat Attack\nReq.: sword 50) --&amp;gt; (Disengage\nReq.: sword 70)&lt;br /&gt;
(Disengage\nReq.: sword 70) --&amp;gt; (Circular Parry\nReq.: sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Side Thrust&#039;&#039;&#039;: A sword attack hitting with the blade edge.&lt;br /&gt;
* &#039;&#039;&#039;Lunge&#039;&#039;&#039;: An attack made by extending the front leg, using a slight kicking motion and propelling the body forward with the back leg.&lt;br /&gt;
* &#039;&#039;&#039;Beat Attack&#039;&#039;&#039;: The attacker beats the opponent&#039;s blade to gain priority and continues the assault against the target area.&lt;br /&gt;
* &#039;&#039;&#039;Disengage&#039;&#039;&#039;: Attacker begin his attack in one direction, moving quickly, then point down in a semi-circle to attack a different location. A feint used to trick the opponent into blocking in the wrong direction.&lt;br /&gt;
* &#039;&#039;&#039;Circular Parry&#039;&#039;&#039; : The attacker sword is twisted in a circle to catch the opponent&#039;s weapon tip and deflect it away. It is commonly used to counter a disengage. An advanced defensive technique.&lt;br /&gt;
&lt;br /&gt;
== Archery ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The archer has a poor defense but he can take on a lot of ennemies in few seconds with deadly shots. Archery is hard to master but a well rewarding style.&lt;br /&gt;
Strenght is vital for the archer, allowing him to draw longer bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Ranged | Ranged]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Rapid Shot\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Snap Shot\nReq.: longbow,  Ranged 30, STR 100)&lt;br /&gt;
(Rapid Shot\nReq.: shortbow, Ranged 30) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Snap Shot\nReq.: longbow,  Ranged 30, STR 100) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, STR 200)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, STR 200) --&amp;gt; (Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
(Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Precise Shot&#039;&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrows very quickly. Attacker can shoot many arrows in few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snap-Shot&#039;&#039;&#039;: Archer release a first arrow onto target, immediatly followed by a second arrow, slightly delayed, inflicting a powerful double attack with increased damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kneeled Aim&#039;&#039;&#039;: Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulber Shot&#039;&#039;&#039;: Archer pull the string, which require a good endurance and release an arrow that stagger opponent for few second. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hail of Arrows&#039;&#039;&#039;: Attacker hold several arrows in between the fingers of the draw hand, allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pierce the Fortress&#039;&#039;&#039;: Attacker aim and release a powerful arrow penetrating mail and plate mail and possibly affecting several aligned targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incendiary Arrows&#039;&#039;&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require the possession of a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== War Hammering ==&lt;br /&gt;
&lt;br /&gt;
The War Hammering fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typical long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(War Hammering) --&amp;gt; (Arm Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Arm Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Break the Guard\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Break the Guard\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150) --&amp;gt; (Shield Pinning\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Shield Pinning\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Swirling Hammer\nReq.: Mace &amp;amp; Hammer 100, STR 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arm Smash&#039;&#039;&#039;: Attacker use the head of his mace or hammer to attack his opponent&#039;s armed hand. Slow but  gives the opponent an attack malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Break the Guard&#039;&#039;&#039;: Attacker swing his weapon across from side to side, fencing the opponent&#039;s weapon or shield off. Gives the opponent a defense malus for few seconds. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battering Ram&#039;&#039;&#039;: Main hand at the base of the weapon, other hand just under weapon head, attacker lean slightly then gives a battering ram like hit onto opponents legs, backs off quickly then slash down a tremendous blow with all the weight of his weapon onto the unbalanced opponent. Can stun for a few seconds. Cannot be performed with any defensive stance. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Pinning&#039;&#039;&#039;: Attacker smash down firmly his weapon on the opponent shield, grappling it, making it fall to the ground or pinning it down. Gives an attack advantage for a few seconds. If the opponent do not use shield but is armored, this power attack will lower his defense capability. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swirling Hammer&#039;&#039;&#039;: Attacker swirl his mace or hammer above his head then smash it down in a powerful move, hitting several targets. Stuns opponents for a few seconds.&lt;br /&gt;
&lt;br /&gt;
= Secondary Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Shield Mastery ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivring blunt damage. Good defensive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Shield Handling | Shield Handling]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena Schools&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Shield Mastery) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Shield Slam\nReq.: Shield Handling 30)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 30) --&amp;gt; (Thwarting Attack\nReq.: Shield Handling 50)&lt;br /&gt;
(Thwarting Attack\nReq.: Shield Handling 50) --&amp;gt; (Wall of Shields\nReq.: Shield Handling 70)&lt;br /&gt;
(Wall of Shields\nReq.: Shield Handling 70) --&amp;gt; (Shield Push\nReq.: any weapons 100, Shield Handling 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fast Block&#039;&#039;&#039;: By feinting an attack, you are able to put up a defence able to block quickly several of his opponent hits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Slam&#039;&#039;&#039;: Deliver a powerful blow with your shield stunning the opponent for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thwarting Attack&#039;&#039;&#039;: Setup a powerful defensive attack. Next time you&#039;re under attack, use the opponent&#039;s force to hit back with the shield several times, knocking the opponent off for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wall of Shields&#039;&#039;&#039;: By raising your shield against the enemies you are able to protect yourself and your friends from the enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Push&#039;&#039;&#039;: Attacker tighten his shields close by and charge the opponent, pushing him backward. Annihilate opponent&#039;s attack power for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Two-Handed ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the force of your weapon(s). This style doesn&#039;t require as much strengh as we think, the mass of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: No Requirement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10 or [[Players Guide/Skills#Axe | Axe]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all two handed maces and hammers, all two-handed swords, all two-handed axes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30) --&amp;gt; (Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200)&lt;br /&gt;
(Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200) --&amp;gt; (Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70)&lt;br /&gt;
(Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Attack&#039;&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy..&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mighty Swing&#039;&#039;&#039;: Attacker quickly gets down and swings his weapon toward the opponent&#039;s legs, then stands up and lands a second strike on any part of opponent&#039;s body, if the attack hits the head the damage is doubled. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guard Wreck&#039;&#039;&#039;: Using the weight of your weapon, smash right in the opponent guard rending him unavailable to attack properly for few second. This inflict opponent of an attack penalty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feint &amp;amp; Smash&#039;&#039;&#039;: The attacker feints a low hit toward the opponent&#039;s feet to attract his attention on blocking low, then makes a turn around and strike the opponent&#039;s other side. Give a few second attack advantage as opponent is knocked backward and stunned.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind Strike&#039;&#039;&#039;: By using the full strength of the body the attacker swings his weapon making a circular attack. If not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. Not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
= Quest Chain Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
As opposed to the Barbaric style, the Infantry style relies more on training and discipline than sheer strength. Soldiers are usually trained to fight with this style. The Infantry style is ideal when coupled with Shield Mastery for one-handed weapon users. This style can be used with any weapon. Equally good at attack and defense, this style is at a disadvantage against two handed weapon or polearms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: any [[Players Guide/Skills#Combat Skills | weapons skills]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Infantry) --&amp;gt; (Set to Charge\nReq.: any weapons 10)&lt;br /&gt;
(Set to Charge\nReq.: any weapons 10) --&amp;gt; (Charge Block\nReq.: any weapons 30)&lt;br /&gt;
(Charge Block\nReq.: any weapons 30) --&amp;gt; (Counter Strike\nReq.: any weapons 50)&lt;br /&gt;
(Counter Strike\nReq.: any weapons 50) --&amp;gt; (Infantry Feint\nReq.: any weapons 70)&lt;br /&gt;
(Infantry Feint\nReq.: any weapons 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Set to Charge&#039;&#039;&#039;: Perform a frontal charge against the enemy. This attack requires preparation but gives a higher attack bonus for a period of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge Block&#039;&#039;&#039;: By setting up to receive a charge, the attacker is given a defensive bonus at the expense of attack power. If the attacker is performing a Charge, will deal extra damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Counter Strike&#039;&#039;&#039;: By preparing oneself to receive the attack, the defender can fire a counterstrike for greater effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Feint&#039;&#039;&#039;: Attacker bend his weapon to the opponent one then push him over before delineating a powerful blow on opponent back. Stun opponent for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039;: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast move, unblockable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Assassin ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knives, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: Assassin Weapon 10, Knife &amp;amp; Dagger or Sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knives, daggers, shortswordsWeapons: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin) --&amp;gt; (Lethal Takedown)&lt;br /&gt;
(Assassin) --&amp;gt; (Furtive Strike)&lt;br /&gt;
(Lethal Takedown) --&amp;gt; (Slit the Throat)&lt;br /&gt;
(Furtive Strike) --&amp;gt; (Slit the Throat)&lt;br /&gt;
(Slit the Throat) --&amp;gt; (Backstabbing Blow)&lt;br /&gt;
(Backstabbing Blow) --&amp;gt; (Coup de grace)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: Attacker attacks from the opponent&#039;s back, and tries to take the opponent down by hitting him on heels or the legs. The wounds caused by this attack bleed over time and reduce the opponent&#039;s agility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Furtive Strike&#039;&#039;: Attacker call on his anatomy knowledge to strike with a punch a vital spot making the target unnaturally fatigued for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;&#039;: Attacker strikes the oppnent&#039;s back, grab the opponent&#039;s head and tries to slits the throat. It requires a good timing and concentration but is able to inflict a letal wound. The wounds caused by this attack cause an extra bleeding over time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back. The defender bleeds and is given a Defence Disadvantage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Coup de grace&#039;&#039;: A fast-paced kill attack which must be performed when the attacker is nearly dead. Standing in front of the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Gives bleeding debuff and can one shot kill the target.&lt;br /&gt;
&lt;br /&gt;
= Combat styles under development =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill level 10, Agility (AGI) 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: AGI 80, Sword 20) --&amp;gt; (Risposte\nReq.: AGI 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: AGI 80, Sword 40) --&amp;gt; (D\nReq.: AGI 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Left-hand ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Claymore Fighting ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon length to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defence, it require strength, endurance and a good technique. Very effective against armoured opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Claymore Fighting) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontal  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large move describe almost a complete circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then move forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontal, left hand on the pommel, right hand garbing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensive modes. Require to wear armoured gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack move by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cutting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defence bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat move. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the enemy’s head, Attacker gives a powerful hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he executes a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armoured gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21082</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21082"/>
		<updated>2016-11-02T20:39:20Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Two-handed Fencing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= List of Combat buffs/debuffs =&lt;br /&gt;
&lt;br /&gt;
== Attack Advantage ==&lt;br /&gt;
This buff gives the attacker a better chance to hit the opponent; it&#039;s harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Attack Disadvantage==&lt;br /&gt;
This debuff makes it harder for the opponent to DODGE incoming attacks.&lt;br /&gt;
&lt;br /&gt;
==Defence Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s defence by making it easier for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Defence Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s defence by making it harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Block Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s parrying capability by making it easier for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s parrying capability by making it harder for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Hampering==&lt;br /&gt;
Next attempt to BLOCK will automatically fail.&lt;br /&gt;
&lt;br /&gt;
==Automatic Block==&lt;br /&gt;
Next attempt to BLOCK will automatically succeed.&lt;br /&gt;
&lt;br /&gt;
==Extra Damage==&lt;br /&gt;
Extra damage is applied directly after the target has been hit, there can be several type of damage. The most common are: piercing, bludgeoning, slashing.&lt;br /&gt;
&lt;br /&gt;
==Stun==&lt;br /&gt;
The attacker is unable to move for a few second.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
The target is wounded and the wound causes a bleeding. The target lose health over time.&lt;br /&gt;
&lt;br /&gt;
==Fatigue==&lt;br /&gt;
The attack fatigue the target, he lose physical stamina over time.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
The attacker is severely wounded his endurance is penalized for some time.&lt;br /&gt;
&lt;br /&gt;
==Ensnare==&lt;br /&gt;
The attacker movement is hampered, his agility is penalized.&lt;br /&gt;
&lt;br /&gt;
==Interrupt Spellcasting==&lt;br /&gt;
This attack is specially aimed at interrupting a spellcaster from casting their spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Main Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Single Handed Sword ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Knives &amp;amp; Daggers | Knives &amp;amp; Daggers]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all swords, all knives and daggers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Single Handed Sword) --&amp;gt; (Side Thrust\nReq.: sword 10)&lt;br /&gt;
(Side Thrust\nReq.: sword 10) --&amp;gt; (Lunge\nReq.: sword 30)&lt;br /&gt;
(Lunge\nReq.: sword 30) --&amp;gt; (Beat Attack\nReq.: sword 50)&lt;br /&gt;
(Beat Attack\nReq.: sword 50) --&amp;gt; (Disengage\nReq.: sword 70)&lt;br /&gt;
(Disengage\nReq.: sword 70) --&amp;gt; (Circular Parry\nReq.: sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Side Thrust&#039;&#039;&#039;: A sword attack hitting with the blade edge.&lt;br /&gt;
* &#039;&#039;&#039;Lunge&#039;&#039;&#039;: An attack made by extending the front leg, using a slight kicking motion and propelling the body forward with the back leg.&lt;br /&gt;
* &#039;&#039;&#039;Beat Attack&#039;&#039;&#039;: The attacker beats the opponent&#039;s blade to gain priority and continues the assault against the target area.&lt;br /&gt;
* &#039;&#039;&#039;Disengage&#039;&#039;&#039;: Attacker begin his attack in one direction, moving quickly, then point down in a semi-circle to attack a different location. A feint used to trick the opponent into blocking in the wrong direction.&lt;br /&gt;
* &#039;&#039;&#039;Circular Parry&#039;&#039;&#039; : The attacker sword is twisted in a circle to catch the opponent&#039;s weapon tip and deflect it away. It is commonly used to counter a disengage. An advanced defensive technique.&lt;br /&gt;
&lt;br /&gt;
== Archery ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The archer has a poor defense but he can take on a lot of ennemies in few seconds with deadly shots. Archery is hard to master but a well rewarding style.&lt;br /&gt;
Strenght is vital for the archer, allowing him to draw longer bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Ranged | Ranged]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Rapid Shot\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Snap Shot\nReq.: longbow,  Ranged 30, STR 100)&lt;br /&gt;
(Rapid Shot\nReq.: shortbow, Ranged 30) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Snap Shot\nReq.: longbow,  Ranged 30, STR 100) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, STR 200)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, STR 200) --&amp;gt; (Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
(Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Precise Shot&#039;&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrows very quickly. Attacker can shoot many arrows in few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snap-Shot&#039;&#039;&#039;: Archer release a first arrow onto target, immediatly followed by a second arrow, slightly delayed, inflicting a powerful double attack with increased damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kneeled Aim&#039;&#039;&#039;: Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulber Shot&#039;&#039;&#039;: Archer pull the string, which require a good endurance and release an arrow that stagger opponent for few second. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hail of Arrows&#039;&#039;&#039;: Attacker hold several arrows in between the fingers of the draw hand, allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pierce the Fortress&#039;&#039;&#039;: Attacker aim and release a powerful arrow penetrating mail and plate mail and possibly affecting several aligned targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incendiary Arrows&#039;&#039;&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require the possession of a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== War Hammering ==&lt;br /&gt;
&lt;br /&gt;
The War Hammering fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typical long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(War Hammering) --&amp;gt; (Arm Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Arm Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Break the Guard\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Break the Guard\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150) --&amp;gt; (Shield Pinning\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Shield Pinning\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Swirling Hammer\nReq.: Mace &amp;amp; Hammer 100, STR 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arm Smash&#039;&#039;&#039;: Attacker use the head of his mace or hammer to attack his opponent&#039;s armed hand. Slow but  gives the opponent an attack malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Break the Guard&#039;&#039;&#039;: Attacker swing his weapon across from side to side, fencing the opponent&#039;s weapon or shield off. Gives the opponent a defense malus for few seconds. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battering Ram&#039;&#039;&#039;: Main hand at the base of the weapon, other hand just under weapon head, attacker lean slightly then gives a battering ram like hit onto opponents legs, backs off quickly then slash down a tremendous blow with all the weight of his weapon onto the unbalanced opponent. Can stun for a few seconds. Cannot be performed with any defensive stance. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Pinning&#039;&#039;&#039;: Attacker smash down firmly his weapon on the opponent shield, grappling it, making it fall to the ground or pinning it down. Gives an attack advantage for a few seconds. If the opponent do not use shield but is armored, this power attack will lower his defense capability. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swirling Hammer&#039;&#039;&#039;: Attacker swirl his mace or hammer above his head then smash it down in a powerful move, hitting several targets. Stuns opponents for a few seconds.&lt;br /&gt;
&lt;br /&gt;
= Secondary Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Shield Mastery ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivring blunt damage. Good defensive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Shield Handling | Shield Handling]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena Schools&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Shield Mastery) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Shield Slam\nReq.: Shield Handling 30)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 30) --&amp;gt; (Thwarting Attack\nReq.: Shield Handling 50)&lt;br /&gt;
(Thwarting Attack\nReq.: Shield Handling 50) --&amp;gt; (Wall of Shields\nReq.: Shield Handling 70)&lt;br /&gt;
(Wall of Shields\nReq.: Shield Handling 70) --&amp;gt; (Shield Push\nReq.: any weapons 100, Shield Handling 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fast Block&#039;&#039;&#039;: By feinting an attack, you are able to put up a defence able to block quickly several of his opponent hits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Slam&#039;&#039;&#039;: Deliver a powerful blow with your shield stunning the opponent for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thwarting Attack&#039;&#039;&#039;: Setup a powerful defensive attack. Next time you&#039;re under attack, use the opponent&#039;s force to hit back with the shield several times, knocking the opponent off for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wall of Shields&#039;&#039;&#039;: By raising your shield against the enemies you are able to protect yourself and your friends from the enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Push&#039;&#039;&#039;: Attacker tighten his shields close by and charge the opponent, pushing him backward. Annihilate opponent&#039;s attack power for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Two-Handed ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the force of your weapon(s). This style doesn&#039;t require as much strengh as we think, the mass of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: No Requirement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10 or [[Players Guide/Skills#Axe | Axe]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all two handed maces and hammers, all two-handed swords, all two-handed axes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30) --&amp;gt; (Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200)&lt;br /&gt;
(Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200) --&amp;gt; (Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70)&lt;br /&gt;
(Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Attack&#039;&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy..&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mighty Swing&#039;&#039;&#039;: Attacker quickly gets down and swings his weapon toward the opponent&#039;s legs, then stands up and lands a second strike on any part of opponent&#039;s body, if the attack hits the head the damage is doubled. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guard Wreck&#039;&#039;&#039;: Using the weight of your weapon, smash right in the opponent guard rending him unavailable to attack properly for few second. This inflict opponent of an attack penalty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feint &amp;amp; Smash&#039;&#039;&#039;: The attacker feints a low hit toward the opponent&#039;s feet to attract his attention on blocking low, then makes a turn around and strike the opponent&#039;s other side. Give a few second attack advantage as opponent is knocked backward and stunned.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind Strike&#039;&#039;&#039;: By using the full strength of the body the attacker swings his weapon making a circular attack. If not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. Not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
= Quest Chain Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
As opposed to the Barbaric style, the Infantry style relies more on training and discipline than sheer strength. Soldiers are usually trained to fight with this style. The Infantry style is ideal when coupled with Shield Mastery for one-handed weapon users. This style can be used with any weapon. Equally good at attack and defense, this style is at a disadvantage against two handed weapon or polearms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: any [[Players Guide/Skills#Combat Skills | weapons skills]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Infantry) --&amp;gt; (Set to Charge\nReq.: any weapons 10)&lt;br /&gt;
(Set to Charge\nReq.: any weapons 10) --&amp;gt; (Charge Block\nReq.: any weapons 30)&lt;br /&gt;
(Charge Block\nReq.: any weapons 30) --&amp;gt; (Counter Strike\nReq.: any weapons 50)&lt;br /&gt;
(Counter Strike\nReq.: any weapons 50) --&amp;gt; (Infantry Feint\nReq.: any weapons 70)&lt;br /&gt;
(Infantry Feint\nReq.: any weapons 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Set to Charge&#039;&#039;&#039;: Perform a frontal charge against the enemy. This attack requires preparation but gives a higher attack bonus for a period of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge Block&#039;&#039;&#039;: By setting up to receive a charge, the attacker is given a defensive bonus at the expense of attack power. If the attacker is performing a Charge, will deal extra damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Counter Strike&#039;&#039;&#039;: By preparing oneself to receive the attack, the defender can fire a counterstrike for greater effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Feint&#039;&#039;&#039;: Attacker bend his weapon to the opponent one then push him over before delineating a powerful blow on opponent back. Stun opponent for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039;: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast move, unblockable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Assassin ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knives, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: Assassin Weapon 10, Knife &amp;amp; Dagger or Sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knives, daggers, shortswordsWeapons: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin) --&amp;gt; (Lethal Takedown)&lt;br /&gt;
(Assassin) --&amp;gt; (Furtive Strike)&lt;br /&gt;
(Lethal Takedown) --&amp;gt; (Slit the Throat)&lt;br /&gt;
(Furtive Strike) --&amp;gt; (Slit the Throat)&lt;br /&gt;
(Slit the Throat) --&amp;gt; (Backstabbing Blow)&lt;br /&gt;
(Backstabbing Blow) --&amp;gt; (Coup de grace)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: Attacker attacks from the opponent&#039;s back, and tries to take the opponent down by hitting him on heels or the legs. The wounds caused by this attack bleed over time and reduce the opponent&#039;s agility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Furtive Strike&#039;&#039;: Attacker call on his anatomy knowledge to strike with a punch a vital spot making the target unnaturally fatigued for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;&#039;: Attacker strikes the oppnent&#039;s back, grab the opponent&#039;s head and tries to slits the throat. It requires a good timing and concentration but is able to inflict a letal wound. The wounds caused by this attack cause an extra bleeding over time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back. The defender bleeds and is given a Defence Disadvantage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Coup de grace&#039;&#039;: A fast-paced kill attack which must be performed when the attacker is nearly dead. Standing in front of the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Gives bleeding debuff and can one shot kill the target.&lt;br /&gt;
&lt;br /&gt;
= Combat styles under development =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill level 10, Agility (AGI) 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: AGI 80, Sword 20) --&amp;gt; (Risposte\nReq.: AGI 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: AGI 80, Sword 40) --&amp;gt; (D\nReq.: AGI 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Left-hand ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Claymore Fighting ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon length to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defence, it require strength, endurance and a good technique. Very effective against armoured opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed Fencing) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontal  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large move describe almost a complete circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then move forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontal, left hand on the pommel, right hand garbing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensive modes. Require to wear armoured gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack move by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cutting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defence bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat move. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the enemy’s head, Attacker gives a powerful hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he executes a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armoured gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21081</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21081"/>
		<updated>2016-11-02T20:34:47Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Barbaric */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= List of Combat buffs/debuffs =&lt;br /&gt;
&lt;br /&gt;
== Attack Advantage ==&lt;br /&gt;
This buff gives the attacker a better chance to hit the opponent; it&#039;s harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Attack Disadvantage==&lt;br /&gt;
This debuff makes it harder for the opponent to DODGE incoming attacks.&lt;br /&gt;
&lt;br /&gt;
==Defence Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s defence by making it easier for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Defence Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s defence by making it harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Block Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s parrying capability by making it easier for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s parrying capability by making it harder for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Hampering==&lt;br /&gt;
Next attempt to BLOCK will automatically fail.&lt;br /&gt;
&lt;br /&gt;
==Automatic Block==&lt;br /&gt;
Next attempt to BLOCK will automatically succeed.&lt;br /&gt;
&lt;br /&gt;
==Extra Damage==&lt;br /&gt;
Extra damage is applied directly after the target has been hit, there can be several type of damage. The most common are: piercing, bludgeoning, slashing.&lt;br /&gt;
&lt;br /&gt;
==Stun==&lt;br /&gt;
The attacker is unable to move for a few second.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
The target is wounded and the wound causes a bleeding. The target lose health over time.&lt;br /&gt;
&lt;br /&gt;
==Fatigue==&lt;br /&gt;
The attack fatigue the target, he lose physical stamina over time.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
The attacker is severely wounded his endurance is penalized for some time.&lt;br /&gt;
&lt;br /&gt;
==Ensnare==&lt;br /&gt;
The attacker movement is hampered, his agility is penalized.&lt;br /&gt;
&lt;br /&gt;
==Interrupt Spellcasting==&lt;br /&gt;
This attack is specially aimed at interrupting a spellcaster from casting their spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Main Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Single Handed Sword ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Knives &amp;amp; Daggers | Knives &amp;amp; Daggers]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all swords, all knives and daggers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Single Handed Sword) --&amp;gt; (Side Thrust\nReq.: sword 10)&lt;br /&gt;
(Side Thrust\nReq.: sword 10) --&amp;gt; (Lunge\nReq.: sword 30)&lt;br /&gt;
(Lunge\nReq.: sword 30) --&amp;gt; (Beat Attack\nReq.: sword 50)&lt;br /&gt;
(Beat Attack\nReq.: sword 50) --&amp;gt; (Disengage\nReq.: sword 70)&lt;br /&gt;
(Disengage\nReq.: sword 70) --&amp;gt; (Circular Parry\nReq.: sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Side Thrust&#039;&#039;&#039;: A sword attack hitting with the blade edge.&lt;br /&gt;
* &#039;&#039;&#039;Lunge&#039;&#039;&#039;: An attack made by extending the front leg, using a slight kicking motion and propelling the body forward with the back leg.&lt;br /&gt;
* &#039;&#039;&#039;Beat Attack&#039;&#039;&#039;: The attacker beats the opponent&#039;s blade to gain priority and continues the assault against the target area.&lt;br /&gt;
* &#039;&#039;&#039;Disengage&#039;&#039;&#039;: Attacker begin his attack in one direction, moving quickly, then point down in a semi-circle to attack a different location. A feint used to trick the opponent into blocking in the wrong direction.&lt;br /&gt;
* &#039;&#039;&#039;Circular Parry&#039;&#039;&#039; : The attacker sword is twisted in a circle to catch the opponent&#039;s weapon tip and deflect it away. It is commonly used to counter a disengage. An advanced defensive technique.&lt;br /&gt;
&lt;br /&gt;
== Archery ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The archer has a poor defense but he can take on a lot of ennemies in few seconds with deadly shots. Archery is hard to master but a well rewarding style.&lt;br /&gt;
Strenght is vital for the archer, allowing him to draw longer bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Ranged | Ranged]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Rapid Shot\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Snap Shot\nReq.: longbow,  Ranged 30, STR 100)&lt;br /&gt;
(Rapid Shot\nReq.: shortbow, Ranged 30) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Snap Shot\nReq.: longbow,  Ranged 30, STR 100) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, STR 200)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, STR 200) --&amp;gt; (Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
(Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Precise Shot&#039;&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrows very quickly. Attacker can shoot many arrows in few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snap-Shot&#039;&#039;&#039;: Archer release a first arrow onto target, immediatly followed by a second arrow, slightly delayed, inflicting a powerful double attack with increased damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kneeled Aim&#039;&#039;&#039;: Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulber Shot&#039;&#039;&#039;: Archer pull the string, which require a good endurance and release an arrow that stagger opponent for few second. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hail of Arrows&#039;&#039;&#039;: Attacker hold several arrows in between the fingers of the draw hand, allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pierce the Fortress&#039;&#039;&#039;: Attacker aim and release a powerful arrow penetrating mail and plate mail and possibly affecting several aligned targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incendiary Arrows&#039;&#039;&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require the possession of a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== War Hammering ==&lt;br /&gt;
&lt;br /&gt;
The War Hammering fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typical long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(War Hammering) --&amp;gt; (Arm Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Arm Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Break the Guard\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Break the Guard\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150) --&amp;gt; (Shield Pinning\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Shield Pinning\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Swirling Hammer\nReq.: Mace &amp;amp; Hammer 100, STR 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arm Smash&#039;&#039;&#039;: Attacker use the head of his mace or hammer to attack his opponent&#039;s armed hand. Slow but  gives the opponent an attack malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Break the Guard&#039;&#039;&#039;: Attacker swing his weapon across from side to side, fencing the opponent&#039;s weapon or shield off. Gives the opponent a defense malus for few seconds. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battering Ram&#039;&#039;&#039;: Main hand at the base of the weapon, other hand just under weapon head, attacker lean slightly then gives a battering ram like hit onto opponents legs, backs off quickly then slash down a tremendous blow with all the weight of his weapon onto the unbalanced opponent. Can stun for a few seconds. Cannot be performed with any defensive stance. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Pinning&#039;&#039;&#039;: Attacker smash down firmly his weapon on the opponent shield, grappling it, making it fall to the ground or pinning it down. Gives an attack advantage for a few seconds. If the opponent do not use shield but is armored, this power attack will lower his defense capability. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swirling Hammer&#039;&#039;&#039;: Attacker swirl his mace or hammer above his head then smash it down in a powerful move, hitting several targets. Stuns opponents for a few seconds.&lt;br /&gt;
&lt;br /&gt;
= Secondary Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Shield Mastery ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivring blunt damage. Good defensive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Shield Handling | Shield Handling]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena Schools&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Shield Mastery) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Shield Slam\nReq.: Shield Handling 30)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 30) --&amp;gt; (Thwarting Attack\nReq.: Shield Handling 50)&lt;br /&gt;
(Thwarting Attack\nReq.: Shield Handling 50) --&amp;gt; (Wall of Shields\nReq.: Shield Handling 70)&lt;br /&gt;
(Wall of Shields\nReq.: Shield Handling 70) --&amp;gt; (Shield Push\nReq.: any weapons 100, Shield Handling 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fast Block&#039;&#039;&#039;: By feinting an attack, you are able to put up a defence able to block quickly several of his opponent hits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Slam&#039;&#039;&#039;: Deliver a powerful blow with your shield stunning the opponent for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thwarting Attack&#039;&#039;&#039;: Setup a powerful defensive attack. Next time you&#039;re under attack, use the opponent&#039;s force to hit back with the shield several times, knocking the opponent off for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wall of Shields&#039;&#039;&#039;: By raising your shield against the enemies you are able to protect yourself and your friends from the enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Push&#039;&#039;&#039;: Attacker tighten his shields close by and charge the opponent, pushing him backward. Annihilate opponent&#039;s attack power for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Two-Handed ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the force of your weapon(s). This style doesn&#039;t require as much strengh as we think, the mass of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: No Requirement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10 or [[Players Guide/Skills#Axe | Axe]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all two handed maces and hammers, all two-handed swords, all two-handed axes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30) --&amp;gt; (Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200)&lt;br /&gt;
(Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200) --&amp;gt; (Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70)&lt;br /&gt;
(Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Attack&#039;&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy..&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mighty Swing&#039;&#039;&#039;: Attacker quickly gets down and swings his weapon toward the opponent&#039;s legs, then stands up and lands a second strike on any part of opponent&#039;s body, if the attack hits the head the damage is doubled. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guard Wreck&#039;&#039;&#039;: Using the weight of your weapon, smash right in the opponent guard rending him unavailable to attack properly for few second. This inflict opponent of an attack penalty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feint &amp;amp; Smash&#039;&#039;&#039;: The attacker feints a low hit toward the opponent&#039;s feet to attract his attention on blocking low, then makes a turn around and strike the opponent&#039;s other side. Give a few second attack advantage as opponent is knocked backward and stunned.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind Strike&#039;&#039;&#039;: By using the full strength of the body the attacker swings his weapon making a circular attack. If not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. Not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
= Quest Chain Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
As opposed to the Barbaric style, the Infantry style relies more on training and discipline than sheer strength. Soldiers are usually trained to fight with this style. The Infantry style is ideal when coupled with Shield Mastery for one-handed weapon users. This style can be used with any weapon. Equally good at attack and defense, this style is at a disadvantage against two handed weapon or polearms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: any [[Players Guide/Skills#Combat Skills | weapons skills]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Infantry) --&amp;gt; (Set to Charge\nReq.: any weapons 10)&lt;br /&gt;
(Set to Charge\nReq.: any weapons 10) --&amp;gt; (Charge Block\nReq.: any weapons 30)&lt;br /&gt;
(Charge Block\nReq.: any weapons 30) --&amp;gt; (Counter Strike\nReq.: any weapons 50)&lt;br /&gt;
(Counter Strike\nReq.: any weapons 50) --&amp;gt; (Infantry Feint\nReq.: any weapons 70)&lt;br /&gt;
(Infantry Feint\nReq.: any weapons 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Set to Charge&#039;&#039;&#039;: Perform a frontal charge against the enemy. This attack requires preparation but gives a higher attack bonus for a period of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge Block&#039;&#039;&#039;: By setting up to receive a charge, the attacker is given a defensive bonus at the expense of attack power. If the attacker is performing a Charge, will deal extra damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Counter Strike&#039;&#039;&#039;: By preparing oneself to receive the attack, the defender can fire a counterstrike for greater effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Feint&#039;&#039;&#039;: Attacker bend his weapon to the opponent one then push him over before delineating a powerful blow on opponent back. Stun opponent for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039;: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast move, unblockable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Assassin ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knives, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: Assassin Weapon 10, Knife &amp;amp; Dagger or Sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knives, daggers, shortswordsWeapons: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin) --&amp;gt; (Lethal Takedown)&lt;br /&gt;
(Assassin) --&amp;gt; (Furtive Strike)&lt;br /&gt;
(Lethal Takedown) --&amp;gt; (Slit the Throat)&lt;br /&gt;
(Furtive Strike) --&amp;gt; (Slit the Throat)&lt;br /&gt;
(Slit the Throat) --&amp;gt; (Backstabbing Blow)&lt;br /&gt;
(Backstabbing Blow) --&amp;gt; (Coup de grace)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: Attacker attacks from the opponent&#039;s back, and tries to take the opponent down by hitting him on heels or the legs. The wounds caused by this attack bleed over time and reduce the opponent&#039;s agility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Furtive Strike&#039;&#039;: Attacker call on his anatomy knowledge to strike with a punch a vital spot making the target unnaturally fatigued for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;&#039;: Attacker strikes the oppnent&#039;s back, grab the opponent&#039;s head and tries to slits the throat. It requires a good timing and concentration but is able to inflict a letal wound. The wounds caused by this attack cause an extra bleeding over time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back. The defender bleeds and is given a Defence Disadvantage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Coup de grace&#039;&#039;: A fast-paced kill attack which must be performed when the attacker is nearly dead. Standing in front of the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Gives bleeding debuff and can one shot kill the target.&lt;br /&gt;
&lt;br /&gt;
= Combat styles under development =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill level 10, Agility (AGI) 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: AGI 80, Sword 20) --&amp;gt; (Risposte\nReq.: AGI 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: AGI 80, Sword 40) --&amp;gt; (D\nReq.: AGI 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Left-hand ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Two-handed Fencing ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon lenght to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defense, it require strenght, endurance and a good technique. Very effective against armored opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed Fencing) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontaly  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large moove describe almost a complet circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then moove forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontaly, left hand on the pommel, right hand grabing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensives modes. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack moove by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cuting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defense bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat moove. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the ennemy&#039;s head, Attacker gives a powerfull hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he excute a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21038</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21038"/>
		<updated>2016-03-14T21:45:18Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Damage and Saving Throws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Buff Self &amp;amp; Allies, Direct Damage, Direct Healing || Charisma || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear &amp;amp; Debuff, Drain, Direct Damage and Damage Over Time || Charisma || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm &amp;amp; Buff NPCs, Paralyzation, Minor Direct Damage and Damage Over Time || Will || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos &amp;amp; Fire element||Major Direct Damage, Combat Buffs|| Will || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Immobilize, Major Damage Over Time, Healing Over Time, Polymorph|| Intelligence ||Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Defensive Buff, Summon Monster, Direct Damage, Immobilization, Minor Polymorph|| Intelligence ||Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells available to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (Brown Way) are made to be cast on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat enemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an enemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==Magic Mechanism==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
Spells and Magical effects can have different type of effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; (DD): direct damage is applied as soon as the spell has been cast. Red Way offensive spells usually deal direct damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage over Time&#039;&#039;&#039; (DoT): this damage is applied over a period of time. Starting from when the spells has been successfully cast and until the spell duration runs out, the target HPs are constantly reduced. Blue Way offensive spells usually deal damage over time. This type of damage usually deal more damage than an equivalent realm spell, on the other side the duration can allow the target to try to heal itself or dispel the offensive spell.&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 1000px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
More powerful enchantments can also bestow the weapon the following effects:&lt;br /&gt;
