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	<title>GemStone IV Wiki - User contributions [en]</title>
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	<updated>2026-05-07T12:49:27Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Caligos_Isle/mini_games_prize_lists&amp;diff=98825</id>
		<title>Caligos Isle/mini games prize lists</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Caligos_Isle/mini_games_prize_lists&amp;diff=98825"/>
		<updated>2017-10-09T13:19:48Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: /* Tier 4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
This is a living page for adding items to the suspected (or known) tier level.&lt;br /&gt;
&lt;br /&gt;
===Tier 1===&lt;br /&gt;
This is a non-prize tier.&lt;br /&gt;
&lt;br /&gt;
===Tier 2===&lt;br /&gt;
{| {{Prettytable||text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! width = 500px | Item || Purpose &lt;br /&gt;
|-&lt;br /&gt;
|an ivory-hued anemone candle carved with overlapping petals|| Candle&lt;br /&gt;
|-&lt;br /&gt;
|a gold-ringed chamomile candle adorned with ghostly white blossoms|| Candle&lt;br /&gt;
|-&lt;br /&gt;
|a carnelian pumpkin candle decorated with hunter green vines|| Candle&lt;br /&gt;
|-&lt;br /&gt;
|a burnt orange neroli candle painted with a dark weeping willow tree|| Candle&lt;br /&gt;
|-&lt;br /&gt;
|a bronze cinnamon candle accented with a crimson and green tartan ribbon|| Candle&lt;br /&gt;
|-&lt;br /&gt;
| some brown tanned leather incense|| Incense&lt;br /&gt;
|-&lt;br /&gt;
| some dark green seaweed incense|| Incense&lt;br /&gt;
|-&lt;br /&gt;
| some golden ginger lily incense || Incense&lt;br /&gt;
|-&lt;br /&gt;
| some orange gingko berry incense|| Incense&lt;br /&gt;
|-&lt;br /&gt;
| some orange rotten pumpkin incense || Incense&lt;br /&gt;
|-&lt;br /&gt;
| some pale ivory marshmallow incense|| Incense&lt;br /&gt;
|-&lt;br /&gt;
| some rosy gold apple pie incense || Incense&lt;br /&gt;
|-&lt;br /&gt;
| some slender dark chocolate incense|| Incense&lt;br /&gt;
|-&lt;br /&gt;
| some striped sage and amber incense|| Incense&lt;br /&gt;
|-&lt;br /&gt;
| some viridian blue spruce incense|| Incense&lt;br /&gt;
|-&lt;br /&gt;
|some coconut white sandals|| sandals&lt;br /&gt;
|-&lt;br /&gt;
|a pair of woven reed sandals|| sandals&lt;br /&gt;
|-&lt;br /&gt;
|some flat beige leather sandals|| sandals&lt;br /&gt;
|-&lt;br /&gt;
|a pair of gold coin earrings|| Plain earrings&lt;br /&gt;
|-&lt;br /&gt;
|some white and aquamarine pantaloons|| plain pants&lt;br /&gt;
|-&lt;br /&gt;
|some coconut white sandals with pink byssus ankle ties|| Plain sandals&lt;br /&gt;
|-&lt;br /&gt;
|some coral silk socks embroidered with golden seahorses|| plain socks&lt;br /&gt;
|-&lt;br /&gt;
| a silvery sea silk halter dress sprayed with black and grey pearls|| plain dress&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tier 3===&lt;br /&gt;
{| {{Prettytable||text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! width = 500px | Item || Purpose &lt;br /&gt;
|-&lt;br /&gt;
|a silvery indigo-veined minnow|| Fishing lure&lt;br /&gt;
|-&lt;br /&gt;
|red-freckled blue lyretail|| Fishing lure&lt;br /&gt;
|-&lt;br /&gt;
|a water-stained map|| Fully unlocked map&lt;br /&gt;
|-&lt;br /&gt;
|a small roll of cotton|| TEAR off bandages&lt;br /&gt;
|-&lt;br /&gt;
|A huge roll of silk || TEAR off bandages&lt;br /&gt;
|- &lt;br /&gt;
|a bright pink flamingo badge|| Plain badge&lt;br /&gt;
|-&lt;br /&gt;
|an indigo sea slug finger puppet|| Finger puppet&lt;br /&gt;
|-&lt;br /&gt;
|a black leather lockpick kit|| container&lt;br /&gt;
|-&lt;br /&gt;
|a miniature clock tower|| Alarm clock, up to 1 hour in 5 minute intervals&lt;br /&gt;
|-&lt;br /&gt;
|a well-balanced white wooden boomerang|| boomerang&lt;br /&gt;
|-&lt;br /&gt;
|a half-krolvin bartender marionette|| marionette&lt;br /&gt;
|-&lt;br /&gt;
|a locker runner contract|| 20 uses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tier 4===&lt;br /&gt;
{| {{Prettytable||text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! width = 500px | Item || Purpose &lt;br /&gt;
|-&lt;br /&gt;
|a silvery gauze skirt with faenor bells along the hem|| Bell skirt&lt;br /&gt;
|-&lt;br /&gt;
|a grizzled pirate captain idol|| wavable white flask&lt;br /&gt;
|-&lt;br /&gt;
|a liquid-filled blown glass sphere || TILT TAP water toy&lt;br /&gt;
|-&lt;br /&gt;
|a suede trimmed deep indigo tin || Thin strips of dark suede wind around the deep indigo tin.  Each strip is intertwined with another to form a mass of conjoined, softly napped, lengths of hide. Belt worn&lt;br /&gt;
|-&lt;br /&gt;
|an oiled light leather courier bag with polished faenor buckles|| Zested, Back/shoulder worn container&lt;br /&gt;
|-&lt;br /&gt;
|a water-filled glass seaflower pendant|| Locked Tuly pendant&lt;br /&gt;
|-&lt;br /&gt;
|a misshapen lusterless runestone||[[Shien&#039;tyr_(rune)| Shien&#039;tyr runestone]]&lt;br /&gt;
|-&lt;br /&gt;
|a fringed leather gem sack|| [[Gem bag]]&lt;br /&gt;
|-&lt;br /&gt;
|a pewter-caged indigo bone sigil || Locked, 10 charges of 305, 2 doses to replenish a charge, holy item for Ghezresh&lt;br /&gt;
|-&lt;br /&gt;
|a tarnished iron sigil on a thin leather cord || Locked, 10 charges of 305, 2 doses to replenish a charge, holy item for Ghezresh&lt;br /&gt;
|-&lt;br /&gt;
|an ornate sapphire sigil on a woven silver cord || Locked, 10 charges of 305, 2 doses to replenish a charge, holy item for Charl&lt;br /&gt;
|-&lt;br /&gt;
|an angular onyx sigil on a fine gold chain || Locked, 10 charges of 305, 2 doses to replenish a charge, holy item for Lorminstra&lt;br /&gt;
|-&lt;br /&gt;
|an ordinary silver sigil on a twisted glaes chain || Locked, 10 charges of 305, 2 doses to replenish a charge, holy item for Gosaena&lt;br /&gt;
|-&lt;br /&gt;
|a sinuous bronze sigil on a fine gold chain || Locked, 10 charges of 305, 2 doses to replenish a charge, holy item for Luukos&lt;br /&gt;
|-&lt;br /&gt;
|a grey-toned driftwood box || belt-worn, SLA, max light, max deep&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tier 5===&lt;br /&gt;
{| {{Prettytable||text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! width = 500px | Item || Purpose &lt;br /&gt;
|-&lt;br /&gt;
|a brown leather wristband set with several malachite ampoules|| &lt;br /&gt;
|-&lt;br /&gt;
|a golden brown acorn amulet|| wisp amulet&lt;br /&gt;
|-&lt;br /&gt;
|a blue leather wristband set with several silver ampoules||&lt;br /&gt;
|-&lt;br /&gt;
|a black leather wristband set with several mithril ampoules||+20 mana recovery, 40 sips&lt;br /&gt;
|-&lt;br /&gt;
|a gnarled glowbark runestaff wrapped with spiraling veniom threads||+22 runestaff +5 spell aim RANKS, maxlight&lt;br /&gt;
|-&lt;br /&gt;
|some frayed hemp klot set with shards of zorchar||+25 UAC boots with lightning flares&lt;br /&gt;
|-&lt;br /&gt;
|some frayed hemp trukt set with shards of zorchar||+25 UAC gloves with lightning flares&lt;br /&gt;
|-&lt;br /&gt;
|a hoarbeam heater (with alteration)||+37 spiked shield&lt;br /&gt;
|-&lt;br /&gt;
|a vultite jazerant hauberk wrapped in layers of silks||6x hauberk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Quest Items===&lt;br /&gt;
&amp;lt;section begin=quest items /&amp;gt;&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! Item || Purpose &lt;br /&gt;
|-&lt;br /&gt;
|a portion of stained mortar|| Quest Item&lt;br /&gt;
|-&lt;br /&gt;
|a dark piece of stone mortar|| Quest Item&lt;br /&gt;
|-&lt;br /&gt;
|a hunk of grey rough-cut mortar|| Quest Item&lt;br /&gt;
|-&lt;br /&gt;
|a chunk of discolored mortar|| Quest Item&lt;br /&gt;
|-&lt;br /&gt;
|a square of dark-hued slate|| Quest Item&lt;br /&gt;
|-&lt;br /&gt;
|a square of algae-stained granite|| Quest Item&lt;br /&gt;
|-&lt;br /&gt;
|a square of striated limestone|| Quest Item&lt;br /&gt;
|-&lt;br /&gt;
|a small block of bluestone|| Quest Item&lt;br /&gt;
|-&lt;br /&gt;
|a wedge of scuffed stone|| Quest Item&lt;br /&gt;
|-&lt;br /&gt;
|a fractured segment of stone|| Quest Item&lt;br /&gt;
|-&lt;br /&gt;
|a concave piece of stone|| Quest Item&lt;br /&gt;
|-&lt;br /&gt;
|a ridged wedge of stone|| Quest Item&lt;br /&gt;
|-&lt;br /&gt;
|a small block of stone|| Quest Item&lt;br /&gt;
|-&lt;br /&gt;
|a length of water-seasoned alder|| Quest Item&lt;br /&gt;
|-&lt;br /&gt;
|a heavy length of dark haon|| Quest Item&lt;br /&gt;
|-&lt;br /&gt;
|a length of petrified oak|| Quest Item&lt;br /&gt;
|-&lt;br /&gt;
|a time-darkened length of teak|| Quest Item&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;section end=quest items /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gems===&lt;br /&gt;
* [[Ebon Gate digging gems]]&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=List_of_alchemy_gems&amp;diff=98066</id>
		<title>List of alchemy gems</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=List_of_alchemy_gems&amp;diff=98066"/>
		<updated>2017-10-01T01:23:13Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Adding vertigo relief potion gem to Empath list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| {{prettytable|font-size:85%;}}&lt;br /&gt;
!Minor Spirit||Major Spirit||Cleric||Minor Elemental||Major Elemental||Sorcerer||Wizard||Empath||ALL&lt;br /&gt;
|-&lt;br /&gt;
| valign = top |&lt;br /&gt;
*turquoise stone ([[Spirit Warding I (101)|101]] [[Alchemic Potions|PO]])&lt;br /&gt;
*violet sapphire ([[Spirit Defense (103)|103]]-8 PO)&lt;br /&gt;
*star sapphire ([[Disease Resist (104)|104]]-11 PO)&lt;br /&gt;
*green tourmaline ([[Poison Resist (105)|105]]-14 PO)&lt;br /&gt;
*smoky glimaerstone ([[Spirit Warding II (107)|107]]-20 PO)&lt;br /&gt;
*pale water sapphire ([[Spirit Strike (117)|117]]-50 TR)&lt;br /&gt;
| valign = top |&lt;br /&gt;
*bright chrysoberyl gem ([[Calm (201)|201]] [[Alchemic Trinkets|TR]])&lt;br /&gt;
*yellow sapphire ([[Spirit Shield (202)|202]]-7 PO)&lt;br /&gt;
*golden topaz ([[Manna (203)|203]]-12 TR)&lt;br /&gt;
*deep blue eostone ([[Unpresence (204)|204]]-15 TR)&lt;br /&gt;
*cat&#039;s eye moonstone ([[Unpresence (204)|204]]-15 TR)&lt;br /&gt;
| valign = top |&lt;br /&gt;
*golden amber ([[Prayer of Holding (301)|301]] TR)&lt;br /&gt;
| valign = top |&lt;br /&gt;
*smoky topaz ([[Elemental Defense I (401)|401]]-2 PO)&lt;br /&gt;
*green sapphire ([[Presence (402)|402]]-5 PO)&lt;br /&gt;
*blue lapis lazuli ([[Lock Pick Enhancement (403)|403]] PO)&lt;br /&gt;
*brown sphene ([[Disarm Enhancement (404)|404]]-11 PO)&lt;br /&gt;
*blood red garnet ([[Disarm Enhancement (404)|404]]-11 PO)&lt;br /&gt;
*iridescent piece of mother-of-pearl ([[Elemental Detection (405)|405]]-14 PO)&lt;br /&gt;
*rainbow quartz  ([[Elemental Detection (405)|405]]-14 PO)&lt;br /&gt;
*sparkling silvery conch shell ([[Elemental Defense II (406)|406]]-17 PO)&lt;br /&gt;
*shimmertine shard ([[Elemental Defense II (406)|406]]-17 PO)&lt;br /&gt;
*pink rhodochrosite stone ([[Unlock (407)|407]]-21 PO)&lt;br /&gt;
*smoky topaz ([[Elemental Wave (410)|410]]-30)&lt;br /&gt;
*bright bluerock ([[Elemental Blade (411)|411]] PO)&lt;br /&gt;
*green garnet ([[Elemental Saturation (413)|413]] TR)&lt;br /&gt;
*yellow sapphire ([[Mass Elemental Defense (419)|419]]-50 PO)&lt;br /&gt;
| valign = top |&lt;br /&gt;
*turquoise stone ([[Sleep (501)|501]]-3 TR)&lt;br /&gt;
*pink topaz ([[Spell Store (502)|502]]-7 TR)&lt;br /&gt;
*azurite ([[Thurfel&#039;s Ward (503)|503]]-11 TR)&lt;br /&gt;
*violet sapphire ([[Slow (504)|504]]-15 TR)&lt;br /&gt;
*blue sapphire ([[Hand of Tonis (505)|505]]-19 TR)&lt;br /&gt;
*star ruby ([[Strength (509)|509]]-35 TR)&lt;br /&gt;
*black jasper ([[Floating Disk (511)|511]]-43 TR)&lt;br /&gt;
| valign = top |&lt;br /&gt;
*pink rhodochrosite stone ([[701]] TR)&lt;br /&gt;
*brown sphene ([[702]] TR)&lt;br /&gt;
*brown jade ([[702]] 9-21 TR)&lt;br /&gt;
*black tourmaline ([[703]]-14 TR)&lt;br /&gt;
*green tourmaline ([[705]]-24 TR)&lt;br /&gt;
*blue tourmaline ([[706]]-29 TR)&lt;br /&gt;
| valign = top |&lt;br /&gt;
*turquoise stone ([[901]]-4 TR)&lt;br /&gt;
*black jasper ([[902]]-9 PO)&lt;br /&gt;
*white opal ([[903]]-14 TR)&lt;br /&gt;
*clear topaz ([[904]]-19 TR)&lt;br /&gt;
*fiery jacinth ([[905]]-24 PO)&lt;br /&gt;
*almandine garnet ([[906]]-29 TR)&lt;br /&gt;
*citrine quartz ([[908]]-39 TR)&lt;br /&gt;
*clear topaz ([[909]]-44 TR)&lt;br /&gt;
*turquoise stone ([[910]]-50 TR)&lt;br /&gt;
| valign = top |&lt;br /&gt;
*dark red-green bloodstone ([[1101]] 2-13 TR)&lt;br /&gt;
*clear zircon ([[1106]] 29- TR)&lt;br /&gt;
*aquamarine gem ([[1107]] 36- PO)&lt;br /&gt;
*clear tourmaline ([[1108]] 41- TR)&lt;br /&gt;
*deep purple amethyst ([[1110]] TR)&lt;br /&gt;
* green garnet ([[Deep_green_volatile_elixir|vertigo relief potion]])&lt;br /&gt;
| valign = top |&lt;br /&gt;
*white pearl (minor luck-37 and greater luck - GA)&lt;br /&gt;
*rock crystal (hazy silver) (1 GA)&lt;br /&gt;
*lump of grey ambergris (hazy silver) (GA)&lt;br /&gt;
*citrine quartz (minor sneeze)(32 GA)&lt;br /&gt;
*rose quartz (major sneeze) (GA)&lt;br /&gt;
*golden moonstone (greater luck)(59 GA)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Alchemy gem collection]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Alchemy]]&lt;br /&gt;
[[Category:Lists]]&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Soul_golem&amp;diff=97930</id>
		<title>Soul golem</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Soul_golem&amp;diff=97930"/>
		<updated>2017-09-27T14:37:12Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Soul golems have unique box mechanics, thus they must generate boxes as treasure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start&lt;br /&gt;
| level = 63&lt;br /&gt;
| type = Biped&lt;br /&gt;
| family = golem&lt;br /&gt;
| attacks = Ensnares and Pounds.&lt;br /&gt;
| area = [[Temple of Luukos]]&amp;lt;br&amp;gt;&lt;br /&gt;
| undead = Yes&lt;br /&gt;
| bcs = Yes&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes&lt;br /&gt;
|physical=&lt;br /&gt;
 {{creature ability|Glaes-gauntleted fist|+337 [[Attack strength|AS]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes&lt;br /&gt;
| defense =&lt;br /&gt;
  {{creature ability|[[Melee]] |+176 [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Ranged]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bolt]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bard Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Ranger Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Sorcerer Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Wizard Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Cleric Base]] | +250 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Empath Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Paladin Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Elemental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Elemental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Mental]] |&amp;lt;N/A&amp;gt;  [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Mental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
| noability = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
 | nobox =&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;soul golem&#039;&#039;&#039; is a rough statue of a man made entirely from glaes.  It is a massive construct, with broad powerful shoulders towering above you.  An elongated, serpentine head sits atop a thick, tree trunk-like neck.  Its two glowing eyes stare into space with the unfocused malice of the dead.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
These creatures appear to be immune to all forms of normal damage from sorcery, health-damaging spells (like Harm and Pain), all elemental sources of damage, and all curses. Furthermore they are puncture resistant. Holy spells and holy effects (such as holy water flares, voln-based holy damage abilities, and various cleric secondary effects) still damage them.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Soul golems have the ability to remove [[Preservation (305)|Lifekeep]] from a corpse:&lt;br /&gt;
&amp;lt;div {{log|margin-right=350px}}&amp;gt;&lt;br /&gt;
A soul golem extends its glaes hand into your chest.  After a brief pause, the chest piece of the golem glows slightly brighter.  Your senses tingle slightly, and you almost think you hear a faint, sinister laugh.&amp;lt;br&amp;gt;&lt;br /&gt;
You feel the preservation on your spirit fade.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Creature maneuver that can be blocked by a shield:&lt;br /&gt;
&amp;lt;div {{log|margin-right=350px}}&amp;gt;&lt;br /&gt;
A soul golem suddenly charges you and tries to push you into a steam column!&amp;lt;br&amp;gt;&lt;br /&gt;
You are unable to get out of the way as the golem&#039;s massive hands slam into you!&amp;lt;br&amp;gt;&lt;br /&gt;
You fall into a steam column!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;... 53 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;Steaming ocular fluid cooks eyeball evenly. Hors d&#039;oeuvres anyone?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Soul golem [[box (treasure)|boxes]] feature a unique [[trap]]: the lock difficulty is unreadable and changes with each pick attempt. They do not have conventional traps.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1413 Soul golem on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 61&lt;br /&gt;
|levelm1 = 62&lt;br /&gt;
|level = 63&lt;br /&gt;
|levelp1 = 64&lt;br /&gt;
|levelp2 = 65&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Temple of Luukos creatures]]&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Software/Scripting_reference&amp;diff=97040</id>
		<title>Lich:Software/Scripting reference</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Software/Scripting_reference&amp;diff=97040"/>
		<updated>2017-09-13T15:12:02Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: /* unique_send_to_script */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== put ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
put &amp;quot;look&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; the string that was sent&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to Wizard.&lt;br /&gt;
&lt;br /&gt;
== fput ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fput &amp;quot;stance defensive&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fput &amp;quot;stance defensive&amp;quot;, &amp;quot;are now in a defensive stance&amp;quot;, &amp;quot;can&#039;t do that while dead&amp;quot;, &amp;quot;etc&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; the string that was accepted as meaning the action succeeded (see below)&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; forceput&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; It&#039;s named &#039;forceput&#039;  because originally it was intended to be used only infrequently, but as it&#039;s turned out there are very few times when &#039;put&#039; is preferable.  This command will continue to &#039;put&#039; whatever string you give it, until it receives a line from the game that it doesn&#039;t recognize as one of the common &amp;quot;command rejected&amp;quot; responses (for example, &amp;quot;You can&#039;t do that while entangled in a web&amp;quot;, &amp;quot;...wait x seconds&amp;quot; (RT), &amp;quot;Wait x seconds.&amp;quot; (cast RT), &amp;quot;Sorry, you may only type ahead x lines&amp;quot;, &amp;quot;You&#039;ll have to stand up first&amp;quot; (stands and reattempts), etc).  If stunned, it will wait until you&#039;re no longer stunned to reattempt; if in RT (hard or soft), will wait &#039;x&#039; seconds before reattempting.  If you need to stand, it will do so and retry immediately.  If it causes a type ahead error, it will pause for 1 second and then reattempt.  This has a very high rate of success, but it is definitely not infallible -- it only checks the next line received from the game, and there&#039;s no guarantee the next line from the game has anything at all to do with what the &#039;fput&#039; command just sent.  Because of this it can often fail to realize the command wasn&#039;t really successful, particularly if the user is doing a lot of things at once.  If given more than one string, the first string is taken as the command to send to the game, and all other strings are used as what to accept as meaning the action succeeded.  BE CAREFUL with this behavior!  It can very infrequently be extremely useful, but if not used cautiously, it can easily cause a script to mistakenly repeat an action many times in *very* rapid succession (which with CoL signs for instance can very easily kill you in less than a second flat).&lt;br /&gt;
&lt;br /&gt;
== cast ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
cast(908)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
cast(908,&amp;quot;wraith&amp;quot;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string based on outcome of casting the given spell. Outcomes would be the cast roundtime, spell hindrance, not enough mana, and likely others&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Will check that you have enough mana for desired spell, and if so cast the spell. If no target given it will selfcast buffs or open cast if utility/attack. Will automatically change stance based on spell being cast. Will return a string that can be matched to determine if the spell was successfully cast, blocked due to spell hinrance, or if you did not have enough mana.&lt;br /&gt;
&lt;br /&gt;
== pause ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause 1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause &#039;2s&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause &#039;3m&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause &#039;2h&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause &#039;1d&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If given no arguments, pauses for one second.  If given an integer, pauses for that many seconds.  If given a string (as in the examples above), extracts the number to pause for from the string and pauses for that many seconds/hours/days (yeah, well, I was bored, so why not make it do days too).  Return value is the number of seconds it paused for.&lt;br /&gt;
&lt;br /&gt;
== echo ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
echo&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
echo &amp;quot;Hi there!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
echo &amp;quot;Line one&amp;quot;, &amp;quot;Line two&amp;quot;, &amp;quot;endlessly&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Displays &#039;[script_name: the string it was given]&#039; in the game window; if given multiple strings it echoes each string on its own line.  If it&#039;s given no arguments, it simply prints a blank line without the &#039;[script_name: ]&#039; business.&lt;br /&gt;
&lt;br /&gt;
== respond ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
respond&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
respond &amp;quot;I&#039;m a string to display&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
respond &amp;quot;Line one&amp;quot;, &amp;quot;Line two&amp;quot;, &amp;quot;so on and so on&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Just like the &#039;echo&#039; command, but does not display the script name.  Since it&#039;s possible for Lich to be running two dozen scripts at the same time, it can get a little hard to know which script is saying what unless they use the &#039;echo&#039; command and not the &#039;respond&#039; command.  Still, &#039;echo&#039; can be a bit ugly for printing tables and whatnot, so use this instead if desired.  The return value is how many characters the last string displayed contained.&lt;br /&gt;
&lt;br /&gt;
== goto ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
goto &amp;quot;MainLabel&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; (has no return value, the current execution stack is discarded and the jump never returns)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to standard Wizard/SF scripts; the label to jump to has to be in quotes, and its case insensitive.  The label declaration itself (the LABEL: line) MUST NOT be in quotes: only the name of the label when you use the goto command.  If a label called &amp;quot;main&amp;quot; and a label called &amp;quot;Main&amp;quot; (with a capital) both exist, then using GOTO to jump to the &amp;quot;main&amp;quot; label would jump there -- however, if you tried to jump to the &amp;quot;Main&amp;quot; label, it would jump to the capital-letter one instead (basically if there are two labels with the same name but different capitalizations, the goto command starts acting as though its case sensitive).&lt;br /&gt;
&lt;br /&gt;
== wait ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
wait&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to Wizard; waits until a line from the game is seen.  Returns the line (in actuality this command simply clears the game stack and executes a &#039;get&#039;).&lt;br /&gt;
&lt;br /&gt;
== waitrt ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitrt&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer (Fixnum class)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Pauses for however many seconds you&#039;re currently in roundtime for.  Return value is how many seconds paused.  Waits until you&#039;re in roundtime if you aren&#039;t at the time this command is used, and therefore can hang endlessly.&lt;br /&gt;
&lt;br /&gt;
== waitrt? ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitrt?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer (Fixnum class)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;waitrt&#039;, but does not wait until you&#039;re in roundtime and as such will not hang (but will not wait for any roundtime if the game hasn&#039;t sent that you&#039;re in roundtime yet).&lt;br /&gt;
&lt;br /&gt;
== waitcastrt ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitcastrt&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer (Fixnum class)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Pauses for however many seconds you&#039;re currently in RT for.  Return value is how many seconds paused.  Waits until you&#039;re in RT if you aren&#039;t at the time this command is used, and therefore can hang endlessly.&lt;br /&gt;
&lt;br /&gt;
== waitcastrt? ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitcastrt?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer (Fixnum class)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;waitcastrt&#039;, but does not wait until you&#039;re in cast roundtime and as such will not hang (but will not wait for any cast roundtime if the game hasn&#039;t sent that you&#039;re in cast roundtime yet).&lt;br /&gt;
&lt;br /&gt;
== waitfor ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitfor &amp;quot; just arrived.&amp;quot;, &amp;quot;More lines to waitfor if you desire&amp;quot;, &amp;quot;endlessly&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Waits until a line from the game includes the string you gave it as an argument.  The return value is the complete string from the game (in the example used here, if Shaelun entered the room, the command would return &amp;quot;Shaelun just arrived.&amp;quot;).  &#039;waitfor&#039; is case insensitive (capital letters are considered matches even if the string it was given didn&#039;t have a capital letter there).&lt;br /&gt;
&lt;br /&gt;
== unique_waitfor ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
unique_waitfor &amp;quot;continue&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;waitfor&#039; but acts on the &#039;unique&#039; queue.&lt;br /&gt;
&lt;br /&gt;
== wait_while ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
wait_while { percenthealth != 100 }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
wait_while &amp;quot;You do not have full health: waiting until you do.&amp;quot; { percenthealth != 100 }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; all the variants of `Wounds.(bodypart)&#039; are the same for `Scars.(bodypart)&#039;&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; The script will wait while the given code block has a logical value of &#039;true&#039;, and will only continue on to the next line when/if the code block has a value of &#039;false&#039;.  If given the optional string to announce to the user, it will only display that string if it&#039;s going to be sitting there waiting for something -- if the command will not be waiting at all, it doesn&#039;t display the string to the user.  Note that there&#039;s no limit to how long/complicated the code block can be; it was designed for very short logical comparisons like the example above, but need not be used that way.&lt;br /&gt;
&lt;br /&gt;
== wait_until ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
wait_until { checkmana(50) }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical in all ways to &#039;wait_while&#039;, but does the opposite (waits UNTIL the given code block is true, not WHILE it&#039;s true).  Also takes the optional string if desired.&lt;br /&gt;
&lt;br /&gt;
== upstream_get ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
upstream_get&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same thing as &amp;quot;get&amp;quot; except it fetches the last line the user sent to the game.  A script has to ask Lich to give it this information by first using the &amp;quot;toggle_upstream&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
== upstream_get? ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
upstream_get?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Attempts to get the last line the user sent to the game, but does not wait for a line to be sent.  A script has to ask Lich to give it this information by first using the &amp;quot;toggle_upstream&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
== toggle_upstream ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
toggle_upstream&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &amp;quot;upstream&amp;quot; flag (true/false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; See above.&lt;br /&gt;
&lt;br /&gt;
== upstream_waitfor ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
upstream_waitfor &amp;quot;climb stairs&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &amp;quot;waitfor&amp;quot; but only checks the upstream commands (the commands sent to the game by the user).&lt;br /&gt;
&lt;br /&gt;
== undo_before_dying ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
undo_before_dying&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; nothing useful&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Clears any &amp;quot;before_dying&amp;quot; code blocks that have been used.  If none have been used, does nothing (see the &#039;before_dying&#039; command).&lt;br /&gt;
&lt;br /&gt;
== abort! ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
abort!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; never returns&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Immediately kills the script, bypassing any &#039;before_dying&#039; blocks that have been registered.  Probably won&#039;t ever be of use, but it&#039;s a way to make the calling script go away as fast as possible (note that it isn&#039;t any faster than the &#039;exit&#039; command is, it just makes sure that nothing except stopping the script happens).&lt;br /&gt;
&lt;br /&gt;
== watchhealth ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
watchhealth(50) { echo &amp;quot;Uh, your health is below 50...&amp;quot; }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
watchhealth(50, proc_object)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; nothing useful&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns immediately so that the calling script continues to run as normal, and while it does, monitors your health.  If it falls below the number you give it, executes the block you passed to it.  Only does this once -- if you want it to repeat as the script executes (be careful, chances are your health will still be below 50 after the block executes once) then pass watchhealth a proc object that includes a line registering itself over again (as in, a proc that includes a &#039;watchhealth(#, self)&#039; thingie).  If your health never falls below the number you give it, then nothing happens; once the script ends, it stops watching.&lt;br /&gt;
&lt;br /&gt;
== checkoutside ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkoutside&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
outside?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; outside?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Really simple, just returns true if you&#039;re outside, false if you aren&#039;t.  Probably only of use to rangers writing their own spellup scripts or something, but either way: it&#039;s available if you have a use for it.&lt;br /&gt;
&lt;br /&gt;
== Settings.load ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Settings.load&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Settings[&amp;quot;SettingName&amp;quot;]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Settings.save&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Settings.clear&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; either a hash representing your settings, or &#039;nil&#039; if no settings for the script exist&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Note that Settings.clear will erase all settings, but it will NOT save that on its own.  Issue a Settings.save command after the Settings.clear if you want that script&#039;s settings reset permanently.&lt;br /&gt;
&lt;br /&gt;
== toggle_unique ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
toggle_unique&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;unique&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; When a script is set as being &#039;unique&#039;, it does not receive normal game data; instead it only receives what the user sends to it by typing ;send to (script) (message).  This is of use if a script wants to only act on a user&#039;s input or has no use for game data (it provides a method for scripts to make sure game data doesn&#039;t accidentally get recognized as a user&#039;s input, and also serves to prevent scripts from slowly eating away at system resources because the script never checks or clears its data buffer -- see the &#039;clear&#039; command for more on that).&lt;br /&gt;
&lt;br /&gt;
== no_kill_all ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
no_kill_all&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;no_kill_all&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;no kill all&#039; setting: when this setting is on (defaults to off), a script will not be affected by the user typing ;kill all.  A script with this set to on must be killed specifically (by typing ;kill [script], or just ;kill).  There is no way to prevent a script from being killed when targeted by the user.&lt;br /&gt;
&lt;br /&gt;
== no_pause_all ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
no_pause_all&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;no_pause_all&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;no pause all&#039; setting: when this setting is on (defaults to off), a script will not be affected by the user typing ;pause all.  A script with this set to on must be killed specifically (by typing ;pause [script], or just ;pause).  There is no way to prevent a script from being paused when targeted by the user.&lt;br /&gt;
&lt;br /&gt;
== hide_me ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
hide_me&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;hidden&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;hidden&#039; setting.  When this setting is on (defaults to off), a script will not be listed when the user types ;list. It will still show up under ;list all. There is no way to prevent a script from being being displayed in ;list all.&lt;br /&gt;
&lt;br /&gt;
== silence_me ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
silence_me&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;silenced&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;silenced&#039; setting.  A script with this on will not have commands it sends to the game echoed to your game window.  A script run in SAFE mode cannot change this setting (attempting to do so will generate a warning and otherwise have no effect).&lt;br /&gt;
&lt;br /&gt;
== toggle_echo ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
toggle_echo&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; new value of the &#039;suppress echo&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;suppress echo&#039; setting.  A script with this on will not execute any &#039;echo&#039; commands, but will silently ignore them instead; it&#039;s designed more for people who don&#039;t want clutter in their game window but still want to make use of an existing script.  Commands sent to the game are still echoed to the game window.&lt;br /&gt;
&lt;br /&gt;
== checkpoison ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpoison&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; See checkdisease.&lt;br /&gt;
&lt;br /&gt;
== checkdisease ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkdisease&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; See checkpoison.&lt;br /&gt;
&lt;br /&gt;
== get ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
get&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Fetches the next un-checked line of game data (while a script is running, it is given every game line, and these lines are available for a script to check/use at its leisure).&lt;br /&gt;
&lt;br /&gt;
== unique_get ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
unique_get&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Fetches a line from the unique stack, as opposed to the game data stack (see [[Lich_scripting_reference#toggle_unique|toggle_unique]] for more about what the &#039;unique&#039; stack refers to).&lt;br /&gt;
&lt;br /&gt;
== send_to_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
send_to_script &#039;scriptname&#039;, &#039;message to send&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; The target script will be sent a string exactly as though it came from the game.  Returns true if successful, false if the script wasn&#039;t found to be active.&lt;br /&gt;
&lt;br /&gt;
== unique_send_to_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
unique_send_to_script &#039;scriptname&#039;, &#039;message to send&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;send_to_script&#039;, but the script will receive the string sent in its &#039;unique&#039; stack instead of its &#039;game data&#039; stack (see [[Lich_scripting_reference#toggle_unique|toggle_unique]] for more info).&lt;br /&gt;
&lt;br /&gt;
== move ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
move &#039;northwest&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as the Wizard &#039;move&#039; command, but it will usually compensate for things like type ahead errors, RT, currently stunned, etc.; will also stand and re-attempt the movement if it&#039;s detected to be necessary.  Returns &#039;true&#039; if the move was executed properly, &#039;false&#039; if it wasn&#039;t able to be performed (which is very rare due to the move command&#039;s error compensation measures).&lt;br /&gt;
&lt;br /&gt;
== multimove ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
multimove &#039;nw&#039;, &#039;ne&#039;, &#039;go hole&#039;, &#039;climb stairs&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Takes multiple directions to move in and executes the &#039;move&#039; command for each one.  Returns the value of the last &#039;move&#039; command executed (true or false).&lt;br /&gt;
&lt;br /&gt;
== fetchloot ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fetchloot&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Performs a &#039;look&#039; and takes/puts away all items on the ground that aren&#039;t listed in your &#039;excludeloot:&#039; setting.  Return value is the last line from the game.&lt;br /&gt;
&lt;br /&gt;
== Lich.fetchloot ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Lich.fetchloot&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;fetchloot&#039; in all ways except only the items listed in your &#039;treasure:&#039; setting are fetched.&lt;br /&gt;
&lt;br /&gt;
== checkloot ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkloot&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings (or an empty array if no items)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns an array consisting of the items currently in the room.&lt;br /&gt;
&lt;br /&gt;
== take ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
take &amp;quot;box&amp;quot;, &amp;quot;coffer&amp;quot;, &amp;quot;ruby&amp;quot;, &amp;quot;etc&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string (the last line the &#039;fput&#039; command saw)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Picks up every item listed and puts each one in turn into your &#039;lootsack:&#039; setting by issuing the commands with fput.&lt;br /&gt;
&lt;br /&gt;
== checkpaths ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpaths&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpaths &#039;nw&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings, or true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns an array consisting of the current &#039;Obvious exits:&#039; directions if given no argument, or true/false based on whether all arguments given are currently available as exits or not.&lt;br /&gt;
&lt;br /&gt;
== walk ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
walk&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Moves in a random cardinal direction (what&#039;s seen in the &#039;Obvious exits:&#039; line), storing the direction moved, and returning &#039;true&#039; if there is a critter in the room or &#039;false&#039; if there aren&#039;t any NPCs in the room.  The stored direction will not be among the random directions chosen the next time the &#039;walk&#039; command is used (unless it hits a dead-end, then it will backtrack the way it came).&lt;br /&gt;
&lt;br /&gt;
== run ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
run if not health(50)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Will execute a &#039;walk&#039; command repeatedly until it enters a room with no critters, at which point it returns and the script will pick up execution on the next line (does not continue to run away).&lt;br /&gt;
&lt;br /&gt;
== checkfried ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfried&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns true if you&#039;re fried, false if not.&lt;br /&gt;
&lt;br /&gt;
== checkmind ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkmind&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkmind(2)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; By itself returns a string representing the level of exp in your head (&#039;clear as a bell&#039;, &#039;fried&#039;, &#039;muddled&#039;, etc).  If given an integer, returns true or false if you have the corresponding level of exp in your head, with 0 being &#039;clear as a bell&#039;, 1 being &#039;fresh and clear&#039;, etc.&lt;br /&gt;
&lt;br /&gt;
== check_mind ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
check_mind&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
check_mind(50)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; By itself returns a string representing the level of exp in your head (&#039;clear as a bell&#039;, &#039;fried&#039;, &#039;muddled&#039;, etc).  If given an integer, returns true or false if you have the corresponding percentage of exp in your head.&lt;br /&gt;
&lt;br /&gt;
== percentmind ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
percentmind&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
percentmind(80)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; integer, or true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; By itself returns an integer ranging from 0-100 representing the percentage of exp in your head. If given an integer, returns true or false if you have at least that percentage of experience.  Both saturated and fried show up as 100 percent - a user interested in distinguishing between the two can add a checksaturated or saturated? qualifier to their percentmind check.&lt;br /&gt;
&lt;br /&gt;
== checkarea ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkarea&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkarea &amp;quot;illistim&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string, or true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; By itself returns the geographical area of your current room, or if given a string to check for, returns true or false based on whether your current area matches the string or not.&lt;br /&gt;
&lt;br /&gt;
== checkroom ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkroom&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkroom &amp;quot;table&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to checkarea, but uses the room title instead of the geographical area.&lt;br /&gt;
&lt;br /&gt;
== checkfamarea/checkfamroom ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfamarea&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfamarea &amp;quot;illistim&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string, or true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to checkarea/checkroom, but check your familiar&#039;s current location instead of yours (only in Wizard and only if you have a familiar).&lt;br /&gt;
&lt;br /&gt;
== checkright/checkleft ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkright&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkleft &amp;quot;broadsword&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; righthand?/lefthand?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Give them a string and will return true/false if it matches what you&#039;re holding, or the last word in the item name if used by itself.  If your hands are currently empty, it will return &#039;nil&#039; (identical to &#039;false&#039; in a logical comparison) regardless of whether it was given an argument or not.  This behavior can be useful to make absolutely certain a &#039;take&#039; command succeeded, for instance.&lt;br /&gt;
&lt;br /&gt;
== checkstance ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstance&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstance &amp;quot;offensive&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstance 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; stance&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; With no arguments, returns the string representing your current stance. With a numerical or string argument, returns a boolean flag indicating if the current stance matches the given string. For string based comparisons, this will correctly test against the stance values possible if using [[Combat Mastery]] or [[[[Warrior_Tricks#Stance_Perfection|Stance Perfection]]]], while integer based arguments will perform a precise comparison.&lt;br /&gt;
&lt;br /&gt;
== check(thing) ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstanding&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkspell &amp;quot;spirit defense&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkdead&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; mostly true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; checkstanding; checknotstanding; checksitting; checkprone; checkkneeling/kneeling?; checkprep/prepped?; checkmind; checkgrouped/checkjoined/joined?; checkwebbed/webbed?; checkstunned/stunned?; checkdead/dead?; checkhidden/checkhiding/hidden/hiding?; checkname/myname?; checkspell/checkactive/active?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Most are true if you are (checkstunned for example), false if you aren&#039;t; they all follow the same basic behavior as the above-documented &#039;check&#039; commands.&lt;br /&gt;
&lt;br /&gt;
== checkname ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkname&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkname &amp;quot;Shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; string or true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; True/false if given a string and the names match, or just returns the character name if given no arguments.&lt;br /&gt;
&lt;br /&gt;
== checknpcs ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
if checknpcs&lt;br /&gt;
	fput &amp;quot;attack&amp;quot;&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
if checknpcs &amp;quot;big monster of doom&amp;quot;, &amp;quot;small monster of doom&amp;quot;&lt;br /&gt;
	put &amp;quot;Oh noes!&amp;quot;&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
	for npc in checknpcs&lt;br /&gt;
		put &amp;quot;greet #{npc}&amp;quot;&lt;br /&gt;
	end&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings, a string, or nil&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If checknpcs is used without giving it npcs to check for, it returns an array of strings coresponding to the noun of each npc in the room, or nil if there are no npcs (does not return an empty array, so you can use &amp;quot;if checknpcs&amp;quot;).  If chekcnpcs is given npcs to look for, it returns a string of the first matching npc it finds, or nil if none matched (any string evaluates to true, only nil and false evaluate to false in an if statement).&lt;br /&gt;
&lt;br /&gt;
== checkpcs ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpcs&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpcs &amp;quot;shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; array of strings, or true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;checknpcs&#039;, but with the players currently present.&lt;br /&gt;
&lt;br /&gt;
== checkfampcs ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfampcs &amp;quot;shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfampcs&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; array of strings, or true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; checkfamnpcs&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to the above two, but tracks for your familiar&#039;s room instead.  Not available in SF as of v3.06.&lt;br /&gt;
&lt;br /&gt;
== checkstamina ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstamina 50&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstamina&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false or an integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Only in StormFront (there is no auto-updated stamina tag in Wizard).  Given no arguments, returns your current stamina.  Given a number, returns true/false based on whether you have at least or more than that number.&lt;br /&gt;
&lt;br /&gt;
== checkrt / checkcastrt ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkrt&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkcastrt&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; value of roundtime&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns a value of how much roundtime left. Useful for IF statements.&lt;br /&gt;
&lt;br /&gt;
== checkmana/checkhealth/checkspirit ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkmana 50&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; identical as above&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; health, health?, mana, mana?, spirit, spirit?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to checkstamina.&lt;br /&gt;
&lt;br /&gt;
== clear ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
clear&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings (possible for the return array to be empty, but unlikely)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Empties ALL unchecked input to the script from ALL queues (normal game stack, unique script stack and upstream stack); the return value is whatever was in the game data stack before it was cleared (which could be nothing, in which case the return is an empty array).&lt;br /&gt;
&lt;br /&gt;
== i_stand_alone ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
i_stand_alone&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the setting (true/false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off.  Removes a script from ALL data feeds; a script using this will receive no game lines and no unique data whatsoever (unless they toggle it back off).  If Lich can more or less ignore that a script exists and not bother with keeping its data stacks up-to-the-second with game data and anything else it&#039;s requested, then a script has virtually no overhead whatsoever (meaning any resources it requires come only from what it does independantly).  Useful for some scripts who have no need to eat up resources being fed game data (such as dict.lic).&lt;br /&gt;
&lt;br /&gt;
== dothis ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
dothis &amp;quot;action here&amp;quot;, &amp;quot;string to match for success&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a success string, or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Similar to fput, but will continue to try the action until a success string is matched&lt;br /&gt;
&lt;br /&gt;
== dothistimeout ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
dothistimeout &amp;quot;action here&amp;quot;, time, &amp;quot;string to match for success&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a success string, or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;dothis&#039;, but if a success isn&#039;t seen in the given amount of time, returns a value of &#039;false&#039; and the script will move on.&lt;br /&gt;
&lt;br /&gt;
== matchtimeout ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
matchtimeout 5, &amp;quot;string to watch for&amp;quot;, &amp;quot;another&amp;quot;, &amp;quot;endlessly&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string, or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;waitfor&#039;, but if a match isn&#039;t seen in the given amount of time, returns a value of &#039;false&#039; and the script will move on.&lt;br /&gt;
&lt;br /&gt;
== matchwait ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If used without any arguments, 100% identical to Wizard &#039;matchwait&#039; commands.  You can optionally give it arguments, in which case it acts identically to &#039;waitfor&#039; in all ways except one: matches are case sensitive (for instance, matchwait &amp;quot;shaelun&amp;quot; will not match if the word &amp;quot;Shaelun&amp;quot; is seen from the game).&lt;br /&gt;
&lt;br /&gt;
== match ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
match &#039;label&#039;, &#039;line to watch for&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
match &amp;quot;gameline&amp;quot;, &amp;quot;gameline&amp;quot;, &amp;quot;some other gameline&amp;quot;, &amp;quot;so on and so forth&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If given exactly two arguments, identical to the Wizard &#039;match&#039; command.  If given *any* other number of arguments, it&#039;s a case sensitive version of &#039;waitfor&#039; but instead of returning the entire matching game line, it returns only the portion of the string you asked it to watch for.&lt;br /&gt;
&lt;br /&gt;
== matchfind ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
matchfind &amp;quot;A ? attacks you!&amp;quot;, &amp;quot;A ? swings a ? at you!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
person, weapon = matchfind &amp;quot;? swings a ? at you!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string or an array&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;waitfor&#039;, but returns only the portion of the line where the question mark(s) are.  If given multiple question marks, returns an array containing the portions of the string (in order).  Note that if you assign multiple variables to equal a single array, the array&#039;s elements are used in order and assigned to each variable (if there are fewer elements in the array than there are variables being assigned, variables receive a value of &#039;nil&#039;, and if there are more elements in the array than there are variables being assigned, the last variable is assigned an array with the remaining values).  This is why the above usage example works (person, weapon =).&lt;br /&gt;
&lt;br /&gt;
== matchfindword ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
weapon = matchfindword &amp;quot;Shaelun swings a ? at you!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string (single word)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;matchfind&#039;, but only looks for a single word where the question marks are.  Note that a line won&#039;t match if more than one word is where the question mark is (in the above example, if the weapon were a &amp;quot;broadsword&amp;quot; it would match, but if it were a &amp;quot;sonic hammer of kai&amp;quot; there would be no match).&lt;br /&gt;
&lt;br /&gt;
== matchfindexact ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
matchfindexact &amp;quot;? just arrived.&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Version of matchfind meant for use in special cases; matchfind is very forgiving and will return and match anything (case insensitively) -- matchfindexact is very strict.  It is case sensitive and cares about things like spaces, word boundaries (partial pieces of a word will not match, only whole words), the case of the string it&#039;s looking for, etc..  Use it if you need to use matchfind and want to make sure only a very specific line matches.&lt;br /&gt;
&lt;br /&gt;
== send_scripts ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
send_scripts &amp;quot;To the running scripts, this line looks identical to one that came from the game&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;send_to_script&#039;, but sends a line to all scripts instead of just one.&lt;br /&gt;
&lt;br /&gt;
== regetall ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
regetall &amp;quot;Shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings, or nil&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Takes a string and returns an array of all game lines (since login) that match as having contained the given string (absolutely every single line since you logged in, Lich remembers them all).  If a script is set as receiving the status data that doesn&#039;t show in the game window, those lines are also matched for; if the script is only being fed normal game data, that&#039;s the only history this command checks.  If no matching lines were found, returns &#039;nil&#039; (which is false in a logical comparison).  As well as returning the matches, it also adds them to the script&#039;s game data stack so that subsequent &#039;get&#039; commands will fetch them in order.  The string to match for is actually optional, and if omitted, all lines are considered &#039;matching&#039;.&lt;br /&gt;
&lt;br /&gt;
== reget ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
reget 3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
reget 5, &amp;quot;Shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings, or nil&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Similar to &#039;regetall&#039; in behavior, but it only checks the current RAM cache (every 2 minutes, Lich&#039;s &#039;memory&#039; of game data is emptied out of RAM and stored in a temporary file on the hard disk so that the program doesn&#039;t take up more resources than is necessary -- these files are deleted when the program closes); it also takes an optional integer, which represents how many game lines back to check (&#039;reget 5&#039; would scan the last 5 lines from the game that are still in RAM).  If the integer is omitted, will scan the entire existing RAM buffer (again, cleared every 2 minutes).&lt;br /&gt;
&lt;br /&gt;
== multifput ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
multifput &amp;quot;stance offensive&amp;quot;, &amp;quot;incant 910&amp;quot;, &amp;quot;stance defensive&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string (return value of the last &#039;fput&#039; executed)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Takes multiple strings and executes an &#039;fput&#039; command for every one sequentially.&lt;br /&gt;
&lt;br /&gt;
== kill_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
kill_script &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; kill_scripts, stop_script, stop_scripts&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Simulates the user having entered  ;kill test  in the game entry box and hitting enter; takes multiple scripts to kill.  If the script is not running, returns false; if the script was found to be active and was killed, returns true.&lt;br /&gt;
&lt;br /&gt;
== start_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_script &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_script &amp;quot;heal&amp;quot;, [ &amp;quot;shaelun&amp;quot;, &amp;quot;adhara&amp;quot; ]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Simulates the user having entered  ;test  in the game entry box.  Returns &#039;true&#039; if the script was successfully started, &#039;false&#039; if for any reason it couldn&#039;t be found/started.  The optional second argument (which must be an array, as seen in the above example) can be used to simulate arguments to the script (the above example would simulate the user typing:  ;heal shaelun adhara).&lt;br /&gt;
&lt;br /&gt;
== start_scripts ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_scripts &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_scripts &amp;quot;test&amp;quot;, &amp;quot;calcredux&amp;quot;, &amp;quot;etc&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Executes a &amp;quot;start_script&amp;quot; command for every argument given.  Note that you cannot give a script arguments when using this command.&lt;br /&gt;
&lt;br /&gt;
== start_wizard_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_wizard_script &amp;quot;test&amp;quot;, [ &amp;quot;command line variable(s)&amp;quot;, &amp;quot;etc&amp;quot; ]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if successful, false if the script can&#039;t be found or run&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;start_script&#039;, but starts Wizard/SF script files. &#039;&#039;&#039;Note: This command no longer exists in the latest versions of lich&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== maxhealth/maxstamina/maxmana/maxspirit ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fput &amp;quot;eat my acantha leaf&amp;quot; while (checkhealth &amp;lt; maxhealth)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns your maximum health/spirit/stamina/mana as an integer (class Fixnum).  Takes no arguments.&lt;br /&gt;
&lt;br /&gt;
== pause_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause_script&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause_script &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If given no arguments, pauses the script using the command.  If given a string, pauses the script who&#039;s name matches that string; if the script is not currently active, returns &#039;false&#039; (&#039;true&#039; if the script was paused successfully).&lt;br /&gt;
&lt;br /&gt;
== unpause_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
unpause_script &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Unpauses the script you give it.  Note that because of the way the &#039;script is paused&#039; state is handled, it&#039;s conceivable for a script that was paused to actually still be executing commands internally for a brief time -- a script isn&#039;t actually &amp;quot;stopped dead in its tracks&amp;quot; until it attempts to interact with the game in some way (by fetching game data, sending game data, or by attempting a command that requires the script to be identified).  Since most commands identify a script (including this one), this command cannot unpause the script itself: when it attempts to unpause itself, it will be identified as being paused and will be halted where it is until it&#039;s unpaused by another script or the user (or killed).  When it is, it will be allowed to continue, and will then try to unpause itself (pointlessly, since it was just unpaused...).&lt;br /&gt;
&lt;br /&gt;
== percenthealth/percentmana/percentspirit/percentstamina ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fput &amp;quot;eat my acantha leaf&amp;quot; while (percenthealth &amp;lt; 90)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns an integer (0-100) representing the percentage of your current health/mana/whatever in relation to your max.&lt;br /&gt;
&lt;br /&gt;
== running? ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
running? &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Takes a string and returns true/false if the given script is active or not.&lt;br /&gt;
&lt;br /&gt;
== variable ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
variable[1]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array, possibly empty&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; script.vars&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; It&#039;s an array containing the command line variables the user entered when starting the script (begins at variable[1], unlike standard arrays; as is the behavior of Wizard, variable[0] is the entire line the user entered).&lt;br /&gt;
&lt;br /&gt;
== checkspell ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkspell &amp;quot;elemental defense i&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; active?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns true if the spell you give it is active, false if it isn&#039;t (only available if you use the infomon script, since that&#039;s what keeps track of this).&lt;br /&gt;
&lt;br /&gt;
== die_with_me ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
die_with_me &amp;quot;test&amp;quot;, &amp;quot;calcredux&amp;quot;, &amp;quot;etc&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If the given scripts are active at the time the script using this command ends (exits itself, finishes, gets killed by the user, or dies in error) they&#039;ll all be killed automatically (produces no notification to avoid clutter, but the scripts are indeed stopped).  The given scripts need not be running (or technically even exist) at the time this command is used -- it only updates the setting, and that setting isn&#039;t actually acted upon until the script is killed.&lt;br /&gt;