* &#039;&#039;Blue Way&#039;&#039;: deals extra frost damage (Red Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Crystal Way&#039;&#039;: deals extra light damage and gives a Disorientation debuff (Dark Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Azure Way&#039;&#039;: drains Mana (Brown Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Red Way&#039;&#039;: deals extra fire damage (Blue Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Dark Way&#039;&#039;: drains HP (Crystal Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Brown Way&#039;&#039;: drains Strength (Azure Way Magic Resistance protects against this extra damage)&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21037</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21037"/>
		<updated>2016-03-14T21:44:55Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Damage and Saving Throws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Buff Self &amp;amp; Allies, Direct Damage, Direct Healing || Charisma || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear &amp;amp; Debuff, Drain, Direct Damage and Damage Over Time || Charisma || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm &amp;amp; Buff NPCs, Paralyzation, Minor Direct Damage and Damage Over Time || Will || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos &amp;amp; Fire element||Major Direct Damage, Combat Buffs|| Will || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Immobilize, Major Damage Over Time, Healing Over Time, Polymorph|| Intelligence ||Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Defensive Buff, Summon Monster, Direct Damage, Immobilization, Minor Polymorph|| Intelligence ||Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells available to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (Brown Way) are made to be cast on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat enemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an enemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==Magic Mechanism==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
Spells and Magical effects can have different type of effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; (DD): direct damage is applied as soon as the spell has been cast. Red Way offensive spells usually deal direct damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage over Time&#039;&#039;&#039; (DoT): this damage is applied over a period of time. Starting from when the spells has been successfully cast and until the spell duration runs out, the target HPs are constantly reduced. Blue Way offensive spells usually deal damage over time. This type of damage usually deal more damage than an equivalent realm spell, on the other side the duration can allow the target to try to heal itself or dispel the offensive spell.&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|50px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
More powerful enchantments can also bestow the weapon the following effects:&lt;br /&gt;
* &#039;&#039;Blue Way&#039;&#039;: deals extra frost damage (Red Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Crystal Way&#039;&#039;: deals extra light damage and gives a Disorientation debuff (Dark Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Azure Way&#039;&#039;: drains Mana (Brown Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Red Way&#039;&#039;: deals extra fire damage (Blue Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Dark Way&#039;&#039;: drains HP (Crystal Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Brown Way&#039;&#039;: drains Strength (Azure Way Magic Resistance protects against this extra damage)&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21036</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21036"/>
		<updated>2016-03-14T21:43:52Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Blue Way (BlW) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Buff Self &amp;amp; Allies, Direct Damage, Direct Healing || Charisma || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear &amp;amp; Debuff, Drain, Direct Damage and Damage Over Time || Charisma || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm &amp;amp; Buff NPCs, Paralyzation, Minor Direct Damage and Damage Over Time || Will || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos &amp;amp; Fire element||Major Direct Damage, Combat Buffs|| Will || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Immobilize, Major Damage Over Time, Healing Over Time, Polymorph|| Intelligence ||Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Defensive Buff, Summon Monster, Direct Damage, Immobilization, Minor Polymorph|| Intelligence ||Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells available to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (Brown Way) are made to be cast on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat enemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an enemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==Magic Mechanism==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
Spells and Magical effects can have different type of effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; (DD): direct damage is applied as soon as the spell has been cast. Red Way offensive spells usually deal direct damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage over Time&#039;&#039;&#039; (DoT): this damage is applied over a period of time. Starting from when the spells has been successfully cast and until the spell duration runs out, the target HPs are constantly reduced. Blue Way offensive spells usually deal damage over time. This type of damage usually deal more damage than an equivalent realm spell, on the other side the duration can allow the target to try to heal itself or dispel the offensive spell.&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
More powerful enchantments can also bestow the weapon the following effects:&lt;br /&gt;
* &#039;&#039;Blue Way&#039;&#039;: deals extra frost damage (Red Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Crystal Way&#039;&#039;: deals extra light damage and gives a Disorientation debuff (Dark Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Azure Way&#039;&#039;: drains Mana (Brown Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Red Way&#039;&#039;: deals extra fire damage (Blue Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Dark Way&#039;&#039;: drains HP (Crystal Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Brown Way&#039;&#039;: drains Strength (Azure Way Magic Resistance protects against this extra damage)&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21035</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21035"/>
		<updated>2016-03-14T21:42:20Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Brown Way (BrW) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Buff Self &amp;amp; Allies, Direct Damage, Direct Healing || Charisma || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear &amp;amp; Debuff, Drain, Direct Damage and Damage Over Time || Charisma || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm &amp;amp; Buff NPCs, Paralyzation, Minor Direct Damage and Damage Over Time || Will || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos &amp;amp; Fire element||Major Direct Damage, Combat Buffs|| Will || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Immobilise, Major Damage Over Time, Healing Over Time, Polymorph|| Intelligence ||Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Defensive Buff, Summon Monster, Direct Damage, Immobilization, Minor Polymorph|| Intelligence ||Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells available to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (Brown Way) are made to be cast on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat enemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an enemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==Magic Mechanism==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
Spells and Magical effects can have different type of effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; (DD): direct damage is applied as soon as the spell has been cast. Red Way offensive spells usually deal direct damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage over Time&#039;&#039;&#039; (DoT): this damage is applied over a period of time. Starting from when the spells has been successfully cast and until the spell duration runs out, the target HPs are constantly reduced. Blue Way offensive spells usually deal damage over time. This type of damage usually deal more damage than an equivalent realm spell, on the other side the duration can allow the target to try to heal itself or dispel the offensive spell.&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
More powerful enchantments can also bestow the weapon the following effects:&lt;br /&gt;
* &#039;&#039;Blue Way&#039;&#039;: deals extra frost damage (Red Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Crystal Way&#039;&#039;: deals extra light damage and gives a Disorientation debuff (Dark Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Azure Way&#039;&#039;: drains Mana (Brown Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Red Way&#039;&#039;: deals extra fire damage (Blue Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Dark Way&#039;&#039;: drains HP (Crystal Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Brown Way&#039;&#039;: drains Strength (Azure Way Magic Resistance protects against this extra damage)&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21034</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21034"/>
		<updated>2016-03-14T21:40:13Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Brown Way (BrW) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Buff Self &amp;amp; Allies, Direct Damage, Direct Healing || Charisma || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear &amp;amp; Debuff, Drain, Direct Damage and Damage Over Time || Charisma || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm &amp;amp; Buff NPCs, Paralyzation, Minor Direct Damage and Damage Over Time || Will || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos &amp;amp; Fire element||Major Direct Damage, Combat Buffs|| Will || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Immobilise, Major Damage Over Time, Healing Over Time, Polymorph|| Intelligence ||Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon Monster, Immobilization, Minor Polymorph, Direct Damage|| Intelligence ||Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells available to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (Brown Way) are made to be cast on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat enemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an enemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==Magic Mechanism==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
Spells and Magical effects can have different type of effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; (DD): direct damage is applied as soon as the spell has been cast. Red Way offensive spells usually deal direct damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage over Time&#039;&#039;&#039; (DoT): this damage is applied over a period of time. Starting from when the spells has been successfully cast and until the spell duration runs out, the target HPs are constantly reduced. Blue Way offensive spells usually deal damage over time. This type of damage usually deal more damage than an equivalent realm spell, on the other side the duration can allow the target to try to heal itself or dispel the offensive spell.&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
More powerful enchantments can also bestow the weapon the following effects:&lt;br /&gt;
* &#039;&#039;Blue Way&#039;&#039;: deals extra frost damage (Red Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Crystal Way&#039;&#039;: deals extra light damage and gives a Disorientation debuff (Dark Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Azure Way&#039;&#039;: drains Mana (Brown Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Red Way&#039;&#039;: deals extra fire damage (Blue Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Dark Way&#039;&#039;: drains HP (Crystal Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Brown Way&#039;&#039;: drains Strength (Azure Way Magic Resistance protects against this extra damage)&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21033</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21033"/>
		<updated>2016-03-14T21:38:00Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Blue Way (BlW) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Buff Self &amp;amp; Allies, Direct Damage, Direct Healing || Charisma || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear &amp;amp; Debuff, Drain, Direct Damage and Damage Over Time || Charisma || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm &amp;amp; Buff NPCs, Paralyzation, Minor Direct Damage and Damage Over Time || Will || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos &amp;amp; Fire element||Major Direct Damage, Combat Buffs|| Will || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Immobilise, Major Damage Over Time, Healing Over Time, Polymorph|| Intelligence ||Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph, direct damage || Intelligence ||Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells available to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (Brown Way) are made to be cast on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat enemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an enemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==Magic Mechanism==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
Spells and Magical effects can have different type of effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; (DD): direct damage is applied as soon as the spell has been cast. Red Way offensive spells usually deal direct damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage over Time&#039;&#039;&#039; (DoT): this damage is applied over a period of time. Starting from when the spells has been successfully cast and until the spell duration runs out, the target HPs are constantly reduced. Blue Way offensive spells usually deal damage over time. This type of damage usually deal more damage than an equivalent realm spell, on the other side the duration can allow the target to try to heal itself or dispel the offensive spell.&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
More powerful enchantments can also bestow the weapon the following effects:&lt;br /&gt;
* &#039;&#039;Blue Way&#039;&#039;: deals extra frost damage (Red Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Crystal Way&#039;&#039;: deals extra light damage and gives a Disorientation debuff (Dark Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Azure Way&#039;&#039;: drains Mana (Brown Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Red Way&#039;&#039;: deals extra fire damage (Blue Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Dark Way&#039;&#039;: drains HP (Crystal Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Brown Way&#039;&#039;: drains Strength (Azure Way Magic Resistance protects against this extra damage)&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21032</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21032"/>
		<updated>2016-03-14T21:36:42Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Red Way (RW) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Buff Self &amp;amp; Allies, Direct Damage, Direct Healing || Charisma || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear &amp;amp; Debuff, Drain, Direct Damage and Damage Over Time || Charisma || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm &amp;amp; Buff NPCs, Paralyzation, Minor Direct Damage and Damage Over Time || Will || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos &amp;amp; Fire element||Major Direct Damage, Combat Buffs|| Will || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||immobilise target, healing over Time, major damage over time, polymorph|| Intelligence ||Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph, direct damage || Intelligence ||Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells available to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (Brown Way) are made to be cast on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat enemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an enemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==Magic Mechanism==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
Spells and Magical effects can have different type of effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; (DD): direct damage is applied as soon as the spell has been cast. Red Way offensive spells usually deal direct damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage over Time&#039;&#039;&#039; (DoT): this damage is applied over a period of time. Starting from when the spells has been successfully cast and until the spell duration runs out, the target HPs are constantly reduced. Blue Way offensive spells usually deal damage over time. This type of damage usually deal more damage than an equivalent realm spell, on the other side the duration can allow the target to try to heal itself or dispel the offensive spell.&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
More powerful enchantments can also bestow the weapon the following effects:&lt;br /&gt;
* &#039;&#039;Blue Way&#039;&#039;: deals extra frost damage (Red Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Crystal Way&#039;&#039;: deals extra light damage and gives a Disorientation debuff (Dark Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Azure Way&#039;&#039;: drains Mana (Brown Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Red Way&#039;&#039;: deals extra fire damage (Blue Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Dark Way&#039;&#039;: drains HP (Crystal Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Brown Way&#039;&#039;: drains Strength (Azure Way Magic Resistance protects against this extra damage)&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21031</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21031"/>
		<updated>2016-03-14T21:33:29Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Azure Way (AW) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Buff Self &amp;amp; Allies, Direct Damage, Direct Healing || Charisma || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear &amp;amp; Debuff, Drain, Direct Damage and Damage Over Time || Charisma || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm &amp;amp; Buff NPCs, Paralyzation, Minor Direct Damage and Damage Over Time || Will || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos &amp;amp; Fire element||major direct damage, combat buffs|| Will || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||immobilise target, healing over Time, major damage over time, polymorph|| Intelligence ||Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph, direct damage || Intelligence ||Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells available to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (Brown Way) are made to be cast on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat enemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an enemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==Magic Mechanism==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
Spells and Magical effects can have different type of effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; (DD): direct damage is applied as soon as the spell has been cast. Red Way offensive spells usually deal direct damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage over Time&#039;&#039;&#039; (DoT): this damage is applied over a period of time. Starting from when the spells has been successfully cast and until the spell duration runs out, the target HPs are constantly reduced. Blue Way offensive spells usually deal damage over time. This type of damage usually deal more damage than an equivalent realm spell, on the other side the duration can allow the target to try to heal itself or dispel the offensive spell.&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
More powerful enchantments can also bestow the weapon the following effects:&lt;br /&gt;
* &#039;&#039;Blue Way&#039;&#039;: deals extra frost damage (Red Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Crystal Way&#039;&#039;: deals extra light damage and gives a Disorientation debuff (Dark Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Azure Way&#039;&#039;: drains Mana (Brown Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Red Way&#039;&#039;: deals extra fire damage (Blue Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Dark Way&#039;&#039;: drains HP (Crystal Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Brown Way&#039;&#039;: drains Strength (Azure Way Magic Resistance protects against this extra damage)&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21030</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21030"/>
		<updated>2016-03-14T21:25:43Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Dark Way (DW) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Buff Self &amp;amp; Allies, Direct Damage, Direct Healing || Charisma || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear &amp;amp; Debuff, Drain, Direct Damage and Damage Over Time || Charisma || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element, Minor Direct Damage and Damage Over Time ||Charm || Will || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos &amp;amp; Fire element||major direct damage, combat buffs|| Will || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||immobilise target, healing over Time, major damage over time, polymorph|| Intelligence ||Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph, direct damage || Intelligence ||Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells available to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (Brown Way) are made to be cast on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat enemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an enemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==Magic Mechanism==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
Spells and Magical effects can have different type of effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; (DD): direct damage is applied as soon as the spell has been cast. Red Way offensive spells usually deal direct damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage over Time&#039;&#039;&#039; (DoT): this damage is applied over a period of time. Starting from when the spells has been successfully cast and until the spell duration runs out, the target HPs are constantly reduced. Blue Way offensive spells usually deal damage over time. This type of damage usually deal more damage than an equivalent realm spell, on the other side the duration can allow the target to try to heal itself or dispel the offensive spell.&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
More powerful enchantments can also bestow the weapon the following effects:&lt;br /&gt;
* &#039;&#039;Blue Way&#039;&#039;: deals extra frost damage (Red Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Crystal Way&#039;&#039;: deals extra light damage and gives a Disorientation debuff (Dark Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Azure Way&#039;&#039;: drains Mana (Brown Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Red Way&#039;&#039;: deals extra fire damage (Blue Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Dark Way&#039;&#039;: drains HP (Crystal Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Brown Way&#039;&#039;: drains Strength (Azure Way Magic Resistance protects against this extra damage)&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21029</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21029"/>
		<updated>2016-03-14T21:19:01Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Crystal Way (CW) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Buff Self &amp;amp; Allies, Direct Damage, Direct Healing || Charisma || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain, Direct Damage and Damage Over Time || Charisma || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element, Minor Direct Damage and Damage Over Time ||Charm || Will || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos &amp;amp; Fire element||major direct damage, combat buffs|| Will || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||immobilise target, healing over Time, major damage over time, polymorph|| Intelligence ||Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph, direct damage || Intelligence ||Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells available to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (Brown Way) are made to be cast on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat enemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an enemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==Magic Mechanism==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
Spells and Magical effects can have different type of effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; (DD): direct damage is applied as soon as the spell has been cast. Red Way offensive spells usually deal direct damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage over Time&#039;&#039;&#039; (DoT): this damage is applied over a period of time. Starting from when the spells has been successfully cast and until the spell duration runs out, the target HPs are constantly reduced. Blue Way offensive spells usually deal damage over time. This type of damage usually deal more damage than an equivalent realm spell, on the other side the duration can allow the target to try to heal itself or dispel the offensive spell.&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
More powerful enchantments can also bestow the weapon the following effects:&lt;br /&gt;
* &#039;&#039;Blue Way&#039;&#039;: deals extra frost damage (Red Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Crystal Way&#039;&#039;: deals extra light damage and gives a Disorientation debuff (Dark Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Azure Way&#039;&#039;: drains Mana (Brown Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Red Way&#039;&#039;: deals extra fire damage (Blue Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Dark Way&#039;&#039;: drains HP (Crystal Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Brown Way&#039;&#039;: drains Strength (Azure Way Magic Resistance protects against this extra damage)&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21028</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21028"/>
		<updated>2016-03-14T21:13:15Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* The Ways of Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing, Direct damage || Charisma || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain, Direct Damage and Damage Over Time || Charisma || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element, Minor Direct Damage and Damage Over Time ||Charm || Will || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos &amp;amp; Fire element||major direct damage, combat buffs|| Will || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||immobilise target, healing over Time, major damage over time, polymorph|| Intelligence ||Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph, direct damage || Intelligence ||Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells available to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (Brown Way) are made to be cast on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat enemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an enemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==Magic Mechanism==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
Spells and Magical effects can have different type of effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; (DD): direct damage is applied as soon as the spell has been cast. Red Way offensive spells usually deal direct damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage over Time&#039;&#039;&#039; (DoT): this damage is applied over a period of time. Starting from when the spells has been successfully cast and until the spell duration runs out, the target HPs are constantly reduced. Blue Way offensive spells usually deal damage over time. This type of damage usually deal more damage than an equivalent realm spell, on the other side the duration can allow the target to try to heal itself or dispel the offensive spell.&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
More powerful enchantments can also bestow the weapon the following effects:&lt;br /&gt;
* &#039;&#039;Blue Way&#039;&#039;: deals extra frost damage (Red Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Crystal Way&#039;&#039;: deals extra light damage and gives a Disorientation debuff (Dark Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Azure Way&#039;&#039;: drains Mana (Brown Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Red Way&#039;&#039;: deals extra fire damage (Blue Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Dark Way&#039;&#039;: drains HP (Crystal Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Brown Way&#039;&#039;: drains Strength (Azure Way Magic Resistance protects against this extra damage)&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21027</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21027"/>
		<updated>2016-03-14T21:10:49Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Red Way (RW) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos &amp;amp; Fire element||major direct damage, combat buffs|| Will || Major direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||immobilise target, healing over Time, damage over time, polymorph|| Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells available to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (Brown Way) are made to be cast on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat enemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an enemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==Magic Mechanism==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
Spells and Magical effects can have different type of effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; (DD): direct damage is applied as soon as the spell has been cast. Red Way offensive spells usually deal direct damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage over Time&#039;&#039;&#039; (DoT): this damage is applied over a period of time. Starting from when the spells has been successfully cast and until the spell duration runs out, the target HPs are constantly reduced. Blue Way offensive spells usually deal damage over time. This type of damage usually deal more damage than an equivalent realm spell, on the other side the duration can allow the target to try to heal itself or dispel the offensive spell.&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
More powerful enchantments can also bestow the weapon the following effects:&lt;br /&gt;
* &#039;&#039;Blue Way&#039;&#039;: deals extra frost damage (Red Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Crystal Way&#039;&#039;: deals extra light damage and gives a Disorientation debuff (Dark Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Azure Way&#039;&#039;: drains Mana (Brown Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Red Way&#039;&#039;: deals extra fire damage (Blue Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Dark Way&#039;&#039;: drains HP (Crystal Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Brown Way&#039;&#039;: drains Strength (Azure Way Magic Resistance protects against this extra damage)&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21026</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21026"/>
		<updated>2016-03-14T21:10:31Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Red Way (RW) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos &amp;amp; Fire element||major direct damage, Combat buffs|| Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||immobilise target, healing over Time, damage over time, polymorph|| Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells available to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (Brown Way) are made to be cast on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat enemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an enemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==Magic Mechanism==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
Spells and Magical effects can have different type of effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; (DD): direct damage is applied as soon as the spell has been cast. Red Way offensive spells usually deal direct damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage over Time&#039;&#039;&#039; (DoT): this damage is applied over a period of time. Starting from when the spells has been successfully cast and until the spell duration runs out, the target HPs are constantly reduced. Blue Way offensive spells usually deal damage over time. This type of damage usually deal more damage than an equivalent realm spell, on the other side the duration can allow the target to try to heal itself or dispel the offensive spell.&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
More powerful enchantments can also bestow the weapon the following effects:&lt;br /&gt;
* &#039;&#039;Blue Way&#039;&#039;: deals extra frost damage (Red Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Crystal Way&#039;&#039;: deals extra light damage and gives a Disorientation debuff (Dark Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Azure Way&#039;&#039;: drains Mana (Brown Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Red Way&#039;&#039;: deals extra fire damage (Blue Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Dark Way&#039;&#039;: drains HP (Crystal Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Brown Way&#039;&#039;: drains Strength (Azure Way Magic Resistance protects against this extra damage)&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21025</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21025"/>
		<updated>2016-03-14T21:07:54Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Blue Way (BlW) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos &amp;amp; Fire element||direct damage, combat buffs|| Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||immobilise target, healing over Time, damage over time, polymorph|| Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells available to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (Brown Way) are made to be cast on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat enemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an enemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==Magic Mechanism==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
Spells and Magical effects can have different type of effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; (DD): direct damage is applied as soon as the spell has been cast. Red Way offensive spells usually deal direct damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage over Time&#039;&#039;&#039; (DoT): this damage is applied over a period of time. Starting from when the spells has been successfully cast and until the spell duration runs out, the target HPs are constantly reduced. Blue Way offensive spells usually deal damage over time. This type of damage usually deal more damage than an equivalent realm spell, on the other side the duration can allow the target to try to heal itself or dispel the offensive spell.&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
More powerful enchantments can also bestow the weapon the following effects:&lt;br /&gt;
* &#039;&#039;Blue Way&#039;&#039;: deals extra frost damage (Red Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Crystal Way&#039;&#039;: deals extra light damage and gives a Disorientation debuff (Dark Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Azure Way&#039;&#039;: drains Mana (Brown Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Red Way&#039;&#039;: deals extra fire damage (Blue Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Dark Way&#039;&#039;: drains HP (Crystal Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Brown Way&#039;&#039;: drains Strength (Azure Way Magic Resistance protects against this extra damage)&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21024</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21024"/>
		<updated>2016-03-14T21:04:29Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Red Way (RW) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos &amp;amp; Fire element||direct damage, combat buffs|| Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells available to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (Brown Way) are made to be cast on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat enemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an enemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==Magic Mechanism==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
Spells and Magical effects can have different type of effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; (DD): direct damage is applied as soon as the spell has been cast. Red Way offensive spells usually deal direct damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage over Time&#039;&#039;&#039; (DoT): this damage is applied over a period of time. Starting from when the spells has been successfully cast and until the spell duration runs out, the target HPs are constantly reduced. Blue Way offensive spells usually deal damage over time. This type of damage usually deal more damage than an equivalent realm spell, on the other side the duration can allow the target to try to heal itself or dispel the offensive spell.&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
More powerful enchantments can also bestow the weapon the following effects:&lt;br /&gt;
* &#039;&#039;Blue Way&#039;&#039;: deals extra frost damage (Red Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Crystal Way&#039;&#039;: deals extra light damage and gives a Disorientation debuff (Dark Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Azure Way&#039;&#039;: drains Mana (Brown Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Red Way&#039;&#039;: deals extra fire damage (Blue Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Dark Way&#039;&#039;: drains HP (Crystal Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Brown Way&#039;&#039;: drains Strength (Azure Way Magic Resistance protects against this extra damage)&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21023</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=21023"/>
		<updated>2016-03-14T20:56:10Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* The Ways of Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Gameplay&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells available to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (Brown Way) are made to be cast on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat enemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an enemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==Magic Mechanism==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
Spells and Magical effects can have different type of effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; (DD): direct damage is applied as soon as the spell has been cast. Red Way offensive spells usually deal direct damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage over Time&#039;&#039;&#039; (DoT): this damage is applied over a period of time. Starting from when the spells has been successfully cast and until the spell duration runs out, the target HPs are constantly reduced. Blue Way offensive spells usually deal damage over time. This type of damage usually deal more damage than an equivalent realm spell, on the other side the duration can allow the target to try to heal itself or dispel the offensive spell.&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
More powerful enchantments can also bestow the weapon the following effects:&lt;br /&gt;
* &#039;&#039;Blue Way&#039;&#039;: deals extra frost damage (Red Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Crystal Way&#039;&#039;: deals extra light damage and gives a Disorientation debuff (Dark Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Azure Way&#039;&#039;: drains Mana (Brown Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Red Way&#039;&#039;: deals extra fire damage (Blue Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Dark Way&#039;&#039;: drains HP (Crystal Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Brown Way&#039;&#039;: drains Strength (Azure Way Magic Resistance protects against this extra damage)&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=20981</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=20981"/>
		<updated>2015-11-03T21:47:22Z</updated>

		<summary type="html">&lt;p&gt;Lumi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat Styles coming soon =&lt;br /&gt;
&lt;br /&gt;
== Single Handed Sword ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Knives &amp;amp; Daggers | Knives &amp;amp; Daggers]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all swords, all knives and daggers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Single Handed Sword) --&amp;gt; (Side Thrust\nReq.: sword 10)&lt;br /&gt;
(Side Thrust\nReq.: sword 10) --&amp;gt; (Lunge\nReq.: sword 30)&lt;br /&gt;
(Lunge\nReq.: sword 30) --&amp;gt; (Beat Attack\nReq.: sword 50)&lt;br /&gt;
(Beat Attack\nReq.: sword 50) --&amp;gt; (Disengage\nReq.: sword 70)&lt;br /&gt;
(Disengage\nReq.: sword 70) --&amp;gt; (Circular Parry\nReq.: sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Side Thrust&#039;&#039;&#039;: A sword attack hitting with the blade edge.&lt;br /&gt;
* &#039;&#039;&#039;Lunge&#039;&#039;&#039;: An attack made by extending the front leg, using a slight kicking motion and propelling the body forward with the back leg.&lt;br /&gt;
* &#039;&#039;&#039;Beat Attack&#039;&#039;&#039;: The attacker beats the opponent&#039;s blade to gain priority and continues the assault against the target area.&lt;br /&gt;
* &#039;&#039;&#039;Disengage&#039;&#039;&#039;: Attacker begin his attack in one direction, moving quickly, then point down in a semi-circle to attack a different location. A feint used to trick the opponent into blocking in the wrong direction.&lt;br /&gt;
* &#039;&#039;&#039;Circular Parry&#039;&#039;&#039; : The attacker sword is twisted in a circle to catch the opponent&#039;s weapon tip and deflect it away. It is commonly used to counter a disengage. An advanced defensive technique.&lt;br /&gt;
&lt;br /&gt;
== Archery ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The archer has a poor defense but he can take on a lot of ennemies in few seconds with deadly shots. Archery is hard to master but a well rewarding style.&lt;br /&gt;
Strenght is vital for the archer, allowing him to draw longer bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Ranged | Ranged]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Rapid Shot\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Snap Shot\nReq.: longbow,  Ranged 30, STR 100)&lt;br /&gt;
(Rapid Shot\nReq.: shortbow, Ranged 30) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Snap Shot\nReq.: longbow,  Ranged 30, STR 100) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, STR 200)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, STR 200) --&amp;gt; (Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
(Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Precise Shot&#039;&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrows very quickly. Attacker can shoot many arrows in few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snap-Shot&#039;&#039;&#039;: Archer release a first arrow onto target, immediatly followed by a second arrow, slightly delayed, inflicting a powerful double attack with increased damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kneeled Aim&#039;&#039;&#039;: Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulber Shot&#039;&#039;&#039;: Archer pull the string, which require a good endurance and release an arrow that stagger opponent for few second. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hail of Arrows&#039;&#039;&#039;: Attacker hold several arrows in between the fingers of the draw hand, allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pierce the Fortress&#039;&#039;&#039;: Attacker aim and release a powerful arrow penetrating mail and plate mail and possibly affecting several aligned targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incendiary Arrows&#039;&#039;&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require the possession of a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
As opposed to the Barbaric style, the Infantry style relies more on training and discipline than sheer strength, soldiers are usually trained to fight with this style. The Infantry style is ideal coupled with the Shield Mastery for the one-handed weapon users. This style can be used with any weapon. Equally good at attack and defense, this style is at disadvantage against two handed weapon or polearms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: any [[Players Guide/Skills#Combat Skills | weapons skills]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Infantry) --&amp;gt; (Set to Charge\nReq.: any weapons 10)&lt;br /&gt;
(Set to Charge\nReq.: any weapons 10) --&amp;gt; (Charge Block\nReq.: any weapons 30)&lt;br /&gt;
(Charge Block\nReq.: any weapons 30) --&amp;gt; (Counter Strike\nReq.: any weapons 50)&lt;br /&gt;
(Counter Strike\nReq.: any weapons 50) --&amp;gt; (Infantry Feint\nReq.: any weapons 70)&lt;br /&gt;
(Infantry Feint\nReq.: any weapons 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Set to Charge&#039;&#039;&#039;: Perform a frontal charge against the enemy. This attack requires preparation but gives an higher attack bonus for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge Block&#039;&#039;&#039;: By setting up to receive the charge, the attacker is given a defensive bonus at the expense of attack power. If the attacker is performing a Charge, will deal extra damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Counter Strike&#039;&#039;&#039;: By preparing oneself to receive the attack, the defender can fire a counterstrike for greater effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Feint&#039;&#039;&#039;: Attacker bend his weapon to the opponent one then push him over before delivring a powerfull blow on opponent back. Stun opponent for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039;: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast moove, unblockable.&lt;br /&gt;
&lt;br /&gt;
== Shield Mastery ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivring blunt damage. Good defensive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Shield Handling | Shield Handling]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Shield Mastery) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Shield Slam\nReq.: Shield Handling 30)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 30) --&amp;gt; (Thwarting Attack\nReq.: Shield Handling 50)&lt;br /&gt;
(Thwarting Attack\nReq.: Shield Handling 50) --&amp;gt; (Wall of Shields\nReq.: Shield Handling 70)&lt;br /&gt;
(Wall of Shields\nReq.: Shield Handling 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100, Shield Handling 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fast Block&#039;&#039;&#039;: By feinting an attack, the attacker is able to put up an efficient defence and quickly block several of his opponent hits by swinging his shields to the right position.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Slam&#039;&#039;&#039;: Deliver a powerful blow with your shield stunning the opponent for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thwarting Attack&#039;&#039;&#039;: Setup a powerful defensive attack. Next time you&#039;re under attack, use the opponent&#039;s force to hit back with the shield several times, knocking the opponent off for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wall of Shields&#039;&#039;&#039;: By raising his shield against the enemies the character is able to protect himself and his friends from the enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039; [Common with [[Combat System#Infantry | Infantry style]]]: Fence your opponent’s weapon off with your shield then jump to hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Attack very fast and very hard to block attack.&lt;br /&gt;
&lt;br /&gt;
== War Hammering ==&lt;br /&gt;
&lt;br /&gt;
The War Hammering fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typical long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(War Hammering) --&amp;gt; (Arm Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Arm Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Break the Guard\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Break the Guard\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150) --&amp;gt; (Shield Pinning\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Shield Pinning\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Swirling Hammer\nReq.: Mace &amp;amp; Hammer 100, STR 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arm Smash&#039;&#039;&#039;: Attacker use the head of his mace or hammer to attack his opponent&#039;s armed hand. Slow but  gives the opponent an attack malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Break the Guard&#039;&#039;&#039;: Attacker swing his weapon across from side to side, fencing the opponent&#039;s weapon or shield off. Gives the opponent a defense malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battering Ram&#039;&#039;&#039;: Main hand at the base of the weapon, other hand just under weapon head, attacker lean slightly then gives a battering ram like hit onto opponents legs, backs off quickly then slash down a tremendous blow with all the weight of his weapon onto the unbalanced opponent. Can stun for a few seconds. Cannot be performed with any defensive stance.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Pinning&#039;&#039;&#039;: Attacker smash down firmly his weapon on the opponent shield, grappling it, making it fall to the ground or pinning it down. Gives an attack advantage for a few seconds. If the opponent do not use shield but is armored, this power attack will lower his defense capability.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swirling Hammer&#039;&#039;&#039;: Attacker swirl his mace or hammer above his head then smash it down in a powerful move, hitting several targets. Stuns opponents for a few seconds.&lt;br /&gt;
&lt;br /&gt;
= Combat styles under development =&lt;br /&gt;
&lt;br /&gt;
== Barbaric ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the blunt force of your weapon(s). This style doesn&#039;t require as much strengh as we think, the mass of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10 or [[Players Guide/Skills#Axe | Axe]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all maces and hammers, all swords, all axes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Barbaric) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30) --&amp;gt; (Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200)&lt;br /&gt;
(Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200) --&amp;gt; (Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70)&lt;br /&gt;
(Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Attack&#039;&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy..&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mighty Swing&#039;&#039;&#039;: Attacker quickly gets down and swings his weapon toward the opponent&#039;s legs, then stands up and lands a second strike on any part of opponent&#039;s body, if the attack hits the head the damage is doubled. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guard Wreck&#039;&#039;&#039;: Using the weight of your weapon, smash right in the opponent guard rending him unavailable to attack properly for few second. This inflict opponent of an attack penalty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feint &amp;amp; Smash&#039;&#039;&#039;: The attacker feints a low hit toward the opponent&#039;s feet to attract his attention on blocking low, then makes a turn around and strike the opponent&#039;s other side. Give a few second attack advantage as opponent is knocked backward and stunned.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind Strike&#039;&#039;&#039;: By using the full strength of the body the attacker swings his weapon making a circular attack. If not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. Not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill level 10, Agility (AGI) 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: AGI 80, Sword 20) --&amp;gt; (Risposte\nReq.: AGI 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: AGI 80, Sword 40) --&amp;gt; (D\nReq.: AGI 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assassin ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knives, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Agility 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: Assassin Weapon 10, Knife &amp;amp; Dagger or Sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knives, daggers, shortswords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Lethal Takedown\nReq.: Skill 10)&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Dark Cloak\nReq.: Skill 10)&lt;br /&gt;
(Lethal Takedown\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Dark Cloak\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Slit the Throat\nReq.: Skill 30) --&amp;gt; (Backstabbing Blow\nReq.: Skill 60)&lt;br /&gt;
(Backstabbing Blow\nReq.: Skill 60) --&amp;gt; (Bloodthirst\nReq.: Skill 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: From the opponent&#039;s back, attacker take the opponent down by hitting him on heels or the legs. This attack can stun the opponent for few seconds. Agressive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;: Attacker attacks from behind the opponent&#039;s back and grab the opponent&#039;s head, making path free to slit his throat. It requires a good timing and concentration but is able to inflict a letal wound.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dark Cloak&#039;&#039;: Attacker concentrate his stealth knowledge and coats himself into shadows. As he crouches, the opponent is unable to see or touch him for a few second. Full defensive needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back or inflict a powerfull punching blow. High Pierce/Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bloodthirst&#039;&#039;: A fast-paced kill moove. Standing behind the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Attacker inflict high slash damage on each moove (3). For melee users, Blunt damage with a bonus if player wearing crafted gauntlets. Bloody Stance needed.&lt;br /&gt;
&lt;br /&gt;
== Left-hand ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Two-handed Fencing ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon lenght to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defense, it require strenght, endurance and a good technique. Very effective against armored opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed Fencing) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontaly  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large moove describe almost a complet circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then moove forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontaly, left hand on the pommel, right hand grabing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensives modes. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack moove by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cuting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defense bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat moove. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the ennemy&#039;s head, Attacker gives a powerfull hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he excute a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=20980</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=20980"/>
		<updated>2015-11-03T21:41:37Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Infantry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat Styles coming soon =&lt;br /&gt;
&lt;br /&gt;
== Single Handed Sword ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Knives &amp;amp; Daggers | Knives &amp;amp; Daggers]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all swords, all knives and daggers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Single Handed Sword) --&amp;gt; (Side Thrust\nReq.: sword 10)&lt;br /&gt;
(Side Thrust\nReq.: sword 10) --&amp;gt; (Lunge\nReq.: sword 30)&lt;br /&gt;
(Lunge\nReq.: sword 30) --&amp;gt; (Beat Attack\nReq.: sword 50)&lt;br /&gt;
(Beat Attack\nReq.: sword 50) --&amp;gt; (Disengage\nReq.: sword 70)&lt;br /&gt;
(Disengage\nReq.: sword 70) --&amp;gt; (Circular Parry\nReq.: sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Side Thrust&#039;&#039;&#039;: A sword attack hitting with the blade edge.&lt;br /&gt;
* &#039;&#039;&#039;Lunge&#039;&#039;&#039;: An attack made by extending the front leg, using a slight kicking motion and propelling the body forward with the back leg.&lt;br /&gt;
* &#039;&#039;&#039;Beat Attack&#039;&#039;&#039;: The attacker beats the opponent&#039;s blade to gain priority and continues the assault against the target area.&lt;br /&gt;
* &#039;&#039;&#039;Disengage&#039;&#039;&#039;: Attacker begin his attack in one direction, moving quickly, then point down in a semi-circle to attack a different location. A feint used to trick the opponent into blocking in the wrong direction.&lt;br /&gt;
* &#039;&#039;&#039;Circular Parry&#039;&#039;&#039; : The attacker sword is twisted in a circle to catch the opponent&#039;s weapon tip and deflect it away. It is commonly used to counter a disengage. An advanced defensive technique.&lt;br /&gt;
&lt;br /&gt;
== Archery ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The archer has a poor defense but he can take on a lot of ennemies in few seconds with deadly shots. Archery is hard to master but a well rewarding style.&lt;br /&gt;
Strenght is vital for the archer, allowing him to draw longer bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Ranged | Ranged]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Rapid Shot\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Snap Shot\nReq.: longbow,  Ranged 30, STR 100)&lt;br /&gt;
(Rapid Shot\nReq.: shortbow, Ranged 30) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Snap Shot\nReq.: longbow,  Ranged 30, STR 100) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, STR 200)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, STR 200) --&amp;gt; (Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
(Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Precise Shot&#039;&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrows very quickly. Attacker can shoot many arrows in few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snap-Shot&#039;&#039;&#039;: Archer release a first arrow onto target, immediatly followed by a second arrow, slightly delayed, inflicting a powerful double attack with increased damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kneeled Aim&#039;&#039;&#039;: Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulber Shot&#039;&#039;&#039;: Archer pull the string, which require a good endurance and release an arrow that stagger opponent for few second. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hail of Arrows&#039;&#039;&#039;: Attacker hold several arrows in between the fingers of the draw hand, allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pierce the Fortress&#039;&#039;&#039;: Attacker aim and release a powerful arrow penetrating mail and plate mail and possibly affecting several aligned targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incendiary Arrows&#039;&#039;&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require the possession of a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
As opposed to the Barbaric style, the Infantry style relies more on training and discipline than sheer strength, soldiers are usually trained to fight with this style. The Infantry style is ideal coupled with the Shield Mastery for the one-handed weapon users. This style can be used with any weapon. Equally good at attack and defense, this style is at disadvantage against two handed weapon or polearms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: any [[Players Guide/Skills#Combat Skills | weapons skills]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Infantry) --&amp;gt; (Set to Charge\nReq.: any weapons 10)&lt;br /&gt;
(Set to Charge\nReq.: any weapons 10) --&amp;gt; (Charge Block\nReq.: any weapons 30)&lt;br /&gt;
(Charge Block\nReq.: any weapons 30) --&amp;gt; (Counter Strike\nReq.: any weapons 50)&lt;br /&gt;
(Counter Strike\nReq.: any weapons 50) --&amp;gt; (Infantry Feint\nReq.: any weapons 70)&lt;br /&gt;
(Infantry Feint\nReq.: any weapons 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Set to Charge&#039;&#039;&#039;: Perform a frontal charge against the enemy. This attack requires preparation but gives an higher attack bonus for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge Block&#039;&#039;&#039;: By setting up to receive the charge, the attacker is given a defensive bonus at the expense of attack power. If the attacker is performing a Charge, will deal extra damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Counter Strike&#039;&#039;&#039;: By preparing oneself to receive the attack, the defender can fire a counterstrike for greater effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Feint&#039;&#039;&#039;: Attacker bend his weapon to the opponent one then push him over before delivring a powerfull blow on opponent back. Stun opponent for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039;: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast moove, unblockable.&lt;br /&gt;
&lt;br /&gt;
== Shield Mastery ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivring blunt damage. Good defensive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Shield Handling | Shield Handling]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Shield Mastery) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Shield Slam\nReq.: Shield Handling 30)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 30) --&amp;gt; (Thwarting Attack\nReq.: Shield Handling 50)&lt;br /&gt;
(Thwarting Attack\nReq.: Shield Handling 50) --&amp;gt; (Wall of Shields\nReq.: Shield Handling 70)&lt;br /&gt;
(Wall of Shields\nReq.: Shield Handling 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100, Shield Handling 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fast Block&#039;&#039;&#039;: By feinting an attack, the attacker is able to put up an efficient defence and quickly block several of his opponent hits by swinging his shields to the right position.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Slam&#039;&#039;&#039;: Deliver a powerful blow with your shield stunning the opponent for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thwarting Attack&#039;&#039;&#039;: Setup a powerful defensive attack. Next time you&#039;re under attack, use the opponent&#039;s force to hit back with the shield several times, knocking the opponent off for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wall of Shields&#039;&#039;&#039;: By raising his shield against the enemies the character is able to protect himself and his friends from the enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039; [Common with [[Combat System#Infantry | Infantry style]]]: Fence your opponent’s weapon off with your shield then jump to hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Attack very fast and very hard to block attack.&lt;br /&gt;
&lt;br /&gt;
== War Hammering ==&lt;br /&gt;
&lt;br /&gt;
The War Hammering fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typical long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(War Hammering) --&amp;gt; (Arm Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Arm Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Break the Guard\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Break the Guard\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150) --&amp;gt; (Shield Pinning\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Shield Pinning\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Swirling Hammer\nReq.: Mace &amp;amp; Hammer 100, STR 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arm Smash&#039;&#039;&#039;: Attacker use the head of his mace or hammer to attack his opponent&#039;s armed hand. Slow but  gives the opponent an attack malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Break the Guard&#039;&#039;&#039;: Attacker swing his weapon across from side to side, fencing the opponent&#039;s weapon or shield off. Gives the opponent a defense malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battering Ram&#039;&#039;&#039;: Main hand at the base of the weapon, other hand just under weapon head, attacker lean slightly then gives a battering ram like hit onto opponents legs, backs off quickly then slash down a tremendous blow with all the weight of his weapon onto the unbalanced opponent. Can stun for a few seconds. Cannot be performed with any defensive stance.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Pinning&#039;&#039;&#039;: Attacker smash down firmly his weapon on the opponent shield, grappling it, making it fall to the ground or pinning it down. Gives an attack advantage for a few seconds. If the opponent do not use shield but is armored, this power attack will lower his defense capability.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swirling Hammer&#039;&#039;&#039;: Attacker swirl his mace or hammer above his head then smash it down in a powerful move, hitting several targets. Stuns opponents for a few seconds.&lt;br /&gt;
&lt;br /&gt;
= Combat styles under development =&lt;br /&gt;
&lt;br /&gt;
== Barbaric ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the blunt force of your weapon(s). This style doesn&#039;t require as much strengh as we think, the mass of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10 or [[Players Guide/Skills#Axe | Axe]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all maces and hammers, all swords, all axes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Barbaric) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30) --&amp;gt; (Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200)&lt;br /&gt;
(Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200) --&amp;gt; (Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70)&lt;br /&gt;
(Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Attack&#039;&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy..&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mighty Swing&#039;&#039;&#039;: Attacker quickly gets down and swings his weapon toward the opponent&#039;s legs, then stands up and lands a second strike on any part of opponent&#039;s body, if the attack hits the head the damage is doubled. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guard Wreck&#039;&#039;&#039;: Using the weight of your weapon, smash right in the opponent guard rending him unavailable to attack properly for few second. This inflict opponent of an attack penalty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feint &amp;amp; Smash&#039;&#039;&#039;: The attacker feints a low hit toward the opponent&#039;s feet to attract his attention on blocking low, then makes a turn around and strike the opponent&#039;s other side. Give a few second attack advantage as opponent is knocked backward and stunned.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind Strike&#039;&#039;&#039;: By using the full strength of the body the attacker swings his weapon making a circular attack. If not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. Not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill level 10, Agility (AGI) 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: AGI 80, Sword 20) --&amp;gt; (Risposte\nReq.: AGI 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: AGI 80, Sword 40) --&amp;gt; (D\nReq.: AGI 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assassin ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knives, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Agility 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: Assassin Weapon 10, Knife &amp;amp; Dagger or Sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knives, daggers, shortswords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Lethal Takedown\nReq.: Skill 10)&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Dark Cloak\nReq.: Skill 10)&lt;br /&gt;
(Lethal Takedown\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Dark Cloak\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Slit the Throat\nReq.: Skill 30) --&amp;gt; (Backstabbing Blow\nReq.: Skill 60)&lt;br /&gt;
(Backstabbing Blow\nReq.: Skill 60) --&amp;gt; (Bloodthirst\nReq.: Skill 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: From the opponent&#039;s back, attacker take the opponent down by hitting him on heels or the legs. This attack can stun the opponent for few seconds. Agressive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;: Attacker attacks from behind the opponent&#039;s back and grab the opponent&#039;s head, making path free to slit his throat. It requires a good timing and concentration but is able to inflict a letal wound.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dark Cloak&#039;&#039;: Attacker concentrate his stealth knowledge and coats himself into shadows. As he crouches, the opponent is unable to see or touch him for a few second. Full defensive needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back or inflict a powerfull punching blow. High Pierce/Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bloodthirst&#039;&#039;: A fast-paced kill moove. Standing behind the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Attacker inflict high slash damage on each moove (3). For melee users, Blunt damage with a bonus if player wearing crafted gauntlets. Bloody Stance needed.&lt;br /&gt;
&lt;br /&gt;
== Left-hand ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Two-handed Fencing ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon lenght to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defense, it require strenght, endurance and a good technique. Very effective against armored opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed Fencing) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontaly  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large moove describe almost a complet circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then moove forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontaly, left hand on the pommel, right hand grabing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensives modes. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack moove by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cuting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defense bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat moove. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the ennemy&#039;s head, Attacker gives a powerfull hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he excute a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=20979</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=20979"/>
		<updated>2015-11-03T21:28:49Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Infantry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat Styles coming soon =&lt;br /&gt;
&lt;br /&gt;
== Single Handed Sword ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Knives &amp;amp; Daggers | Knives &amp;amp; Daggers]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all swords, all knives and daggers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Single Handed Sword) --&amp;gt; (Side Thrust\nReq.: sword 10)&lt;br /&gt;
(Side Thrust\nReq.: sword 10) --&amp;gt; (Lunge\nReq.: sword 30)&lt;br /&gt;
(Lunge\nReq.: sword 30) --&amp;gt; (Beat Attack\nReq.: sword 50)&lt;br /&gt;
(Beat Attack\nReq.: sword 50) --&amp;gt; (Disengage\nReq.: sword 70)&lt;br /&gt;
(Disengage\nReq.: sword 70) --&amp;gt; (Circular Parry\nReq.: sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Side Thrust&#039;&#039;&#039;: A sword attack hitting with the blade edge.&lt;br /&gt;
* &#039;&#039;&#039;Lunge&#039;&#039;&#039;: An attack made by extending the front leg, using a slight kicking motion and propelling the body forward with the back leg.&lt;br /&gt;
* &#039;&#039;&#039;Beat Attack&#039;&#039;&#039;: The attacker beats the opponent&#039;s blade to gain priority and continues the assault against the target area.&lt;br /&gt;
* &#039;&#039;&#039;Disengage&#039;&#039;&#039;: Attacker begin his attack in one direction, moving quickly, then point down in a semi-circle to attack a different location. A feint used to trick the opponent into blocking in the wrong direction.&lt;br /&gt;
* &#039;&#039;&#039;Circular Parry&#039;&#039;&#039; : The attacker sword is twisted in a circle to catch the opponent&#039;s weapon tip and deflect it away. It is commonly used to counter a disengage. An advanced defensive technique.&lt;br /&gt;
&lt;br /&gt;
== Archery ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The archer has a poor defense but he can take on a lot of ennemies in few seconds with deadly shots. Archery is hard to master but a well rewarding style.&lt;br /&gt;
Strenght is vital for the archer, allowing him to draw longer bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Ranged | Ranged]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Rapid Shot\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Snap Shot\nReq.: longbow,  Ranged 30, STR 100)&lt;br /&gt;
(Rapid Shot\nReq.: shortbow, Ranged 30) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Snap Shot\nReq.: longbow,  Ranged 30, STR 100) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, STR 200)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, STR 200) --&amp;gt; (Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
(Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Precise Shot&#039;&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrows very quickly. Attacker can shoot many arrows in few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snap-Shot&#039;&#039;&#039;: Archer release a first arrow onto target, immediatly followed by a second arrow, slightly delayed, inflicting a powerful double attack with increased damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kneeled Aim&#039;&#039;&#039;: Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulber Shot&#039;&#039;&#039;: Archer pull the string, which require a good endurance and release an arrow that stagger opponent for few second. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hail of Arrows&#039;&#039;&#039;: Attacker hold several arrows in between the fingers of the draw hand, allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pierce the Fortress&#039;&#039;&#039;: Attacker aim and release a powerful arrow penetrating mail and plate mail and possibly affecting several aligned targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incendiary Arrows&#039;&#039;&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require the possession of a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
As opposed to the Barbaric style, the Infantry style relies more on training and discipline than sheer strength, soldiers are usually trained to fight with the this style. The Infantry style is ideal coupled with the Shield Mastery for the one-handed weapon users. This style can be used with any weapon. Equally good at attack and defense, this style is at disadvantage against two handed weapon or polearms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: any [[Players Guide/Skills#Combat Skills | weapons skills]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Infantry) --&amp;gt; (Set to Charge\nReq.: any weapons 10)&lt;br /&gt;
(Set to Charge\nReq.: any weapons 10) --&amp;gt; (Charge Block\nReq.: any weapons 30)&lt;br /&gt;
(Charge Block\nReq.: any weapons 30) --&amp;gt; (Counter Strike\nReq.: any weapons 50)&lt;br /&gt;
(Counter Strike\nReq.: any weapons 50) --&amp;gt; (Infantry Feint\nReq.: any weapons 70)&lt;br /&gt;
(Infantry Feint\nReq.: any weapons 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Set to Charge&#039;&#039;&#039;: Perform a frontal charge against the enemy. This attack requires preparation but gives an higher attack bonus for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge Block&#039;&#039;&#039;: By setting up to receive the charge, the attacker is given a defensive bonus at the expense of attack power. If the attacker is performing a Charge, will deal extra damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Counter Strike&#039;&#039;&#039;: By preparing oneself to receive the attack, the defender can fire a counterstrike for greater effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Feint&#039;&#039;&#039;: Attacker bend his weapon to the opponent one then push him over before delivring a powerfull blow on opponent back. Stun opponent for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039;: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast moove, unblockable.&lt;br /&gt;
&lt;br /&gt;
== Shield Mastery ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivring blunt damage. Good defensive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Shield Handling | Shield Handling]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Shield Mastery) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Shield Slam\nReq.: Shield Handling 30)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 30) --&amp;gt; (Thwarting Attack\nReq.: Shield Handling 50)&lt;br /&gt;
(Thwarting Attack\nReq.: Shield Handling 50) --&amp;gt; (Wall of Shields\nReq.: Shield Handling 70)&lt;br /&gt;
(Wall of Shields\nReq.: Shield Handling 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100, Shield Handling 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fast Block&#039;&#039;&#039;: By feinting an attack, the attacker is able to put up an efficient defence and quickly block several of his opponent hits by swinging his shields to the right position.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Slam&#039;&#039;&#039;: Deliver a powerful blow with your shield stunning the opponent for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thwarting Attack&#039;&#039;&#039;: Setup a powerful defensive attack. Next time you&#039;re under attack, use the opponent&#039;s force to hit back with the shield several times, knocking the opponent off for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wall of Shields&#039;&#039;&#039;: By raising his shield against the enemies the character is able to protect himself and his friends from the enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039; [Common with [[Combat System#Infantry | Infantry style]]]: Fence your opponent’s weapon off with your shield then jump to hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Attack very fast and very hard to block attack.&lt;br /&gt;
&lt;br /&gt;
== War Hammering ==&lt;br /&gt;
&lt;br /&gt;
The War Hammering fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typical long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(War Hammering) --&amp;gt; (Arm Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Arm Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Break the Guard\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Break the Guard\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150) --&amp;gt; (Shield Pinning\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Shield Pinning\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Swirling Hammer\nReq.: Mace &amp;amp; Hammer 100, STR 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arm Smash&#039;&#039;&#039;: Attacker use the head of his mace or hammer to attack his opponent&#039;s armed hand. Slow but  gives the opponent an attack malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Break the Guard&#039;&#039;&#039;: Attacker swing his weapon across from side to side, fencing the opponent&#039;s weapon or shield off. Gives the opponent a defense malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battering Ram&#039;&#039;&#039;: Main hand at the base of the weapon, other hand just under weapon head, attacker lean slightly then gives a battering ram like hit onto opponents legs, backs off quickly then slash down a tremendous blow with all the weight of his weapon onto the unbalanced opponent. Can stun for a few seconds. Cannot be performed with any defensive stance.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Pinning&#039;&#039;&#039;: Attacker smash down firmly his weapon on the opponent shield, grappling it, making it fall to the ground or pinning it down. Gives an attack advantage for a few seconds. If the opponent do not use shield but is armored, this power attack will lower his defense capability.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swirling Hammer&#039;&#039;&#039;: Attacker swirl his mace or hammer above his head then smash it down in a powerful move, hitting several targets. Stuns opponents for a few seconds.&lt;br /&gt;
&lt;br /&gt;
= Combat styles under development =&lt;br /&gt;
&lt;br /&gt;
== Barbaric ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the blunt force of your weapon(s). This style doesn&#039;t require as much strengh as we think, the mass of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10 or [[Players Guide/Skills#Axe | Axe]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all maces and hammers, all swords, all axes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Barbaric) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30) --&amp;gt; (Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200)&lt;br /&gt;
(Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200) --&amp;gt; (Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70)&lt;br /&gt;
(Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Attack&#039;&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy..&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mighty Swing&#039;&#039;&#039;: Attacker quickly gets down and swings his weapon toward the opponent&#039;s legs, then stands up and lands a second strike on any part of opponent&#039;s body, if the attack hits the head the damage is doubled. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guard Wreck&#039;&#039;&#039;: Using the weight of your weapon, smash right in the opponent guard rending him unavailable to attack properly for few second. This inflict opponent of an attack penalty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feint &amp;amp; Smash&#039;&#039;&#039;: The attacker feints a low hit toward the opponent&#039;s feet to attract his attention on blocking low, then makes a turn around and strike the opponent&#039;s other side. Give a few second attack advantage as opponent is knocked backward and stunned.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind Strike&#039;&#039;&#039;: By using the full strength of the body the attacker swings his weapon making a circular attack. If not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. Not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill level 10, Agility (AGI) 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: AGI 80, Sword 20) --&amp;gt; (Risposte\nReq.: AGI 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: AGI 80, Sword 40) --&amp;gt; (D\nReq.: AGI 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assassin ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knives, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Agility 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: Assassin Weapon 10, Knife &amp;amp; Dagger or Sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knives, daggers, shortswords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Lethal Takedown\nReq.: Skill 10)&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Dark Cloak\nReq.: Skill 10)&lt;br /&gt;
(Lethal Takedown\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Dark Cloak\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Slit the Throat\nReq.: Skill 30) --&amp;gt; (Backstabbing Blow\nReq.: Skill 60)&lt;br /&gt;
(Backstabbing Blow\nReq.: Skill 60) --&amp;gt; (Bloodthirst\nReq.: Skill 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: From the opponent&#039;s back, attacker take the opponent down by hitting him on heels or the legs. This attack can stun the opponent for few seconds. Agressive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;: Attacker attacks from behind the opponent&#039;s back and grab the opponent&#039;s head, making path free to slit his throat. It requires a good timing and concentration but is able to inflict a letal wound.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dark Cloak&#039;&#039;: Attacker concentrate his stealth knowledge and coats himself into shadows. As he crouches, the opponent is unable to see or touch him for a few second. Full defensive needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back or inflict a powerfull punching blow. High Pierce/Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bloodthirst&#039;&#039;: A fast-paced kill moove. Standing behind the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Attacker inflict high slash damage on each moove (3). For melee users, Blunt damage with a bonus if player wearing crafted gauntlets. Bloody Stance needed.&lt;br /&gt;
&lt;br /&gt;
== Left-hand ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Two-handed Fencing ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon lenght to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defense, it require strenght, endurance and a good technique. Very effective against armored opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed Fencing) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontaly  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large moove describe almost a complet circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then moove forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontaly, left hand on the pommel, right hand grabing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensives modes. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack moove by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cuting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defense bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat moove. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the ennemy&#039;s head, Attacker gives a powerfull hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he excute a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=20978</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=20978"/>
		<updated>2015-11-03T19:52:32Z</updated>

		<summary type="html">&lt;p&gt;Lumi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat Styles coming soon =&lt;br /&gt;
&lt;br /&gt;
== Single Handed Sword ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Knives &amp;amp; Daggers | Knives &amp;amp; Daggers]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all swords, all knives and daggers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Single Handed Sword) --&amp;gt; (Side Thrust\nReq.: sword 10)&lt;br /&gt;
(Side Thrust\nReq.: sword 10) --&amp;gt; (Lunge\nReq.: sword 30)&lt;br /&gt;
(Lunge\nReq.: sword 30) --&amp;gt; (Beat Attack\nReq.: sword 50)&lt;br /&gt;
(Beat Attack\nReq.: sword 50) --&amp;gt; (Disengage\nReq.: sword 70)&lt;br /&gt;
(Disengage\nReq.: sword 70) --&amp;gt; (Circular Parry\nReq.: sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Side Thrust&#039;&#039;&#039;: A sword attack hitting with the blade edge.&lt;br /&gt;
* &#039;&#039;&#039;Lunge&#039;&#039;&#039;: An attack made by extending the front leg, using a slight kicking motion and propelling the body forward with the back leg.&lt;br /&gt;
* &#039;&#039;&#039;Beat Attack&#039;&#039;&#039;: The attacker beats the opponent&#039;s blade to gain priority and continues the assault against the target area.&lt;br /&gt;
* &#039;&#039;&#039;Disengage&#039;&#039;&#039;: Attacker begin his attack in one direction, moving quickly, then point down in a semi-circle to attack a different location. A feint used to trick the opponent into blocking in the wrong direction.&lt;br /&gt;
* &#039;&#039;&#039;Circular Parry&#039;&#039;&#039; : The attacker sword is twisted in a circle to catch the opponent&#039;s weapon tip and deflect it away. It is commonly used to counter a disengage. An advanced defensive technique.&lt;br /&gt;
&lt;br /&gt;
== Archery ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The archer has a poor defense but he can take on a lot of ennemies in few seconds with deadly shots. Archery is hard to master but a well rewarding style.&lt;br /&gt;
Strenght is vital for the archer, allowing him to draw longer bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Ranged | Ranged]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Rapid Shot\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Snap Shot\nReq.: longbow,  Ranged 30, STR 100)&lt;br /&gt;
(Rapid Shot\nReq.: shortbow, Ranged 30) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Snap Shot\nReq.: longbow,  Ranged 30, STR 100) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, STR 200)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, STR 200) --&amp;gt; (Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
(Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Precise Shot&#039;&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrows very quickly. Attacker can shoot many arrows in few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snap-Shot&#039;&#039;&#039;: Archer release a first arrow onto target, immediatly followed by a second arrow, slightly delayed, inflicting a powerful double attack with increased damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kneeled Aim&#039;&#039;&#039;: Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulber Shot&#039;&#039;&#039;: Archer pull the string, which require a good endurance and release an arrow that stagger opponent for few second. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hail of Arrows&#039;&#039;&#039;: Attacker hold several arrows in between the fingers of the draw hand, allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pierce the Fortress&#039;&#039;&#039;: Attacker aim and release a powerful arrow penetrating mail and plate mail and possibly affecting several aligned targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incendiary Arrows&#039;&#039;&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require the possession of a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
As opposed to the Barbaric style, the Infantry style relies more on training and discipline than sheer strength, soldiers are usually trained to fight with the this style. The Infantry style is ideal coupled with the Shield Mastery for the one-handed weapon users. This style can be used with any weapon. Equally good at attack and defense, this style is at disadvantage against two handed weapon or polearms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 80.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: any [[Players Guide/Skills#Combat Skills | weapons skills]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Infantry) --&amp;gt; (Set to Charge\nReq.: any weapons 10, STR 80)&lt;br /&gt;
(Set to Charge\nReq.: any weapons 10, STR 80) --&amp;gt; (Charge Block\nReq.: any weapons 30, STR 80)&lt;br /&gt;
(Charge Block\nReq.: any weapons 30, STR 80) --&amp;gt; (Counter Strike\nReq.: any weapons 50, STR 80)&lt;br /&gt;
(Counter Strike\nReq.: any weapons 50, STR 80) --&amp;gt; (Infantry Feint\nReq.: any weapons 70, STR 80)&lt;br /&gt;
(Infantry Feint\nReq.: any weapons 70, STR 80) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100, Shield Handling 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Set to Charge&#039;&#039;&#039;: Perform a frontal charge against the enemy. This attack requires preparation but gives an higher attack bonus for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge Block&#039;&#039;&#039;: By setting up to receive the charge, the attacker is given a defensive bonus at the expense of attack power. If the attacker is performing a Charge, will deal extra damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Counter Strike&#039;&#039;&#039;: By preparing oneself to receive the attack, the defender can fire a counterstrike for greater effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Feint&#039;&#039;&#039;: Attacker bend his weapon to the opponent one then push him over before delivring a powerfull blow on opponent back. Stun opponent for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039; [Common with [[Combat System#Shield Mastery | Shield Mastery style]]: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast moove, unblockable.&lt;br /&gt;
&lt;br /&gt;
== Shield Mastery ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivring blunt damage. Good defensive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Shield Handling | Shield Handling]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Shield Mastery) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Shield Slam\nReq.: Shield Handling 30)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 30) --&amp;gt; (Thwarting Attack\nReq.: Shield Handling 50)&lt;br /&gt;
(Thwarting Attack\nReq.: Shield Handling 50) --&amp;gt; (Wall of Shields\nReq.: Shield Handling 70)&lt;br /&gt;
(Wall of Shields\nReq.: Shield Handling 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100, Shield Handling 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fast Block&#039;&#039;&#039;: By feinting an attack, the attacker is able to put up an efficient defence and quickly block several of his opponent hits by swinging his shields to the right position.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Slam&#039;&#039;&#039;: Deliver a powerful blow with your shield stunning the opponent for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thwarting Attack&#039;&#039;&#039;: Setup a powerful defensive attack. Next time you&#039;re under attack, use the opponent&#039;s force to hit back with the shield several times, knocking the opponent off for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wall of Shields&#039;&#039;&#039;: By raising his shield against the enemies the character is able to protect himself and his friends from the enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039; [Common with [[Combat System#Infantry | Infantry style]]]: Fence your opponent’s weapon off with your shield then jump to hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Attack very fast and very hard to block attack.&lt;br /&gt;
&lt;br /&gt;
== War Hammering ==&lt;br /&gt;
&lt;br /&gt;
The War Hammering fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typical long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(War Hammering) --&amp;gt; (Arm Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Arm Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Break the Guard\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Break the Guard\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150) --&amp;gt; (Shield Pinning\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Shield Pinning\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Swirling Hammer\nReq.: Mace &amp;amp; Hammer 100, STR 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arm Smash&#039;&#039;&#039;: Attacker use the head of his mace or hammer to attack his opponent&#039;s armed hand. Slow but  gives the opponent an attack malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Break the Guard&#039;&#039;&#039;: Attacker swing his weapon across from side to side, fencing the opponent&#039;s weapon or shield off. Gives the opponent a defense malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battering Ram&#039;&#039;&#039;: Main hand at the base of the weapon, other hand just under weapon head, attacker lean slightly then gives a battering ram like hit onto opponents legs, backs off quickly then slash down a tremendous blow with all the weight of his weapon onto the unbalanced opponent. Can stun for a few seconds. Cannot be performed with any defensive stance.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Pinning&#039;&#039;&#039;: Attacker smash down firmly his weapon on the opponent shield, grappling it, making it fall to the ground or pinning it down. Gives an attack advantage for a few seconds. If the opponent do not use shield but is armored, this power attack will lower his defense capability.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swirling Hammer&#039;&#039;&#039;: Attacker swirl his mace or hammer above his head then smash it down in a powerful move, hitting several targets. Stuns opponents for a few seconds.&lt;br /&gt;
&lt;br /&gt;
= Combat styles under development =&lt;br /&gt;
&lt;br /&gt;
== Barbaric ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the blunt force of your weapon(s). This style doesn&#039;t require as much strengh as we think, the mass of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10 or [[Players Guide/Skills#Axe | Axe]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all maces and hammers, all swords, all axes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Barbaric) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30) --&amp;gt; (Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200)&lt;br /&gt;
(Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200) --&amp;gt; (Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70)&lt;br /&gt;
(Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Attack&#039;&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy..&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mighty Swing&#039;&#039;&#039;: Attacker quickly gets down and swings his weapon toward the opponent&#039;s legs, then stands up and lands a second strike on any part of opponent&#039;s body, if the attack hits the head the damage is doubled. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guard Wreck&#039;&#039;&#039;: Using the weight of your weapon, smash right in the opponent guard rending him unavailable to attack properly for few second. This inflict opponent of an attack penalty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feint &amp;amp; Smash&#039;&#039;&#039;: The attacker feints a low hit toward the opponent&#039;s feet to attract his attention on blocking low, then makes a turn around and strike the opponent&#039;s other side. Give a few second attack advantage as opponent is knocked backward and stunned.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind Strike&#039;&#039;&#039;: By using the full strength of the body the attacker swings his weapon making a circular attack. If not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. Not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill level 10, Agility (AGI) 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: AGI 80, Sword 20) --&amp;gt; (Risposte\nReq.: AGI 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: AGI 80, Sword 40) --&amp;gt; (D\nReq.: AGI 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assassin ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knives, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Agility 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: Assassin Weapon 10, Knife &amp;amp; Dagger or Sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knives, daggers, shortswords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Lethal Takedown\nReq.: Skill 10)&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Dark Cloak\nReq.: Skill 10)&lt;br /&gt;
(Lethal Takedown\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Dark Cloak\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Slit the Throat\nReq.: Skill 30) --&amp;gt; (Backstabbing Blow\nReq.: Skill 60)&lt;br /&gt;
(Backstabbing Blow\nReq.: Skill 60) --&amp;gt; (Bloodthirst\nReq.: Skill 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: From the opponent&#039;s back, attacker take the opponent down by hitting him on heels or the legs. This attack can stun the opponent for few seconds. Agressive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;: Attacker attacks from behind the opponent&#039;s back and grab the opponent&#039;s head, making path free to slit his throat. It requires a good timing and concentration but is able to inflict a letal wound.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dark Cloak&#039;&#039;: Attacker concentrate his stealth knowledge and coats himself into shadows. As he crouches, the opponent is unable to see or touch him for a few second. Full defensive needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back or inflict a powerfull punching blow. High Pierce/Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bloodthirst&#039;&#039;: A fast-paced kill moove. Standing behind the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Attacker inflict high slash damage on each moove (3). For melee users, Blunt damage with a bonus if player wearing crafted gauntlets. Bloody Stance needed.&lt;br /&gt;
&lt;br /&gt;
== Left-hand ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Two-handed Fencing ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon lenght to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defense, it require strenght, endurance and a good technique. Very effective against armored opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed Fencing) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontaly  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large moove describe almost a complet circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then moove forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontaly, left hand on the pommel, right hand grabing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensives modes. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack moove by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cuting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defense bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat moove. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the ennemy&#039;s head, Attacker gives a powerfull hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he excute a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20974</id>
		<title>Shindroks Crater Project</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20974"/>
		<updated>2015-06-25T22:22:19Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* The Jade Cutthroats Cave */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Shindrok Crater Project is a community effort, leaded by Tuathanach (Associate Developer in the Rules Department) and Zunna (Game Master and Associate Developer in the Rules Department). The project is approved by the whole [http://www.planeshift.it/Join%20Us developers team] and its leader Talad. Its goal is to provide an entire dungeon universe to [http://www.planeshift.it/ PlaneShift], entirely designed by volunteer players.&lt;br /&gt;
[[Image:Entrance2.jpg|500px|thumb|Shindrok Crater]]&lt;br /&gt;
&lt;br /&gt;
=Project Organisation=&lt;br /&gt;
==How to participate ? ==&lt;br /&gt;
&lt;br /&gt;
If you want to participate to the Shindrok Project, you just have to contact Tuathanach or Zunna via Private Message on [http://www.hydlaaplaza.com/smf/index.php PlaneShift Forum] or on [[General FAQ#Chat|IRC]] at #ps-shindrok. The team will then fill you in the details toward your choices. &lt;br /&gt;
You can create a character and write their quest, design areas (see [[Shindroks Crater Project#Project Content : Locations | the Location section]] on this page), create and develop items and activities proper to the characters.&lt;br /&gt;
&lt;br /&gt;
If you have ideas or wish to add categories in this page, do not hesitate to contact us, we are open to any proposition. The team will update this page regularly along the project progresses.&lt;br /&gt;
&lt;br /&gt;
==How is it organised ? ==&lt;br /&gt;
&lt;br /&gt;
The Shindrok Crater Project (SCP) is now at the second step of its development. For now, the team is focused on creating a group of [[Creatures#Cutthroat|cutthroats]], in details. Here are the tasks the volunteers followed so far:&lt;br /&gt;
&lt;br /&gt;
===Step One - Complete===&lt;br /&gt;