&lt;br /&gt;
== before_dying ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
before_dying { echo &amp;quot;Oh God, why have you killed me dear user...?!&amp;quot; }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
before_dying { Settings.save }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Performs the given actions right before the script exits.  Note nothing is done at the time this command is used (it simply sets what should be done just before the script is killed).  The block given to this command is actually wrapped up into a proc object (an object of the &#039;Procedure&#039; class), and scheduled to be run when the script is killed/exits (if multiple procs exist, they are executed sequentially in the order they were declared).  Because of this, the same &#039;binding&#039; principles that apply to other proc objects apply here (in a nutshell, if a variable didn&#039;t exist when you declared the &#039;before_dying&#039; stuff, then you can&#039;t use it in the &#039;before_dying&#039; code; if it did exist at the time though, you *can* use it, even if it doesn&#039;t really exist in the script when it dies).  Also note that if the command(s) take more than 0.5 seconds to complete, they&#039;re forcibly aborted and the script is killed regardless (this is to prevent a possibly bad situation where a script makes a mistake in the &#039;before_dying&#039; command and is refusing to stop executing due to errors).  Note that if a script is set as executing in SAFE mode, all the restrictions that normally apply will also apply in the &#039;before_dying&#039; code block (this cannot circumvent that, nor can anything else for that matter).&lt;br /&gt;
&lt;br /&gt;
== undo_before_dying ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
undo_before_dying&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Clears any &#039;before_dying&#039; commands that have been used for the script.&lt;br /&gt;
&lt;br /&gt;
== Wounds.torso ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Wounds.torso&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Wounds.neck&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Wounds.lhand&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
(etc)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; Wounds.head; Wounds.neck; Wounds.abs; Wounds.lhand; Wounds.rhand; Wounds.larm; Wounds.rarm; Wounds.chest; Wounds.back; Wounds.rleg; Wounds.lleg; Wounds.nerves&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns the current wound rank (numerically).  If I had &#039;deep gashes and serious bleeding&#039; on my chest, Wounds.chest would return the integer 3.  If I had no wound there, it would return 0.&lt;br /&gt;
&lt;br /&gt;
== Scars.torso ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Scars.nerves&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Scars.lleg&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
(etc)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to the Wounds.(bodypart) commands seen above, but for scars instead of wounds.&lt;br /&gt;
&lt;br /&gt;
== Spell ==&lt;br /&gt;
&lt;br /&gt;
=== Spell[number].cast() ===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Spell[503].cast&lt;br /&gt;
Spell[503].cast(&#039;Tilmen&#039;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; returns result as string ( ie cast roundtime, hinderance, etc. )&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Attempt to cast spell given using info from spell-list.xml&lt;br /&gt;
&lt;br /&gt;
=== Spell[number].affordable? ===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Spell[503].affordable?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; returns true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Useful for knowing if you have enough mana for spell&lt;br /&gt;
&lt;br /&gt;
=== Spell[number].active? ===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Spell[503].active?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; returns true or false if spell is active&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Will return true if the spell is currently active on yourself, false if it is not.&lt;br /&gt;
&lt;br /&gt;
=== Spell[number].timeleft ===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Spell[503].timeleft&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; returns number&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns amount of time left as value&lt;br /&gt;
&lt;br /&gt;
== GameObj ==&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; The GameObj class tracks various objects in the same room as you, and makes their game id, name, noun, status, and contents available to you.&lt;br /&gt;
&lt;br /&gt;
=== GameObj arrays ===&lt;br /&gt;
&lt;br /&gt;
There&#039;s a number of arrays exposed by GameObj. They include:&lt;br /&gt;
&lt;br /&gt;
==== GameObj.inv ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the things you are wearing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.pcs ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the other players in the room, or nil if there are none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.npcs ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the npcs in the room, or nil if there are none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.loot ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the loot in the room, or nil if there is none.  For the purposes of this function, loot is anything that Simu hasn&#039;t tagged with monster bold.  Any exits or anything that shows up in the &amp;quot;You also see&amp;quot; line will be included.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.room_desc ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing any links found in the room description, or nil if there are none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.dead ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the dead &#039;&#039;&#039;npcs&#039;&#039;&#039; in the room, or nil if there are none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.fam_pcs, GameObj.fam_npcs, GameObj.fam_loot, GameObj.fam_room_desc ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class.  Similar to the ones above, except for your familiar&#039;s room, and these don&#039;t stay up-to-date without having your familiar look at the room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Finding Game Objects with GameObj ===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve got an object or array of objects, here&#039;s what to do with them:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
target = GameObj.npcs.find { |npc| npc.status.nil? }&amp;lt;br&amp;gt;&lt;br /&gt;
if target&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;fput &amp;quot;attack ##{target.id}&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; This example shows (in an over-simplified way) the most common use of the GameObj class.   First, &amp;quot;GameObj.npcs&amp;quot; gives an array of all the npcs in the room.  Then, &amp;quot;.find&amp;quot; searches each item in that array.  For each item in the array, the code inside the brackets following &amp;quot;GameObj.npcs.find&amp;quot; is run, and &amp;quot;npc&amp;quot; represents the item it&#039;s currently looking at.  The code inside the brackets acts like an if statement, and as soon as it is true, &amp;quot;target&amp;quot; is assigned the npc object.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;status&amp;quot; method applies to npcs and pcs (using it on others won&#039;t give an error, but it will always return nil).  The status is basically whatever shows up after &amp;quot;that appears&amp;quot;, &amp;quot;that is&amp;quot;, or &amp;quot;who is&amp;quot;.  So, if you also see a kobold that appears stunned, its status will be &amp;quot;stunned&amp;quot;.  In the example, we&#039;re looking for an npc with a nil status, because that represents an npc that&#039;s standing and not stunned, dead, prone, etc.  The game never shows &amp;quot;You also see a kobold that is standing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now suppose there&#039;s twenty kobolds in the room, and only the fifteenth one is standing.  How can you be sure you attack the standing one?  This is where the kobold&#039;s id comes in handy.  Simu assigns an id to almost everything in the game.  Stormfront uses these ids when you click on links.  For the most part, these ids can be used just like nouns.  &amp;quot;attack ##{target.id}&amp;quot; will attack the npc you found earlier, even if other npcs are walking in and out of the room.  The double pound sign is not a typo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other GameObj Methods ===&lt;br /&gt;
&lt;br /&gt;
==== GameObj.containers ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a Hash of ids (as Strings) mapping to arrays of objects of the GameObj class. Each id represents an accessible container &#039;&#039;&#039;that GameObj is aware of&#039;&#039;&#039; with the given id. The id maps to an array of objects of the GameObj class representing that container&#039;s contents.&lt;br /&gt;
&lt;br /&gt;
For a container to be added to the Hash, GameObj must first be made aware of its contents by some sort of interaction with the container, looking in it, opening it, and more. (Someone who knows the specific cases, please add detail!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.right_hand, GameObj.left_hand ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an object of the GameObj class representing whatever is in your hand.  Currently, if there is nothing in your hand, it still returns a GameObj where the name is &amp;quot;Empty&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Useful and Hopefully Self-Explanatory methods to use once you have the right GameObj object====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
.id&amp;lt;br&amp;gt;&lt;br /&gt;
.name&amp;lt;br&amp;gt;&lt;br /&gt;
.noun&amp;lt;br&amp;gt;&lt;br /&gt;
.status&amp;lt;br&amp;gt;&lt;br /&gt;
.contents&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; The Script class deals with and runs scripts.&lt;br /&gt;
&lt;br /&gt;
=== Script.start ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Starts the specified script. Arguments for that script should be passed as a single string. A hash can also be passed with other script options (:quiet, :force, and you can also use :name and :args instead of passing one/two strings).&lt;br /&gt;
&lt;br /&gt;
=== Script.run ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Starts the specified script and waits while it runs. Arguments for that script should be passed as a single string. A hash can also be passed with other script options (:quiet, :force, and you can also use :name and :args instead of passing one/two strings).&lt;br /&gt;
&lt;br /&gt;
=== Script.list, Script.running, Script.hidden ===&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; An array of Script objects for every running/visible/invisible script.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; This is not the same as ;list. The Script class does not have a defined to_s method.&lt;br /&gt;
&lt;br /&gt;
=== Script.running? ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Checks whether a script is running (paused or not)&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
&lt;br /&gt;
=== Script.pause ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Pauses a script&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if the script was paused successfully, false otherwise (script not running or already paused)&lt;br /&gt;
&lt;br /&gt;
=== Script.unpause ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Unpauses a script&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if the script was unpaused successfully, false otherwise (script not running or was not paused)&lt;br /&gt;
&lt;br /&gt;
=== Script.paused? ===&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if a script is running and paused, false otherwise&lt;br /&gt;
&lt;br /&gt;
=== Script.exists? ===&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if a script with the given name is in the user&#039;s script directory, false otherwise. extension is optional.&lt;br /&gt;
&lt;br /&gt;
=== Script.log ===&lt;br /&gt;
Appends to the script&#039;s .log file in the lich/log directory.&lt;br /&gt;
&lt;br /&gt;
=== Script.db ===&lt;br /&gt;
Gets you a sqlite3 database for your script, of type SQLite3::Database (http://www.rubydoc.info/github/luislavena/sqlite3-ruby/SQLite3/Database)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==status_tags==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
status_tags&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039;Tells Lich to send this script XML tags rather than stripping them, or, if already doing so, tells Lich to go back to stripping the XML. If called with the argument &amp;quot;on&amp;quot; or &amp;quot;off&amp;quot;, switches to that setting and echoes that it has done so.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[The Lich]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*The initial content of this article was copied from the scripting documentation posted by Tillmen which formerly resided at http://lichproject.com/&lt;br /&gt;
&lt;br /&gt;
[[category:Scripts]]&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Software/Scripting_reference&amp;diff=97039</id>
		<title>Lich:Software/Scripting reference</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Software/Scripting_reference&amp;diff=97039"/>
		<updated>2017-09-13T15:10:08Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: /* unique_get */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== put ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
put &amp;quot;look&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; the string that was sent&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to Wizard.&lt;br /&gt;
&lt;br /&gt;
== fput ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fput &amp;quot;stance defensive&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fput &amp;quot;stance defensive&amp;quot;, &amp;quot;are now in a defensive stance&amp;quot;, &amp;quot;can&#039;t do that while dead&amp;quot;, &amp;quot;etc&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; the string that was accepted as meaning the action succeeded (see below)&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; forceput&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; It&#039;s named &#039;forceput&#039;  because originally it was intended to be used only infrequently, but as it&#039;s turned out there are very few times when &#039;put&#039; is preferable.  This command will continue to &#039;put&#039; whatever string you give it, until it receives a line from the game that it doesn&#039;t recognize as one of the common &amp;quot;command rejected&amp;quot; responses (for example, &amp;quot;You can&#039;t do that while entangled in a web&amp;quot;, &amp;quot;...wait x seconds&amp;quot; (RT), &amp;quot;Wait x seconds.&amp;quot; (cast RT), &amp;quot;Sorry, you may only type ahead x lines&amp;quot;, &amp;quot;You&#039;ll have to stand up first&amp;quot; (stands and reattempts), etc).  If stunned, it will wait until you&#039;re no longer stunned to reattempt; if in RT (hard or soft), will wait &#039;x&#039; seconds before reattempting.  If you need to stand, it will do so and retry immediately.  If it causes a type ahead error, it will pause for 1 second and then reattempt.  This has a very high rate of success, but it is definitely not infallible -- it only checks the next line received from the game, and there&#039;s no guarantee the next line from the game has anything at all to do with what the &#039;fput&#039; command just sent.  Because of this it can often fail to realize the command wasn&#039;t really successful, particularly if the user is doing a lot of things at once.  If given more than one string, the first string is taken as the command to send to the game, and all other strings are used as what to accept as meaning the action succeeded.  BE CAREFUL with this behavior!  It can very infrequently be extremely useful, but if not used cautiously, it can easily cause a script to mistakenly repeat an action many times in *very* rapid succession (which with CoL signs for instance can very easily kill you in less than a second flat).&lt;br /&gt;
&lt;br /&gt;
== cast ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
cast(908)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
cast(908,&amp;quot;wraith&amp;quot;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string based on outcome of casting the given spell. Outcomes would be the cast roundtime, spell hindrance, not enough mana, and likely others&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Will check that you have enough mana for desired spell, and if so cast the spell. If no target given it will selfcast buffs or open cast if utility/attack. Will automatically change stance based on spell being cast. Will return a string that can be matched to determine if the spell was successfully cast, blocked due to spell hinrance, or if you did not have enough mana.&lt;br /&gt;
&lt;br /&gt;
== pause ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause 1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause &#039;2s&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause &#039;3m&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause &#039;2h&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause &#039;1d&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If given no arguments, pauses for one second.  If given an integer, pauses for that many seconds.  If given a string (as in the examples above), extracts the number to pause for from the string and pauses for that many seconds/hours/days (yeah, well, I was bored, so why not make it do days too).  Return value is the number of seconds it paused for.&lt;br /&gt;
&lt;br /&gt;
== echo ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
echo&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
echo &amp;quot;Hi there!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
echo &amp;quot;Line one&amp;quot;, &amp;quot;Line two&amp;quot;, &amp;quot;endlessly&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Displays &#039;[script_name: the string it was given]&#039; in the game window; if given multiple strings it echoes each string on its own line.  If it&#039;s given no arguments, it simply prints a blank line without the &#039;[script_name: ]&#039; business.&lt;br /&gt;
&lt;br /&gt;
== respond ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
respond&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
respond &amp;quot;I&#039;m a string to display&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
respond &amp;quot;Line one&amp;quot;, &amp;quot;Line two&amp;quot;, &amp;quot;so on and so on&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Just like the &#039;echo&#039; command, but does not display the script name.  Since it&#039;s possible for Lich to be running two dozen scripts at the same time, it can get a little hard to know which script is saying what unless they use the &#039;echo&#039; command and not the &#039;respond&#039; command.  Still, &#039;echo&#039; can be a bit ugly for printing tables and whatnot, so use this instead if desired.  The return value is how many characters the last string displayed contained.&lt;br /&gt;
&lt;br /&gt;
== goto ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
goto &amp;quot;MainLabel&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; (has no return value, the current execution stack is discarded and the jump never returns)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to standard Wizard/SF scripts; the label to jump to has to be in quotes, and its case insensitive.  The label declaration itself (the LABEL: line) MUST NOT be in quotes: only the name of the label when you use the goto command.  If a label called &amp;quot;main&amp;quot; and a label called &amp;quot;Main&amp;quot; (with a capital) both exist, then using GOTO to jump to the &amp;quot;main&amp;quot; label would jump there -- however, if you tried to jump to the &amp;quot;Main&amp;quot; label, it would jump to the capital-letter one instead (basically if there are two labels with the same name but different capitalizations, the goto command starts acting as though its case sensitive).&lt;br /&gt;
&lt;br /&gt;
== wait ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
wait&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to Wizard; waits until a line from the game is seen.  Returns the line (in actuality this command simply clears the game stack and executes a &#039;get&#039;).&lt;br /&gt;
&lt;br /&gt;
== waitrt ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitrt&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer (Fixnum class)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Pauses for however many seconds you&#039;re currently in roundtime for.  Return value is how many seconds paused.  Waits until you&#039;re in roundtime if you aren&#039;t at the time this command is used, and therefore can hang endlessly.&lt;br /&gt;
&lt;br /&gt;
== waitrt? ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitrt?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer (Fixnum class)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;waitrt&#039;, but does not wait until you&#039;re in roundtime and as such will not hang (but will not wait for any roundtime if the game hasn&#039;t sent that you&#039;re in roundtime yet).&lt;br /&gt;
&lt;br /&gt;
== waitcastrt ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitcastrt&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer (Fixnum class)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Pauses for however many seconds you&#039;re currently in RT for.  Return value is how many seconds paused.  Waits until you&#039;re in RT if you aren&#039;t at the time this command is used, and therefore can hang endlessly.&lt;br /&gt;
&lt;br /&gt;
== waitcastrt? ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitcastrt?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer (Fixnum class)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;waitcastrt&#039;, but does not wait until you&#039;re in cast roundtime and as such will not hang (but will not wait for any cast roundtime if the game hasn&#039;t sent that you&#039;re in cast roundtime yet).&lt;br /&gt;
&lt;br /&gt;
== waitfor ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitfor &amp;quot; just arrived.&amp;quot;, &amp;quot;More lines to waitfor if you desire&amp;quot;, &amp;quot;endlessly&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Waits until a line from the game includes the string you gave it as an argument.  The return value is the complete string from the game (in the example used here, if Shaelun entered the room, the command would return &amp;quot;Shaelun just arrived.&amp;quot;).  &#039;waitfor&#039; is case insensitive (capital letters are considered matches even if the string it was given didn&#039;t have a capital letter there).&lt;br /&gt;
&lt;br /&gt;
== unique_waitfor ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
unique_waitfor &amp;quot;continue&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;waitfor&#039; but acts on the &#039;unique&#039; queue.&lt;br /&gt;
&lt;br /&gt;
== wait_while ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
wait_while { percenthealth != 100 }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
wait_while &amp;quot;You do not have full health: waiting until you do.&amp;quot; { percenthealth != 100 }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; all the variants of `Wounds.(bodypart)&#039; are the same for `Scars.(bodypart)&#039;&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; The script will wait while the given code block has a logical value of &#039;true&#039;, and will only continue on to the next line when/if the code block has a value of &#039;false&#039;.  If given the optional string to announce to the user, it will only display that string if it&#039;s going to be sitting there waiting for something -- if the command will not be waiting at all, it doesn&#039;t display the string to the user.  Note that there&#039;s no limit to how long/complicated the code block can be; it was designed for very short logical comparisons like the example above, but need not be used that way.&lt;br /&gt;
&lt;br /&gt;
== wait_until ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
wait_until { checkmana(50) }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical in all ways to &#039;wait_while&#039;, but does the opposite (waits UNTIL the given code block is true, not WHILE it&#039;s true).  Also takes the optional string if desired.&lt;br /&gt;
&lt;br /&gt;
== upstream_get ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
upstream_get&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same thing as &amp;quot;get&amp;quot; except it fetches the last line the user sent to the game.  A script has to ask Lich to give it this information by first using the &amp;quot;toggle_upstream&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
== upstream_get? ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
upstream_get?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Attempts to get the last line the user sent to the game, but does not wait for a line to be sent.  A script has to ask Lich to give it this information by first using the &amp;quot;toggle_upstream&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
== toggle_upstream ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
toggle_upstream&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &amp;quot;upstream&amp;quot; flag (true/false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; See above.&lt;br /&gt;
&lt;br /&gt;
== upstream_waitfor ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
upstream_waitfor &amp;quot;climb stairs&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &amp;quot;waitfor&amp;quot; but only checks the upstream commands (the commands sent to the game by the user).&lt;br /&gt;
&lt;br /&gt;
== undo_before_dying ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
undo_before_dying&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; nothing useful&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Clears any &amp;quot;before_dying&amp;quot; code blocks that have been used.  If none have been used, does nothing (see the &#039;before_dying&#039; command).&lt;br /&gt;
&lt;br /&gt;
== abort! ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
abort!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; never returns&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Immediately kills the script, bypassing any &#039;before_dying&#039; blocks that have been registered.  Probably won&#039;t ever be of use, but it&#039;s a way to make the calling script go away as fast as possible (note that it isn&#039;t any faster than the &#039;exit&#039; command is, it just makes sure that nothing except stopping the script happens).&lt;br /&gt;
&lt;br /&gt;
== watchhealth ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
watchhealth(50) { echo &amp;quot;Uh, your health is below 50...&amp;quot; }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
watchhealth(50, proc_object)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; nothing useful&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns immediately so that the calling script continues to run as normal, and while it does, monitors your health.  If it falls below the number you give it, executes the block you passed to it.  Only does this once -- if you want it to repeat as the script executes (be careful, chances are your health will still be below 50 after the block executes once) then pass watchhealth a proc object that includes a line registering itself over again (as in, a proc that includes a &#039;watchhealth(#, self)&#039; thingie).  If your health never falls below the number you give it, then nothing happens; once the script ends, it stops watching.&lt;br /&gt;
&lt;br /&gt;
== checkoutside ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkoutside&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
outside?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; outside?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Really simple, just returns true if you&#039;re outside, false if you aren&#039;t.  Probably only of use to rangers writing their own spellup scripts or something, but either way: it&#039;s available if you have a use for it.&lt;br /&gt;
&lt;br /&gt;
== Settings.load ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Settings.load&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Settings[&amp;quot;SettingName&amp;quot;]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Settings.save&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Settings.clear&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; either a hash representing your settings, or &#039;nil&#039; if no settings for the script exist&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Note that Settings.clear will erase all settings, but it will NOT save that on its own.  Issue a Settings.save command after the Settings.clear if you want that script&#039;s settings reset permanently.&lt;br /&gt;
&lt;br /&gt;
== toggle_unique ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
toggle_unique&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;unique&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; When a script is set as being &#039;unique&#039;, it does not receive normal game data; instead it only receives what the user sends to it by typing ;send to (script) (message).  This is of use if a script wants to only act on a user&#039;s input or has no use for game data (it provides a method for scripts to make sure game data doesn&#039;t accidentally get recognized as a user&#039;s input, and also serves to prevent scripts from slowly eating away at system resources because the script never checks or clears its data buffer -- see the &#039;clear&#039; command for more on that).&lt;br /&gt;
&lt;br /&gt;
== no_kill_all ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
no_kill_all&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;no_kill_all&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;no kill all&#039; setting: when this setting is on (defaults to off), a script will not be affected by the user typing ;kill all.  A script with this set to on must be killed specifically (by typing ;kill [script], or just ;kill).  There is no way to prevent a script from being killed when targeted by the user.&lt;br /&gt;
&lt;br /&gt;
== no_pause_all ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
no_pause_all&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;no_pause_all&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;no pause all&#039; setting: when this setting is on (defaults to off), a script will not be affected by the user typing ;pause all.  A script with this set to on must be killed specifically (by typing ;pause [script], or just ;pause).  There is no way to prevent a script from being paused when targeted by the user.&lt;br /&gt;
&lt;br /&gt;
== hide_me ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
hide_me&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;hidden&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;hidden&#039; setting.  When this setting is on (defaults to off), a script will not be listed when the user types ;list. It will still show up under ;list all. There is no way to prevent a script from being being displayed in ;list all.&lt;br /&gt;
&lt;br /&gt;
== silence_me ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
silence_me&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;silenced&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;silenced&#039; setting.  A script with this on will not have commands it sends to the game echoed to your game window.  A script run in SAFE mode cannot change this setting (attempting to do so will generate a warning and otherwise have no effect).&lt;br /&gt;
&lt;br /&gt;
== toggle_echo ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
toggle_echo&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; new value of the &#039;suppress echo&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;suppress echo&#039; setting.  A script with this on will not execute any &#039;echo&#039; commands, but will silently ignore them instead; it&#039;s designed more for people who don&#039;t want clutter in their game window but still want to make use of an existing script.  Commands sent to the game are still echoed to the game window.&lt;br /&gt;
&lt;br /&gt;
== checkpoison ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpoison&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; See checkdisease.&lt;br /&gt;
&lt;br /&gt;
== checkdisease ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkdisease&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; See checkpoison.&lt;br /&gt;
&lt;br /&gt;
== get ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
get&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Fetches the next un-checked line of game data (while a script is running, it is given every game line, and these lines are available for a script to check/use at its leisure).&lt;br /&gt;
&lt;br /&gt;
== unique_get ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
unique_get&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Fetches a line from the unique stack, as opposed to the game data stack (see [[Lich_scripting_reference#toggle_unique|toggle_unique]] for more about what the &#039;unique&#039; stack refers to).&lt;br /&gt;
&lt;br /&gt;
== send_to_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
send_to_script &#039;scriptname&#039;, &#039;message to send&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; The target script will be sent a string exactly as though it came from the game.  Returns true if successful, false if the script wasn&#039;t found to be active.&lt;br /&gt;
&lt;br /&gt;
== unique_send_to_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
unique_send_to_script &#039;scriptname&#039;, &#039;message to send&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;send_to_script&#039;, but the script will receive the string sent in its &#039;unique&#039; stack instead of its &#039;game data&#039; stack (see &#039;toggle_unique&#039; for more info).&lt;br /&gt;
&lt;br /&gt;
== move ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
move &#039;northwest&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as the Wizard &#039;move&#039; command, but it will usually compensate for things like type ahead errors, RT, currently stunned, etc.; will also stand and re-attempt the movement if it&#039;s detected to be necessary.  Returns &#039;true&#039; if the move was executed properly, &#039;false&#039; if it wasn&#039;t able to be performed (which is very rare due to the move command&#039;s error compensation measures).&lt;br /&gt;
&lt;br /&gt;
== multimove ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
multimove &#039;nw&#039;, &#039;ne&#039;, &#039;go hole&#039;, &#039;climb stairs&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Takes multiple directions to move in and executes the &#039;move&#039; command for each one.  Returns the value of the last &#039;move&#039; command executed (true or false).&lt;br /&gt;
&lt;br /&gt;
== fetchloot ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fetchloot&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Performs a &#039;look&#039; and takes/puts away all items on the ground that aren&#039;t listed in your &#039;excludeloot:&#039; setting.  Return value is the last line from the game.&lt;br /&gt;
&lt;br /&gt;
== Lich.fetchloot ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Lich.fetchloot&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;fetchloot&#039; in all ways except only the items listed in your &#039;treasure:&#039; setting are fetched.&lt;br /&gt;
&lt;br /&gt;
== checkloot ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkloot&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings (or an empty array if no items)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns an array consisting of the items currently in the room.&lt;br /&gt;
&lt;br /&gt;
== take ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
take &amp;quot;box&amp;quot;, &amp;quot;coffer&amp;quot;, &amp;quot;ruby&amp;quot;, &amp;quot;etc&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string (the last line the &#039;fput&#039; command saw)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Picks up every item listed and puts each one in turn into your &#039;lootsack:&#039; setting by issuing the commands with fput.&lt;br /&gt;
&lt;br /&gt;
== checkpaths ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpaths&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpaths &#039;nw&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings, or true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns an array consisting of the current &#039;Obvious exits:&#039; directions if given no argument, or true/false based on whether all arguments given are currently available as exits or not.&lt;br /&gt;
&lt;br /&gt;
== walk ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
walk&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Moves in a random cardinal direction (what&#039;s seen in the &#039;Obvious exits:&#039; line), storing the direction moved, and returning &#039;true&#039; if there is a critter in the room or &#039;false&#039; if there aren&#039;t any NPCs in the room.  The stored direction will not be among the random directions chosen the next time the &#039;walk&#039; command is used (unless it hits a dead-end, then it will backtrack the way it came).&lt;br /&gt;
&lt;br /&gt;
== run ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
run if not health(50)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Will execute a &#039;walk&#039; command repeatedly until it enters a room with no critters, at which point it returns and the script will pick up execution on the next line (does not continue to run away).&lt;br /&gt;
&lt;br /&gt;
== checkfried ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfried&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns true if you&#039;re fried, false if not.&lt;br /&gt;
&lt;br /&gt;
== checkmind ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkmind&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkmind(2)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; By itself returns a string representing the level of exp in your head (&#039;clear as a bell&#039;, &#039;fried&#039;, &#039;muddled&#039;, etc).  If given an integer, returns true or false if you have the corresponding level of exp in your head, with 0 being &#039;clear as a bell&#039;, 1 being &#039;fresh and clear&#039;, etc.&lt;br /&gt;
&lt;br /&gt;
== check_mind ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
check_mind&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
check_mind(50)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; By itself returns a string representing the level of exp in your head (&#039;clear as a bell&#039;, &#039;fried&#039;, &#039;muddled&#039;, etc).  If given an integer, returns true or false if you have the corresponding percentage of exp in your head.&lt;br /&gt;
&lt;br /&gt;
== percentmind ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
percentmind&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
percentmind(80)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; integer, or true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; By itself returns an integer ranging from 0-100 representing the percentage of exp in your head. If given an integer, returns true or false if you have at least that percentage of experience.  Both saturated and fried show up as 100 percent - a user interested in distinguishing between the two can add a checksaturated or saturated? qualifier to their percentmind check.&lt;br /&gt;
&lt;br /&gt;
== checkarea ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkarea&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkarea &amp;quot;illistim&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string, or true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; By itself returns the geographical area of your current room, or if given a string to check for, returns true or false based on whether your current area matches the string or not.&lt;br /&gt;
&lt;br /&gt;
== checkroom ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkroom&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkroom &amp;quot;table&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to checkarea, but uses the room title instead of the geographical area.&lt;br /&gt;
&lt;br /&gt;
== checkfamarea/checkfamroom ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfamarea&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfamarea &amp;quot;illistim&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string, or true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to checkarea/checkroom, but check your familiar&#039;s current location instead of yours (only in Wizard and only if you have a familiar).&lt;br /&gt;
&lt;br /&gt;
== checkright/checkleft ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkright&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkleft &amp;quot;broadsword&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; righthand?/lefthand?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Give them a string and will return true/false if it matches what you&#039;re holding, or the last word in the item name if used by itself.  If your hands are currently empty, it will return &#039;nil&#039; (identical to &#039;false&#039; in a logical comparison) regardless of whether it was given an argument or not.  This behavior can be useful to make absolutely certain a &#039;take&#039; command succeeded, for instance.&lt;br /&gt;
&lt;br /&gt;
== checkstance ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstance&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstance &amp;quot;offensive&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstance 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; stance&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; With no arguments, returns the string representing your current stance. With a numerical or string argument, returns a boolean flag indicating if the current stance matches the given string. For string based comparisons, this will correctly test against the stance values possible if using [[Combat Mastery]] or [[[[Warrior_Tricks#Stance_Perfection|Stance Perfection]]]], while integer based arguments will perform a precise comparison.&lt;br /&gt;
&lt;br /&gt;
== check(thing) ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstanding&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkspell &amp;quot;spirit defense&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkdead&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; mostly true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; checkstanding; checknotstanding; checksitting; checkprone; checkkneeling/kneeling?; checkprep/prepped?; checkmind; checkgrouped/checkjoined/joined?; checkwebbed/webbed?; checkstunned/stunned?; checkdead/dead?; checkhidden/checkhiding/hidden/hiding?; checkname/myname?; checkspell/checkactive/active?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Most are true if you are (checkstunned for example), false if you aren&#039;t; they all follow the same basic behavior as the above-documented &#039;check&#039; commands.&lt;br /&gt;
&lt;br /&gt;
== checkname ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkname&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkname &amp;quot;Shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; string or true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; True/false if given a string and the names match, or just returns the character name if given no arguments.&lt;br /&gt;
&lt;br /&gt;
== checknpcs ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
if checknpcs&lt;br /&gt;
	fput &amp;quot;attack&amp;quot;&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
if checknpcs &amp;quot;big monster of doom&amp;quot;, &amp;quot;small monster of doom&amp;quot;&lt;br /&gt;
	put &amp;quot;Oh noes!&amp;quot;&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
	for npc in checknpcs&lt;br /&gt;
		put &amp;quot;greet #{npc}&amp;quot;&lt;br /&gt;
	end&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings, a string, or nil&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If checknpcs is used without giving it npcs to check for, it returns an array of strings coresponding to the noun of each npc in the room, or nil if there are no npcs (does not return an empty array, so you can use &amp;quot;if checknpcs&amp;quot;).  If chekcnpcs is given npcs to look for, it returns a string of the first matching npc it finds, or nil if none matched (any string evaluates to true, only nil and false evaluate to false in an if statement).&lt;br /&gt;
&lt;br /&gt;
== checkpcs ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpcs&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpcs &amp;quot;shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; array of strings, or true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;checknpcs&#039;, but with the players currently present.&lt;br /&gt;
&lt;br /&gt;
== checkfampcs ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfampcs &amp;quot;shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfampcs&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; array of strings, or true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; checkfamnpcs&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to the above two, but tracks for your familiar&#039;s room instead.  Not available in SF as of v3.06.&lt;br /&gt;
&lt;br /&gt;
== checkstamina ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstamina 50&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstamina&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false or an integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Only in StormFront (there is no auto-updated stamina tag in Wizard).  Given no arguments, returns your current stamina.  Given a number, returns true/false based on whether you have at least or more than that number.&lt;br /&gt;
&lt;br /&gt;
== checkrt / checkcastrt ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkrt&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkcastrt&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; value of roundtime&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns a value of how much roundtime left. Useful for IF statements.&lt;br /&gt;
&lt;br /&gt;
== checkmana/checkhealth/checkspirit ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkmana 50&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; identical as above&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; health, health?, mana, mana?, spirit, spirit?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to checkstamina.&lt;br /&gt;
&lt;br /&gt;
== clear ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
clear&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings (possible for the return array to be empty, but unlikely)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Empties ALL unchecked input to the script from ALL queues (normal game stack, unique script stack and upstream stack); the return value is whatever was in the game data stack before it was cleared (which could be nothing, in which case the return is an empty array).&lt;br /&gt;
&lt;br /&gt;
== i_stand_alone ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
i_stand_alone&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the setting (true/false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off.  Removes a script from ALL data feeds; a script using this will receive no game lines and no unique data whatsoever (unless they toggle it back off).  If Lich can more or less ignore that a script exists and not bother with keeping its data stacks up-to-the-second with game data and anything else it&#039;s requested, then a script has virtually no overhead whatsoever (meaning any resources it requires come only from what it does independantly).  Useful for some scripts who have no need to eat up resources being fed game data (such as dict.lic).&lt;br /&gt;
&lt;br /&gt;
== dothis ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
dothis &amp;quot;action here&amp;quot;, &amp;quot;string to match for success&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a success string, or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Similar to fput, but will continue to try the action until a success string is matched&lt;br /&gt;
&lt;br /&gt;
== dothistimeout ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
dothistimeout &amp;quot;action here&amp;quot;, time, &amp;quot;string to match for success&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a success string, or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;dothis&#039;, but if a success isn&#039;t seen in the given amount of time, returns a value of &#039;false&#039; and the script will move on.&lt;br /&gt;
&lt;br /&gt;
== matchtimeout ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
matchtimeout 5, &amp;quot;string to watch for&amp;quot;, &amp;quot;another&amp;quot;, &amp;quot;endlessly&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string, or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;waitfor&#039;, but if a match isn&#039;t seen in the given amount of time, returns a value of &#039;false&#039; and the script will move on.&lt;br /&gt;
&lt;br /&gt;
== matchwait ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If used without any arguments, 100% identical to Wizard &#039;matchwait&#039; commands.  You can optionally give it arguments, in which case it acts identically to &#039;waitfor&#039; in all ways except one: matches are case sensitive (for instance, matchwait &amp;quot;shaelun&amp;quot; will not match if the word &amp;quot;Shaelun&amp;quot; is seen from the game).&lt;br /&gt;
&lt;br /&gt;
== match ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
match &#039;label&#039;, &#039;line to watch for&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
match &amp;quot;gameline&amp;quot;, &amp;quot;gameline&amp;quot;, &amp;quot;some other gameline&amp;quot;, &amp;quot;so on and so forth&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If given exactly two arguments, identical to the Wizard &#039;match&#039; command.  If given *any* other number of arguments, it&#039;s a case sensitive version of &#039;waitfor&#039; but instead of returning the entire matching game line, it returns only the portion of the string you asked it to watch for.&lt;br /&gt;
&lt;br /&gt;
== matchfind ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
matchfind &amp;quot;A ? attacks you!&amp;quot;, &amp;quot;A ? swings a ? at you!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
person, weapon = matchfind &amp;quot;? swings a ? at you!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string or an array&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;waitfor&#039;, but returns only the portion of the line where the question mark(s) are.  If given multiple question marks, returns an array containing the portions of the string (in order).  Note that if you assign multiple variables to equal a single array, the array&#039;s elements are used in order and assigned to each variable (if there are fewer elements in the array than there are variables being assigned, variables receive a value of &#039;nil&#039;, and if there are more elements in the array than there are variables being assigned, the last variable is assigned an array with the remaining values).  This is why the above usage example works (person, weapon =).&lt;br /&gt;
&lt;br /&gt;
== matchfindword ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
weapon = matchfindword &amp;quot;Shaelun swings a ? at you!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string (single word)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;matchfind&#039;, but only looks for a single word where the question marks are.  Note that a line won&#039;t match if more than one word is where the question mark is (in the above example, if the weapon were a &amp;quot;broadsword&amp;quot; it would match, but if it were a &amp;quot;sonic hammer of kai&amp;quot; there would be no match).&lt;br /&gt;
&lt;br /&gt;
== matchfindexact ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
matchfindexact &amp;quot;? just arrived.&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Version of matchfind meant for use in special cases; matchfind is very forgiving and will return and match anything (case insensitively) -- matchfindexact is very strict.  It is case sensitive and cares about things like spaces, word boundaries (partial pieces of a word will not match, only whole words), the case of the string it&#039;s looking for, etc..  Use it if you need to use matchfind and want to make sure only a very specific line matches.&lt;br /&gt;
&lt;br /&gt;
== send_scripts ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
send_scripts &amp;quot;To the running scripts, this line looks identical to one that came from the game&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;send_to_script&#039;, but sends a line to all scripts instead of just one.&lt;br /&gt;
&lt;br /&gt;
== regetall ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
regetall &amp;quot;Shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings, or nil&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Takes a string and returns an array of all game lines (since login) that match as having contained the given string (absolutely every single line since you logged in, Lich remembers them all).  If a script is set as receiving the status data that doesn&#039;t show in the game window, those lines are also matched for; if the script is only being fed normal game data, that&#039;s the only history this command checks.  If no matching lines were found, returns &#039;nil&#039; (which is false in a logical comparison).  As well as returning the matches, it also adds them to the script&#039;s game data stack so that subsequent &#039;get&#039; commands will fetch them in order.  The string to match for is actually optional, and if omitted, all lines are considered &#039;matching&#039;.&lt;br /&gt;
&lt;br /&gt;
== reget ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
reget 3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
reget 5, &amp;quot;Shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings, or nil&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Similar to &#039;regetall&#039; in behavior, but it only checks the current RAM cache (every 2 minutes, Lich&#039;s &#039;memory&#039; of game data is emptied out of RAM and stored in a temporary file on the hard disk so that the program doesn&#039;t take up more resources than is necessary -- these files are deleted when the program closes); it also takes an optional integer, which represents how many game lines back to check (&#039;reget 5&#039; would scan the last 5 lines from the game that are still in RAM).  If the integer is omitted, will scan the entire existing RAM buffer (again, cleared every 2 minutes).&lt;br /&gt;
&lt;br /&gt;
== multifput ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
multifput &amp;quot;stance offensive&amp;quot;, &amp;quot;incant 910&amp;quot;, &amp;quot;stance defensive&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string (return value of the last &#039;fput&#039; executed)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Takes multiple strings and executes an &#039;fput&#039; command for every one sequentially.&lt;br /&gt;
&lt;br /&gt;
== kill_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
kill_script &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; kill_scripts, stop_script, stop_scripts&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Simulates the user having entered  ;kill test  in the game entry box and hitting enter; takes multiple scripts to kill.  If the script is not running, returns false; if the script was found to be active and was killed, returns true.&lt;br /&gt;
&lt;br /&gt;
== start_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_script &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_script &amp;quot;heal&amp;quot;, [ &amp;quot;shaelun&amp;quot;, &amp;quot;adhara&amp;quot; ]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Simulates the user having entered  ;test  in the game entry box.  Returns &#039;true&#039; if the script was successfully started, &#039;false&#039; if for any reason it couldn&#039;t be found/started.  The optional second argument (which must be an array, as seen in the above example) can be used to simulate arguments to the script (the above example would simulate the user typing:  ;heal shaelun adhara).&lt;br /&gt;
&lt;br /&gt;
== start_scripts ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_scripts &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_scripts &amp;quot;test&amp;quot;, &amp;quot;calcredux&amp;quot;, &amp;quot;etc&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Executes a &amp;quot;start_script&amp;quot; command for every argument given.  Note that you cannot give a script arguments when using this command.&lt;br /&gt;
&lt;br /&gt;
== start_wizard_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_wizard_script &amp;quot;test&amp;quot;, [ &amp;quot;command line variable(s)&amp;quot;, &amp;quot;etc&amp;quot; ]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if successful, false if the script can&#039;t be found or run&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;start_script&#039;, but starts Wizard/SF script files. &#039;&#039;&#039;Note: This command no longer exists in the latest versions of lich&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== maxhealth/maxstamina/maxmana/maxspirit ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fput &amp;quot;eat my acantha leaf&amp;quot; while (checkhealth &amp;lt; maxhealth)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns your maximum health/spirit/stamina/mana as an integer (class Fixnum).  Takes no arguments.&lt;br /&gt;
&lt;br /&gt;
== pause_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause_script&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause_script &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If given no arguments, pauses the script using the command.  If given a string, pauses the script who&#039;s name matches that string; if the script is not currently active, returns &#039;false&#039; (&#039;true&#039; if the script was paused successfully).&lt;br /&gt;
&lt;br /&gt;
== unpause_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
unpause_script &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Unpauses the script you give it.  Note that because of the way the &#039;script is paused&#039; state is handled, it&#039;s conceivable for a script that was paused to actually still be executing commands internally for a brief time -- a script isn&#039;t actually &amp;quot;stopped dead in its tracks&amp;quot; until it attempts to interact with the game in some way (by fetching game data, sending game data, or by attempting a command that requires the script to be identified).  Since most commands identify a script (including this one), this command cannot unpause the script itself: when it attempts to unpause itself, it will be identified as being paused and will be halted where it is until it&#039;s unpaused by another script or the user (or killed).  When it is, it will be allowed to continue, and will then try to unpause itself (pointlessly, since it was just unpaused...).&lt;br /&gt;
&lt;br /&gt;
== percenthealth/percentmana/percentspirit/percentstamina ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fput &amp;quot;eat my acantha leaf&amp;quot; while (percenthealth &amp;lt; 90)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns an integer (0-100) representing the percentage of your current health/mana/whatever in relation to your max.&lt;br /&gt;
&lt;br /&gt;
== running? ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
running? &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Takes a string and returns true/false if the given script is active or not.&lt;br /&gt;
&lt;br /&gt;
== variable ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
variable[1]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array, possibly empty&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; script.vars&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; It&#039;s an array containing the command line variables the user entered when starting the script (begins at variable[1], unlike standard arrays; as is the behavior of Wizard, variable[0] is the entire line the user entered).&lt;br /&gt;
&lt;br /&gt;
== checkspell ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkspell &amp;quot;elemental defense i&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; active?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns true if the spell you give it is active, false if it isn&#039;t (only available if you use the infomon script, since that&#039;s what keeps track of this).&lt;br /&gt;
&lt;br /&gt;
== die_with_me ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
die_with_me &amp;quot;test&amp;quot;, &amp;quot;calcredux&amp;quot;, &amp;quot;etc&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If the given scripts are active at the time the script using this command ends (exits itself, finishes, gets killed by the user, or dies in error) they&#039;ll all be killed automatically (produces no notification to avoid clutter, but the scripts are indeed stopped).  The given scripts need not be running (or technically even exist) at the time this command is used -- it only updates the setting, and that setting isn&#039;t actually acted upon until the script is killed.&lt;br /&gt;
&lt;br /&gt;
== before_dying ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
before_dying { echo &amp;quot;Oh God, why have you killed me dear user...?!&amp;quot; }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
before_dying { Settings.save }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Performs the given actions right before the script exits.  Note nothing is done at the time this command is used (it simply sets what should be done just before the script is killed).  The block given to this command is actually wrapped up into a proc object (an object of the &#039;Procedure&#039; class), and scheduled to be run when the script is killed/exits (if multiple procs exist, they are executed sequentially in the order they were declared).  Because of this, the same &#039;binding&#039; principles that apply to other proc objects apply here (in a nutshell, if a variable didn&#039;t exist when you declared the &#039;before_dying&#039; stuff, then you can&#039;t use it in the &#039;before_dying&#039; code; if it did exist at the time though, you *can* use it, even if it doesn&#039;t really exist in the script when it dies).  Also note that if the command(s) take more than 0.5 seconds to complete, they&#039;re forcibly aborted and the script is killed regardless (this is to prevent a possibly bad situation where a script makes a mistake in the &#039;before_dying&#039; command and is refusing to stop executing due to errors).  Note that if a script is set as executing in SAFE mode, all the restrictions that normally apply will also apply in the &#039;before_dying&#039; code block (this cannot circumvent that, nor can anything else for that matter).&lt;br /&gt;
&lt;br /&gt;
== undo_before_dying ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
undo_before_dying&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Clears any &#039;before_dying&#039; commands that have been used for the script.&lt;br /&gt;
&lt;br /&gt;
== Wounds.torso ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Wounds.torso&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Wounds.neck&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Wounds.lhand&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
(etc)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; Wounds.head; Wounds.neck; Wounds.abs; Wounds.lhand; Wounds.rhand; Wounds.larm; Wounds.rarm; Wounds.chest; Wounds.back; Wounds.rleg; Wounds.lleg; Wounds.nerves&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns the current wound rank (numerically).  If I had &#039;deep gashes and serious bleeding&#039; on my chest, Wounds.chest would return the integer 3.  If I had no wound there, it would return 0.&lt;br /&gt;
&lt;br /&gt;
== Scars.torso ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Scars.nerves&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Scars.lleg&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
(etc)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to the Wounds.(bodypart) commands seen above, but for scars instead of wounds.&lt;br /&gt;
&lt;br /&gt;
== Spell ==&lt;br /&gt;
&lt;br /&gt;
=== Spell[number].cast() ===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Spell[503].cast&lt;br /&gt;
Spell[503].cast(&#039;Tilmen&#039;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; returns result as string ( ie cast roundtime, hinderance, etc. )&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Attempt to cast spell given using info from spell-list.xml&lt;br /&gt;
&lt;br /&gt;