So far, the Shindrok Crater team created [[Shindroks Crater Project#The Jade Cutthroats|10 NPCs]], with their 10 very unique personalities and descriptions as well as 10 entire new quests to go with. &lt;br /&gt;
The volunteers conceptualized their characters, designed their behaviour, imagined their interaction with player through a quest and learned how to code that quest.&lt;br /&gt;
&lt;br /&gt;
===Step Two===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 1&#039;&#039;&#039;&lt;br /&gt;
*Imagine Items fitting in the crater universe, items that rogues could be using: in everyday life (Meals, Brews, tools), for illegal commerce, items they could fence or search for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 2&#039;&#039;&#039;&lt;br /&gt;
*Design the recipe, if needs be for one, using the most possible, ingredients already existing in PlaneShift. We will furnish a list of unused parts if needed. To create the recipe or crafting process, take inspiration in existing ones.&lt;br /&gt;
*Send your creation to Tuathanach and Zunna for validation through out mail or IRC channel #ps-shindrok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 3&#039;&#039;&#039;&lt;br /&gt;
*When the items are validated, incorporate them in a typical &amp;quot;Rules sheet&amp;quot;. We will accompany each volunteer in that task.&lt;br /&gt;
&lt;br /&gt;
===Coming Soon===&lt;br /&gt;
*Design of the characters schedule (i.e. Cutthroat A. 6am Wake up and go to Bar Area / 8am Go to his working spot / etc.). The characters will interact in their daily schedule as a true society.&lt;br /&gt;
*Description and design of the cutthroats cave&#039;s spaces (bar, guard post, training area, etc.)&lt;br /&gt;
*Dive deeper in the dungeon and meet another, more shadowy, group of bandits.&lt;br /&gt;
*Elaborate the boss.&lt;br /&gt;
&lt;br /&gt;
=Project Content : Characters=&lt;br /&gt;
&lt;br /&gt;
Starter quests - Elements of background : &lt;br /&gt;
Dark rumors spread all over the cities : Shindrok the mad mage is back. Since a couple of weeks, merchants, travelers and caravans have been violently assaulted on the road to [[Ojaveda]], people and beasts throats cut, goods plundered. As these attacks exclusively occur around the infamous crater, not far from the Irifon river, rumors have spread that Shindrok is back and haunting the place. As part of the [merchant OR thief OR guard] community, you hear about those rumors, feel the fear that shake most of the people. The guards have been forbidden to take [[Oja road|the road to Ojaveda]], most merchants , caravaners and furnishers refuse to work again along this trade route and the business is going downhill for the rogues, the pressure on the whole community grow as most goods start to be missing. As a trusted part of [chosen community] you are asked by one of its key figures to investigate the &amp;quot;Shindrok case&amp;quot; by the way of infiltration. You learn, via a rather unsavory character, that a group of bandits installed their quarter in the very crater. Only one way for you to know more: infiltrate their lair.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats==&lt;br /&gt;
The bandits installed in the crater have a hierarchical society organized in 3 entities. The cutthroat group is made of 10 people and is the first the player will meet. Called Jade Cutthroats, they are common cutthroats, slightly more trained then usual ones. They are in charge of the illegal items crafting and trade.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Cutthroat &lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Acckin Theine&#039;&#039;&#039; [by Demagul]|| Cook || You see a male Jade Cutthroat in front of you named Ackkin Theine. A tall and thin Ylian, he stands at almost two meters. He is dressed in a surprisingly spotless grey cloak with a hood that is almost always down. He stands tall and proud, but he has a very casual, relaxed atmosphere around him with the strong smell of beer, wine and gobo oil. He usually has a fairly young and cheerful facial expression with narrow cheeks and salted black beard scruff. His hair is an oily black, with the occasional grey streak. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Coub Yrotha&#039;&#039;&#039; [by Tuathanach]|| Trainer || A tough looking mature Ynwnn who seems to never stray from the training area. He has a rugged appearance with scars that decorate his face, and carries a straight militaristic posture. His posture serves to enhance his height. Standing at 2.25m and built like an alpha male Ulbernaut . A wide variety of weapons are sheathed on his person, including a dagger, a sword, a mace, and a bronze shield, which barley is the length of his thigh making it look like a buckler on him. His fists are larger than the head of the rusted mace he carries, and look more deadly. He looks sweaty, possibly from strenuous combat training. There is a small dirty metallic object pinned to the shoulder of his chain mail armor, possibly an old Hydlaa Guard sergeant&#039;s badge. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Darl Skeltor&#039;&#039;&#039; [by Zunna]|| Cutthroat Leader || Before you, is a young long-limbed ethereal female lemur. She &amp;quot;floats&amp;quot; gracefully around in a long silk robe that barely sketches her body shapes or contrast with her pale azure skin. Her fine straight light blue hairs are set free, thought finely adorned of intricate hair jewels. Darl wears platinium steel jewels set of gemstones, which colour matches always with the robe that she chose for the day. Her blue doe-eyed face is almost childlike and she often has a mischievous grin. With her delicate hands, her soft manners, her petite mouth, she might give the impression to be fragile and weak. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Dral Skeltor&#039;&#039;&#039; [by Tuathanach]|| Cutthroat Leader || A young Lemur is before you. Dressed in a fine silk outfit, deep green in colour with gold thread stitched intricately into the trim. Attached to his belt is a fine leather pouch, which has scrolls and sheets of paper evidently sticking out. Often he is seen reading through his papers or working at his bench. His Azure skin and light hair appear well looked after. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Draulius Vhargon&#039;&#039;&#039; [by Azeron]|| Door Guard || A strong looking man in dirty clothing stands watch, keeping his eyes stuck on the entrance and seldom looking away, being a guard of some sort. His hand rests idly on the hilt of his weapon, a bloodied steel falchion. He is mostly shrouded by his garments, including his face, where only cold eyes peer out from beneath the wrappings. His muscles are well-pronounced even beneath his outfit, and he&#039;s almost always drinking from a mug of beer in his hand || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Ladoria Uuz&#039;&#039;&#039; [by Zunna]|| Bar Maid || You cannot help but notice Ladoria. She is tall, looks overall vulgar and has a ball of magic light permanently shining above her head. Despite her allure, she is discrete and immediately gives this feeling of familiarity to everyone she meet. Ladoria is a podgy Ynnwn, whom willingly show off her generous body in a very low-cut leather and cotton corseted red dress which worn skirt edges come cover her boots tip. She added a mismatching fine leather belt to hang a clean rag and a leather pouch from which she draws the leaves that she’s constantly chewing. She has no horns as most Ynnwn but a typical Diaboli red tail that seems to move according to her emotion. Her long thick red hairs fall in her back in an impressive cascade, forming a setting to what could have been a natural beauty face if it weren’t covered with a thick layer of make up. Not a centimeter of her skin isn’t hidden behind a light brown foundation cream, her eyes are imprisoned in between large black eyeliner strokes, crushed by a bright red eye shadow powder and its matching lipstick. Even if the make up is applied with care it feels almost like a mask. She adorns no jewels out of a long steel chain which pendant is a small box. &lt;br /&gt;
 || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Rakr Achkin&#039;&#039;&#039; [by Ecthion Felagund]|| Storeman || Rakr is an older Ylian man, perhaps about 70 years of age. His long and narrow face is framed by neatly trimmed light grey hair, which is pulled past his ears in a tidy fashion and hangs to about mid-neck. Blue-grey eyes, with bushy  eyebrows the colour of his hair, peer out of a pair of steel-rimmed spectacles perched on the end his long and sharply pointed nose. He wears a plain white linen shirt with the cuffs rolled up to mid-forearm and the collar undone. The shirt is tucked neatly into his brown homespun pants, which are held up by a pair of leather suspenders. His boots, fairly new and rising to about mid-calf height, are tucked under his pant legs. In his left hand he usually holds a large piece of parchment with sums and lists scribbled all over it, which he frequently refers to and marks with a sharp Kikiri quill pen. His hands are clean, albeit often smudged with ink from the pen, and his fingernails are trimmed. His clean and well-groomed appearance may make him look a bit out of place amongst the rogue band. Despite his age, he seems to be a high-energy person. His eyes constantly dart to and fro, and his movements are quick and decisive. || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Riell Denz&#039;&#039;&#039; [by Zunna]|| Brewer || From his 1m75 tall, Riell imposes a good-humored look and a mischievous grin which might give the feeling that he is always at ease. He speaks in a firm and loud tone and uses Hydlaan slang vocabulary which might be hard to understand for the non familiar. He wears cotton pants with suspenders on a short-sleeved shirt and a black felt hat that he wears slightly tilted on the left. This mature man is firmly planted in his pair of old leather ankle boots that he drags noisily on the floor. A thick falling light brown mustache completes the picture. Riell is robust; his muscles structure is of an energetic body, rather from the work he does then from martial exercise. There is apparently no weapon on his person. When he&#039;s working at the brewing station, Riell wears a long linen stained apron and felt gaiters.&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Samray Serkal&#039;&#039;&#039; [by Tuathanach]|| Door Guard || A ragged female stands before you, she appears on edge. She is slight of build and stands about 1.8m tall. Aging her is quite hard she looks to be in her forties. She is dressed in what looks were once fine clothes, but are well worn and soiled. Her armor was once fine quality leather, now is patched with poor ragged patches. Over the top she has a green hooded cloak which is badly stained. Round her neck is a silver chain. On her back you see an Ynnwn Short bow. Round her right thigh is her quiver. Tucked into her belt at her left hip is a dagger. She also has a small satchel which rests on her right hip. Despite all the leather and cloak you can tell that she is extremely thin, her fingers which are protruding from her gloves look almost skeletal. Beneath her hood you can see she is very pale with almost colourless skin. Her pale green eyes staring out, scanning what is going on, never quite resting or relaxing. Her hair is a greenish hue of silver from the tufts sticking out you can tell it is wavy. Like her eyes, she is restless. She is often muttering to herself when no one is near. She appears to take solace in her hip flask, which she clutches in her left hand, sipping from it occasionally&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Trilam Darkstar&#039;&#039;&#039; [by Azeron]|| Smith || A short but stout man who tirelessly works away at his smithy. His hands and face are smeared with grime, and the precision with which he uses his tools implies great skill. Despite the sweating hot conditions of the forge, he strikes the anvil vigorously. His outfit is worn and tattered from arduous work, and a long dirty beard protrudes from a wide slit at the bottom of his mask as if he has done nothing but work for a long time || Complete || Complete&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents==&lt;br /&gt;
The Second and top tier of bandit in the society. More specialist, a group of elite bandits. Working directly from instructions under the boss.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Serpent&lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Locations=&lt;br /&gt;
&lt;br /&gt;
Each entity will have a dedicated location and each character a particular place in this location, defined toward his role in the community.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Cave==&lt;br /&gt;
The cutthroats are based in a cave inside the crater. They are organised in a society with their warehouse, living and dining area, bar, etc...  Each of these aspects will have to be imagined and furnished.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;The Guard Post&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | Where the goods and caravans are first brought. All those that come and go are watched over by Samray and Draulius. The Cutthroats have installed a rampway to make maneuvering carts easier.&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Training Area and Armory&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | Coub&#039;s domain with its own fighting pit, weapon rack and training equipment.&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Warehouse&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | This area is where goods are taken and sorted by Rakr. Beware delving too deeply into storage area for dangers lurk.&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Smithing and Tanning Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | Complete with all your basic needs including Trilam, the smith.&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Brewing Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | Riell&#039;s laboratory in two areas, the first being all that is needed for brewing your standard ales. He also has a second area he uses for his experiments.&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Bar and Dining Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | Where you will be greeted by Ladoria and Acckin. They have seated tables and all the facilities you would expect of a tavern, except this is in a cave. Hope you are patient, Acckin is not the quickest at cooking.&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Sleeping Quarters&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | Where they sleep.&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Cutthroats Leaders Living Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | Welcome to Darl, her pets and also her brother Dral. These two young Lemurs are waiting for you to serve.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents Cave==&lt;br /&gt;
The serpents have a separate cave, which helps keep their business safe and away from the cutthroats.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Items=&lt;br /&gt;
&lt;br /&gt;
The projects goal is to create a whole « rogue » universe with its characters, its particular locations and its specific items. Keeping in mind the resources of Planeshift and using elements already existing, the volunteers can create new content that will fit in the project.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Goods==&lt;br /&gt;
&lt;br /&gt;
As a rogue organization, the cutthroats participate to a general goal that is defined by their chief. Mostly, this low group of bandits is asked to steal or craft items that will serve them to provide goods, be it [[Cooking|cooking]] recipes, brews, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooking Recipes&#039;&#039;&#039;&lt;br /&gt;
*Rat Stew&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brews&#039;&#039;&#039;&lt;br /&gt;
*Rotgut&lt;br /&gt;
&lt;br /&gt;
[[Category:Yliakum]]&lt;br /&gt;
[[Category:Landscape]]&lt;br /&gt;
[[Category:Society]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:NPCClient Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20972</id>
		<title>Shindroks Crater Project</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20972"/>
		<updated>2015-06-15T11:44:27Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* The Jade Cutthroats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Shindrok Crater Project is a community effort, leaded by Tuathanach (Associate Developer in the Rules Department) and Zunna (Game Master and Associate Developer in the Rules Department). The project is approved by the whole [http://www.planeshift.it/Join%20Us developers team] and its leader Talad. Its goal is to provide an entire dungeon universe to [http://www.planeshift.it/ PlaneShift], entirely designed by volunteer players.&lt;br /&gt;
[[Image:Entrance2.jpg|500px|thumb|Shindrok Crater]]&lt;br /&gt;
&lt;br /&gt;
=Project Organisation=&lt;br /&gt;
==How to participate ? ==&lt;br /&gt;
&lt;br /&gt;
If you want to participate to the Shindrok Project, you just have to contact Tuathanach or Zunna via Private Message on [http://www.hydlaaplaza.com/smf/index.php PlaneShift Forum] or on [[General FAQ#Chat|IRC]] at #ps-shindrok. The team will then fill you in the details toward your choices. &lt;br /&gt;
You can create a character and write their quest, design areas (see [[Shindroks Crater Project#Project Content : Locations | the Location section]] on this page), create and develop items and activities proper to the characters.&lt;br /&gt;
&lt;br /&gt;
If you have ideas or wish to add categories in this page, do not hesitate to contact us, we are open to any proposition. The team will update this page regularly along the project progresses.&lt;br /&gt;
&lt;br /&gt;
==How is it organised ? ==&lt;br /&gt;
&lt;br /&gt;
The Shindrok Crater Project (SCP) is now at the second step of its development. For now, the team is focused on creating a group of [[Creatures#Cutthroat|cutthroats]], in details. Here are the tasks the volunteers followed so far:&lt;br /&gt;
&lt;br /&gt;
===Step One - Complete===&lt;br /&gt;
So far, the Shindrok Crater team created [[Shindroks Crater Project#The Jade Cutthroats|10 NPCs]], with their 10 very unique personalities and descriptions as well as 10 entire new quests to go with. &lt;br /&gt;
The volunteers conceptualized their characters, designed their behaviour, imagined their interaction with player through a quest and learned how to code that quest.&lt;br /&gt;
&lt;br /&gt;
===Step Two===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 1&#039;&#039;&#039;&lt;br /&gt;
*Imagine Items fitting in the crater universe, items that rogues could be using: in everyday life (Meals, Brews, tools), for illegal commerce, items they could fence or search for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 2&#039;&#039;&#039;&lt;br /&gt;
*Design the recipe, if needs be for one, using the most possible, ingredients already existing in PlaneShift. We will furnish a list of unused parts if needed. To create the recipe or crafting process, take inspiration in existing ones.&lt;br /&gt;
*Send your creation to Tuathanach and Zunna for validation through out mail or IRC channel #ps-shindrok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 3&#039;&#039;&#039;&lt;br /&gt;
*When the items are validated, incorporate them in a typical &amp;quot;Rules sheet&amp;quot;. We will accompany each volunteer in that task.&lt;br /&gt;
&lt;br /&gt;
===Coming Soon===&lt;br /&gt;
*Design of the characters schedule (i.e. Cutthroat A. 6am Wake up and go to Bar Area / 8am Go to his working spot / etc.). The characters will interact in their daily schedule as a true society.&lt;br /&gt;
*Description and design of the cutthroats cave&#039;s spaces (bar, guard post, training area, etc.)&lt;br /&gt;
*Dive deeper in the dungeon and meet another, more shadowy, group of bandits.&lt;br /&gt;
*Elaborate the boss.&lt;br /&gt;
&lt;br /&gt;
=Project Content : Characters=&lt;br /&gt;
&lt;br /&gt;
Starter quests - Elements of background : &lt;br /&gt;
Dark rumors spread all over the cities : Shindrok the mad mage is back. Since a couple of weeks, merchants, travelers and caravans have been violently assaulted on the road to [[Ojaveda]], people and beasts throats cut, goods plundered. As these attacks exclusively occur around the infamous crater, not far from the Irifon river, rumors have spread that Shindrok is back and haunting the place. As part of the [merchant OR thief OR guard] community, you hear about those rumors, feel the fear that shake most of the people. The guards have been forbidden to take [[Oja road|the road to Ojaveda]], most merchants , caravaners and furnishers refuse to work again along this trade route and the business is going downhill for the rogues, the pressure on the whole community grow as most goods start to be missing. As a trusted part of [chosen community] you are asked by one of its key figures to investigate the &amp;quot;Shindrok case&amp;quot; by the way of infiltration. You learn, via a rather unsavory character, that a group of bandits installed their quarter in the very crater. Only one way for you to know more: infiltrate their lair.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats==&lt;br /&gt;
The bandits installed in the crater have a hierarchical society organized in 3 entities. The cutthroat group is made of 10 people and is the first the player will meet. Called Jade Cutthroats, they are common cutthroats, slightly more trained then usual ones. They are in charge of the illegal items crafting and trade.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Cutthroat &lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Acckin Theine&#039;&#039;&#039; [by Demagul]|| Cook || You see a male Jade Cutthroat in front of you named Ackkin Theine. A tall and thin Ylian, he stands at almost two meters. He is dressed in a surprisingly spotless grey cloak with a hood that is almost always down. He stands tall and proud, but he has a very casual, relaxed atmosphere around him with the strong smell of beer, wine and gobo oil. He usually has a fairly young and cheerful facial expression with narrow cheeks and salted black beard scruff. His hair is an oily black, with the occasional grey streak. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Coub Yrotha&#039;&#039;&#039; [by Tuathanach]|| Trainer || A tough looking mature Ynwnn who seems to never stray from the training area. He has a rugged appearance with scars that decorate his face, and carries a straight militaristic posture. His posture serves to enhance his height. Standing at 2.25m and built like an alpha male Ulbernaut . A wide variety of weapons are sheathed on his person, including a dagger, a sword, a mace, and a bronze shield, which barley is the length of his thigh making it look like a buckler on him. His fists are larger than the head of the rusted mace he carries, and look more deadly. He looks sweaty, possibly from strenuous combat training. There is a small dirty metallic object pinned to the shoulder of his chain mail armor, possibly an old Hydlaa Guard sergeant&#039;s badge. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Darl Skeltor&#039;&#039;&#039; [by Zunna]|| Cutthroat Leader || Before you, is a young long-limbed ethereal female lemur. She &amp;quot;floats&amp;quot; gracefully around in a long silk robe that barely sketches her body shapes or contrast with her pale azure skin. Her fine straight light blue hairs are set free, thought finely adorned of intricate hair jewels. Darl wears platinium steel jewels set of gemstones, which colour matches always with the robe that she chose for the day. Her blue doe-eyed face is almost childlike and she often has a mischievous grin. With her delicate hands, her soft manners, her petite mouth, she might give the impression to be fragile and weak. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Dral Skeltor&#039;&#039;&#039; [by Tuathanach]|| Cutthroat Leader || A young Lemur is before you. Dressed in a fine silk outfit, deep green in colour with gold thread stitched intricately into the trim. Attached to his belt is a fine leather pouch, which has scrolls and sheets of paper evidently sticking out. Often he is seen reading through his papers or working at his bench. His Azure skin and light hair appear well looked after. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Draulius Vhargon&#039;&#039;&#039; [by Azeron]|| Door Guard || A strong looking man in dirty clothing stands watch, keeping his eyes stuck on the entrance and seldom looking away, being a guard of some sort. His hand rests idly on the hilt of his weapon, a bloodied steel falchion. He is mostly shrouded by his garments, including his face, where only cold eyes peer out from beneath the wrappings. His muscles are well-pronounced even beneath his outfit, and he&#039;s almost always drinking from a mug of beer in his hand || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Ladoria Uuz&#039;&#039;&#039; [by Zunna]|| Bar Maid || You cannot help but notice Ladoria. She is tall, looks overall vulgar and has a ball of magic light permanently shining above her head. Despite her allure, she is discrete and immediately gives this feeling of familiarity to everyone she meet. Ladoria is a podgy Ynnwn, whom willingly show off her generous body in a very low-cut leather and cotton corseted red dress which worn skirt edges come cover her boots tip. She added a mismatching fine leather belt to hang a clean rag and a leather pouch from which she draws the leaves that she’s constantly chewing. She has no horns as most Ynnwn but a typical Diaboli red tail that seems to move according to her emotion. Her long thick red hairs fall in her back in an impressive cascade, forming a setting to what could have been a natural beauty face if it weren’t covered with a thick layer of make up. Not a centimeter of her skin isn’t hidden behind a light brown foundation cream, her eyes are imprisoned in between large black eyeliner strokes, crushed by a bright red eye shadow powder and its matching lipstick. Even if the make up is applied with care it feels almost like a mask. She adorns no jewels out of a long steel chain which pendant is a small box. &lt;br /&gt;
 || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Rakr Achkin&#039;&#039;&#039; [by Ecthion Felagund]|| Storeman || Rakr is an older Ylian man, perhaps about 70 years of age. His long and narrow face is framed by neatly trimmed light grey hair, which is pulled past his ears in a tidy fashion and hangs to about mid-neck. Blue-grey eyes, with bushy  eyebrows the colour of his hair, peer out of a pair of steel-rimmed spectacles perched on the end his long and sharply pointed nose. He wears a plain white linen shirt with the cuffs rolled up to mid-forearm and the collar undone. The shirt is tucked neatly into his brown homespun pants, which are held up by a pair of leather suspenders. His boots, fairly new and rising to about mid-calf height, are tucked under his pant legs. In his left hand he usually holds a large piece of parchment with sums and lists scribbled all over it, which he frequently refers to and marks with a sharp Kikiri quill pen. His hands are clean, albeit often smudged with ink from the pen, and his fingernails are trimmed. His clean and well-groomed appearance may make him look a bit out of place amongst the rogue band. Despite his age, he seems to be a high-energy person. His eyes constantly dart to and fro, and his movements are quick and decisive. || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Riell Denz&#039;&#039;&#039; [by Zunna]|| Brewer || From his 1m75 tall, Riell imposes a good-humored look and a mischievous grin which might give the feeling that he is always at ease. He speaks in a firm and loud tone and uses Hydlaan slang vocabulary which might be hard to understand for the non familiar. He wears cotton pants with suspenders on a short-sleeved shirt and a black felt hat that he wears slightly tilted on the left. This mature man is firmly planted in his pair of old leather ankle boots that he drags noisily on the floor. A thick falling light brown mustache completes the picture. Riell is robust; his muscles structure is of an energetic body, rather from the work he does then from martial exercise. There is apparently no weapon on his person. When he&#039;s working at the brewing station, Riell wears a long linen stained apron and felt gaiters.&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Samray Serkal&#039;&#039;&#039; [by Tuathanach]|| Door Guard || A ragged female stands before you, she appears on edge. She is slight of build and stands about 1.8m tall. Aging her is quite hard she looks to be in her forties. She is dressed in what looks were once fine clothes, but are well worn and soiled. Her armor was once fine quality leather, now is patched with poor ragged patches. Over the top she has a green hooded cloak which is badly stained. Round her neck is a silver chain. On her back you see an Ynnwn Short bow. Round her right thigh is her quiver. Tucked into her belt at her left hip is a dagger. She also has a small satchel which rests on her right hip. Despite all the leather and cloak you can tell that she is extremely thin, her fingers which are protruding from her gloves look almost skeletal. Beneath her hood you can see she is very pale with almost colourless skin. Her pale green eyes staring out, scanning what is going on, never quite resting or relaxing. Her hair is a greenish hue of silver from the tufts sticking out you can tell it is wavy. Like her eyes, she is restless. She is often muttering to herself when no one is near. She appears to take solace in her hip flask, which she clutches in her left hand, sipping from it occasionally&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Trilam Darkstar&#039;&#039;&#039; [by Azeron]|| Smith || A short but stout man who tirelessly works away at his smithy. His hands and face are smeared with grime, and the precision with which he uses his tools implies great skill. Despite the sweating hot conditions of the forge, he strikes the anvil vigorously. His outfit is worn and tattered from arduous work, and a long dirty beard protrudes from a wide slit at the bottom of his mask as if he has done nothing but work for a long time || Complete || Complete&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents==&lt;br /&gt;
The Second and top tier of bandit in the society. More specialist, a group of elite bandits. Working directly from instructions under the boss.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Serpent&lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Locations=&lt;br /&gt;
&lt;br /&gt;
Each entity will have a dedicated location and each character a particular place in this location, defined toward his role in the community.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Cave==&lt;br /&gt;
The cutthroats are based in a cave inside the crater. They are organised in a society with their warehouse, living and dining area, bar, etc...  Each of these aspects will have to be imagined and furnished.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;The Guard Post&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Training Area and Armory&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Warehouse&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Smithing and Tanning Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Brewing Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Bar and Dining Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Living Quarters&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Office&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Cutthroats Leaders Living Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents Cave==&lt;br /&gt;
The serpents have a separate cave, which helps keep their business safe and away from the cutthroats.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Items=&lt;br /&gt;
&lt;br /&gt;
The projects goal is to create a whole « rogue » universe with its characters, its particular locations and its specific items. Keeping in mind the resources of Planeshift and using elements already existing, the volunteers can create new content that will fit in the project.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Goods==&lt;br /&gt;
&lt;br /&gt;
As a rogue organization, the cutthroats participate to a general goal that is defined by their chief. Mostly, this low group of bandits is asked to steal or craft items that will serve them to provide goods, be it [[Cooking|cooking]] recipes, brews, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooking Recipes&#039;&#039;&#039;&lt;br /&gt;
*Rat Stew&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brews&#039;&#039;&#039;&lt;br /&gt;
*Rotgut&lt;br /&gt;
&lt;br /&gt;
[[Category:Yliakum]]&lt;br /&gt;
[[Category:Landscape]]&lt;br /&gt;
[[Category:Society]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:NPCClient Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20956</id>
		<title>Shindroks Crater Project</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20956"/>
		<updated>2015-04-17T20:56:23Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Project Content : Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Shindrok Crater Project is a community effort, leaded by Tuathanach (Associate Developer in the Rules Department) and Zunna (Game Master and Associate Developer in the Rules Department). The project is approved by the whole [http://www.planeshift.it/Join%20Us developers team] and its leader Talad. Its goal is to provide an entire dungeon universe to [http://www.planeshift.it/ PlaneShift], entirely designed by volunteer players.&lt;br /&gt;
[[Image:Entrance2.jpg|500px|thumb|Shindrok Crater]]&lt;br /&gt;
&lt;br /&gt;
=Project Organisation=&lt;br /&gt;
==How to participate ? ==&lt;br /&gt;
&lt;br /&gt;
If you want to participate to the Shindrok Project, you just have to contact Tuathanach or Zunna via Private Message on [http://www.hydlaaplaza.com/smf/index.php PlaneShift Forum] or on [[General FAQ#Chat|IRC]] at #ps-shindrok. The team will then fill you in the details toward your choices. &lt;br /&gt;
You can create a character and write their quest, design areas (see [[Shindroks Crater Project#Project Content : Locations | the Location section]] on this page), create and develop items and activities proper to the characters.&lt;br /&gt;
&lt;br /&gt;
If you have ideas or wish to add categories in this page, do not hesitate to contact us, we are open to any proposition. The team will update this page regularly along the project progresses.&lt;br /&gt;
&lt;br /&gt;
==How is it organised ? ==&lt;br /&gt;
&lt;br /&gt;
The Shindrok Crater Project (SCP) is now at the second step of its development. For now, the team is focused on creating a group of [[Creatures#Cutthroat|cutthroats]], in details. Here are the tasks the volunteers followed so far:&lt;br /&gt;
&lt;br /&gt;
===Step One - Complete===&lt;br /&gt;
So far, the Shindrok Crater team created [[Shindroks Crater Project#The Jade Cutthroats|10 NPCs]], with their 10 very unique personalities and descriptions as well as 10 entire new quests to go with. &lt;br /&gt;
The volunteers conceptualized their characters, designed their behaviour, imagined their interaction with player through a quest and learned how to code that quest.&lt;br /&gt;
&lt;br /&gt;
===Step Two===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 1&#039;&#039;&#039;&lt;br /&gt;
*Imagine Items fitting in the crater universe, items that rogues could be using: in everyday life (Meals, Brews, tools), for illegal commerce, items they could fence or search for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 2&#039;&#039;&#039;&lt;br /&gt;
*Design the recipe, if needs be for one, using the most possible, ingredients already existing in PlaneShift. We will furnish a list of unused parts if needed. To create the recipe or crafting process, take inspiration in existing ones.&lt;br /&gt;
*Send your creation to Tuathanach and Zunna for validation through out mail or IRC channel #ps-shindrok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 3&#039;&#039;&#039;&lt;br /&gt;
*When the items are validated, incorporate them in a typical &amp;quot;Rules sheet&amp;quot;. We will accompany each volunteer in that task.&lt;br /&gt;
&lt;br /&gt;
===Coming Soon===&lt;br /&gt;
*Design of the characters schedule (i.e. Cutthroat A. 6am Wake up and go to Bar Area / 8am Go to his working spot / etc.). The characters will interact in their daily schedule as a true society.&lt;br /&gt;
*Description and design of the cutthroats cave&#039;s spaces (bar, guard post, training area, etc.)&lt;br /&gt;
*Dive deeper in the dungeon and meet another, more shadowy, group of bandits.&lt;br /&gt;
*Elaborate the boss.&lt;br /&gt;
&lt;br /&gt;
=Project Content : Characters=&lt;br /&gt;
&lt;br /&gt;
Starter quests - Elements of background : &lt;br /&gt;
Dark rumors spread all over the cities : Shindrok the mad mage is back. Since a couple of weeks, merchants, travelers and caravans have been violently assaulted on the road to [[Ojaveda]], people and beasts throats cut, goods plundered. As these attacks exclusively occur around the infamous crater, not far from the Irifon river, rumors have spread that Shindrok is back and haunting the place. As part of the [merchant OR thief OR guard] community, you hear about those rumors, feel the fear that shake most of the people. The guards have been forbidden to take [[Oja road|the road to Ojaveda]], most merchants , caravaners and furnishers refuse to work again along this trade route and the business is going downhill for the rogues, the pressure on the whole community grow as most goods start to be missing. As a trusted part of [chosen community] you are asked by one of its key figures to investigate the &amp;quot;Shindrok case&amp;quot; by the way of infiltration. You learn, via a rather unsavory character, that a group of bandits installed their quarter in the very crater. Only one way for you to know more: infiltrate their lair.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats==&lt;br /&gt;
The bandits installed in the crater have a hierarchical society organized in 3 entities. The cutthroat group is made of 10 people and is the first the player will meet. Called Jade Cutthroats, they are common cutthroats, slightly more trained then usual ones. They are in charge of the illegal items crafting and trade.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Cutthroat &lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Acckin Theine&#039;&#039;&#039; [by Demagul]|| Cook || You see a male Jade Cutthroat in front of you named Ackkin Theine. A tall and thin Ylian, he stands at almost two meters. He is dressed in a surprisingly spotless grey cloak with a hood that is almost always down. He stands tall and proud, but he has a very casual, relaxed atmosphere around him with the strong smell of beer, wine and gobo oil. He usually has a fairly young and cheerful facial expression with narrow cheeks and salted black beard scruff. His hair is an oily black, with the occasional grey streak. || Complete || Draft&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Coub Yrotha&#039;&#039;&#039; [by Tuathanach]|| Trainer || A tough looking mature Ynwnn who seems to never stray from the training area. He has a rugged appearance with scars that decorate his face, and carries a straight militaristic posture. His posture serves to enhance his height. Standing at 2.25m and built like an alpha male Ulbernaut . A wide variety of weapons are sheathed on his person, including a dagger, a sword, a mace, and a bronze shield, which barley is the length of his thigh making it look like a buckler on him. His fists are larger than the head of the rusted mace he carries, and look more deadly. He looks sweaty, possibly from strenuous combat training. There is a small dirty metallic object pinned to the shoulder of his chain mail armor, possibly an old Hydlaa Guard sergeant&#039;s badge. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Darl Skeltor&#039;&#039;&#039; [by Zunna]|| Cutthroat Leader || Before you, is a young long-limbed ethereal female lemur. She &amp;quot;floats&amp;quot; gracefully around in a long silk robe that barely sketches her body shapes or contrast with her pale azure skin. Her fine straight light blue hairs are set free, thought finely adorned of intricate hair jewels. Darl wears platinium steel jewels set of gemstones, which colour matches always with the robe that she chose for the day. Her blue doe-eyed face is almost childlike and she often has a mischievous grin. With her delicate hands, her soft manners, her petite mouth, she might give the impression to be fragile and weak. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Dral Skeltor&#039;&#039;&#039; [by Tuathanach]|| Cutthroat Leader || A young Lemur is before you. Dressed in a fine silk outfit, deep green in colour with gold thread stitched intricately into the trim. Attached to his belt is a fine leather pouch, which has scrolls and sheets of paper evidently sticking out. Often he is seen reading through his papers or working at his bench. His Azure skin and light hair appear well looked after. || Complete || Draft&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Draulius Vhargon&#039;&#039;&#039; [by Azeron]|| Door Guard || A strong looking man in dirty clothing stands watch, keeping his eyes stuck on the entrance and seldom looking away, being a guard of some sort. His hand rests idly on the hilt of his weapon, a bloodied steel falchion. He is mostly shrouded by his garments, including his face, where only cold eyes peer out from beneath the wrappings. His muscles are well-pronounced even beneath his outfit, and he&#039;s almost always drinking from a mug of beer in his hand || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Ladoria Uuz&#039;&#039;&#039; [by Zunna]|| Bar Maid || You cannot help but notice Ladoria. She is tall, looks overall vulgar and has a ball of magic light permanently shining above her head. Despite her allure, she is discrete and immediately gives this feeling of familiarity to everyone she meet. Ladoria is a podgy Ynnwn, whom willingly show off her generous body in a very low-cut leather and cotton corseted red dress which worn skirt edges come cover her boots tip. She added a mismatching fine leather belt to hang a clean rag and a leather pouch from which she draws the leaves that she’s constantly chewing. She has no horns as most Ynnwn but a typical Diaboli red tail that seems to move according to her emotion. Her long thick red hairs fall in her back in an impressive cascade, forming a setting to what could have been a natural beauty face if it weren’t covered with a thick layer of make up. Not a centimeter of her skin isn’t hidden behind a light brown foundation cream, her eyes are imprisoned in between large black eyeliner strokes, crushed by a bright red eye shadow powder and its matching lipstick. Even if the make up is applied with care it feels almost like a mask. She adorns no jewels out of a long steel chain which pendant is a small box. &lt;br /&gt;
 || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Rakr Achkin&#039;&#039;&#039; [by Ecthion Felagund]|| Storeman || Rakr is an older Ylian man, perhaps about 70 years of age. His long and narrow face is framed by neatly trimmed light grey hair, which is pulled past his ears in a tidy fashion and hangs to about mid-neck. Blue-grey eyes, with bushy  eyebrows the colour of his hair, peer out of a pair of steel-rimmed spectacles perched on the end his long and sharply pointed nose. He wears a plain white linen shirt with the cuffs rolled up to mid-forearm and the collar undone. The shirt is tucked neatly into his brown homespun pants, which are held up by a pair of leather suspenders. His boots, fairly new and rising to about mid-calf height, are tucked under his pant legs. In his left hand he usually holds a large piece of parchment with sums and lists scribbled all over it, which he frequently refers to and marks with a sharp Kikiri quill pen. His hands are clean, albeit often smudged with ink from the pen, and his fingernails are trimmed. His clean and well-groomed appearance may make him look a bit out of place amongst the rogue band. Despite his age, he seems to be a high-energy person. His eyes constantly dart to and fro, and his movements are quick and decisive. || Complete || Draft &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Riell Denz&#039;&#039;&#039; [by Zunna]|| Brewer || From his 1m75 tall, Riell imposes a good-humored look and a mischievous grin which might give the feeling that he is always at ease. He speaks in a firm and loud tone and uses Hydlaan slang vocabulary which might be hard to understand for the non familiar. He wears cotton pants with suspenders on a short-sleeved shirt and a black felt hat that he wears slightly tilted on the left. This mature man is firmly planted in his pair of old leather ankle boots that he drags noisily on the floor. A thick falling light brown mustache completes the picture. Riell is robust; his muscles structure is of an energetic body, rather from the work he does then from martial exercise. There is apparently no weapon on his person. When he&#039;s working at the brewing station, Riell wears a long linen stained apron and felt gaiters.&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Samray Serkal&#039;&#039;&#039; [by Tuathanach]|| Door Guard || A ragged female stands before you, she appears on edge. She is slight of build and stands about 1.8m tall. Aging her is quite hard she looks to be in her forties. She is dressed in what looks were once fine clothes, but are well worn and soiled. Her armor was once fine quality leather, now is patched with poor ragged patches. Over the top she has a green hooded cloak which is badly stained. Round her neck is a silver chain. On her back you see an Ynnwn Short bow. Round her right thigh is her quiver. Tucked into her belt at her left hip is a dagger. She also has a small satchel which rests on her right hip. Despite all the leather and cloak you can tell that she is extremely thin, her fingers which are protruding from her gloves look almost skeletal. Beneath her hood you can see she is very pale with almost colourless skin. Her pale green eyes staring out, scanning what is going on, never quite resting or relaxing. Her hair is a greenish hue of silver from the tufts sticking out you can tell it is wavy. Like her eyes, she is restless. She is often muttering to herself when no one is near. She appears to take solace in her hip flask, which she clutches in her left hand, sipping from it occasionally&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Trilam Darkstar&#039;&#039;&#039; [by Azeron]|| Smith || A short but stout man who tirelessly works away at his smithy. His hands and face are smeared with grime, and the precision with which he uses his tools implies great skill. Despite the sweating hot conditions of the forge, he strikes the anvil vigorously. His outfit is worn and tattered from arduous work, and a long dirty beard protrudes from a wide slit at the bottom of his mask as if he has done nothing but work for a long time || Complete || Complete&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents==&lt;br /&gt;
The Second and top tier of bandit in the society. More specialist, a group of elite bandits. Working directly from instructions under the boss.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Serpent&lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Locations=&lt;br /&gt;
&lt;br /&gt;
Each entity will have a dedicated location and each character a particular place in this location, defined toward his role in the community.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Cave==&lt;br /&gt;
The cutthroats are based in a cave inside the crater. They are organised in a society with their warehouse, living and dining area, bar, etc...  Each of these aspects will have to be imagined and furnished.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;The Guard Post&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Training Area and Armory&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Warehouse&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Smithing and Tanning Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Brewing Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Bar and Dining Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Living Quarters&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Office&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Cutthroats Leaders Living Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents Cave==&lt;br /&gt;
The serpents have a separate cave, which helps keep their business safe and away from the cutthroats.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Items=&lt;br /&gt;
&lt;br /&gt;
The projects goal is to create a whole « rogue » universe with its characters, its particular locations and its specific items. Keeping in mind the resources of Planeshift and using elements already existing, the volunteers can create new content that will fit in the project.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Goods==&lt;br /&gt;
&lt;br /&gt;
As a rogue organization, the cutthroats participate to a general goal that is defined by their chief. Mostly, this low group of bandits is asked to steal or craft items that will serve them to provide goods, be it [[Cooking|cooking]] recipes, brews, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooking Recipes&#039;&#039;&#039;&lt;br /&gt;
*Rat Stew&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brews&#039;&#039;&#039;&lt;br /&gt;
*Rotgut&lt;br /&gt;
&lt;br /&gt;
[[Category:Yliakum]]&lt;br /&gt;
[[Category:Landscape]]&lt;br /&gt;
[[Category:Society]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:NPCClient Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20955</id>
		<title>Shindroks Crater Project</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20955"/>
		<updated>2015-04-17T20:55:05Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* How is it organised ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Shindrok Crater Project is a community effort, leaded by Tuathanach (Associate Developer in the Rules Department) and Zunna (Game Master and Associate Developer in the Rules Department). The project is approved by the whole [http://www.planeshift.it/Join%20Us developers team] and its leader Talad. Its goal is to provide an entire dungeon universe to [http://www.planeshift.it/ PlaneShift], entirely designed by volunteer players.&lt;br /&gt;
[[Image:Entrance2.jpg|500px|thumb|Shindrok Crater]]&lt;br /&gt;
&lt;br /&gt;
=Project Organisation=&lt;br /&gt;
==How to participate ? ==&lt;br /&gt;
&lt;br /&gt;
If you want to participate to the Shindrok Project, you just have to contact Tuathanach or Zunna via Private Message on [http://www.hydlaaplaza.com/smf/index.php PlaneShift Forum] or on [[General FAQ#Chat|IRC]] at #ps-shindrok. The team will then fill you in the details toward your choices. &lt;br /&gt;
You can create a character and write their quest, design areas (see [[Shindroks Crater Project#Project Content : Locations | the Location section]] on this page), create and develop items and activities proper to the characters.&lt;br /&gt;
&lt;br /&gt;
If you have ideas or wish to add categories in this page, do not hesitate to contact us, we are open to any proposition. The team will update this page regularly along the project progresses.&lt;br /&gt;
&lt;br /&gt;
==How is it organised ? ==&lt;br /&gt;
&lt;br /&gt;
The Shindrok Crater Project (SCP) is now at the second step of its development. For now, the team is focused on creating a group of [[Creatures#Cutthroat|cutthroats]], in details. Here are the tasks the volunteers followed so far:&lt;br /&gt;
&lt;br /&gt;
===Step One - Complete===&lt;br /&gt;
So far, the Shindrok Crater team created [[Shindroks Crater Project#The Jade Cutthroats|10 NPCs]], with their 10 very unique personalities and descriptions as well as 10 entire new quests to go with. &lt;br /&gt;
The volunteers conceptualized their characters, designed their behaviour, imagined their interaction with player through a quest and learned how to code that quest.&lt;br /&gt;
&lt;br /&gt;
===Step Two===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 1&#039;&#039;&#039;&lt;br /&gt;
*Imagine Items fitting in the crater universe, items that rogues could be using: in everyday life (Meals, Brews, tools), for illegal commerce, items they could fence or search for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 2&#039;&#039;&#039;&lt;br /&gt;