=== Spell[number].affordable? ===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Spell[503].affordable?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; returns true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Useful for knowing if you have enough mana for spell&lt;br /&gt;
&lt;br /&gt;
=== Spell[number].active? ===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Spell[503].active?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; returns true or false if spell is active&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Will return true if the spell is currently active on yourself, false if it is not.&lt;br /&gt;
&lt;br /&gt;
=== Spell[number].timeleft ===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Spell[503].timeleft&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; returns number&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns amount of time left as value&lt;br /&gt;
&lt;br /&gt;
== GameObj ==&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; The GameObj class tracks various objects in the same room as you, and makes their game id, name, noun, status, and contents available to you.&lt;br /&gt;
&lt;br /&gt;
=== GameObj arrays ===&lt;br /&gt;
&lt;br /&gt;
There&#039;s a number of arrays exposed by GameObj. They include:&lt;br /&gt;
&lt;br /&gt;
==== GameObj.inv ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the things you are wearing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.pcs ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the other players in the room, or nil if there are none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.npcs ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the npcs in the room, or nil if there are none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.loot ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the loot in the room, or nil if there is none.  For the purposes of this function, loot is anything that Simu hasn&#039;t tagged with monster bold.  Any exits or anything that shows up in the &amp;quot;You also see&amp;quot; line will be included.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.room_desc ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing any links found in the room description, or nil if there are none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.dead ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the dead &#039;&#039;&#039;npcs&#039;&#039;&#039; in the room, or nil if there are none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.fam_pcs, GameObj.fam_npcs, GameObj.fam_loot, GameObj.fam_room_desc ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class.  Similar to the ones above, except for your familiar&#039;s room, and these don&#039;t stay up-to-date without having your familiar look at the room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Finding Game Objects with GameObj ===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve got an object or array of objects, here&#039;s what to do with them:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
target = GameObj.npcs.find { |npc| npc.status.nil? }&amp;lt;br&amp;gt;&lt;br /&gt;
if target&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;fput &amp;quot;attack ##{target.id}&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; This example shows (in an over-simplified way) the most common use of the GameObj class.   First, &amp;quot;GameObj.npcs&amp;quot; gives an array of all the npcs in the room.  Then, &amp;quot;.find&amp;quot; searches each item in that array.  For each item in the array, the code inside the brackets following &amp;quot;GameObj.npcs.find&amp;quot; is run, and &amp;quot;npc&amp;quot; represents the item it&#039;s currently looking at.  The code inside the brackets acts like an if statement, and as soon as it is true, &amp;quot;target&amp;quot; is assigned the npc object.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;status&amp;quot; method applies to npcs and pcs (using it on others won&#039;t give an error, but it will always return nil).  The status is basically whatever shows up after &amp;quot;that appears&amp;quot;, &amp;quot;that is&amp;quot;, or &amp;quot;who is&amp;quot;.  So, if you also see a kobold that appears stunned, its status will be &amp;quot;stunned&amp;quot;.  In the example, we&#039;re looking for an npc with a nil status, because that represents an npc that&#039;s standing and not stunned, dead, prone, etc.  The game never shows &amp;quot;You also see a kobold that is standing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now suppose there&#039;s twenty kobolds in the room, and only the fifteenth one is standing.  How can you be sure you attack the standing one?  This is where the kobold&#039;s id comes in handy.  Simu assigns an id to almost everything in the game.  Stormfront uses these ids when you click on links.  For the most part, these ids can be used just like nouns.  &amp;quot;attack ##{target.id}&amp;quot; will attack the npc you found earlier, even if other npcs are walking in and out of the room.  The double pound sign is not a typo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other GameObj Methods ===&lt;br /&gt;
&lt;br /&gt;
==== GameObj.containers ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a Hash of ids (as Strings) mapping to arrays of objects of the GameObj class. Each id represents an accessible container &#039;&#039;&#039;that GameObj is aware of&#039;&#039;&#039; with the given id. The id maps to an array of objects of the GameObj class representing that container&#039;s contents.&lt;br /&gt;
&lt;br /&gt;
For a container to be added to the Hash, GameObj must first be made aware of its contents by some sort of interaction with the container, looking in it, opening it, and more. (Someone who knows the specific cases, please add detail!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.right_hand, GameObj.left_hand ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an object of the GameObj class representing whatever is in your hand.  Currently, if there is nothing in your hand, it still returns a GameObj where the name is &amp;quot;Empty&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Useful and Hopefully Self-Explanatory methods to use once you have the right GameObj object====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
.id&amp;lt;br&amp;gt;&lt;br /&gt;
.name&amp;lt;br&amp;gt;&lt;br /&gt;
.noun&amp;lt;br&amp;gt;&lt;br /&gt;
.status&amp;lt;br&amp;gt;&lt;br /&gt;
.contents&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; The Script class deals with and runs scripts.&lt;br /&gt;
&lt;br /&gt;
=== Script.start ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Starts the specified script. Arguments for that script should be passed as a single string. A hash can also be passed with other script options (:quiet, :force, and you can also use :name and :args instead of passing one/two strings).&lt;br /&gt;
&lt;br /&gt;
=== Script.run ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Starts the specified script and waits while it runs. Arguments for that script should be passed as a single string. A hash can also be passed with other script options (:quiet, :force, and you can also use :name and :args instead of passing one/two strings).&lt;br /&gt;
&lt;br /&gt;
=== Script.list, Script.running, Script.hidden ===&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; An array of Script objects for every running/visible/invisible script.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; This is not the same as ;list. The Script class does not have a defined to_s method.&lt;br /&gt;
&lt;br /&gt;
=== Script.running? ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Checks whether a script is running (paused or not)&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
&lt;br /&gt;
=== Script.pause ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Pauses a script&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if the script was paused successfully, false otherwise (script not running or already paused)&lt;br /&gt;
&lt;br /&gt;
=== Script.unpause ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Unpauses a script&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if the script was unpaused successfully, false otherwise (script not running or was not paused)&lt;br /&gt;
&lt;br /&gt;
=== Script.paused? ===&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if a script is running and paused, false otherwise&lt;br /&gt;
&lt;br /&gt;
=== Script.exists? ===&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if a script with the given name is in the user&#039;s script directory, false otherwise. extension is optional.&lt;br /&gt;
&lt;br /&gt;
=== Script.log ===&lt;br /&gt;
Appends to the script&#039;s .log file in the lich/log directory.&lt;br /&gt;
&lt;br /&gt;
=== Script.db ===&lt;br /&gt;
Gets you a sqlite3 database for your script, of type SQLite3::Database (http://www.rubydoc.info/github/luislavena/sqlite3-ruby/SQLite3/Database)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==status_tags==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
status_tags&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039;Tells Lich to send this script XML tags rather than stripping them, or, if already doing so, tells Lich to go back to stripping the XML. If called with the argument &amp;quot;on&amp;quot; or &amp;quot;off&amp;quot;, switches to that setting and echoes that it has done so.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[The Lich]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*The initial content of this article was copied from the scripting documentation posted by Tillmen which formerly resided at http://lichproject.com/&lt;br /&gt;
&lt;br /&gt;
[[category:Scripts]]&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Software/Scripting_reference&amp;diff=97036</id>
		<title>Lich:Software/Scripting reference</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Software/Scripting_reference&amp;diff=97036"/>
		<updated>2017-09-13T14:33:04Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== put ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
put &amp;quot;look&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; the string that was sent&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to Wizard.&lt;br /&gt;
&lt;br /&gt;
== fput ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fput &amp;quot;stance defensive&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fput &amp;quot;stance defensive&amp;quot;, &amp;quot;are now in a defensive stance&amp;quot;, &amp;quot;can&#039;t do that while dead&amp;quot;, &amp;quot;etc&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; the string that was accepted as meaning the action succeeded (see below)&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; forceput&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; It&#039;s named &#039;forceput&#039;  because originally it was intended to be used only infrequently, but as it&#039;s turned out there are very few times when &#039;put&#039; is preferable.  This command will continue to &#039;put&#039; whatever string you give it, until it receives a line from the game that it doesn&#039;t recognize as one of the common &amp;quot;command rejected&amp;quot; responses (for example, &amp;quot;You can&#039;t do that while entangled in a web&amp;quot;, &amp;quot;...wait x seconds&amp;quot; (RT), &amp;quot;Wait x seconds.&amp;quot; (cast RT), &amp;quot;Sorry, you may only type ahead x lines&amp;quot;, &amp;quot;You&#039;ll have to stand up first&amp;quot; (stands and reattempts), etc).  If stunned, it will wait until you&#039;re no longer stunned to reattempt; if in RT (hard or soft), will wait &#039;x&#039; seconds before reattempting.  If you need to stand, it will do so and retry immediately.  If it causes a type ahead error, it will pause for 1 second and then reattempt.  This has a very high rate of success, but it is definitely not infallible -- it only checks the next line received from the game, and there&#039;s no guarantee the next line from the game has anything at all to do with what the &#039;fput&#039; command just sent.  Because of this it can often fail to realize the command wasn&#039;t really successful, particularly if the user is doing a lot of things at once.  If given more than one string, the first string is taken as the command to send to the game, and all other strings are used as what to accept as meaning the action succeeded.  BE CAREFUL with this behavior!  It can very infrequently be extremely useful, but if not used cautiously, it can easily cause a script to mistakenly repeat an action many times in *very* rapid succession (which with CoL signs for instance can very easily kill you in less than a second flat).&lt;br /&gt;
&lt;br /&gt;
== cast ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
cast(908)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
cast(908,&amp;quot;wraith&amp;quot;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string based on outcome of casting the given spell. Outcomes would be the cast roundtime, spell hindrance, not enough mana, and likely others&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Will check that you have enough mana for desired spell, and if so cast the spell. If no target given it will selfcast buffs or open cast if utility/attack. Will automatically change stance based on spell being cast. Will return a string that can be matched to determine if the spell was successfully cast, blocked due to spell hinrance, or if you did not have enough mana.&lt;br /&gt;
&lt;br /&gt;
== pause ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause 1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause &#039;2s&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause &#039;3m&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause &#039;2h&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause &#039;1d&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If given no arguments, pauses for one second.  If given an integer, pauses for that many seconds.  If given a string (as in the examples above), extracts the number to pause for from the string and pauses for that many seconds/hours/days (yeah, well, I was bored, so why not make it do days too).  Return value is the number of seconds it paused for.&lt;br /&gt;
&lt;br /&gt;
== echo ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
echo&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
echo &amp;quot;Hi there!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
echo &amp;quot;Line one&amp;quot;, &amp;quot;Line two&amp;quot;, &amp;quot;endlessly&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Displays &#039;[script_name: the string it was given]&#039; in the game window; if given multiple strings it echoes each string on its own line.  If it&#039;s given no arguments, it simply prints a blank line without the &#039;[script_name: ]&#039; business.&lt;br /&gt;
&lt;br /&gt;
== respond ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
respond&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
respond &amp;quot;I&#039;m a string to display&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
respond &amp;quot;Line one&amp;quot;, &amp;quot;Line two&amp;quot;, &amp;quot;so on and so on&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Just like the &#039;echo&#039; command, but does not display the script name.  Since it&#039;s possible for Lich to be running two dozen scripts at the same time, it can get a little hard to know which script is saying what unless they use the &#039;echo&#039; command and not the &#039;respond&#039; command.  Still, &#039;echo&#039; can be a bit ugly for printing tables and whatnot, so use this instead if desired.  The return value is how many characters the last string displayed contained.&lt;br /&gt;
&lt;br /&gt;
== goto ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
goto &amp;quot;MainLabel&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; (has no return value, the current execution stack is discarded and the jump never returns)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to standard Wizard/SF scripts; the label to jump to has to be in quotes, and its case insensitive.  The label declaration itself (the LABEL: line) MUST NOT be in quotes: only the name of the label when you use the goto command.  If a label called &amp;quot;main&amp;quot; and a label called &amp;quot;Main&amp;quot; (with a capital) both exist, then using GOTO to jump to the &amp;quot;main&amp;quot; label would jump there -- however, if you tried to jump to the &amp;quot;Main&amp;quot; label, it would jump to the capital-letter one instead (basically if there are two labels with the same name but different capitalizations, the goto command starts acting as though its case sensitive).&lt;br /&gt;
&lt;br /&gt;
== wait ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
wait&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to Wizard; waits until a line from the game is seen.  Returns the line (in actuality this command simply clears the game stack and executes a &#039;get&#039;).&lt;br /&gt;
&lt;br /&gt;
== waitrt ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitrt&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer (Fixnum class)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Pauses for however many seconds you&#039;re currently in roundtime for.  Return value is how many seconds paused.  Waits until you&#039;re in roundtime if you aren&#039;t at the time this command is used, and therefore can hang endlessly.&lt;br /&gt;
&lt;br /&gt;
== waitrt? ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitrt?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer (Fixnum class)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;waitrt&#039;, but does not wait until you&#039;re in roundtime and as such will not hang (but will not wait for any roundtime if the game hasn&#039;t sent that you&#039;re in roundtime yet).&lt;br /&gt;
&lt;br /&gt;
== waitcastrt ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitcastrt&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer (Fixnum class)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Pauses for however many seconds you&#039;re currently in RT for.  Return value is how many seconds paused.  Waits until you&#039;re in RT if you aren&#039;t at the time this command is used, and therefore can hang endlessly.&lt;br /&gt;
&lt;br /&gt;
== waitcastrt? ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitcastrt?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer (Fixnum class)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;waitcastrt&#039;, but does not wait until you&#039;re in cast roundtime and as such will not hang (but will not wait for any cast roundtime if the game hasn&#039;t sent that you&#039;re in cast roundtime yet).&lt;br /&gt;
&lt;br /&gt;
== waitfor ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitfor &amp;quot; just arrived.&amp;quot;, &amp;quot;More lines to waitfor if you desire&amp;quot;, &amp;quot;endlessly&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Waits until a line from the game includes the string you gave it as an argument.  The return value is the complete string from the game (in the example used here, if Shaelun entered the room, the command would return &amp;quot;Shaelun just arrived.&amp;quot;).  &#039;waitfor&#039; is case insensitive (capital letters are considered matches even if the string it was given didn&#039;t have a capital letter there).&lt;br /&gt;
&lt;br /&gt;
== unique_waitfor ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
unique_waitfor &amp;quot;continue&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;waitfor&#039; but acts on the &#039;unique&#039; queue.&lt;br /&gt;
&lt;br /&gt;
== wait_while ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
wait_while { percenthealth != 100 }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
wait_while &amp;quot;You do not have full health: waiting until you do.&amp;quot; { percenthealth != 100 }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; all the variants of `Wounds.(bodypart)&#039; are the same for `Scars.(bodypart)&#039;&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; The script will wait while the given code block has a logical value of &#039;true&#039;, and will only continue on to the next line when/if the code block has a value of &#039;false&#039;.  If given the optional string to announce to the user, it will only display that string if it&#039;s going to be sitting there waiting for something -- if the command will not be waiting at all, it doesn&#039;t display the string to the user.  Note that there&#039;s no limit to how long/complicated the code block can be; it was designed for very short logical comparisons like the example above, but need not be used that way.&lt;br /&gt;
&lt;br /&gt;
== wait_until ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
wait_until { checkmana(50) }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical in all ways to &#039;wait_while&#039;, but does the opposite (waits UNTIL the given code block is true, not WHILE it&#039;s true).  Also takes the optional string if desired.&lt;br /&gt;
&lt;br /&gt;
== upstream_get ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
upstream_get&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same thing as &amp;quot;get&amp;quot; except it fetches the last line the user sent to the game.  A script has to ask Lich to give it this information by first using the &amp;quot;toggle_upstream&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
== upstream_get? ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
upstream_get?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Attempts to get the last line the user sent to the game, but does not wait for a line to be sent.  A script has to ask Lich to give it this information by first using the &amp;quot;toggle_upstream&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
== toggle_upstream ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
toggle_upstream&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &amp;quot;upstream&amp;quot; flag (true/false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; See above.&lt;br /&gt;
&lt;br /&gt;
== upstream_waitfor ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
upstream_waitfor &amp;quot;climb stairs&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &amp;quot;waitfor&amp;quot; but only checks the upstream commands (the commands sent to the game by the user).&lt;br /&gt;
&lt;br /&gt;
== undo_before_dying ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
undo_before_dying&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; nothing useful&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Clears any &amp;quot;before_dying&amp;quot; code blocks that have been used.  If none have been used, does nothing (see the &#039;before_dying&#039; command).&lt;br /&gt;
&lt;br /&gt;
== abort! ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
abort!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; never returns&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Immediately kills the script, bypassing any &#039;before_dying&#039; blocks that have been registered.  Probably won&#039;t ever be of use, but it&#039;s a way to make the calling script go away as fast as possible (note that it isn&#039;t any faster than the &#039;exit&#039; command is, it just makes sure that nothing except stopping the script happens).&lt;br /&gt;
&lt;br /&gt;
== watchhealth ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
watchhealth(50) { echo &amp;quot;Uh, your health is below 50...&amp;quot; }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
watchhealth(50, proc_object)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; nothing useful&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns immediately so that the calling script continues to run as normal, and while it does, monitors your health.  If it falls below the number you give it, executes the block you passed to it.  Only does this once -- if you want it to repeat as the script executes (be careful, chances are your health will still be below 50 after the block executes once) then pass watchhealth a proc object that includes a line registering itself over again (as in, a proc that includes a &#039;watchhealth(#, self)&#039; thingie).  If your health never falls below the number you give it, then nothing happens; once the script ends, it stops watching.&lt;br /&gt;
&lt;br /&gt;
== checkoutside ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkoutside&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
outside?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; outside?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Really simple, just returns true if you&#039;re outside, false if you aren&#039;t.  Probably only of use to rangers writing their own spellup scripts or something, but either way: it&#039;s available if you have a use for it.&lt;br /&gt;
&lt;br /&gt;
== Settings.load ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Settings.load&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Settings[&amp;quot;SettingName&amp;quot;]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Settings.save&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Settings.clear&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; either a hash representing your settings, or &#039;nil&#039; if no settings for the script exist&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Note that Settings.clear will erase all settings, but it will NOT save that on its own.  Issue a Settings.save command after the Settings.clear if you want that script&#039;s settings reset permanently.&lt;br /&gt;
&lt;br /&gt;
== toggle_unique ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
toggle_unique&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;unique&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; When a script is set as being &#039;unique&#039;, it does not receive normal game data; instead it only receives what the user sends to it by typing ;send to (script) (message).  This is of use if a script wants to only act on a user&#039;s input or has no use for game data (it provides a method for scripts to make sure game data doesn&#039;t accidentally get recognized as a user&#039;s input, and also serves to prevent scripts from slowly eating away at system resources because the script never checks or clears its data buffer -- see the &#039;clear&#039; command for more on that).&lt;br /&gt;
&lt;br /&gt;
== no_kill_all ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
no_kill_all&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;no_kill_all&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;no kill all&#039; setting: when this setting is on (defaults to off), a script will not be affected by the user typing ;kill all.  A script with this set to on must be killed specifically (by typing ;kill [script], or just ;kill).  There is no way to prevent a script from being killed when targeted by the user.&lt;br /&gt;
&lt;br /&gt;
== no_pause_all ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
no_pause_all&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;no_pause_all&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;no pause all&#039; setting: when this setting is on (defaults to off), a script will not be affected by the user typing ;pause all.  A script with this set to on must be killed specifically (by typing ;pause [script], or just ;pause).  There is no way to prevent a script from being paused when targeted by the user.&lt;br /&gt;
&lt;br /&gt;
== hide_me ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
hide_me&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;hidden&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;hidden&#039; setting.  When this setting is on (defaults to off), a script will not be listed when the user types ;list. It will still show up under ;list all. There is no way to prevent a script from being being displayed in ;list all.&lt;br /&gt;
&lt;br /&gt;
== silence_me ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
silence_me&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;silenced&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;silenced&#039; setting.  A script with this on will not have commands it sends to the game echoed to your game window.  A script run in SAFE mode cannot change this setting (attempting to do so will generate a warning and otherwise have no effect).&lt;br /&gt;
&lt;br /&gt;
== toggle_echo ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
toggle_echo&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; new value of the &#039;suppress echo&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;suppress echo&#039; setting.  A script with this on will not execute any &#039;echo&#039; commands, but will silently ignore them instead; it&#039;s designed more for people who don&#039;t want clutter in their game window but still want to make use of an existing script.  Commands sent to the game are still echoed to the game window.&lt;br /&gt;
&lt;br /&gt;
== checkpoison ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpoison&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; See checkdisease.&lt;br /&gt;
&lt;br /&gt;
== checkdisease ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkdisease&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; See checkpoison.&lt;br /&gt;
&lt;br /&gt;
== get ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
get&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Fetches the next un-checked line of game data (while a script is running, it is given every game line, and these lines are available for a script to check/use at its leisure).&lt;br /&gt;
&lt;br /&gt;
== unique_get ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
unique_get&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Fetches a line from the unique stack, as opposed to the game data stack (see &#039;toggle_unique&#039; for more about what the &#039;unique&#039; stack refers to).&lt;br /&gt;
&lt;br /&gt;
== send_to_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
send_to_script &#039;scriptname&#039;, &#039;message to send&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; The target script will be sent a string exactly as though it came from the game.  Returns true if successful, false if the script wasn&#039;t found to be active.&lt;br /&gt;
&lt;br /&gt;
== unique_send_to_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
unique_send_to_script &#039;scriptname&#039;, &#039;message to send&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;send_to_script&#039;, but the script will receive the string sent in its &#039;unique&#039; stack instead of its &#039;game data&#039; stack (see &#039;toggle_unique&#039; for more info).&lt;br /&gt;
&lt;br /&gt;
== move ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
move &#039;northwest&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as the Wizard &#039;move&#039; command, but it will usually compensate for things like type ahead errors, RT, currently stunned, etc.; will also stand and re-attempt the movement if it&#039;s detected to be necessary.  Returns &#039;true&#039; if the move was executed properly, &#039;false&#039; if it wasn&#039;t able to be performed (which is very rare due to the move command&#039;s error compensation measures).&lt;br /&gt;
&lt;br /&gt;
== multimove ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
multimove &#039;nw&#039;, &#039;ne&#039;, &#039;go hole&#039;, &#039;climb stairs&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Takes multiple directions to move in and executes the &#039;move&#039; command for each one.  Returns the value of the last &#039;move&#039; command executed (true or false).&lt;br /&gt;
&lt;br /&gt;
== fetchloot ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fetchloot&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Performs a &#039;look&#039; and takes/puts away all items on the ground that aren&#039;t listed in your &#039;excludeloot:&#039; setting.  Return value is the last line from the game.&lt;br /&gt;
&lt;br /&gt;
== Lich.fetchloot ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Lich.fetchloot&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;fetchloot&#039; in all ways except only the items listed in your &#039;treasure:&#039; setting are fetched.&lt;br /&gt;
&lt;br /&gt;
== checkloot ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkloot&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings (or an empty array if no items)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns an array consisting of the items currently in the room.&lt;br /&gt;
&lt;br /&gt;
== take ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
take &amp;quot;box&amp;quot;, &amp;quot;coffer&amp;quot;, &amp;quot;ruby&amp;quot;, &amp;quot;etc&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string (the last line the &#039;fput&#039; command saw)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Picks up every item listed and puts each one in turn into your &#039;lootsack:&#039; setting by issuing the commands with fput.&lt;br /&gt;
&lt;br /&gt;
== checkpaths ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpaths&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpaths &#039;nw&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings, or true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns an array consisting of the current &#039;Obvious exits:&#039; directions if given no argument, or true/false based on whether all arguments given are currently available as exits or not.&lt;br /&gt;
&lt;br /&gt;
== walk ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
walk&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Moves in a random cardinal direction (what&#039;s seen in the &#039;Obvious exits:&#039; line), storing the direction moved, and returning &#039;true&#039; if there is a critter in the room or &#039;false&#039; if there aren&#039;t any NPCs in the room.  The stored direction will not be among the random directions chosen the next time the &#039;walk&#039; command is used (unless it hits a dead-end, then it will backtrack the way it came).&lt;br /&gt;
&lt;br /&gt;
== run ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
run if not health(50)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Will execute a &#039;walk&#039; command repeatedly until it enters a room with no critters, at which point it returns and the script will pick up execution on the next line (does not continue to run away).&lt;br /&gt;
&lt;br /&gt;
== checkfried ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfried&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns true if you&#039;re fried, false if not.&lt;br /&gt;
&lt;br /&gt;
== checkmind ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkmind&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkmind(2)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; By itself returns a string representing the level of exp in your head (&#039;clear as a bell&#039;, &#039;fried&#039;, &#039;muddled&#039;, etc).  If given an integer, returns true or false if you have the corresponding level of exp in your head, with 0 being &#039;clear as a bell&#039;, 1 being &#039;fresh and clear&#039;, etc.&lt;br /&gt;
&lt;br /&gt;
== check_mind ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
check_mind&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
check_mind(50)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; By itself returns a string representing the level of exp in your head (&#039;clear as a bell&#039;, &#039;fried&#039;, &#039;muddled&#039;, etc).  If given an integer, returns true or false if you have the corresponding percentage of exp in your head.&lt;br /&gt;
&lt;br /&gt;
== percentmind ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
percentmind&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
percentmind(80)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; integer, or true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; By itself returns an integer ranging from 0-100 representing the percentage of exp in your head. If given an integer, returns true or false if you have at least that percentage of experience.  Both saturated and fried show up as 100 percent - a user interested in distinguishing between the two can add a checksaturated or saturated? qualifier to their percentmind check.&lt;br /&gt;
&lt;br /&gt;
== checkarea ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkarea&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkarea &amp;quot;illistim&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string, or true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; By itself returns the geographical area of your current room, or if given a string to check for, returns true or false based on whether your current area matches the string or not.&lt;br /&gt;
&lt;br /&gt;
== checkroom ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkroom&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkroom &amp;quot;table&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to checkarea, but uses the room title instead of the geographical area.&lt;br /&gt;
&lt;br /&gt;
== checkfamarea/checkfamroom ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfamarea&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfamarea &amp;quot;illistim&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string, or true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to checkarea/checkroom, but check your familiar&#039;s current location instead of yours (only in Wizard and only if you have a familiar).&lt;br /&gt;
&lt;br /&gt;
== checkright/checkleft ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkright&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkleft &amp;quot;broadsword&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; righthand?/lefthand?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Give them a string and will return true/false if it matches what you&#039;re holding, or the last word in the item name if used by itself.  If your hands are currently empty, it will return &#039;nil&#039; (identical to &#039;false&#039; in a logical comparison) regardless of whether it was given an argument or not.  This behavior can be useful to make absolutely certain a &#039;take&#039; command succeeded, for instance.&lt;br /&gt;
&lt;br /&gt;
== checkstance ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstance&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstance &amp;quot;offensive&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstance 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; stance&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; With no arguments, returns the string representing your current stance. With a numerical or string argument, returns a boolean flag indicating if the current stance matches the given string. For string based comparisons, this will correctly test against the stance values possible if using [[Combat Mastery]] or [[[[Warrior_Tricks#Stance_Perfection|Stance Perfection]]]], while integer based arguments will perform a precise comparison.&lt;br /&gt;
&lt;br /&gt;
== check(thing) ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstanding&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkspell &amp;quot;spirit defense&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkdead&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; mostly true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; checkstanding; checknotstanding; checksitting; checkprone; checkkneeling/kneeling?; checkprep/prepped?; checkmind; checkgrouped/checkjoined/joined?; checkwebbed/webbed?; checkstunned/stunned?; checkdead/dead?; checkhidden/checkhiding/hidden/hiding?; checkname/myname?; checkspell/checkactive/active?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Most are true if you are (checkstunned for example), false if you aren&#039;t; they all follow the same basic behavior as the above-documented &#039;check&#039; commands.&lt;br /&gt;
&lt;br /&gt;
== checkname ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkname&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkname &amp;quot;Shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; string or true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; True/false if given a string and the names match, or just returns the character name if given no arguments.&lt;br /&gt;
&lt;br /&gt;
== checknpcs ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
if checknpcs&lt;br /&gt;
	fput &amp;quot;attack&amp;quot;&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
if checknpcs &amp;quot;big monster of doom&amp;quot;, &amp;quot;small monster of doom&amp;quot;&lt;br /&gt;
	put &amp;quot;Oh noes!&amp;quot;&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
	for npc in checknpcs&lt;br /&gt;
		put &amp;quot;greet #{npc}&amp;quot;&lt;br /&gt;
	end&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings, a string, or nil&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If checknpcs is used without giving it npcs to check for, it returns an array of strings coresponding to the noun of each npc in the room, or nil if there are no npcs (does not return an empty array, so you can use &amp;quot;if checknpcs&amp;quot;).  If chekcnpcs is given npcs to look for, it returns a string of the first matching npc it finds, or nil if none matched (any string evaluates to true, only nil and false evaluate to false in an if statement).&lt;br /&gt;
&lt;br /&gt;
== checkpcs ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpcs&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpcs &amp;quot;shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; array of strings, or true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;checknpcs&#039;, but with the players currently present.&lt;br /&gt;
&lt;br /&gt;
== checkfampcs ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfampcs &amp;quot;shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfampcs&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; array of strings, or true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; checkfamnpcs&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to the above two, but tracks for your familiar&#039;s room instead.  Not available in SF as of v3.06.&lt;br /&gt;
&lt;br /&gt;
== checkstamina ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstamina 50&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstamina&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false or an integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Only in StormFront (there is no auto-updated stamina tag in Wizard).  Given no arguments, returns your current stamina.  Given a number, returns true/false based on whether you have at least or more than that number.&lt;br /&gt;
&lt;br /&gt;
== checkrt / checkcastrt ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkrt&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkcastrt&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; value of roundtime&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns a value of how much roundtime left. Useful for IF statements.&lt;br /&gt;
&lt;br /&gt;
== checkmana/checkhealth/checkspirit ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkmana 50&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; identical as above&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; health, health?, mana, mana?, spirit, spirit?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to checkstamina.&lt;br /&gt;
&lt;br /&gt;
== clear ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
clear&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings (possible for the return array to be empty, but unlikely)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Empties ALL unchecked input to the script from ALL queues (normal game stack, unique script stack and upstream stack); the return value is whatever was in the game data stack before it was cleared (which could be nothing, in which case the return is an empty array).&lt;br /&gt;
&lt;br /&gt;
== i_stand_alone ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
i_stand_alone&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the setting (true/false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off.  Removes a script from ALL data feeds; a script using this will receive no game lines and no unique data whatsoever (unless they toggle it back off).  If Lich can more or less ignore that a script exists and not bother with keeping its data stacks up-to-the-second with game data and anything else it&#039;s requested, then a script has virtually no overhead whatsoever (meaning any resources it requires come only from what it does independantly).  Useful for some scripts who have no need to eat up resources being fed game data (such as dict.lic).&lt;br /&gt;
&lt;br /&gt;
== dothis ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
dothis &amp;quot;action here&amp;quot;, &amp;quot;string to match for success&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a success string, or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Similar to fput, but will continue to try the action until a success string is matched&lt;br /&gt;
&lt;br /&gt;
== dothistimeout ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
dothistimeout &amp;quot;action here&amp;quot;, time, &amp;quot;string to match for success&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a success string, or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;dothis&#039;, but if a success isn&#039;t seen in the given amount of time, returns a value of &#039;false&#039; and the script will move on.&lt;br /&gt;
&lt;br /&gt;
== matchtimeout ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
matchtimeout 5, &amp;quot;string to watch for&amp;quot;, &amp;quot;another&amp;quot;, &amp;quot;endlessly&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string, or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;waitfor&#039;, but if a match isn&#039;t seen in the given amount of time, returns a value of &#039;false&#039; and the script will move on.&lt;br /&gt;
&lt;br /&gt;
== matchwait ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If used without any arguments, 100% identical to Wizard &#039;matchwait&#039; commands.  You can optionally give it arguments, in which case it acts identically to &#039;waitfor&#039; in all ways except one: matches are case sensitive (for instance, matchwait &amp;quot;shaelun&amp;quot; will not match if the word &amp;quot;Shaelun&amp;quot; is seen from the game).&lt;br /&gt;
&lt;br /&gt;
== match ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
match &#039;label&#039;, &#039;line to watch for&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
match &amp;quot;gameline&amp;quot;, &amp;quot;gameline&amp;quot;, &amp;quot;some other gameline&amp;quot;, &amp;quot;so on and so forth&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If given exactly two arguments, identical to the Wizard &#039;match&#039; command.  If given *any* other number of arguments, it&#039;s a case sensitive version of &#039;waitfor&#039; but instead of returning the entire matching game line, it returns only the portion of the string you asked it to watch for.&lt;br /&gt;
&lt;br /&gt;
== matchfind ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
matchfind &amp;quot;A ? attacks you!&amp;quot;, &amp;quot;A ? swings a ? at you!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
person, weapon = matchfind &amp;quot;? swings a ? at you!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string or an array&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;waitfor&#039;, but returns only the portion of the line where the question mark(s) are.  If given multiple question marks, returns an array containing the portions of the string (in order).  Note that if you assign multiple variables to equal a single array, the array&#039;s elements are used in order and assigned to each variable (if there are fewer elements in the array than there are variables being assigned, variables receive a value of &#039;nil&#039;, and if there are more elements in the array than there are variables being assigned, the last variable is assigned an array with the remaining values).  This is why the above usage example works (person, weapon =).&lt;br /&gt;
&lt;br /&gt;
== matchfindword ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
weapon = matchfindword &amp;quot;Shaelun swings a ? at you!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string (single word)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;matchfind&#039;, but only looks for a single word where the question marks are.  Note that a line won&#039;t match if more than one word is where the question mark is (in the above example, if the weapon were a &amp;quot;broadsword&amp;quot; it would match, but if it were a &amp;quot;sonic hammer of kai&amp;quot; there would be no match).&lt;br /&gt;
&lt;br /&gt;
== matchfindexact ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
matchfindexact &amp;quot;? just arrived.&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Version of matchfind meant for use in special cases; matchfind is very forgiving and will return and match anything (case insensitively) -- matchfindexact is very strict.  It is case sensitive and cares about things like spaces, word boundaries (partial pieces of a word will not match, only whole words), the case of the string it&#039;s looking for, etc..  Use it if you need to use matchfind and want to make sure only a very specific line matches.&lt;br /&gt;
&lt;br /&gt;
== send_scripts ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
send_scripts &amp;quot;To the running scripts, this line looks identical to one that came from the game&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;send_to_script&#039;, but sends a line to all scripts instead of just one.&lt;br /&gt;
&lt;br /&gt;
== regetall ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
regetall &amp;quot;Shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings, or nil&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Takes a string and returns an array of all game lines (since login) that match as having contained the given string (absolutely every single line since you logged in, Lich remembers them all).  If a script is set as receiving the status data that doesn&#039;t show in the game window, those lines are also matched for; if the script is only being fed normal game data, that&#039;s the only history this command checks.  If no matching lines were found, returns &#039;nil&#039; (which is false in a logical comparison).  As well as returning the matches, it also adds them to the script&#039;s game data stack so that subsequent &#039;get&#039; commands will fetch them in order.  The string to match for is actually optional, and if omitted, all lines are considered &#039;matching&#039;.&lt;br /&gt;
&lt;br /&gt;
== reget ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
reget 3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
reget 5, &amp;quot;Shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings, or nil&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Similar to &#039;regetall&#039; in behavior, but it only checks the current RAM cache (every 2 minutes, Lich&#039;s &#039;memory&#039; of game data is emptied out of RAM and stored in a temporary file on the hard disk so that the program doesn&#039;t take up more resources than is necessary -- these files are deleted when the program closes); it also takes an optional integer, which represents how many game lines back to check (&#039;reget 5&#039; would scan the last 5 lines from the game that are still in RAM).  If the integer is omitted, will scan the entire existing RAM buffer (again, cleared every 2 minutes).&lt;br /&gt;
&lt;br /&gt;
== multifput ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
multifput &amp;quot;stance offensive&amp;quot;, &amp;quot;incant 910&amp;quot;, &amp;quot;stance defensive&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string (return value of the last &#039;fput&#039; executed)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Takes multiple strings and executes an &#039;fput&#039; command for every one sequentially.&lt;br /&gt;
&lt;br /&gt;
== kill_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
kill_script &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; kill_scripts, stop_script, stop_scripts&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Simulates the user having entered  ;kill test  in the game entry box and hitting enter; takes multiple scripts to kill.  If the script is not running, returns false; if the script was found to be active and was killed, returns true.&lt;br /&gt;
&lt;br /&gt;
== start_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_script &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_script &amp;quot;heal&amp;quot;, [ &amp;quot;shaelun&amp;quot;, &amp;quot;adhara&amp;quot; ]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Simulates the user having entered  ;test  in the game entry box.  Returns &#039;true&#039; if the script was successfully started, &#039;false&#039; if for any reason it couldn&#039;t be found/started.  The optional second argument (which must be an array, as seen in the above example) can be used to simulate arguments to the script (the above example would simulate the user typing:  ;heal shaelun adhara).&lt;br /&gt;
&lt;br /&gt;
== start_scripts ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_scripts &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_scripts &amp;quot;test&amp;quot;, &amp;quot;calcredux&amp;quot;, &amp;quot;etc&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Executes a &amp;quot;start_script&amp;quot; command for every argument given.  Note that you cannot give a script arguments when using this command.&lt;br /&gt;
&lt;br /&gt;
== start_wizard_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_wizard_script &amp;quot;test&amp;quot;, [ &amp;quot;command line variable(s)&amp;quot;, &amp;quot;etc&amp;quot; ]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if successful, false if the script can&#039;t be found or run&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;start_script&#039;, but starts Wizard/SF script files. &#039;&#039;&#039;Note: This command no longer exists in the latest versions of lich&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== maxhealth/maxstamina/maxmana/maxspirit ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fput &amp;quot;eat my acantha leaf&amp;quot; while (checkhealth &amp;lt; maxhealth)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns your maximum health/spirit/stamina/mana as an integer (class Fixnum).  Takes no arguments.&lt;br /&gt;
&lt;br /&gt;
== pause_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause_script&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause_script &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If given no arguments, pauses the script using the command.  If given a string, pauses the script who&#039;s name matches that string; if the script is not currently active, returns &#039;false&#039; (&#039;true&#039; if the script was paused successfully).&lt;br /&gt;
&lt;br /&gt;
== unpause_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
unpause_script &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Unpauses the script you give it.  Note that because of the way the &#039;script is paused&#039; state is handled, it&#039;s conceivable for a script that was paused to actually still be executing commands internally for a brief time -- a script isn&#039;t actually &amp;quot;stopped dead in its tracks&amp;quot; until it attempts to interact with the game in some way (by fetching game data, sending game data, or by attempting a command that requires the script to be identified).  Since most commands identify a script (including this one), this command cannot unpause the script itself: when it attempts to unpause itself, it will be identified as being paused and will be halted where it is until it&#039;s unpaused by another script or the user (or killed).  When it is, it will be allowed to continue, and will then try to unpause itself (pointlessly, since it was just unpaused...).&lt;br /&gt;
&lt;br /&gt;
== percenthealth/percentmana/percentspirit/percentstamina ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fput &amp;quot;eat my acantha leaf&amp;quot; while (percenthealth &amp;lt; 90)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns an integer (0-100) representing the percentage of your current health/mana/whatever in relation to your max.&lt;br /&gt;
&lt;br /&gt;
== running? ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
running? &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Takes a string and returns true/false if the given script is active or not.&lt;br /&gt;
&lt;br /&gt;
== variable ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
variable[1]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array, possibly empty&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; script.vars&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; It&#039;s an array containing the command line variables the user entered when starting the script (begins at variable[1], unlike standard arrays; as is the behavior of Wizard, variable[0] is the entire line the user entered).&lt;br /&gt;
&lt;br /&gt;
== checkspell ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkspell &amp;quot;elemental defense i&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; active?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns true if the spell you give it is active, false if it isn&#039;t (only available if you use the infomon script, since that&#039;s what keeps track of this).&lt;br /&gt;
&lt;br /&gt;
== die_with_me ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
die_with_me &amp;quot;test&amp;quot;, &amp;quot;calcredux&amp;quot;, &amp;quot;etc&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If the given scripts are active at the time the script using this command ends (exits itself, finishes, gets killed by the user, or dies in error) they&#039;ll all be killed automatically (produces no notification to avoid clutter, but the scripts are indeed stopped).  The given scripts need not be running (or technically even exist) at the time this command is used -- it only updates the setting, and that setting isn&#039;t actually acted upon until the script is killed.&lt;br /&gt;
&lt;br /&gt;
== before_dying ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
before_dying { echo &amp;quot;Oh God, why have you killed me dear user...?!&amp;quot; }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
before_dying { Settings.save }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Performs the given actions right before the script exits.  Note nothing is done at the time this command is used (it simply sets what should be done just before the script is killed).  The block given to this command is actually wrapped up into a proc object (an object of the &#039;Procedure&#039; class), and scheduled to be run when the script is killed/exits (if multiple procs exist, they are executed sequentially in the order they were declared).  Because of this, the same &#039;binding&#039; principles that apply to other proc objects apply here (in a nutshell, if a variable didn&#039;t exist when you declared the &#039;before_dying&#039; stuff, then you can&#039;t use it in the &#039;before_dying&#039; code; if it did exist at the time though, you *can* use it, even if it doesn&#039;t really exist in the script when it dies).  Also note that if the command(s) take more than 0.5 seconds to complete, they&#039;re forcibly aborted and the script is killed regardless (this is to prevent a possibly bad situation where a script makes a mistake in the &#039;before_dying&#039; command and is refusing to stop executing due to errors).  Note that if a script is set as executing in SAFE mode, all the restrictions that normally apply will also apply in the &#039;before_dying&#039; code block (this cannot circumvent that, nor can anything else for that matter).&lt;br /&gt;
&lt;br /&gt;
== undo_before_dying ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
undo_before_dying&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Clears any &#039;before_dying&#039; commands that have been used for the script.&lt;br /&gt;
&lt;br /&gt;
== Wounds.torso ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Wounds.torso&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Wounds.neck&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Wounds.lhand&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
(etc)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; Wounds.head; Wounds.neck; Wounds.abs; Wounds.lhand; Wounds.rhand; Wounds.larm; Wounds.rarm; Wounds.chest; Wounds.back; Wounds.rleg; Wounds.lleg; Wounds.nerves&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns the current wound rank (numerically).  If I had &#039;deep gashes and serious bleeding&#039; on my chest, Wounds.chest would return the integer 3.  If I had no wound there, it would return 0.&lt;br /&gt;
&lt;br /&gt;
== Scars.torso ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Scars.nerves&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Scars.lleg&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
(etc)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to the Wounds.(bodypart) commands seen above, but for scars instead of wounds.&lt;br /&gt;
&lt;br /&gt;
== Spell ==&lt;br /&gt;
&lt;br /&gt;
=== Spell[number].cast() ===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Spell[503].cast&lt;br /&gt;
Spell[503].cast(&#039;Tilmen&#039;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; returns result as string ( ie cast roundtime, hinderance, etc. )&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Attempt to cast spell given using info from spell-list.xml&lt;br /&gt;
&lt;br /&gt;
=== Spell[number].affordable? ===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Spell[503].affordable?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; returns true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Useful for knowing if you have enough mana for spell&lt;br /&gt;
&lt;br /&gt;
=== Spell[number].active? ===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Spell[503].active?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; returns true or false if spell is active&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Will return true if the spell is currently active on yourself, false if it is not.&lt;br /&gt;
&lt;br /&gt;
=== Spell[number].timeleft ===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Spell[503].timeleft&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; returns number&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns amount of time left as value&lt;br /&gt;
&lt;br /&gt;
== GameObj ==&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; The GameObj class tracks various objects in the same room as you, and makes their game id, name, noun, status, and contents available to you.&lt;br /&gt;
&lt;br /&gt;
=== GameObj arrays ===&lt;br /&gt;
&lt;br /&gt;
There&#039;s a number of arrays exposed by GameObj. They include:&lt;br /&gt;
&lt;br /&gt;
==== GameObj.inv ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the things you are wearing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.pcs ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the other players in the room, or nil if there are none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.npcs ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the npcs in the room, or nil if there are none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.loot ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the loot in the room, or nil if there is none.  For the purposes of this function, loot is anything that Simu hasn&#039;t tagged with monster bold.  Any exits or anything that shows up in the &amp;quot;You also see&amp;quot; line will be included.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.room_desc ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing any links found in the room description, or nil if there are none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.dead ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the dead &#039;&#039;&#039;npcs&#039;&#039;&#039; in the room, or nil if there are none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.fam_pcs, GameObj.fam_npcs, GameObj.fam_loot, GameObj.fam_room_desc ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class.  Similar to the ones above, except for your familiar&#039;s room, and these don&#039;t stay up-to-date without having your familiar look at the room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Finding Game Objects with GameObj ===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve got an object or array of objects, here&#039;s what to do with them:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
target = GameObj.npcs.find { |npc| npc.status.nil? }&amp;lt;br&amp;gt;&lt;br /&gt;
if target&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;fput &amp;quot;attack ##{target.id}&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; This example shows (in an over-simplified way) the most common use of the GameObj class.   First, &amp;quot;GameObj.npcs&amp;quot; gives an array of all the npcs in the room.  Then, &amp;quot;.find&amp;quot; searches each item in that array.  For each item in the array, the code inside the brackets following &amp;quot;GameObj.npcs.find&amp;quot; is run, and &amp;quot;npc&amp;quot; represents the item it&#039;s currently looking at.  The code inside the brackets acts like an if statement, and as soon as it is true, &amp;quot;target&amp;quot; is assigned the npc object.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;status&amp;quot; method applies to npcs and pcs (using it on others won&#039;t give an error, but it will always return nil).  The status is basically whatever shows up after &amp;quot;that appears&amp;quot;, &amp;quot;that is&amp;quot;, or &amp;quot;who is&amp;quot;.  So, if you also see a kobold that appears stunned, its status will be &amp;quot;stunned&amp;quot;.  In the example, we&#039;re looking for an npc with a nil status, because that represents an npc that&#039;s standing and not stunned, dead, prone, etc.  The game never shows &amp;quot;You also see a kobold that is standing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now suppose there&#039;s twenty kobolds in the room, and only the fifteenth one is standing.  How can you be sure you attack the standing one?  This is where the kobold&#039;s id comes in handy.  Simu assigns an id to almost everything in the game.  Stormfront uses these ids when you click on links.  For the most part, these ids can be used just like nouns.  &amp;quot;attack ##{target.id}&amp;quot; will attack the npc you found earlier, even if other npcs are walking in and out of the room.  The double pound sign is not a typo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other GameObj Methods ===&lt;br /&gt;
&lt;br /&gt;
==== GameObj.containers ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a Hash of ids (as Strings) mapping to arrays of objects of the GameObj class. Each id represents an accessible container &#039;&#039;&#039;that GameObj is aware of&#039;&#039;&#039; with the given id. The id maps to an array of objects of the GameObj class representing that container&#039;s contents.&lt;br /&gt;
&lt;br /&gt;
For a container to be added to the Hash, GameObj must first be made aware of its contents by some sort of interaction with the container, looking in it, opening it, and more. (Someone who knows the specific cases, please add detail!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.right_hand, GameObj.left_hand ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an object of the GameObj class representing whatever is in your hand.  Currently, if there is nothing in your hand, it still returns a GameObj where the name is &amp;quot;Empty&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Useful and Hopefully Self-Explanatory methods to use once you have the right GameObj object====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
.id&amp;lt;br&amp;gt;&lt;br /&gt;
.name&amp;lt;br&amp;gt;&lt;br /&gt;
.noun&amp;lt;br&amp;gt;&lt;br /&gt;
.status&amp;lt;br&amp;gt;&lt;br /&gt;
.contents&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; The Script class deals with and runs scripts.&lt;br /&gt;
&lt;br /&gt;
=== Script.start ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Starts the specified script. Arguments for that script should be passed as a single string. A hash can also be passed with other script options (:quiet, :force, and you can also use :name and :args instead of passing one/two strings).&lt;br /&gt;
&lt;br /&gt;
=== Script.run ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Starts the specified script and waits while it runs. Arguments for that script should be passed as a single string. A hash can also be passed with other script options (:quiet, :force, and you can also use :name and :args instead of passing one/two strings).&lt;br /&gt;
&lt;br /&gt;
=== Script.list, Script.running, Script.hidden ===&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; An array of Script objects for every running/visible/invisible script.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; This is not the same as ;list. The Script class does not have a defined to_s method.&lt;br /&gt;
&lt;br /&gt;
=== Script.running? ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Checks whether a script is running (paused or not)&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
&lt;br /&gt;
=== Script.pause ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Pauses a script&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if the script was paused successfully, false otherwise (script not running or already paused)&lt;br /&gt;
&lt;br /&gt;
=== Script.unpause ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Unpauses a script&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if the script was unpaused successfully, false otherwise (script not running or was not paused)&lt;br /&gt;
&lt;br /&gt;
=== Script.paused? ===&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if a script is running and paused, false otherwise&lt;br /&gt;
&lt;br /&gt;
=== Script.exists? ===&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if a script with the given name is in the user&#039;s script directory, false otherwise. extension is optional.&lt;br /&gt;
&lt;br /&gt;
=== Script.log ===&lt;br /&gt;
Appends to the script&#039;s .log file in the lich/log directory.&lt;br /&gt;
&lt;br /&gt;
=== Script.db ===&lt;br /&gt;
Gets you a sqlite3 database for your script, of type SQLite3::Database (http://www.rubydoc.info/github/luislavena/sqlite3-ruby/SQLite3/Database)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==status_tags==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
status_tags&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039;Tells Lich to send this script XML tags rather than stripping them, or, if already doing so, tells Lich to go back to stripping the XML. If called with the argument &amp;quot;on&amp;quot; or &amp;quot;off&amp;quot;, switches to that setting and echoes that it has done so.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[The Lich]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*The initial content of this article was copied from the scripting documentation posted by Tillmen which formerly resided at http://lichproject.com/&lt;br /&gt;
&lt;br /&gt;
[[category:Scripts]]&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Software/Scripting_reference&amp;diff=97035</id>
		<title>Lich:Software/Scripting reference</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Software/Scripting_reference&amp;diff=97035"/>
		<updated>2017-09-13T14:28:07Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Add documentation of checkstance/stance command&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== put ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
put &amp;quot;look&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; the string that was sent&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to Wizard.&lt;br /&gt;
&lt;br /&gt;
== fput ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fput &amp;quot;stance defensive&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fput &amp;quot;stance defensive&amp;quot;, &amp;quot;are now in a defensive stance&amp;quot;, &amp;quot;can&#039;t do that while dead&amp;quot;, &amp;quot;etc&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; the string that was accepted as meaning the action succeeded (see below)&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; forceput&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; It&#039;s named &#039;forceput&#039;  because originally it was intended to be used only infrequently, but as it&#039;s turned out there are very few times when &#039;put&#039; is preferable.  This command will continue to &#039;put&#039; whatever string you give it, until it receives a line from the game that it doesn&#039;t recognize as one of the common &amp;quot;command rejected&amp;quot; responses (for example, &amp;quot;You can&#039;t do that while entangled in a web&amp;quot;, &amp;quot;...wait x seconds&amp;quot; (RT), &amp;quot;Wait x seconds.&amp;quot; (cast RT), &amp;quot;Sorry, you may only type ahead x lines&amp;quot;, &amp;quot;You&#039;ll have to stand up first&amp;quot; (stands and reattempts), etc).  If stunned, it will wait until you&#039;re no longer stunned to reattempt; if in RT (hard or soft), will wait &#039;x&#039; seconds before reattempting.  If you need to stand, it will do so and retry immediately.  If it causes a type ahead error, it will pause for 1 second and then reattempt.  This has a very high rate of success, but it is definitely not infallible -- it only checks the next line received from the game, and there&#039;s no guarantee the next line from the game has anything at all to do with what the &#039;fput&#039; command just sent.  Because of this it can often fail to realize the command wasn&#039;t really successful, particularly if the user is doing a lot of things at once.  If given more than one string, the first string is taken as the command to send to the game, and all other strings are used as what to accept as meaning the action succeeded.  BE CAREFUL with this behavior!  It can very infrequently be extremely useful, but if not used cautiously, it can easily cause a script to mistakenly repeat an action many times in *very* rapid succession (which with CoL signs for instance can very easily kill you in less than a second flat).&lt;br /&gt;
&lt;br /&gt;
== cast ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
cast(908)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
cast(908,&amp;quot;wraith&amp;quot;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string based on outcome of casting the given spell. Outcomes would be the cast roundtime, spell hindrance, not enough mana, and likely others&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Will check that you have enough mana for desired spell, and if so cast the spell. If no target given it will selfcast buffs or open cast if utility/attack. Will automatically change stance based on spell being cast. Will return a string that can be matched to determine if the spell was successfully cast, blocked due to spell hinrance, or if you did not have enough mana.&lt;br /&gt;
&lt;br /&gt;
== pause ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause 1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause &#039;2s&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause &#039;3m&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause &#039;2h&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause &#039;1d&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If given no arguments, pauses for one second.  If given an integer, pauses for that many seconds.  If given a string (as in the examples above), extracts the number to pause for from the string and pauses for that many seconds/hours/days (yeah, well, I was bored, so why not make it do days too).  Return value is the number of seconds it paused for.&lt;br /&gt;
&lt;br /&gt;
== echo ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
echo&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
echo &amp;quot;Hi there!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
echo &amp;quot;Line one&amp;quot;, &amp;quot;Line two&amp;quot;, &amp;quot;endlessly&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Displays &#039;[script_name: the string it was given]&#039; in the game window; if given multiple strings it echoes each string on its own line.  If it&#039;s given no arguments, it simply prints a blank line without the &#039;[script_name: ]&#039; business.&lt;br /&gt;
&lt;br /&gt;
== respond ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
respond&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
respond &amp;quot;I&#039;m a string to display&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
respond &amp;quot;Line one&amp;quot;, &amp;quot;Line two&amp;quot;, &amp;quot;so on and so on&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Just like the &#039;echo&#039; command, but does not display the script name.  Since it&#039;s possible for Lich to be running two dozen scripts at the same time, it can get a little hard to know which script is saying what unless they use the &#039;echo&#039; command and not the &#039;respond&#039; command.  Still, &#039;echo&#039; can be a bit ugly for printing tables and whatnot, so use this instead if desired.  The return value is how many characters the last string displayed contained.&lt;br /&gt;
&lt;br /&gt;
== goto ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
goto &amp;quot;MainLabel&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; (has no return value, the current execution stack is discarded and the jump never returns)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to standard Wizard/SF scripts; the label to jump to has to be in quotes, and its case insensitive.  The label declaration itself (the LABEL: line) MUST NOT be in quotes: only the name of the label when you use the goto command.  If a label called &amp;quot;main&amp;quot; and a label called &amp;quot;Main&amp;quot; (with a capital) both exist, then using GOTO to jump to the &amp;quot;main&amp;quot; label would jump there -- however, if you tried to jump to the &amp;quot;Main&amp;quot; label, it would jump to the capital-letter one instead (basically if there are two labels with the same name but different capitalizations, the goto command starts acting as though its case sensitive).&lt;br /&gt;
&lt;br /&gt;
== wait ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
wait&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to Wizard; waits until a line from the game is seen.  Returns the line (in actuality this command simply clears the game stack and executes a &#039;get&#039;).&lt;br /&gt;
&lt;br /&gt;
== waitrt ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitrt&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer (Fixnum class)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Pauses for however many seconds you&#039;re currently in roundtime for.  Return value is how many seconds paused.  Waits until you&#039;re in roundtime if you aren&#039;t at the time this command is used, and therefore can hang endlessly.&lt;br /&gt;
&lt;br /&gt;
== waitrt? ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitrt?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer (Fixnum class)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;waitrt&#039;, but does not wait until you&#039;re in roundtime and as such will not hang (but will not wait for any roundtime if the game hasn&#039;t sent that you&#039;re in roundtime yet).&lt;br /&gt;
&lt;br /&gt;
== waitcastrt ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitcastrt&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer (Fixnum class)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Pauses for however many seconds you&#039;re currently in RT for.  Return value is how many seconds paused.  Waits until you&#039;re in RT if you aren&#039;t at the time this command is used, and therefore can hang endlessly.&lt;br /&gt;
&lt;br /&gt;
== waitcastrt? ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitcastrt?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer (Fixnum class)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;waitcastrt&#039;, but does not wait until you&#039;re in cast roundtime and as such will not hang (but will not wait for any cast roundtime if the game hasn&#039;t sent that you&#039;re in cast roundtime yet).&lt;br /&gt;
&lt;br /&gt;
== waitfor ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitfor &amp;quot; just arrived.&amp;quot;, &amp;quot;More lines to waitfor if you desire&amp;quot;, &amp;quot;endlessly&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Waits until a line from the game includes the string you gave it as an argument.  The return value is the complete string from the game (in the example used here, if Shaelun entered the room, the command would return &amp;quot;Shaelun just arrived.&amp;quot;).  &#039;waitfor&#039; is case insensitive (capital letters are considered matches even if the string it was given didn&#039;t have a capital letter there).&lt;br /&gt;
&lt;br /&gt;
== unique_waitfor ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
unique_waitfor &amp;quot;continue&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;waitfor&#039; but acts on the &#039;unique&#039; queue.&lt;br /&gt;
&lt;br /&gt;
== wait_while ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
wait_while { percenthealth != 100 }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
wait_while &amp;quot;You do not have full health: waiting until you do.&amp;quot; { percenthealth != 100 }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; all the variants of `Wounds.(bodypart)&#039; are the same for `Scars.(bodypart)&#039;&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; The script will wait while the given code block has a logical value of &#039;true&#039;, and will only continue on to the next line when/if the code block has a value of &#039;false&#039;.  If given the optional string to announce to the user, it will only display that string if it&#039;s going to be sitting there waiting for something -- if the command will not be waiting at all, it doesn&#039;t display the string to the user.  Note that there&#039;s no limit to how long/complicated the code block can be; it was designed for very short logical comparisons like the example above, but need not be used that way.&lt;br /&gt;
&lt;br /&gt;
== wait_until ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
wait_until { checkmana(50) }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical in all ways to &#039;wait_while&#039;, but does the opposite (waits UNTIL the given code block is true, not WHILE it&#039;s true).  Also takes the optional string if desired.&lt;br /&gt;
&lt;br /&gt;
== upstream_get ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
upstream_get&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same thing as &amp;quot;get&amp;quot; except it fetches the last line the user sent to the game.  A script has to ask Lich to give it this information by first using the &amp;quot;toggle_upstream&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
== upstream_get? ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
upstream_get?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Attempts to get the last line the user sent to the game, but does not wait for a line to be sent.  A script has to ask Lich to give it this information by first using the &amp;quot;toggle_upstream&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
== toggle_upstream ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
toggle_upstream&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &amp;quot;upstream&amp;quot; flag (true/false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; See above.&lt;br /&gt;
&lt;br /&gt;
== upstream_waitfor ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
upstream_waitfor &amp;quot;climb stairs&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &amp;quot;waitfor&amp;quot; but only checks the upstream commands (the commands sent to the game by the user).&lt;br /&gt;
&lt;br /&gt;
== undo_before_dying ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
undo_before_dying&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; nothing useful&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Clears any &amp;quot;before_dying&amp;quot; code blocks that have been used.  If none have been used, does nothing (see the &#039;before_dying&#039; command).&lt;br /&gt;
&lt;br /&gt;
== abort! ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
abort!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; never returns&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Immediately kills the script, bypassing any &#039;before_dying&#039; blocks that have been registered.  Probably won&#039;t ever be of use, but it&#039;s a way to make the calling script go away as fast as possible (note that it isn&#039;t any faster than the &#039;exit&#039; command is, it just makes sure that nothing except stopping the script happens).&lt;br /&gt;
&lt;br /&gt;
== watchhealth ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
watchhealth(50) { echo &amp;quot;Uh, your health is below 50...&amp;quot; }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
watchhealth(50, proc_object)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; nothing useful&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns immediately so that the calling script continues to run as normal, and while it does, monitors your health.  If it falls below the number you give it, executes the block you passed to it.  Only does this once -- if you want it to repeat as the script executes (be careful, chances are your health will still be below 50 after the block executes once) then pass watchhealth a proc object that includes a line registering itself over again (as in, a proc that includes a &#039;watchhealth(#, self)&#039; thingie).  If your health never falls below the number you give it, then nothing happens; once the script ends, it stops watching.&lt;br /&gt;
&lt;br /&gt;
== checkoutside ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkoutside&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
outside?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; outside?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Really simple, just returns true if you&#039;re outside, false if you aren&#039;t.  Probably only of use to rangers writing their own spellup scripts or something, but either way: it&#039;s available if you have a use for it.&lt;br /&gt;
&lt;br /&gt;
== Settings.load ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Settings.load&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Settings[&amp;quot;SettingName&amp;quot;]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Settings.save&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Settings.clear&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; either a hash representing your settings, or &#039;nil&#039; if no settings for the script exist&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Note that Settings.clear will erase all settings, but it will NOT save that on its own.  Issue a Settings.save command after the Settings.clear if you want that script&#039;s settings reset permanently.&lt;br /&gt;
&lt;br /&gt;
== toggle_unique ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
toggle_unique&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;unique&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; When a script is set as being &#039;unique&#039;, it does not receive normal game data; instead it only receives what the user sends to it by typing ;send to (script) (message).  This is of use if a script wants to only act on a user&#039;s input or has no use for game data (it provides a method for scripts to make sure game data doesn&#039;t accidentally get recognized as a user&#039;s input, and also serves to prevent scripts from slowly eating away at system resources because the script never checks or clears its data buffer -- see the &#039;clear&#039; command for more on that).&lt;br /&gt;
&lt;br /&gt;
== no_kill_all ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
no_kill_all&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;no_kill_all&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;no kill all&#039; setting: when this setting is on (defaults to off), a script will not be affected by the user typing ;kill all.  A script with this set to on must be killed specifically (by typing ;kill [script], or just ;kill).  There is no way to prevent a script from being killed when targeted by the user.&lt;br /&gt;
&lt;br /&gt;
== no_pause_all ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
no_pause_all&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;no_pause_all&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;no pause all&#039; setting: when this setting is on (defaults to off), a script will not be affected by the user typing ;pause all.  A script with this set to on must be killed specifically (by typing ;pause [script], or just ;pause).  There is no way to prevent a script from being paused when targeted by the user.&lt;br /&gt;
&lt;br /&gt;
== hide_me ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
hide_me&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;hidden&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;hidden&#039; setting.  When this setting is on (defaults to off), a script will not be listed when the user types ;list. It will still show up under ;list all. There is no way to prevent a script from being being displayed in ;list all.&lt;br /&gt;
&lt;br /&gt;
== silence_me ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
silence_me&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;silenced&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;silenced&#039; setting.  A script with this on will not have commands it sends to the game echoed to your game window.  A script run in SAFE mode cannot change this setting (attempting to do so will generate a warning and otherwise have no effect).&lt;br /&gt;
&lt;br /&gt;
== toggle_echo ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
toggle_echo&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; new value of the &#039;suppress echo&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;suppress echo&#039; setting.  A script with this on will not execute any &#039;echo&#039; commands, but will silently ignore them instead; it&#039;s designed more for people who don&#039;t want clutter in their game window but still want to make use of an existing script.  Commands sent to the game are still echoed to the game window.&lt;br /&gt;
&lt;br /&gt;
== checkpoison ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpoison&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; See checkdisease.&lt;br /&gt;
&lt;br /&gt;
== checkdisease ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkdisease&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; See checkpoison.&lt;br /&gt;
&lt;br /&gt;
== get ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
get&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Fetches the next un-checked line of game data (while a script is running, it is given every game line, and these lines are available for a script to check/use at its leisure).&lt;br /&gt;
&lt;br /&gt;
== unique_get ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
unique_get&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Fetches a line from the unique stack, as opposed to the game data stack (see &#039;toggle_unique&#039; for more about what the &#039;unique&#039; stack refers to).&lt;br /&gt;
&lt;br /&gt;
== send_to_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
send_to_script &#039;scriptname&#039;, &#039;message to send&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; The target script will be sent a string exactly as though it came from the game.  Returns true if successful, false if the script wasn&#039;t found to be active.&lt;br /&gt;
&lt;br /&gt;
== unique_send_to_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
unique_send_to_script &#039;scriptname&#039;, &#039;message to send&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;send_to_script&#039;, but the script will receive the string sent in its &#039;unique&#039; stack instead of its &#039;game data&#039; stack (see &#039;toggle_unique&#039; for more info).&lt;br /&gt;
&lt;br /&gt;
== move ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
move &#039;northwest&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as the Wizard &#039;move&#039; command, but it will usually compensate for things like type ahead errors, RT, currently stunned, etc.; will also stand and re-attempt the movement if it&#039;s detected to be necessary.  Returns &#039;true&#039; if the move was executed properly, &#039;false&#039; if it wasn&#039;t able to be performed (which is very rare due to the move command&#039;s error compensation measures).&lt;br /&gt;
&lt;br /&gt;
== multimove ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
multimove &#039;nw&#039;, &#039;ne&#039;, &#039;go hole&#039;, &#039;climb stairs&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Takes multiple directions to move in and executes the &#039;move&#039; command for each one.  Returns the value of the last &#039;move&#039; command executed (true or false).&lt;br /&gt;
&lt;br /&gt;
== fetchloot ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fetchloot&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Performs a &#039;look&#039; and takes/puts away all items on the ground that aren&#039;t listed in your &#039;excludeloot:&#039; setting.  Return value is the last line from the game.&lt;br /&gt;
&lt;br /&gt;
== Lich.fetchloot ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Lich.fetchloot&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;fetchloot&#039; in all ways except only the items listed in your &#039;treasure:&#039; setting are fetched.&lt;br /&gt;
&lt;br /&gt;
== checkloot ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkloot&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings (or an empty array if no items)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns an array consisting of the items currently in the room.&lt;br /&gt;
&lt;br /&gt;
== take ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
take &amp;quot;box&amp;quot;, &amp;quot;coffer&amp;quot;, &amp;quot;ruby&amp;quot;, &amp;quot;etc&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string (the last line the &#039;fput&#039; command saw)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Picks up every item listed and puts each one in turn into your &#039;lootsack:&#039; setting by issuing the commands with fput.&lt;br /&gt;
&lt;br /&gt;
== checkpaths ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpaths&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpaths &#039;nw&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings, or true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns an array consisting of the current &#039;Obvious exits:&#039; directions if given no argument, or true/false based on whether all arguments given are currently available as exits or not.&lt;br /&gt;
&lt;br /&gt;
== walk ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
walk&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Moves in a random cardinal direction (what&#039;s seen in the &#039;Obvious exits:&#039; line), storing the direction moved, and returning &#039;true&#039; if there is a critter in the room or &#039;false&#039; if there aren&#039;t any NPCs in the room.  The stored direction will not be among the random directions chosen the next time the &#039;walk&#039; command is used (unless it hits a dead-end, then it will backtrack the way it came).&lt;br /&gt;
&lt;br /&gt;
== run ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
run if not health(50)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Will execute a &#039;walk&#039; command repeatedly until it enters a room with no critters, at which point it returns and the script will pick up execution on the next line (does not continue to run away).&lt;br /&gt;
&lt;br /&gt;
== checkfried ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfried&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns true if you&#039;re fried, false if not.&lt;br /&gt;
&lt;br /&gt;
== checkmind ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkmind&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkmind(2)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; By itself returns a string representing the level of exp in your head (&#039;clear as a bell&#039;, &#039;fried&#039;, &#039;muddled&#039;, etc).  If given an integer, returns true or false if you have the corresponding level of exp in your head, with 0 being &#039;clear as a bell&#039;, 1 being &#039;fresh and clear&#039;, etc.&lt;br /&gt;
&lt;br /&gt;
== check_mind ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
check_mind&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
check_mind(50)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; By itself returns a string representing the level of exp in your head (&#039;clear as a bell&#039;, &#039;fried&#039;, &#039;muddled&#039;, etc).  If given an integer, returns true or false if you have the corresponding percentage of exp in your head.&lt;br /&gt;
&lt;br /&gt;
== percentmind ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
percentmind&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
percentmind(80)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; integer, or true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; By itself returns an integer ranging from 0-100 representing the percentage of exp in your head. If given an integer, returns true or false if you have at least that percentage of experience.  Both saturated and fried show up as 100 percent - a user interested in distinguishing between the two can add a checksaturated or saturated? qualifier to their percentmind check.&lt;br /&gt;
&lt;br /&gt;
== checkarea ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkarea&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkarea &amp;quot;illistim&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string, or true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; By itself returns the geographical area of your current room, or if given a string to check for, returns true or false based on whether your current area matches the string or not.&lt;br /&gt;
&lt;br /&gt;
== checkroom ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkroom&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkroom &amp;quot;table&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to checkarea, but uses the room title instead of the geographical area.&lt;br /&gt;
&lt;br /&gt;
== checkfamarea/checkfamroom ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfamarea&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfamarea &amp;quot;illistim&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string, or true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to checkarea/checkroom, but check your familiar&#039;s current location instead of yours (only in Wizard and only if you have a familiar).&lt;br /&gt;
&lt;br /&gt;
== checkright/checkleft ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkright&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkleft &amp;quot;broadsword&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; righthand?/lefthand?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Give them a string and will return true/false if it matches what you&#039;re holding, or the last word in the item name if used by itself.  If your hands are currently empty, it will return &#039;nil&#039; (identical to &#039;false&#039; in a logical comparison) regardless of whether it was given an argument or not.  This behavior can be useful to make absolutely certain a &#039;take&#039; command succeeded, for instance.&lt;br /&gt;
&lt;br /&gt;
== checkstance ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstance&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstance &amp;quot;offensive&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstance 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; stance&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; With no arguments, returns the string representing your current stance. With a numerical or string argument, returns a boolean flag indicating if the current stance matches the given string. For string based comparisons, this will correctly test against the stance values possible if using [[Combat Mastery]] or [[Stance Perfection]], while integer based arguments will perform a precise comparison.&lt;br /&gt;
&lt;br /&gt;
== check(thing) ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstanding&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkspell &amp;quot;spirit defense&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkdead&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; mostly true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; checkstanding; checknotstanding; checksitting; checkprone; checkkneeling/kneeling?; checkprep/prepped?; checkmind; checkgrouped/checkjoined/joined?; checkwebbed/webbed?; checkstunned/stunned?; checkdead/dead?; checkhidden/checkhiding/hidden/hiding?; checkname/myname?; checkspell/checkactive/active?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Most are true if you are (checkstunned for example), false if you aren&#039;t; they all follow the same basic behavior as the above-documented &#039;check&#039; commands.&lt;br /&gt;
&lt;br /&gt;
== checkname ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkname&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkname &amp;quot;Shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; string or true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; True/false if given a string and the names match, or just returns the character name if given no arguments.&lt;br /&gt;
&lt;br /&gt;
== checknpcs ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
if checknpcs&lt;br /&gt;
	fput &amp;quot;attack&amp;quot;&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
if checknpcs &amp;quot;big monster of doom&amp;quot;, &amp;quot;small monster of doom&amp;quot;&lt;br /&gt;
	put &amp;quot;Oh noes!&amp;quot;&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
	for npc in checknpcs&lt;br /&gt;
		put &amp;quot;greet #{npc}&amp;quot;&lt;br /&gt;
	end&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings, a string, or nil&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If checknpcs is used without giving it npcs to check for, it returns an array of strings coresponding to the noun of each npc in the room, or nil if there are no npcs (does not return an empty array, so you can use &amp;quot;if checknpcs&amp;quot;).  If chekcnpcs is given npcs to look for, it returns a string of the first matching npc it finds, or nil if none matched (any string evaluates to true, only nil and false evaluate to false in an if statement).&lt;br /&gt;
&lt;br /&gt;
== checkpcs ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpcs&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpcs &amp;quot;shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; array of strings, or true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;checknpcs&#039;, but with the players currently present.&lt;br /&gt;
&lt;br /&gt;
== checkfampcs ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfampcs &amp;quot;shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfampcs&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; array of strings, or true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; checkfamnpcs&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to the above two, but tracks for your familiar&#039;s room instead.  Not available in SF as of v3.06.&lt;br /&gt;
&lt;br /&gt;
== checkstamina ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstamina 50&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstamina&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false or an integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Only in StormFront (there is no auto-updated stamina tag in Wizard).  Given no arguments, returns your current stamina.  Given a number, returns true/false based on whether you have at least or more than that number.&lt;br /&gt;
&lt;br /&gt;
== checkrt / checkcastrt ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkrt&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkcastrt&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; value of roundtime&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns a value of how much roundtime left. Useful for IF statements.&lt;br /&gt;
&lt;br /&gt;
== checkmana/checkhealth/checkspirit ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkmana 50&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; identical as above&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; health, health?, mana, mana?, spirit, spirit?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to checkstamina.&lt;br /&gt;
&lt;br /&gt;
== clear ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
clear&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings (possible for the return array to be empty, but unlikely)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Empties ALL unchecked input to the script from ALL queues (normal game stack, unique script stack and upstream stack); the return value is whatever was in the game data stack before it was cleared (which could be nothing, in which case the return is an empty array).&lt;br /&gt;
&lt;br /&gt;
== i_stand_alone ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
i_stand_alone&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the setting (true/false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off.  Removes a script from ALL data feeds; a script using this will receive no game lines and no unique data whatsoever (unless they toggle it back off).  If Lich can more or less ignore that a script exists and not bother with keeping its data stacks up-to-the-second with game data and anything else it&#039;s requested, then a script has virtually no overhead whatsoever (meaning any resources it requires come only from what it does independantly).  Useful for some scripts who have no need to eat up resources being fed game data (such as dict.lic).&lt;br /&gt;
&lt;br /&gt;
== dothis ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
dothis &amp;quot;action here&amp;quot;, &amp;quot;string to match for success&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a success string, or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Similar to fput, but will continue to try the action until a success string is matched&lt;br /&gt;
&lt;br /&gt;
== dothistimeout ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
dothistimeout &amp;quot;action here&amp;quot;, time, &amp;quot;string to match for success&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a success string, or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;dothis&#039;, but if a success isn&#039;t seen in the given amount of time, returns a value of &#039;false&#039; and the script will move on.&lt;br /&gt;
&lt;br /&gt;
== matchtimeout ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
matchtimeout 5, &amp;quot;string to watch for&amp;quot;, &amp;quot;another&amp;quot;, &amp;quot;endlessly&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string, or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;waitfor&#039;, but if a match isn&#039;t seen in the given amount of time, returns a value of &#039;false&#039; and the script will move on.&lt;br /&gt;
&lt;br /&gt;
== matchwait ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If used without any arguments, 100% identical to Wizard &#039;matchwait&#039; commands.  You can optionally give it arguments, in which case it acts identically to &#039;waitfor&#039; in all ways except one: matches are case sensitive (for instance, matchwait &amp;quot;shaelun&amp;quot; will not match if the word &amp;quot;Shaelun&amp;quot; is seen from the game).&lt;br /&gt;
&lt;br /&gt;
== match ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
match &#039;label&#039;, &#039;line to watch for&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
match &amp;quot;gameline&amp;quot;, &amp;quot;gameline&amp;quot;, &amp;quot;some other gameline&amp;quot;, &amp;quot;so on and so forth&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If given exactly two arguments, identical to the Wizard &#039;match&#039; command.  If given *any* other number of arguments, it&#039;s a case sensitive version of &#039;waitfor&#039; but instead of returning the entire matching game line, it returns only the portion of the string you asked it to watch for.&lt;br /&gt;
&lt;br /&gt;
== matchfind ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
matchfind &amp;quot;A ? attacks you!&amp;quot;, &amp;quot;A ? swings a ? at you!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
person, weapon = matchfind &amp;quot;? swings a ? at you!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string or an array&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;waitfor&#039;, but returns only the portion of the line where the question mark(s) are.  If given multiple question marks, returns an array containing the portions of the string (in order).  Note that if you assign multiple variables to equal a single array, the array&#039;s elements are used in order and assigned to each variable (if there are fewer elements in the array than there are variables being assigned, variables receive a value of &#039;nil&#039;, and if there are more elements in the array than there are variables being assigned, the last variable is assigned an array with the remaining values).  This is why the above usage example works (person, weapon =).&lt;br /&gt;
&lt;br /&gt;
== matchfindword ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
weapon = matchfindword &amp;quot;Shaelun swings a ? at you!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string (single word)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;matchfind&#039;, but only looks for a single word where the question marks are.  Note that a line won&#039;t match if more than one word is where the question mark is (in the above example, if the weapon were a &amp;quot;broadsword&amp;quot; it would match, but if it were a &amp;quot;sonic hammer of kai&amp;quot; there would be no match).&lt;br /&gt;
&lt;br /&gt;
== matchfindexact ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
matchfindexact &amp;quot;? just arrived.&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Version of matchfind meant for use in special cases; matchfind is very forgiving and will return and match anything (case insensitively) -- matchfindexact is very strict.  It is case sensitive and cares about things like spaces, word boundaries (partial pieces of a word will not match, only whole words), the case of the string it&#039;s looking for, etc..  Use it if you need to use matchfind and want to make sure only a very specific line matches.&lt;br /&gt;
&lt;br /&gt;
== send_scripts ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
send_scripts &amp;quot;To the running scripts, this line looks identical to one that came from the game&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;send_to_script&#039;, but sends a line to all scripts instead of just one.&lt;br /&gt;
&lt;br /&gt;
== regetall ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
regetall &amp;quot;Shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings, or nil&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Takes a string and returns an array of all game lines (since login) that match as having contained the given string (absolutely every single line since you logged in, Lich remembers them all).  If a script is set as receiving the status data that doesn&#039;t show in the game window, those lines are also matched for; if the script is only being fed normal game data, that&#039;s the only history this command checks.  If no matching lines were found, returns &#039;nil&#039; (which is false in a logical comparison).  As well as returning the matches, it also adds them to the script&#039;s game data stack so that subsequent &#039;get&#039; commands will fetch them in order.  The string to match for is actually optional, and if omitted, all lines are considered &#039;matching&#039;.&lt;br /&gt;
&lt;br /&gt;
== reget ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
reget 3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
reget 5, &amp;quot;Shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings, or nil&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Similar to &#039;regetall&#039; in behavior, but it only checks the current RAM cache (every 2 minutes, Lich&#039;s &#039;memory&#039; of game data is emptied out of RAM and stored in a temporary file on the hard disk so that the program doesn&#039;t take up more resources than is necessary -- these files are deleted when the program closes); it also takes an optional integer, which represents how many game lines back to check (&#039;reget 5&#039; would scan the last 5 lines from the game that are still in RAM).  If the integer is omitted, will scan the entire existing RAM buffer (again, cleared every 2 minutes).&lt;br /&gt;
&lt;br /&gt;
== multifput ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
multifput &amp;quot;stance offensive&amp;quot;, &amp;quot;incant 910&amp;quot;, &amp;quot;stance defensive&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string (return value of the last &#039;fput&#039; executed)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Takes multiple strings and executes an &#039;fput&#039; command for every one sequentially.&lt;br /&gt;
&lt;br /&gt;
== kill_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
kill_script &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; kill_scripts, stop_script, stop_scripts&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Simulates the user having entered  ;kill test  in the game entry box and hitting enter; takes multiple scripts to kill.  If the script is not running, returns false; if the script was found to be active and was killed, returns true.&lt;br /&gt;
&lt;br /&gt;
== start_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_script &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_script &amp;quot;heal&amp;quot;, [ &amp;quot;shaelun&amp;quot;, &amp;quot;adhara&amp;quot; ]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Simulates the user having entered  ;test  in the game entry box.  Returns &#039;true&#039; if the script was successfully started, &#039;false&#039; if for any reason it couldn&#039;t be found/started.  The optional second argument (which must be an array, as seen in the above example) can be used to simulate arguments to the script (the above example would simulate the user typing:  ;heal shaelun adhara).&lt;br /&gt;
&lt;br /&gt;
== start_scripts ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_scripts &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_scripts &amp;quot;test&amp;quot;, &amp;quot;calcredux&amp;quot;, &amp;quot;etc&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Executes a &amp;quot;start_script&amp;quot; command for every argument given.  Note that you cannot give a script arguments when using this command.&lt;br /&gt;
&lt;br /&gt;
== start_wizard_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_wizard_script &amp;quot;test&amp;quot;, [ &amp;quot;command line variable(s)&amp;quot;, &amp;quot;etc&amp;quot; ]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if successful, false if the script can&#039;t be found or run&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;start_script&#039;, but starts Wizard/SF script files. &#039;&#039;&#039;Note: This command no longer exists in the latest versions of lich&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== maxhealth/maxstamina/maxmana/maxspirit ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fput &amp;quot;eat my acantha leaf&amp;quot; while (checkhealth &amp;lt; maxhealth)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns your maximum health/spirit/stamina/mana as an integer (class Fixnum).  Takes no arguments.&lt;br /&gt;
&lt;br /&gt;
== pause_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause_script&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause_script &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If given no arguments, pauses the script using the command.  If given a string, pauses the script who&#039;s name matches that string; if the script is not currently active, returns &#039;false&#039; (&#039;true&#039; if the script was paused successfully).&lt;br /&gt;
&lt;br /&gt;
== unpause_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
unpause_script &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Unpauses the script you give it.  Note that because of the way the &#039;script is paused&#039; state is handled, it&#039;s conceivable for a script that was paused to actually still be executing commands internally for a brief time -- a script isn&#039;t actually &amp;quot;stopped dead in its tracks&amp;quot; until it attempts to interact with the game in some way (by fetching game data, sending game data, or by attempting a command that requires the script to be identified).  Since most commands identify a script (including this one), this command cannot unpause the script itself: when it attempts to unpause itself, it will be identified as being paused and will be halted where it is until it&#039;s unpaused by another script or the user (or killed).  When it is, it will be allowed to continue, and will then try to unpause itself (pointlessly, since it was just unpaused...).&lt;br /&gt;
&lt;br /&gt;
== percenthealth/percentmana/percentspirit/percentstamina ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fput &amp;quot;eat my acantha leaf&amp;quot; while (percenthealth &amp;lt; 90)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns an integer (0-100) representing the percentage of your current health/mana/whatever in relation to your max.&lt;br /&gt;
&lt;br /&gt;
== running? ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
running? &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Takes a string and returns true/false if the given script is active or not.&lt;br /&gt;
&lt;br /&gt;
== variable ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
variable[1]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array, possibly empty&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; script.vars&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; It&#039;s an array containing the command line variables the user entered when starting the script (begins at variable[1], unlike standard arrays; as is the behavior of Wizard, variable[0] is the entire line the user entered).&lt;br /&gt;
&lt;br /&gt;
== checkspell ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkspell &amp;quot;elemental defense i&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; active?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns true if the spell you give it is active, false if it isn&#039;t (only available if you use the infomon script, since that&#039;s what keeps track of this).&lt;br /&gt;
&lt;br /&gt;
== die_with_me ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
die_with_me &amp;quot;test&amp;quot;, &amp;quot;calcredux&amp;quot;, &amp;quot;etc&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If the given scripts are active at the time the script using this command ends (exits itself, finishes, gets killed by the user, or dies in error) they&#039;ll all be killed automatically (produces no notification to avoid clutter, but the scripts are indeed stopped).  The given scripts need not be running (or technically even exist) at the time this command is used -- it only updates the setting, and that setting isn&#039;t actually acted upon until the script is killed.&lt;br /&gt;
&lt;br /&gt;
== before_dying ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
before_dying { echo &amp;quot;Oh God, why have you killed me dear user...?!&amp;quot; }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
before_dying { Settings.save }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Performs the given actions right before the script exits.  Note nothing is done at the time this command is used (it simply sets what should be done just before the script is killed).  The block given to this command is actually wrapped up into a proc object (an object of the &#039;Procedure&#039; class), and scheduled to be run when the script is killed/exits (if multiple procs exist, they are executed sequentially in the order they were declared).  Because of this, the same &#039;binding&#039; principles that apply to other proc objects apply here (in a nutshell, if a variable didn&#039;t exist when you declared the &#039;before_dying&#039; stuff, then you can&#039;t use it in the &#039;before_dying&#039; code; if it did exist at the time though, you *can* use it, even if it doesn&#039;t really exist in the script when it dies).  Also note that if the command(s) take more than 0.5 seconds to complete, they&#039;re forcibly aborted and the script is killed regardless (this is to prevent a possibly bad situation where a script makes a mistake in the &#039;before_dying&#039; command and is refusing to stop executing due to errors).  Note that if a script is set as executing in SAFE mode, all the restrictions that normally apply will also apply in the &#039;before_dying&#039; code block (this cannot circumvent that, nor can anything else for that matter).&lt;br /&gt;
&lt;br /&gt;
== undo_before_dying ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
undo_before_dying&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Clears any &#039;before_dying&#039; commands that have been used for the script.&lt;br /&gt;
&lt;br /&gt;
== Wounds.torso ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Wounds.torso&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Wounds.neck&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Wounds.lhand&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
(etc)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; Wounds.head; Wounds.neck; Wounds.abs; Wounds.lhand; Wounds.rhand; Wounds.larm; Wounds.rarm; Wounds.chest; Wounds.back; Wounds.rleg; Wounds.lleg; Wounds.nerves&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns the current wound rank (numerically).  If I had &#039;deep gashes and serious bleeding&#039; on my chest, Wounds.chest would return the integer 3.  If I had no wound there, it would return 0.&lt;br /&gt;
&lt;br /&gt;
== Scars.torso ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Scars.nerves&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Scars.lleg&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
(etc)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to the Wounds.(bodypart) commands seen above, but for scars instead of wounds.&lt;br /&gt;
&lt;br /&gt;
== Spell ==&lt;br /&gt;
&lt;br /&gt;
=== Spell[number].cast() ===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Spell[503].cast&lt;br /&gt;
Spell[503].cast(&#039;Tilmen&#039;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; returns result as string ( ie cast roundtime, hinderance, etc. )&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Attempt to cast spell given using info from spell-list.xml&lt;br /&gt;
&lt;br /&gt;
=== Spell[number].affordable? ===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Spell[503].affordable?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; returns true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Useful for knowing if you have enough mana for spell&lt;br /&gt;
&lt;br /&gt;
=== Spell[number].active? ===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Spell[503].active?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; returns true or false if spell is active&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Will return true if the spell is currently active on yourself, false if it is not.&lt;br /&gt;
&lt;br /&gt;
=== Spell[number].timeleft ===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Spell[503].timeleft&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; returns number&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns amount of time left as value&lt;br /&gt;
&lt;br /&gt;
== GameObj ==&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; The GameObj class tracks various objects in the same room as you, and makes their game id, name, noun, status, and contents available to you.&lt;br /&gt;
&lt;br /&gt;
=== GameObj arrays ===&lt;br /&gt;
&lt;br /&gt;
There&#039;s a number of arrays exposed by GameObj. They include:&lt;br /&gt;
&lt;br /&gt;
==== GameObj.inv ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the things you are wearing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.pcs ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the other players in the room, or nil if there are none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.npcs ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the npcs in the room, or nil if there are none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.loot ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the loot in the room, or nil if there is none.  For the purposes of this function, loot is anything that Simu hasn&#039;t tagged with monster bold.  Any exits or anything that shows up in the &amp;quot;You also see&amp;quot; line will be included.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.room_desc ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing any links found in the room description, or nil if there are none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.dead ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the dead &#039;&#039;&#039;npcs&#039;&#039;&#039; in the room, or nil if there are none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.fam_pcs, GameObj.fam_npcs, GameObj.fam_loot, GameObj.fam_room_desc ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class.  Similar to the ones above, except for your familiar&#039;s room, and these don&#039;t stay up-to-date without having your familiar look at the room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Finding Game Objects with GameObj ===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve got an object or array of objects, here&#039;s what to do with them:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
target = GameObj.npcs.find { |npc| npc.status.nil? }&amp;lt;br&amp;gt;&lt;br /&gt;
if target&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;fput &amp;quot;attack ##{target.id}&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; This example shows (in an over-simplified way) the most common use of the GameObj class.   First, &amp;quot;GameObj.npcs&amp;quot; gives an array of all the npcs in the room.  Then, &amp;quot;.find&amp;quot; searches each item in that array.  For each item in the array, the code inside the brackets following &amp;quot;GameObj.npcs.find&amp;quot; is run, and &amp;quot;npc&amp;quot; represents the item it&#039;s currently looking at.  The code inside the brackets acts like an if statement, and as soon as it is true, &amp;quot;target&amp;quot; is assigned the npc object.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;status&amp;quot; method applies to npcs and pcs (using it on others won&#039;t give an error, but it will always return nil).  The status is basically whatever shows up after &amp;quot;that appears&amp;quot;, &amp;quot;that is&amp;quot;, or &amp;quot;who is&amp;quot;.  So, if you also see a kobold that appears stunned, its status will be &amp;quot;stunned&amp;quot;.  In the example, we&#039;re looking for an npc with a nil status, because that represents an npc that&#039;s standing and not stunned, dead, prone, etc.  The game never shows &amp;quot;You also see a kobold that is standing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now suppose there&#039;s twenty kobolds in the room, and only the fifteenth one is standing.  How can you be sure you attack the standing one?  This is where the kobold&#039;s id comes in handy.  Simu assigns an id to almost everything in the game.  Stormfront uses these ids when you click on links.  For the most part, these ids can be used just like nouns.  &amp;quot;attack ##{target.id}&amp;quot; will attack the npc you found earlier, even if other npcs are walking in and out of the room.  The double pound sign is not a typo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other GameObj Methods ===&lt;br /&gt;
&lt;br /&gt;
==== GameObj.containers ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a Hash of ids (as Strings) mapping to arrays of objects of the GameObj class. Each id represents an accessible container &#039;&#039;&#039;that GameObj is aware of&#039;&#039;&#039; with the given id. The id maps to an array of objects of the GameObj class representing that container&#039;s contents.&lt;br /&gt;
&lt;br /&gt;
For a container to be added to the Hash, GameObj must first be made aware of its contents by some sort of interaction with the container, looking in it, opening it, and more. (Someone who knows the specific cases, please add detail!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.right_hand, GameObj.left_hand ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an object of the GameObj class representing whatever is in your hand.  Currently, if there is nothing in your hand, it still returns a GameObj where the name is &amp;quot;Empty&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Useful and Hopefully Self-Explanatory methods to use once you have the right GameObj object====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
.id&amp;lt;br&amp;gt;&lt;br /&gt;
.name&amp;lt;br&amp;gt;&lt;br /&gt;
.noun&amp;lt;br&amp;gt;&lt;br /&gt;
.status&amp;lt;br&amp;gt;&lt;br /&gt;
.contents&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; The Script class deals with and runs scripts.&lt;br /&gt;
&lt;br /&gt;
=== Script.start ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Starts the specified script. Arguments for that script should be passed as a single string. A hash can also be passed with other script options (:quiet, :force, and you can also use :name and :args instead of passing one/two strings).&lt;br /&gt;
&lt;br /&gt;
=== Script.run ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Starts the specified script and waits while it runs. Arguments for that script should be passed as a single string. A hash can also be passed with other script options (:quiet, :force, and you can also use :name and :args instead of passing one/two strings).&lt;br /&gt;
&lt;br /&gt;
=== Script.list, Script.running, Script.hidden ===&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; An array of Script objects for every running/visible/invisible script.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; This is not the same as ;list. The Script class does not have a defined to_s method.&lt;br /&gt;
&lt;br /&gt;
=== Script.running? ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Checks whether a script is running (paused or not)&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
&lt;br /&gt;