*Design the recipe, if needs be for one, using the most possible, ingredients already existing in PlaneShift. We will furnish a list of unused parts if needed. To create the recipe or crafting process, take inspiration in existing ones.&lt;br /&gt;
*Send your creation to Tuathanach and Zunna for validation through out mail or IRC channel #ps-shindrok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 3&#039;&#039;&#039;&lt;br /&gt;
*When the items are validated, incorporate them in a typical &amp;quot;Rules sheet&amp;quot;. We will accompany each volunteer in that task.&lt;br /&gt;
&lt;br /&gt;
===Coming Soon===&lt;br /&gt;
*Design of the characters schedule (i.e. Cutthroat A. 6am Wake up and go to Bar Area / 8am Go to his working spot / etc.). The characters will interact in their daily schedule as a true society.&lt;br /&gt;
*Description and design of the cutthroats cave&#039;s spaces (bar, guard post, training area, etc.)&lt;br /&gt;
*Dive deeper in the dungeon and meet another, more shadowy, group of bandits.&lt;br /&gt;
*Elaborate the boss.&lt;br /&gt;
&lt;br /&gt;
=Project Content : Characters=&lt;br /&gt;
&lt;br /&gt;
Background for the starter quests : &lt;br /&gt;
Dark rumors spread all over the cities : Shindrok the mad mage is back. Since a couple of weeks, merchants, travelers and caravans have been violently assaulted on the road to [[Ojaveda]], people and beasts throats cut, goods plundered. As these attacks exclusively occur around the infamous crater, not far from the Irifon river, rumors have spread that Shindrok is back and haunting the place. As part of the [merchant OR thief OR guard] community, you hear about those rumors, feel the fear that shake most of the people. The guards have been forbidden to take [[Oja road|the road to Ojaveda]], most merchants , caravaners and furnishers refuse to work again along this trade route and the business is going downhill for the rogues, the pressure on the whole community grow as most goods start to be missing. As a trusted part of [chosen community] you are asked by one of its key figures to investigate the &amp;quot;Shindrok case&amp;quot; by the way of infiltration. You learn, via a rather unsavory character, that a group of bandits installed their quarter in the very crater. Only one way for you to know more: infiltrate their lair.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats==&lt;br /&gt;
The bandits installed in the crater have a hierarchical society organized in 3 entities. The cutthroat group is made of 10 people and is the first the player will meet. Called Jade Cutthroats, they are common cutthroats, slightly more trained then usual ones. They are in charge of the illegal items crafting and trade.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Cutthroat &lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Acckin Theine&#039;&#039;&#039; [by Demagul]|| Cook || You see a male Jade Cutthroat in front of you named Ackkin Theine. A tall and thin Ylian, he stands at almost two meters. He is dressed in a surprisingly spotless grey cloak with a hood that is almost always down. He stands tall and proud, but he has a very casual, relaxed atmosphere around him with the strong smell of beer, wine and gobo oil. He usually has a fairly young and cheerful facial expression with narrow cheeks and salted black beard scruff. His hair is an oily black, with the occasional grey streak. || Complete || Draft&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Coub Yrotha&#039;&#039;&#039; [by Tuathanach]|| Trainer || A tough looking mature Ynwnn who seems to never stray from the training area. He has a rugged appearance with scars that decorate his face, and carries a straight militaristic posture. His posture serves to enhance his height. Standing at 2.25m and built like an alpha male Ulbernaut . A wide variety of weapons are sheathed on his person, including a dagger, a sword, a mace, and a bronze shield, which barley is the length of his thigh making it look like a buckler on him. His fists are larger than the head of the rusted mace he carries, and look more deadly. He looks sweaty, possibly from strenuous combat training. There is a small dirty metallic object pinned to the shoulder of his chain mail armor, possibly an old Hydlaa Guard sergeant&#039;s badge. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Darl Skeltor&#039;&#039;&#039; [by Zunna]|| Cutthroat Leader || Before you, is a young long-limbed ethereal female lemur. She &amp;quot;floats&amp;quot; gracefully around in a long silk robe that barely sketches her body shapes or contrast with her pale azure skin. Her fine straight light blue hairs are set free, thought finely adorned of intricate hair jewels. Darl wears platinium steel jewels set of gemstones, which colour matches always with the robe that she chose for the day. Her blue doe-eyed face is almost childlike and she often has a mischievous grin. With her delicate hands, her soft manners, her petite mouth, she might give the impression to be fragile and weak. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Dral Skeltor&#039;&#039;&#039; [by Tuathanach]|| Cutthroat Leader || A young Lemur is before you. Dressed in a fine silk outfit, deep green in colour with gold thread stitched intricately into the trim. Attached to his belt is a fine leather pouch, which has scrolls and sheets of paper evidently sticking out. Often he is seen reading through his papers or working at his bench. His Azure skin and light hair appear well looked after. || Complete || Draft&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Draulius Vhargon&#039;&#039;&#039; [by Azeron]|| Door Guard || A strong looking man in dirty clothing stands watch, keeping his eyes stuck on the entrance and seldom looking away, being a guard of some sort. His hand rests idly on the hilt of his weapon, a bloodied steel falchion. He is mostly shrouded by his garments, including his face, where only cold eyes peer out from beneath the wrappings. His muscles are well-pronounced even beneath his outfit, and he&#039;s almost always drinking from a mug of beer in his hand || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Ladoria Uuz&#039;&#039;&#039; [by Zunna]|| Bar Maid || You cannot help but notice Ladoria. She is tall, looks overall vulgar and has a ball of magic light permanently shining above her head. Despite her allure, she is discrete and immediately gives this feeling of familiarity to everyone she meet. Ladoria is a podgy Ynnwn, whom willingly show off her generous body in a very low-cut leather and cotton corseted red dress which worn skirt edges come cover her boots tip. She added a mismatching fine leather belt to hang a clean rag and a leather pouch from which she draws the leaves that she’s constantly chewing. She has no horns as most Ynnwn but a typical Diaboli red tail that seems to move according to her emotion. Her long thick red hairs fall in her back in an impressive cascade, forming a setting to what could have been a natural beauty face if it weren’t covered with a thick layer of make up. Not a centimeter of her skin isn’t hidden behind a light brown foundation cream, her eyes are imprisoned in between large black eyeliner strokes, crushed by a bright red eye shadow powder and its matching lipstick. Even if the make up is applied with care it feels almost like a mask. She adorns no jewels out of a long steel chain which pendant is a small box. &lt;br /&gt;
 || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Rakr Achkin&#039;&#039;&#039; [by Ecthion Felagund]|| Storeman || Rakr is an older Ylian man, perhaps about 70 years of age. His long and narrow face is framed by neatly trimmed light grey hair, which is pulled past his ears in a tidy fashion and hangs to about mid-neck. Blue-grey eyes, with bushy  eyebrows the colour of his hair, peer out of a pair of steel-rimmed spectacles perched on the end his long and sharply pointed nose. He wears a plain white linen shirt with the cuffs rolled up to mid-forearm and the collar undone. The shirt is tucked neatly into his brown homespun pants, which are held up by a pair of leather suspenders. His boots, fairly new and rising to about mid-calf height, are tucked under his pant legs. In his left hand he usually holds a large piece of parchment with sums and lists scribbled all over it, which he frequently refers to and marks with a sharp Kikiri quill pen. His hands are clean, albeit often smudged with ink from the pen, and his fingernails are trimmed. His clean and well-groomed appearance may make him look a bit out of place amongst the rogue band. Despite his age, he seems to be a high-energy person. His eyes constantly dart to and fro, and his movements are quick and decisive. || Complete || Draft &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Riell Denz&#039;&#039;&#039; [by Zunna]|| Brewer || From his 1m75 tall, Riell imposes a good-humored look and a mischievous grin which might give the feeling that he is always at ease. He speaks in a firm and loud tone and uses Hydlaan slang vocabulary which might be hard to understand for the non familiar. He wears cotton pants with suspenders on a short-sleeved shirt and a black felt hat that he wears slightly tilted on the left. This mature man is firmly planted in his pair of old leather ankle boots that he drags noisily on the floor. A thick falling light brown mustache completes the picture. Riell is robust; his muscles structure is of an energetic body, rather from the work he does then from martial exercise. There is apparently no weapon on his person. When he&#039;s working at the brewing station, Riell wears a long linen stained apron and felt gaiters.&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Samray Serkal&#039;&#039;&#039; [by Tuathanach]|| Door Guard || A ragged female stands before you, she appears on edge. She is slight of build and stands about 1.8m tall. Aging her is quite hard she looks to be in her forties. She is dressed in what looks were once fine clothes, but are well worn and soiled. Her armor was once fine quality leather, now is patched with poor ragged patches. Over the top she has a green hooded cloak which is badly stained. Round her neck is a silver chain. On her back you see an Ynnwn Short bow. Round her right thigh is her quiver. Tucked into her belt at her left hip is a dagger. She also has a small satchel which rests on her right hip. Despite all the leather and cloak you can tell that she is extremely thin, her fingers which are protruding from her gloves look almost skeletal. Beneath her hood you can see she is very pale with almost colourless skin. Her pale green eyes staring out, scanning what is going on, never quite resting or relaxing. Her hair is a greenish hue of silver from the tufts sticking out you can tell it is wavy. Like her eyes, she is restless. She is often muttering to herself when no one is near. She appears to take solace in her hip flask, which she clutches in her left hand, sipping from it occasionally&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Trilam Darkstar&#039;&#039;&#039; [by Azeron]|| Smith || A short but stout man who tirelessly works away at his smithy. His hands and face are smeared with grime, and the precision with which he uses his tools implies great skill. Despite the sweating hot conditions of the forge, he strikes the anvil vigorously. His outfit is worn and tattered from arduous work, and a long dirty beard protrudes from a wide slit at the bottom of his mask as if he has done nothing but work for a long time || Complete || Complete&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents==&lt;br /&gt;
The Second and top tier of bandit in the society. More specialist, a group of elite bandits. Working directly from instructions under the boss.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Serpent&lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Locations=&lt;br /&gt;
&lt;br /&gt;
Each entity will have a dedicated location and each character a particular place in this location, defined toward his role in the community.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Cave==&lt;br /&gt;
The cutthroats are based in a cave inside the crater. They are organised in a society with their warehouse, living and dining area, bar, etc...  Each of these aspects will have to be imagined and furnished.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;The Guard Post&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Training Area and Armory&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Warehouse&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Smithing and Tanning Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Brewing Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Bar and Dining Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Living Quarters&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Office&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Cutthroats Leaders Living Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents Cave==&lt;br /&gt;
The serpents have a separate cave, which helps keep their business safe and away from the cutthroats.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Items=&lt;br /&gt;
&lt;br /&gt;
The projects goal is to create a whole « rogue » universe with its characters, its particular locations and its specific items. Keeping in mind the resources of Planeshift and using elements already existing, the volunteers can create new content that will fit in the project.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Goods==&lt;br /&gt;
&lt;br /&gt;
As a rogue organization, the cutthroats participate to a general goal that is defined by their chief. Mostly, this low group of bandits is asked to steal or craft items that will serve them to provide goods, be it [[Cooking|cooking]] recipes, brews, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooking Recipes&#039;&#039;&#039;&lt;br /&gt;
*Rat Stew&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brews&#039;&#039;&#039;&lt;br /&gt;
*Rotgut&lt;br /&gt;
&lt;br /&gt;
[[Category:Yliakum]]&lt;br /&gt;
[[Category:Landscape]]&lt;br /&gt;
[[Category:Society]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:NPCClient Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20954</id>
		<title>Shindroks Crater Project</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20954"/>
		<updated>2015-04-17T20:16:33Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* How is it organised ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Shindrok Crater Project is a community effort, leaded by Tuathanach (Associate Developer in the Rules Department) and Zunna (Game Master and Associate Developer in the Rules Department). The project is approved by the whole [http://www.planeshift.it/Join%20Us developers team] and its leader Talad. Its goal is to provide an entire dungeon universe to [http://www.planeshift.it/ PlaneShift], entirely designed by volunteer players.&lt;br /&gt;
[[Image:Entrance2.jpg|500px|thumb|Shindrok Crater]]&lt;br /&gt;
&lt;br /&gt;
=Project Organisation=&lt;br /&gt;
==How to participate ? ==&lt;br /&gt;
&lt;br /&gt;
If you want to participate to the Shindrok Project, you just have to contact Tuathanach or Zunna via Private Message on [http://www.hydlaaplaza.com/smf/index.php PlaneShift Forum] or on [[General FAQ#Chat|IRC]] at #ps-shindrok. The team will then fill you in the details toward your choices. &lt;br /&gt;
You can create a character and write their quest, design areas (see [[Shindroks Crater Project#Project Content : Locations | the Location section]] on this page), create and develop items and activities proper to the characters.&lt;br /&gt;
&lt;br /&gt;
If you have ideas or wish to add categories in this page, do not hesitate to contact us, we are open to any proposition. The team will update this page regularly along the project progresses.&lt;br /&gt;
&lt;br /&gt;
==How is it organised ? ==&lt;br /&gt;
&lt;br /&gt;
The Shindrok Crater Project (SCP) is at the first step of its development. For now, the team is creating a group of [[Creatures#Cutthroat|cutthroats]], in details. Here are the tasks the volunteers followed so far:&lt;br /&gt;
&lt;br /&gt;
===Step One - Complete===&lt;br /&gt;
So far, the Shindrok Crater team created [[Shindroks Crater Project#The Jade Cutthroats|10 NPCs]], with their 10 very unique personalities and descriptions as well as 10 entire new quests to go with. &lt;br /&gt;
The volunteers conceptualized their characters, designed their behaviour, imagined their interaction with player through a quest and learned how to code that quest.&lt;br /&gt;
&lt;br /&gt;
===Step Two===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 1&#039;&#039;&#039;&lt;br /&gt;
*Imagine Items fitting in the crater universe, items that rogues could be using: in everyday life (Meals, Brews, tools), for illegal commerce, items they could fence or search for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 2&#039;&#039;&#039;&lt;br /&gt;
*Design the recipe, if needs be for one, using the most possible, ingredients already existing in PlaneShift. We will furnish a list of unused parts if needed. To create the recipe or crafting process, take inspiration in existing ones.&lt;br /&gt;
*Send your creation to Tuathanach and Zunna for validation through out mail or IRC channel #ps-shindrok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 3&#039;&#039;&#039;&lt;br /&gt;
*When the items are validated, incorporate them in a typical &amp;quot;Rules sheet&amp;quot;. We will accompany each volunteer in that task.&lt;br /&gt;
&lt;br /&gt;
===Coming Soon===&lt;br /&gt;
*Design of the characters schedule (i.e. Cutthroat A. 6am Wake up and go to Bar Area / 8am Go to his working spot / etc.). The characters will interact in their daily schedule as a true society.&lt;br /&gt;
*Description and design of the cutthroats cave&#039;s spaces (bar, guard post, training area, etc.)&lt;br /&gt;
*Dive deeper in the dungeon and meet another, more shadowy, group of bandits.&lt;br /&gt;
*Elaborate the boss.&lt;br /&gt;
&lt;br /&gt;
=Project Content : Characters=&lt;br /&gt;
&lt;br /&gt;
Background for the starter quests : &lt;br /&gt;
Dark rumors spread all over the cities : Shindrok the mad mage is back. Since a couple of weeks, merchants, travelers and caravans have been violently assaulted on the road to [[Ojaveda]], people and beasts throats cut, goods plundered. As these attacks exclusively occur around the infamous crater, not far from the Irifon river, rumors have spread that Shindrok is back and haunting the place. As part of the [merchant OR thief OR guard] community, you hear about those rumors, feel the fear that shake most of the people. The guards have been forbidden to take [[Oja road|the road to Ojaveda]], most merchants , caravaners and furnishers refuse to work again along this trade route and the business is going downhill for the rogues, the pressure on the whole community grow as most goods start to be missing. As a trusted part of [chosen community] you are asked by one of its key figures to investigate the &amp;quot;Shindrok case&amp;quot; by the way of infiltration. You learn, via a rather unsavory character, that a group of bandits installed their quarter in the very crater. Only one way for you to know more: infiltrate their lair.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats==&lt;br /&gt;
The bandits installed in the crater have a hierarchical society organized in 3 entities. The cutthroat group is made of 10 people and is the first the player will meet. Called Jade Cutthroats, they are common cutthroats, slightly more trained then usual ones. They are in charge of the illegal items crafting and trade.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Cutthroat &lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Acckin Theine&#039;&#039;&#039; [by Demagul]|| Cook || You see a male Jade Cutthroat in front of you named Ackkin Theine. A tall and thin Ylian, he stands at almost two meters. He is dressed in a surprisingly spotless grey cloak with a hood that is almost always down. He stands tall and proud, but he has a very casual, relaxed atmosphere around him with the strong smell of beer, wine and gobo oil. He usually has a fairly young and cheerful facial expression with narrow cheeks and salted black beard scruff. His hair is an oily black, with the occasional grey streak. || Complete || Draft&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Coub Yrotha&#039;&#039;&#039; [by Tuathanach]|| Trainer || A tough looking mature Ynwnn who seems to never stray from the training area. He has a rugged appearance with scars that decorate his face, and carries a straight militaristic posture. His posture serves to enhance his height. Standing at 2.25m and built like an alpha male Ulbernaut . A wide variety of weapons are sheathed on his person, including a dagger, a sword, a mace, and a bronze shield, which barley is the length of his thigh making it look like a buckler on him. His fists are larger than the head of the rusted mace he carries, and look more deadly. He looks sweaty, possibly from strenuous combat training. There is a small dirty metallic object pinned to the shoulder of his chain mail armor, possibly an old Hydlaa Guard sergeant&#039;s badge. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Darl Skeltor&#039;&#039;&#039; [by Zunna]|| Cutthroat Leader || Before you, is a young long-limbed ethereal female lemur. She &amp;quot;floats&amp;quot; gracefully around in a long silk robe that barely sketches her body shapes or contrast with her pale azure skin. Her fine straight light blue hairs are set free, thought finely adorned of intricate hair jewels. Darl wears platinium steel jewels set of gemstones, which colour matches always with the robe that she chose for the day. Her blue doe-eyed face is almost childlike and she often has a mischievous grin. With her delicate hands, her soft manners, her petite mouth, she might give the impression to be fragile and weak. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Dral Skeltor&#039;&#039;&#039; [by Tuathanach]|| Cutthroat Leader || A young Lemur is before you. Dressed in a fine silk outfit, deep green in colour with gold thread stitched intricately into the trim. Attached to his belt is a fine leather pouch, which has scrolls and sheets of paper evidently sticking out. Often he is seen reading through his papers or working at his bench. His Azure skin and light hair appear well looked after. || Complete || Draft&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Draulius Vhargon&#039;&#039;&#039; [by Azeron]|| Door Guard || A strong looking man in dirty clothing stands watch, keeping his eyes stuck on the entrance and seldom looking away, being a guard of some sort. His hand rests idly on the hilt of his weapon, a bloodied steel falchion. He is mostly shrouded by his garments, including his face, where only cold eyes peer out from beneath the wrappings. His muscles are well-pronounced even beneath his outfit, and he&#039;s almost always drinking from a mug of beer in his hand || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Ladoria Uuz&#039;&#039;&#039; [by Zunna]|| Bar Maid || You cannot help but notice Ladoria. She is tall, looks overall vulgar and has a ball of magic light permanently shining above her head. Despite her allure, she is discrete and immediately gives this feeling of familiarity to everyone she meet. Ladoria is a podgy Ynnwn, whom willingly show off her generous body in a very low-cut leather and cotton corseted red dress which worn skirt edges come cover her boots tip. She added a mismatching fine leather belt to hang a clean rag and a leather pouch from which she draws the leaves that she’s constantly chewing. She has no horns as most Ynnwn but a typical Diaboli red tail that seems to move according to her emotion. Her long thick red hairs fall in her back in an impressive cascade, forming a setting to what could have been a natural beauty face if it weren’t covered with a thick layer of make up. Not a centimeter of her skin isn’t hidden behind a light brown foundation cream, her eyes are imprisoned in between large black eyeliner strokes, crushed by a bright red eye shadow powder and its matching lipstick. Even if the make up is applied with care it feels almost like a mask. She adorns no jewels out of a long steel chain which pendant is a small box. &lt;br /&gt;
 || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Rakr Achkin&#039;&#039;&#039; [by Ecthion Felagund]|| Storeman || Rakr is an older Ylian man, perhaps about 70 years of age. His long and narrow face is framed by neatly trimmed light grey hair, which is pulled past his ears in a tidy fashion and hangs to about mid-neck. Blue-grey eyes, with bushy  eyebrows the colour of his hair, peer out of a pair of steel-rimmed spectacles perched on the end his long and sharply pointed nose. He wears a plain white linen shirt with the cuffs rolled up to mid-forearm and the collar undone. The shirt is tucked neatly into his brown homespun pants, which are held up by a pair of leather suspenders. His boots, fairly new and rising to about mid-calf height, are tucked under his pant legs. In his left hand he usually holds a large piece of parchment with sums and lists scribbled all over it, which he frequently refers to and marks with a sharp Kikiri quill pen. His hands are clean, albeit often smudged with ink from the pen, and his fingernails are trimmed. His clean and well-groomed appearance may make him look a bit out of place amongst the rogue band. Despite his age, he seems to be a high-energy person. His eyes constantly dart to and fro, and his movements are quick and decisive. || Complete || Draft &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Riell Denz&#039;&#039;&#039; [by Zunna]|| Brewer || From his 1m75 tall, Riell imposes a good-humored look and a mischievous grin which might give the feeling that he is always at ease. He speaks in a firm and loud tone and uses Hydlaan slang vocabulary which might be hard to understand for the non familiar. He wears cotton pants with suspenders on a short-sleeved shirt and a black felt hat that he wears slightly tilted on the left. This mature man is firmly planted in his pair of old leather ankle boots that he drags noisily on the floor. A thick falling light brown mustache completes the picture. Riell is robust; his muscles structure is of an energetic body, rather from the work he does then from martial exercise. There is apparently no weapon on his person. When he&#039;s working at the brewing station, Riell wears a long linen stained apron and felt gaiters.&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Samray Serkal&#039;&#039;&#039; [by Tuathanach]|| Door Guard || A ragged female stands before you, she appears on edge. She is slight of build and stands about 1.8m tall. Aging her is quite hard she looks to be in her forties. She is dressed in what looks were once fine clothes, but are well worn and soiled. Her armor was once fine quality leather, now is patched with poor ragged patches. Over the top she has a green hooded cloak which is badly stained. Round her neck is a silver chain. On her back you see an Ynnwn Short bow. Round her right thigh is her quiver. Tucked into her belt at her left hip is a dagger. She also has a small satchel which rests on her right hip. Despite all the leather and cloak you can tell that she is extremely thin, her fingers which are protruding from her gloves look almost skeletal. Beneath her hood you can see she is very pale with almost colourless skin. Her pale green eyes staring out, scanning what is going on, never quite resting or relaxing. Her hair is a greenish hue of silver from the tufts sticking out you can tell it is wavy. Like her eyes, she is restless. She is often muttering to herself when no one is near. She appears to take solace in her hip flask, which she clutches in her left hand, sipping from it occasionally&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Trilam Darkstar&#039;&#039;&#039; [by Azeron]|| Smith || A short but stout man who tirelessly works away at his smithy. His hands and face are smeared with grime, and the precision with which he uses his tools implies great skill. Despite the sweating hot conditions of the forge, he strikes the anvil vigorously. His outfit is worn and tattered from arduous work, and a long dirty beard protrudes from a wide slit at the bottom of his mask as if he has done nothing but work for a long time || Complete || Complete&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents==&lt;br /&gt;
The Second and top tier of bandit in the society. More specialist, a group of elite bandits. Working directly from instructions under the boss.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Serpent&lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Locations=&lt;br /&gt;
&lt;br /&gt;
Each entity will have a dedicated location and each character a particular place in this location, defined toward his role in the community.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Cave==&lt;br /&gt;
The cutthroats are based in a cave inside the crater. They are organised in a society with their warehouse, living and dining area, bar, etc...  Each of these aspects will have to be imagined and furnished.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;The Guard Post&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Training Area and Armory&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Warehouse&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Smithing and Tanning Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Brewing Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Bar and Dining Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Living Quarters&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Office&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Cutthroats Leaders Living Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents Cave==&lt;br /&gt;
The serpents have a separate cave, which helps keep their business safe and away from the cutthroats.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Items=&lt;br /&gt;
&lt;br /&gt;
The projects goal is to create a whole « rogue » universe with its characters, its particular locations and its specific items. Keeping in mind the resources of Planeshift and using elements already existing, the volunteers can create new content that will fit in the project.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Goods==&lt;br /&gt;
&lt;br /&gt;
As a rogue organization, the cutthroats participate to a general goal that is defined by their chief. Mostly, this low group of bandits is asked to steal or craft items that will serve them to provide goods, be it [[Cooking|cooking]] recipes, brews, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooking Recipes&#039;&#039;&#039;&lt;br /&gt;
*Rat Stew&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brews&#039;&#039;&#039;&lt;br /&gt;
*Rotgut&lt;br /&gt;
&lt;br /&gt;
[[Category:Yliakum]]&lt;br /&gt;
[[Category:Landscape]]&lt;br /&gt;
[[Category:Society]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:NPCClient Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20953</id>
		<title>Shindroks Crater Project</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20953"/>
		<updated>2015-04-17T16:59:22Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* The Jade Cutthroats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Shindrok Crater Project is a community effort, leaded by Tuathanach (Associate Developer in the Rules Department) and Zunna (Game Master and Associate Developer in the Rules Department). The project is approved by the whole [http://www.planeshift.it/Join%20Us developers team] and its leader Talad. Its goal is to provide an entire dungeon universe to [http://www.planeshift.it/ PlaneShift], entirely designed by volunteer players.&lt;br /&gt;
[[Image:Entrance2.jpg|500px|thumb|Shindrok Crater]]&lt;br /&gt;
&lt;br /&gt;
=Project Organisation=&lt;br /&gt;
==How to participate ? ==&lt;br /&gt;
&lt;br /&gt;
If you want to participate to the Shindrok Project, you just have to contact Tuathanach or Zunna via Private Message on [http://www.hydlaaplaza.com/smf/index.php PlaneShift Forum] or on [[General FAQ#Chat|IRC]] at #ps-shindrok. The team will then fill you in the details toward your choices. &lt;br /&gt;
You can create a character and write their quest, design areas (see [[Shindroks Crater Project#Project Content : Locations | the Location section]] on this page), create and develop items and activities proper to the characters.&lt;br /&gt;
&lt;br /&gt;
If you have ideas or wish to add categories in this page, do not hesitate to contact us, we are open to any proposition. The team will update this page regularly along the project progresses.&lt;br /&gt;
&lt;br /&gt;
==How is it organised ? ==&lt;br /&gt;
&lt;br /&gt;
The Shindrok Crater Project (SCP) is at the first step of its development. For now, the team is creating a group of [[Creatures#Cutthroat|cutthroats]], in details. Here are the tasks the volunteers followed so far:&lt;br /&gt;
&lt;br /&gt;
===Step One===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Task 1&#039;&#039;&#039;&lt;br /&gt;
*Imagine a cutthroat character (look, sex, particularly, behavior, etc...).&lt;br /&gt;
*Decide of his role in his community (guard? trainer? smith? bartender? etc...)&lt;br /&gt;
*Choose a location for your character on the map provided&lt;br /&gt;
*Fill in the NPC Form provided (his description, his skills, etc...)&lt;br /&gt;
*Send your creation to Tuathanach and Zunna for validation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 2&#039;&#039;&#039;&lt;br /&gt;
*When the character is validated, imagine his interaction with the players and write a small quest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 3&#039;&#039;&#039;&lt;br /&gt;
*Script your quest. We are helping the volunteers at each steps of the quest creation.&lt;br /&gt;
&lt;br /&gt;
===Coming Soon===&lt;br /&gt;
*Design of the characters schedule (i.e. Cutthroat A. 6am Wake up and go to Bar Area / 8am Go to his working spot / etc.). The characters will interact in their daily schedule as a true society.&lt;br /&gt;
*Creation of items and or recipes to fit in the rogue « universe ».&lt;br /&gt;
*Description and design of the cutthroats cave&#039;s spaces (bar, guard post, training area, etc.)&lt;br /&gt;
*Dive deeper in the dungeon and meet another, more shadowy, group of bandits.&lt;br /&gt;
*Elaborate the boss.&lt;br /&gt;
&lt;br /&gt;
=Project Content : Characters=&lt;br /&gt;
&lt;br /&gt;
Background for the starter quests : &lt;br /&gt;
Dark rumors spread all over the cities : Shindrok the mad mage is back. Since a couple of weeks, merchants, travelers and caravans have been violently assaulted on the road to [[Ojaveda]], people and beasts throats cut, goods plundered. As these attacks exclusively occur around the infamous crater, not far from the Irifon river, rumors have spread that Shindrok is back and haunting the place. As part of the [merchant OR thief OR guard] community, you hear about those rumors, feel the fear that shake most of the people. The guards have been forbidden to take [[Oja road|the road to Ojaveda]], most merchants , caravaners and furnishers refuse to work again along this trade route and the business is going downhill for the rogues, the pressure on the whole community grow as most goods start to be missing. As a trusted part of [chosen community] you are asked by one of its key figures to investigate the &amp;quot;Shindrok case&amp;quot; by the way of infiltration. You learn, via a rather unsavory character, that a group of bandits installed their quarter in the very crater. Only one way for you to know more: infiltrate their lair.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats==&lt;br /&gt;
The bandits installed in the crater have a hierarchical society organized in 3 entities. The cutthroat group is made of 10 people and is the first the player will meet. Called Jade Cutthroats, they are common cutthroats, slightly more trained then usual ones. They are in charge of the illegal items crafting and trade.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Cutthroat &lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Acckin Theine&#039;&#039;&#039; [by Demagul]|| Cook || You see a male Jade Cutthroat in front of you named Ackkin Theine. A tall and thin Ylian, he stands at almost two meters. He is dressed in a surprisingly spotless grey cloak with a hood that is almost always down. He stands tall and proud, but he has a very casual, relaxed atmosphere around him with the strong smell of beer, wine and gobo oil. He usually has a fairly young and cheerful facial expression with narrow cheeks and salted black beard scruff. His hair is an oily black, with the occasional grey streak. || Complete || Draft&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Coub Yrotha&#039;&#039;&#039; [by Tuathanach]|| Trainer || A tough looking mature Ynwnn who seems to never stray from the training area. He has a rugged appearance with scars that decorate his face, and carries a straight militaristic posture. His posture serves to enhance his height. Standing at 2.25m and built like an alpha male Ulbernaut . A wide variety of weapons are sheathed on his person, including a dagger, a sword, a mace, and a bronze shield, which barley is the length of his thigh making it look like a buckler on him. His fists are larger than the head of the rusted mace he carries, and look more deadly. He looks sweaty, possibly from strenuous combat training. There is a small dirty metallic object pinned to the shoulder of his chain mail armor, possibly an old Hydlaa Guard sergeant&#039;s badge. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Darl Skeltor&#039;&#039;&#039; [by Zunna]|| Cutthroat Leader || Before you, is a young long-limbed ethereal female lemur. She &amp;quot;floats&amp;quot; gracefully around in a long silk robe that barely sketches her body shapes or contrast with her pale azure skin. Her fine straight light blue hairs are set free, thought finely adorned of intricate hair jewels. Darl wears platinium steel jewels set of gemstones, which colour matches always with the robe that she chose for the day. Her blue doe-eyed face is almost childlike and she often has a mischievous grin. With her delicate hands, her soft manners, her petite mouth, she might give the impression to be fragile and weak. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Dral Skeltor&#039;&#039;&#039; [by Tuathanach]|| Cutthroat Leader || A young Lemur is before you. Dressed in a fine silk outfit, deep green in colour with gold thread stitched intricately into the trim. Attached to his belt is a fine leather pouch, which has scrolls and sheets of paper evidently sticking out. Often he is seen reading through his papers or working at his bench. His Azure skin and light hair appear well looked after. || Complete || Draft&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Draulius Vhargon&#039;&#039;&#039; [by Azeron]|| Door Guard || A strong looking man in dirty clothing stands watch, keeping his eyes stuck on the entrance and seldom looking away, being a guard of some sort. His hand rests idly on the hilt of his weapon, a bloodied steel falchion. He is mostly shrouded by his garments, including his face, where only cold eyes peer out from beneath the wrappings. His muscles are well-pronounced even beneath his outfit, and he&#039;s almost always drinking from a mug of beer in his hand || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Ladoria Uuz&#039;&#039;&#039; [by Zunna]|| Bar Maid || You cannot help but notice Ladoria. She is tall, looks overall vulgar and has a ball of magic light permanently shining above her head. Despite her allure, she is discrete and immediately gives this feeling of familiarity to everyone she meet. Ladoria is a podgy Ynnwn, whom willingly show off her generous body in a very low-cut leather and cotton corseted red dress which worn skirt edges come cover her boots tip. She added a mismatching fine leather belt to hang a clean rag and a leather pouch from which she draws the leaves that she’s constantly chewing. She has no horns as most Ynnwn but a typical Diaboli red tail that seems to move according to her emotion. Her long thick red hairs fall in her back in an impressive cascade, forming a setting to what could have been a natural beauty face if it weren’t covered with a thick layer of make up. Not a centimeter of her skin isn’t hidden behind a light brown foundation cream, her eyes are imprisoned in between large black eyeliner strokes, crushed by a bright red eye shadow powder and its matching lipstick. Even if the make up is applied with care it feels almost like a mask. She adorns no jewels out of a long steel chain which pendant is a small box. &lt;br /&gt;
 || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Rakr Achkin&#039;&#039;&#039; [by Ecthion Felagund]|| Storeman || Rakr is an older Ylian man, perhaps about 70 years of age. His long and narrow face is framed by neatly trimmed light grey hair, which is pulled past his ears in a tidy fashion and hangs to about mid-neck. Blue-grey eyes, with bushy  eyebrows the colour of his hair, peer out of a pair of steel-rimmed spectacles perched on the end his long and sharply pointed nose. He wears a plain white linen shirt with the cuffs rolled up to mid-forearm and the collar undone. The shirt is tucked neatly into his brown homespun pants, which are held up by a pair of leather suspenders. His boots, fairly new and rising to about mid-calf height, are tucked under his pant legs. In his left hand he usually holds a large piece of parchment with sums and lists scribbled all over it, which he frequently refers to and marks with a sharp Kikiri quill pen. His hands are clean, albeit often smudged with ink from the pen, and his fingernails are trimmed. His clean and well-groomed appearance may make him look a bit out of place amongst the rogue band. Despite his age, he seems to be a high-energy person. His eyes constantly dart to and fro, and his movements are quick and decisive. || Complete || Draft &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Riell Denz&#039;&#039;&#039; [by Zunna]|| Brewer || From his 1m75 tall, Riell imposes a good-humored look and a mischievous grin which might give the feeling that he is always at ease. He speaks in a firm and loud tone and uses Hydlaan slang vocabulary which might be hard to understand for the non familiar. He wears cotton pants with suspenders on a short-sleeved shirt and a black felt hat that he wears slightly tilted on the left. This mature man is firmly planted in his pair of old leather ankle boots that he drags noisily on the floor. A thick falling light brown mustache completes the picture. Riell is robust; his muscles structure is of an energetic body, rather from the work he does then from martial exercise. There is apparently no weapon on his person. When he&#039;s working at the brewing station, Riell wears a long linen stained apron and felt gaiters.&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Samray Serkal&#039;&#039;&#039; [by Tuathanach]|| Door Guard || A ragged female stands before you, she appears on edge. She is slight of build and stands about 1.8m tall. Aging her is quite hard she looks to be in her forties. She is dressed in what looks were once fine clothes, but are well worn and soiled. Her armor was once fine quality leather, now is patched with poor ragged patches. Over the top she has a green hooded cloak which is badly stained. Round her neck is a silver chain. On her back you see an Ynnwn Short bow. Round her right thigh is her quiver. Tucked into her belt at her left hip is a dagger. She also has a small satchel which rests on her right hip. Despite all the leather and cloak you can tell that she is extremely thin, her fingers which are protruding from her gloves look almost skeletal. Beneath her hood you can see she is very pale with almost colourless skin. Her pale green eyes staring out, scanning what is going on, never quite resting or relaxing. Her hair is a greenish hue of silver from the tufts sticking out you can tell it is wavy. Like her eyes, she is restless. She is often muttering to herself when no one is near. She appears to take solace in her hip flask, which she clutches in her left hand, sipping from it occasionally&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Trilam Darkstar&#039;&#039;&#039; [by Azeron]|| Smith || A short but stout man who tirelessly works away at his smithy. His hands and face are smeared with grime, and the precision with which he uses his tools implies great skill. Despite the sweating hot conditions of the forge, he strikes the anvil vigorously. His outfit is worn and tattered from arduous work, and a long dirty beard protrudes from a wide slit at the bottom of his mask as if he has done nothing but work for a long time || Complete || Complete&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents==&lt;br /&gt;
The Second and top tier of bandit in the society. More specialist, a group of elite bandits. Working directly from instructions under the boss.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Serpent&lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Locations=&lt;br /&gt;
&lt;br /&gt;
Each entity will have a dedicated location and each character a particular place in this location, defined toward his role in the community.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Cave==&lt;br /&gt;
The cutthroats are based in a cave inside the crater. They are organised in a society with their warehouse, living and dining area, bar, etc...  Each of these aspects will have to be imagined and furnished.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;The Guard Post&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Training Area and Armory&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Warehouse&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Smithing and Tanning Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Brewing Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Bar and Dining Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Living Quarters&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Office&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Cutthroats Leaders Living Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents Cave==&lt;br /&gt;
The serpents have a separate cave, which helps keep their business safe and away from the cutthroats.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Items=&lt;br /&gt;
&lt;br /&gt;
The projects goal is to create a whole « rogue » universe with its characters, its particular locations and its specific items. Keeping in mind the resources of Planeshift and using elements already existing, the volunteers can create new content that will fit in the project.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Goods==&lt;br /&gt;
&lt;br /&gt;
As a rogue organization, the cutthroats participate to a general goal that is defined by their chief. Mostly, this low group of bandits is asked to steal or craft items that will serve them to provide goods, be it [[Cooking|cooking]] recipes, brews, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooking Recipes&#039;&#039;&#039;&lt;br /&gt;
*Rat Stew&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brews&#039;&#039;&#039;&lt;br /&gt;
*Rotgut&lt;br /&gt;
&lt;br /&gt;
[[Category:Yliakum]]&lt;br /&gt;
[[Category:Landscape]]&lt;br /&gt;
[[Category:Society]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:NPCClient Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20952</id>
		<title>Shindroks Crater Project</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20952"/>
		<updated>2015-04-17T16:57:50Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* The Jade Cutthroats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Shindrok Crater Project is a community effort, leaded by Tuathanach (Associate Developer in the Rules Department) and Zunna (Game Master and Associate Developer in the Rules Department). The project is approved by the whole [http://www.planeshift.it/Join%20Us developers team] and its leader Talad. Its goal is to provide an entire dungeon universe to [http://www.planeshift.it/ PlaneShift], entirely designed by volunteer players.&lt;br /&gt;
[[Image:Entrance2.jpg|500px|thumb|Shindrok Crater]]&lt;br /&gt;
&lt;br /&gt;
=Project Organisation=&lt;br /&gt;
==How to participate ? ==&lt;br /&gt;
&lt;br /&gt;
If you want to participate to the Shindrok Project, you just have to contact Tuathanach or Zunna via Private Message on [http://www.hydlaaplaza.com/smf/index.php PlaneShift Forum] or on [[General FAQ#Chat|IRC]] at #ps-shindrok. The team will then fill you in the details toward your choices. &lt;br /&gt;
You can create a character and write their quest, design areas (see [[Shindroks Crater Project#Project Content : Locations | the Location section]] on this page), create and develop items and activities proper to the characters.&lt;br /&gt;
&lt;br /&gt;
If you have ideas or wish to add categories in this page, do not hesitate to contact us, we are open to any proposition. The team will update this page regularly along the project progresses.&lt;br /&gt;
&lt;br /&gt;
==How is it organised ? ==&lt;br /&gt;
&lt;br /&gt;
The Shindrok Crater Project (SCP) is at the first step of its development. For now, the team is creating a group of [[Creatures#Cutthroat|cutthroats]], in details. Here are the tasks the volunteers followed so far:&lt;br /&gt;
&lt;br /&gt;
===Step One===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Task 1&#039;&#039;&#039;&lt;br /&gt;
*Imagine a cutthroat character (look, sex, particularly, behavior, etc...).&lt;br /&gt;
*Decide of his role in his community (guard? trainer? smith? bartender? etc...)&lt;br /&gt;
*Choose a location for your character on the map provided&lt;br /&gt;
*Fill in the NPC Form provided (his description, his skills, etc...)&lt;br /&gt;
*Send your creation to Tuathanach and Zunna for validation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 2&#039;&#039;&#039;&lt;br /&gt;
*When the character is validated, imagine his interaction with the players and write a small quest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 3&#039;&#039;&#039;&lt;br /&gt;
*Script your quest. We are helping the volunteers at each steps of the quest creation.&lt;br /&gt;
&lt;br /&gt;
===Coming Soon===&lt;br /&gt;
*Design of the characters schedule (i.e. Cutthroat A. 6am Wake up and go to Bar Area / 8am Go to his working spot / etc.). The characters will interact in their daily schedule as a true society.&lt;br /&gt;
*Creation of items and or recipes to fit in the rogue « universe ».&lt;br /&gt;
*Description and design of the cutthroats cave&#039;s spaces (bar, guard post, training area, etc.)&lt;br /&gt;
*Dive deeper in the dungeon and meet another, more shadowy, group of bandits.&lt;br /&gt;
*Elaborate the boss.&lt;br /&gt;
&lt;br /&gt;
=Project Content : Characters=&lt;br /&gt;
&lt;br /&gt;
Background for the starter quests : &lt;br /&gt;
Dark rumors spread all over the cities : Shindrok the mad mage is back. Since a couple of weeks, merchants, travelers and caravans have been violently assaulted on the road to [[Ojaveda]], people and beasts throats cut, goods plundered. As these attacks exclusively occur around the infamous crater, not far from the Irifon river, rumors have spread that Shindrok is back and haunting the place. As part of the [merchant OR thief OR guard] community, you hear about those rumors, feel the fear that shake most of the people. The guards have been forbidden to take [[Oja road|the road to Ojaveda]], most merchants , caravaners and furnishers refuse to work again along this trade route and the business is going downhill for the rogues, the pressure on the whole community grow as most goods start to be missing. As a trusted part of [chosen community] you are asked by one of its key figures to investigate the &amp;quot;Shindrok case&amp;quot; by the way of infiltration. You learn, via a rather unsavory character, that a group of bandits installed their quarter in the very crater. Only one way for you to know more: infiltrate their lair.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats==&lt;br /&gt;