=== Script.pause ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Pauses a script&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if the script was paused successfully, false otherwise (script not running or already paused)&lt;br /&gt;
&lt;br /&gt;
=== Script.unpause ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Unpauses a script&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if the script was unpaused successfully, false otherwise (script not running or was not paused)&lt;br /&gt;
&lt;br /&gt;
=== Script.paused? ===&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if a script is running and paused, false otherwise&lt;br /&gt;
&lt;br /&gt;
=== Script.exists? ===&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if a script with the given name is in the user&#039;s script directory, false otherwise. extension is optional.&lt;br /&gt;
&lt;br /&gt;
=== Script.log ===&lt;br /&gt;
Appends to the script&#039;s .log file in the lich/log directory.&lt;br /&gt;
&lt;br /&gt;
=== Script.db ===&lt;br /&gt;
Gets you a sqlite3 database for your script, of type SQLite3::Database (http://www.rubydoc.info/github/luislavena/sqlite3-ruby/SQLite3/Database)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==status_tags==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
status_tags&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039;Tells Lich to send this script XML tags rather than stripping them, or, if already doing so, tells Lich to go back to stripping the XML. If called with the argument &amp;quot;on&amp;quot; or &amp;quot;off&amp;quot;, switches to that setting and echoes that it has done so.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[The Lich]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*The initial content of this article was copied from the scripting documentation posted by Tillmen which formerly resided at http://lichproject.com/&lt;br /&gt;
&lt;br /&gt;
[[category:Scripts]]&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Software/Scripting_reference&amp;diff=96919</id>
		<title>Lich:Software/Scripting reference</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Software/Scripting_reference&amp;diff=96919"/>
		<updated>2017-09-11T14:02:32Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Add documentation for upstream_get? command&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== put ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
put &amp;quot;look&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; the string that was sent&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to Wizard.&lt;br /&gt;
&lt;br /&gt;
== fput ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fput &amp;quot;stance defensive&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fput &amp;quot;stance defensive&amp;quot;, &amp;quot;are now in a defensive stance&amp;quot;, &amp;quot;can&#039;t do that while dead&amp;quot;, &amp;quot;etc&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; the string that was accepted as meaning the action succeeded (see below)&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; forceput&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; It&#039;s named &#039;forceput&#039;  because originally it was intended to be used only infrequently, but as it&#039;s turned out there are very few times when &#039;put&#039; is preferable.  This command will continue to &#039;put&#039; whatever string you give it, until it receives a line from the game that it doesn&#039;t recognize as one of the common &amp;quot;command rejected&amp;quot; responses (for example, &amp;quot;You can&#039;t do that while entangled in a web&amp;quot;, &amp;quot;...wait x seconds&amp;quot; (RT), &amp;quot;Wait x seconds.&amp;quot; (cast RT), &amp;quot;Sorry, you may only type ahead x lines&amp;quot;, &amp;quot;You&#039;ll have to stand up first&amp;quot; (stands and reattempts), etc).  If stunned, it will wait until you&#039;re no longer stunned to reattempt; if in RT (hard or soft), will wait &#039;x&#039; seconds before reattempting.  If you need to stand, it will do so and retry immediately.  If it causes a type ahead error, it will pause for 1 second and then reattempt.  This has a very high rate of success, but it is definitely not infallible -- it only checks the next line received from the game, and there&#039;s no guarantee the next line from the game has anything at all to do with what the &#039;fput&#039; command just sent.  Because of this it can often fail to realize the command wasn&#039;t really successful, particularly if the user is doing a lot of things at once.  If given more than one string, the first string is taken as the command to send to the game, and all other strings are used as what to accept as meaning the action succeeded.  BE CAREFUL with this behavior!  It can very infrequently be extremely useful, but if not used cautiously, it can easily cause a script to mistakenly repeat an action many times in *very* rapid succession (which with CoL signs for instance can very easily kill you in less than a second flat).&lt;br /&gt;
&lt;br /&gt;
== cast ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
cast(908)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
cast(908,&amp;quot;wraith&amp;quot;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string based on outcome of casting the given spell. Outcomes would be the cast roundtime, spell hindrance, not enough mana, and likely others&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Will check that you have enough mana for desired spell, and if so cast the spell. If no target given it will selfcast buffs or open cast if utility/attack. Will automatically change stance based on spell being cast. Will return a string that can be matched to determine if the spell was successfully cast, blocked due to spell hinrance, or if you did not have enough mana.&lt;br /&gt;
&lt;br /&gt;
== pause ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause 1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause &#039;2s&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause &#039;3m&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause &#039;2h&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause &#039;1d&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If given no arguments, pauses for one second.  If given an integer, pauses for that many seconds.  If given a string (as in the examples above), extracts the number to pause for from the string and pauses for that many seconds/hours/days (yeah, well, I was bored, so why not make it do days too).  Return value is the number of seconds it paused for.&lt;br /&gt;
&lt;br /&gt;
== echo ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
echo&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
echo &amp;quot;Hi there!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
echo &amp;quot;Line one&amp;quot;, &amp;quot;Line two&amp;quot;, &amp;quot;endlessly&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Displays &#039;[script_name: the string it was given]&#039; in the game window; if given multiple strings it echoes each string on its own line.  If it&#039;s given no arguments, it simply prints a blank line without the &#039;[script_name: ]&#039; business.&lt;br /&gt;
&lt;br /&gt;
== respond ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
respond&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
respond &amp;quot;I&#039;m a string to display&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
respond &amp;quot;Line one&amp;quot;, &amp;quot;Line two&amp;quot;, &amp;quot;so on and so on&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Just like the &#039;echo&#039; command, but does not display the script name.  Since it&#039;s possible for Lich to be running two dozen scripts at the same time, it can get a little hard to know which script is saying what unless they use the &#039;echo&#039; command and not the &#039;respond&#039; command.  Still, &#039;echo&#039; can be a bit ugly for printing tables and whatnot, so use this instead if desired.  The return value is how many characters the last string displayed contained.&lt;br /&gt;
&lt;br /&gt;
== goto ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
goto &amp;quot;MainLabel&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; (has no return value, the current execution stack is discarded and the jump never returns)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to standard Wizard/SF scripts; the label to jump to has to be in quotes, and its case insensitive.  The label declaration itself (the LABEL: line) MUST NOT be in quotes: only the name of the label when you use the goto command.  If a label called &amp;quot;main&amp;quot; and a label called &amp;quot;Main&amp;quot; (with a capital) both exist, then using GOTO to jump to the &amp;quot;main&amp;quot; label would jump there -- however, if you tried to jump to the &amp;quot;Main&amp;quot; label, it would jump to the capital-letter one instead (basically if there are two labels with the same name but different capitalizations, the goto command starts acting as though its case sensitive).&lt;br /&gt;
&lt;br /&gt;
== wait ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
wait&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to Wizard; waits until a line from the game is seen.  Returns the line (in actuality this command simply clears the game stack and executes a &#039;get&#039;).&lt;br /&gt;
&lt;br /&gt;
== waitrt ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitrt&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer (Fixnum class)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Pauses for however many seconds you&#039;re currently in roundtime for.  Return value is how many seconds paused.  Waits until you&#039;re in roundtime if you aren&#039;t at the time this command is used, and therefore can hang endlessly.&lt;br /&gt;
&lt;br /&gt;
== waitrt? ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitrt?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer (Fixnum class)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;waitrt&#039;, but does not wait until you&#039;re in roundtime and as such will not hang (but will not wait for any roundtime if the game hasn&#039;t sent that you&#039;re in roundtime yet).&lt;br /&gt;
&lt;br /&gt;
== waitcastrt ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitcastrt&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer (Fixnum class)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Pauses for however many seconds you&#039;re currently in RT for.  Return value is how many seconds paused.  Waits until you&#039;re in RT if you aren&#039;t at the time this command is used, and therefore can hang endlessly.&lt;br /&gt;
&lt;br /&gt;
== waitcastrt? ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitcastrt?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer (Fixnum class)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;waitcastrt&#039;, but does not wait until you&#039;re in cast roundtime and as such will not hang (but will not wait for any cast roundtime if the game hasn&#039;t sent that you&#039;re in cast roundtime yet).&lt;br /&gt;
&lt;br /&gt;
== waitfor ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
waitfor &amp;quot; just arrived.&amp;quot;, &amp;quot;More lines to waitfor if you desire&amp;quot;, &amp;quot;endlessly&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Waits until a line from the game includes the string you gave it as an argument.  The return value is the complete string from the game (in the example used here, if Shaelun entered the room, the command would return &amp;quot;Shaelun just arrived.&amp;quot;).  &#039;waitfor&#039; is case insensitive (capital letters are considered matches even if the string it was given didn&#039;t have a capital letter there).&lt;br /&gt;
&lt;br /&gt;
== unique_waitfor ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
unique_waitfor &amp;quot;continue&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;waitfor&#039; but acts on the &#039;unique&#039; queue.&lt;br /&gt;
&lt;br /&gt;
== wait_while ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
wait_while { percenthealth != 100 }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
wait_while &amp;quot;You do not have full health: waiting until you do.&amp;quot; { percenthealth != 100 }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; all the variants of `Wounds.(bodypart)&#039; are the same for `Scars.(bodypart)&#039;&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; The script will wait while the given code block has a logical value of &#039;true&#039;, and will only continue on to the next line when/if the code block has a value of &#039;false&#039;.  If given the optional string to announce to the user, it will only display that string if it&#039;s going to be sitting there waiting for something -- if the command will not be waiting at all, it doesn&#039;t display the string to the user.  Note that there&#039;s no limit to how long/complicated the code block can be; it was designed for very short logical comparisons like the example above, but need not be used that way.&lt;br /&gt;
&lt;br /&gt;
== wait_until ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
wait_until { checkmana(50) }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical in all ways to &#039;wait_while&#039;, but does the opposite (waits UNTIL the given code block is true, not WHILE it&#039;s true).  Also takes the optional string if desired.&lt;br /&gt;
&lt;br /&gt;
== upstream_get ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
upstream_get&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same thing as &amp;quot;get&amp;quot; except it fetches the last line the user sent to the game.  A script has to ask Lich to give it this information by first using the &amp;quot;toggle_upstream&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
== upstream_get? ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
upstream_get?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Attempts to get the last line the user sent to the game, but does not wait for a line to be sent.  A script has to ask Lich to give it this information by first using the &amp;quot;toggle_upstream&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
== toggle_upstream ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
toggle_upstream&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &amp;quot;upstream&amp;quot; flag (true/false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; See above.&lt;br /&gt;
&lt;br /&gt;
== upstream_waitfor ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
upstream_waitfor &amp;quot;climb stairs&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &amp;quot;waitfor&amp;quot; but only checks the upstream commands (the commands sent to the game by the user).&lt;br /&gt;
&lt;br /&gt;
== undo_before_dying ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
undo_before_dying&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; nothing useful&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Clears any &amp;quot;before_dying&amp;quot; code blocks that have been used.  If none have been used, does nothing (see the &#039;before_dying&#039; command).&lt;br /&gt;
&lt;br /&gt;
== abort! ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
abort!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; never returns&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Immediately kills the script, bypassing any &#039;before_dying&#039; blocks that have been registered.  Probably won&#039;t ever be of use, but it&#039;s a way to make the calling script go away as fast as possible (note that it isn&#039;t any faster than the &#039;exit&#039; command is, it just makes sure that nothing except stopping the script happens).&lt;br /&gt;
&lt;br /&gt;
== watchhealth ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
watchhealth(50) { echo &amp;quot;Uh, your health is below 50...&amp;quot; }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
watchhealth(50, proc_object)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; nothing useful&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns immediately so that the calling script continues to run as normal, and while it does, monitors your health.  If it falls below the number you give it, executes the block you passed to it.  Only does this once -- if you want it to repeat as the script executes (be careful, chances are your health will still be below 50 after the block executes once) then pass watchhealth a proc object that includes a line registering itself over again (as in, a proc that includes a &#039;watchhealth(#, self)&#039; thingie).  If your health never falls below the number you give it, then nothing happens; once the script ends, it stops watching.&lt;br /&gt;
&lt;br /&gt;
== checkoutside ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkoutside&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
outside?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; outside?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Really simple, just returns true if you&#039;re outside, false if you aren&#039;t.  Probably only of use to rangers writing their own spellup scripts or something, but either way: it&#039;s available if you have a use for it.&lt;br /&gt;
&lt;br /&gt;
== Settings.load ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Settings.load&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Settings[&amp;quot;SettingName&amp;quot;]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Settings.save&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Settings.clear&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; either a hash representing your settings, or &#039;nil&#039; if no settings for the script exist&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Note that Settings.clear will erase all settings, but it will NOT save that on its own.  Issue a Settings.save command after the Settings.clear if you want that script&#039;s settings reset permanently.&lt;br /&gt;
&lt;br /&gt;
== toggle_unique ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
toggle_unique&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;unique&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; When a script is set as being &#039;unique&#039;, it does not receive normal game data; instead it only receives what the user sends to it by typing ;send to (script) (message).  This is of use if a script wants to only act on a user&#039;s input or has no use for game data (it provides a method for scripts to make sure game data doesn&#039;t accidentally get recognized as a user&#039;s input, and also serves to prevent scripts from slowly eating away at system resources because the script never checks or clears its data buffer -- see the &#039;clear&#039; command for more on that).&lt;br /&gt;
&lt;br /&gt;
== no_kill_all ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
no_kill_all&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;no_kill_all&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;no kill all&#039; setting: when this setting is on (defaults to off), a script will not be affected by the user typing ;kill all.  A script with this set to on must be killed specifically (by typing ;kill [script], or just ;kill).  There is no way to prevent a script from being killed when targeted by the user.&lt;br /&gt;
&lt;br /&gt;
== no_pause_all ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
no_pause_all&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;no_pause_all&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;no pause all&#039; setting: when this setting is on (defaults to off), a script will not be affected by the user typing ;pause all.  A script with this set to on must be killed specifically (by typing ;pause [script], or just ;pause).  There is no way to prevent a script from being paused when targeted by the user.&lt;br /&gt;
&lt;br /&gt;
== hide_me ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
hide_me&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;hidden&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;hidden&#039; setting.  When this setting is on (defaults to off), a script will not be listed when the user types ;list. It will still show up under ;list all. There is no way to prevent a script from being being displayed in ;list all.&lt;br /&gt;
&lt;br /&gt;
== silence_me ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
silence_me&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the &#039;silenced&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;silenced&#039; setting.  A script with this on will not have commands it sends to the game echoed to your game window.  A script run in SAFE mode cannot change this setting (attempting to do so will generate a warning and otherwise have no effect).&lt;br /&gt;
&lt;br /&gt;
== toggle_echo ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
toggle_echo&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; new value of the &#039;suppress echo&#039; setting (true or false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off the &#039;suppress echo&#039; setting.  A script with this on will not execute any &#039;echo&#039; commands, but will silently ignore them instead; it&#039;s designed more for people who don&#039;t want clutter in their game window but still want to make use of an existing script.  Commands sent to the game are still echoed to the game window.&lt;br /&gt;
&lt;br /&gt;
== checkpoison ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpoison&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; See checkdisease.&lt;br /&gt;
&lt;br /&gt;
== checkdisease ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkdisease&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; See checkpoison.&lt;br /&gt;
&lt;br /&gt;
== get ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
get&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Fetches the next un-checked line of game data (while a script is running, it is given every game line, and these lines are available for a script to check/use at its leisure).&lt;br /&gt;
&lt;br /&gt;
== unique_get ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
unique_get&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Fetches a line from the unique stack, as opposed to the game data stack (see &#039;toggle_unique&#039; for more about what the &#039;unique&#039; stack refers to).&lt;br /&gt;
&lt;br /&gt;
== send_to_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
send_to_script &#039;scriptname&#039;, &#039;message to send&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; The target script will be sent a string exactly as though it came from the game.  Returns true if successful, false if the script wasn&#039;t found to be active.&lt;br /&gt;
&lt;br /&gt;
== unique_send_to_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
unique_send_to_script &#039;scriptname&#039;, &#039;message to send&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;send_to_script&#039;, but the script will receive the string sent in its &#039;unique&#039; stack instead of its &#039;game data&#039; stack (see &#039;toggle_unique&#039; for more info).&lt;br /&gt;
&lt;br /&gt;
== move ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
move &#039;northwest&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as the Wizard &#039;move&#039; command, but it will usually compensate for things like type ahead errors, RT, currently stunned, etc.; will also stand and re-attempt the movement if it&#039;s detected to be necessary.  Returns &#039;true&#039; if the move was executed properly, &#039;false&#039; if it wasn&#039;t able to be performed (which is very rare due to the move command&#039;s error compensation measures).&lt;br /&gt;
&lt;br /&gt;
== multimove ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
multimove &#039;nw&#039;, &#039;ne&#039;, &#039;go hole&#039;, &#039;climb stairs&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Takes multiple directions to move in and executes the &#039;move&#039; command for each one.  Returns the value of the last &#039;move&#039; command executed (true or false).&lt;br /&gt;
&lt;br /&gt;
== fetchloot ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fetchloot&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Performs a &#039;look&#039; and takes/puts away all items on the ground that aren&#039;t listed in your &#039;excludeloot:&#039; setting.  Return value is the last line from the game.&lt;br /&gt;
&lt;br /&gt;
== Lich.fetchloot ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Lich.fetchloot&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;fetchloot&#039; in all ways except only the items listed in your &#039;treasure:&#039; setting are fetched.&lt;br /&gt;
&lt;br /&gt;
== checkloot ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkloot&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings (or an empty array if no items)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns an array consisting of the items currently in the room.&lt;br /&gt;
&lt;br /&gt;
== take ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
take &amp;quot;box&amp;quot;, &amp;quot;coffer&amp;quot;, &amp;quot;ruby&amp;quot;, &amp;quot;etc&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string (the last line the &#039;fput&#039; command saw)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Picks up every item listed and puts each one in turn into your &#039;lootsack:&#039; setting by issuing the commands with fput.&lt;br /&gt;
&lt;br /&gt;
== checkpaths ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpaths&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpaths &#039;nw&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings, or true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns an array consisting of the current &#039;Obvious exits:&#039; directions if given no argument, or true/false based on whether all arguments given are currently available as exits or not.&lt;br /&gt;
&lt;br /&gt;
== walk ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
walk&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Moves in a random cardinal direction (what&#039;s seen in the &#039;Obvious exits:&#039; line), storing the direction moved, and returning &#039;true&#039; if there is a critter in the room or &#039;false&#039; if there aren&#039;t any NPCs in the room.  The stored direction will not be among the random directions chosen the next time the &#039;walk&#039; command is used (unless it hits a dead-end, then it will backtrack the way it came).&lt;br /&gt;
&lt;br /&gt;
== run ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
run if not health(50)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Will execute a &#039;walk&#039; command repeatedly until it enters a room with no critters, at which point it returns and the script will pick up execution on the next line (does not continue to run away).&lt;br /&gt;
&lt;br /&gt;
== checkfried ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfried&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns true if you&#039;re fried, false if not.&lt;br /&gt;
&lt;br /&gt;
== checkmind ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkmind&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkmind(2)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; By itself returns a string representing the level of exp in your head (&#039;clear as a bell&#039;, &#039;fried&#039;, &#039;muddled&#039;, etc).  If given an integer, returns true or false if you have the corresponding level of exp in your head, with 0 being &#039;clear as a bell&#039;, 1 being &#039;fresh and clear&#039;, etc.&lt;br /&gt;
&lt;br /&gt;
== check_mind ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
check_mind&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
check_mind(50)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; By itself returns a string representing the level of exp in your head (&#039;clear as a bell&#039;, &#039;fried&#039;, &#039;muddled&#039;, etc).  If given an integer, returns true or false if you have the corresponding percentage of exp in your head.&lt;br /&gt;
&lt;br /&gt;
== percentmind ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
percentmind&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
percentmind(80)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; integer, or true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; By itself returns an integer ranging from 0-100 representing the percentage of exp in your head. If given an integer, returns true or false if you have at least that percentage of experience.  Both saturated and fried show up as 100 percent - a user interested in distinguishing between the two can add a checksaturated or saturated? qualifier to their percentmind check.&lt;br /&gt;
&lt;br /&gt;
== checkarea ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkarea&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkarea &amp;quot;illistim&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string, or true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; By itself returns the geographical area of your current room, or if given a string to check for, returns true or false based on whether your current area matches the string or not.&lt;br /&gt;
&lt;br /&gt;
== checkroom ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkroom&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkroom &amp;quot;table&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to checkarea, but uses the room title instead of the geographical area.&lt;br /&gt;
&lt;br /&gt;
== checkfamarea/checkfamroom ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfamarea&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfamarea &amp;quot;illistim&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string, or true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to checkarea/checkroom, but check your familiar&#039;s current location instead of yours (only in Wizard and only if you have a familiar).&lt;br /&gt;
&lt;br /&gt;
== checkright/checkleft ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkright&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkleft &amp;quot;broadsword&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false, or a string&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; righthand?/lefthand?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Give them a string and will return true/false if it matches what you&#039;re holding, or the last word in the item name if used by itself.  If your hands are currently empty, it will return &#039;nil&#039; (identical to &#039;false&#039; in a logical comparison) regardless of whether it was given an argument or not.  This behavior can be useful to make absolutely certain a &#039;take&#039; command succeeded, for instance.&lt;br /&gt;
&lt;br /&gt;
== check(thing) ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstanding&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkspell &amp;quot;spirit defense&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkdead&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; mostly true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; checkstanding; checknotstanding; checksitting; checkprone; checkkneeling/kneeling?; checkprep/prepped?; checkmind; checkgrouped/checkjoined/joined?; checkwebbed/webbed?; checkstunned/stunned?; checkdead/dead?; checkhidden/checkhiding/hidden/hiding?; checkname/myname?; checkspell/checkactive/active?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Most are true if you are (checkstunned for example), false if you aren&#039;t; they all follow the same basic behavior as the above-documented &#039;check&#039; commands.&lt;br /&gt;
&lt;br /&gt;
== checkname ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkname&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkname &amp;quot;Shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; string or true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; True/false if given a string and the names match, or just returns the character name if given no arguments.&lt;br /&gt;
&lt;br /&gt;
== checknpcs ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
if checknpcs&lt;br /&gt;
	fput &amp;quot;attack&amp;quot;&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
if checknpcs &amp;quot;big monster of doom&amp;quot;, &amp;quot;small monster of doom&amp;quot;&lt;br /&gt;
	put &amp;quot;Oh noes!&amp;quot;&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
	for npc in checknpcs&lt;br /&gt;
		put &amp;quot;greet #{npc}&amp;quot;&lt;br /&gt;
	end&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings, a string, or nil&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If checknpcs is used without giving it npcs to check for, it returns an array of strings coresponding to the noun of each npc in the room, or nil if there are no npcs (does not return an empty array, so you can use &amp;quot;if checknpcs&amp;quot;).  If chekcnpcs is given npcs to look for, it returns a string of the first matching npc it finds, or nil if none matched (any string evaluates to true, only nil and false evaluate to false in an if statement).&lt;br /&gt;
&lt;br /&gt;
== checkpcs ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpcs&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkpcs &amp;quot;shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; array of strings, or true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;checknpcs&#039;, but with the players currently present.&lt;br /&gt;
&lt;br /&gt;
== checkfampcs ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfampcs &amp;quot;shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkfampcs&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; array of strings, or true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; checkfamnpcs&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to the above two, but tracks for your familiar&#039;s room instead.  Not available in SF as of v3.06.&lt;br /&gt;
&lt;br /&gt;
== checkstamina ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstamina 50&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkstamina&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false or an integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Only in StormFront (there is no auto-updated stamina tag in Wizard).  Given no arguments, returns your current stamina.  Given a number, returns true/false based on whether you have at least or more than that number.&lt;br /&gt;
&lt;br /&gt;
== checkrt / checkcastrt ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkrt&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkcastrt&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; value of roundtime&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns a value of how much roundtime left. Useful for IF statements.&lt;br /&gt;
&lt;br /&gt;
== checkmana/checkhealth/checkspirit ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkmana 50&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; identical as above&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; health, health?, mana, mana?, spirit, spirit?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to checkstamina.&lt;br /&gt;
&lt;br /&gt;
== clear ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
clear&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings (possible for the return array to be empty, but unlikely)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Empties ALL unchecked input to the script from ALL queues (normal game stack, unique script stack and upstream stack); the return value is whatever was in the game data stack before it was cleared (which could be nothing, in which case the return is an empty array).&lt;br /&gt;
&lt;br /&gt;
== i_stand_alone ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
i_stand_alone&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; updated value of the setting (true/false)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Toggles on/off.  Removes a script from ALL data feeds; a script using this will receive no game lines and no unique data whatsoever (unless they toggle it back off).  If Lich can more or less ignore that a script exists and not bother with keeping its data stacks up-to-the-second with game data and anything else it&#039;s requested, then a script has virtually no overhead whatsoever (meaning any resources it requires come only from what it does independantly).  Useful for some scripts who have no need to eat up resources being fed game data (such as dict.lic).&lt;br /&gt;
&lt;br /&gt;
== dothis ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
dothis &amp;quot;action here&amp;quot;, &amp;quot;string to match for success&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a success string, or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Similar to fput, but will continue to try the action until a success string is matched&lt;br /&gt;
&lt;br /&gt;
== dothistimeout ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
dothistimeout &amp;quot;action here&amp;quot;, time, &amp;quot;string to match for success&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a success string, or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;dothis&#039;, but if a success isn&#039;t seen in the given amount of time, returns a value of &#039;false&#039; and the script will move on.&lt;br /&gt;
&lt;br /&gt;
== matchtimeout ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
matchtimeout 5, &amp;quot;string to watch for&amp;quot;, &amp;quot;another&amp;quot;, &amp;quot;endlessly&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string, or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;waitfor&#039;, but if a match isn&#039;t seen in the given amount of time, returns a value of &#039;false&#039; and the script will move on.&lt;br /&gt;
&lt;br /&gt;
== matchwait ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If used without any arguments, 100% identical to Wizard &#039;matchwait&#039; commands.  You can optionally give it arguments, in which case it acts identically to &#039;waitfor&#039; in all ways except one: matches are case sensitive (for instance, matchwait &amp;quot;shaelun&amp;quot; will not match if the word &amp;quot;Shaelun&amp;quot; is seen from the game).&lt;br /&gt;
&lt;br /&gt;
== match ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
match &#039;label&#039;, &#039;line to watch for&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
match &amp;quot;gameline&amp;quot;, &amp;quot;gameline&amp;quot;, &amp;quot;some other gameline&amp;quot;, &amp;quot;so on and so forth&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If given exactly two arguments, identical to the Wizard &#039;match&#039; command.  If given *any* other number of arguments, it&#039;s a case sensitive version of &#039;waitfor&#039; but instead of returning the entire matching game line, it returns only the portion of the string you asked it to watch for.&lt;br /&gt;
&lt;br /&gt;
== matchfind ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
matchfind &amp;quot;A ? attacks you!&amp;quot;, &amp;quot;A ? swings a ? at you!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
person, weapon = matchfind &amp;quot;? swings a ? at you!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string or an array&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;waitfor&#039;, but returns only the portion of the line where the question mark(s) are.  If given multiple question marks, returns an array containing the portions of the string (in order).  Note that if you assign multiple variables to equal a single array, the array&#039;s elements are used in order and assigned to each variable (if there are fewer elements in the array than there are variables being assigned, variables receive a value of &#039;nil&#039;, and if there are more elements in the array than there are variables being assigned, the last variable is assigned an array with the remaining values).  This is why the above usage example works (person, weapon =).&lt;br /&gt;
&lt;br /&gt;
== matchfindword ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
weapon = matchfindword &amp;quot;Shaelun swings a ? at you!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string (single word)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to &#039;matchfind&#039;, but only looks for a single word where the question marks are.  Note that a line won&#039;t match if more than one word is where the question mark is (in the above example, if the weapon were a &amp;quot;broadsword&amp;quot; it would match, but if it were a &amp;quot;sonic hammer of kai&amp;quot; there would be no match).&lt;br /&gt;
&lt;br /&gt;
== matchfindexact ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
matchfindexact &amp;quot;? just arrived.&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Version of matchfind meant for use in special cases; matchfind is very forgiving and will return and match anything (case insensitively) -- matchfindexact is very strict.  It is case sensitive and cares about things like spaces, word boundaries (partial pieces of a word will not match, only whole words), the case of the string it&#039;s looking for, etc..  Use it if you need to use matchfind and want to make sure only a very specific line matches.&lt;br /&gt;
&lt;br /&gt;
== send_scripts ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
send_scripts &amp;quot;To the running scripts, this line looks identical to one that came from the game&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;send_to_script&#039;, but sends a line to all scripts instead of just one.&lt;br /&gt;
&lt;br /&gt;
== regetall ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
regetall &amp;quot;Shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings, or nil&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Takes a string and returns an array of all game lines (since login) that match as having contained the given string (absolutely every single line since you logged in, Lich remembers them all).  If a script is set as receiving the status data that doesn&#039;t show in the game window, those lines are also matched for; if the script is only being fed normal game data, that&#039;s the only history this command checks.  If no matching lines were found, returns &#039;nil&#039; (which is false in a logical comparison).  As well as returning the matches, it also adds them to the script&#039;s game data stack so that subsequent &#039;get&#039; commands will fetch them in order.  The string to match for is actually optional, and if omitted, all lines are considered &#039;matching&#039;.&lt;br /&gt;
&lt;br /&gt;
== reget ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
reget 3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
reget 5, &amp;quot;Shaelun&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of strings, or nil&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Similar to &#039;regetall&#039; in behavior, but it only checks the current RAM cache (every 2 minutes, Lich&#039;s &#039;memory&#039; of game data is emptied out of RAM and stored in a temporary file on the hard disk so that the program doesn&#039;t take up more resources than is necessary -- these files are deleted when the program closes); it also takes an optional integer, which represents how many game lines back to check (&#039;reget 5&#039; would scan the last 5 lines from the game that are still in RAM).  If the integer is omitted, will scan the entire existing RAM buffer (again, cleared every 2 minutes).&lt;br /&gt;
&lt;br /&gt;
== multifput ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
multifput &amp;quot;stance offensive&amp;quot;, &amp;quot;incant 910&amp;quot;, &amp;quot;stance defensive&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a string (return value of the last &#039;fput&#039; executed)&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Takes multiple strings and executes an &#039;fput&#039; command for every one sequentially.&lt;br /&gt;
&lt;br /&gt;
== kill_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
kill_script &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; kill_scripts, stop_script, stop_scripts&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Simulates the user having entered  ;kill test  in the game entry box and hitting enter; takes multiple scripts to kill.  If the script is not running, returns false; if the script was found to be active and was killed, returns true.&lt;br /&gt;
&lt;br /&gt;
== start_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_script &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_script &amp;quot;heal&amp;quot;, [ &amp;quot;shaelun&amp;quot;, &amp;quot;adhara&amp;quot; ]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Simulates the user having entered  ;test  in the game entry box.  Returns &#039;true&#039; if the script was successfully started, &#039;false&#039; if for any reason it couldn&#039;t be found/started.  The optional second argument (which must be an array, as seen in the above example) can be used to simulate arguments to the script (the above example would simulate the user typing:  ;heal shaelun adhara).&lt;br /&gt;
&lt;br /&gt;
== start_scripts ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_scripts &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_scripts &amp;quot;test&amp;quot;, &amp;quot;calcredux&amp;quot;, &amp;quot;etc&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Executes a &amp;quot;start_script&amp;quot; command for every argument given.  Note that you cannot give a script arguments when using this command.&lt;br /&gt;
&lt;br /&gt;
== start_wizard_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
start_wizard_script &amp;quot;test&amp;quot;, [ &amp;quot;command line variable(s)&amp;quot;, &amp;quot;etc&amp;quot; ]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if successful, false if the script can&#039;t be found or run&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Same as &#039;start_script&#039;, but starts Wizard/SF script files. &#039;&#039;&#039;Note: This command no longer exists in the latest versions of lich&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== maxhealth/maxstamina/maxmana/maxspirit ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fput &amp;quot;eat my acantha leaf&amp;quot; while (checkhealth &amp;lt; maxhealth)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns your maximum health/spirit/stamina/mana as an integer (class Fixnum).  Takes no arguments.&lt;br /&gt;
&lt;br /&gt;
== pause_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause_script&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
pause_script &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If given no arguments, pauses the script using the command.  If given a string, pauses the script who&#039;s name matches that string; if the script is not currently active, returns &#039;false&#039; (&#039;true&#039; if the script was paused successfully).&lt;br /&gt;
&lt;br /&gt;
== unpause_script ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
unpause_script &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Unpauses the script you give it.  Note that because of the way the &#039;script is paused&#039; state is handled, it&#039;s conceivable for a script that was paused to actually still be executing commands internally for a brief time -- a script isn&#039;t actually &amp;quot;stopped dead in its tracks&amp;quot; until it attempts to interact with the game in some way (by fetching game data, sending game data, or by attempting a command that requires the script to be identified).  Since most commands identify a script (including this one), this command cannot unpause the script itself: when it attempts to unpause itself, it will be identified as being paused and will be halted where it is until it&#039;s unpaused by another script or the user (or killed).  When it is, it will be allowed to continue, and will then try to unpause itself (pointlessly, since it was just unpaused...).&lt;br /&gt;
&lt;br /&gt;
== percenthealth/percentmana/percentspirit/percentstamina ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
fput &amp;quot;eat my acantha leaf&amp;quot; while (percenthealth &amp;lt; 90)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns an integer (0-100) representing the percentage of your current health/mana/whatever in relation to your max.&lt;br /&gt;
&lt;br /&gt;
== running? ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
running? &amp;quot;test&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Takes a string and returns true/false if the given script is active or not.&lt;br /&gt;
&lt;br /&gt;
== variable ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
variable[1]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array, possibly empty&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; script.vars&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; It&#039;s an array containing the command line variables the user entered when starting the script (begins at variable[1], unlike standard arrays; as is the behavior of Wizard, variable[0] is the entire line the user entered).&lt;br /&gt;
&lt;br /&gt;
== checkspell ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
checkspell &amp;quot;elemental defense i&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true/false&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; active?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns true if the spell you give it is active, false if it isn&#039;t (only available if you use the infomon script, since that&#039;s what keeps track of this).&lt;br /&gt;
&lt;br /&gt;
== die_with_me ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
die_with_me &amp;quot;test&amp;quot;, &amp;quot;calcredux&amp;quot;, &amp;quot;etc&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; If the given scripts are active at the time the script using this command ends (exits itself, finishes, gets killed by the user, or dies in error) they&#039;ll all be killed automatically (produces no notification to avoid clutter, but the scripts are indeed stopped).  The given scripts need not be running (or technically even exist) at the time this command is used -- it only updates the setting, and that setting isn&#039;t actually acted upon until the script is killed.&lt;br /&gt;
&lt;br /&gt;
== before_dying ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
before_dying { echo &amp;quot;Oh God, why have you killed me dear user...?!&amp;quot; }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
before_dying { Settings.save }&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Performs the given actions right before the script exits.  Note nothing is done at the time this command is used (it simply sets what should be done just before the script is killed).  The block given to this command is actually wrapped up into a proc object (an object of the &#039;Procedure&#039; class), and scheduled to be run when the script is killed/exits (if multiple procs exist, they are executed sequentially in the order they were declared).  Because of this, the same &#039;binding&#039; principles that apply to other proc objects apply here (in a nutshell, if a variable didn&#039;t exist when you declared the &#039;before_dying&#039; stuff, then you can&#039;t use it in the &#039;before_dying&#039; code; if it did exist at the time though, you *can* use it, even if it doesn&#039;t really exist in the script when it dies).  Also note that if the command(s) take more than 0.5 seconds to complete, they&#039;re forcibly aborted and the script is killed regardless (this is to prevent a possibly bad situation where a script makes a mistake in the &#039;before_dying&#039; command and is refusing to stop executing due to errors).  Note that if a script is set as executing in SAFE mode, all the restrictions that normally apply will also apply in the &#039;before_dying&#039; code block (this cannot circumvent that, nor can anything else for that matter).&lt;br /&gt;
&lt;br /&gt;
== undo_before_dying ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
undo_before_dying&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Clears any &#039;before_dying&#039; commands that have been used for the script.&lt;br /&gt;
&lt;br /&gt;
== Wounds.torso ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Wounds.torso&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Wounds.neck&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Wounds.lhand&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
(etc)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer&lt;br /&gt;
*&#039;&#039;&#039;Synonyms:&#039;&#039;&#039; Wounds.head; Wounds.neck; Wounds.abs; Wounds.lhand; Wounds.rhand; Wounds.larm; Wounds.rarm; Wounds.chest; Wounds.back; Wounds.rleg; Wounds.lleg; Wounds.nerves&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns the current wound rank (numerically).  If I had &#039;deep gashes and serious bleeding&#039; on my chest, Wounds.chest would return the integer 3.  If I had no wound there, it would return 0.&lt;br /&gt;
&lt;br /&gt;
== Scars.torso ==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Scars.nerves&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Scars.lleg&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
(etc)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an integer&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Identical to the Wounds.(bodypart) commands seen above, but for scars instead of wounds.&lt;br /&gt;
&lt;br /&gt;
== Spell ==&lt;br /&gt;
&lt;br /&gt;
=== Spell[number].cast() ===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Spell[503].cast&lt;br /&gt;
Spell[503].cast(&#039;Tilmen&#039;)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; returns result as string ( ie cast roundtime, hinderance, etc. )&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Attempt to cast spell given using info from spell-list.xml&lt;br /&gt;
&lt;br /&gt;
=== Spell[number].affordable? ===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Spell[503].affordable?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; returns true or false&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Useful for knowing if you have enough mana for spell&lt;br /&gt;
&lt;br /&gt;
=== Spell[number].active? ===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Spell[503].active?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; returns true or false if spell is active&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Will return true if the spell is currently active on yourself, false if it is not.&lt;br /&gt;
&lt;br /&gt;
=== Spell[number].timeleft ===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Spell[503].timeleft&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; returns number&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Returns amount of time left as value&lt;br /&gt;
&lt;br /&gt;
== GameObj ==&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; The GameObj class tracks various objects in the same room as you, and makes their game id, name, noun, status, and contents available to you.&lt;br /&gt;
&lt;br /&gt;
=== GameObj arrays ===&lt;br /&gt;
&lt;br /&gt;
There&#039;s a number of arrays exposed by GameObj. They include:&lt;br /&gt;
&lt;br /&gt;
==== GameObj.inv ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the things you are wearing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.pcs ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the other players in the room, or nil if there are none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.npcs ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the npcs in the room, or nil if there are none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.loot ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the loot in the room, or nil if there is none.  For the purposes of this function, loot is anything that Simu hasn&#039;t tagged with monster bold.  Any exits or anything that shows up in the &amp;quot;You also see&amp;quot; line will be included.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.room_desc ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing any links found in the room description, or nil if there are none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.dead ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class representing the dead &#039;&#039;&#039;npcs&#039;&#039;&#039; in the room, or nil if there are none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.fam_pcs, GameObj.fam_npcs, GameObj.fam_loot, GameObj.fam_room_desc ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an array of objects of the GameObj class.  Similar to the ones above, except for your familiar&#039;s room, and these don&#039;t stay up-to-date without having your familiar look at the room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Finding Game Objects with GameObj ===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve got an object or array of objects, here&#039;s what to do with them:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
target = GameObj.npcs.find { |npc| npc.status.nil? }&amp;lt;br&amp;gt;&lt;br /&gt;
if target&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;fput &amp;quot;attack ##{target.id}&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; This example shows (in an over-simplified way) the most common use of the GameObj class.   First, &amp;quot;GameObj.npcs&amp;quot; gives an array of all the npcs in the room.  Then, &amp;quot;.find&amp;quot; searches each item in that array.  For each item in the array, the code inside the brackets following &amp;quot;GameObj.npcs.find&amp;quot; is run, and &amp;quot;npc&amp;quot; represents the item it&#039;s currently looking at.  The code inside the brackets acts like an if statement, and as soon as it is true, &amp;quot;target&amp;quot; is assigned the npc object.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;status&amp;quot; method applies to npcs and pcs (using it on others won&#039;t give an error, but it will always return nil).  The status is basically whatever shows up after &amp;quot;that appears&amp;quot;, &amp;quot;that is&amp;quot;, or &amp;quot;who is&amp;quot;.  So, if you also see a kobold that appears stunned, its status will be &amp;quot;stunned&amp;quot;.  In the example, we&#039;re looking for an npc with a nil status, because that represents an npc that&#039;s standing and not stunned, dead, prone, etc.  The game never shows &amp;quot;You also see a kobold that is standing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now suppose there&#039;s twenty kobolds in the room, and only the fifteenth one is standing.  How can you be sure you attack the standing one?  This is where the kobold&#039;s id comes in handy.  Simu assigns an id to almost everything in the game.  Stormfront uses these ids when you click on links.  For the most part, these ids can be used just like nouns.  &amp;quot;attack ##{target.id}&amp;quot; will attack the npc you found earlier, even if other npcs are walking in and out of the room.  The double pound sign is not a typo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other GameObj Methods ===&lt;br /&gt;
&lt;br /&gt;
==== GameObj.containers ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; a Hash of ids (as Strings) mapping to arrays of objects of the GameObj class. Each id represents an accessible container &#039;&#039;&#039;that GameObj is aware of&#039;&#039;&#039; with the given id. The id maps to an array of objects of the GameObj class representing that container&#039;s contents.&lt;br /&gt;
&lt;br /&gt;
For a container to be added to the Hash, GameObj must first be made aware of its contents by some sort of interaction with the container, looking in it, opening it, and more. (Someone who knows the specific cases, please add detail!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GameObj.right_hand, GameObj.left_hand ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; an object of the GameObj class representing whatever is in your hand.  Currently, if there is nothing in your hand, it still returns a GameObj where the name is &amp;quot;Empty&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Useful and Hopefully Self-Explanatory methods to use once you have the right GameObj object====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
.id&amp;lt;br&amp;gt;&lt;br /&gt;
.name&amp;lt;br&amp;gt;&lt;br /&gt;
.noun&amp;lt;br&amp;gt;&lt;br /&gt;
.status&amp;lt;br&amp;gt;&lt;br /&gt;
.contents&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; The Script class deals with and runs scripts.&lt;br /&gt;
&lt;br /&gt;
=== Script.start ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Starts the specified script. Arguments for that script should be passed as a single string. A hash can also be passed with other script options (:quiet, :force, and you can also use :name and :args instead of passing one/two strings).&lt;br /&gt;
&lt;br /&gt;
=== Script.run ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Starts the specified script and waits while it runs. Arguments for that script should be passed as a single string. A hash can also be passed with other script options (:quiet, :force, and you can also use :name and :args instead of passing one/two strings).&lt;br /&gt;
&lt;br /&gt;
=== Script.list, Script.running, Script.hidden ===&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; An array of Script objects for every running/visible/invisible script.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; This is not the same as ;list. The Script class does not have a defined to_s method.&lt;br /&gt;
&lt;br /&gt;
=== Script.running? ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Checks whether a script is running (paused or not)&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true or false&lt;br /&gt;
&lt;br /&gt;
=== Script.pause ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Pauses a script&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if the script was paused successfully, false otherwise (script not running or already paused)&lt;br /&gt;
&lt;br /&gt;
=== Script.unpause ===&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039; Unpauses a script&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if the script was unpaused successfully, false otherwise (script not running or was not paused)&lt;br /&gt;
&lt;br /&gt;
=== Script.paused? ===&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if a script is running and paused, false otherwise&lt;br /&gt;
&lt;br /&gt;
=== Script.exists? ===&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; true if a script with the given name is in the user&#039;s script directory, false otherwise. extension is optional.&lt;br /&gt;
&lt;br /&gt;
=== Script.log ===&lt;br /&gt;
Appends to the script&#039;s .log file in the lich/log directory.&lt;br /&gt;
&lt;br /&gt;
=== Script.db ===&lt;br /&gt;
Gets you a sqlite3 database for your script, of type SQLite3::Database (http://www.rubydoc.info/github/luislavena/sqlite3-ruby/SQLite3/Database)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==status_tags==&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
status_tags&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Returns:&#039;&#039;&#039; ?&lt;br /&gt;
*&#039;&#039;&#039;Description:&#039;&#039;&#039;Tells Lich to send this script XML tags rather than stripping them, or, if already doing so, tells Lich to go back to stripping the XML. If called with the argument &amp;quot;on&amp;quot; or &amp;quot;off&amp;quot;, switches to that setting and echoes that it has done so.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[The Lich]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*The initial content of this article was copied from the scripting documentation posted by Tillmen which formerly resided at http://lichproject.com/&lt;br /&gt;
&lt;br /&gt;
[[category:Scripts]]&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Massive_black_boar&amp;diff=95928</id>
		<title>Massive black boar</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Massive_black_boar&amp;diff=95928"/>
		<updated>2017-08-24T21:21:57Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Add Cleric TD and marking skin-only loot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start&lt;br /&gt;
| level = 59&lt;br /&gt;
| type = Quadruped&lt;br /&gt;
| family = boar&lt;br /&gt;
| attacks = Bites, Charges, Maneuvers and Tusks.&lt;br /&gt;
| area = [[Blighted Forest]]&amp;lt;br&amp;gt;[[Red Forest]]&lt;br /&gt;
| undead = No&lt;br /&gt;
| bcs = &amp;lt;Not Known&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes&lt;br /&gt;
| physical =&lt;br /&gt;
  {{creature ability|[[Charge (attack)|Charge]]|+335 [[Attack strength|AS]]}}&lt;br /&gt;
| nobolt = &lt;br /&gt;
| nowarding =&lt;br /&gt;
| maneuver =&lt;br /&gt;
  {{creature ability|Charge}}&lt;br /&gt;
| noability =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes&lt;br /&gt;
| defense =&lt;br /&gt;
  {{creature ability|[[Melee]] |+200 [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Ranged]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bolt]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bard Base]] |+194 to +215 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Ranger Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Sorcerer Base]] |+234 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Wizard Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Cleric Base]] | +235 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Empath Base]] |+229 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Paladin Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Elemental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Elemental]] |+246 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Mental]] |&amp;lt;N/A&amp;gt;  [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Mental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
| noability = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = No&lt;br /&gt;
 | magic items = No&lt;br /&gt;