The bandits installed in the crater have a hierarchical society organized in 3 entities. The cutthroat group is made of 10 people and is the first the player will meet. Called Jade Cutthroats, they are common cutthroats, slightly more trained then usual ones. They are in charge of the illegal items crafting and trade.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Cutthroat &lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Acckin Theine&#039;&#039;&#039; [by Demagul]|| Cook || You see a male Jade Cutthroat in front of you named Ackkin Theine. A tall and thin Ylian, he stands at almost two meters. He is dressed in a surprisingly spotless grey cloak with a hood that is almost always down. He stands tall and proud, but he has a very casual, relaxed atmosphere around him with the strong smell of beer, wine and gobo oil. He usually has a fairly young and cheerful facial expression with narrow cheeks and salted black beard scruff. His hair is an oily black, with the occasional grey streak. || Complete || Draft&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Coub Yrotha&#039;&#039;&#039; [by Tuathanach]|| Trainer || A tough looking mature Ynwnn who seems to never stray from the training area. He has a rugged appearance with scars that decorate his face, and carries a straight militaristic posture. His posture serves to enhance his height. Standing at 2.25m and built like an alpha male Ulbernaut . A wide variety of weapons are sheathed on his person, including a dagger, a sword, a mace, and a bronze shield, which barley is the length of his thigh making it look like a buckler on him. His fists are larger than the head of the rusted mace he carries, and look more deadly. He looks sweaty, possibly from strenuous combat training. There is a small dirty metallic object pinned to the shoulder of his chain mail armor, possibly an old Hydlaa Guard sergeant&#039;s badge. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Darl Skeltor&#039;&#039;&#039; [by Zunna]|| Cutthroat Leader || Before you, is a young long-limbed ethereal female lemur. She &amp;quot;floats&amp;quot; gracefully around in a long silk robe that barely sketches her body shapes or contrast with her pale azure skin. Her fine straight light blue hairs are set free, thought finely adorned of intricate hair jewels. Darl wears platinium steel jewels set of gemstones, which colour matches always with the robe that she chose for the day. Her blue doe-eyed face is almost childlike and she often has a mischievous grin. With her delicate hands, her soft manners, her petite mouth, she might give the impression to be fragile and weak. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Dral Skeltor&#039;&#039;&#039; [by Roled]|| Cutthroat Leader || Before you sits Dral Skeltor, “The Controller” of the Jade Cutthroats, at her table surrounded by walls adorned with locked display cases holding priceless treasures.  She is in her early adulthood and dresses like a spoiled teenager’s gaudy version of divine royalty.  She stares with icy disdain as she regards you from her dais, where she poses under a huge portrait of herself that glows with magical green sparks.  She wears a jade jewel in the middle of her forehead and has a gold encrusted accounts ledger near at hand. Close inspection, if you dare, reveals her throne is made of pure gold and encrusted with enchanted jade images of her own face in the guise of a Goddess. A chained pet velnishi growls dangerously beside her throne. || Complete || Draft&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Draulius Vhargon&#039;&#039;&#039; [by Azeron]|| Door Guard || A strong looking man in dirty clothing stands watch, keeping his eyes stuck on the entrance and seldom looking away, being a guard of some sort. His hand rests idly on the hilt of his weapon, a bloodied steel falchion. He is mostly shrouded by his garments, including his face, where only cold eyes peer out from beneath the wrappings. His muscles are well-pronounced even beneath his outfit, and he&#039;s almost always drinking from a mug of beer in his hand || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Ladoria Uuz&#039;&#039;&#039; [by Zunna]|| Bar Maid || You cannot help but notice Ladoria. She is tall, looks overall vulgar and has a ball of magic light permanently shining above her head. Despite her allure, she is discrete and immediately gives this feeling of familiarity to everyone she meet. Ladoria is a podgy Ynnwn, whom willingly show off her generous body in a very low-cut leather and cotton corseted red dress which worn skirt edges come cover her boots tip. She added a mismatching fine leather belt to hang a clean rag and a leather pouch from which she draws the leaves that she’s constantly chewing. She has no horns as most Ynnwn but a typical Diaboli red tail that seems to move according to her emotion. Her long thick red hairs fall in her back in an impressive cascade, forming a setting to what could have been a natural beauty face if it weren’t covered with a thick layer of make up. Not a centimeter of her skin isn’t hidden behind a light brown foundation cream, her eyes are imprisoned in between large black eyeliner strokes, crushed by a bright red eye shadow powder and its matching lipstick. Even if the make up is applied with care it feels almost like a mask. She adorns no jewels out of a long steel chain which pendant is a small box. &lt;br /&gt;
 || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Rakr Achkin&#039;&#039;&#039; [by Ecthion Felagund]|| Storeman || Rakr is an older Ylian man, perhaps about 70 years of age. His long and narrow face is framed by neatly trimmed light grey hair, which is pulled past his ears in a tidy fashion and hangs to about mid-neck. Blue-grey eyes, with bushy  eyebrows the colour of his hair, peer out of a pair of steel-rimmed spectacles perched on the end his long and sharply pointed nose. He wears a plain white linen shirt with the cuffs rolled up to mid-forearm and the collar undone. The shirt is tucked neatly into his brown homespun pants, which are held up by a pair of leather suspenders. His boots, fairly new and rising to about mid-calf height, are tucked under his pant legs. In his left hand he usually holds a large piece of parchment with sums and lists scribbled all over it, which he frequently refers to and marks with a sharp Kikiri quill pen. His hands are clean, albeit often smudged with ink from the pen, and his fingernails are trimmed. His clean and well-groomed appearance may make him look a bit out of place amongst the rogue band. Despite his age, he seems to be a high-energy person. His eyes constantly dart to and fro, and his movements are quick and decisive. || Complete || Draft &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Riell Denz&#039;&#039;&#039; [by Zunna]|| Brewer || From his 1m75 tall, Riell imposes a good-humored look and a mischievous grin which might give the feeling that he is always at ease. He speaks in a firm and loud tone and uses Hydlaan slang vocabulary which might be hard to understand for the non familiar. He wears cotton pants with suspenders on a short-sleeved shirt and a black felt hat that he wears slightly tilted on the left. This mature man is firmly planted in his pair of old leather ankle boots that he drags noisily on the floor. A thick falling light brown mustache completes the picture. Riell is robust; his muscles structure is of an energetic body, rather from the work he does then from martial exercise. There is apparently no weapon on his person. When he&#039;s working at the brewing station, Riell wears a long linen stained apron and felt gaiters.&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Samray Serkal&#039;&#039;&#039; [by Tuathanach]|| Door Guard || A ragged female stands before you, she appears on edge. She is slight of build and stands about 1.8m tall. Aging her is quite hard she looks to be in her forties. She is dressed in what looks were once fine clothes, but are well worn and soiled. Her armor was once fine quality leather, now is patched with poor ragged patches. Over the top she has a green hooded cloak which is badly stained. Round her neck is a silver chain. On her back you see an Ynnwn Short bow. Round her right thigh is her quiver. Tucked into her belt at her left hip is a dagger. She also has a small satchel which rests on her right hip. Despite all the leather and cloak you can tell that she is extremely thin, her fingers which are protruding from her gloves look almost skeletal. Beneath her hood you can see she is very pale with almost colourless skin. Her pale green eyes staring out, scanning what is going on, never quite resting or relaxing. Her hair is a greenish hue of silver from the tufts sticking out you can tell it is wavy. Like her eyes, she is restless. She is often muttering to herself when no one is near. She appears to take solace in her hip flask, which she clutches in her left hand, sipping from it occasionally&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Trilam Darkstar&#039;&#039;&#039; [by Azeron]|| Smith || A short but stout man who tirelessly works away at his smithy. His hands and face are smeared with grime, and the precision with which he uses his tools implies great skill. Despite the sweating hot conditions of the forge, he strikes the anvil vigorously. His outfit is worn and tattered from arduous work, and a long dirty beard protrudes from a wide slit at the bottom of his mask as if he has done nothing but work for a long time || Complete || Complete&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents==&lt;br /&gt;
The Second and top tier of bandit in the society. More specialist, a group of elite bandits. Working directly from instructions under the boss.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Serpent&lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Locations=&lt;br /&gt;
&lt;br /&gt;
Each entity will have a dedicated location and each character a particular place in this location, defined toward his role in the community.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Cave==&lt;br /&gt;
The cutthroats are based in a cave inside the crater. They are organised in a society with their warehouse, living and dining area, bar, etc...  Each of these aspects will have to be imagined and furnished.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;The Guard Post&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Training Area and Armory&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Warehouse&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Smithing and Tanning Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Brewing Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Bar and Dining Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Living Quarters&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Office&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Cutthroats Leaders Living Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents Cave==&lt;br /&gt;
The serpents have a separate cave, which helps keep their business safe and away from the cutthroats.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Items=&lt;br /&gt;
&lt;br /&gt;
The projects goal is to create a whole « rogue » universe with its characters, its particular locations and its specific items. Keeping in mind the resources of Planeshift and using elements already existing, the volunteers can create new content that will fit in the project.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Goods==&lt;br /&gt;
&lt;br /&gt;
As a rogue organization, the cutthroats participate to a general goal that is defined by their chief. Mostly, this low group of bandits is asked to steal or craft items that will serve them to provide goods, be it [[Cooking|cooking]] recipes, brews, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooking Recipes&#039;&#039;&#039;&lt;br /&gt;
*Rat Stew&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brews&#039;&#039;&#039;&lt;br /&gt;
*Rotgut&lt;br /&gt;
&lt;br /&gt;
[[Category:Yliakum]]&lt;br /&gt;
[[Category:Landscape]]&lt;br /&gt;
[[Category:Society]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:NPCClient Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20951</id>
		<title>Shindroks Crater Project</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20951"/>
		<updated>2015-04-15T11:08:28Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* The Jade Cutthroats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Shindrok Crater Project is a community effort, leaded by Tuathanach (Associate Developer in the Rules Department) and Zunna (Game Master and Associate Developer in the Rules Department). The project is approved by the whole [http://www.planeshift.it/Join%20Us developers team] and its leader Talad. Its goal is to provide an entire dungeon universe to [http://www.planeshift.it/ PlaneShift], entirely designed by volunteer players.&lt;br /&gt;
[[Image:Entrance2.jpg|500px|thumb|Shindrok Crater]]&lt;br /&gt;
&lt;br /&gt;
=Project Organisation=&lt;br /&gt;
==How to participate ? ==&lt;br /&gt;
&lt;br /&gt;
If you want to participate to the Shindrok Project, you just have to contact Tuathanach or Zunna via Private Message on [http://www.hydlaaplaza.com/smf/index.php PlaneShift Forum] or on [[General FAQ#Chat|IRC]] at #ps-shindrok. The team will then fill you in the details toward your choices. &lt;br /&gt;
You can create a character and write their quest, design areas (see [[Shindroks Crater Project#Project Content : Locations | the Location section]] on this page), create and develop items and activities proper to the characters.&lt;br /&gt;
&lt;br /&gt;
If you have ideas or wish to add categories in this page, do not hesitate to contact us, we are open to any proposition. The team will update this page regularly along the project progresses.&lt;br /&gt;
&lt;br /&gt;
==How is it organised ? ==&lt;br /&gt;
&lt;br /&gt;
The Shindrok Crater Project (SCP) is at the first step of its development. For now, the team is creating a group of [[Creatures#Cutthroat|cutthroats]], in details. Here are the tasks the volunteers followed so far:&lt;br /&gt;
&lt;br /&gt;
===Step One===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Task 1&#039;&#039;&#039;&lt;br /&gt;
*Imagine a cutthroat character (look, sex, particularly, behavior, etc...).&lt;br /&gt;
*Decide of his role in his community (guard? trainer? smith? bartender? etc...)&lt;br /&gt;
*Choose a location for your character on the map provided&lt;br /&gt;
*Fill in the NPC Form provided (his description, his skills, etc...)&lt;br /&gt;
*Send your creation to Tuathanach and Zunna for validation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 2&#039;&#039;&#039;&lt;br /&gt;
*When the character is validated, imagine his interaction with the players and write a small quest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 3&#039;&#039;&#039;&lt;br /&gt;
*Script your quest. We are helping the volunteers at each steps of the quest creation.&lt;br /&gt;
&lt;br /&gt;
===Coming Soon===&lt;br /&gt;
*Design of the characters schedule (i.e. Cutthroat A. 6am Wake up and go to Bar Area / 8am Go to his working spot / etc.). The characters will interact in their daily schedule as a true society.&lt;br /&gt;
*Creation of items and or recipes to fit in the rogue « universe ».&lt;br /&gt;
*Description and design of the cutthroats cave&#039;s spaces (bar, guard post, training area, etc.)&lt;br /&gt;
*Dive deeper in the dungeon and meet another, more shadowy, group of bandits.&lt;br /&gt;
*Elaborate the boss.&lt;br /&gt;
&lt;br /&gt;
=Project Content : Characters=&lt;br /&gt;
&lt;br /&gt;
Background for the starter quests : &lt;br /&gt;
Dark rumors spread all over the cities : Shindrok the mad mage is back. Since a couple of weeks, merchants, travelers and caravans have been violently assaulted on the road to [[Ojaveda]], people and beasts throats cut, goods plundered. As these attacks exclusively occur around the infamous crater, not far from the Irifon river, rumors have spread that Shindrok is back and haunting the place. As part of the [merchant OR thief OR guard] community, you hear about those rumors, feel the fear that shake most of the people. The guards have been forbidden to take [[Oja road|the road to Ojaveda]], most merchants , caravaners and furnishers refuse to work again along this trade route and the business is going downhill for the rogues, the pressure on the whole community grow as most goods start to be missing. As a trusted part of [chosen community] you are asked by one of its key figures to investigate the &amp;quot;Shindrok case&amp;quot; by the way of infiltration. You learn, via a rather unsavory character, that a group of bandits installed their quarter in the very crater. Only one way for you to know more: infiltrate their lair.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats==&lt;br /&gt;
The bandits installed in the crater have a hierarchical society organized in 3 entities. The cutthroat group is made of 10 people and is the first the player will meet. Called Jade Cutthroats, they are common cutthroats, slightly more trained then usual ones. They are in charge of the illegal items crafting and trade.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Cutthroat &lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Acckin Theine&#039;&#039;&#039; [by Demagul]|| Cook || You see a male Jade Cutthroat in front of you named Ackkin Theine. A tall and thin Ylian, he stands at almost two meters. He is dressed in a surprisingly spotless grey cloak with a hood that is almost always down. He stands tall and proud, but he has a very casual, relaxed atmosphere around him with the strong smell of beer, wine and gobo oil. He usually has a fairly young and cheerful facial expression with narrow cheeks and salted black beard scruff. His hair is an oily black, with the occasional grey streak. || Complete || Draft&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Coub Yrotha&#039;&#039;&#039; [by Tuathanach]|| Trainer || A tough looking mature Ynwnn who seems to never stray from the training area. He has a rugged appearance with scars that decorate his face, and carries a straight militaristic posture. His posture serves to enhance his height. Standing at 2.25m and built like an alpha male Ulbernaut . A wide variety of weapons are sheathed on his person, including a dagger, a sword, a mace, and a bronze shield, which barley is the length of his thigh making it look like a buckler on him. His fists are larger than the head of the rusted mace he carries, and look more deadly. He looks sweaty, possibly from strenuous combat training. There is a small dirty metallic object pinned to the shoulder of his chain mail armor, possibly an old Hydlaa Guard sergeant&#039;s badge. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Darl Skeltor&#039;&#039;&#039; [by Zunna]|| Cutthroat Leader || Before you, is a young long-limbed ethereal female lemur. She &amp;quot;floats&amp;quot; gracefully around in a long silk robe that barely sketches her body shapes or contrast with her pale azure skin. Her fine straight light blue hairs are set free, thought finely adorned of intricate hair jewels. Darl wears platinium steel jewels set of gemstones, which colour matches always with the robe that she chose for the day. Her blue doe-eyed face is almost childlike and she often has a mischievous grin. With her delicate hands, her soft manners, her petite mouth, she might give the impression to be fragile and weak. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Dral Skeltor&#039;&#039;&#039; [by Roled]|| Cutthroat Leader || Before you sits Dral Skeltor, “The Controller” of the Jade Cutthroats, at her table surrounded by walls adorned with locked display cases holding priceless treasures.  She is in her early adulthood and dresses like a spoiled teenager’s gaudy version of divine royalty.  She stares with icy disdain as she regards you from her dais, where she poses under a huge portrait of herself that glows with magical green sparks.  She wears a jade jewel in the middle of her forehead and has a gold encrusted accounts ledger near at hand. Close inspection, if you dare, reveals her throne is made of pure gold and encrusted with enchanted jade images of her own face in the guise of a Goddess. A chained pet velnishi growls dangerously beside her throne. || To do || Draft&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Draulius Vhargon&#039;&#039;&#039; [by Azeron]|| Door Guard || A strong looking man in dirty clothing stands watch, keeping his eyes stuck on the entrance and seldom looking away, being a guard of some sort. His hand rests idly on the hilt of his weapon, a bloodied steel falchion. He is mostly shrouded by his garments, including his face, where only cold eyes peer out from beneath the wrappings. His muscles are well-pronounced even beneath his outfit, and he&#039;s almost always drinking from a mug of beer in his hand || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Ladoria Uuz&#039;&#039;&#039; [by Zunna]|| Bar Maid || You cannot help but notice Ladoria. She is tall, looks overall vulgar and has a ball of magic light permanently shining above her head. Despite her allure, she is discrete and immediately gives this feeling of familiarity to everyone she meet. Ladoria is a podgy Ynnwn, whom willingly show off her generous body in a very low-cut leather and cotton corseted red dress which worn skirt edges come cover her boots tip. She added a mismatching fine leather belt to hang a clean rag and a leather pouch from which she draws the leaves that she’s constantly chewing. She has no horns as most Ynnwn but a typical Diaboli red tail that seems to move according to her emotion. Her long thick red hairs fall in her back in an impressive cascade, forming a setting to what could have been a natural beauty face if it weren’t covered with a thick layer of make up. Not a centimeter of her skin isn’t hidden behind a light brown foundation cream, her eyes are imprisoned in between large black eyeliner strokes, crushed by a bright red eye shadow powder and its matching lipstick. Even if the make up is applied with care it feels almost like a mask. She adorns no jewels out of a long steel chain which pendant is a small box. &lt;br /&gt;
 || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Rakr Achkin&#039;&#039;&#039; [by Ecthion Felagund]|| Storeman || Rakr is an older Ylian man, perhaps about 70 years of age. His long and narrow face is framed by neatly trimmed light grey hair, which is pulled past his ears in a tidy fashion and hangs to about mid-neck. Blue-grey eyes, with bushy  eyebrows the colour of his hair, peer out of a pair of steel-rimmed spectacles perched on the end his long and sharply pointed nose. He wears a plain white linen shirt with the cuffs rolled up to mid-forearm and the collar undone. The shirt is tucked neatly into his brown homespun pants, which are held up by a pair of leather suspenders. His boots, fairly new and rising to about mid-calf height, are tucked under his pant legs. In his left hand he usually holds a large piece of parchment with sums and lists scribbled all over it, which he frequently refers to and marks with a sharp Kikiri quill pen. His hands are clean, albeit often smudged with ink from the pen, and his fingernails are trimmed. His clean and well-groomed appearance may make him look a bit out of place amongst the rogue band. Despite his age, he seems to be a high-energy person. His eyes constantly dart to and fro, and his movements are quick and decisive. || Complete || Draft &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Riell Denz&#039;&#039;&#039; [by Zunna]|| Brewer || From his 1m75 tall, Riell imposes a good-humored look and a mischievous grin which might give the feeling that he is always at ease. He speaks in a firm and loud tone and uses Hydlaan slang vocabulary which might be hard to understand for the non familiar. He wears cotton pants with suspenders on a short-sleeved shirt and a black felt hat that he wears slightly tilted on the left. This mature man is firmly planted in his pair of old leather ankle boots that he drags noisily on the floor. A thick falling light brown mustache completes the picture. Riell is robust; his muscles structure is of an energetic body, rather from the work he does then from martial exercise. There is apparently no weapon on his person. When he&#039;s working at the brewing station, Riell wears a long linen stained apron and felt gaiters.&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Samray Serkal&#039;&#039;&#039; [by Tuathanach]|| Door Guard || A ragged female stands before you, she appears on edge. She is slight of build and stands about 1.8m tall. Aging her is quite hard she looks to be in her forties. She is dressed in what looks were once fine clothes, but are well worn and soiled. Her armor was once fine quality leather, now is patched with poor ragged patches. Over the top she has a green hooded cloak which is badly stained. Round her neck is a silver chain. On her back you see an Ynnwn Short bow. Round her right thigh is her quiver. Tucked into her belt at her left hip is a dagger. She also has a small satchel which rests on her right hip. Despite all the leather and cloak you can tell that she is extremely thin, her fingers which are protruding from her gloves look almost skeletal. Beneath her hood you can see she is very pale with almost colourless skin. Her pale green eyes staring out, scanning what is going on, never quite resting or relaxing. Her hair is a greenish hue of silver from the tufts sticking out you can tell it is wavy. Like her eyes, she is restless. She is often muttering to herself when no one is near. She appears to take solace in her hip flask, which she clutches in her left hand, sipping from it occasionally&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Trilam Darkstar&#039;&#039;&#039; [by Azeron]|| Smith || A short but stout man who tirelessly works away at his smithy. His hands and face are smeared with grime, and the precision with which he uses his tools implies great skill. Despite the sweating hot conditions of the forge, he strikes the anvil vigorously. His outfit is worn and tattered from arduous work, and a long dirty beard protrudes from a wide slit at the bottom of his mask as if he has done nothing but work for a long time || Complete || Complete&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents==&lt;br /&gt;
The Second and top tier of bandit in the society. More specialist, a group of elite bandits. Working directly from instructions under the boss.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Serpent&lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Locations=&lt;br /&gt;
&lt;br /&gt;
Each entity will have a dedicated location and each character a particular place in this location, defined toward his role in the community.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Cave==&lt;br /&gt;
The cutthroats are based in a cave inside the crater. They are organised in a society with their warehouse, living and dining area, bar, etc...  Each of these aspects will have to be imagined and furnished.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;The Guard Post&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Training Area and Armory&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Warehouse&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Smithing and Tanning Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Brewing Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Bar and Dining Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Living Quarters&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Office&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Cutthroats Leaders Living Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents Cave==&lt;br /&gt;
The serpents have a separate cave, which helps keep their business safe and away from the cutthroats.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Items=&lt;br /&gt;
&lt;br /&gt;
The projects goal is to create a whole « rogue » universe with its characters, its particular locations and its specific items. Keeping in mind the resources of Planeshift and using elements already existing, the volunteers can create new content that will fit in the project.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Goods==&lt;br /&gt;
&lt;br /&gt;
As a rogue organization, the cutthroats participate to a general goal that is defined by their chief. Mostly, this low group of bandits is asked to steal or craft items that will serve them to provide goods, be it [[Cooking|cooking]] recipes, brews, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooking Recipes&#039;&#039;&#039;&lt;br /&gt;
*Rat Stew&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brews&#039;&#039;&#039;&lt;br /&gt;
*Rotgut&lt;br /&gt;
&lt;br /&gt;
[[Category:Yliakum]]&lt;br /&gt;
[[Category:Landscape]]&lt;br /&gt;
[[Category:Society]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:NPCClient Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20950</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20950"/>
		<updated>2015-04-08T12:06:54Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* How spells work (bad title :P ) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magic Mechanism==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20949</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20949"/>
		<updated>2015-04-08T12:04:33Z</updated>

		<summary type="html">&lt;p&gt;Lumi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How spells work (bad title :P )==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20948</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20948"/>
		<updated>2015-04-08T12:03:59Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Casting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==How spells work (bad title :P )==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20947</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20947"/>
		<updated>2015-04-08T11:59:45Z</updated>

		<summary type="html">&lt;p&gt;Lumi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enchance one health or stamina or increase one defensive abilities. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to vanquish ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How spells work (bad title :P )==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20946</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20946"/>
		<updated>2015-04-08T11:59:22Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Casting a Spell */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enchance one health or stamina or increase one defensive abilities. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to vanquish ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==How spells work (bad title :P )==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20945</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20945"/>
		<updated>2015-04-08T11:58:39Z</updated>

		<summary type="html">&lt;p&gt;Lumi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enchance one health or stamina or increase one defensive abilities. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to vanquish ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|450px]] [[Image:Magered.jpg|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How spells work (bad title :P )==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20944</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20944"/>
		<updated>2015-04-08T11:58:10Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Casting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enchance one health or stamina or increase one defensive abilities. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to vanquish ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|450px]] [[Image:Magered.jpg|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
==How spells work (bad title :P )==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20943</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20943"/>
		<updated>2015-04-08T11:57:54Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Spell Power */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enchance one health or stamina or increase one defensive abilities. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to vanquish ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|450px]] [[Image:Magered.jpg|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
==How spells work (bad title :P )==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20942</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20942"/>
		<updated>2015-04-08T11:57:29Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* Casting a Spell */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enchance one health or stamina or increase one defensive abilities. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to vanquish ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|450px]] [[Image:Magered.jpg|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
==How spells work (bad title :P )==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
...&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20941</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20941"/>
		<updated>2015-04-08T11:56:43Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* How spells work (bad title :P ) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enchance one health or stamina or increase one defensive abilities. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to vanquish ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|450px]] [[Image:Magered.jpg|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How spells work (bad title :P )==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
...&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20940</id>
		<title>Shindroks Crater Project</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20940"/>
		<updated>2015-04-07T07:43:03Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* The Jade Cutthroats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Shindrok Crater Project is a community effort, leaded by Tuathanach (Associate Developer in the Rules Department) and Zunna (Game Master and Associate Developer in the Rules Department). The project is approved by the whole [http://www.planeshift.it/Join%20Us developers team] and its leader Talad. Its goal is to provide an entire dungeon universe to [http://www.planeshift.it/ PlaneShift], entirely designed by volunteer players.&lt;br /&gt;
[[Image:Entrance2.jpg|500px|thumb|Shindrok Crater]]&lt;br /&gt;
&lt;br /&gt;
=Project Organisation=&lt;br /&gt;
==How to participate ? ==&lt;br /&gt;
&lt;br /&gt;
If you want to participate to the Shindrok Project, you just have to contact Tuathanach or Zunna via Private Message on [http://www.hydlaaplaza.com/smf/index.php PlaneShift Forum] or on [[General FAQ#Chat|IRC]] at #ps-shindrok. The team will then fill you in the details toward your choices. &lt;br /&gt;
You can create a character and write their quest, design areas (see [[Shindroks Crater Project#Project Content : Locations | the Location section]] on this page), create and develop items and activities proper to the characters.&lt;br /&gt;
&lt;br /&gt;
If you have ideas or wish to add categories in this page, do not hesitate to contact us, we are open to any proposition. The team will update this page regularly along the project progresses.&lt;br /&gt;
&lt;br /&gt;
==How is it organised ? ==&lt;br /&gt;
&lt;br /&gt;
The Shindrok Crater Project (SCP) is at the first step of its development. For now, the team is creating a group of [[Creatures#Cutthroat|cutthroats]], in details. Here are the tasks the volunteers followed so far:&lt;br /&gt;
&lt;br /&gt;
===Step One===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Task 1&#039;&#039;&#039;&lt;br /&gt;
*Imagine a cutthroat character (look, sex, particularly, behavior, etc...).&lt;br /&gt;
*Decide of his role in his community (guard? trainer? smith? bartender? etc...)&lt;br /&gt;
*Choose a location for your character on the map provided&lt;br /&gt;
*Fill in the NPC Form provided (his description, his skills, etc...)&lt;br /&gt;
*Send your creation to Tuathanach and Zunna for validation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 2&#039;&#039;&#039;&lt;br /&gt;
*When the character is validated, imagine his interaction with the players and write a small quest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 3&#039;&#039;&#039;&lt;br /&gt;
*Script your quest. We are helping the volunteers at each steps of the quest creation.&lt;br /&gt;
&lt;br /&gt;
===Coming Soon===&lt;br /&gt;
*Design of the characters schedule (i.e. Cutthroat A. 6am Wake up and go to Bar Area / 8am Go to his working spot / etc.). The characters will interact in their daily schedule as a true society.&lt;br /&gt;
*Creation of items and or recipes to fit in the rogue « universe ».&lt;br /&gt;
*Description and design of the cutthroats cave&#039;s spaces (bar, guard post, training area, etc.)&lt;br /&gt;
*Dive deeper in the dungeon and meet another, more shadowy, group of bandits.&lt;br /&gt;
*Elaborate the boss.&lt;br /&gt;
&lt;br /&gt;
=Project Content : Characters=&lt;br /&gt;
&lt;br /&gt;
Background for the starter quests : &lt;br /&gt;
Dark rumors spread all over the cities : Shindrok the mad mage is back. Since a couple of weeks, merchants, travelers and caravans have been violently assaulted on the road to [[Ojaveda]], people and beasts throats cut, goods plundered. As these attacks exclusively occur around the infamous crater, not far from the Irifon river, rumors have spread that Shindrok is back and haunting the place. As part of the [merchant OR thief OR guard] community, you hear about those rumors, feel the fear that shake most of the people. The guards have been forbidden to take [[Oja road|the road to Ojaveda]], most merchants , caravaners and furnishers refuse to work again along this trade route and the business is going downhill for the rogues, the pressure on the whole community grow as most goods start to be missing. As a trusted part of [chosen community] you are asked by one of its key figures to investigate the &amp;quot;Shindrok case&amp;quot; by the way of infiltration. You learn, via a rather unsavory character, that a group of bandits installed their quarter in the very crater. Only one way for you to know more: infiltrate their lair.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats==&lt;br /&gt;
The bandits installed in the crater have a hierarchical society organized in 3 entities. The cutthroat group is made of 10 people and is the first the player will meet. Called Jade Cutthroats, they are common cutthroats, slightly more trained then usual ones. They are in charge of the illegal items crafting and trade.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Cutthroat &lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Acckin Theine&#039;&#039;&#039; [by Demagul]|| Cook || You see a male Jade Cutthroat in front of you named Ackkin Theine. A tall and thin Ylian, he stands at almost two meters. He is dressed in a surprisingly spotless grey cloak with a hood that is almost always down. He stands tall and proud, but he has a very casual, relaxed atmosphere around him with the strong smell of beer, wine and gobo oil. He usually has a fairly young and cheerful facial expression with narrow cheeks and salted black beard scruff. His hair is an oily black, with the occasional grey streak. || Complete || Draft&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Coub Yrotha&#039;&#039;&#039; [by Tuathanach]|| Trainer || A tough looking mature Ynwnn who seems to never stray from the training area. He has a rugged appearance with scars that decorate his face, and carries a straight militaristic posture. His posture serves to enhance his height. Standing at 2.25m and built like an alpha male Ulbernaut . A wide variety of weapons are sheathed on his person, including a dagger, a sword, a mace, and a bronze shield, which barley is the length of his thigh making it look like a buckler on him. His fists are larger than the head of the rusted mace he carries, and look more deadly. He looks sweaty, possibly from strenuous combat training. There is a small dirty metallic object pinned to the shoulder of his chain mail armor, possibly an old Hydlaa Guard sergeant&#039;s badge. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Darl Skeltor&#039;&#039;&#039; [by Roled]|| Cutthroat Leader || Atop a luxurious dais draped in expensive fabrics and furs, Darl Skeltor, “The Impresario,” regards you hungrily.  Darl is surrounded by a candlelit altar dedicated to herself.  She is encircled by rare, expensive and opulent items, all strewn haphazardly around her feet.  Some of the priceless objects are stained with the pink fingernail polish she wears on her toes and hands, visible as she walks around with toe spreaders on.  She appears to be in her early adulthood but dresses like a teenager who is oblivious to sophistication.  In one hand she holds a bubbly wine cooler in a goblet shaped like a jade skull and in her other hand she holds a fine linen iridescent handkerchief that she occasionally touches to her nose. Her long, golden fibered robe displays filigreed jade decorations. Under her snood of jade and gold, dripping with jewels, Darl barely opens her eyes.  She sighs a rude sigh if you dare to speak. Or else she simply orders you to be executed.  || To do || Draft&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Dral Skeltor&#039;&#039;&#039; [by Roled]|| Cutthroat Leader || Before you sits Dral Skeltor, “The Controller” of the Jade Cutthroats, at her table surrounded by walls adorned with locked display cases holding priceless treasures.  She is in her early adulthood and dresses like a spoiled teenager’s gaudy version of divine royalty.  She stares with icy disdain as she regards you from her dais, where she poses under a huge portrait of herself that glows with magical green sparks.  She wears a jade jewel in the middle of her forehead and has a gold encrusted accounts ledger near at hand. Close inspection, if you dare, reveals her throne is made of pure gold and encrusted with enchanted jade images of her own face in the guise of a Goddess. A chained pet velnishi growls dangerously beside her throne. || To do || Draft&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Draulius Vhargon&#039;&#039;&#039; [by Azeron]|| Door Guard || A strong looking man in dirty clothing stands watch, keeping his eyes stuck on the entrance and seldom looking away, being a guard of some sort. His hand rests idly on the hilt of his weapon, a bloodied steel falchion. He is mostly shrouded by his garments, including his face, where only cold eyes peer out from beneath the wrappings. His muscles are well-pronounced even beneath his outfit, and he&#039;s almost always drinking from a mug of beer in his hand || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Ladoria Uuz&#039;&#039;&#039; [by Zunna]|| Bar Maid || You cannot help but notice Ladoria. She is tall, looks overall vulgar and has a ball of magic light permanently shining above her head. Despite her allure, she is discrete and immediately gives this feeling of familiarity to everyone she meet. Ladoria is a podgy Ynnwn, whom willingly show off her generous body in a very low-cut leather and cotton corseted red dress which worn skirt edges come cover her boots tip. She added a mismatching fine leather belt to hang a clean rag and a leather pouch from which she draws the leaves that she’s constantly chewing. She has no horns as most Ynnwn but a typical Diaboli red tail that seems to move according to her emotion. Her long thick red hairs fall in her back in an impressive cascade, forming a setting to what could have been a natural beauty face if it weren’t covered with a thick layer of make up. Not a centimeter of her skin isn’t hidden behind a light brown foundation cream, her eyes are imprisoned in between large black eyeliner strokes, crushed by a bright red eye shadow powder and its matching lipstick. Even if the make up is applied with care it feels almost like a mask. She adorns no jewels out of a long steel chain which pendant is a small box. &lt;br /&gt;
 || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Rakr Achkin&#039;&#039;&#039; [by Ecthion Felagund]|| Storeman || Rakr is an older Ylian man, perhaps about 70 years of age. His long and narrow face is framed by neatly trimmed light grey hair, which is pulled past his ears in a tidy fashion and hangs to about mid-neck. Blue-grey eyes, with bushy  eyebrows the colour of his hair, peer out of a pair of steel-rimmed spectacles perched on the end his long and sharply pointed nose. He wears a plain white linen shirt with the cuffs rolled up to mid-forearm and the collar undone. The shirt is tucked neatly into his brown homespun pants, which are held up by a pair of leather suspenders. His boots, fairly new and rising to about mid-calf height, are tucked under his pant legs. In his left hand he usually holds a large piece of parchment with sums and lists scribbled all over it, which he frequently refers to and marks with a sharp Kikiri quill pen. His hands are clean, albeit often smudged with ink from the pen, and his fingernails are trimmed. His clean and well-groomed appearance may make him look a bit out of place amongst the rogue band. Despite his age, he seems to be a high-energy person. His eyes constantly dart to and fro, and his movements are quick and decisive. || Complete || Draft &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Riell Denz&#039;&#039;&#039; [by Zunna]|| Brewer || From his 1m75 tall, Riell imposes a good-humored look and a mischievous grin which might give the feeling that he is always at ease. He speaks in a firm and loud tone and uses Hydlaan slang vocabulary which might be hard to understand for the non familiar. He wears cotton pants with suspenders on a short-sleeved shirt and a black felt hat that he wears slightly tilted on the left. This mature man is firmly planted in his pair of old leather ankle boots that he drags noisily on the floor. A thick falling light brown mustache completes the picture. Riell is robust; his muscles structure is of an energetic body, rather from the work he does then from martial exercise. There is apparently no weapon on his person. When he&#039;s working at the brewing station, Riell wears a long linen stained apron and felt gaiters.&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Samray Serkal&#039;&#039;&#039; [by Tuathanach]|| Door Guard || A ragged female stands before you, she appears on edge. She is slight of build and stands about 1.8m tall. Aging her is quite hard she looks to be in her forties. She is dressed in what looks were once fine clothes, but are well worn and soiled. Her armor was once fine quality leather, now is patched with poor ragged patches. Over the top she has a green hooded cloak which is badly stained. Round her neck is a silver chain. On her back you see an Ynnwn Short bow. Round her right thigh is her quiver. Tucked into her belt at her left hip is a dagger. She also has a small satchel which rests on her right hip. Despite all the leather and cloak you can tell that she is extremely thin, her fingers which are protruding from her gloves look almost skeletal. Beneath her hood you can see she is very pale with almost colourless skin. Her pale green eyes staring out, scanning what is going on, never quite resting or relaxing. Her hair is a greenish hue of silver from the tufts sticking out you can tell it is wavy. Like her eyes, she is restless. She is often muttering to herself when no one is near. She appears to take solace in her hip flask, which she clutches in her left hand, sipping from it occasionally&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Trilam Darkstar&#039;&#039;&#039; [by Azeron]|| Smith || A short but stout man who tirelessly works away at his smithy. His hands and face are smeared with grime, and the precision with which he uses his tools implies great skill. Despite the sweating hot conditions of the forge, he strikes the anvil vigorously. His outfit is worn and tattered from arduous work, and a long dirty beard protrudes from a wide slit at the bottom of his mask as if he has done nothing but work for a long time || Complete || Complete&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents==&lt;br /&gt;
The Second and top tier of bandit in the society. More specialist, a group of elite bandits. Working directly from instructions under the boss.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Serpent&lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Locations=&lt;br /&gt;
&lt;br /&gt;
Each entity will have a dedicated location and each character a particular place in this location, defined toward his role in the community.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Cave==&lt;br /&gt;
The cutthroats are based in a cave inside the crater. They are organised in a society with their warehouse, living and dining area, bar, etc...  Each of these aspects will have to be imagined and furnished.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;The Guard Post&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Training Area and Armory&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Warehouse&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Smithing and Tanning Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Brewing Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Bar and Dining Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Living Quarters&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Office&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Cutthroats Leaders Living Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents Cave==&lt;br /&gt;
The serpents have a separate cave, which helps keep their business safe and away from the cutthroats.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Items=&lt;br /&gt;
&lt;br /&gt;
The projects goal is to create a whole « rogue » universe with its characters, its particular locations and its specific items. Keeping in mind the resources of Planeshift and using elements already existing, the volunteers can create new content that will fit in the project.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Goods==&lt;br /&gt;
&lt;br /&gt;
As a rogue organization, the cutthroats participate to a general goal that is defined by their chief. Mostly, this low group of bandits is asked to steal or craft items that will serve them to provide goods, be it [[Cooking|cooking]] recipes, brews, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooking Recipes&#039;&#039;&#039;&lt;br /&gt;
*Rat Stew&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brews&#039;&#039;&#039;&lt;br /&gt;
*Rotgut&lt;br /&gt;
&lt;br /&gt;
[[Category:Yliakum]]&lt;br /&gt;
[[Category:Landscape]]&lt;br /&gt;
[[Category:Society]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:NPCClient Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20939</id>
		<title>Shindroks Crater Project</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20939"/>
		<updated>2015-04-07T07:42:29Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* The Jade Cutthroats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Shindrok Crater Project is a community effort, leaded by Tuathanach (Associate Developer in the Rules Department) and Zunna (Game Master and Associate Developer in the Rules Department). The project is approved by the whole [http://www.planeshift.it/Join%20Us developers team] and its leader Talad. Its goal is to provide an entire dungeon universe to [http://www.planeshift.it/ PlaneShift], entirely designed by volunteer players.&lt;br /&gt;
[[Image:Entrance2.jpg|500px|thumb|Shindrok Crater]]&lt;br /&gt;
&lt;br /&gt;
=Project Organisation=&lt;br /&gt;
==How to participate ? ==&lt;br /&gt;
&lt;br /&gt;
If you want to participate to the Shindrok Project, you just have to contact Tuathanach or Zunna via Private Message on [http://www.hydlaaplaza.com/smf/index.php PlaneShift Forum] or on [[General FAQ#Chat|IRC]] at #ps-shindrok. The team will then fill you in the details toward your choices. &lt;br /&gt;
You can create a character and write their quest, design areas (see [[Shindroks Crater Project#Project Content : Locations | the Location section]] on this page), create and develop items and activities proper to the characters.&lt;br /&gt;
&lt;br /&gt;
If you have ideas or wish to add categories in this page, do not hesitate to contact us, we are open to any proposition. The team will update this page regularly along the project progresses.&lt;br /&gt;
&lt;br /&gt;
==How is it organised ? ==&lt;br /&gt;
&lt;br /&gt;
The Shindrok Crater Project (SCP) is at the first step of its development. For now, the team is creating a group of [[Creatures#Cutthroat|cutthroats]], in details. Here are the tasks the volunteers followed so far:&lt;br /&gt;