 | gems = No&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = No&lt;br /&gt;
 | skin = a heavy grey tusk&lt;br /&gt;
 | nobox =&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The black boar snorts loudly and scrapes at the ground, peering around with his close-set, bloodshot eyes in hopes of finding something he can gore into a bloody pulp or pound into the earth.  His body is covered with coarse, black hair, and dull grey tusks protrude from each side of his gaping mouth.  A good ten feet long from dripping snout to curly tail and weighing more than a ton, the black boar moves with surprising speed and dexterity as he bears down, squealing furiously, on his intended prey.  The murderous glint in the boar&#039;s eyes betrays an intelligence much greater than his mundane kin.&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Black boars are completely immune to stuns, including the [[sorcerer]] spell [[Mind Jolt (706)|Mind Jolt]].&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Boars have a charge maneuver that can cause knockdown, roundtime, and death.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1290 Massive black boar on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 57&lt;br /&gt;
|levelm1 = 58&lt;br /&gt;
|level = 59&lt;br /&gt;
|levelp1 = 60&lt;br /&gt;
|levelp2 = 61&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Blighted Forest creatures]]&lt;br /&gt;
[[Category:Red Forest creatures]]&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Winged_viper&amp;diff=95911</id>
		<title>Winged viper</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Winged_viper&amp;diff=95911"/>
		<updated>2017-08-24T20:34:39Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Updating creature treasure to reflect that vipers are skins-only for loot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start&lt;br /&gt;
| level = 60&lt;br /&gt;
| type = Avian&lt;br /&gt;
| family = viper&lt;br /&gt;
| attacks = &lt;br /&gt;
| area = [[Red Forest]]&amp;lt;br&amp;gt;&lt;br /&gt;
| undead = No&lt;br /&gt;
| bcs = Yes&lt;br /&gt;
| hitpoints = 273&lt;br /&gt;
| asg = 12 ([[natural armor|natural]])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes&lt;br /&gt;
| physical = &lt;br /&gt;
   {{creature ability|Bite|+294 [[Attack Strength|AS]]}}&lt;br /&gt;
| bolt =&lt;br /&gt;
   {{creature ability|[[Major Cold (907)]]}}&lt;br /&gt;
   {{creature ability|[[Major Fire (908)]]}}&lt;br /&gt;
   {{creature ability|[[Major Shock (910)]]}}&lt;br /&gt;
| warding =&lt;br /&gt;
   {{creature ability| ?? (warded off) }}&lt;br /&gt;
| maneuver =&lt;br /&gt;
   {{creature ability|Spit}}&lt;br /&gt;
| ability =&lt;br /&gt;
   {{creature ability|[[Elemental Wave (410)]]}}&lt;br /&gt;
   {{creature ability|[[Elemental Dispel (417)]]}}&lt;br /&gt;
   {{creature ability|[[Major Elemental Wave (435)]]}}&lt;br /&gt;
   {{creature ability|[[Sounds (607)]]}}&lt;br /&gt;
   {{creature ability|[[Call Swarm (615)]]}}&lt;br /&gt;
}}&lt;br /&gt;
  &lt;br /&gt;
{{Creature defense attributes&lt;br /&gt;
| defense =&lt;br /&gt;
  {{creature ability|[[Melee]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Ranged]] |+193 [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bolt]] |+206 [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[UCS|Unarmed]] |&amp;lt;N/A&amp;gt; [[UDF]]}}&lt;br /&gt;
  {{creature ability|[[Bard Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Ranger Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Sorcerer Base]] |+226 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Wizard Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Cleric Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Empath Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Paladin Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Elemental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Elemental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Mental]] |&amp;lt;N/A&amp;gt;  [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Mental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
| ability = &lt;br /&gt;
  {{creature ability|[[Elemental Defense III (414)]]}}&lt;br /&gt;
  {{creature ability|[[Elemental Barrier (430)]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = No&lt;br /&gt;
 | magic items = No&lt;br /&gt;
 | gems = No&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = No&lt;br /&gt;
 | skin = pure white feather&lt;br /&gt;
 | nobox = ?&lt;br /&gt;
 | noskinvalue = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The viper has a sinuous scaley body of purest white, feathered from snout to tail.  Two majestic wings arch from its body roughly one-third of the way down its length.  The viper&#039;s mouth is filled with long, needle sharp fangs, and its forked tongue flickers constantly to taste the air hungrily.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Webs will bring the viper out of the skies, but they will slip out of a web at their first opportunity.&lt;br /&gt;
&lt;br /&gt;
Unlike most vipers, the winged viper has significant magical talents, casting spells from the Minor Elemental, Ranger, and Wizard circles.&lt;br /&gt;
==Other information==&lt;br /&gt;
Winged vipers are flying creatures.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A winged viper soars in.&lt;br /&gt;
&lt;br /&gt;
A winged viper&#039;s fangs glisten as it tries to bite XXX!&lt;br /&gt;
&lt;br /&gt;
The winged viper writhes in agony, its eyes growing dark as it dies.&lt;br /&gt;
&lt;br /&gt;
The winged viper crashes to the ground, motionless.&lt;br /&gt;
&lt;br /&gt;
The winged viper dissolves as the acidic poison consumes it from within.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dispel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A winged viper hisses an arcane phrase in an unfamiliar sibilant language.&lt;br /&gt;
&lt;br /&gt;
A winged viper flips its body around, flicking its tongue at you!&lt;br /&gt;
The glowing specks of energy surrounding you suddenly shoot off in all directions, then quickly fade away.&lt;br /&gt;
The elemental aura around you wavers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 58&lt;br /&gt;
|levelm1 = 59&lt;br /&gt;
|level = 60&lt;br /&gt;
|levelp1 = 61&lt;br /&gt;
|levelp2 = 62&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Red Forest creatures]]&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Duskruin_primer&amp;diff=95141</id>
		<title>Duskruin primer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Duskruin_primer&amp;diff=95141"/>
		<updated>2017-08-13T15:20:24Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Fix link to solid moonstone cubes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;A primer for the Duskruin Arena event&lt;br /&gt;
by Newsby and Dergoatean, from the [[TownCrier]] Team&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A significant portion of Elanthian population stops their usual pursuits and heads to Bloodriven Village, the home of The [[Duskruin Arena]], The Duskruin Sewers, and The Shopping of [[Bloodriven Village]].&lt;br /&gt;
&lt;br /&gt;
You may find the usual services more difficult to find in your local towns and communities because of this. It really does feel like there&#039;s a collective HOLD on regular life during Duskruin runs.&lt;br /&gt;
&lt;br /&gt;
It looks like the GMs have settled on April and August for full runs of Duskruin Arena (when the Arena and Sewers are available). There was a Duskruin Dig offered last year, but it was nowhere as popular. We&#039;ll see what happens for 2017 before I call it a trend. The Dig had no arena or sewers, just digging for prizes under the Temple.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Duskruin runs on [[bloodscrip]], the currency of the little Bloodriven Village. All business in Duskruin - Shops, Merchants, Services, and Auctions - are all conducted in bloodscrip.&lt;br /&gt;
&lt;br /&gt;
When it is running, you get to this elusive destination from every major city: &lt;br /&gt;
:&amp;gt; QUEST TRANSPORT DUSKRUIN&lt;br /&gt;
&lt;br /&gt;
The Countinghouse ([[Lich (software)|Lich]] room #24673) in Duskruin has access to your bank account from whatever city you entered. &lt;br /&gt;
&lt;br /&gt;
The exit out of Duskruin is the circle of wagons to the very south - outside the Village Gate and all the way southwards. You&#039;ll end up in the city from which you entered.&lt;br /&gt;
&lt;br /&gt;
The village is open to everyone, there is no entry fee to get in.&lt;br /&gt;
&lt;br /&gt;
Access to the Duskruin Arena and the Duskruin Sewers requires a token or a slip from the [[Simucoin store]]. Both events will take either a slip from the booklet or a token from the jar. They are interchangeable. 1 slip or token per Arena run or sewer run.&lt;br /&gt;
&lt;br /&gt;
There are usually people who sell jars and booklets for silvers if you&#039;d prefer. Watch the Merchant channel on lich and the Players&#039; Corner Market categories for these offerings.&lt;br /&gt;
&lt;br /&gt;
As a whole event, Duskruin Arena&#039;s claim to fame as a favorite GemStone offering is two-fold: the amazing items/services for sale, and the random treasure. Some of the finds are good. Some of it good for pawning. Some of it is awesome, and a limited number of things are just downright amazing. The loot you find has no bearing on your level; it&#039;s all random. &lt;br /&gt;
&lt;br /&gt;
There are usually items for sale in the shops which you cannot find any other time of year. Expensive, unusual boons for your gear. There may be services offered from merchants which happen no other time of year, too. Usually expensive ones. So your bloodscrip stash has lots of things to look forward to.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;High End Shop&amp;quot; or &amp;quot;[[Scrip Shop]]&amp;quot; (Even though they all take scrip...) has prices that increase with every purchase of the item. So planning your purchases to begin with from that store will save you a lot.&lt;br /&gt;
&lt;br /&gt;
The Duskruin sewers offer about 125 scrip per run, whereas the arena offers up to 250 bloodscrip. Even the less combat-oriented among us figure to get more from the arena, but it takes 8 minutes. The sewers go by faster.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want to redeem all your bloodscrip, and you don&#039;t want to manually manage bundling it into the right sized quantity, you can buy a scrip pouch that will let you store your scrip and pull out just what you need. It costs 500 bloodscrip and is sold in [[Bloodriven_Village#The_Mar_and_Scar|The Mar and Scar]] shop&#039;s entry room (Lich #23801, Room 13; a stucco-faced dark stone building).  The Countinghouse (Lich 24673) also offers un-redeeming services, for a small fee of 1%.&lt;br /&gt;
&lt;br /&gt;
== The Duskruin Sewers, aka Ratacombs ==&lt;br /&gt;
&lt;br /&gt;
There is no combat in the Sewers. You search through the place for ... stuff.&lt;br /&gt;
&lt;br /&gt;
Start your sewer searching in Lich room 23758, room 11 on the map. That rubble looks sort of suspicious to me!&lt;br /&gt;
&lt;br /&gt;
1 token/slip gets you 10 searches in the Sewers. There&#039;s no area of the sewers that are better than another. All discoveries in here are random. You will find 1 thing per search:&lt;br /&gt;
* Bloodscrip (up to 125ish for the whole run, if you are lucky, including selling any common moonshards - see below)&lt;br /&gt;
* Moonshard pieces, these are the parts needed to complete the moons to put into a Moonshard Pendant that becomes a glamour crystal.&lt;br /&gt;
** see: [[MoonShard pendant]]&lt;br /&gt;
** Some of these pieces are very rare, and you can sell them for many silvers on the open market if you do not need them. The thin kakore strip and the even more rare reticulated crystal-edged golvern segment&lt;br /&gt;
* [[Sewer rat|A Rat]]: rats are far more rare starting in 2017 than they have been in the past, but they are slightly different this time, too, Wyrom hinted.&lt;br /&gt;
* A cache of bloodscrip that one of the local bandits hid. Lucky you if you find one, there aren&#039;t many! But watch out for the owners to defend that cache, too.  According to Wyrom, caches can yield 1000x what the bloodscrip find would have been, but can also be much less.&lt;br /&gt;
* Random gear/jewelry/loot. These could be awesome or no-enchant plain. It could be a complete jackpot win, too. It&#039;s really random.&lt;br /&gt;
* [[MoonShard_pendant#Bloodrunes|Bloodrune stones]]. Some of these have a market value, some are very common.&lt;br /&gt;
&lt;br /&gt;
If you find a black ora or other cursed item in the sewers, it is uncursed in a flash of … well, uncursing.&lt;br /&gt;
&lt;br /&gt;
There is a lich script to use to search in the sewers from last year. It won&#039;t alert you of the new things - the cache of scrip and the new updated rat behavior - but it should speed you through the sewer without ruining your wrists (more than they are already) and stow your finds.&lt;br /&gt;
	;repository info duskruin_sewers&lt;br /&gt;
&lt;br /&gt;
Sell your unneeded moonshard pieces to the Archaeologist in the dig below the Arena. He will give you a bit of bloodscrip for them. There&#039;s a lich script for this:&lt;br /&gt;
	;repository info archaeologist&lt;br /&gt;
&lt;br /&gt;
Sell your unwanted rats to the rat collector in the sewers, he will pay you bloodscrip for them. Or sell it on the open market.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; for the sewers include having enough empty space in your pack to stash stuff, and pausing to pick up something laying on the ground that someone discarded.&lt;br /&gt;
&lt;br /&gt;
== The Duskruin Arena ==&lt;br /&gt;
&lt;br /&gt;
First, I&#039;m going to get rid of a misconception. You do not need to be capped to win in the Arena. Some professions and some builds will be better/worse at it at various levels. That&#039;s someone else&#039;s primer. I&#039;m not an expert at this, by any means, but this should at least get you started.&lt;br /&gt;
&lt;br /&gt;
Time is not your friend in the Arena; there are 25 foes waiting to kill you, each group progressively a little more challenging. But wait, that&#039;s not all. Every fifth opponent is a Champion. These champions make your Grizzled bounty critters look easy. The champions won&#039;t stun, don&#039;t usually die from the usual death crits and have lots of extra health points.&lt;br /&gt;
&lt;br /&gt;
About death crits on champions: &amp;quot;If you hit left eye, right eye, and both are crit kill shots, it drops on the second one 100% of the time. Or chest/chest, or head/neck, or eye/head.&amp;quot; -- Nairdin&#039;s player&lt;br /&gt;
&lt;br /&gt;
And you get 8 minutes in which to do all of this.&lt;br /&gt;
&lt;br /&gt;
There are some things you don&#039;t have to worry about, though. There is nothing undead. There is no disarming. It is only 1 critter at a time, and they are scaled to your level. So my critters will challenge me, and your critters will challenge you, but I won&#039;t be overwhelmed by things that are 10-20 levels above me. When you exit, you are healed/resurrected as needed and your mana restored.&lt;br /&gt;
&lt;br /&gt;
If you have deeds, you do not lose your spells when you die in the arena. Use SPELL ACTIVE if your displays and stuff need to be re-synced in your front end.&lt;br /&gt;
&lt;br /&gt;
Watch a couple fights from the stands. You will find spectator seating on the outer ring of the arena. WATCH LIST to see who is currently fighting, WATCH NAMEofPERSON to select the person you want to see. Pick someone from your own profession. You will find people have different hunting styles and tactics, depending on their build. Find someone who is similar to yours and learn from their successes and mistakes.&lt;br /&gt;
&lt;br /&gt;
=== Get Ready - preparation is everything ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leave ALL THE STUFF at home.&#039;&#039;&#039; Trim down. Walk into the arena with zero encumbrance. Weight kills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Get ALL THE SPELLS.&#039;&#039;&#039; Defensive spells, offensive buffs, maneuvering, recovery, whatever. There&#039;s probably something that will crop up in there that you wished you had THAT spell going.  ;tune dreavening to be alerted when Dreaven is going to use his small army to give everyone all the spells.  Use a gold coin, I have seen random dispels, but not often.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bring ALL THE TRICKS&#039;&#039;&#039;. [[Blue crystal]]s to hit those really difficult to hit things (and there are some...), Other magical things that help you, [[Heavy quartz orb|quartz orbs]], [[Solid moonstone cube|moonstone cubes]], [[ruby amulet]]s.  In Bloodriven Village, [[Bloodriven_Village#Under_the_Counter|Under the Counter]] (Lich #23810, Room 17: a tidy establishment) offers drinks containing Bravery, Heroism, Dauntless, and Empathic Focus. They&#039;re expensive, but might be worth it if it means you can finish the arena. If you have &amp;gt;30 ranks of Magic Item Use skill, the single-rub items in [[Bloodriven_Village#Khloake_and_Dagger|Khloake and Dagger]] (Lich #23808, Room 17: a dingy wooden shop) may be more cost-effective. There are also Bravery crystals (10 rubs) in [[Bloodriven_Village#Gamac.27s_Goods|Gamac&#039;s Goods]], Back room (Lich #23817, Room 21; a leaning stone shop) that you can buy for 20 bloodscrip. Consider comparing the pricing of bravery items with the cost of a [[pure potion]] - there&#039;s no bloodscrip needed for pure potions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use your [[BOOST|BOOSTs]]&#039;&#039;&#039; that you want to use, and when. Careful timing of a boost can get you through 2 arena runs.&lt;br /&gt;
* &#039;&#039;&#039;BOOST LUCK&#039;&#039;&#039; gives you a second chance on any combat roll 10 or under.&lt;br /&gt;
* &#039;&#039;&#039;BOOST SUPERCHARGE&#039;&#039;&#039; gives your enchanted gear a 50% increase, your flares will flare more often, and your weighting/padding/sighting will get better.&lt;br /&gt;
* &#039;&#039;&#039;BOOST ENHANCIVE&#039;&#039;&#039; has an option to boost your stats or your stamina/mana regen. It&#039;s not just for pausing enhancives.&lt;br /&gt;
* &#039;&#039;&#039;BOOST LONGTERM&#039;&#039;&#039; relieves you of 500 [[experience]] points when your exp approaches MUST REST and you are not even half-way through your matches yet. You&#039;ll get 250 exp placed into [[long-term experience]] for general, slower, absorbing. Remember, you learn zero from combat once your mind gets to MUST REST&lt;br /&gt;
* &#039;&#039;&#039;BOOST ABSORB&#039;&#039;&#039; clears your mind of 1000 exp points and tosses them into your already absorbed, permanent exp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use [[enhancives]]&#039;&#039;&#039; to help you over the rough spots: more mana, more stamina, more spirit, more strength, defense boons, health/mana/stamina recovery, sheer skill bonuses for your relevant skill set, and whatever extra spells you may need along the way in scrolls, imbeddables, etc.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget about those things you only use every once in awhile. You&#039;ve been saving them for a rainy day in some locker/mule somewhere. Guess what? IT&#039;S RAINING! The [[Bravery]]/[[Heroism]] spells, that [[enruned black ora heart]] from Ebon Gate, the [[Prismatic Guard]] spell in that pin you have been saving. [[Celerity]] for extra speed when you need it. &lt;br /&gt;
&lt;br /&gt;
This might also be the time to bring out your unlocked [[Arkati box]] for a stat boost.&lt;br /&gt;
&lt;br /&gt;
Evaluate your [[society]] abilities list. Maybe there is one in there you don&#039;t use very often but will be really handy for this huge fight you are about to face.&lt;br /&gt;
&lt;br /&gt;
=== In The Arena - tactics are everything ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WATCH&#039;&#039;&#039; for traps and tricks with each new opponent. Take evasive action as required. This saves you time (Round times), stuns, and injuries. There&#039;s a lich script for it ;repository info arenawatch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PRAY&#039;&#039;&#039; for your health/mana/stamina/etc to be restored during your Arena challenge if you need to.  Using PRAY takes ~30 seconds off your Arena timer, which makes it harder to kill all 25 opponents before time runs out. Also, one factor in maxing out your scrip is how much time you had left when you killed the last champion. Taking this all into account, PRAY might reduce the amount of bloodscrip you earn in a run - you&#039;ll have to tinker with your approach and see what works best.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use your multiple attack&#039;&#039;&#039; options as often as you need to/can. Time is everything here. If you can accomplish 2 hits in 6 seconds instead of 2 5-second round times for 2 separate attacks, it will add up. And I know lots of you know ways to attack more than twice. :)  Similarly, aimed attacks can end a fight much faster than swinging at any old body part.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana, Stamina, and/or Spirit management&#039;&#039;&#039; are critical to many people. Figure out your strategy for what you will need and have your plan ready in advance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use maneuvers, moves, and spells based on the opponent&#039;&#039;&#039; you are facing. Some cast spells, some use huge weapons, some wear light armor, some wear heavy, etc.&lt;br /&gt;
&lt;br /&gt;
Read through [[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/4604 this thread at the Officials from 2016]] that discusses maximizing your bloodscrip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you&#039;ll win in the Arena:&#039;&#039;&#039;&lt;br /&gt;
* Bloodscrip; more for a win than not, up to 250 scrip&lt;br /&gt;
* A promissory note for some random amount of silvers. Nothing you&#039;ll get rich from, though.&lt;br /&gt;
* An item of loot; could be gear, could be jewelry&lt;br /&gt;
* Saturated exp&lt;br /&gt;
* If an automaton appeared as one of your champions, and you defeated it, you&#039;ll get a piece of ore of the same metal type as the automaton. The ores are for altering the appearance of characters using a completed moonshard pendant.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Loot ==&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;re running through the sewers or struggling valiantly in the arena, after you&#039;ve been at it awhile, you&#039;ll have quite a pile of loot.  Most will be [[pawnshop]] fodder, but a few rare pieces will be worth millions.  If you&#039;re really in a hurry to accumulate bloodscrip, you could just drop it all.  However, loot represents perhaps 20% of the value you&#039;ll pull out of the sewers (when you include the rare high-value stuff), so you probably want to take the time to sort through it.&lt;br /&gt;
&lt;br /&gt;
[[Loresinging|Loresingers]] are in high demand during and after Duskruin, and your locker space is not infinite.  You&#039;ll really want to pare down the loot before storing it, getting it sung, and selling it (or using it yourself).  Here&#039;s a basic procedure you can follow:&lt;br /&gt;
* Is it a golvern segment (sewers only) or a four-ringed metal pendant (arena only)?  It&#039;s worth millions.  Hold onto it.&lt;br /&gt;
* Exchange your common ores at the Archaeologist in the dig below the Arena. He will exchange it for a [[MoonShard_pendant#Bloodrunes|carved ur-barath totem]] that is needed to carve the bloodrunes. (The totem can then be sold to the Archaeologist for a few scrip).&lt;br /&gt;
* Take all jewelry (crowns, armbands, necklaces, etc) to the jeweler and appraise.  If it is worth less than 10000, it&#039;s pretty safe to sell.  If it&#039;s worth 10000-25000, it may be mage rechargeable.  * You might choose to get it sung, but you&#039;re unlikely to miss out on a lot of value by selling it right now.  If it&#039;s worth 25000+, but still appraisable, it may have a small enhancive on it.  Wear it to see if you can tell what it is.  If it enhances something nice (e.g. strength, aura) and/or is in a nice slot (e.g. pin good, head bad), it&#039;s worth holding onto for resale.  If you see no enhancive, it could still potentially be something like health regen or spirit regen, but it&#039;s probably safe to toss.  If the jeweler refuses to throw out a number, it&#039;s almost certainly enhancive.  You should probably get it sung to even if it&#039;s not obvious what the enhancive is.&lt;br /&gt;
* Take everything else to the pawnshop and appraise, preferably one that provides an estimated value for items that get a 35k (max) offer.  Wehnimer&#039;s Landing does this, as well as Icemule Trace if you&#039;re a citizen.&lt;br /&gt;
* If the offer is less than 35k, it&#039;s safe to pawn.  If it&#039;s more than 35k, try to figure out why.  Look at it to see if it&#039;s enchanted more than normal (you&#039;ll see an enchanter&#039;s mark).  Hold it (weapon) or wear it (armor) to see if it has obvious enhancive properties.  Consider a trip to the [[Abandoned Inn crystal]], which can reveal properties like sanctification, weighting, padding, and enchant level.&lt;br /&gt;
** Note: It is common for heavier armor (studded leather and up) to appraise for 35k even if it&#039;s just +20 enchant and otherwise plain.  If you can&#039;t find anything special about it, it may be safe to pawn.&lt;br /&gt;
* Now that you&#039;ve sold the fodder, get a bard to sing to what&#039;s left. Take notes of what the bard reveals with a complete description of the item. Especially a runestaff. Because the glossy ancient fireleaf runestaff might be the valuable one and the silvery ancient fireleaf runestaff might just be +22.&lt;br /&gt;
&lt;br /&gt;
At this point, you may have identified some valuable stuff that you can&#039;t use yourself.  Time to sell!&lt;br /&gt;
* Check out prices at [[https://ps.lichproject.org/ player shops]] to find comparable items.  These prices generally represent an upper bound for the value of the item - they&#039;re the price that items aren&#039;t selling for.&lt;br /&gt;
* Search [[http://forum.gsplayers.com/forumdisplay.php?11-GSIV-Merchant-s-Market The Gemstone IV Players&#039; Corner]] for sales of similar items.&lt;br /&gt;
* You can ask around on LNet for what other people think it&#039;s worth, but people may quickly tire of doing your homework for you.&lt;br /&gt;
* List your item:&lt;br /&gt;
** If you have your own player shop, you might want to make use of it.&lt;br /&gt;
** You might list it as an auction or flat price offering at the Players&#039; Corner.&lt;br /&gt;
** You could auction it live on the LNet Merchant channel.  This will be more convenient but possibly less lucrative.&lt;br /&gt;
&lt;br /&gt;
[[Category: Duskruin Arena]][[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bloodriven_Village_-_Historical&amp;diff=79129</id>
		<title>Bloodriven Village - Historical</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bloodriven_Village_-_Historical&amp;diff=79129"/>
		<updated>2016-05-01T00:29:07Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: /* Under the Counter */ Formatting fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-info&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;APRIL 28: Shop inventory is in better shape.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;[[Duskruin Arena/April 2016 prize list|APRIL 2016 HIGH END PRIZE LIST]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Editors: Please add a &amp;quot;Last revised: {date}&amp;quot; just below the shop section and put removed items on the [[Bloodriven Village archive|archive page]].&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--As a general heads up, inventory MAY change between runs.--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bloodriven Village&#039;&#039;&#039; is where [[Duskruin Arena]] is located.  All purchases are made with [[bloodscrip]].&lt;br /&gt;
*[http://i.imgur.com/ZZWWOdj.png Bloodriven Village Map by Rozy]&lt;br /&gt;
*[[Bloodriven Village archive]] lists removed items.&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?94957-Bloodriven-Village-Shops Teiana&#039;s shop listing] (out of date)&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Duskruin%20Arena/view Duskruin Arena Officials folder]&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
===High End Prize Lists===&lt;br /&gt;
*[[Duskruin Arena/August 2015 prize list|August 2015]]&lt;br /&gt;
*[[Duskruin Arena/April 2016 prize list‎|April 2016]]&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
===The Mar and Scar===&lt;br /&gt;
Last updated: 4/23/16&lt;br /&gt;
&lt;br /&gt;
Room 13: a stucco-faced dark stone building&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Threshold]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the red marple counter:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
| a thin silver needle&lt;br /&gt;
| 50&lt;br /&gt;
|Piercing Needle&lt;br /&gt;
|-&lt;br /&gt;
| an opaque glass of aged whiskey&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Inked]&#039;&#039;&#039;&lt;br /&gt;
:&amp;gt;read sign&lt;br /&gt;
:In the Common language, it reads:&lt;br /&gt;
:Stock tattoos: 25,000 silvers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Pierced]&#039;&#039;&#039;	&lt;br /&gt;
:&amp;gt;read sign&lt;br /&gt;
:In the Common language, it reads:&lt;br /&gt;
:The trinkets in the treasure chests are jewelry made for piercing. What you will receive is random. The shoddy jewelry is lower quality, while the ornate finery is much higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the treasure chest:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	a pile of ornate finery	&lt;br /&gt;
|	10	&lt;br /&gt;
|	Random &amp;quot;nice&amp;quot; piercing jewelry&lt;br /&gt;
|-	&lt;br /&gt;
|	a heap of shoddy jewelry	&lt;br /&gt;
|	10	&lt;br /&gt;
|	Random &amp;quot;junk&amp;quot; piercing jewelry&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Incised]&#039;&#039;&#039;&lt;br /&gt;
:&amp;gt;read sign&lt;br /&gt;
:In the Common language, it reads:&lt;br /&gt;
:The razors will permanently scar you. They all will break after a certain number of uses. The iron are made the poorest and won&#039;t last long. The invar are crafted much better than the others and will last longer. The rolaren are pristine and will last forever.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINK: [[Scarring razor]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the glass display case:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	a primitive iron razor	&lt;br /&gt;
|	25	&lt;br /&gt;
|	Poor quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a pitted iron razor	&lt;br /&gt;
|	25	&lt;br /&gt;
|	Poor quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a crude iron razor	&lt;br /&gt;
|	25	&lt;br /&gt;
|	Poor quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a blackened steel razor	&lt;br /&gt;
|	50	&lt;br /&gt;
|	Average quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a brushed steel razor	&lt;br /&gt;
|	50	&lt;br /&gt;
|	Average quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a blued steel razor	&lt;br /&gt;
|	50	&lt;br /&gt;
|	Average quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	an alum-swept invar razor	&lt;br /&gt;
|	125	&lt;br /&gt;
|	Good quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a curved invar razor	&lt;br /&gt;
|	125	&lt;br /&gt;
|	Good quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a reinforced invar razor	&lt;br /&gt;
|	125	&lt;br /&gt;
|	Good quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a pristine rolaren razor	&lt;br /&gt;
|	5000	&lt;br /&gt;
|	Permanent scarring razor&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Concealed]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The items on the mannequin are WoundedWear and unlocked.  Price increases based on unlock, tier 1 is 1000 bloodscrip and tier 2 is 2500 bloodscrip.&lt;br /&gt;
The items in the chest are ChaosJewelry.  Price increases based on unlock, tier 0 (locked) is 100 bloodscrip, tier 1 is 1000 bloodscrip, and tier 2 is 2500 bloodscrip.}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the large treasure chest you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[ChaosJewelry]]&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a bright silver bracelet accented with a diamond || ||wrist-worn&amp;lt;br&amp;gt;functional|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a bright silver ring accented with an emerald || ||finger-worn&amp;lt;br&amp;gt;functional|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a dull gold amulet crested with diamond || ||neck-worn&amp;lt;br&amp;gt;functional|| 100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the short faded mannequin you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[WoundedWear]]&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a supple faded leather hood || ||head-worn|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some thin spectacles || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some leather goggles || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a faded leather jacket || Pocketed:&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a leather gorget || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a leather aventail || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a red silk bowtie || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a green silk scarf || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a blue silk cravat || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a pair of dark leather gloves || ||hand-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a white cotton shirt || ||layerable|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| some supple faded leather boots || ||foot-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| some thick faded leather armbands || ||arm-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| some baggy faded leather pants || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;a couple of items of very small size||leg-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rock Solid===&lt;br /&gt;
Last updated: 4/23/16&lt;br /&gt;
&lt;br /&gt;
Room 23: an angular granite-covered wagon (Narost Rm#: 23822)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Rock Solid]&#039;&#039;&#039;&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
Welcome to Rock Solid!&lt;br /&gt;
&lt;br /&gt;
Goods on the runestaff display and weapon stand are Realm Weaponry.  They change what kinda elements they shoot dependin&#039; on where you are.  They are all enchanted five times, except the glowbark and fireleaf, which are their natural enchantment.  Useful stuff!&lt;br /&gt;
&lt;br /&gt;
The longbows on the rack are enchanted five times and load wands of the suitable element.  The ruic yumi is enchanted six times and will load any kinda wand.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Realm flare]]s&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the bow rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	A golvern-bound darkened ruic yumi	&lt;br /&gt;
|	15000	&lt;br /&gt;
|	6x, unrestricted wand loading&lt;br /&gt;
|-	&lt;br /&gt;
|	A rhimar-runed pale ruic longbow	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, cold wand loading&lt;br /&gt;
|-	&lt;br /&gt;
|	A drakar-runed dark ruic longbow	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, fire wand loading&lt;br /&gt;
|-	&lt;br /&gt;
|	A zorchar-runed silvery ruic longbow	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, lightning wand loading&lt;br /&gt;
|-	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the runestaff display:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	A twisted russet fireleaf staff	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	+22, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A glaes-banded silvery lor staff	&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A gold-sheened glowbark runestaff	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	+22, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A glaes-tiled dark illthorn runestaff&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the weapon stand:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	A pair of rolaren-toed boots	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A pair of rolaren-studded gauntlets	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A speckled black kelyn mace	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A mottled green kelyn morning star&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-&lt;br /&gt;
|	A massive golvern sledgehammer	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A slender rolaren-tipped warlance	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A folded silvery rolaren wakizashi	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A dual-bladed black rolaren waraxe&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-&lt;br /&gt;
|       An enruned black rolaren warblade&lt;br /&gt;
|       2000&lt;br /&gt;
|       5x, realm flaring&lt;br /&gt;
|-&lt;br /&gt;
|	A pair of eonake-toed boots	&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-	&lt;br /&gt;
|	A pair of eonake-studded gauntlets	&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-	&lt;br /&gt;
|	A sturdy eonake-tipped lance	&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-	&lt;br /&gt;
|	A spiked eonake morning star&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-&lt;br /&gt;
|	A silver-runed eonake waraxe	&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-	&lt;br /&gt;
|	A jet-inset silvery eonake sledgehammer&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-								&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===A Mist Opportunity===&lt;br /&gt;
Last updated: 4/23/16&lt;br /&gt;
&lt;br /&gt;
Room 16: a dark shop&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=Some of my special weapons that have been fully unlocked.&lt;br /&gt;
Gladius (short sword) - 5x, disruption&lt;br /&gt;
Falx (twohanded sword) - 5x, grapple&lt;br /&gt;
Cleaver (handaxe) - 5x, plasma&lt;br /&gt;
Flyssa (broadsword) - 5x, acid&lt;br /&gt;
Kozuka (dagger) - 6x, disintegrate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*-* Fana, Owner *-*&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;[[Fana weapons]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the ebon-edged glass case you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a serpentine-hilted dark rolaren falx ||5x, grapple ||[[twohanded sword]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a silver-runed blackened vultite gladius ||5x, disruption ||[[short sword]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a rolaren flyssa with a thick witchwood hilt ||5x, acid ||[[broadsword]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a crescent-shaped dark golvern cleaver ||5x, plasma ||[[handaxe]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a deep crimson eahnor kozuka ||6x, disintegrate ||[[dagger]]|| 10000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the weapon rack you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a silver-riveted ono || ||[[handaxe]]|| 2000 &lt;br /&gt;
|-&lt;br /&gt;
| a blackened faenor pata || ||[[katar]]|| 75 &lt;br /&gt;
|-&lt;br /&gt;
| a saw-edged sica with a dark stone pommel || ||[[short sword]]|| 300 &lt;br /&gt;
|-&lt;br /&gt;
| a black mithril machete with a skull-shaped pommel || ||[[falchion]]|| 50 &lt;br /&gt;
|-&lt;br /&gt;
| a silver vultite hook-knife with an onyx knuckle-guard || ||[[hook-knife]]|| 60 &lt;br /&gt;
|-&lt;br /&gt;
| a vultite slasher with geometric blade-etchings || ||[[katar]]|| 150 &lt;br /&gt;
|-&lt;br /&gt;
| a pitted parazonium with a braided leather grip || ||[[dagger]]|| 50 &lt;br /&gt;
|-&lt;br /&gt;
| a thick black vultite tabar || ||[[battle axe]]|| 300 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the hooks you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a slender vultite koncerz with a wrapped metal guard || ||[[estoc]]|| 300 &lt;br /&gt;
|-&lt;br /&gt;
| a vultite tachi with a scarab-set pommel || ||[[longsword]]|| 2000 &lt;br /&gt;
|-&lt;br /&gt;
| a dark ora kama || ||[[scimitar]]|| 60 &lt;br /&gt;
|-&lt;br /&gt;
| a black leather-hilted mithglin mortuary sword || ||[[backsword]]|| 150 &lt;br /&gt;
|-&lt;br /&gt;
| a smoke grey mithril kaskara with an embossed leather grip || ||[[longsword]]|| 150 &lt;br /&gt;
|-&lt;br /&gt;
| a faenor warsword with ruby-inset quillons || ||[[bastard sword]]|| 150 &lt;br /&gt;
|-&lt;br /&gt;
| a dark leather-hilted mithril knife || ||[[dagger]]|| 50 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Under the Counter===&lt;br /&gt;
Last updated: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 17: a tidy establishment&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Under the Counter]&#039;&#039;&#039; (go2 23810)&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
The potables contain 10 sips each of the following magic to aid you in your roguish endeavors:&lt;br /&gt;
 &lt;br /&gt;
Stout  ~  Phoen&#039;s Strength&lt;br /&gt;
Gin  ~  Spirit Strike&lt;br /&gt;
Bourbon  ~  Bravery&lt;br /&gt;
Whiskey  ~  Empathic Focus&lt;br /&gt;
Cider  ~  Dauntless&lt;br /&gt;
Scotch  ~  Celerity&lt;br /&gt;
Liquor  ~  Mystic Focus&lt;br /&gt;
Vodka  ~  Heroism&lt;br /&gt;
Porter  ~  Self Control}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=Under the counter you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a decanter of dark green liquor ||[[Mystic Focus (1711)]] ||rowspan=&amp;quot;8&amp;quot;|10 sips|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a tall glass of foamy rich porter ||[[Self Control (613)]] || 100&lt;br /&gt;
|-&lt;br /&gt;
| a mug of cloudy hard cider ||[[Dauntless (1606)]] ||100&lt;br /&gt;
|-&lt;br /&gt;
| a shot of spicy vodka ||[[Heroism (215)]] ||250&lt;br /&gt;
|-&lt;br /&gt;
| a glass of smoky scotch ||[[Celerity (506)]] || 50&lt;br /&gt;
|-&lt;br /&gt;
| a jigger of distilled gin ||[[Spirit Strike (117)]] ||50&lt;br /&gt;
|-&lt;br /&gt;
| a snifter of clear whiskey ||[[Empathic Focus (1109)]]|| 250&lt;br /&gt;
|-&lt;br /&gt;
| a stein of frothy stout ||[[Phoen&#039;s Strength (606)]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Under the Counter]&#039;&#039;&#039;&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
Wear one of these items around your neck and allow its shadows to make you invisible a time or three. The shadows will remain even after the magic has been depleted.}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the tall oak cabinet you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a simple gold emblem on a serpentine chain || rowspan=&amp;quot;9&amp;quot;|neck-worn&amp;lt;br&amp;gt;functional|| rowspan=&amp;quot;9&amp;quot;|25&lt;br /&gt;
|-&lt;br /&gt;
| a solid bronze medallion on a black cord &lt;br /&gt;
|-&lt;br /&gt;
| a twisted copper amulet set with a small plack pearl &lt;br /&gt;
|-&lt;br /&gt;
| a silver herringbone chain with a moonstone cameo &lt;br /&gt;
|-&lt;br /&gt;
| a small smooth bone orb hung on an ora chain &lt;br /&gt;
|-&lt;br /&gt;
| a fragile silver necklace dangling a smoky topaz teardrop &lt;br /&gt;
|-&lt;br /&gt;
| a double-strung black pearl chaplet &lt;br /&gt;
|-&lt;br /&gt;
| a misshapen onyx talisman on a black silk cord &lt;br /&gt;
|-&lt;br /&gt;
| a pale grey alum token hung from a short cord &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the female mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some knee-high kidskin boots back-laced through rolaren eyelets || ||foot-worn|| 18&lt;br /&gt;
|-&lt;br /&gt;
| a pair of soft dark leather pants laced with plaited cord || ||leg-worn|| 20&lt;br /&gt;
|-&lt;br /&gt;
| some sable calfskin gloves lined with grey fox fur || ||hand-worn|| 10&lt;br /&gt;
|-&lt;br /&gt;
| a bell-sleeved pearl grey silk blouse with a keyhole neckline || ||chest-worn|| 20&lt;br /&gt;
|-&lt;br /&gt;
| a silk-lined long leather cloak in variegated shades of grey || Pocketed:Significant (100-119)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 45&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the male mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some black kidskin knee-high boots with black rolaren buckles || ||foot-worn|| 18&lt;br /&gt;
|-&lt;br /&gt;
| a thick black leather belt || ||waist-worn|| 10&lt;br /&gt;
|-&lt;br /&gt;
| some sable fingerless gloves of supple calfskin || ||hand-worn|| 10&lt;br /&gt;
|-&lt;br /&gt;
| a loose stone grey linen shirt laced with black leather cord || ||chest-worn|| 20&lt;br /&gt;
|-&lt;br /&gt;
| a slashed black leather cloak with tapered haon toggles || Pocketed:Significant (100-119)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 45&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Khloake and Dagger===&lt;br /&gt;
Last update: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 17: a dingy wooden shop&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Khloake and Dagger, Sheaths]&#039;&#039;&#039;&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The sheaths in this room will hold small weapons and can be hidden when worn with appropriate garments.&lt;br /&gt;
The box contains magical items further detailed on the note inside.}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the multi-armed display stand you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a pale leather wrist sheath hooked with ivory crescent moons ||rowspan=&amp;quot;5&amp;quot;| Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item of very small size||rowspan=&amp;quot;2&amp;quot;|wrist-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;5&amp;quot;| 20&lt;br /&gt;
|-&lt;br /&gt;
| a grey leather wrist sheath secured with small black daggers &lt;br /&gt;
|-&lt;br /&gt;
| a narrow grey ankle sheath burned with a wolf&#039;s head || rowspan=&amp;quot;3&amp;quot;|ankle-worn&amp;lt;br&amp;gt;functional&lt;br /&gt;
|-&lt;br /&gt;
| a jet black ankle sheath with a single kelyn buckle &lt;br /&gt;
|-&lt;br /&gt;
| a small black ankle sheath buckled with hematite &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the row of hooks you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a krodera-hued leather sheath with asymmetrical straps ||rowspan=&amp;quot;5&amp;quot;| Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item of very small size||rowspan=&amp;quot;3&amp;quot;|belt-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;5&amp;quot;| 20&lt;br /&gt;
|-&lt;br /&gt;
| a tapered leather sheath closed by interlocking steel rings &lt;br /&gt;
|-&lt;br /&gt;
| a narrow black sheath buckled with polished imflass &lt;br /&gt;
|-&lt;br /&gt;
| a whiskey-hued wrist sheath with tiny gold buckles || rowspan=&amp;quot;2&amp;quot;|wrist-worn&amp;lt;br&amp;gt;functional&lt;br /&gt;
|-&lt;br /&gt;
| a deep crimson wrist sheath fastened with invar spiders &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
The items in this box contain one cast each of the spells that they hold.  When rubbed, all the spells will be activated at the same time (and the item will then crumble).  You must be sufficiently skilled in magic item use to activate them.&lt;br /&gt;
&lt;br /&gt;
Talisman: Mass Colors, Mass Blur, Mass Elemental Defense&lt;br /&gt;
Dagger charm: Bravery, Heroism, Phoen&#039;s Strength, Strength&lt;br /&gt;
Staff charm: Bravery, Heroism, Elemental Focus, Dauntless&lt;br /&gt;
Petal: Spirit Warding I, Spirit Defense, Spirit Warding II, Lesser Shroud&lt;br /&gt;
Token: Elemental Defense I, Elemental Defense II, Elemental Defense III&lt;br /&gt;
Cube: Thurfel&#039;s Ward, Elemental Deflection, Elemental Bias&lt;br /&gt;
Totem: Natural Colors, Resist Elements, Self Control, Mobility&lt;br /&gt;
Sphere: Cloak of Shadows, Melgorehn&#039;s Aura, Spirit Guard&lt;br /&gt;
Eye: Foresight, Mindward, Premonition}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the large wooden box you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a small onyx on marble shield talisman ||[[Mass Colors (611)]], [[Mass Blur (911)]], [[Mass Elemental Defense (419)]]||rowspan=&amp;quot;9&amp;quot;| 100&lt;br /&gt;
|-&lt;br /&gt;
| a tiny mithril dagger charm ||[[Bravery (211)]], [[Heroism (215)]], [[Phoen&#039;s Strength (606)]], [[Strength (509)]]&lt;br /&gt;
|-&lt;br /&gt;
| a tiny ironwood staff charm ||[[Bravery (211)]], [[Heroism (215)]], [[Elemental Focus (513)]], [[Dauntless (1606)]]&lt;br /&gt;
|-&lt;br /&gt;
| a faceted sapphire rose petal ||[[Spirit Warding I (101)]], [[Spirit Defense (103)]], [[Spirit Warding II (107)]], [[Lesser Shroud (120)]]&lt;br /&gt;
|-&lt;br /&gt;
| a rune-carved silvery granite token ||[[Elemental Defense I (401)]], [[Elemental Defense II (406)]], [[Elemental Defense III (414)]]&lt;br /&gt;
|-&lt;br /&gt;
| an enruned pale ivory cube || [[Thurfel&#039;s Ward (503)]], [[Elemental Deflection (507)]], [[Elemental Bias (508)]]&lt;br /&gt;
|-&lt;br /&gt;
| a carved tanik bear totem || [[Natural Colors (601)]], [[Resist Elements (602)]], [[Self Control (613)]], [[Mobility (618)]]&lt;br /&gt;
|-&lt;br /&gt;
| a fused glass and onyx sphere || [[Cloak of Shadows (712)]], [[Melgorehn&#039;s Aura (913)]], [[Spirit Guard (1712)]]&lt;br /&gt;
|-&lt;br /&gt;
| a slit-pupiled gold and jade eye || [[Foresight (1204)]], [[Mindward (1208)]], [[Premonition (1220)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Khloake and Dagger, Daggers]&#039;&#039;&#039;&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The items in the drawers can be used in combat as well as manipulated as you stand around just looking good.&lt;br /&gt;
The items in the case can be used in combat, also, but their other behaviors are a bit more sneaky.&lt;br /&gt;
The curved dagger is 5x and the alfange is also 5x, as well with fully unlocked flair.}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the tall display case you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a curved dagger protruding from a sleek obsidian hilt || 5x, fully unlocked ||rowspan=&amp;quot;6&amp;quot;|[[dagger]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a wide-bladed dagger protruding from a smooth faewood hilt || ||rowspan=&amp;quot;5&amp;quot;| 50&lt;br /&gt;
|-&lt;br /&gt;
| a wickedly sharp knife protruding from a polished hazelwood hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a blue-grey stiletto protruding from a black witchwood hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a slim basilard protruding from a vine-etched kakore hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a spiral-etched dirk protruding from a sanguine-hued villswood hilt || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the chest of dark ironwood drawers you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a saw-edged alfange with a gold dragon-shaped hilt || 5x, fully unlocked||rowspan=&amp;quot;8&amp;quot;|[[dagger]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a long sharp knife with a bloodstained hilt || ||rowspan=&amp;quot;7&amp;quot;| 45&lt;br /&gt;
|-&lt;br /&gt;
| a polished forked dagger with a hollow silver hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a well-honed scramasax with a carmiln hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a tapered kidney dagger with a sapphire-set ivory hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a barely arced misericord etched with a dagger-pierced heart || &lt;br /&gt;
|-&lt;br /&gt;
| a vultite crescent dagger with a moonstone-set pommel || &lt;br /&gt;
|-&lt;br /&gt;
| a short vultite dirk with a carved rowan hilt || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ode to Resistance===&lt;br /&gt;
Last updated: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 19: a dilapidated wooden hut (go2 23815)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Ode To Resistance]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=Material - [[Resistance]]&lt;br /&gt;
Steel - Crush&lt;br /&gt;
Bronze - Slash&lt;br /&gt;
Copper - Puncture&lt;br /&gt;
Black - Vacuum&lt;br /&gt;
Electrum - Electric&lt;br /&gt;
Cobalt - Cold&lt;br /&gt;
Scorched - Heat}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the scorched pine chest you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, heat resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some scorched black hauberk || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a set of scorched double leather || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some scorched black full plate || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some scorched brigandine || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the cobalt blue steel chest you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, cold resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a set of cobalt blue brigandine || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a set of cobalt blue leather armor || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a set of cobalt-enameled field plate marred with dents and gashes || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a suit of cobalt-hued ora ringmail || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the large black chest you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, vacuum resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some obsidian-hued full plate embossed with a skeletal frame || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some inky black leather armor branded with astral runes || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some jet spiral-linked hauberk with mesh half-sleeves || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the shiny electrum chest you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, electrical resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some electrum-riveted dark leather brigandine || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a pale quilted leather arming coat buckled with electrum || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some chain hauberk of alternating ora and electrum links || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some ornamented plate armor with electrum dragon-scaled pauldrons || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the steel-studded crate you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, crush resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some steel full plate || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a set of steel-link hauberk || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a set of steel-studded leathers || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some steel-studded brigandine || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the bronze-banded crate you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, slash resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a suit of bronze-swept fiery orange scalemail || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some lurid scarlet-enameled bronze plate || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some bronze-sheened emerald leather hunts || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some dark ora mesh hauberk lined with bronze leather || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the polished copper crate you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, puncture resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a knee-length coppery ora hauberk || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some autumnal-hued leather hunts buckled with copper || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a suit of coppery green ora full plate || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a suit of copper-riveted splint armor || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Crosswinds and Crosshairs===&lt;br /&gt;
Last update: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 20: a weathered wood-planked wagon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Crosswinds and Crosshairs]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Higher-tier gnomish automatic crossbows can load 3 bolts (T1) or 5 bolts (T2). The bolts are still shot one at a time.&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the brass hooks you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[mechanical crossbow]]s&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a wide-tillered ruic light crossbow || ||[[light crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a glaes-plated heavy siege crossbow || ||[[heavy crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a sleek ruic heavy crossbow || ||[[heavy crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a gear-covered heavy arbalest || ||[[heavy crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a gear-etched light crossbow || ||[[light crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a metal-plated ruic light crossbow || ||[[light crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a light crystal-sighted crossbow ||5x, T1 ||[[light crossbow]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a heavy crystal-sighted crossbow ||5x, T1 ||[[heavy crossbow]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a mechanical light arbalest ||5x, T2 ||[[light crossbow]]|| 5000&lt;br /&gt;
|-&lt;br /&gt;
| a mechanical heavy arbalest ||5x, T2 ||[[heavy crossbow]]|| 5000&lt;br /&gt;
|-&lt;br /&gt;
| a silverworked ruic heavy crossbow ||6x, T2 ||[[heavy crossbow]]|| 10000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gamac&#039;s Goods===&lt;br /&gt;
Last updated: 4/22/16&lt;br /&gt;
&lt;br /&gt;
Room 21: a leaning stone shop with a blackened metal roof&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Gamac&#039;s Goods, Front Room]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the crates you see:}}&lt;br /&gt;
{{sign|sign=The cases on the crate have the following details:&lt;br /&gt;
&lt;br /&gt;
Battered case: Plain&lt;br /&gt;
Canvas-covered kit: Tier 1&lt;br /&gt;
Wyrwood case: Tier 2&lt;br /&gt;
Metal case: Tier 2 with features&lt;br /&gt;
Lor case: Tier 2 with 5k weightless coin storage&lt;br /&gt;
Black alder kit: Tier 2 with 10k weightless coin storage and custom table}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gambling kit]]s&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a battered leather case ||rowspan=&amp;quot;6&amp;quot;| Pocketed:Medium (20-39)&amp;lt;br&amp;gt;any number of items of small size||not wearable||Plain ||30&lt;br /&gt;
|-&lt;br /&gt;
| a bone-inlaid wyrwood case || rowspan=&amp;quot;5&amp;quot;|shoulder/back-worn&amp;lt;br&amp;gt;functional||Tier 2|| 1500&lt;br /&gt;
|-&lt;br /&gt;
| a leather-strapped metal case ||Tier 2 w/ features||5000&lt;br /&gt;
|-&lt;br /&gt;
| a narrow lor case inlaid with feystone moonflowers ||Tier 2 w/ 5k weightless coin storage|| 8000&lt;br /&gt;
|-&lt;br /&gt;
| a dark olive canvas-covered kit ||Tier 1|| 250&lt;br /&gt;
|-&lt;br /&gt;
| a veniom-latched black alder kit ||Tier 2 w/ 10k weightless coin storage/custom table||  15500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the table you see:}}&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
The more expensive the cards, the trickier they are!}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
| a deck of miniature red cards || 50 ||&lt;br /&gt;
|-&lt;br /&gt;
| a deck of monogrammed cards || 1050||&lt;br /&gt;
|-&lt;br /&gt;
| a deck of gold-foiled cards || 1550||&lt;br /&gt;
|-&lt;br /&gt;
| a deck of rum-stained cards ||550||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=Under the table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
| a moss green warpaint jar || 10||&lt;br /&gt;
|-&lt;br /&gt;
| an onyx warpaint jar || 10||&lt;br /&gt;
|-&lt;br /&gt;
| a copper warpaint jar || 10||&lt;br /&gt;
|-&lt;br /&gt;
| a blood red warpaint jar ||10||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the display you see:}}&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
These toppers can be customized with up to 4 hairstyles.  The turban has 4, the chaplet has 2, the tricorne has 2 and the bandana is plain.}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some blackened bone darts || ||[[arrow]]|| 15&lt;br /&gt;
|-&lt;br /&gt;
| some silvery fish spine darts || ||[[arrow]]|| 15&lt;br /&gt;
|-&lt;br /&gt;
| a large blood red diamond ||40k value gem |||| 150&lt;br /&gt;
|-&lt;br /&gt;
| a square-cut deep pink diamond ||20k value gem |||| 75&lt;br /&gt;
|-&lt;br /&gt;
| a lacquered maoral and fel wheel || |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a twisted purple linen turban || ||head-worn|| 250&lt;br /&gt;
|-&lt;br /&gt;
| a long vaalin-link chaplet || ||head-worn|| 150&lt;br /&gt;
|-&lt;br /&gt;
| a cherry red silk bandana || ||head-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a distressed dark leather tricorne || ||head-worn|| 150&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Gamac&#039;s Goods, Back Room]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the opened crate you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a lavender quartz-flecked crystal ||[[Mystic Focus (1711)]] |||| 20&lt;br /&gt;
|-&lt;br /&gt;
| a shadowy dark grey crystal ||[[Grasp of the Grave (709)]] |||| 17&lt;br /&gt;
|-&lt;br /&gt;
| a gold-flecked cinnabar crystal ||[[Celerity (506)]] |||| 14&lt;br /&gt;
|-&lt;br /&gt;
| a fractured milky amber crystal ||[[Bravery (211)]] |||| 20&lt;br /&gt;
|-&lt;br /&gt;
| a flat pure white crystal ||[[Strength (509)]] |||| 26&lt;br /&gt;
|-&lt;br /&gt;
| a red golvern dragonfly earcuff ||rowspan=&amp;quot;4&amp;quot;|[[Crystal holder]] ||ear-worn&amp;lt;br&amp;gt;functional|| 350&lt;br /&gt;
|-&lt;br /&gt;
| a hollow-eyed eahnor skull ring || finger-worn&amp;lt;br&amp;gt;functional|| 350&lt;br /&gt;
|-&lt;br /&gt;
| a porcelain doll head pendant || neck-worn&amp;lt;br&amp;gt;functional|| 350&lt;br /&gt;
|-&lt;br /&gt;
| a coiling faenor dragon cuff || wrist-worn&amp;lt;br&amp;gt;functional|| 350&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the male mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a knee-length dark red justaucorps lined with golvern buttons || Pocketed:Exceptional (120-139)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 200&lt;br /&gt;
|-&lt;br /&gt;
| a stark white linen tunic split on the sides || ||chest-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a pair of fitted shadowy grey wool trousers || ||leg-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a pair of wide-cuffed sharkskin boots ||6x, fully unlocked, void flares, UAC ||foot-worn&amp;lt;br&amp;gt;functional|| 10000&lt;br /&gt;
|-&lt;br /&gt;
| some steel-knuckled ebon leather gloves ||5x, somewhat weighted, UAC ||hand-worn&amp;lt;br&amp;gt;functional|| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a criss-crossed leather harness clasped with a splayed kraken || Pocketed:FLA (50-59)&amp;lt;br&amp;gt;any number of items of very small size||front-worn&amp;lt;br&amp;gt;functional|| 100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the female mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a gilt-framed ruby drop pendant || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| a silk-tied carmine velvet reticule || Pocketed:Small (5-7)&amp;lt;br&amp;gt;a couple of items||wrist-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a corseted green silk gown bustled over ebon-striped skirts || ||[[Armor#Spell_Hindrance|AsG]]: 1|| 3000&lt;br /&gt;
|-&lt;br /&gt;
| some thin-striped black silk stockings || ||pin-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a pair of ruffle-edged black leather ankle-boots || ||ankle-worn|| 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The greathelms on the rack are heavily padded to reduce critical wounds and offer moderate protection against:&lt;br /&gt;
&lt;br /&gt;
Dragon-sculpted: puncture&lt;br /&gt;
Imflass-winged: slash&lt;br /&gt;
Black rolaren: crush&lt;br /&gt;
Eahnor: heat&lt;br /&gt;
&lt;br /&gt;
Other items:&lt;br /&gt;
Sharkskin boots: 6x, void flares, and fully zested&lt;br /&gt;
Ebon leather gloves: 5x somewhat weighted and fully zested}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the helmet rack you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a dragon-sculpted golvern greathelm with fiery red scales ||puncture protection||rowspan=&amp;quot;4&amp;quot;|armor accessory; protects head and neck&amp;lt;br&amp;gt;head-worn||rowspan=&amp;quot;4&amp;quot;|3000&lt;br /&gt;
|-&lt;br /&gt;
| an imflass-winged golden rolaren greathelm with a thick ora visor || slash protection&lt;br /&gt;
|-&lt;br /&gt;
| an etched black rolaren greathelm covered with interlocking hexagonal steel plates || crush protection&lt;br /&gt;
|-&lt;br /&gt;
| a visored eahnor greathelm crowned with gold-tipped flames || heat resistant&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drawing the Line===&lt;br /&gt;
Last updated: 4/27/16&lt;br /&gt;
&lt;br /&gt;
Room 22: a narrow brick store (go2 23819)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Drawing The Line]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=~~Welcome to Drawing the Line~~&lt;br /&gt;
&lt;br /&gt;
All the weapons for sale along the wall are more than what they seem.  Shop accordingly.&lt;br /&gt;
Yes, they are four times enchanted.  Stop asking me that.&lt;br /&gt;
Don&#039;t knock down any of the stuff on the beams.  You break it, you buy it.&lt;br /&gt;
The stuff on the walls play nicely with the stuff on the beams.  &lt;br /&gt;
Failure to read this sign voids all licenses and permits for future whining.&lt;br /&gt;
&lt;br /&gt;
AND NO SNOOPING!&lt;br /&gt;
&lt;br /&gt;
  ~K}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the thick beams you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a simple pincer-shaped tool || |||| 50&lt;br /&gt;
|-&lt;br /&gt;
| a spindle of steel wire || ||belt-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a pearl-handled slender mithril tool || |||| 50&lt;br /&gt;
|-&lt;br /&gt;
| an oak-handled sturdy invar tool || |||| 50&lt;br /&gt;
|-&lt;br /&gt;
| a compact blackened steel tool || |||| 50&lt;br /&gt;
|-&lt;br /&gt;
| a slim polished silver tool || |||| 50&lt;br /&gt;
|-&lt;br /&gt;
| a spool of blackened wire || ||belt-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of glass-studded wire || ||belt-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a spool of razor-sharp wire || ||belt-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a coil of lightly oiled wire || ||belt-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=The hook-knifes on the shelf and pegs are all 4 times enchanted and locked, with the following flares:&lt;br /&gt;
&lt;br /&gt;
Diamond: vacuum&lt;br /&gt;
Gornar: impact&lt;br /&gt;
Zorchar: lightning&lt;br /&gt;
Rhimar: cold&lt;br /&gt;
Drakar: fire&lt;br /&gt;
&lt;br /&gt;
The golvern hook-knife and eahnor kubikiri are both 5 times enchanted, with plasma and disruption flares, respectively.  These two weapons are fully unlocked.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the wooden shelf:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a rhimar-edged mithglin [[hook-knife]]&lt;br /&gt;
|50&lt;br /&gt;
|4x, cold flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a diamond-edged mithglin hook-knife&lt;br /&gt;
|50&lt;br /&gt;
|4x, flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a gornar-edged mithglin hook-knife&lt;br /&gt;
|50&lt;br /&gt;
|4x, vibe flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a zorchar-edged mithglin hook-knife&lt;br /&gt;
|50&lt;br /&gt;
|4x, lightning flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a drakar-edged mithglin hook-knife&lt;br /&gt;
|50&lt;br /&gt;
|4x, fire flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a short mithglin hook-knife&lt;br /&gt;
|30&lt;br /&gt;
|4x, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a teak-handled golvern hook-knife&lt;br /&gt;
|3000&lt;br /&gt;
|5x, garrote-hilt, plasma flares, fully unlocked&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the series of pegs:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a cross-hilted mithglin dagger&lt;br /&gt;
|30&lt;br /&gt;
|4x, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a zorchar-edged mithglin bodkin&lt;br /&gt;
|50&lt;br /&gt;
|4x, lightning flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a drakar-tipped mithglin dirk&lt;br /&gt;
|50&lt;br /&gt;
|4x, fire flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a gornar-tipped mithglin misericord&lt;br /&gt;
|50&lt;br /&gt;
|4x, vibe flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a rhimar-tipped mithglin poignard&lt;br /&gt;
|50&lt;br /&gt;
|4x, ice flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a slender diamond-tipped stiletto&lt;br /&gt;
|50&lt;br /&gt;
|4x, void flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a silver-hilted eahnor kubikiri&lt;br /&gt;
|3000&lt;br /&gt;
|5x, disruption flares, fully unlocked&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Drawing The Line, Workshop Loft]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nothing for sale&lt;br /&gt;
&lt;br /&gt;
===Smoke Screen===&lt;br /&gt;
Last updated: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 23: a grey brick building (go2 23820)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Smoke Screen]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a painted ceramic flagon || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| a round mithril flask encased in a brushed leather wrap || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| a stone jug with a leather-strung cap || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| an etched silver flask with a carved onyx mouthpiece || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| a silver-trimmed black leather flask || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{container|container=In the glass bowl}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a gold star pendant with diamond tails ||rowspan=&amp;quot;5&amp;quot;|wearable mirror ||rowspan=&amp;quot;5&amp;quot;| 25&lt;br /&gt;
|-&lt;br /&gt;
| a stag-embossed mithril kilt pin &lt;br /&gt;
|-&lt;br /&gt;
| a silver stickpin with sapphire cabochons &lt;br /&gt;
|-&lt;br /&gt;
| a coral-bordered ivory cameo &lt;br /&gt;
|-&lt;br /&gt;
| a veniom-framed dark jade brooch &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the trunks you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a fireleaf-inlaid carved oak pipe || |||| 75&lt;br /&gt;
|-&lt;br /&gt;
| a curved mossbark pipe with an ivory mouthpiece || |||| 75&lt;br /&gt;
|-&lt;br /&gt;
| a long-stemmed oak and maple pipe || |||| 75&lt;br /&gt;
|-&lt;br /&gt;
| a thistle-etched brass pipe || |||| 75&lt;br /&gt;
|-&lt;br /&gt;
| a small black matchbook || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| some emerald mint pipe tobacco || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| some beige rum pipe tobacco || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| some white coconut pipe tobacco || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| some scarlet cherry pipe tobacco || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| some dark hazelnut pipe tobacco || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Smoke Screen, Back Room]&#039;&#039;&#039;&lt;br /&gt;
:&amp;gt;read plac&lt;br /&gt;
:In the Common language, it reads:&lt;br /&gt;
:The cigar tubes inside this case are rather unique. I am unable to reveal more.&lt;br /&gt;
:Management&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the stone hearth:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a thick dark brown cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a tapered forest green cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a thin light taupe cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a slender deep crimson cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a narrow almond-hued cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the display case you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a burnished mahogany cigar tube ||rowspan=&amp;quot;5&amp;quot;| Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||rowspan=&amp;quot;5&amp;quot;|holds lockpicks||rowspan=&amp;quot;4&amp;quot;| 50&lt;br /&gt;
|-&lt;br /&gt;
| a dark brown leather cigar tube &lt;br /&gt;
|-&lt;br /&gt;
| a marbeled dark oak cigar tube &lt;br /&gt;
|-&lt;br /&gt;
| an etched metal cigar tube &lt;br /&gt;
|-&lt;br /&gt;
| a pearl-inlaid silver cigar tube || 300&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Covert Courier===&lt;br /&gt;
Last updated: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 1: a boarded-up decrepit warehouse (go2 23728)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Covert Couriers]&#039;&#039;&#039;&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The stuffs on the worktable are not fer eatin&#039; or drinkin&#039;.&lt;br /&gt;
It&#039;s for putting in the food and drink of folks y&#039;don&#039;t like.&lt;br /&gt;
Thur&#039;s two diff&#039;rent kinds of poisons.  You figger &#039;em out.&lt;br /&gt;
If someone uses this stuff on you, take a quick swig from either of the phials.&lt;br /&gt;
Hopefully ya picked the right one t&#039;swig &#039;cause they onlies cure one kind each.&lt;br /&gt;
The bags&#039;n&#039;such in th&#039;cask are fer yer smugglin&#039; goods.&lt;br /&gt;
Be sure t&#039;analyze &#039;em &#039;fore ya use &#039;em.}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the heavy cloth-draped worktable you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a muslin bag of pale yellow granules&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a glazed clay bottle&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a twisted silver bottle.&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a silken bag of powdery grey dust&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a skull-stamped silver flask&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a squat ceramic flask&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a small tin of powdered purple leaves&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a dark pouch of pale green powder&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a slim silvered phial&lt;br /&gt;
|25&lt;br /&gt;
|Antidote&lt;br /&gt;
|-&lt;br /&gt;
|a hammered copper phial&lt;br /&gt;
|25&lt;br /&gt;
|Antidote&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the old open ale cask you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Smuggling sack]]s&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a darkened leather case ||rowspan=&amp;quot;10&amp;quot;| Pocketed:Medium (20-39)&amp;lt;br&amp;gt;any number of items||rowspan=&amp;quot;10&amp;quot;|belt-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;10&amp;quot;| 100&lt;br /&gt;
|-&lt;br /&gt;
| a rough burlap sack &lt;br /&gt;
|-&lt;br /&gt;
| a weathered leather sack &lt;br /&gt;
|-&lt;br /&gt;
| a small oilskin loot sack &lt;br /&gt;
|-&lt;br /&gt;
| a small leather-bound box &lt;br /&gt;
|-&lt;br /&gt;
| a polished copper reliquary &lt;br /&gt;
|-&lt;br /&gt;
| a splintered oak box &lt;br /&gt;
|-&lt;br /&gt;
| a dappled grey loot sack &lt;br /&gt;
|-&lt;br /&gt;
| a lacquered velvet-lined case &lt;br /&gt;
|-&lt;br /&gt;
| a patched threadbare sack &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Old Farmhouse===&lt;br /&gt;
Last updated: 4/23/16&lt;br /&gt;
&lt;br /&gt;
a narrow winding path (from wagons, go up, go path)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Old Farmhouse, Side Yard]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the wooden rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered scrollworked illthorn runestaff&lt;br /&gt;
|20000&lt;br /&gt;
| 6x, 6x Acuity, T4 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered spiralled faewood runestaff&lt;br /&gt;
|3000&lt;br /&gt;
| 5x, T2 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered braided rowan runestaff&lt;br /&gt;
|1000&lt;br /&gt;
| 5x, T1 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered spiralled fireleaf runestaff&lt;br /&gt;
|8000&lt;br /&gt;
| +22, T4 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered twisted glowbark runestaff&lt;br /&gt;
|10000&lt;br /&gt;
| +22, +2 Mana Flares, T4 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered braided ironwood runestaff&lt;br /&gt;
|500&lt;br /&gt;
| 4x, T1 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered spiralled witchwood runestaff&lt;br /&gt;
|4000&lt;br /&gt;
| +22, T3 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered twisted lor runestaff&lt;br /&gt;
|10000&lt;br /&gt;
| 5x, 4x Acuity, T4 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LINK: [[Nerve Staves]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Old Farmhouse, Parlor]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the swinging tray:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a double-strapped dark leather bag&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged honey brown draught with a simple wax stopper&lt;br /&gt;
|5&lt;br /&gt;
|20 sips minor nerve repair &lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged pale honey draught with a simple wax stopper&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged pale amber elixir with a simple wax stopper&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged dark ochre draught with a simple wax stopper&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged dark amber elixir with a simple wax stopper&lt;br /&gt;
|15&lt;br /&gt;
|10 sips major eye repair&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged golden brown draught with a simple wax stopper&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged dark brown tonic with a simple wax stopper&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged milky white draught with a simple wax stopper&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Cover Up===&lt;br /&gt;
Room 3: a narrow building&lt;br /&gt;
&lt;br /&gt;
(Updated 4/23/16)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;[[Whisper cloak]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Cover Up, Men&#039;s Room]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the short male mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a satin-lined smoke grey paeline cloak || Pocketed:Huge (150 lbs)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 1100&lt;br /&gt;
|-&lt;br /&gt;
| a high-collared black wool cape ||rowspan=&amp;quot;6&amp;quot;| Pocketed:Signif (100-119)&amp;lt;br&amp;gt;any number of items||rowspan=&amp;quot;6&amp;quot;|cloak-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;6&amp;quot;| 75&lt;br /&gt;
|-&lt;br /&gt;
| a deep mocha wool longcoat&lt;br /&gt;
|-&lt;br /&gt;
| some thick black velvet robes &lt;br /&gt;
|-&lt;br /&gt;
| a split-tailed obsidian longcoat &lt;br /&gt;
|-&lt;br /&gt;
| a hooded dark silk robe&lt;br /&gt;
|-&lt;br /&gt;
| a black-on-grey bourde cassock with thick silver piping&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the tall male mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a thick panther fur greatcloak ||rowspan=&amp;quot;6&amp;quot;| Pocketed:Signif (100-119)&amp;lt;br&amp;gt;any number of items||rowspan=&amp;quot;6&amp;quot;|cloak-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;6&amp;quot;| 75&lt;br /&gt;
|-&lt;br /&gt;
| a fur-lined dark chestnut cloak&lt;br /&gt;
|-&lt;br /&gt;
| an iron grey silk cloak &lt;br /&gt;
|-&lt;br /&gt;
| a charcoal-hued overcoat adorned with silver-threaded knotwork&lt;br /&gt;
|-&lt;br /&gt;
| a sigil-covered crimson silk cape &lt;br /&gt;
|-&lt;br /&gt;
| a dark satin overcoat with ebon leather edging&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Cover Up, Women&#039;s Room]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the petite female mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a crimson silk longcloak with gold-on-red jacquard edging || Pocketed:Huge (150 lbs)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 1100&lt;br /&gt;
|-&lt;br /&gt;
| a black velvet cape lined with deep plum silk ||rowspan=&amp;quot;6&amp;quot;| Pocketed:Signif (100-119)&amp;lt;br&amp;gt;any number of items||rowspan=&amp;quot;6&amp;quot;|cloak-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;6&amp;quot;| 75&lt;br /&gt;
|-&lt;br /&gt;
| a full black silk cloak with gem-studded serpentine designs &lt;br /&gt;
|-&lt;br /&gt;
| a deep russet coat with a ribbon-cinched waist&lt;br /&gt;
|-&lt;br /&gt;
| a rich burgundy chainsil cloak laced with dark velvet ribbon &lt;br /&gt;
|-&lt;br /&gt;
| a billowy sanguine cape adorned with star sapphire beading &lt;br /&gt;
|-&lt;br /&gt;
| a shadowy obsidian silk cloak trimmed with cormorant feathers &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the tall female mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a high-collared dark crimson brocade cape ||rowspan=&amp;quot;7&amp;quot;| Pocketed:Signif (100-119)&amp;lt;br&amp;gt;any number of items||rowspan=&amp;quot;7&amp;quot;|cloak-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;7&amp;quot;| 75&lt;br /&gt;
|-&lt;br /&gt;
| a cowled obsidian cloak with a black lace hem &lt;br /&gt;
|-&lt;br /&gt;
| a dark-toned sapphire flyrsilk cloak &lt;br /&gt;
|-&lt;br /&gt;
| some full umber and gold brocade robes &lt;br /&gt;
|-&lt;br /&gt;
| a velvet-lined deep emerald silk cloak &lt;br /&gt;
|-&lt;br /&gt;
| a pewter-threaded dark velvet pelisse&lt;br /&gt;
|-&lt;br /&gt;
| a sleek charcoal velvet cloak with ornamental silver trim &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Whisper Cloaks!&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze your obsidian silk cloak and sense that the item is largely free from merchant alteration restrictions.&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
&lt;br /&gt;
This item can be altered, but it needs to remain a worn, LONG, container with some kind of a clasp, which should remain a singular item, and should be able to be flipped (ie: no frog closures).  In addition, the clasp portion of this cloak is fully alterable.  This clasp does NOT need to be included in the base/long of the item.  This cloak is Tier 0/2.  Original merchant: Xanai, Duskruin.&lt;br /&gt;
&lt;br /&gt;
Your cloak is not yet unlocked.  Any merchant can unlock this to the next tier.&lt;br /&gt;
  Available verbs:  fold, remove, tickle, touch, wear, whisper.&lt;br /&gt;
&lt;br /&gt;
You might be able to have a talented merchant lighten the obsidian silk cloak for you or have its pockets deepened.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bloodriven Bowery===&lt;br /&gt;
Last updated: 4/27/16&lt;br /&gt;
&lt;br /&gt;
Room 8: a dark stone building (go2 23754)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Bloodriven Bowery, Front]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The quivers on the mannequins have been modified slightly and should fit snugly around your thigh.  Some of the fletchings have also been modified and will provide flares to your arrows.&lt;br /&gt;
Silvery blue-flecked ~ Mana&lt;br /&gt;
Russet-colored raptor ~ Heat&lt;br /&gt;
Brilliant indigo macaw ~ Impact&lt;br /&gt;
Emerald green amazon ~ Vacuum&lt;br /&gt;
Snowy white cockatoo ~ Cold&lt;br /&gt;
Blue griffin ~ Electricity}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the splintered crate:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a vial of pearlescent paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of smoky mocha paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of metallic grey paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of mint-swirled paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of stark white paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of nacreous black paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of plum and copper paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of vivid emerald paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of ivory and jet paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of gilded indigo paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the barrels you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of pewter-on-pearl fletchings || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of iridescent jade fletchings || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of silver-washed fletchings || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of ash penguin fletchings || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of blue griffin fletchings ||electricity flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of snowy white cockatoo fletchings ||cold flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of emerald green amazon fletchings ||vacuum flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of brilliant indigo macaw fletchings ||earth flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of russet-colored raptor fletchings ||fire flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of silvery blue-flecked fletchings ||mana flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the patched canvas mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a deeply hooded ecru suede jerkin split at the waist || ||front-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a pair of taupe suede boots plated in metal || ||foot-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| an asymmetric smoky indigo chainsil tunic || ||chest-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| some quilted slate wool leggings with thin silk stripes || ||leg-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a metal-banded dark leather thigh-quiver || Pocketed:Medium (20-39)&amp;lt;br&amp;gt;any number of items||thigh-worn&amp;lt;br&amp;gt;functional|| 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the dusty pine mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some aubergine suede pants set with panels of dark lace || ||leg-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a silver-ringed black leather thigh-quiver || Pocketed:Medium (20-39)&amp;lt;br&amp;gt;any number of items||thigh-worn&amp;lt;br&amp;gt;functional|| 25&lt;br /&gt;
|-&lt;br /&gt;
| a scallop-edged linen tunic with flared sleeves || ||chest-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a pair of black leather boots with mithril toe-guards || ||foot-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a back-slit charcoal linen jacket || Pocketed:Very large (80-99)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Bloodriven Bowery, Back]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=The trinkets on this shelf will aid you in combat in the following ways:&lt;br /&gt;
&lt;br /&gt;
Earcuff - Ranged Weapons&lt;br /&gt;
Lacewood Pendant - Dodging&lt;br /&gt;
Anklet - Agility}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the gnarled oak shelf you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a smooth lacewood disc pendant ||+5 dodge bonus, crumbly|||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a curved earcuff of tiny crystalline droplets ||+5 ranged bonus, crumbly |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a twine-strung dark horn anklet ||? (previous version was +3 agility, not rechargeable) |||| 125&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the pine shelf:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of gornar arrowheads&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of drakar arrowheads&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of rhimar arrowheads&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of zorchar arrowheads&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The lapis-tinted bow and ivory longbow on the rack are both five times enchanted.  The antler-carved longbow is 6x (+27) and is made from standard ipantor.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the warped pine rack you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| an antler-carved slender ipantor longbow || ||[[long bow]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| an ivory ruic longbow inlaid with nacreous jet branches || ||[[long bow]]|| 1500&lt;br /&gt;
|-&lt;br /&gt;
| a lapis-tinted ruic bow traced in filigree along the limbs || || || 1500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=The trinkets in this sack will give combat bonuses in the following ways:&lt;br /&gt;
&lt;br /&gt;
Veniom-traced Ring - Ambush/Dodge/Agility&lt;br /&gt;
Arrow Earring - Perception/Ranged/Dexterity&lt;br /&gt;
Monir Band - Stalking and Hiding/Ambush/Strength&lt;br /&gt;
Arrowhead Pendant - Stalking and Hiding/PF/Strength&lt;br /&gt;
Braided Wristlet - PF/Dodge/Dexterity}}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the dark leather sack you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a thin veniom-traced ring || |||| 300&lt;br /&gt;
|-&lt;br /&gt;
| a yew-encased arrowhead pendant || |||| 300&lt;br /&gt;
|-&lt;br /&gt;
| a diamond-tipped arrow earring || |||| 300&lt;br /&gt;
|-&lt;br /&gt;
| a braided moss green leather wristlet || |||| 300&lt;br /&gt;
|-&lt;br /&gt;
| a wide monir band imbedded with a tiny bullseye || |||| 300&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bare Aggression===&lt;br /&gt;
Last updated: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 9: a roguh-hewn knotty pine hall (go2 23756)&lt;br /&gt;
&lt;br /&gt;
;Posted 08/22/2015 by GM Wyrom&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&lt;br /&gt;
Looks like the entire shop, Bare Aggression, is not accurate. None of the wares were suppose to be unlocked. Most of you are buying the same sets because they are the best ones, but many of them aren&#039;t unlocked. Also the 5x ones are not priced right. Most everything in this shop is priced too low. Like way too low.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not going to confiscate any of the broken items, but I&#039;m going to be adjusting their prices and making sure SOME are unlocked with additional bloodscrip costs. So I guess anyone that got them cheap, you lucked out. We&#039;re not going to be unlocking any of the locked ones purchased before I update this shop. But if you want a refund for any that aren&#039;t unlocked, please ASSIST and reference this post.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Posted 08/22/2015 by GM Wyrom&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&lt;br /&gt;
Okay.&lt;br /&gt;
&lt;br /&gt;
Prices in this shop are in line with the pricing of 4x equipment at this event. The golvern-buckled/golvern-toed are 5x, everything else is 4x. All the flares are the same as they were, but the razern is lightly crit weighted like razern normally is. Everything is locked except for the the two 5x pieces and are in line with our other 5x equipment prices at this event.&lt;br /&gt;
&lt;br /&gt;
Like I said earlier, if you got a set prior to this update, you&#039;re free to keep them as is. If you&#039;d like a refund, please ASSIST and reference the last post or this post.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Bare Aggression]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=&lt;br /&gt;
Equipment on the rack is 4x with locked zests.  Flares are as follows:&lt;br /&gt;
Gornar: impact&lt;br /&gt;
Zorchar: electricity&lt;br /&gt;
Rhimar: cold&lt;br /&gt;
Drakar: fire&lt;br /&gt;
Rolaren: disintegrate&lt;br /&gt;
Copper: acid&lt;br /&gt;
Kelyn: unbalance&lt;br /&gt;
Razern: crit&lt;br /&gt;
Golvern: grapple&lt;br /&gt;
&lt;br /&gt;
The boots and gloves on the table are both fully zested, 6x and have disruption flares.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the equipment rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather steel-toed boots&lt;br /&gt;
|100&lt;br /&gt;
|4x, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather steel-buckled gloves&lt;br /&gt;
|100&lt;br /&gt;
|4x, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather gornar-toed boots&lt;br /&gt;
|200&lt;br /&gt;
|4x, vibe flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather gornar-buckled gloves&lt;br /&gt;
|200&lt;br /&gt;
|4x, vibe flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather rhimar-toed boots&lt;br /&gt;
|200&lt;br /&gt;
|4x, ice flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather rhimar-buckled gloves&lt;br /&gt;
|200&lt;br /&gt;
|4x, ice flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather drakar-toed boots&lt;br /&gt;
|200&lt;br /&gt;
|4x, fire flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather drakar-buckled gloves&lt;br /&gt;
|200&lt;br /&gt;
|4x, fire flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather zorchar-toed boots&lt;br /&gt;
|200&lt;br /&gt;
|4x, lightning flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather zorchar-buckled gloves&lt;br /&gt;
|200&lt;br /&gt;
|4x, lightning flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather golvern-toed boots&lt;br /&gt;
|2500&lt;br /&gt;
|5x, grapple flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather golvern-buckled gloves&lt;br /&gt;
|2500&lt;br /&gt;
|5x, grapple flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather kelyn-toed boots&lt;br /&gt;
|250&lt;br /&gt;
|4x, unbalance flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather kelyn-buckled gloves&lt;br /&gt;
|250&lt;br /&gt;
|4x, unbalance flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather copper-toed boots&lt;br /&gt;
|250&lt;br /&gt;
|4x, acid flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather copper-buckled gloves&lt;br /&gt;
|250&lt;br /&gt;
|4x, acid flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather rolaren-toed boots&lt;br /&gt;
|250&lt;br /&gt;
|4x, disintegration flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather rolaren-buckled gloves&lt;br /&gt;
|250&lt;br /&gt;
|4x, disintegration flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather razern-toed boots&lt;br /&gt;
|250&lt;br /&gt;
|4x, lcw, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather razern-buckled gloves&lt;br /&gt;
|250&lt;br /&gt;
|4x, lcw, scripted&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Prior to 8/22 the Razern, Rolaren, Copper, and Kelyn items were all 5x, and the razern items were somewhat-crit weighted&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the low table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a pair of supple black leather veil iron-buckled gloves ||6x, fully unlocked, disruption flares ||UAC gloves|| 12500&lt;br /&gt;
|-&lt;br /&gt;
| a pair of glossy black leather veil iron-toed boots ||6x, fully unlocked, disruption flares ||UAC boots|| 12500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===A Two-Story House===&lt;br /&gt;
Last update: 4/24/16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Two-Story House, Entryway]&#039;&#039;&#039;&lt;br /&gt;
*metal door = out&lt;br /&gt;
*crystal door = [[#Cut and Dried|Cut and Dried]]&lt;br /&gt;
*hallway = kitchen&lt;br /&gt;
*stairway = [[#Accessories of Crime|Accessories of Crime]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Two-Story House, Kitchen]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the kitchen island:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
|-&lt;br /&gt;
|a plate of gingerbread cookies&lt;br /&gt;
|-&lt;br /&gt;
|a covered basket of croissants&lt;br /&gt;
|-&lt;br /&gt;
|a tray of freshly baked cinnamon rolls glazed with honey&lt;br /&gt;
|-&lt;br /&gt;
|a chilled pitcher of milk&lt;br /&gt;
|-&lt;br /&gt;
|a delicate porcelain teapot set on an iron trivet&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cut And Dried====&lt;br /&gt;
Last update: 4/24/16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the apothecary rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a rounded bronze tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a round brown tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a slim copper tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pristine white tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a petite red tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a textured green tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bezel-cut silver tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pebbled black tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a glossy black tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a squared-off metal tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|an oval brass tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a small packet of cigar leaf wrappers&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the polished glass-topped case you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a smooth vultite cigar cutter || |||| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a smooth golvern cigar cutter || |||| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a smooth mithglin cigar cutter || |||| 30&lt;br /&gt;
|-&lt;br /&gt;
| a smooth mithril cigar cutter || |||| 10&lt;br /&gt;
|-&lt;br /&gt;
| a smooth faenor cigar cutter || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| a smooth steel cigar cutter || |||| 5&lt;br /&gt;
|-&lt;br /&gt;
| a smooth vaalorn cigar cutter || |||| 45&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Accessories Of Crime====&lt;br /&gt;
Last update: 4/24/16&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the sleek ebonwood case you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a filigreed silver poison ring || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||finger-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a heavy gold poison ring || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||finger-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a black-worked mithril poison necklace || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||neck-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a wrought bronze poison ring || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||finger-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a slim ora poison necklace || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||neck-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a rounded gold poison necklace || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||neck-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a smooth silver poison necklace || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||neck-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a sleek ebony poison necklace || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||neck-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a silvered faenor poison ring || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||finger-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a delicate mithril poison ring || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||finger-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the velvet-lined basket you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a kelyn-bound hairpin ||rowspan=&amp;quot;10&amp;quot;|[[Lockpick]]|| 130&lt;br /&gt;
|-&lt;br /&gt;
| a twined mithril wire ||  102&lt;br /&gt;
|-&lt;br /&gt;
| an alum-edged myklian scale shard ||  112&lt;br /&gt;
|-&lt;br /&gt;
| a veniom-traced hairstick ||  106&lt;br /&gt;
|-&lt;br /&gt;
| a vaalin-wrapped hairstick ||  150&lt;br /&gt;
|-&lt;br /&gt;
| a braided gold wire || 100&lt;br /&gt;
|-&lt;br /&gt;
| a pointed steel corkscrew || 100&lt;br /&gt;
|-&lt;br /&gt;
| a delicate ivory tine || 101&lt;br /&gt;
|-&lt;br /&gt;
| a polished glaes corkscrew || 105&lt;br /&gt;
|-&lt;br /&gt;
| a golvern-tipped hairpin || 150&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===A Flash of Strength===&lt;br /&gt;
Last updated: 4/22/16&lt;br /&gt;
&lt;br /&gt;
Room 3: a large wooden structure&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All items in all rooms in this shop are fully unlocked with [[Anfelt scripts]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Flash Of Strength, Reception]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;get pot&lt;br /&gt;
&lt;br /&gt;
You pour yourself a bowl of spicy lamb stew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the oak table:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
|-&lt;br /&gt;
|a pint of sack mead&lt;br /&gt;
|-&lt;br /&gt;
|a stein of cream stout&lt;br /&gt;
|-&lt;br /&gt;
|a shot of well-aged whiskey&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Flash Of Strength, Defense]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All items in this room are 5x enchanted unless otherwise noted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=All items have a bit of flare and are fully unlocked with flair.&lt;br /&gt;
The accent metal will identify which one with the exception of the following:&lt;br /&gt;
Hauberk (6x) ~ plasma&lt;br /&gt;
Corselet ~ acid&lt;br /&gt;
Plate ~ vacuum&lt;br /&gt;
Haubergeon ~ vacuum&lt;br /&gt;
Hardened Breastplate ~ vacuum&lt;br /&gt;
Robes (6x) ~ steam&lt;br /&gt;
Buffcoat ~ cold&lt;br /&gt;
Cuirass ~ acid&lt;br /&gt;
Buckler ~ vacuum&lt;br /&gt;
Illthorn Heater(6x) ~ disintegrate}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the rack you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some polished vultite haubergeon with a crimson sheen ||vacuum ||[[Armor#Spell_Hindrance|AsG]]: 15|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a polished vultite chain corselet with jet-tipped tassets ||acid ||[[Armor#Spell_Hindrance|AsG]]: 13|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| some ebon leather brigandine plated with drakar scales ||fire ||[[Armor#Spell_Hindrance|AsG]]: 12|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a layered mithril jazerant with rhimar-plated links ||cold ||[[Armor#Spell_Hindrance|AsG]]: 14|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a suit of etched mithril field plate with faenor inlay ||vacuum ||[[Armor#Spell_Hindrance|AsG]]: 20|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a fitted imflass breastplate inlaid with zorchar panels ||lightning ||[[Armor#Spell_Hindrance|AsG]]: 17|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| some hammered mithglin half-plate trimmed with strips of gornar ||earth ||[[Armor#Spell_Hindrance|AsG]]: 19|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| some polished golvern chain hauberk inset with silvers of onyx ||6x, plasma ||[[Armor#Spell_Hindrance|AsG]]: 16|| 12000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the stand you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a slashed leather jerkin buttoned with onyx-set drakar buttons ||fire ||[[Armor#Spell_Hindrance|AsG]]: 5|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a buffed leather aketon secured with gornar fastenings ||earth ||[[Armor#Spell_Hindrance|AsG]]: 8|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a hardened leather breastplate edged with mithril ||vacuum ||[[Armor#Spell_Hindrance|AsG]]: 9|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a layered leather cuirass edged with mithril scales ||acid ||[[Armor#Spell_Hindrance|AsG]]: 10|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| some thick indigo velvet robes stitched with silver arabesques ||6x, steam ||[[Armor#Spell_Hindrance|AsG]]: 1|| 11500&lt;br /&gt;
|-&lt;br /&gt;
| an oiled leather buffcoat lined with icy blue linen ||cold ||[[Armor#Spell_Hindrance|AsG]]: 6|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| some aged quilted leather laced with zorchar-tipped cording ||lightning ||[[Armor#Spell_Hindrance|AsG]]: 7|| 3500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the shelving you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a thick oval steel mantlet inlaid with strips of gornar ||earth ||tower [[shield]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a varnished faewood heater banded with rhimar ||cold ||medium [[shield]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a convex domed orase buckler studded with polished vultite ||vacuum ||small [[shield]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a round vultite shield set with a zorchar boss ||lightning ||medium [[shield]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a polished mithril aegis edged with drakar braiding ||fire ||large [[shield]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a lacquered illthorn heater set with golvern studs ||6x, disintegrate ||medium [[shield]]|| 13000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Flash Of Strength, Arms]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All items in this room are 5x enchanted unless otherwise noted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=All items have a bit of flare and are fully unlocked with flair.&lt;br /&gt;
The metal will identify which one with the exception of the following:&lt;br /&gt;
Orase ~ mana&lt;br /&gt;
Faewood ~ acuity&lt;br /&gt;
Guisarme ~ disintegrate&lt;br /&gt;
Flamberge ~ vacuum&lt;br /&gt;
Arming sword (6x) ~ acid&lt;br /&gt;
Bulawa ~ vacuum&lt;br /&gt;
Morning Star ~ Plasma&lt;br /&gt;
Hook-knife ~ Steam&lt;br /&gt;
Knuckle-duster (6x) ~ Acid}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the iron-bound barrel:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a spiraled orase runestaff inlaid with flecks of mithglin&lt;br /&gt;
|2500&lt;br /&gt;
| +2 Mana flares&lt;br /&gt;
|-&lt;br /&gt;
|a polished faewood runestaff capped with a faenor sphere&lt;br /&gt;
|2500&lt;br /&gt;
|4x Acuity flares&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the casks you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a curved vultite guisarme with a spiraled orase shaft ||disintegrate ||[[halberd]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a serrated drakar pike with a polished ironwood shaft ||fire ||[[lance]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the stand you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a jet-hilted vultite flamberge with a rippled blade ||vacuum ||[[flamberge]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a narrow mithril short sword inlaid with swirls of zorchar ||lightning ||[[short sword]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a polished mithglin handaxe edged with hammered rhimar ||cold ||[[handaxe]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a wide imflass broadsword edged in gornar ||earth ||[[broadsword]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a polished rolaren arming sword etched with arabesque patterns ||6x, acid ||[[longsword]]|| 13000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the deep long crate you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a sharpened mithglin troll-claw with drakar-studded leather ||fire ||[[troll-claw]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a smooth iron blackjack banded with rhimar ||cold ||[[blackjack]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a polished vultite katar with zorchar crosspieces ||lightning ||[[katar]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a polished mithril hook-knife inlaid with glaes ||steam ||[[hook-knife]]|| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a crude steel knuckle-duster plated with vultite ||6x, acid ||[[knuckle-duster]]|| 10000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the deep wooden crate you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a bladed vultite bulawa with a leather-wrapped ironwood haft ||vacuum ||[[mace]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a leather-wrapped mithril morning star studded with vultite ||plasma ||[[morning star]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a polished steel hammerbeak spiked with zorchar ||lightning ||[[war hammer]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a narrow steel cinquedea inlaid with drakar flames ||fire ||[[dagger]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Flash Of Strength, Additions]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=All items have a bit of flare and are fully unlocked with flair.&lt;br /&gt;
The metal will identify which one with the exception of the following:&lt;br /&gt;
Coif ~ disintegrate&lt;br /&gt;
Bascinet ~ vacuum&lt;br /&gt;
Arming cap ~ plasma&lt;br /&gt;
Vambraces ~ steam&lt;br /&gt;
Brassard ~ acid}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the top shelf you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a polished steel great bascinet with a vultite-inlaid skull ||vacuum ||rowspan=&amp;quot;2&amp;quot;|armor accessory; protects head and neck&amp;lt;br&amp;gt;head-worn||rowspan=&amp;quot;2&amp;quot;| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a mesh imflass coif of narrow woven links ||disintegrate&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the bottom shelf you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| an etched mithril kettle hat with a wide drakar-edged brim ||fire ||rowspan=&amp;quot;3&amp;quot;|armor accessory; protects head&amp;lt;br&amp;gt;head-worn||rowspan=&amp;quot;3&amp;quot;|1000&lt;br /&gt;
|-&lt;br /&gt;
| a leather arming cap studded with golvern ||plasma &lt;br /&gt;
|-&lt;br /&gt;
| a polished vultite burgonet fixed with a narrow zorchar fin ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the iron-bound trunk you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some flexible mithglin chausses of woven gornar-plated links ||earth ||armor accessory; protects legs&amp;lt;br&amp;gt;leg-worn|| 500&lt;br /&gt;
|-&lt;br /&gt;
| some layered vultite cuisses hinged with rhimar studs ||cold ||armor accessory; protects legs&amp;lt;br&amp;gt;leg-worn|| 500&lt;br /&gt;
|-&lt;br /&gt;
| some polished vultite brassards etched with arabesques ||acid ||armor accessory; protects arms&amp;lt;br&amp;gt;arm-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| some polished mithglin vambraces edged with glaes ||steam ||armor accessory; protects arms&amp;lt;br&amp;gt;arm-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spellbound===&lt;br /&gt;
Last updated: 4/23/16&lt;br /&gt;
&lt;br /&gt;
Room 16: a narrow space&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=On the shelf you&#039;ll find containers for your jewels and alchemy ingredients and some very fancy books.  In the crate you will find some magical wands that you can use once a day and some magic-filled puzzles.  Look inside the crate for more information.  Look around the bricks for some special papers and some very old moon phase necklaces.&lt;br /&gt;
&lt;br /&gt;
(Note: The moon phase necklaces are fluff only, and are just a very old item of which only a few exist.)}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=Under the brick you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a silver necklace dangling a platinum-caged star ruby || ||neck-worn|| 25000&lt;br /&gt;
|-&lt;br /&gt;
| a white gold necklace dangling a platinum-caged moonstone || ||neck-worn|| 25000&lt;br /&gt;
|-&lt;br /&gt;
| a black steel necklace dangling a platinum-caged opal || ||neck-worn|| 25000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=Behind the brick you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a ripped beige paper || ||First Person:  Mirage-like distortions surround you as you prepare the [Spell Name] spell...&amp;lt;br&amp;gt;Third Person:  Mirage-like distortions surround XXX as she prepares a spell...&amp;lt;br&amp;gt;Hidden or Invisible:|| 750&lt;br /&gt;
|-&lt;br /&gt;
| a stained pale blue note || ||First Person:  You hum a short tune as you softly croon a lullaby...&amp;lt;br&amp;gt;Third Person:  XXX hums a short tune as she softly croons a lullaby...&amp;lt;br&amp;gt;Hidden or Invisible:  You hear a short tune being hummed, followed by the crooning sound of a lullaby.&amp;lt;br&amp;gt;Specific Spell Restriction:  1005|| 750&lt;br /&gt;
|-&lt;br /&gt;
| a creased multi-colored parchment || ||First Person:  You whisper quietly as your skin briefly cycles between colors of spring green and autumnal browns and golds...&amp;lt;br&amp;gt;Third Person:  XXX whispers quietly as her skin briefly cycles between colors of spring green and autumnal browns and golds...&amp;lt;br&amp;gt;Hidden or Invisible:  You hear a faint whisper.&amp;lt;br&amp;gt;Specific Spell Restriction:  601|| 750&lt;br /&gt;
|-&lt;br /&gt;
| a smooth gold-inked palimpest || ||First Person:  Calling upon your patron, you chant a short Benediction of accurate aim and strong weapon arms...&amp;lt;br&amp;gt;Third Person:  Calling upon her patron, XXX chants a short Benediction of accurate aim and strong weapon arms...&amp;lt;br&amp;gt;Hidden or Invisible:&amp;lt;br&amp;gt;Specific Spell Restriction:  307|| 750&lt;br /&gt;
|-&lt;br /&gt;
| a faded black-edged papyrus || ||First Person:  Your hands fade to complete transparency as you intone the Invisibility spell...&amp;lt;br&amp;gt;Third Person:  XXX&#039;s hands fade to complete transparency as she intones a spell...&amp;lt;br&amp;gt;Hidden or Invisible:&amp;lt;br&amp;gt;Specific Spell Restriction:  916|| 750&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the diapidated wooden shelf you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a gold-banded short glass jar || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||100-ct|| 250 &lt;br /&gt;
|-&lt;br /&gt;
| a hexagonal golden glass bottle || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||100-ct|| 250 &lt;br /&gt;
|-&lt;br /&gt;
| a vaalin-banded square glass jar || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||50-ct|| 100 &lt;br /&gt;
|-&lt;br /&gt;
| a silver-hued tall glass bottle || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||50-ct|| 100 &lt;br /&gt;
|-&lt;br /&gt;
| a gold-spined thick leather codex ||heavily scripted |||| 2000 &lt;br /&gt;
|-&lt;br /&gt;
| an enruned leather-bound tome ||heavily scripted |||| 2000 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
The wand/rod/baton can be used once a day.&lt;br /&gt;
Enruned witchwood rod: 507, 508, 905&lt;br /&gt;
Sigil-encised wand: 1705, 1712, 1701&lt;br /&gt;
Heavy crystal baton: 1720, 1711&lt;br /&gt;
&lt;br /&gt;
Magic-filled puzzles contain 20 charges of each spell, but must be solved to unlock their power:&lt;br /&gt;
Sphere: 211, 509, 506&lt;br /&gt;
Pyramid: 101, 107, 508&lt;br /&gt;
Cube: 202, 503, 507}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the rune-covered wooden crate you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a heavy crystal baton || |||| 12500 &lt;br /&gt;
|-&lt;br /&gt;
| a sigil-incised golden wand || |||| 12500 &lt;br /&gt;
|-&lt;br /&gt;
| an enruned witchwood rod || |||| 12500 &lt;br /&gt;
|-&lt;br /&gt;
| a striated wooden sphere || |||| 500 &lt;br /&gt;
|-&lt;br /&gt;
| a small oak pyramid || |||| 500 &lt;br /&gt;
|-&lt;br /&gt;
| a silk-covered cube || |||| 500 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Written Word===&lt;br /&gt;
Last updated: Shop new April 2016&lt;br /&gt;
&lt;br /&gt;
Room 2: a small shop with a book-shaped sign&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the dark maple counter you see:}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=I, Qaril, can create a custom journal for you.  You need only to select a cover and a sheaf of pages from the bookcase.  (Each completed volume will have fifty pages.)  I can make five types of books (book, notebook, journal, volume, and folio), so be sure to ASK me about the one you are most interested in.  Please note that only I can bind these papers into a cover.  If you buy some, make sure I fix it up for you.  If you leave Bloodriven Village before I&#039;ve worked with them, they will be useless.}}&lt;br /&gt;
&#039;&#039;&#039;Placard:&#039;&#039;&#039;&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=Some obscure details about my wares:&lt;br /&gt;
&lt;br /&gt;
Be aware when writing that the spoken and written word are closely linked.&lt;br /&gt;
&lt;br /&gt;
You must have a quill to write, but it need not be a quill purchased here.  Inkpots are not necessary, as the pages have a magical element to them.&lt;br /&gt;
&lt;br /&gt;
You may erase what you&#039;ve written by CLEANing the page.&lt;br /&gt;
&lt;br /&gt;
You may TEAR the page to *permanently* remove it from the book.&lt;br /&gt;
&lt;br /&gt;
PUSH, TURN, and FLIP will allow you to work with the individual pages.}}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the cloth-lined chest you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of pale pink paper || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of sea green paper || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of sky blue paper || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of snow white paper || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of silvery paper || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of creamy vellum || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of pale vellum || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of yellowed vellum || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of ivory parchment || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of pure white parchment || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of age-dark parchment || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a thin black leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a narrow crimson leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a dark silk-wrapped cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a deep blue cloth-bound cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a small white suede cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a twilight grey leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a bright yellow fabric-bound cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a slim forest green leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a large ocean blue suede cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a silver-worked black leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a gold-inlaid white leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the ebony bookcase you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a black silk ribbon bookmark || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a white silk ribbon bookmark || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| an embossed black leather bookmark || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a smooth brown leather bookmark || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a long silver feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a slender green feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a slender blue feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a fluffy black feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a long crimson feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a fluffy white feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Pay Events]]&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bloodriven_Village_-_Historical&amp;diff=79128</id>
		<title>Bloodriven Village - Historical</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bloodriven_Village_-_Historical&amp;diff=79128"/>
		<updated>2016-05-01T00:25:06Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: /* Rock Solid */ Fixing sign text formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-info&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;APRIL 28: Shop inventory is in better shape.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;[[Duskruin Arena/April 2016 prize list|APRIL 2016 HIGH END PRIZE LIST]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Editors: Please add a &amp;quot;Last revised: {date}&amp;quot; just below the shop section and put removed items on the [[Bloodriven Village archive|archive page]].&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--As a general heads up, inventory MAY change between runs.--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bloodriven Village&#039;&#039;&#039; is where [[Duskruin Arena]] is located.  All purchases are made with [[bloodscrip]].&lt;br /&gt;
*[http://i.imgur.com/ZZWWOdj.png Bloodriven Village Map by Rozy]&lt;br /&gt;
*[[Bloodriven Village archive]] lists removed items.&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?94957-Bloodriven-Village-Shops Teiana&#039;s shop listing] (out of date)&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Duskruin%20Arena/view Duskruin Arena Officials folder]&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
===High End Prize Lists===&lt;br /&gt;
*[[Duskruin Arena/August 2015 prize list|August 2015]]&lt;br /&gt;
*[[Duskruin Arena/April 2016 prize list‎|April 2016]]&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
===The Mar and Scar===&lt;br /&gt;
Last updated: 4/23/16&lt;br /&gt;
&lt;br /&gt;
Room 13: a stucco-faced dark stone building&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Threshold]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the red marple counter:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
| a thin silver needle&lt;br /&gt;
| 50&lt;br /&gt;
|Piercing Needle&lt;br /&gt;
|-&lt;br /&gt;
| an opaque glass of aged whiskey&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Inked]&#039;&#039;&#039;&lt;br /&gt;
:&amp;gt;read sign&lt;br /&gt;
:In the Common language, it reads:&lt;br /&gt;
:Stock tattoos: 25,000 silvers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Pierced]&#039;&#039;&#039;	&lt;br /&gt;
:&amp;gt;read sign&lt;br /&gt;
:In the Common language, it reads:&lt;br /&gt;
:The trinkets in the treasure chests are jewelry made for piercing. What you will receive is random. The shoddy jewelry is lower quality, while the ornate finery is much higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the treasure chest:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	a pile of ornate finery	&lt;br /&gt;
|	10	&lt;br /&gt;
|	Random &amp;quot;nice&amp;quot; piercing jewelry&lt;br /&gt;
|-	&lt;br /&gt;
|	a heap of shoddy jewelry	&lt;br /&gt;
|	10	&lt;br /&gt;
|	Random &amp;quot;junk&amp;quot; piercing jewelry&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Incised]&#039;&#039;&#039;&lt;br /&gt;
:&amp;gt;read sign&lt;br /&gt;
:In the Common language, it reads:&lt;br /&gt;
:The razors will permanently scar you. They all will break after a certain number of uses. The iron are made the poorest and won&#039;t last long. The invar are crafted much better than the others and will last longer. The rolaren are pristine and will last forever.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINK: [[Scarring razor]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the glass display case:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	a primitive iron razor	&lt;br /&gt;
|	25	&lt;br /&gt;
|	Poor quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a pitted iron razor	&lt;br /&gt;
|	25	&lt;br /&gt;
|	Poor quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a crude iron razor	&lt;br /&gt;
|	25	&lt;br /&gt;
|	Poor quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a blackened steel razor	&lt;br /&gt;
|	50	&lt;br /&gt;
|	Average quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a brushed steel razor	&lt;br /&gt;
|	50	&lt;br /&gt;
|	Average quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a blued steel razor	&lt;br /&gt;
|	50	&lt;br /&gt;
|	Average quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	an alum-swept invar razor	&lt;br /&gt;
|	125	&lt;br /&gt;
|	Good quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a curved invar razor	&lt;br /&gt;
|	125	&lt;br /&gt;
|	Good quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a reinforced invar razor	&lt;br /&gt;
|	125	&lt;br /&gt;
|	Good quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a pristine rolaren razor	&lt;br /&gt;
|	5000	&lt;br /&gt;
|	Permanent scarring razor&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Concealed]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The items on the mannequin are WoundedWear and unlocked.  Price increases based on unlock, tier 1 is 1000 bloodscrip and tier 2 is 2500 bloodscrip.&lt;br /&gt;
The items in the chest are ChaosJewelry.  Price increases based on unlock, tier 0 (locked) is 100 bloodscrip, tier 1 is 1000 bloodscrip, and tier 2 is 2500 bloodscrip.}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the large treasure chest you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[ChaosJewelry]]&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a bright silver bracelet accented with a diamond || ||wrist-worn&amp;lt;br&amp;gt;functional|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a bright silver ring accented with an emerald || ||finger-worn&amp;lt;br&amp;gt;functional|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a dull gold amulet crested with diamond || ||neck-worn&amp;lt;br&amp;gt;functional|| 100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the short faded mannequin you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[WoundedWear]]&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a supple faded leather hood || ||head-worn|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some thin spectacles || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some leather goggles || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a faded leather jacket || Pocketed:&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a leather gorget || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a leather aventail || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a red silk bowtie || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a green silk scarf || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a blue silk cravat || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a pair of dark leather gloves || ||hand-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a white cotton shirt || ||layerable|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| some supple faded leather boots || ||foot-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| some thick faded leather armbands || ||arm-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| some baggy faded leather pants || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;a couple of items of very small size||leg-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rock Solid===&lt;br /&gt;
Last updated: 4/23/16&lt;br /&gt;
&lt;br /&gt;
Room 23: an angular granite-covered wagon (Narost Rm#: 23822)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Rock Solid]&#039;&#039;&#039;&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
Welcome to Rock Solid!&lt;br /&gt;
&lt;br /&gt;
Goods on the runestaff display and weapon stand are Realm Weaponry.  They change what kinda elements they shoot dependin&#039; on where you are.  They are all enchanted five times, except the glowbark and fireleaf, which are their natural enchantment.  Useful stuff!&lt;br /&gt;
&lt;br /&gt;
The longbows on the rack are enchanted five times and load wands of the suitable element.  The ruic yumi is enchanted six times and will load any kinda wand.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Realm flare]]s&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the bow rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	A golvern-bound darkened ruic yumi	&lt;br /&gt;
|	15000	&lt;br /&gt;
|	6x, unrestricted wand loading&lt;br /&gt;
|-	&lt;br /&gt;
|	A rhimar-runed pale ruic longbow	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, cold wand loading&lt;br /&gt;
|-	&lt;br /&gt;
|	A drakar-runed dark ruic longbow	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, fire wand loading&lt;br /&gt;
|-	&lt;br /&gt;
|	A zorchar-runed silvery ruic longbow	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, lightning wand loading&lt;br /&gt;
|-	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the runestaff display:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	A twisted russet fireleaf staff	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	+22, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A glaes-banded silvery lor staff	&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A gold-sheened glowbark runestaff	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	+22, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A glaes-tiled dark illthorn runestaff&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the weapon stand:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	A pair of rolaren-toed boots	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A pair of rolaren-studded gauntlets	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A speckled black kelyn mace	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A mottled green kelyn morning star&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-&lt;br /&gt;
|	A massive golvern sledgehammer	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A slender rolaren-tipped warlance	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A folded silvery rolaren wakizashi	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A dual-bladed black rolaren waraxe&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-&lt;br /&gt;
|       An enruned black rolaren warblade&lt;br /&gt;
|       2000&lt;br /&gt;
|       5x, realm flaring&lt;br /&gt;
|-&lt;br /&gt;
|	A pair of eonake-toed boots	&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-	&lt;br /&gt;
|	A pair of eonake-studded gauntlets	&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-	&lt;br /&gt;
|	A sturdy eonake-tipped lance	&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-	&lt;br /&gt;
|	A spiked eonake morning star&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-&lt;br /&gt;
|	A silver-runed eonake waraxe	&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-	&lt;br /&gt;
|	A jet-inset silvery eonake sledgehammer&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-								&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===A Mist Opportunity===&lt;br /&gt;
Last updated: 4/23/16&lt;br /&gt;
&lt;br /&gt;
Room 16: a dark shop&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=Some of my special weapons that have been fully unlocked.&lt;br /&gt;
Gladius (short sword) - 5x, disruption&lt;br /&gt;
Falx (twohanded sword) - 5x, grapple&lt;br /&gt;
Cleaver (handaxe) - 5x, plasma&lt;br /&gt;
Flyssa (broadsword) - 5x, acid&lt;br /&gt;
Kozuka (dagger) - 6x, disintegrate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*-* Fana, Owner *-*&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;[[Fana weapons]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the ebon-edged glass case you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a serpentine-hilted dark rolaren falx ||5x, grapple ||[[twohanded sword]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a silver-runed blackened vultite gladius ||5x, disruption ||[[short sword]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a rolaren flyssa with a thick witchwood hilt ||5x, acid ||[[broadsword]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a crescent-shaped dark golvern cleaver ||5x, plasma ||[[handaxe]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a deep crimson eahnor kozuka ||6x, disintegrate ||[[dagger]]|| 10000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the weapon rack you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a silver-riveted ono || ||[[handaxe]]|| 2000 &lt;br /&gt;
|-&lt;br /&gt;
| a blackened faenor pata || ||[[katar]]|| 75 &lt;br /&gt;
|-&lt;br /&gt;
| a saw-edged sica with a dark stone pommel || ||[[short sword]]|| 300 &lt;br /&gt;
|-&lt;br /&gt;
| a black mithril machete with a skull-shaped pommel || ||[[falchion]]|| 50 &lt;br /&gt;
|-&lt;br /&gt;
| a silver vultite hook-knife with an onyx knuckle-guard || ||[[hook-knife]]|| 60 &lt;br /&gt;
|-&lt;br /&gt;
| a vultite slasher with geometric blade-etchings || ||[[katar]]|| 150 &lt;br /&gt;
|-&lt;br /&gt;
| a pitted parazonium with a braided leather grip || ||[[dagger]]|| 50 &lt;br /&gt;
|-&lt;br /&gt;
| a thick black vultite tabar || ||[[battle axe]]|| 300 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the hooks you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a slender vultite koncerz with a wrapped metal guard || ||[[estoc]]|| 300 &lt;br /&gt;
|-&lt;br /&gt;
| a vultite tachi with a scarab-set pommel || ||[[longsword]]|| 2000 &lt;br /&gt;