&lt;br /&gt;
===Step One===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Task 1&#039;&#039;&#039;&lt;br /&gt;
*Imagine a cutthroat character (look, sex, particularly, behavior, etc...).&lt;br /&gt;
*Decide of his role in his community (guard? trainer? smith? bartender? etc...)&lt;br /&gt;
*Choose a location for your character on the map provided&lt;br /&gt;
*Fill in the NPC Form provided (his description, his skills, etc...)&lt;br /&gt;
*Send your creation to Tuathanach and Zunna for validation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 2&#039;&#039;&#039;&lt;br /&gt;
*When the character is validated, imagine his interaction with the players and write a small quest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 3&#039;&#039;&#039;&lt;br /&gt;
*Script your quest. We are helping the volunteers at each steps of the quest creation.&lt;br /&gt;
&lt;br /&gt;
===Coming Soon===&lt;br /&gt;
*Design of the characters schedule (i.e. Cutthroat A. 6am Wake up and go to Bar Area / 8am Go to his working spot / etc.). The characters will interact in their daily schedule as a true society.&lt;br /&gt;
*Creation of items and or recipes to fit in the rogue « universe ».&lt;br /&gt;
*Description and design of the cutthroats cave&#039;s spaces (bar, guard post, training area, etc.)&lt;br /&gt;
*Dive deeper in the dungeon and meet another, more shadowy, group of bandits.&lt;br /&gt;
*Elaborate the boss.&lt;br /&gt;
&lt;br /&gt;
=Project Content : Characters=&lt;br /&gt;
&lt;br /&gt;
Background for the starter quests : &lt;br /&gt;
Dark rumors spread all over the cities : Shindrok the mad mage is back. Since a couple of weeks, merchants, travelers and caravans have been violently assaulted on the road to [[Ojaveda]], people and beasts throats cut, goods plundered. As these attacks exclusively occur around the infamous crater, not far from the Irifon river, rumors have spread that Shindrok is back and haunting the place. As part of the [merchant OR thief OR guard] community, you hear about those rumors, feel the fear that shake most of the people. The guards have been forbidden to take [[Oja road|the road to Ojaveda]], most merchants , caravaners and furnishers refuse to work again along this trade route and the business is going downhill for the rogues, the pressure on the whole community grow as most goods start to be missing. As a trusted part of [chosen community] you are asked by one of its key figures to investigate the &amp;quot;Shindrok case&amp;quot; by the way of infiltration. You learn, via a rather unsavory character, that a group of bandits installed their quarter in the very crater. Only one way for you to know more: infiltrate their lair.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats==&lt;br /&gt;
The bandits installed in the crater have a hierarchical society organized in 3 entities. The cutthroat group is made of 10 people and is the first the player will meet. Called Jade Cutthroats, they are common cutthroats, slightly more trained then usual ones. They are in charge of the illegal items crafting and trade.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Cutthroat &lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Acckin Theine&#039;&#039;&#039; [by Demagul]|| Cook || You see a male Jade Cutthroat in front of you named Ackkin Theine. A tall and thin Ylian, he stands at almost two meters. He is dressed in a surprisingly spotless grey cloak with a hood that is almost always down. He stands tall and proud, but he has a very casual, relaxed atmosphere around him with the strong smell of beer, wine and gobo oil. He usually has a fairly young and cheerful facial expression with narrow cheeks and salted black beard scruff. His hair is an oily black, with the occasional grey streak. || Complete || Draft&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Coub Yrotha&#039;&#039;&#039; [by Tuathanach]|| Trainer || A tough looking mature Ynwnn who seems to never stray from the training area. He has a rugged appearance with scars that decorate his face, and carries a straight militaristic posture. His posture serves to enhance his height. Standing at 2.25m and built like an alpha male Ulbernaut . A wide variety of weapons are sheathed on his person, including a dagger, a sword, a mace, and a bronze shield, which barley is the length of his thigh making it look like a buckler on him. His fists are larger than the head of the rusted mace he carries, and look more deadly. He looks sweaty, possibly from strenuous combat training. There is a small dirty metallic object pinned to the shoulder of his chain mail armor, possibly an old Hydlaa Guard sergeant&#039;s badge. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Darl Skeltor&#039;&#039;&#039; [by Roled]|| Cutthroat Leader || Atop a luxurious dais draped in expensive fabrics and furs, Darl Skeltor, “The Impresario,” regards you hungrily.  Darl is surrounded by a candlelit altar dedicated to herself.  She is encircled by rare, expensive and opulent items, all strewn haphazardly around her feet.  Some of the priceless objects are stained with the pink fingernail polish she wears on her toes and hands, visible as she walks around with toe spreaders on.  She appears to be in her early adulthood but dresses like a teenager who is oblivious to sophistication.  In one hand she holds a bubbly wine cooler in a goblet shaped like a jade skull and in her other hand she holds a fine linen iridescent handkerchief that she occasionally touches to her nose. Her long, golden fibered robe displays filigreed jade decorations. Under her snood of jade and gold, dripping with jewels, Darl barely opens her eyes.  She sighs a rude sigh if you dare to speak. Or else she simply orders you to be executed.  || To do || Draft&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Dral Skeltor&#039;&#039;&#039; [by Roled]|| Cutthroat Leader || Before you sits Dral Skeltor, “The Controller” of the Jade Cutthroats, at her table surrounded by walls adorned with locked display cases holding priceless treasures.  She is in her early adulthood and dresses like a spoiled teenager’s gaudy version of divine royalty.  She stares with icy disdain as she regards you from her dais, where she poses under a huge portrait of herself that glows with magical green sparks.  She wears a jade jewel in the middle of her forehead and has a gold encrusted accounts ledger near at hand. Close inspection, if you dare, reveals her throne is made of pure gold and encrusted with enchanted jade images of her own face in the guise of a Goddess. A chained pet velnishi growls dangerously beside her throne. || To do || Draft&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Draulius Vhargon&#039;&#039;&#039; [by Azeron]|| Door Guard || A strong looking man in dirty clothing stands watch, keeping his eyes stuck on the entrance and seldom looking away, being a guard of some sort. His hand rests idly on the hilt of his weapon, a bloodied steel falchion. He is mostly shrouded by his garments, including his face, where only cold eyes peer out from beneath the wrappings. His muscles are well-pronounced even beneath his outfit, and he&#039;s almost always drinking from a mug of beer in his hand || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Ladoria Uuz&#039;&#039;&#039; [by Zunna]|| Bar Maid || You cannot help but notice Ladoria. She is tall, looks overall vulgar and has a ball of magic light permanently shining above her head. Despite her allure, she is discrete and immediately gives this feeling of familiarity to everyone she meet. Ladoria is a podgy Ynnwn, whom willingly show off her generous body in a very low-cut leather and cotton corseted red dress which worn skirt edges come cover her boots tip. She added a mismatching fine leather belt to hang a clean rag and a leather pouch from which she draws the leaves that she’s constantly chewing. She has no horns as most Ynnwn but a typical Diaboli red tail that seems to move according to her emotion. Her long thick red hairs fall in her back in an impressive cascade, forming a setting to what could have been a natural beauty face if it weren’t covered with a thick layer of make up. Not a centimeter of her skin isn’t hidden behind a light brown foundation cream, her eyes are imprisoned in between large black eyeliner strokes, crushed by a bright red eye shadow powder and its matching lipstick. Even if the make up is applied with care it feels almost like a mask. She adorns no jewels out of a long steel chain which pendant is a small box. &lt;br /&gt;
 || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Rakr Achkin&#039;&#039;&#039; [by Ecthion Felagund]|| Storeman || Rakr is an older Ylian man, perhaps about 70 years of age. His long and narrow face is framed by neatly trimmed light grey hair, which is pulled past his ears in a tidy fashion and hangs to about mid-neck. Blue-grey eyes, with bushy  eyebrows the colour of his hair, peer out of a pair of steel-rimmed spectacles perched on the end his long and sharply pointed nose. He wears a plain white linen shirt with the cuffs rolled up to mid-forearm and the collar undone. The shirt is tucked neatly into his brown homespun pants, which are held up by a pair of leather suspenders. His boots, fairly new and rising to about mid-calf height, are tucked under his pant legs. In his left hand he usually holds a large piece of parchment with sums and lists scribbled all over it, which he frequently refers to and marks with a sharp Kikiri quill pen. His hands are clean, albeit often smudged with ink from the pen, and his fingernails are trimmed. His clean and well-groomed appearance may make him look a bit out of place amongst the rogue band. Despite his age, he seems to be a high-energy person. His eyes constantly dart to and fro, and his movements are quick and decisive. || Complete || To do &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Riell Denz&#039;&#039;&#039; [by Zunna]|| Brewer || From his 1m75 tall, Riell imposes a good-humored look and a mischievous grin which might give the feeling that he is always at ease. He speaks in a firm and loud tone and uses Hydlaan slang vocabulary which might be hard to understand for the non familiar. He wears cotton pants with suspenders on a short-sleeved shirt and a black felt hat that he wears slightly tilted on the left. This mature man is firmly planted in his pair of old leather ankle boots that he drags noisily on the floor. A thick falling light brown mustache completes the picture. Riell is robust; his muscles structure is of an energetic body, rather from the work he does then from martial exercise. There is apparently no weapon on his person. When he&#039;s working at the brewing station, Riell wears a long linen stained apron and felt gaiters.&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Samray Serkal&#039;&#039;&#039; [by Tuathanach]|| Door Guard || A ragged female stands before you, she appears on edge. She is slight of build and stands about 1.8m tall. Aging her is quite hard she looks to be in her forties. She is dressed in what looks were once fine clothes, but are well worn and soiled. Her armor was once fine quality leather, now is patched with poor ragged patches. Over the top she has a green hooded cloak which is badly stained. Round her neck is a silver chain. On her back you see an Ynnwn Short bow. Round her right thigh is her quiver. Tucked into her belt at her left hip is a dagger. She also has a small satchel which rests on her right hip. Despite all the leather and cloak you can tell that she is extremely thin, her fingers which are protruding from her gloves look almost skeletal. Beneath her hood you can see she is very pale with almost colourless skin. Her pale green eyes staring out, scanning what is going on, never quite resting or relaxing. Her hair is a greenish hue of silver from the tufts sticking out you can tell it is wavy. Like her eyes, she is restless. She is often muttering to herself when no one is near. She appears to take solace in her hip flask, which she clutches in her left hand, sipping from it occasionally&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Trilam Darkstar&#039;&#039;&#039; [by Azeron]|| Smith || A short but stout man who tirelessly works away at his smithy. His hands and face are smeared with grime, and the precision with which he uses his tools implies great skill. Despite the sweating hot conditions of the forge, he strikes the anvil vigorously. His outfit is worn and tattered from arduous work, and a long dirty beard protrudes from a wide slit at the bottom of his mask as if he has done nothing but work for a long time || Complete || Complete&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents==&lt;br /&gt;
The Second and top tier of bandit in the society. More specialist, a group of elite bandits. Working directly from instructions under the boss.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Serpent&lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Locations=&lt;br /&gt;
&lt;br /&gt;
Each entity will have a dedicated location and each character a particular place in this location, defined toward his role in the community.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Cave==&lt;br /&gt;
The cutthroats are based in a cave inside the crater. They are organised in a society with their warehouse, living and dining area, bar, etc...  Each of these aspects will have to be imagined and furnished.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;The Guard Post&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Training Area and Armory&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Warehouse&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Smithing and Tanning Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Brewing Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Bar and Dining Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Living Quarters&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Office&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Cutthroats Leaders Living Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents Cave==&lt;br /&gt;
The serpents have a separate cave, which helps keep their business safe and away from the cutthroats.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Items=&lt;br /&gt;
&lt;br /&gt;
The projects goal is to create a whole « rogue » universe with its characters, its particular locations and its specific items. Keeping in mind the resources of Planeshift and using elements already existing, the volunteers can create new content that will fit in the project.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Goods==&lt;br /&gt;
&lt;br /&gt;
As a rogue organization, the cutthroats participate to a general goal that is defined by their chief. Mostly, this low group of bandits is asked to steal or craft items that will serve them to provide goods, be it [[Cooking|cooking]] recipes, brews, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooking Recipes&#039;&#039;&#039;&lt;br /&gt;
*Rat Stew&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brews&#039;&#039;&#039;&lt;br /&gt;
*Rotgut&lt;br /&gt;
&lt;br /&gt;
[[Category:Yliakum]]&lt;br /&gt;
[[Category:Landscape]]&lt;br /&gt;
[[Category:Society]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:NPCClient Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20933</id>
		<title>Shindroks Crater Project</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20933"/>
		<updated>2015-03-22T12:42:12Z</updated>

		<summary type="html">&lt;p&gt;Lumi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Shindrok Crater Project is a community effort, leaded by Tuathanach (Associate Developer in the Rules Department) and Zunna (Game Master and Associate Developer in the Rules Department). The project is approved by the whole [http://www.planeshift.it/Join%20Us developers team] and its leader Talad. Its goal is to provide an entire dungeon universe to [http://www.planeshift.it/ PlaneShift], entirely designed by volunteer players.&lt;br /&gt;
[[Image:Entrance2.jpg|500px|thumb|Shindrok Crater]]&lt;br /&gt;
&lt;br /&gt;
=Project Organisation=&lt;br /&gt;
==How to participate ? ==&lt;br /&gt;
&lt;br /&gt;
If you want to participate to the Shindrok Project, you just have to contact Tuathanach or Zunna via Private Message on [http://www.hydlaaplaza.com/smf/index.php PlaneShift Forum] or on [[General FAQ#Chat|IRC]] at #ps-shindrok. The team will then fill you in the details toward your choices. &lt;br /&gt;
You can create a character and write their quest, design areas (see [[Shindroks Crater Project#Project Content : Locations | the Location section]] on this page), create and develop items and activities proper to the characters.&lt;br /&gt;
&lt;br /&gt;
If you have ideas or wish to add categories in this page, do not hesitate to contact us, we are open to any proposition. The team will update this page regularly along the project progresses.&lt;br /&gt;
&lt;br /&gt;
==How is it organised ? ==&lt;br /&gt;
&lt;br /&gt;
The Shindrok Crater Project (SCP) is at the first step of its development. For now, the team is creating a group of [[Creatures#Cutthroat|cutthroats]], in details. Here are the tasks the volunteers followed so far:&lt;br /&gt;
&lt;br /&gt;
===Step One===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Task 1&#039;&#039;&#039;&lt;br /&gt;
*Imagine a cutthroat character (look, sex, particularly, behavior, etc...).&lt;br /&gt;
*Decide of his role in his community (guard? trainer? smith? bartender? etc...)&lt;br /&gt;
*Choose a location for your character on the map provided&lt;br /&gt;
*Fill in the NPC Form provided (his description, his skills, etc...)&lt;br /&gt;
*Send your creation to Tuathanach and Zunna for validation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 2&#039;&#039;&#039;&lt;br /&gt;
*When the character is validated, imagine his interaction with the players and write a small quest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 3&#039;&#039;&#039;&lt;br /&gt;
*Script your quest. We are helping the volunteers at each steps of the quest creation.&lt;br /&gt;
&lt;br /&gt;
===Coming Soon===&lt;br /&gt;
*Design of the characters schedule (i.e. Cutthroat A. 6am Wake up and go to Bar Area / 8am Go to his working spot / etc.). The characters will interact in their daily schedule as a true society.&lt;br /&gt;
*Creation of items and or recipes to fit in the rogue « universe ».&lt;br /&gt;
*Description and design of the cutthroats cave&#039;s spaces (bar, guard post, training area, etc.)&lt;br /&gt;
*Dive deeper in the dungeon and meet another, more shadowy, group of bandits.&lt;br /&gt;
*Elaborate the boss.&lt;br /&gt;
&lt;br /&gt;
=Project Content : Characters=&lt;br /&gt;
&lt;br /&gt;
Background for the starter quests : &lt;br /&gt;
Dark rumors spread all over the cities : Shindrok the mad mage is back. Since a couple of weeks, merchants, travelers and caravans have been violently assaulted on the road to [[Ojaveda]], people and beasts throats cut, goods plundered. As these attacks exclusively occur around the infamous crater, not far from the Irifon river, rumors have spread that Shindrok is back and haunting the place. As part of the [merchant OR thief OR guard] community, you hear about those rumors, feel the fear that shake most of the people. The guards have been forbidden to take [[Oja road|the road to Ojaveda]], most merchants , caravaners and furnishers refuse to work again along this trade route and the business is going downhill for the rogues, the pressure on the whole community grow as most goods start to be missing. As a trusted part of [chosen community] you are asked by one of its key figures to investigate the &amp;quot;Shindrok case&amp;quot; by the way of infiltration. You learn, via a rather unsavory character, that a group of bandits installed their quarter in the very crater. Only one way for you to know more: infiltrate their lair.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats==&lt;br /&gt;
The bandits installed in the crater have a hierarchical society organized in 3 entities. The cutthroat group is made of 10 people and is the first the player will meet. Called Jade Cutthroats, they are common cutthroats, slightly more trained then usual ones. They are in charge of the illegal items crafting and trade.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Cutthroat &lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Acckin Theine&#039;&#039;&#039; [by Demagul]|| Cook || You see a male Jade Cutthroat in front of you named Ackkin Theine. A tall and thin Ylian, he stands at almost two meters. He is dressed in a surprisingly spotless grey cloak with a hood that is almost always down. He stands tall and proud, but he has a very casual, relaxed atmosphere around him with the strong smell of beer, wine and gobo oil. He usually has a fairly young and cheerful facial expression with narrow cheeks and salted black beard scruff. His hair is an oily black, with the occasional grey streak. || Complete || Draft&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Coub Yrotha&#039;&#039;&#039; [by Tuathanach]|| Trainer || A tough looking mature Ynwnn who seems to never stray from the training area. He has a rugged appearance with scars that decorate his face, and carries a straight militaristic posture. His posture serves to enhance his height. Standing at 2.25m and built like an alpha male Ulbernaut . A wide variety of weapons are sheathed on his person, including a dagger, a sword, a mace, and a bronze shield, which barley is the length of his thigh making it look like a buckler on him. His fists are larger than the head of the rusted mace he carries, and look more deadly. He looks sweaty, possibly from strenuous combat training. There is a small dirty metallic object pinned to the shoulder of his chain mail armor, possibly an old Hydlaa Guard sergeant&#039;s badge. || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Darl Skeltor&#039;&#039;&#039; [by Roled]|| Cutthroat Leader || Atop a luxurious dais draped in expensive fabrics and furs, Darl Skeltor, “The Impresario,” regards you hungrily.  Darl is surrounded by a candlelit altar dedicated to herself.  She is encircled by rare, expensive and opulent items, all strewn haphazardly around her feet.  Some of the priceless objects are stained with the pink fingernail polish she wears on her toes and hands, visible as she walks around with toe spreaders on.  She appears to be in her early adulthood but dresses like a teenager who is oblivious to sophistication.  In one hand she holds a bubbly wine cooler in a goblet shaped like a jade skull and in her other hand she holds a fine linen iridescent handkerchief that she occasionally touches to her nose. Her long, golden fibered robe displays filigreed jade decorations. Under her snood of jade and gold, dripping with jewels, Darl barely opens her eyes.  She sighs a rude sigh if you dare to speak. Or else she simply orders you to be executed.  || To do || Draft&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Dral Skeltor&#039;&#039;&#039; [by Roled]|| Cutthroat Leader || Before you sits Dral Skeltor, “The Controller” of the Jade Cutthroats, at her table surrounded by walls adorned with locked display cases holding priceless treasures.  She is in her early adulthood and dresses like a spoiled teenager’s gaudy version of divine royalty.  She stares with icy disdain as she regards you from her dais, where she poses under a huge portrait of herself that glows with magical green sparks.  She wears a jade jewel in the middle of her forehead and has a gold encrusted accounts ledger near at hand. Close inspection, if you dare, reveals her throne is made of pure gold and encrusted with enchanted jade images of her own face in the guise of a Goddess. A chained pet velnishi growls dangerously beside her throne. || To do || Draft&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Draulius Vhargon&#039;&#039;&#039; [by Azeron]|| Door Guard || A strong looking man in dirty clothing stands watch, keeping his eyes stuck on the entrance and seldom looking away, being a guard of some sort. His hand rests idly on the hilt of his weapon, a bloodied steel falchion. He is mostly shrouded by his garments, including his face, where only cold eyes peer out from beneath the wrappings. His muscles are well-pronounced even beneath his outfit, and he&#039;s almost always drinking from a mug of beer in his hand || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Ladoria Uuz&#039;&#039;&#039; [by Zunna]|| Bar Maid || You cannot help but notice Ladoria. She is tall, looks overall vulgar and has a ball of magic light permanently shining above her head. Despite her allure, she is discrete and immediately gives this feeling of familiarity to everyone she meet. Ladoria is a podgy Ynnwn, whom willingly show off her generous body in a very low-cut leather and cotton corseted red dress which worn skirt edges come cover her boots tip. She added a mismatching fine leather belt to hang a clean rag and a leather pouch from which she draws the leaves that she’s constantly chewing. She has no horns as most Ynnwn but a typical Diaboli red tail that seems to move according to her emotion. Her long thick red hairs fall in her back in an impressive cascade, forming a setting to what could have been a natural beauty face if it weren’t covered with a thick layer of make up. Not a centimeter of her skin isn’t hidden behind a light brown foundation cream, her eyes are imprisoned in between large black eyeliner strokes, crushed by a bright red eye shadow powder and its matching lipstick. Even if the make up is applied with care it feels almost like a mask. She adorns no jewels out of a long steel chain which pendant is a small box. &lt;br /&gt;
 || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Rakr Achkin&#039;&#039;&#039; [by Ecthion Felagund]|| Storeman || Rakr is an older Ylian man, perhaps about 70 years of age. His long and narrow face is framed by neatly trimmed light grey hair, which is pulled past his ears in a tidy fashion and hangs to about mid-neck. Blue-grey eyes, with bushy  eyebrows the colour of his hair, peer out of a pair of steel-rimmed spectacles perched on the end his long and sharply pointed nose. He wears a plain white linen shirt with the cuffs rolled up to mid-forearm and the collar undone. The shirt is tucked neatly into his brown homespun pants, which are held up by a pair of leather suspenders. His boots, fairly new and rising to about mid-calf height, are tucked under his pant legs. In his left hand he usually holds a large piece of parchment with sums and lists scribbled all over it, which he frequently refers to and marks with a sharp Kikiri quill pen. His hands are clean, albeit often smudged with ink from the pen, and his fingernails are trimmed. His clean and well-groomed appearance may make him look a bit out of place amongst the rogue band. Despite his age, he seems to be a high-energy person. His eyes constantly dart to and fro, and his movements are quick and decisive. || Complete || To do &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Riell Denz&#039;&#039;&#039; [by Zunna]|| Brewer || From his 1m75 tall, Riell imposes a good-humored look and a mischievous grin which might give the feeling that he is always at ease. He speaks in a firm and loud tone and uses Hydlaan slang vocabulary which might be hard to understand for the non familiar. He wears cotton pants with suspenders on a short-sleeved shirt and a black felt hat that he wears slightly tilted on the left. This mature man is firmly planted in his pair of old leather ankle boots that he drags noisily on the floor. A thick falling light brown mustache completes the picture. Riell is robust; his muscles structure is of an energetic body, rather from the work he does then from martial exercise. There is apparently no weapon on his person. When he&#039;s working at the brewing station, Riell wears a long linen stained apron and felt gaiters.&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Samray Serkal&#039;&#039;&#039; [by Tuathanach]|| Door Guard || A ragged female stands before you, she appears on edge. She is slight of build and stands about 1.8m tall. Aging her is quite hard she looks to be in her forties. She is dressed in what looks were once fine clothes, but are well worn and soiled. Her armor was once fine quality leather, now is patched with poor ragged patches. Over the top she has a green hooded cloak which is badly stained. Round her neck is a silver chain. On her back you see an Ynnwn Short bow. Round her right thigh is her quiver. Tucked into her belt at her left hip is a dagger. She also has a small satchel which rests on her right hip. Despite all the leather and cloak you can tell that she is extremely thin, her fingers which are protruding from her gloves look almost skeletal. Beneath her hood you can see she is very pale with almost colourless skin. Her pale green eyes staring out, scanning what is going on, never quite resting or relaxing. Her hair is a greenish hue of silver from the tufts sticking out you can tell it is wavy. Like her eyes, she is restless. She is often muttering to herself when no one is near. She appears to take solace in her hip flask, which she clutches in her left hand, sipping from it occasionally&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Trilam Darkstar&#039;&#039;&#039; [by Azeron]|| Smith || A short but stout man who tirelessly works away at his smithy. His hands and face are smeared with grime, and the precision with which he uses his tools implies great skill. Despite the sweating hot conditions of the forge, he strikes the anvil vigorously. His outfit is worn and tattered from arduous work, and a long dirty beard protrudes from a wide slit at the bottom of his mask as if he has done nothing but work for a long time || Complete || Complete&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents==&lt;br /&gt;
The Second and top tier of bandit in the society. More specialist, a group of elite bandits. Working directly from instructions under the boss.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Serpent&lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Locations=&lt;br /&gt;
&lt;br /&gt;
Each entity will have a dedicated location and each character a particular place in this location, defined toward his role in the community.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Cave==&lt;br /&gt;
The cutthroats are based in a cave inside the crater. They are organised in a society with their warehouse, living and dining area, bar, etc...  Each of these aspects will have to be imagined and furnished.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;The Guard Post&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Training Area and Armory&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Warehouse&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Smithing and Tanning Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Brewing Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Bar and Dining Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Living Quarters&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Office&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Cutthroats Leaders Living Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==The Jade Serpents Cave==&lt;br /&gt;
The serpents have a separate cave, which helps keep their business safe and away from the cutthroats.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Items=&lt;br /&gt;
&lt;br /&gt;
The projects goal is to create a whole « rogue » universe with its characters, its particular locations and its specific items. Keeping in mind the resources of Planeshift and using elements already existing, the volunteers can create new content that will fit in the project.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Goods==&lt;br /&gt;
&lt;br /&gt;
As a rogue organization, the cutthroats participate to a general goal that is defined by their chief. Mostly, this low group of bandits is asked to steal or craft items that will serve them to provide goods, be it [[Cooking|cooking]] recipes, brews, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooking Recipes&#039;&#039;&#039;&lt;br /&gt;
*Rat Stew&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brews&#039;&#039;&#039;&lt;br /&gt;
*Rotgut&lt;br /&gt;
&lt;br /&gt;
[[Category:Yliakum]]&lt;br /&gt;
[[Category:Landscape]]&lt;br /&gt;
[[Category:Society]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:NPCClient Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20926</id>
		<title>Shindroks Crater Project</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20926"/>
		<updated>2015-03-15T18:24:50Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* The Jade Cutthroats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Shindrok Crater Project is a community effort, leaded by Tuathanach (Associate Developer in the Rules Department) and Zunna (Game Master and Rules Department Prospect). The project is approved by the whole [http://www.planeshift.it/Join%20Us developers team] and its leader Talad. Its goal is to provide an entire dungeon universe to [http://www.planeshift.it/ PlaneShift], entirely designed by volunteer players.&lt;br /&gt;
[[Image:Entrance2.jpg|500px|thumb|Shindrok Crater]]&lt;br /&gt;
&lt;br /&gt;
=Project Organisation=&lt;br /&gt;
==How to participate ? ==&lt;br /&gt;
&lt;br /&gt;
If you want to participate to the Shindrok Project, you just have to contact Tuathanach or Zunna via Private Message on [http://www.hydlaaplaza.com/smf/index.php PlaneShift Forum] or on [[General FAQ#Chat|IRC]] at #ps-shindrok. The team will then fill you in the details toward your choices. &lt;br /&gt;
You can create a character and write their quest, design areas (see [[Shindroks Crater Project#Project Content : Locations | the Location section]] on this page), create and develop items and activities proper to the characters.&lt;br /&gt;
&lt;br /&gt;
If you have ideas or wish to add categories in this page, do not hesitate to contact us, we are open to any proposition. The team will update this page regularly along the project progresses.&lt;br /&gt;
&lt;br /&gt;
==How is it organised ? ==&lt;br /&gt;
&lt;br /&gt;
The Shindrok Crater Project (SCP) is at the first step of its development. For now, the team is creating a group of [[Creatures#Cutthroat|cutthroats]], in details. Here are the tasks the volunteers followed so far:&lt;br /&gt;
&lt;br /&gt;
===Step One===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Task 1&#039;&#039;&#039;&lt;br /&gt;
*Imagine a cutthroat character (look, sex, particularly, behavior, etc...).&lt;br /&gt;
*Decide of his role in his community (guard? trainer? smith? bartender? etc...)&lt;br /&gt;
*Choose a location for your character on the map provided&lt;br /&gt;
*Fill in the NPC Form provided (his description, his skills, etc...)&lt;br /&gt;
*Send your creation to Tuathanach and Zunna for validation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 2&#039;&#039;&#039;&lt;br /&gt;
*When the character is validated, imagine his interaction with the players and write a small quest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 3&#039;&#039;&#039;&lt;br /&gt;
*Script your quest. We are helping the volunteers at each steps of the quest creation.&lt;br /&gt;
&lt;br /&gt;
===Coming Soon===&lt;br /&gt;
*Design of the characters schedule (i.e. Cutthroat A. 6am Wake up and go to Bar Area / 8am Go to his working spot / etc.). The characters will interact in their daily schedule as a true society.&lt;br /&gt;
*Creation of items and or recipes to fit in the rogue « universe ».&lt;br /&gt;
*Description and design of the cutthroats cave&#039;s spaces (bar, guard post, training area, etc.)&lt;br /&gt;
*Dive deeper in the dungeon and meet another, more shadowy, group of bandits.&lt;br /&gt;
*Elaborate the boss.&lt;br /&gt;
&lt;br /&gt;
=Project Content : Characters=&lt;br /&gt;
&lt;br /&gt;
Background for the starter quests : &lt;br /&gt;
Dark rumors spread all over the cities : Shindrok the mad mage is back. Since a couple of weeks, merchants, travelers and caravans have been violently assaulted on the road to [[Ojaveda]], people and beasts throats cut, goods plundered. As these attacks exclusively occur around the infamous crater, not far from the Irifon river, rumors have spread that Shindrok is back and haunting the place. As part of the [merchant OR thief OR guard] community, you hear about those rumors, feel the fear that shake most of the people. The guards have been forbidden to take [[Oja road|the road to Ojaveda]], most merchants , caravaners and furnishers refuse to work again along this trade route and the business is going downhill for the rogues, the pressure on the whole community grow as most goods start to be missing. As a trusted part of [chosen community] you are asked by one of its key figures to investigate the &amp;quot;Shindrok case&amp;quot; by the way of infiltration. You learn, via a rather unsavory character, that a group of bandits installed their quarter in the very crater. Only one way for you to know more: infiltrate their lair.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats==&lt;br /&gt;
The bandits installed in the crater have a hierarchical society organized in 3 entities. The cutthroat group is made of 10 people and is the first the player will meet. Called Jade Cutthroats, they are common cutthroats, slightly more trained then usual ones. They are in charge of the illegal items crafting and trade.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Cutthroat &lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Acckin Theine&#039;&#039;&#039; [by Demagul]|| Cook || You see a male Jade Cutthroat in front of you named Ackkin Theine. A tall and thin Ylian, he stands at almost two meters. He is dressed in a surprisingly spotless grey cloak with a hood that is almost always down. He stands tall and proud, but he has a very casual, relaxed atmosphere around him with the strong smell of beer, wine and gobo oil. He usually has a fairly young and cheerful facial expression with narrow cheeks and salted black beard scruff. His hair is an oily black, with the occasional grey streak. || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Airy Aleage&#039;&#039;&#039; || Bar Maid || You see a female jade cutthroat named Airy Aleage. This jade cutthroat is of short, stocky stature. You can&#039;t tell if she is a tall [[Stonehammer]] or a short [[Ylian]]. Wearing dark clothes and having a hood nearly covering her eyes, Airy Aleage is hardly recognizable as a female. A [[Dakkru]] amulet is hanging from her neck. Despite the cleanliness of her clothing, Airy’s sleeves look like  they were often used instead of the rag she hold in her left hand, as if she would care to clean up the bar. A strong smell of cheap liquor surrounds her. She is gazing across the cave around the mess area. Her right hand is flipping around a dagger. If you look into her eyes, she puts up a vapid smile showing several scars crisscrossing her face. || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Darl Skeltor&#039;&#039;&#039; [by Roled]|| Cutthroat Leader || To do || To do || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Dral Skeltor&#039;&#039;&#039; [by Roled]|| Cutthroat Leader || To do || To do || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Draulius Vhargon&#039;&#039;&#039; [by Azeron]|| Door Guard || A strong looking man in dirty clothing stands watch, keeping his eyes stuck on the entrance and seldom looking away, being a guard of some sort. His hand rests idly on the hilt of his weapon, a bloodied steel falchion. He is mostly shrouded by his garments, including his face, where only cold eyes peer out from beneath the wrappings. His muscles are well-pronounced even beneath his outfit, and he&#039;s almost always drinking from a mug of beer in his hand || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Gnaeon Scarmon&#039;&#039;&#039; [by Azeron]|| Trainer || A rugged looking man who seems to never stray from the training area, always hitting at a dummy or testing a weapon as if he never wants to be unoccupied. He carries a &amp;quot;laid-back&amp;quot; posture that he seems to force sometimes. A wide variety of weapons are sheathed on his person, including a dagger, a sword, a mace and a buckler which he seems used to carrying. He looks sweaty, possibly from strenuous combat training, and often passes a nervous hand through his hair. When conversing, Gnaeon speaks in a fast chopped voice, and plays in his left hand with a small metallic item that he turn in his fingers || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Samray Serkal&#039;&#039;&#039; [by Tuathanach]|| Door Guard || A ragged female stands before you, she appears on edge. She is slight of build and stands about 1.8m tall. Aging her is quite hard she looks to be in her forties. She is dressed in what looks were once fine clothes, but are well worn and soiled. Her armor was once fine quality leather, now is patched with poor ragged patches. Over the top she has a green hooded cloak which is badly stained. Round her neck is a silver chain. On her back you see an Ynnwn Short bow. Round her right thigh is her quiver. Tucked into her belt at her left hip is a dagger. She also has a small satchel which rests on her right hip. Despite all the leather and cloak you can tell that she is extremely thin, her fingers which are protruding from her gloves look almost skeletal. Beneath her hood you can see she is very pale with almost colourless skin. Her pale green eyes staring out, scanning what is going on, never quite resting or relaxing. Her hair is a greenish hue of silver from the tufts sticking out you can tell it is wavy. Like her eyes, she is restless. She is often muttering to herself when no one is near. She appears to take solace in her hip flask, which she clutches in her left hand, sipping from it occasionally&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Rakr Achkin&#039;&#039;&#039; [by Ecthion Felagund]|| Storeman || Rakr is an older Ylian man, perhaps about 70 years of age. His long and narrow face is framed by neatly trimmed light grey hair, which is pulled past his ears in a tidy fashion and hangs to about mid-neck. Blue-grey eyes, with bushy  eyebrows the colour of his hair, peer out of a pair of steel-rimmed spectacles perched on the end his long and sharply pointed nose. He wears a plain white linen shirt with the cuffs rolled up to mid-forearm and the collar undone. The shirt is tucked neatly into his brown homespun pants, which are held up by a pair of leather suspenders. His boots, fairly new and rising to about mid-calf height, are tucked under his pant legs. In his left hand he usually holds a large piece of parchment with sums and lists scribbled all over it, which he frequently refers to and marks with a sharp Kikiri quill pen. His hands are clean, albeit often smudged with ink from the pen, and his fingernails are trimmed. His clean and well-groomed appearance may make him look a bit out of place amongst the rogue band. Despite his age, he seems to be a high-energy person. His eyes constantly dart to and fro, and his movements are quick and decisive. || Complete || To do &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Riell Denz&#039;&#039;&#039; [by Zunna]|| Brewer || From his 1m75 tall, Riell imposes a good-humored look and a mischievous grin which might give the feeling that he is always at ease. He speaks in a firm and loud tone and uses Hydlaan slang vocabulary which might be hard to understand for the non familiar. He wears cotton pants with suspenders on a short-sleeved shirt and a black felt hat that he wears slightly tilted on the left. This mature man is firmly planted in his pair of old leather ankle boots that he drags noisily on the floor. A thick falling light brown mustache completes the picture. Riell is robust; his muscles structure is of an energetic body, rather from the work he does then from martial exercise. There is apparently no weapon on his person. When he&#039;s working at the brewing station, Riell wears a long linen stained apron and felt gaiters.&lt;br /&gt;
 || Complete || Complete &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Trilam Darkstar&#039;&#039;&#039; [by Azeron]|| Smith || A short but stout man who tirelessly works away at his smithy. His hands and face are smeared with grime, and the precision with which he uses his tools implies great skill. Despite the sweating hot conditions of the forge, he strikes the anvil vigorously. His outfit is worn and tattered from arduous work, and a long dirty beard protrudes from a wide slit at the bottom of his mask as if he has done nothing but work for a long time || Complete || Complete&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Locations=&lt;br /&gt;
&lt;br /&gt;
Each entity will have a dedicated location and each character a particular place in this location, defined toward his role in the community.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Cave==&lt;br /&gt;
The cutthroats are based in a cave inside the crater. They are organised in a society with their warehouse, living and dining area, bar, etc...  Each of these aspects will have to be imagined and furnished.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;The Guard Post&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Training Area and Armory&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Warehouse&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Smithing and Tanning Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Brewing Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Bar and Dining Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Living Quarters&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Office&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Cutthroats Leaders Living Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Items=&lt;br /&gt;
&lt;br /&gt;
The projects goal is to create a whole « rogue » universe with its characters, its particular locations and its specific items. Keeping in mind the resources of Planeshift and using elements already existing, the volunteers can create new content that will fit in the project.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Goods==&lt;br /&gt;
&lt;br /&gt;
As a rogue organization, the cutthroats participate to a general goal that is defined by their chief. Mostly, this low group of bandits is asked to steal or craft items that will serve them to provide goods, be it [[Cooking|cooking]] recipes, brews, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooking Recipes&#039;&#039;&#039;&lt;br /&gt;
*Rat Stew&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brews&#039;&#039;&#039;&lt;br /&gt;
*Rotgut&lt;br /&gt;
&lt;br /&gt;
[[Category:Yliakum]]&lt;br /&gt;
[[Category:Landscape]]&lt;br /&gt;
[[Category:Society]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:NPCClient Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=File:Pslogo2.jpg&amp;diff=20911</id>
		<title>File:Pslogo2.jpg</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=File:Pslogo2.jpg&amp;diff=20911"/>
		<updated>2015-02-08T11:46:51Z</updated>

		<summary type="html">&lt;p&gt;Lumi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20907</id>
		<title>Shindroks Crater Project</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20907"/>
		<updated>2015-02-07T16:59:18Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* The Jade Cutthroats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Shindrok Crater Project is a community effort, leaded by Tuathanach (Associate Developer in the Rules Department) and Zunna (Game Master and Rules Department Prospect). The project is approved by the whole [http://www.planeshift.it/Join%20Us developers team] and its leader Talad. Its goal is to provide an entire dungeon universe to [http://www.planeshift.it/ PlaneShift], entirely designed by volunteer players.&lt;br /&gt;
[[Image:Entrance2.jpg|500px|thumb|Shindrok Crater]]&lt;br /&gt;
&lt;br /&gt;
=Project Organisation=&lt;br /&gt;
==How to participate ? ==&lt;br /&gt;
&lt;br /&gt;
If you want to participate to the Shindrok Project, you just have to contact Tuathanach or Zunna via Private Message on [http://www.hydlaaplaza.com/smf/index.php PlaneShift Forum] or on [[General FAQ#Chat|IRC]] at #ps-shindrok. The team will then fill you in the details toward your choices. &lt;br /&gt;
You can create a character and write their quest, design areas (see [[Shindroks Crater Project#Project Content : Locations | the Location section]] on this page), create and develop items and activities proper to the characters.&lt;br /&gt;
&lt;br /&gt;
If you have ideas or wish to add categories in this page, do not hesitate to contact us, we are open to any proposition. The team will update this page regularly along the project progresses.&lt;br /&gt;
&lt;br /&gt;
==How is it organised ? ==&lt;br /&gt;
&lt;br /&gt;
The Shindrok Crater Project (SCP) is at the first step of its development. For now, the team is creating a group of [[Creatures#Cutthroat|cutthroats]], in details. Here are the tasks the volunteers followed so far:&lt;br /&gt;
&lt;br /&gt;
===Step One===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Task 1&#039;&#039;&#039;&lt;br /&gt;
*Imagine a cutthroat character (look, sex, particularly, behavior, etc...).&lt;br /&gt;
*Decide of his role in his community (guard? trainer? smith? bartender? etc...)&lt;br /&gt;
*Choose a location for your character on the map provided&lt;br /&gt;
*Fill in the NPC Form provided (his description, his skills, etc...)&lt;br /&gt;
*Send your creation to Tuathanach and Zunna for validation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 2&#039;&#039;&#039;&lt;br /&gt;
*When the character is validated, imagine his interaction with the players and write a small quest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 3&#039;&#039;&#039;&lt;br /&gt;
*Script your quest. We are helping the volunteers at each steps of the quest creation.&lt;br /&gt;
&lt;br /&gt;
===Coming Soon===&lt;br /&gt;
*Design of the characters schedule (i.e. Cutthroat A. 6am Wake up and go to Bar Area / 8am Go to his working spot / etc.). The characters will interact in their daily schedule as a true society.&lt;br /&gt;
*Creation of items and or recipes to fit in the rogue « universe ».&lt;br /&gt;
*Description and design of the cutthroats cave&#039;s spaces (bar, guard post, training area, etc.)&lt;br /&gt;
*Dive deeper in the dungeon and meet another, more shadowy, group of bandits.&lt;br /&gt;
*Elaborate the boss.&lt;br /&gt;
&lt;br /&gt;
=Project Content : Characters=&lt;br /&gt;
&lt;br /&gt;
Background for the starter quests : &lt;br /&gt;
Dark rumors spread all over the cities : Shindrok the mad mage is back. Since a couple of weeks, merchants, travelers and caravans have been violently assaulted on the road to [[Ojaveda]], people and beasts throats cut, goods plundered. As these attacks exclusively occur around the infamous crater, not far from the Irifon river, rumors have spread that Shindrok is back and haunting the place. As part of the [merchant OR thief OR guard] community, you hear about those rumors, feel the fear that shake most of the people. The guards have been forbidden to take [[Oja road|the road to Ojaveda]], most merchants , caravaners and furnishers refuse to work again along this trade route and the business is going downhill for the rogues, the pressure on the whole community grow as most goods start to be missing. As a trusted part of [chosen community] you are asked by one of its key figures to investigate the &amp;quot;Shindrok case&amp;quot; by the way of infiltration. You learn, via a rather unsavory character, that a group of bandits installed their quarter in the very crater. Only one way for you to know more: infiltrate their lair.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats==&lt;br /&gt;
The bandits installed in the crater have a hierarchical society organized in 3 entities. The cutthroat group is made of 10 people and is the first the player will meet. Called Jade Cutthroats, they are common cutthroats, slightly more trained then usual ones. They are in charge of the illegal items crafting and trade.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Cutthroat &lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Acckin Theine&#039;&#039;&#039; [by Demagul]|| Cook || You see a male Jade Cutthroat in front of you named Ackkin Theine. A tall and thin Ylian, he stands at almost two meters. He is dressed in a surprisingly spotless grey cloak with a hood that is almost always down. He stands tall and proud, but he has a very casual, relaxed atmosphere around him with the strong smell of beer, wine and gobo oil. He usually has a fairly young and cheerful facial expression with narrow cheeks and salted black beard scruff. His hair is an oily black, with the occasional grey streak. || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Airy Aleage&#039;&#039;&#039; || Bar Maid || You see a female jade cutthroat named Airy Aleage. This jade cutthroat is of short, stocky stature. You can&#039;t tell if she is a tall [[Stonehammer]] or a short [[Ylian]]. Wearing dark clothes and having a hood nearly covering her eyes, Airy Aleage is hardly recognizable as a female. A [[Dakkru]] amulet is hanging from her neck. Despite the cleanliness of her clothing, Airy’s sleeves look like  they were often used instead of the rag she hold in her left hand, as if she would care to clean up the bar. A strong smell of cheap liquor surrounds her. She is gazing across the cave around the mess area. Her right hand is flipping around a dagger. If you look into her eyes, she puts up a vapid smile showing several scars crisscrossing her face. || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Darl Skeltor&#039;&#039;&#039; [by Roled]|| Cutthroat Leader || To do || To do || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Dral Skeltor&#039;&#039;&#039; [by Roled]|| Cutthroat Leader || To do || To do || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Draulius Vhargon&#039;&#039;&#039; [by Azeron]|| Door Guard || A strong looking man in dirty clothing stands watch, keeping his eyes stuck on the entrance and seldom looking away, being a guard of some sort. His hand rests idly on the hilt of his weapon, a bloodied steel falchion. He is mostly shrouded by his garments, including his face, where only cold eyes peer out from beneath the wrappings. His muscles are well-pronounced even beneath his outfit, and he&#039;s almost always drinking from a mug of beer in his hand || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Gnaeon Scarmon&#039;&#039;&#039; [by Azeron]|| Trainer || A rugged looking man who seems to never stray from the training area, always hitting at a dummy or testing a weapon as if he never wants to be unoccupied. He carries a &amp;quot;laid-back&amp;quot; posture that he seems to force sometimes. A wide variety of weapons are sheathed on his person, including a dagger, a sword, a mace and a buckler which he seems used to carrying. He looks sweaty, possibly from strenuous combat training, and often passes a nervous hand through his hair. When conversing, Gnaeon speaks in a fast chopped voice, and plays in his left hand with a small metallic item that he turn in his fingers || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Samray Serkal&#039;&#039;&#039; [by Tuathanach]|| Door Guard || A ragged female stands before you, she appears on edge. She is slight of build and stands about 1.8m tall. Aging her is quite hard she looks to be in her forties. She is dressed in what looks were once fine clothes, but are well worn and soiled. Her armor was once fine quality leather, now is patched with poor ragged patches. Over the top she has a green hooded cloak which is badly stained. Round her neck is a silver chain. On her back you see an Ynnwn Short bow. Round her right thigh is her quiver. Tucked into her belt at her left hip is a dagger. She also has a small satchel which rests on her right hip. Despite all the leather and cloak you can tell that she is extremely thin, her fingers which are protruding from her gloves look almost skeletal. Beneath her hood you can see she is very pale with almost colourless skin. Her pale green eyes staring out, scanning what is going on, never quite resting or relaxing. Her hair is a greenish hue of silver from the tufts sticking out you can tell it is wavy. Like her eyes, she is restless. She is often muttering to herself when no one is near. She appears to take solace in her hip flask, which she clutches in her left hand, sipping from it occasionally&lt;br /&gt;
 || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Rakr Achkin&#039;&#039;&#039; [by Ecthion Felagund]|| Storeman || Rakr is an older Ylian man, perhaps about 70 years of age. His long and narrow face is framed by neatly trimmed light grey hair, which is pulled past his ears in a tidy fashion and hangs to about mid-neck. Blue-grey eyes, with bushy  eyebrows the colour of his hair, peer out of a pair of steel-rimmed spectacles perched on the end his long and sharply pointed nose. He wears a plain white linen shirt with the cuffs rolled up to mid-forearm and the collar undone. The shirt is tucked neatly into his brown homespun pants, which are held up by a pair of leather suspenders. His boots, fairly new and rising to about mid-calf height, are tucked under his pant legs. In his left hand he usually holds a large piece of parchment with sums and lists scribbled all over it, which he frequently refers to and marks with a sharp Kikiri quill pen. His hands are clean, albeit often smudged with ink from the pen, and his fingernails are trimmed. His clean and well-groomed appearance may make him look a bit out of place amongst the rogue band. Despite his age, he seems to be a high-energy person. His eyes constantly dart to and fro, and his movements are quick and decisive. || To do || To do &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Riell Denz&#039;&#039;&#039; [by Zunna]|| Brewer || From his 1m75 tall, Riell imposes a good-humored look and a mischievous grin which might give the feeling that he is always at ease. He speaks in a firm and loud tone and uses Hydlaan slang vocabulary which might be hard to understand for the non familiar. He wears cotton pants with suspenders on a short-sleeved shirt and a black felt hat that he wears slightly tilted on the left. This mature man is firmly planted in his pair of old leather ankle boots that he drags noisily on the floor. A thick falling light brown mustache completes the picture. Riell is robust; his muscles structure is of an energetic body, rather from the work he does then from martial exercise. There is apparently no weapon on his person. When he&#039;s working at the brewing station, Riell wears a long linen stained apron and felt gaiters.&lt;br /&gt;
 || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Trilam Darkstar&#039;&#039;&#039; [by Azeron]|| Smith || A short but stout man who tirelessly works away at his smithy. His hands and face are smeared with grime, and the precision with which he uses his tools implies great skill. Despite the sweating hot conditions of the forge, he strikes the anvil vigorously. His outfit is worn and tattered from arduous work, and a long dirty beard protrudes from a wide slit at the bottom of his mask as if he has done nothing but work for a long time || Complete || Complete&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Locations=&lt;br /&gt;
&lt;br /&gt;
Each entity will have a dedicated location and each character a particular place in this location, defined toward his role in the community.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Cave==&lt;br /&gt;
The cutthroats are based in a cave inside the crater. They are organised in a society with their warehouse, living and dining area, bar, etc...  Each of these aspects will have to be imagined and furnished.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;The Guard Post&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Training Area and Armory&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Warehouse&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Smithing and Tanning Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Brewing Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Bar and Dining Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Living Quarters&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Office&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Cutthroats Leaders Living Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Items=&lt;br /&gt;
&lt;br /&gt;
The projects goal is to create a whole « rogue » universe with its characters, its particular locations and its specific items. Keeping in mind the resources of Planeshift and using elements already existing, the volunteers can create new content that will fit in the project.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Goods==&lt;br /&gt;
&lt;br /&gt;
As a rogue organization, the cutthroats participate to a general goal that is defined by their chief. Mostly, this low group of bandits is asked to steal or craft items that will serve them to provide goods, be it [[Cooking|cooking]] recipes, brews, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooking Recipes&#039;&#039;&#039;&lt;br /&gt;
*Rat Stew&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brews&#039;&#039;&#039;&lt;br /&gt;
*Rotgut&lt;br /&gt;
&lt;br /&gt;
[[Category:Yliakum]]&lt;br /&gt;
[[Category:Landscape]]&lt;br /&gt;
[[Category:Society]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:NPCClient Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20906</id>
		<title>Shindroks Crater Project</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20906"/>
		<updated>2015-02-07T10:56:11Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* The Jade Cutthroats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Shindrok Crater Project is a community effort, leaded by Tuathanach (Associate Developer in the Rules Department) and Zunna (Game Master and Rules Department Prospect). The project is approved by the whole [http://www.planeshift.it/Join%20Us developers team] and its leader Talad. Its goal is to provide an entire dungeon universe to [http://www.planeshift.it/ PlaneShift], entirely designed by volunteer players.&lt;br /&gt;
[[Image:Entrance2.jpg|500px|thumb|Shindrok Crater]]&lt;br /&gt;
&lt;br /&gt;
=Project Organisation=&lt;br /&gt;
==How to participate ? ==&lt;br /&gt;
&lt;br /&gt;
If you want to participate to the Shindrok Project, you just have to contact Tuathanach or Zunna via Private Message on [http://www.hydlaaplaza.com/smf/index.php PlaneShift Forum] or on [[General FAQ#Chat|IRC]] at #ps-shindrok. The team will then fill you in the details toward your choices. &lt;br /&gt;
You can create a character and write their quest, design areas (see [[Shindroks Crater Project#Project Content : Locations | the Location section]] on this page), create and develop items and activities proper to the characters.&lt;br /&gt;
&lt;br /&gt;
If you have ideas or wish to add categories in this page, do not hesitate to contact us, we are open to any proposition. The team will update this page regularly along the project progresses.&lt;br /&gt;
&lt;br /&gt;
==How is it organised ? ==&lt;br /&gt;
&lt;br /&gt;
The Shindrok Crater Project (SCP) is at the first step of its development. For now, the team is creating a group of [[Creatures#Cutthroat|cutthroats]], in details. Here are the tasks the volunteers followed so far:&lt;br /&gt;
&lt;br /&gt;
===Step One===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Task 1&#039;&#039;&#039;&lt;br /&gt;
*Imagine a cutthroat character (look, sex, particularly, behavior, etc...).&lt;br /&gt;
*Decide of his role in his community (guard? trainer? smith? bartender? etc...)&lt;br /&gt;
*Choose a location for your character on the map provided&lt;br /&gt;
*Fill in the NPC Form provided (his description, his skills, etc...)&lt;br /&gt;
*Send your creation to Tuathanach and Zunna for validation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 2&#039;&#039;&#039;&lt;br /&gt;
*When the character is validated, imagine his interaction with the players and write a small quest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 3&#039;&#039;&#039;&lt;br /&gt;
*Script your quest. We are helping the volunteers at each steps of the quest creation.&lt;br /&gt;
&lt;br /&gt;
===Coming Soon===&lt;br /&gt;
*Design of the characters schedule (i.e. Cutthroat A. 6am Wake up and go to Bar Area / 8am Go to his working spot / etc.). The characters will interact in their daily schedule as a true society.&lt;br /&gt;
*Creation of items and or recipes to fit in the rogue « universe ».&lt;br /&gt;
*Description and design of the cutthroats cave&#039;s spaces (bar, guard post, training area, etc.)&lt;br /&gt;
*Dive deeper in the dungeon and meet another, more shadowy, group of bandits.&lt;br /&gt;
*Elaborate the boss.&lt;br /&gt;
&lt;br /&gt;
=Project Content : Characters=&lt;br /&gt;
&lt;br /&gt;
Background for the starter quests : &lt;br /&gt;
Dark rumors spread all over the cities : Shindrok the mad mage is back. Since a couple of weeks, merchants, travelers and caravans have been violently assaulted on the road to [[Ojaveda]], people and beasts throats cut, goods plundered. As these attacks exclusively occur around the infamous crater, not far from the Irifon river, rumors have spread that Shindrok is back and haunting the place. As part of the [merchant OR thief OR guard] community, you hear about those rumors, feel the fear that shake most of the people. The guards have been forbidden to take [[Oja road|the road to Ojaveda]], most merchants , caravaners and furnishers refuse to work again along this trade route and the business is going downhill for the rogues, the pressure on the whole community grow as most goods start to be missing. As a trusted part of [chosen community] you are asked by one of its key figures to investigate the &amp;quot;Shindrok case&amp;quot; by the way of infiltration. You learn, via a rather unsavory character, that a group of bandits installed their quarter in the very crater. Only one way for you to know more: infiltrate their lair.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats==&lt;br /&gt;
The bandits installed in the crater have a hierarchical society organized in 3 entities. The cutthroat group is made of 10 people and is the first the player will meet. Called Jade Cutthroats, they are common cutthroats, slightly more trained then usual ones. They are in charge of the illegal items crafting and trade.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Cutthroat &lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Acckin Theine&#039;&#039;&#039; || Cook || You see a male Jade Cutthroat in front of you named Ackkin Theine. A tall and thin Ylian, he stands at almost two meters. He is dressed in a surprisingly spotless grey cloak with a hood that is almost always down. He stands tall and proud, but he has a very casual, relaxed atmosphere around him with the strong smell of beer, wine and gobo oil. He usually has a fairly young and cheerful facial expression with narrow cheeks and salted black beard scruff. His hair is an oily black, with the occasional grey streak. || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Airy Aleage&#039;&#039;&#039; || Bar Maid || You see a female jade cutthroat named Airy Aleage. This jade cutthroat is of short, stocky stature. You can&#039;t tell if she is a tall [[Stonehammer]] or a short [[Ylian]]. Wearing dark clothes and having a hood nearly covering her eyes, Airy Aleage is hardly recognizable as a female. A [[Dakkru]] amulet is hanging from her neck. Despite the cleanliness of her clothing, Airy’s sleeves look like  they were often used instead of the rag she hold in her left hand, as if she would care to clean up the bar. A strong smell of cheap liquor surrounds her. She is gazing across the cave around the mess area. Her right hand is flipping around a dagger. If you look into her eyes, she puts up a vapid smile showing several scars crisscrossing her face. || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Darl Skeltor&#039;&#039;&#039; [by Roled]|| Cutthroat Leader || To do || To do || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Dral Skeltor&#039;&#039;&#039; [by Roled]|| Cutthroat Leader || To do || To do || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Draulius Vhargon&#039;&#039;&#039; [by Azeron]|| Door Guard || A strong looking man in dirty clothing stands watch, keeping his eyes stuck on the entrance and seldom looking away, being a guard of some sort. His hand rests idly on the hilt of his weapon, a bloodied steel falchion. He is mostly shrouded by his garments, including his face, where only cold eyes peer out from beneath the wrappings. His muscles are well-pronounced even beneath his outfit, and he&#039;s almost always drinking from a mug of beer in his hand || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Gnaeon Scarmon&#039;&#039;&#039; [by Azeron]|| Trainer || A rugged looking man who seems to never stray from the training area, always hitting at a dummy or testing a weapon as if he never wants to be unoccupied. He carries a &amp;quot;laid-back&amp;quot; posture that he seems to force sometimes. A wide variety of weapons are sheathed on his person, including a dagger, a sword, a mace and a buckler which he seems used to carrying. He looks sweaty, possibly from strenuous combat training, and often passes a nervous hand through his hair. When conversing, Gnaeon speaks in a fast chopped voice, and plays in his left hand with a small metallic item that he turn in his fingers || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Samray Serkal&#039;&#039;&#039; [by Tuathanach]|| Door Guard || A ragged female stands before you, she appears on edge. She is slight of build and stands about 1.8m tall. Aging her is quite hard she looks to be in her forties. She is dressed in what looks were once fine clothes, but are well worn and soiled. Her armor was once fine quality leather, now is patched with poor ragged patches. Over the top she has a green hooded cloak which is badly stained. Round her neck is a silver chain. On her back you see an Ynnwn Short bow. Round her right thigh is her quiver. Tucked into her belt at her left hip is a dagger. She also has a small satchel which rests on her right hip. Despite all the leather and cloak you can tell that she is extremely thin, her fingers which are protruding from her gloves look almost skeletal. Beneath her hood you can see she is very pale with almost colourless skin. Her pale green eyes staring out, scanning what is going on, never quite resting or relaxing. Her hair is a greenish hue of silver from the tufts sticking out you can tell it is wavy. Like her eyes, she is restless. She is often muttering to herself when no one is near. She appears to take solace in her hip flask, which she clutches in her left hand, sipping from it occasionally&lt;br /&gt;
 || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Rakr Achkin&#039;&#039;&#039; [by Ecthion Felagund]|| Storeman || Rakr is an older Ylian man, perhaps about 70 years of age. His long and narrow face is framed by neatly trimmed light grey hair, which is pulled past his ears in a tidy fashion and hangs to about mid-neck. Blue-grey eyes, with bushy  eyebrows the colour of his hair, peer out of a pair of steel-rimmed spectacles perched on the end his long and sharply pointed nose. He wears a plain white linen shirt with the cuffs rolled up to mid-forearm and the collar undone. The shirt is tucked neatly into his brown homespun pants, which are held up by a pair of leather suspenders. His boots, fairly new and rising to about mid-calf height, are tucked under his pant legs. In his left hand he usually holds a large piece of parchment with sums and lists scribbled all over it, which he frequently refers to and marks with a sharp Kikiri quill pen. His hands are clean, albeit often smudged with ink from the pen, and his fingernails are trimmed. His clean and well-groomed appearance may make him look a bit out of place amongst the rogue band. Despite his age, he seems to be a high-energy person. His eyes constantly dart to and fro, and his movements are quick and decisive. || To do || To do &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Riell Denz&#039;&#039;&#039; [by Zunna]|| Brewer || From his 1m75 tall, Riell imposes a good-humored look and a mischievous grin which might give the feeling that he is always at ease. He speaks in a firm and loud tone and uses Hydlaan slang vocabulary which might be hard to understand for the non familiar. He wears cotton pants with suspenders on a short-sleeved shirt and a black felt hat that he wears slightly tilted on the left. This mature man is firmly planted in his pair of old leather ankle boots that he drags noisily on the floor. A thick falling light brown mustache completes the picture. Riell is robust; his muscles structure is of an energetic body, rather from the work he does then from martial exercise. There is apparently no weapon on his person. When he&#039;s working at the brewing station, Riell wears a long linen stained apron and felt gaiters.&lt;br /&gt;
 || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Trilam Darkstar&#039;&#039;&#039; [by Azeron]|| Smith || A short but stout man who tirelessly works away at his smithy. His hands and face are smeared with grime, and the precision with which he uses his tools implies great skill. Despite the sweating hot conditions of the forge, he strikes the anvil vigorously. His outfit is worn and tattered from arduous work, and a long dirty beard protrudes from a wide slit at the bottom of his mask as if he has done nothing but work for a long time || Complete || Complete&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Locations=&lt;br /&gt;
&lt;br /&gt;
Each entity will have a dedicated location and each character a particular place in this location, defined toward his role in the community.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Cave==&lt;br /&gt;
The cutthroats are based in a cave inside the crater. They are organised in a society with their warehouse, living and dining area, bar, etc...  Each of these aspects will have to be imagined and furnished.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;The Guard Post&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Training Area and Armory&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Warehouse&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Smithing and Tanning Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Brewing Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Bar and Dining Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Living Quarters&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Office&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Cutthroats Leaders Living Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Items=&lt;br /&gt;
&lt;br /&gt;
The projects goal is to create a whole « rogue » universe with its characters, its particular locations and its specific items. Keeping in mind the resources of Planeshift and using elements already existing, the volunteers can create new content that will fit in the project.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Goods==&lt;br /&gt;
&lt;br /&gt;
As a rogue organization, the cutthroats participate to a general goal that is defined by their chief. Mostly, this low group of bandits is asked to steal or craft items that will serve them to provide goods, be it [[Cooking|cooking]] recipes, brews, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooking Recipes&#039;&#039;&#039;&lt;br /&gt;
*Rat Stew&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brews&#039;&#039;&#039;&lt;br /&gt;
*Rotgut&lt;br /&gt;
&lt;br /&gt;
[[Category:Yliakum]]&lt;br /&gt;
[[Category:Landscape]]&lt;br /&gt;
[[Category:Society]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:NPCClient Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20905</id>
		<title>Shindroks Crater Project</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20905"/>
		<updated>2015-02-06T08:01:53Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* The Jade Cutthroats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Shindrok Crater Project is a community effort, leaded by Tuathanach (Associate Developer in the Rules Department) and Zunna (Game Master and Rules Department Prospect). The project is approved by the whole [http://www.planeshift.it/Join%20Us developers team] and its leader Talad. Its goal is to provide an entire dungeon universe to [http://www.planeshift.it/ PlaneShift], entirely designed by volunteer players.&lt;br /&gt;
[[Image:Entrance2.jpg|500px|thumb|Shindrok Crater]]&lt;br /&gt;
&lt;br /&gt;
=Project Organisation=&lt;br /&gt;
==How to participate ? ==&lt;br /&gt;
&lt;br /&gt;
If you want to participate to the Shindrok Project, you just have to contact Tuathanach or Zunna via Private Message on [http://www.hydlaaplaza.com/smf/index.php PlaneShift Forum] or on [[General FAQ#Chat|IRC]] at #ps-shindrok. The team will then fill you in the details toward your choices. &lt;br /&gt;
You can create a character and write their quest, design areas (see [[Shindroks Crater Project#Project Content : Locations | the Location section]] on this page), create and develop items and activities proper to the characters.&lt;br /&gt;
&lt;br /&gt;
If you have ideas or wish to add categories in this page, do not hesitate to contact us, we are open to any proposition. The team will update this page regularly along the project progresses.&lt;br /&gt;
&lt;br /&gt;
==How is it organised ? ==&lt;br /&gt;
&lt;br /&gt;
The Shindrok Crater Project (SCP) is at the first step of its development. For now, the team is creating a group of [[Creatures#Cutthroat|cutthroats]], in details. Here are the tasks the volunteers followed so far:&lt;br /&gt;
&lt;br /&gt;
===Step One===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Task 1&#039;&#039;&#039;&lt;br /&gt;
*Imagine a cutthroat character (look, sex, particularly, behavior, etc...).&lt;br /&gt;
*Decide of his role in his community (guard? trainer? smith? bartender? etc...)&lt;br /&gt;
*Choose a location for your character on the map provided&lt;br /&gt;
*Fill in the NPC Form provided (his description, his skills, etc...)&lt;br /&gt;
*Send your creation to Tuathanach and Zunna for validation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 2&#039;&#039;&#039;&lt;br /&gt;
*When the character is validated, imagine his interaction with the players and write a small quest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 3&#039;&#039;&#039;&lt;br /&gt;
*Script your quest. We are helping the volunteers at each steps of the quest creation.&lt;br /&gt;
&lt;br /&gt;
===Coming Soon===&lt;br /&gt;
*Design of the characters schedule (i.e. Cutthroat A. 6am Wake up and go to Bar Area / 8am Go to his working spot / etc.). The characters will interact in their daily schedule as a true society.&lt;br /&gt;
*Creation of items and or recipes to fit in the rogue « universe ».&lt;br /&gt;
*Description and design of the cutthroats cave&#039;s spaces (bar, guard post, training area, etc.)&lt;br /&gt;
*Dive deeper in the dungeon and meet another, more shadowy, group of bandits.&lt;br /&gt;
*Elaborate the boss.&lt;br /&gt;
&lt;br /&gt;
=Project Content : Characters=&lt;br /&gt;
&lt;br /&gt;
Background for the starter quests : &lt;br /&gt;
Dark rumors spread all over the cities : Shindrok the mad mage is back. Since a couple of weeks, merchants, travelers and caravans have been violently assaulted on the road to [[Ojaveda]], people and beasts throats cut, goods plundered. As these attacks exclusively occur around the infamous crater, not far from the Irifon river, rumors have spread that Shindrok is back and haunting the place. As part of the [merchant OR thief OR guard] community, you hear about those rumors, feel the fear that shake most of the people. The guards have been forbidden to take [[Oja road|the road to Ojaveda]], most merchants , caravaners and furnishers refuse to work again along this trade route and the business is going downhill for the rogues, the pressure on the whole community grow as most goods start to be missing. As a trusted part of [chosen community] you are asked by one of its key figures to investigate the &amp;quot;Shindrok case&amp;quot; by the way of infiltration. You learn, via a rather unsavory character, that a group of bandits installed their quarter in the very crater. Only one way for you to know more: infiltrate their lair.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats==&lt;br /&gt;
The bandits installed in the crater have a hierarchical society organized in 3 entities. The cutthroat group is made of 10 people and is the first the player will meet. Called Jade Cutthroats, they are common cutthroats, slightly more trained then usual ones. They are in charge of the illegal items crafting and trade.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Cutthroat &lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Acckin Theine&#039;&#039;&#039; || Cook || You see a male Jade Cutthroat in front of you named Ackkin Theine. A tall and thin Ylian, he stands at almost two meters. He is dressed in a surprisingly spotless grey cloak with a hood that is almost always down. He stands tall and proud, but he has a very casual, relaxed atmosphere around him with the strong smell of beer, wine and gobo oil. He usually has a fairly young and cheerful facial expression with narrow cheeks and salted black beard scruff. His hair is an oily black, with the occasional grey streak. || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Airy Aleage&#039;&#039;&#039; || Bar Maid || You see a female jade cutthroat named Airy Aleage. This jade cutthroat is of short, stocky stature. You can&#039;t tell if she is a tall [[Stonehammer]] or a short [[Ylian]]. Wearing dark clothes and having a hood nearly covering her eyes, Airy Aleage is hardly recognizable as a female. A [[Dakkru]] amulet is hanging from her neck. Despite the cleanliness of her clothing, Airy’s sleeves look like  they were often used instead of the rag she hold in her left hand, as if she would care to clean up the bar. A strong smell of cheap liquor surrounds her. She is gazing across the cave around the mess area. Her right hand is flipping around a dagger. If you look into her eyes, she puts up a vapid smile showing several scars crisscrossing her face. || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Darl Skeltor&#039;&#039;&#039; || Cutthroat Leader || To do || To do || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Dral Skeltor&#039;&#039;&#039; || Cutthroat Leader || To do || To do || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Draulius Vhargon&#039;&#039;&#039; [by Azeron]|| Door Guard || A strong looking man in dirty clothing stands watch, keeping his eyes stuck on the entrance and seldom looking away, being a guard of some sort. His hand rests idly on the hilt of his weapon, a bloodied steel falchion. He is mostly shrouded by his garments, including his face, where only cold eyes peer out from beneath the wrappings. His muscles are well-pronounced even beneath his outfit, and he&#039;s almost always drinking from a mug of beer in his hand || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Gnaeon Scarmon&#039;&#039;&#039; [by Azeron]|| Trainer || A rugged looking man who seems to never stray from the training area, always hitting at a dummy or testing a weapon as if he never wants to be unoccupied. He carries a &amp;quot;laid-back&amp;quot; posture that he seems to force sometimes. A wide variety of weapons are sheathed on his person, including a dagger, a sword, a mace and a buckler which he seems used to carrying. He looks sweaty, possibly from strenuous combat training, and often passes a nervous hand through his hair. When conversing, Gnaeon speaks in a fast chopped voice, and plays in his left hand with a small metallic item that he turn in his fingers || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Samray Serkal&#039;&#039;&#039; [by Tuathanach]|| Door Guard || A ragged female stands before you, she appears on edge. She is slight of build and stands about 1.8m tall. Aging her is quite hard she looks to be in her forties. She is dressed in what looks were once fine clothes, but are well worn and soiled. Her armor was once fine quality leather, now is patched with poor ragged patches. Over the top she has a green hooded cloak which is badly stained. Round her neck is a silver chain. On her back you see an Ynnwn Short bow. Round her right thigh is her quiver. Tucked into her belt at her left hip is a dagger. She also has a small satchel which rests on her right hip. Despite all the leather and cloak you can tell that she is extremely thin, her fingers which are protruding from her gloves look almost skeletal. Beneath her hood you can see she is very pale with almost colourless skin. Her pale green eyes staring out, scanning what is going on, never quite resting or relaxing. Her hair is a greenish hue of silver from the tufts sticking out you can tell it is wavy. Like her eyes, she is restless. She is often muttering to herself when no one is near. She appears to take solace in her hip flask, which she clutches in her left hand, sipping from it occasionally&lt;br /&gt;
 || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Rakr Achkin&#039;&#039;&#039; [by Ecthion Felagund]|| Storeman || Rakr is an older Ylian man, perhaps about 70 years of age. His long and narrow face is framed by neatly trimmed light grey hair, which is pulled past his ears in a tidy fashion and hangs to about mid-neck. Blue-grey eyes, with bushy  eyebrows the colour of his hair, peer out of a pair of steel-rimmed spectacles perched on the end his long and sharply pointed nose. He wears a plain white linen shirt with the cuffs rolled up to mid-forearm and the collar undone. The shirt is tucked neatly into his brown homespun pants, which are held up by a pair of leather suspenders. His boots, fairly new and rising to about mid-calf height, are tucked under his pant legs. In his left hand he usually holds a large piece of parchment with sums and lists scribbled all over it, which he frequently refers to and marks with a sharp Kikiri quill pen. His hands are clean, albeit often smudged with ink from the pen, and his fingernails are trimmed. His clean and well-groomed appearance may make him look a bit out of place amongst the rogue band. Despite his age, he seems to be a high-energy person. His eyes constantly dart to and fro, and his movements are quick and decisive. || To do || To do &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Riell Denz&#039;&#039;&#039; [by Zunna]|| Brewer || From his 1m75 tall, Riell imposes a good-humored look and a mischievous grin which might give the feeling that he is always at ease. He speaks in a firm and loud tone and uses Hydlaan slang vocabulary which might be hard to understand for the non familiar. He wears cotton pants with suspenders on a short-sleeved shirt and a black felt hat that he wears slightly tilted on the left. This mature man is firmly planted in his pair of old leather ankle boots that he drags noisily on the floor. A thick falling light brown mustache completes the picture. Riell is robust; his muscles structure is of an energetic body, rather from the work he does then from martial exercise. There is apparently no weapon on his person. When he&#039;s working at the brewing station, Riell wears a long linen stained apron and felt gaiters.&lt;br /&gt;
 || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Trilam Darkstar&#039;&#039;&#039; [by Azeron]|| Smith || A short but stout man who tirelessly works away at his smithy. His hands and face are smeared with grime, and the precision with which he uses his tools implies great skill. Despite the sweating hot conditions of the forge, he strikes the anvil vigorously. His outfit is worn and tattered from arduous work, and a long dirty beard protrudes from a wide slit at the bottom of his mask as if he has done nothing but work for a long time || Complete || Complete&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Locations=&lt;br /&gt;
&lt;br /&gt;
Each entity will have a dedicated location and each character a particular place in this location, defined toward his role in the community.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Cave==&lt;br /&gt;
The cutthroats are based in a cave inside the crater. They are organised in a society with their warehouse, living and dining area, bar, etc...  Each of these aspects will have to be imagined and furnished.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;The Guard Post&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Training Area and Armory&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Warehouse&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Smithing and Tanning Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Brewing Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Bar and Dining Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Living Quarters&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Office&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Cutthroats Leaders Living Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Items=&lt;br /&gt;
&lt;br /&gt;
The projects goal is to create a whole « rogue » universe with its characters, its particular locations and its specific items. Keeping in mind the resources of Planeshift and using elements already existing, the volunteers can create new content that will fit in the project.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Goods==&lt;br /&gt;
&lt;br /&gt;
As a rogue organization, the cutthroats participate to a general goal that is defined by their chief. Mostly, this low group of bandits is asked to steal or craft items that will serve them to provide goods, be it [[Cooking|cooking]] recipes, brews, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooking Recipes&#039;&#039;&#039;&lt;br /&gt;
*Rat Stew&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brews&#039;&#039;&#039;&lt;br /&gt;
*Rotgut&lt;br /&gt;
&lt;br /&gt;
[[Category:Yliakum]]&lt;br /&gt;
[[Category:Landscape]]&lt;br /&gt;
[[Category:Society]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:NPCClient Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20904</id>
		<title>Shindroks Crater Project</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Shindroks_Crater_Project&amp;diff=20904"/>
		<updated>2015-02-06T08:01:30Z</updated>

		<summary type="html">&lt;p&gt;Lumi: /* The Jade Cutthroats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Shindrok Crater Project is a community effort, leaded by Tuathanach (Associate Developer in the Rules Department) and Zunna (Game Master and Rules Department Prospect). The project is approved by the whole [http://www.planeshift.it/Join%20Us developers team] and its leader Talad. Its goal is to provide an entire dungeon universe to [http://www.planeshift.it/ PlaneShift], entirely designed by volunteer players.&lt;br /&gt;
[[Image:Entrance2.jpg|500px|thumb|Shindrok Crater]]&lt;br /&gt;
&lt;br /&gt;
=Project Organisation=&lt;br /&gt;
==How to participate ? ==&lt;br /&gt;
&lt;br /&gt;
If you want to participate to the Shindrok Project, you just have to contact Tuathanach or Zunna via Private Message on [http://www.hydlaaplaza.com/smf/index.php PlaneShift Forum] or on [[General FAQ#Chat|IRC]] at #ps-shindrok. The team will then fill you in the details toward your choices. &lt;br /&gt;
You can create a character and write their quest, design areas (see [[Shindroks Crater Project#Project Content : Locations | the Location section]] on this page), create and develop items and activities proper to the characters.&lt;br /&gt;
&lt;br /&gt;
If you have ideas or wish to add categories in this page, do not hesitate to contact us, we are open to any proposition. The team will update this page regularly along the project progresses.&lt;br /&gt;
&lt;br /&gt;
==How is it organised ? ==&lt;br /&gt;
&lt;br /&gt;
The Shindrok Crater Project (SCP) is at the first step of its development. For now, the team is creating a group of [[Creatures#Cutthroat|cutthroats]], in details. Here are the tasks the volunteers followed so far:&lt;br /&gt;
&lt;br /&gt;
===Step One===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Task 1&#039;&#039;&#039;&lt;br /&gt;
*Imagine a cutthroat character (look, sex, particularly, behavior, etc...).&lt;br /&gt;
*Decide of his role in his community (guard? trainer? smith? bartender? etc...)&lt;br /&gt;
*Choose a location for your character on the map provided&lt;br /&gt;
*Fill in the NPC Form provided (his description, his skills, etc...)&lt;br /&gt;
*Send your creation to Tuathanach and Zunna for validation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 2&#039;&#039;&#039;&lt;br /&gt;
*When the character is validated, imagine his interaction with the players and write a small quest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task 3&#039;&#039;&#039;&lt;br /&gt;
*Script your quest. We are helping the volunteers at each steps of the quest creation.&lt;br /&gt;
&lt;br /&gt;
===Coming Soon===&lt;br /&gt;
*Design of the characters schedule (i.e. Cutthroat A. 6am Wake up and go to Bar Area / 8am Go to his working spot / etc.). The characters will interact in their daily schedule as a true society.&lt;br /&gt;
*Creation of items and or recipes to fit in the rogue « universe ».&lt;br /&gt;
*Description and design of the cutthroats cave&#039;s spaces (bar, guard post, training area, etc.)&lt;br /&gt;
*Dive deeper in the dungeon and meet another, more shadowy, group of bandits.&lt;br /&gt;
*Elaborate the boss.&lt;br /&gt;
&lt;br /&gt;
=Project Content : Characters=&lt;br /&gt;
&lt;br /&gt;
Background for the starter quests : &lt;br /&gt;
Dark rumors spread all over the cities : Shindrok the mad mage is back. Since a couple of weeks, merchants, travelers and caravans have been violently assaulted on the road to [[Ojaveda]], people and beasts throats cut, goods plundered. As these attacks exclusively occur around the infamous crater, not far from the Irifon river, rumors have spread that Shindrok is back and haunting the place. As part of the [merchant OR thief OR guard] community, you hear about those rumors, feel the fear that shake most of the people. The guards have been forbidden to take [[Oja road|the road to Ojaveda]], most merchants , caravaners and furnishers refuse to work again along this trade route and the business is going downhill for the rogues, the pressure on the whole community grow as most goods start to be missing. As a trusted part of [chosen community] you are asked by one of its key figures to investigate the &amp;quot;Shindrok case&amp;quot; by the way of infiltration. You learn, via a rather unsavory character, that a group of bandits installed their quarter in the very crater. Only one way for you to know more: infiltrate their lair.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats==&lt;br /&gt;
The bandits installed in the crater have a hierarchical society organized in 3 entities. The cutthroat group is made of 10 people and is the first the player will meet. Called Jade Cutthroats, they are common cutthroats, slightly more trained then usual ones. They are in charge of the illegal items crafting and trade.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 ! width=195 | Cutthroat &lt;br /&gt;
 ! width=130 | Role &lt;br /&gt;
 ! Description &lt;br /&gt;
 ! KA&#039;s&lt;br /&gt;
 ! Quest&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Acckin Theine&#039;&#039;&#039; || Cook || You see a male Jade Cutthroat in front of you named Ackkin Thiene. A tall and thin Ylian, he stands at almost two meters. He is dressed in a surprisingly spotless grey cloak with a hood that is almost always down. He stands tall and proud, but he has a very casual, relaxed atmosphere around him with the strong smell of beer, wine and gobo oil. He usually has a fairly young and cheerful facial expression with narrow cheeks and salted black beard scruff. His hair is an oily black, with the occasional grey streak. || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Airy Aleage&#039;&#039;&#039; || Bar Maid || You see a female jade cutthroat named Airy Aleage. This jade cutthroat is of short, stocky stature. You can&#039;t tell if she is a tall [[Stonehammer]] or a short [[Ylian]]. Wearing dark clothes and having a hood nearly covering her eyes, Airy Aleage is hardly recognizable as a female. A [[Dakkru]] amulet is hanging from her neck. Despite the cleanliness of her clothing, Airy’s sleeves look like  they were often used instead of the rag she hold in her left hand, as if she would care to clean up the bar. A strong smell of cheap liquor surrounds her. She is gazing across the cave around the mess area. Her right hand is flipping around a dagger. If you look into her eyes, she puts up a vapid smile showing several scars crisscrossing her face. || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Darl Skeltor&#039;&#039;&#039; || Cutthroat Leader || To do || To do || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Dral Skeltor&#039;&#039;&#039; || Cutthroat Leader || To do || To do || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Draulius Vhargon&#039;&#039;&#039; [by Azeron]|| Door Guard || A strong looking man in dirty clothing stands watch, keeping his eyes stuck on the entrance and seldom looking away, being a guard of some sort. His hand rests idly on the hilt of his weapon, a bloodied steel falchion. He is mostly shrouded by his garments, including his face, where only cold eyes peer out from beneath the wrappings. His muscles are well-pronounced even beneath his outfit, and he&#039;s almost always drinking from a mug of beer in his hand || Complete || Complete&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Gnaeon Scarmon&#039;&#039;&#039; [by Azeron]|| Trainer || A rugged looking man who seems to never stray from the training area, always hitting at a dummy or testing a weapon as if he never wants to be unoccupied. He carries a &amp;quot;laid-back&amp;quot; posture that he seems to force sometimes. A wide variety of weapons are sheathed on his person, including a dagger, a sword, a mace and a buckler which he seems used to carrying. He looks sweaty, possibly from strenuous combat training, and often passes a nervous hand through his hair. When conversing, Gnaeon speaks in a fast chopped voice, and plays in his left hand with a small metallic item that he turn in his fingers || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Samray Serkal&#039;&#039;&#039; [by Tuathanach]|| Door Guard || A ragged female stands before you, she appears on edge. She is slight of build and stands about 1.8m tall. Aging her is quite hard she looks to be in her forties. She is dressed in what looks were once fine clothes, but are well worn and soiled. Her armor was once fine quality leather, now is patched with poor ragged patches. Over the top she has a green hooded cloak which is badly stained. Round her neck is a silver chain. On her back you see an Ynnwn Short bow. Round her right thigh is her quiver. Tucked into her belt at her left hip is a dagger. She also has a small satchel which rests on her right hip. Despite all the leather and cloak you can tell that she is extremely thin, her fingers which are protruding from her gloves look almost skeletal. Beneath her hood you can see she is very pale with almost colourless skin. Her pale green eyes staring out, scanning what is going on, never quite resting or relaxing. Her hair is a greenish hue of silver from the tufts sticking out you can tell it is wavy. Like her eyes, she is restless. She is often muttering to herself when no one is near. She appears to take solace in her hip flask, which she clutches in her left hand, sipping from it occasionally&lt;br /&gt;
 || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Rakr Achkin&#039;&#039;&#039; [by Ecthion Felagund]|| Storeman || Rakr is an older Ylian man, perhaps about 70 years of age. His long and narrow face is framed by neatly trimmed light grey hair, which is pulled past his ears in a tidy fashion and hangs to about mid-neck. Blue-grey eyes, with bushy  eyebrows the colour of his hair, peer out of a pair of steel-rimmed spectacles perched on the end his long and sharply pointed nose. He wears a plain white linen shirt with the cuffs rolled up to mid-forearm and the collar undone. The shirt is tucked neatly into his brown homespun pants, which are held up by a pair of leather suspenders. His boots, fairly new and rising to about mid-calf height, are tucked under his pant legs. In his left hand he usually holds a large piece of parchment with sums and lists scribbled all over it, which he frequently refers to and marks with a sharp Kikiri quill pen. His hands are clean, albeit often smudged with ink from the pen, and his fingernails are trimmed. His clean and well-groomed appearance may make him look a bit out of place amongst the rogue band. Despite his age, he seems to be a high-energy person. His eyes constantly dart to and fro, and his movements are quick and decisive. || To do || To do &lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Riell Denz&#039;&#039;&#039; [by Zunna]|| Brewer || From his 1m75 tall, Riell imposes a good-humored look and a mischievous grin which might give the feeling that he is always at ease. He speaks in a firm and loud tone and uses Hydlaan slang vocabulary which might be hard to understand for the non familiar. He wears cotton pants with suspenders on a short-sleeved shirt and a black felt hat that he wears slightly tilted on the left. This mature man is firmly planted in his pair of old leather ankle boots that he drags noisily on the floor. A thick falling light brown mustache completes the picture. Riell is robust; his muscles structure is of an energetic body, rather from the work he does then from martial exercise. There is apparently no weapon on his person. When he&#039;s working at the brewing station, Riell wears a long linen stained apron and felt gaiters.&lt;br /&gt;
 || Complete || To do&lt;br /&gt;
 |-&lt;br /&gt;
 | &#039;&#039;&#039;Trilam Darkstar&#039;&#039;&#039; [by Azeron]|| Smith || A short but stout man who tirelessly works away at his smithy. His hands and face are smeared with grime, and the precision with which he uses his tools implies great skill. Despite the sweating hot conditions of the forge, he strikes the anvil vigorously. His outfit is worn and tattered from arduous work, and a long dirty beard protrudes from a wide slit at the bottom of his mask as if he has done nothing but work for a long time || Complete || Complete&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Locations=&lt;br /&gt;
&lt;br /&gt;
Each entity will have a dedicated location and each character a particular place in this location, defined toward his role in the community.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Cave==&lt;br /&gt;
The cutthroats are based in a cave inside the crater. They are organised in a society with their warehouse, living and dining area, bar, etc...  Each of these aspects will have to be imagined and furnished.&lt;br /&gt;
{| width=100% {{prettytable}}&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;The Guard Post&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Training Area and Armory&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Warehouse&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Smithing and Tanning Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Brewing Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Bar and Dining Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Living Quarters&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Office&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Cutthroats Leaders Living Area&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | To be defined&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Project Content: Items=&lt;br /&gt;
&lt;br /&gt;
The projects goal is to create a whole « rogue » universe with its characters, its particular locations and its specific items. Keeping in mind the resources of Planeshift and using elements already existing, the volunteers can create new content that will fit in the project.&lt;br /&gt;
&lt;br /&gt;
==The Jade Cutthroats Goods==&lt;br /&gt;
&lt;br /&gt;
As a rogue organization, the cutthroats participate to a general goal that is defined by their chief. Mostly, this low group of bandits is asked to steal or craft items that will serve them to provide goods, be it [[Cooking|cooking]] recipes, brews, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooking Recipes&#039;&#039;&#039;&lt;br /&gt;
*Rat Stew&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brews&#039;&#039;&#039;&lt;br /&gt;
*Rotgut&lt;br /&gt;
&lt;br /&gt;
[[Category:Yliakum]]&lt;br /&gt;
[[Category:Landscape]]&lt;br /&gt;
[[Category:Society]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:NPCClient Design]]&lt;/div&gt;</summary>
		<author><name>Lumi</name></author>
	</entry>
</feed>