|-&lt;br /&gt;
| a dark ora kama || ||[[scimitar]]|| 60 &lt;br /&gt;
|-&lt;br /&gt;
| a black leather-hilted mithglin mortuary sword || ||[[backsword]]|| 150 &lt;br /&gt;
|-&lt;br /&gt;
| a smoke grey mithril kaskara with an embossed leather grip || ||[[longsword]]|| 150 &lt;br /&gt;
|-&lt;br /&gt;
| a faenor warsword with ruby-inset quillons || ||[[bastard sword]]|| 150 &lt;br /&gt;
|-&lt;br /&gt;
| a dark leather-hilted mithril knife || ||[[dagger]]|| 50 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Under the Counter===&lt;br /&gt;
Last updated: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 17: a tidy establishment&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Under the Counter]&#039;&#039;&#039; (go2 23810)&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
The potables contain 10 sips each of the following magic to aid you in your roguish endeavors:&lt;br /&gt;
 &lt;br /&gt;
Stout  ~  Phoen&#039;s Strength&lt;br /&gt;
Gin  ~  Spirit Strike&lt;br /&gt;
Bourbon  ~  Bravery&lt;br /&gt;
Whiskey  ~  Empathic Focus&lt;br /&gt;
Cider  ~  Dauntless&lt;br /&gt;
Scotch  ~  Celerity&lt;br /&gt;
Liquor  ~  Mystic Focus&lt;br /&gt;
Vodka  ~  Heroism&lt;br /&gt;
Porter  ~  Self Control}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=Under the counter you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a decanter of dark green liquor ||[[Mystic Focus (1711)]] ||rowspan=&amp;quot;8&amp;quot;|10 sips|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a tall glass of foamy rich porter ||[[Self Control (613)]] || 100&lt;br /&gt;
|-&lt;br /&gt;
| a mug of cloudy hard cider ||[[Dauntless (1606)]] ||100&lt;br /&gt;
|-&lt;br /&gt;
| a shot of spicy vodka ||[[Heroism (215)]] ||250&lt;br /&gt;
|-&lt;br /&gt;
| a glass of smoky scotch ||[[Celerity (506)]] || 50&lt;br /&gt;
|-&lt;br /&gt;
| a jigger of distilled gin ||[[Spirit Strike (117)]] ||50&lt;br /&gt;
|-&lt;br /&gt;
| a snifter of clear whiskey ||[[Empathic Focus (1109)]]|| 250&lt;br /&gt;
|-&lt;br /&gt;
| a stein of frothy stout ||[[Phoen&#039;s Strength (606)]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Under the Counter]&#039;&#039;&#039;&lt;br /&gt;
:&amp;gt;read plaque&lt;br /&gt;
:In the Common language, it reads:&lt;br /&gt;
:Wear one of these items around your neck and allow its shadows to make you invisible a time or three. The shadows will remain even after the magic has been depleted.&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the tall oak cabinet you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a simple gold emblem on a serpentine chain || rowspan=&amp;quot;9&amp;quot;|neck-worn&amp;lt;br&amp;gt;functional|| rowspan=&amp;quot;9&amp;quot;|25&lt;br /&gt;
|-&lt;br /&gt;
| a solid bronze medallion on a black cord &lt;br /&gt;
|-&lt;br /&gt;
| a twisted copper amulet set with a small plack pearl &lt;br /&gt;
|-&lt;br /&gt;
| a silver herringbone chain with a moonstone cameo &lt;br /&gt;
|-&lt;br /&gt;
| a small smooth bone orb hung on an ora chain &lt;br /&gt;
|-&lt;br /&gt;
| a fragile silver necklace dangling a smoky topaz teardrop &lt;br /&gt;
|-&lt;br /&gt;
| a double-strung black pearl chaplet &lt;br /&gt;
|-&lt;br /&gt;
| a misshapen onyx talisman on a black silk cord &lt;br /&gt;
|-&lt;br /&gt;
| a pale grey alum token hung from a short cord &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the female mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some knee-high kidskin boots back-laced through rolaren eyelets || ||foot-worn|| 18&lt;br /&gt;
|-&lt;br /&gt;
| a pair of soft dark leather pants laced with plaited cord || ||leg-worn|| 20&lt;br /&gt;
|-&lt;br /&gt;
| some sable calfskin gloves lined with grey fox fur || ||hand-worn|| 10&lt;br /&gt;
|-&lt;br /&gt;
| a bell-sleeved pearl grey silk blouse with a keyhole neckline || ||chest-worn|| 20&lt;br /&gt;
|-&lt;br /&gt;
| a silk-lined long leather cloak in variegated shades of grey || Pocketed:Significant (100-119)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 45&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the male mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some black kidskin knee-high boots with black rolaren buckles || ||foot-worn|| 18&lt;br /&gt;
|-&lt;br /&gt;
| a thick black leather belt || ||waist-worn|| 10&lt;br /&gt;
|-&lt;br /&gt;
| some sable fingerless gloves of supple calfskin || ||hand-worn|| 10&lt;br /&gt;
|-&lt;br /&gt;
| a loose stone grey linen shirt laced with black leather cord || ||chest-worn|| 20&lt;br /&gt;
|-&lt;br /&gt;
| a slashed black leather cloak with tapered haon toggles || Pocketed:Significant (100-119)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 45&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Khloake and Dagger===&lt;br /&gt;
Last update: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 17: a dingy wooden shop&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Khloake and Dagger, Sheaths]&#039;&#039;&#039;&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The sheaths in this room will hold small weapons and can be hidden when worn with appropriate garments.&lt;br /&gt;
The box contains magical items further detailed on the note inside.}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the multi-armed display stand you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a pale leather wrist sheath hooked with ivory crescent moons ||rowspan=&amp;quot;5&amp;quot;| Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item of very small size||rowspan=&amp;quot;2&amp;quot;|wrist-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;5&amp;quot;| 20&lt;br /&gt;
|-&lt;br /&gt;
| a grey leather wrist sheath secured with small black daggers &lt;br /&gt;
|-&lt;br /&gt;
| a narrow grey ankle sheath burned with a wolf&#039;s head || rowspan=&amp;quot;3&amp;quot;|ankle-worn&amp;lt;br&amp;gt;functional&lt;br /&gt;
|-&lt;br /&gt;
| a jet black ankle sheath with a single kelyn buckle &lt;br /&gt;
|-&lt;br /&gt;
| a small black ankle sheath buckled with hematite &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the row of hooks you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a krodera-hued leather sheath with asymmetrical straps ||rowspan=&amp;quot;5&amp;quot;| Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item of very small size||rowspan=&amp;quot;3&amp;quot;|belt-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;5&amp;quot;| 20&lt;br /&gt;
|-&lt;br /&gt;
| a tapered leather sheath closed by interlocking steel rings &lt;br /&gt;
|-&lt;br /&gt;
| a narrow black sheath buckled with polished imflass &lt;br /&gt;
|-&lt;br /&gt;
| a whiskey-hued wrist sheath with tiny gold buckles || rowspan=&amp;quot;2&amp;quot;|wrist-worn&amp;lt;br&amp;gt;functional&lt;br /&gt;
|-&lt;br /&gt;
| a deep crimson wrist sheath fastened with invar spiders &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
The items in this box contain one cast each of the spells that they hold.  When rubbed, all the spells will be activated at the same time (and the item will then crumble).  You must be sufficiently skilled in magic item use to activate them.&lt;br /&gt;
&lt;br /&gt;
Talisman: Mass Colors, Mass Blur, Mass Elemental Defense&lt;br /&gt;
Dagger charm: Bravery, Heroism, Phoen&#039;s Strength, Strength&lt;br /&gt;
Staff charm: Bravery, Heroism, Elemental Focus, Dauntless&lt;br /&gt;
Petal: Spirit Warding I, Spirit Defense, Spirit Warding II, Lesser Shroud&lt;br /&gt;
Token: Elemental Defense I, Elemental Defense II, Elemental Defense III&lt;br /&gt;
Cube: Thurfel&#039;s Ward, Elemental Deflection, Elemental Bias&lt;br /&gt;
Totem: Natural Colors, Resist Elements, Self Control, Mobility&lt;br /&gt;
Sphere: Cloak of Shadows, Melgorehn&#039;s Aura, Spirit Guard&lt;br /&gt;
Eye: Foresight, Mindward, Premonition}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the large wooden box you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a small onyx on marble shield talisman ||[[Mass Colors (611)]], [[Mass Blur (911)]], [[Mass Elemental Defense (419)]]||rowspan=&amp;quot;9&amp;quot;| 100&lt;br /&gt;
|-&lt;br /&gt;
| a tiny mithril dagger charm ||[[Bravery (211)]], [[Heroism (215)]], [[Phoen&#039;s Strength (606)]], [[Strength (509)]]&lt;br /&gt;
|-&lt;br /&gt;
| a tiny ironwood staff charm ||[[Bravery (211)]], [[Heroism (215)]], [[Elemental Focus (513)]], [[Dauntless (1606)]]&lt;br /&gt;
|-&lt;br /&gt;
| a faceted sapphire rose petal ||[[Spirit Warding I (101)]], [[Spirit Defense (103)]], [[Spirit Warding II (107)]], [[Lesser Shroud (120)]]&lt;br /&gt;
|-&lt;br /&gt;
| a rune-carved silvery granite token ||[[Elemental Defense I (401)]], [[Elemental Defense II (406)]], [[Elemental Defense III (414)]]&lt;br /&gt;
|-&lt;br /&gt;
| an enruned pale ivory cube || [[Thurfel&#039;s Ward (503)]], [[Elemental Deflection (507)]], [[Elemental Bias (508)]]&lt;br /&gt;
|-&lt;br /&gt;
| a carved tanik bear totem || [[Natural Colors (601)]], [[Resist Elements (602)]], [[Self Control (613)]], [[Mobility (618)]]&lt;br /&gt;
|-&lt;br /&gt;
| a fused glass and onyx sphere || [[Cloak of Shadows (712)]], [[Melgorehn&#039;s Aura (913)]], [[Spirit Guard (1712)]]&lt;br /&gt;
|-&lt;br /&gt;
| a slit-pupiled gold and jade eye || [[Foresight (1204)]], [[Mindward (1208)]], [[Premonition (1220)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Khloake and Dagger, Daggers]&#039;&#039;&#039;&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The items in the drawers can be used in combat as well as manipulated as you stand around just looking good.&lt;br /&gt;
The items in the case can be used in combat, also, but their other behaviors are a bit more sneaky.&lt;br /&gt;
The curved dagger is 5x and the alfange is also 5x, as well with fully unlocked flair.}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the tall display case you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a curved dagger protruding from a sleek obsidian hilt || 5x, fully unlocked ||rowspan=&amp;quot;6&amp;quot;|[[dagger]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a wide-bladed dagger protruding from a smooth faewood hilt || ||rowspan=&amp;quot;5&amp;quot;| 50&lt;br /&gt;
|-&lt;br /&gt;
| a wickedly sharp knife protruding from a polished hazelwood hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a blue-grey stiletto protruding from a black witchwood hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a slim basilard protruding from a vine-etched kakore hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a spiral-etched dirk protruding from a sanguine-hued villswood hilt || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the chest of dark ironwood drawers you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a saw-edged alfange with a gold dragon-shaped hilt || 5x, fully unlocked||rowspan=&amp;quot;8&amp;quot;|[[dagger]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a long sharp knife with a bloodstained hilt || ||rowspan=&amp;quot;7&amp;quot;| 45&lt;br /&gt;
|-&lt;br /&gt;
| a polished forked dagger with a hollow silver hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a well-honed scramasax with a carmiln hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a tapered kidney dagger with a sapphire-set ivory hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a barely arced misericord etched with a dagger-pierced heart || &lt;br /&gt;
|-&lt;br /&gt;
| a vultite crescent dagger with a moonstone-set pommel || &lt;br /&gt;
|-&lt;br /&gt;
| a short vultite dirk with a carved rowan hilt || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ode to Resistance===&lt;br /&gt;
Last updated: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 19: a dilapidated wooden hut (go2 23815)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Ode To Resistance]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=Material - [[Resistance]]&lt;br /&gt;
Steel - Crush&lt;br /&gt;
Bronze - Slash&lt;br /&gt;
Copper - Puncture&lt;br /&gt;
Black - Vacuum&lt;br /&gt;
Electrum - Electric&lt;br /&gt;
Cobalt - Cold&lt;br /&gt;
Scorched - Heat}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the scorched pine chest you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, heat resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some scorched black hauberk || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a set of scorched double leather || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some scorched black full plate || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some scorched brigandine || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the cobalt blue steel chest you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, cold resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a set of cobalt blue brigandine || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a set of cobalt blue leather armor || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a set of cobalt-enameled field plate marred with dents and gashes || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a suit of cobalt-hued ora ringmail || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the large black chest you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, vacuum resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some obsidian-hued full plate embossed with a skeletal frame || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some inky black leather armor branded with astral runes || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some jet spiral-linked hauberk with mesh half-sleeves || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the shiny electrum chest you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, electrical resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some electrum-riveted dark leather brigandine || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a pale quilted leather arming coat buckled with electrum || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some chain hauberk of alternating ora and electrum links || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some ornamented plate armor with electrum dragon-scaled pauldrons || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the steel-studded crate you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, crush resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some steel full plate || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a set of steel-link hauberk || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a set of steel-studded leathers || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some steel-studded brigandine || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the bronze-banded crate you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, slash resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a suit of bronze-swept fiery orange scalemail || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some lurid scarlet-enameled bronze plate || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some bronze-sheened emerald leather hunts || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some dark ora mesh hauberk lined with bronze leather || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the polished copper crate you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, puncture resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a knee-length coppery ora hauberk || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some autumnal-hued leather hunts buckled with copper || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a suit of coppery green ora full plate || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a suit of copper-riveted splint armor || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Crosswinds and Crosshairs===&lt;br /&gt;
Last update: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 20: a weathered wood-planked wagon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Crosswinds and Crosshairs]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Higher-tier gnomish automatic crossbows can load 3 bolts (T1) or 5 bolts (T2). The bolts are still shot one at a time.&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the brass hooks you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[mechanical crossbow]]s&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a wide-tillered ruic light crossbow || ||[[light crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a glaes-plated heavy siege crossbow || ||[[heavy crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a sleek ruic heavy crossbow || ||[[heavy crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a gear-covered heavy arbalest || ||[[heavy crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a gear-etched light crossbow || ||[[light crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a metal-plated ruic light crossbow || ||[[light crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a light crystal-sighted crossbow ||5x, T1 ||[[light crossbow]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a heavy crystal-sighted crossbow ||5x, T1 ||[[heavy crossbow]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a mechanical light arbalest ||5x, T2 ||[[light crossbow]]|| 5000&lt;br /&gt;
|-&lt;br /&gt;
| a mechanical heavy arbalest ||5x, T2 ||[[heavy crossbow]]|| 5000&lt;br /&gt;
|-&lt;br /&gt;
| a silverworked ruic heavy crossbow ||6x, T2 ||[[heavy crossbow]]|| 10000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gamac&#039;s Goods===&lt;br /&gt;
Last updated: 4/22/16&lt;br /&gt;
&lt;br /&gt;
Room 21: a leaning stone shop with a blackened metal roof&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Gamac&#039;s Goods, Front Room]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the crates you see:}}&lt;br /&gt;
{{sign|sign=The cases on the crate have the following details:&lt;br /&gt;
&lt;br /&gt;
Battered case: Plain&lt;br /&gt;
Canvas-covered kit: Tier 1&lt;br /&gt;
Wyrwood case: Tier 2&lt;br /&gt;
Metal case: Tier 2 with features&lt;br /&gt;
Lor case: Tier 2 with 5k weightless coin storage&lt;br /&gt;
Black alder kit: Tier 2 with 10k weightless coin storage and custom table}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gambling kit]]s&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a battered leather case ||rowspan=&amp;quot;6&amp;quot;| Pocketed:Medium (20-39)&amp;lt;br&amp;gt;any number of items of small size||not wearable||Plain ||30&lt;br /&gt;
|-&lt;br /&gt;
| a bone-inlaid wyrwood case || rowspan=&amp;quot;5&amp;quot;|shoulder/back-worn&amp;lt;br&amp;gt;functional||Tier 2|| 1500&lt;br /&gt;
|-&lt;br /&gt;
| a leather-strapped metal case ||Tier 2 w/ features||5000&lt;br /&gt;
|-&lt;br /&gt;
| a narrow lor case inlaid with feystone moonflowers ||Tier 2 w/ 5k weightless coin storage|| 8000&lt;br /&gt;
|-&lt;br /&gt;
| a dark olive canvas-covered kit ||Tier 1|| 250&lt;br /&gt;
|-&lt;br /&gt;
| a veniom-latched black alder kit ||Tier 2 w/ 10k weightless coin storage/custom table||  15500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the table you see:}}&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
The more expensive the cards, the trickier they are!}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
| a deck of miniature red cards || 50 ||&lt;br /&gt;
|-&lt;br /&gt;
| a deck of monogrammed cards || 1050||&lt;br /&gt;
|-&lt;br /&gt;
| a deck of gold-foiled cards || 1550||&lt;br /&gt;
|-&lt;br /&gt;
| a deck of rum-stained cards ||550||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=Under the table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
| a moss green warpaint jar || 10||&lt;br /&gt;
|-&lt;br /&gt;
| an onyx warpaint jar || 10||&lt;br /&gt;
|-&lt;br /&gt;
| a copper warpaint jar || 10||&lt;br /&gt;
|-&lt;br /&gt;
| a blood red warpaint jar ||10||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the display you see:}}&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
These toppers can be customized with up to 4 hairstyles.  The turban has 4, the chaplet has 2, the tricorne has 2 and the bandana is plain.}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some blackened bone darts || ||[[arrow]]|| 15&lt;br /&gt;
|-&lt;br /&gt;
| some silvery fish spine darts || ||[[arrow]]|| 15&lt;br /&gt;
|-&lt;br /&gt;
| a large blood red diamond ||40k value gem |||| 150&lt;br /&gt;
|-&lt;br /&gt;
| a square-cut deep pink diamond ||20k value gem |||| 75&lt;br /&gt;
|-&lt;br /&gt;
| a lacquered maoral and fel wheel || |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a twisted purple linen turban || ||head-worn|| 250&lt;br /&gt;
|-&lt;br /&gt;
| a long vaalin-link chaplet || ||head-worn|| 150&lt;br /&gt;
|-&lt;br /&gt;
| a cherry red silk bandana || ||head-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a distressed dark leather tricorne || ||head-worn|| 150&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Gamac&#039;s Goods, Back Room]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the opened crate you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a lavender quartz-flecked crystal ||[[Mystic Focus (1711)]] |||| 20&lt;br /&gt;
|-&lt;br /&gt;
| a shadowy dark grey crystal ||[[Grasp of the Grave (709)]] |||| 17&lt;br /&gt;
|-&lt;br /&gt;
| a gold-flecked cinnabar crystal ||[[Celerity (506)]] |||| 14&lt;br /&gt;
|-&lt;br /&gt;
| a fractured milky amber crystal ||[[Bravery (211)]] |||| 20&lt;br /&gt;
|-&lt;br /&gt;
| a flat pure white crystal ||[[Strength (509)]] |||| 26&lt;br /&gt;
|-&lt;br /&gt;
| a red golvern dragonfly earcuff ||rowspan=&amp;quot;4&amp;quot;|[[Crystal holder]] ||ear-worn&amp;lt;br&amp;gt;functional|| 350&lt;br /&gt;
|-&lt;br /&gt;
| a hollow-eyed eahnor skull ring || finger-worn&amp;lt;br&amp;gt;functional|| 350&lt;br /&gt;
|-&lt;br /&gt;
| a porcelain doll head pendant || neck-worn&amp;lt;br&amp;gt;functional|| 350&lt;br /&gt;
|-&lt;br /&gt;
| a coiling faenor dragon cuff || wrist-worn&amp;lt;br&amp;gt;functional|| 350&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the male mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a knee-length dark red justaucorps lined with golvern buttons || Pocketed:Exceptional (120-139)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 200&lt;br /&gt;
|-&lt;br /&gt;
| a stark white linen tunic split on the sides || ||chest-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a pair of fitted shadowy grey wool trousers || ||leg-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a pair of wide-cuffed sharkskin boots ||6x, fully unlocked, void flares, UAC ||foot-worn&amp;lt;br&amp;gt;functional|| 10000&lt;br /&gt;
|-&lt;br /&gt;
| some steel-knuckled ebon leather gloves ||5x, somewhat weighted, UAC ||hand-worn&amp;lt;br&amp;gt;functional|| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a criss-crossed leather harness clasped with a splayed kraken || Pocketed:FLA (50-59)&amp;lt;br&amp;gt;any number of items of very small size||front-worn&amp;lt;br&amp;gt;functional|| 100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the female mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a gilt-framed ruby drop pendant || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| a silk-tied carmine velvet reticule || Pocketed:Small (5-7)&amp;lt;br&amp;gt;a couple of items||wrist-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a corseted green silk gown bustled over ebon-striped skirts || ||[[Armor#Spell_Hindrance|AsG]]: 1|| 3000&lt;br /&gt;
|-&lt;br /&gt;
| some thin-striped black silk stockings || ||pin-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a pair of ruffle-edged black leather ankle-boots || ||ankle-worn|| 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The greathelms on the rack are heavily padded to reduce critical wounds and offer moderate protection against:&lt;br /&gt;
&lt;br /&gt;
Dragon-sculpted: puncture&lt;br /&gt;
Imflass-winged: slash&lt;br /&gt;
Black rolaren: crush&lt;br /&gt;
Eahnor: heat&lt;br /&gt;
&lt;br /&gt;
Other items:&lt;br /&gt;
Sharkskin boots: 6x, void flares, and fully zested&lt;br /&gt;
Ebon leather gloves: 5x somewhat weighted and fully zested}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the helmet rack you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a dragon-sculpted golvern greathelm with fiery red scales ||puncture protection||rowspan=&amp;quot;4&amp;quot;|armor accessory; protects head and neck&amp;lt;br&amp;gt;head-worn||rowspan=&amp;quot;4&amp;quot;|3000&lt;br /&gt;
|-&lt;br /&gt;
| an imflass-winged golden rolaren greathelm with a thick ora visor || slash protection&lt;br /&gt;
|-&lt;br /&gt;
| an etched black rolaren greathelm covered with interlocking hexagonal steel plates || crush protection&lt;br /&gt;
|-&lt;br /&gt;
| a visored eahnor greathelm crowned with gold-tipped flames || heat resistant&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drawing the Line===&lt;br /&gt;
Last updated: 4/27/16&lt;br /&gt;
&lt;br /&gt;
Room 22: a narrow brick store (go2 23819)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Drawing The Line]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=~~Welcome to Drawing the Line~~&lt;br /&gt;
&lt;br /&gt;
All the weapons for sale along the wall are more than what they seem.  Shop accordingly.&lt;br /&gt;
Yes, they are four times enchanted.  Stop asking me that.&lt;br /&gt;
Don&#039;t knock down any of the stuff on the beams.  You break it, you buy it.&lt;br /&gt;
The stuff on the walls play nicely with the stuff on the beams.  &lt;br /&gt;
Failure to read this sign voids all licenses and permits for future whining.&lt;br /&gt;
&lt;br /&gt;
AND NO SNOOPING!&lt;br /&gt;
&lt;br /&gt;
  ~K}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the thick beams you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a simple pincer-shaped tool || |||| 50&lt;br /&gt;
|-&lt;br /&gt;
| a spindle of steel wire || ||belt-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a pearl-handled slender mithril tool || |||| 50&lt;br /&gt;
|-&lt;br /&gt;
| an oak-handled sturdy invar tool || |||| 50&lt;br /&gt;
|-&lt;br /&gt;
| a compact blackened steel tool || |||| 50&lt;br /&gt;
|-&lt;br /&gt;
| a slim polished silver tool || |||| 50&lt;br /&gt;
|-&lt;br /&gt;
| a spool of blackened wire || ||belt-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of glass-studded wire || ||belt-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a spool of razor-sharp wire || ||belt-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a coil of lightly oiled wire || ||belt-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=The hook-knifes on the shelf and pegs are all 4 times enchanted and locked, with the following flares:&lt;br /&gt;
&lt;br /&gt;
Diamond: vacuum&lt;br /&gt;
Gornar: impact&lt;br /&gt;
Zorchar: lightning&lt;br /&gt;
Rhimar: cold&lt;br /&gt;
Drakar: fire&lt;br /&gt;
&lt;br /&gt;
The golvern hook-knife and eahnor kubikiri are both 5 times enchanted, with plasma and disruption flares, respectively.  These two weapons are fully unlocked.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the wooden shelf:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a rhimar-edged mithglin [[hook-knife]]&lt;br /&gt;
|50&lt;br /&gt;
|4x, cold flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a diamond-edged mithglin hook-knife&lt;br /&gt;
|50&lt;br /&gt;
|4x, flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a gornar-edged mithglin hook-knife&lt;br /&gt;
|50&lt;br /&gt;
|4x, vibe flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a zorchar-edged mithglin hook-knife&lt;br /&gt;
|50&lt;br /&gt;
|4x, lightning flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a drakar-edged mithglin hook-knife&lt;br /&gt;
|50&lt;br /&gt;
|4x, fire flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a short mithglin hook-knife&lt;br /&gt;
|30&lt;br /&gt;
|4x, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a teak-handled golvern hook-knife&lt;br /&gt;
|3000&lt;br /&gt;
|5x, garrote-hilt, plasma flares, fully unlocked&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the series of pegs:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a cross-hilted mithglin dagger&lt;br /&gt;
|30&lt;br /&gt;
|4x, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a zorchar-edged mithglin bodkin&lt;br /&gt;
|50&lt;br /&gt;
|4x, lightning flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a drakar-tipped mithglin dirk&lt;br /&gt;
|50&lt;br /&gt;
|4x, fire flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a gornar-tipped mithglin misericord&lt;br /&gt;
|50&lt;br /&gt;
|4x, vibe flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a rhimar-tipped mithglin poignard&lt;br /&gt;
|50&lt;br /&gt;
|4x, ice flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a slender diamond-tipped stiletto&lt;br /&gt;
|50&lt;br /&gt;
|4x, void flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a silver-hilted eahnor kubikiri&lt;br /&gt;
|3000&lt;br /&gt;
|5x, disruption flares, fully unlocked&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Drawing The Line, Workshop Loft]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nothing for sale&lt;br /&gt;
&lt;br /&gt;
===Smoke Screen===&lt;br /&gt;
Last updated: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 23: a grey brick building (go2 23820)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Smoke Screen]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a painted ceramic flagon || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| a round mithril flask encased in a brushed leather wrap || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| a stone jug with a leather-strung cap || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| an etched silver flask with a carved onyx mouthpiece || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| a silver-trimmed black leather flask || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{container|container=In the glass bowl}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a gold star pendant with diamond tails ||rowspan=&amp;quot;5&amp;quot;|wearable mirror ||rowspan=&amp;quot;5&amp;quot;| 25&lt;br /&gt;
|-&lt;br /&gt;
| a stag-embossed mithril kilt pin &lt;br /&gt;
|-&lt;br /&gt;
| a silver stickpin with sapphire cabochons &lt;br /&gt;
|-&lt;br /&gt;
| a coral-bordered ivory cameo &lt;br /&gt;
|-&lt;br /&gt;
| a veniom-framed dark jade brooch &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the trunks you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a fireleaf-inlaid carved oak pipe || |||| 75&lt;br /&gt;
|-&lt;br /&gt;
| a curved mossbark pipe with an ivory mouthpiece || |||| 75&lt;br /&gt;
|-&lt;br /&gt;
| a long-stemmed oak and maple pipe || |||| 75&lt;br /&gt;
|-&lt;br /&gt;
| a thistle-etched brass pipe || |||| 75&lt;br /&gt;
|-&lt;br /&gt;
| a small black matchbook || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| some emerald mint pipe tobacco || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| some beige rum pipe tobacco || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| some white coconut pipe tobacco || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| some scarlet cherry pipe tobacco || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| some dark hazelnut pipe tobacco || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Smoke Screen, Back Room]&#039;&#039;&#039;&lt;br /&gt;
:&amp;gt;read plac&lt;br /&gt;
:In the Common language, it reads:&lt;br /&gt;
:The cigar tubes inside this case are rather unique. I am unable to reveal more.&lt;br /&gt;
:Management&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the stone hearth:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a thick dark brown cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a tapered forest green cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a thin light taupe cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a slender deep crimson cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a narrow almond-hued cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the display case you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a burnished mahogany cigar tube ||rowspan=&amp;quot;5&amp;quot;| Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||rowspan=&amp;quot;5&amp;quot;|holds lockpicks||rowspan=&amp;quot;4&amp;quot;| 50&lt;br /&gt;
|-&lt;br /&gt;
| a dark brown leather cigar tube &lt;br /&gt;
|-&lt;br /&gt;
| a marbeled dark oak cigar tube &lt;br /&gt;
|-&lt;br /&gt;
| an etched metal cigar tube &lt;br /&gt;
|-&lt;br /&gt;
| a pearl-inlaid silver cigar tube || 300&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Covert Courier===&lt;br /&gt;
Last updated: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 1: a boarded-up decrepit warehouse (go2 23728)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Covert Couriers]&#039;&#039;&#039;&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The stuffs on the worktable are not fer eatin&#039; or drinkin&#039;.&lt;br /&gt;
It&#039;s for putting in the food and drink of folks y&#039;don&#039;t like.&lt;br /&gt;
Thur&#039;s two diff&#039;rent kinds of poisons.  You figger &#039;em out.&lt;br /&gt;
If someone uses this stuff on you, take a quick swig from either of the phials.&lt;br /&gt;
Hopefully ya picked the right one t&#039;swig &#039;cause they onlies cure one kind each.&lt;br /&gt;
The bags&#039;n&#039;such in th&#039;cask are fer yer smugglin&#039; goods.&lt;br /&gt;
Be sure t&#039;analyze &#039;em &#039;fore ya use &#039;em.}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the heavy cloth-draped worktable you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a muslin bag of pale yellow granules&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a glazed clay bottle&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a twisted silver bottle.&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a silken bag of powdery grey dust&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a skull-stamped silver flask&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a squat ceramic flask&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a small tin of powdered purple leaves&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a dark pouch of pale green powder&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a slim silvered phial&lt;br /&gt;
|25&lt;br /&gt;
|Antidote&lt;br /&gt;
|-&lt;br /&gt;
|a hammered copper phial&lt;br /&gt;
|25&lt;br /&gt;
|Antidote&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the old open ale cask you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Smuggling sack]]s&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a darkened leather case ||rowspan=&amp;quot;10&amp;quot;| Pocketed:Medium (20-39)&amp;lt;br&amp;gt;any number of items||rowspan=&amp;quot;10&amp;quot;|belt-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;10&amp;quot;| 100&lt;br /&gt;
|-&lt;br /&gt;
| a rough burlap sack &lt;br /&gt;
|-&lt;br /&gt;
| a weathered leather sack &lt;br /&gt;
|-&lt;br /&gt;
| a small oilskin loot sack &lt;br /&gt;
|-&lt;br /&gt;
| a small leather-bound box &lt;br /&gt;
|-&lt;br /&gt;
| a polished copper reliquary &lt;br /&gt;
|-&lt;br /&gt;
| a splintered oak box &lt;br /&gt;
|-&lt;br /&gt;
| a dappled grey loot sack &lt;br /&gt;
|-&lt;br /&gt;
| a lacquered velvet-lined case &lt;br /&gt;
|-&lt;br /&gt;
| a patched threadbare sack &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Old Farmhouse===&lt;br /&gt;
Last updated: 4/23/16&lt;br /&gt;
&lt;br /&gt;
a narrow winding path (from wagons, go up, go path)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Old Farmhouse, Side Yard]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the wooden rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered scrollworked illthorn runestaff&lt;br /&gt;
|20000&lt;br /&gt;
| 6x, 6x Acuity, T4 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered spiralled faewood runestaff&lt;br /&gt;
|3000&lt;br /&gt;
| 5x, T2 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered braided rowan runestaff&lt;br /&gt;
|1000&lt;br /&gt;
| 5x, T1 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered spiralled fireleaf runestaff&lt;br /&gt;
|8000&lt;br /&gt;
| +22, T4 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered twisted glowbark runestaff&lt;br /&gt;
|10000&lt;br /&gt;
| +22, +2 Mana Flares, T4 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered braided ironwood runestaff&lt;br /&gt;
|500&lt;br /&gt;
| 4x, T1 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered spiralled witchwood runestaff&lt;br /&gt;
|4000&lt;br /&gt;
| +22, T3 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered twisted lor runestaff&lt;br /&gt;
|10000&lt;br /&gt;
| 5x, 4x Acuity, T4 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LINK: [[Nerve Staves]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Old Farmhouse, Parlor]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the swinging tray:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a double-strapped dark leather bag&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged honey brown draught with a simple wax stopper&lt;br /&gt;
|5&lt;br /&gt;
|20 sips minor nerve repair &lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged pale honey draught with a simple wax stopper&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged pale amber elixir with a simple wax stopper&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged dark ochre draught with a simple wax stopper&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged dark amber elixir with a simple wax stopper&lt;br /&gt;
|15&lt;br /&gt;
|10 sips major eye repair&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged golden brown draught with a simple wax stopper&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged dark brown tonic with a simple wax stopper&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged milky white draught with a simple wax stopper&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Cover Up===&lt;br /&gt;
Room 3: a narrow building&lt;br /&gt;
&lt;br /&gt;
(Updated 4/23/16)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;[[Whisper cloak]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Cover Up, Men&#039;s Room]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the short male mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a satin-lined smoke grey paeline cloak || Pocketed:Huge (150 lbs)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 1100&lt;br /&gt;
|-&lt;br /&gt;
| a high-collared black wool cape ||rowspan=&amp;quot;6&amp;quot;| Pocketed:Signif (100-119)&amp;lt;br&amp;gt;any number of items||rowspan=&amp;quot;6&amp;quot;|cloak-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;6&amp;quot;| 75&lt;br /&gt;
|-&lt;br /&gt;
| a deep mocha wool longcoat&lt;br /&gt;
|-&lt;br /&gt;
| some thick black velvet robes &lt;br /&gt;
|-&lt;br /&gt;
| a split-tailed obsidian longcoat &lt;br /&gt;
|-&lt;br /&gt;
| a hooded dark silk robe&lt;br /&gt;
|-&lt;br /&gt;
| a black-on-grey bourde cassock with thick silver piping&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the tall male mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a thick panther fur greatcloak ||rowspan=&amp;quot;6&amp;quot;| Pocketed:Signif (100-119)&amp;lt;br&amp;gt;any number of items||rowspan=&amp;quot;6&amp;quot;|cloak-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;6&amp;quot;| 75&lt;br /&gt;
|-&lt;br /&gt;
| a fur-lined dark chestnut cloak&lt;br /&gt;
|-&lt;br /&gt;
| an iron grey silk cloak &lt;br /&gt;
|-&lt;br /&gt;
| a charcoal-hued overcoat adorned with silver-threaded knotwork&lt;br /&gt;
|-&lt;br /&gt;
| a sigil-covered crimson silk cape &lt;br /&gt;
|-&lt;br /&gt;
| a dark satin overcoat with ebon leather edging&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Cover Up, Women&#039;s Room]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the petite female mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a crimson silk longcloak with gold-on-red jacquard edging || Pocketed:Huge (150 lbs)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 1100&lt;br /&gt;
|-&lt;br /&gt;
| a black velvet cape lined with deep plum silk ||rowspan=&amp;quot;6&amp;quot;| Pocketed:Signif (100-119)&amp;lt;br&amp;gt;any number of items||rowspan=&amp;quot;6&amp;quot;|cloak-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;6&amp;quot;| 75&lt;br /&gt;
|-&lt;br /&gt;
| a full black silk cloak with gem-studded serpentine designs &lt;br /&gt;
|-&lt;br /&gt;
| a deep russet coat with a ribbon-cinched waist&lt;br /&gt;
|-&lt;br /&gt;
| a rich burgundy chainsil cloak laced with dark velvet ribbon &lt;br /&gt;
|-&lt;br /&gt;
| a billowy sanguine cape adorned with star sapphire beading &lt;br /&gt;
|-&lt;br /&gt;
| a shadowy obsidian silk cloak trimmed with cormorant feathers &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the tall female mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a high-collared dark crimson brocade cape ||rowspan=&amp;quot;7&amp;quot;| Pocketed:Signif (100-119)&amp;lt;br&amp;gt;any number of items||rowspan=&amp;quot;7&amp;quot;|cloak-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;7&amp;quot;| 75&lt;br /&gt;
|-&lt;br /&gt;
| a cowled obsidian cloak with a black lace hem &lt;br /&gt;
|-&lt;br /&gt;
| a dark-toned sapphire flyrsilk cloak &lt;br /&gt;
|-&lt;br /&gt;
| some full umber and gold brocade robes &lt;br /&gt;
|-&lt;br /&gt;
| a velvet-lined deep emerald silk cloak &lt;br /&gt;
|-&lt;br /&gt;
| a pewter-threaded dark velvet pelisse&lt;br /&gt;
|-&lt;br /&gt;
| a sleek charcoal velvet cloak with ornamental silver trim &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Whisper Cloaks!&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze your obsidian silk cloak and sense that the item is largely free from merchant alteration restrictions.&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
&lt;br /&gt;
This item can be altered, but it needs to remain a worn, LONG, container with some kind of a clasp, which should remain a singular item, and should be able to be flipped (ie: no frog closures).  In addition, the clasp portion of this cloak is fully alterable.  This clasp does NOT need to be included in the base/long of the item.  This cloak is Tier 0/2.  Original merchant: Xanai, Duskruin.&lt;br /&gt;
&lt;br /&gt;
Your cloak is not yet unlocked.  Any merchant can unlock this to the next tier.&lt;br /&gt;
  Available verbs:  fold, remove, tickle, touch, wear, whisper.&lt;br /&gt;
&lt;br /&gt;
You might be able to have a talented merchant lighten the obsidian silk cloak for you or have its pockets deepened.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bloodriven Bowery===&lt;br /&gt;
Last updated: 4/27/16&lt;br /&gt;
&lt;br /&gt;
Room 8: a dark stone building (go2 23754)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Bloodriven Bowery, Front]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The quivers on the mannequins have been modified slightly and should fit snugly around your thigh.  Some of the fletchings have also been modified and will provide flares to your arrows.&lt;br /&gt;
Silvery blue-flecked ~ Mana&lt;br /&gt;
Russet-colored raptor ~ Heat&lt;br /&gt;
Brilliant indigo macaw ~ Impact&lt;br /&gt;
Emerald green amazon ~ Vacuum&lt;br /&gt;
Snowy white cockatoo ~ Cold&lt;br /&gt;
Blue griffin ~ Electricity}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the splintered crate:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a vial of pearlescent paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of smoky mocha paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of metallic grey paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of mint-swirled paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of stark white paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of nacreous black paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of plum and copper paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of vivid emerald paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of ivory and jet paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of gilded indigo paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the barrels you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of pewter-on-pearl fletchings || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of iridescent jade fletchings || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of silver-washed fletchings || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of ash penguin fletchings || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of blue griffin fletchings ||electricity flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of snowy white cockatoo fletchings ||cold flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of emerald green amazon fletchings ||vacuum flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of brilliant indigo macaw fletchings ||earth flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of russet-colored raptor fletchings ||fire flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of silvery blue-flecked fletchings ||mana flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the patched canvas mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a deeply hooded ecru suede jerkin split at the waist || ||front-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a pair of taupe suede boots plated in metal || ||foot-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| an asymmetric smoky indigo chainsil tunic || ||chest-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| some quilted slate wool leggings with thin silk stripes || ||leg-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a metal-banded dark leather thigh-quiver || Pocketed:Medium (20-39)&amp;lt;br&amp;gt;any number of items||thigh-worn&amp;lt;br&amp;gt;functional|| 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the dusty pine mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some aubergine suede pants set with panels of dark lace || ||leg-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a silver-ringed black leather thigh-quiver || Pocketed:Medium (20-39)&amp;lt;br&amp;gt;any number of items||thigh-worn&amp;lt;br&amp;gt;functional|| 25&lt;br /&gt;
|-&lt;br /&gt;
| a scallop-edged linen tunic with flared sleeves || ||chest-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a pair of black leather boots with mithril toe-guards || ||foot-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a back-slit charcoal linen jacket || Pocketed:Very large (80-99)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Bloodriven Bowery, Back]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=The trinkets on this shelf will aid you in combat in the following ways:&lt;br /&gt;
&lt;br /&gt;
Earcuff - Ranged Weapons&lt;br /&gt;
Lacewood Pendant - Dodging&lt;br /&gt;
Anklet - Agility}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the gnarled oak shelf you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a smooth lacewood disc pendant ||+5 dodge bonus, crumbly|||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a curved earcuff of tiny crystalline droplets ||+5 ranged bonus, crumbly |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a twine-strung dark horn anklet ||? (previous version was +3 agility, not rechargeable) |||| 125&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the pine shelf:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of gornar arrowheads&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of drakar arrowheads&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of rhimar arrowheads&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of zorchar arrowheads&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The lapis-tinted bow and ivory longbow on the rack are both five times enchanted.  The antler-carved longbow is 6x (+27) and is made from standard ipantor.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the warped pine rack you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| an antler-carved slender ipantor longbow || ||[[long bow]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| an ivory ruic longbow inlaid with nacreous jet branches || ||[[long bow]]|| 1500&lt;br /&gt;
|-&lt;br /&gt;
| a lapis-tinted ruic bow traced in filigree along the limbs || || || 1500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=The trinkets in this sack will give combat bonuses in the following ways:&lt;br /&gt;
&lt;br /&gt;
Veniom-traced Ring - Ambush/Dodge/Agility&lt;br /&gt;
Arrow Earring - Perception/Ranged/Dexterity&lt;br /&gt;
Monir Band - Stalking and Hiding/Ambush/Strength&lt;br /&gt;
Arrowhead Pendant - Stalking and Hiding/PF/Strength&lt;br /&gt;
Braided Wristlet - PF/Dodge/Dexterity}}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the dark leather sack you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a thin veniom-traced ring || |||| 300&lt;br /&gt;
|-&lt;br /&gt;
| a yew-encased arrowhead pendant || |||| 300&lt;br /&gt;
|-&lt;br /&gt;
| a diamond-tipped arrow earring || |||| 300&lt;br /&gt;
|-&lt;br /&gt;
| a braided moss green leather wristlet || |||| 300&lt;br /&gt;
|-&lt;br /&gt;
| a wide monir band imbedded with a tiny bullseye || |||| 300&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bare Aggression===&lt;br /&gt;
Last updated: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 9: a roguh-hewn knotty pine hall (go2 23756)&lt;br /&gt;
&lt;br /&gt;
;Posted 08/22/2015 by GM Wyrom&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&lt;br /&gt;
Looks like the entire shop, Bare Aggression, is not accurate. None of the wares were suppose to be unlocked. Most of you are buying the same sets because they are the best ones, but many of them aren&#039;t unlocked. Also the 5x ones are not priced right. Most everything in this shop is priced too low. Like way too low.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not going to confiscate any of the broken items, but I&#039;m going to be adjusting their prices and making sure SOME are unlocked with additional bloodscrip costs. So I guess anyone that got them cheap, you lucked out. We&#039;re not going to be unlocking any of the locked ones purchased before I update this shop. But if you want a refund for any that aren&#039;t unlocked, please ASSIST and reference this post.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Posted 08/22/2015 by GM Wyrom&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&lt;br /&gt;
Okay.&lt;br /&gt;
&lt;br /&gt;
Prices in this shop are in line with the pricing of 4x equipment at this event. The golvern-buckled/golvern-toed are 5x, everything else is 4x. All the flares are the same as they were, but the razern is lightly crit weighted like razern normally is. Everything is locked except for the the two 5x pieces and are in line with our other 5x equipment prices at this event.&lt;br /&gt;
&lt;br /&gt;
Like I said earlier, if you got a set prior to this update, you&#039;re free to keep them as is. If you&#039;d like a refund, please ASSIST and reference the last post or this post.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Bare Aggression]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=&lt;br /&gt;
Equipment on the rack is 4x with locked zests.  Flares are as follows:&lt;br /&gt;
Gornar: impact&lt;br /&gt;
Zorchar: electricity&lt;br /&gt;
Rhimar: cold&lt;br /&gt;
Drakar: fire&lt;br /&gt;
Rolaren: disintegrate&lt;br /&gt;
Copper: acid&lt;br /&gt;
Kelyn: unbalance&lt;br /&gt;
Razern: crit&lt;br /&gt;
Golvern: grapple&lt;br /&gt;
&lt;br /&gt;
The boots and gloves on the table are both fully zested, 6x and have disruption flares.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the equipment rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather steel-toed boots&lt;br /&gt;
|100&lt;br /&gt;
|4x, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather steel-buckled gloves&lt;br /&gt;
|100&lt;br /&gt;
|4x, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather gornar-toed boots&lt;br /&gt;
|200&lt;br /&gt;
|4x, vibe flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather gornar-buckled gloves&lt;br /&gt;
|200&lt;br /&gt;
|4x, vibe flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather rhimar-toed boots&lt;br /&gt;
|200&lt;br /&gt;
|4x, ice flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather rhimar-buckled gloves&lt;br /&gt;
|200&lt;br /&gt;
|4x, ice flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather drakar-toed boots&lt;br /&gt;
|200&lt;br /&gt;
|4x, fire flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather drakar-buckled gloves&lt;br /&gt;
|200&lt;br /&gt;
|4x, fire flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather zorchar-toed boots&lt;br /&gt;
|200&lt;br /&gt;
|4x, lightning flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather zorchar-buckled gloves&lt;br /&gt;
|200&lt;br /&gt;
|4x, lightning flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather golvern-toed boots&lt;br /&gt;
|2500&lt;br /&gt;
|5x, grapple flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather golvern-buckled gloves&lt;br /&gt;
|2500&lt;br /&gt;
|5x, grapple flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather kelyn-toed boots&lt;br /&gt;
|250&lt;br /&gt;
|4x, unbalance flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather kelyn-buckled gloves&lt;br /&gt;
|250&lt;br /&gt;
|4x, unbalance flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather copper-toed boots&lt;br /&gt;
|250&lt;br /&gt;
|4x, acid flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather copper-buckled gloves&lt;br /&gt;
|250&lt;br /&gt;
|4x, acid flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather rolaren-toed boots&lt;br /&gt;
|250&lt;br /&gt;
|4x, disintegration flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather rolaren-buckled gloves&lt;br /&gt;
|250&lt;br /&gt;
|4x, disintegration flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather razern-toed boots&lt;br /&gt;
|250&lt;br /&gt;
|4x, lcw, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather razern-buckled gloves&lt;br /&gt;
|250&lt;br /&gt;
|4x, lcw, scripted&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Prior to 8/22 the Razern, Rolaren, Copper, and Kelyn items were all 5x, and the razern items were somewhat-crit weighted&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the low table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a pair of supple black leather veil iron-buckled gloves ||6x, fully unlocked, disruption flares ||UAC gloves|| 12500&lt;br /&gt;
|-&lt;br /&gt;
| a pair of glossy black leather veil iron-toed boots ||6x, fully unlocked, disruption flares ||UAC boots|| 12500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===A Two-Story House===&lt;br /&gt;
Last update: 4/24/16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Two-Story House, Entryway]&#039;&#039;&#039;&lt;br /&gt;
*metal door = out&lt;br /&gt;
*crystal door = [[#Cut and Dried|Cut and Dried]]&lt;br /&gt;
*hallway = kitchen&lt;br /&gt;
*stairway = [[#Accessories of Crime|Accessories of Crime]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Two-Story House, Kitchen]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the kitchen island:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
|-&lt;br /&gt;
|a plate of gingerbread cookies&lt;br /&gt;
|-&lt;br /&gt;
|a covered basket of croissants&lt;br /&gt;
|-&lt;br /&gt;
|a tray of freshly baked cinnamon rolls glazed with honey&lt;br /&gt;
|-&lt;br /&gt;
|a chilled pitcher of milk&lt;br /&gt;
|-&lt;br /&gt;
|a delicate porcelain teapot set on an iron trivet&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cut And Dried====&lt;br /&gt;
Last update: 4/24/16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the apothecary rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a rounded bronze tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a round brown tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a slim copper tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pristine white tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a petite red tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a textured green tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bezel-cut silver tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pebbled black tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a glossy black tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a squared-off metal tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|an oval brass tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a small packet of cigar leaf wrappers&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the polished glass-topped case you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a smooth vultite cigar cutter || |||| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a smooth golvern cigar cutter || |||| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a smooth mithglin cigar cutter || |||| 30&lt;br /&gt;
|-&lt;br /&gt;
| a smooth mithril cigar cutter || |||| 10&lt;br /&gt;
|-&lt;br /&gt;
| a smooth faenor cigar cutter || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| a smooth steel cigar cutter || |||| 5&lt;br /&gt;
|-&lt;br /&gt;
| a smooth vaalorn cigar cutter || |||| 45&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Accessories Of Crime====&lt;br /&gt;
Last update: 4/24/16&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the sleek ebonwood case you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a filigreed silver poison ring || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||finger-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a heavy gold poison ring || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||finger-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a black-worked mithril poison necklace || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||neck-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a wrought bronze poison ring || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||finger-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a slim ora poison necklace || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||neck-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a rounded gold poison necklace || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||neck-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a smooth silver poison necklace || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||neck-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a sleek ebony poison necklace || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||neck-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a silvered faenor poison ring || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||finger-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a delicate mithril poison ring || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||finger-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the velvet-lined basket you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a kelyn-bound hairpin ||rowspan=&amp;quot;10&amp;quot;|[[Lockpick]]|| 130&lt;br /&gt;
|-&lt;br /&gt;
| a twined mithril wire ||  102&lt;br /&gt;
|-&lt;br /&gt;
| an alum-edged myklian scale shard ||  112&lt;br /&gt;
|-&lt;br /&gt;
| a veniom-traced hairstick ||  106&lt;br /&gt;
|-&lt;br /&gt;
| a vaalin-wrapped hairstick ||  150&lt;br /&gt;
|-&lt;br /&gt;
| a braided gold wire || 100&lt;br /&gt;
|-&lt;br /&gt;
| a pointed steel corkscrew || 100&lt;br /&gt;
|-&lt;br /&gt;
| a delicate ivory tine || 101&lt;br /&gt;
|-&lt;br /&gt;
| a polished glaes corkscrew || 105&lt;br /&gt;
|-&lt;br /&gt;
| a golvern-tipped hairpin || 150&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===A Flash of Strength===&lt;br /&gt;
Last updated: 4/22/16&lt;br /&gt;
&lt;br /&gt;
Room 3: a large wooden structure&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All items in all rooms in this shop are fully unlocked with [[Anfelt scripts]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Flash Of Strength, Reception]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;get pot&lt;br /&gt;
&lt;br /&gt;
You pour yourself a bowl of spicy lamb stew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the oak table:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
|-&lt;br /&gt;
|a pint of sack mead&lt;br /&gt;
|-&lt;br /&gt;
|a stein of cream stout&lt;br /&gt;
|-&lt;br /&gt;
|a shot of well-aged whiskey&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Flash Of Strength, Defense]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All items in this room are 5x enchanted unless otherwise noted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=All items have a bit of flare and are fully unlocked with flair.&lt;br /&gt;
The accent metal will identify which one with the exception of the following:&lt;br /&gt;
Hauberk (6x) ~ plasma&lt;br /&gt;
Corselet ~ acid&lt;br /&gt;
Plate ~ vacuum&lt;br /&gt;
Haubergeon ~ vacuum&lt;br /&gt;
Hardened Breastplate ~ vacuum&lt;br /&gt;
Robes (6x) ~ steam&lt;br /&gt;
Buffcoat ~ cold&lt;br /&gt;
Cuirass ~ acid&lt;br /&gt;
Buckler ~ vacuum&lt;br /&gt;
Illthorn Heater(6x) ~ disintegrate}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the rack you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some polished vultite haubergeon with a crimson sheen ||vacuum ||[[Armor#Spell_Hindrance|AsG]]: 15|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a polished vultite chain corselet with jet-tipped tassets ||acid ||[[Armor#Spell_Hindrance|AsG]]: 13|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| some ebon leather brigandine plated with drakar scales ||fire ||[[Armor#Spell_Hindrance|AsG]]: 12|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a layered mithril jazerant with rhimar-plated links ||cold ||[[Armor#Spell_Hindrance|AsG]]: 14|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a suit of etched mithril field plate with faenor inlay ||vacuum ||[[Armor#Spell_Hindrance|AsG]]: 20|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a fitted imflass breastplate inlaid with zorchar panels ||lightning ||[[Armor#Spell_Hindrance|AsG]]: 17|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| some hammered mithglin half-plate trimmed with strips of gornar ||earth ||[[Armor#Spell_Hindrance|AsG]]: 19|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| some polished golvern chain hauberk inset with silvers of onyx ||6x, plasma ||[[Armor#Spell_Hindrance|AsG]]: 16|| 12000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the stand you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a slashed leather jerkin buttoned with onyx-set drakar buttons ||fire ||[[Armor#Spell_Hindrance|AsG]]: 5|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a buffed leather aketon secured with gornar fastenings ||earth ||[[Armor#Spell_Hindrance|AsG]]: 8|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a hardened leather breastplate edged with mithril ||vacuum ||[[Armor#Spell_Hindrance|AsG]]: 9|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a layered leather cuirass edged with mithril scales ||acid ||[[Armor#Spell_Hindrance|AsG]]: 10|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| some thick indigo velvet robes stitched with silver arabesques ||6x, steam ||[[Armor#Spell_Hindrance|AsG]]: 1|| 11500&lt;br /&gt;
|-&lt;br /&gt;
| an oiled leather buffcoat lined with icy blue linen ||cold ||[[Armor#Spell_Hindrance|AsG]]: 6|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| some aged quilted leather laced with zorchar-tipped cording ||lightning ||[[Armor#Spell_Hindrance|AsG]]: 7|| 3500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the shelving you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a thick oval steel mantlet inlaid with strips of gornar ||earth ||tower [[shield]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a varnished faewood heater banded with rhimar ||cold ||medium [[shield]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a convex domed orase buckler studded with polished vultite ||vacuum ||small [[shield]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a round vultite shield set with a zorchar boss ||lightning ||medium [[shield]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a polished mithril aegis edged with drakar braiding ||fire ||large [[shield]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a lacquered illthorn heater set with golvern studs ||6x, disintegrate ||medium [[shield]]|| 13000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Flash Of Strength, Arms]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All items in this room are 5x enchanted unless otherwise noted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=All items have a bit of flare and are fully unlocked with flair.&lt;br /&gt;
The metal will identify which one with the exception of the following:&lt;br /&gt;
Orase ~ mana&lt;br /&gt;
Faewood ~ acuity&lt;br /&gt;
Guisarme ~ disintegrate&lt;br /&gt;
Flamberge ~ vacuum&lt;br /&gt;
Arming sword (6x) ~ acid&lt;br /&gt;
Bulawa ~ vacuum&lt;br /&gt;
Morning Star ~ Plasma&lt;br /&gt;
Hook-knife ~ Steam&lt;br /&gt;
Knuckle-duster (6x) ~ Acid}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the iron-bound barrel:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a spiraled orase runestaff inlaid with flecks of mithglin&lt;br /&gt;
|2500&lt;br /&gt;
| +2 Mana flares&lt;br /&gt;
|-&lt;br /&gt;
|a polished faewood runestaff capped with a faenor sphere&lt;br /&gt;
|2500&lt;br /&gt;
|4x Acuity flares&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the casks you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a curved vultite guisarme with a spiraled orase shaft ||disintegrate ||[[halberd]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a serrated drakar pike with a polished ironwood shaft ||fire ||[[lance]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the stand you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a jet-hilted vultite flamberge with a rippled blade ||vacuum ||[[flamberge]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a narrow mithril short sword inlaid with swirls of zorchar ||lightning ||[[short sword]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a polished mithglin handaxe edged with hammered rhimar ||cold ||[[handaxe]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a wide imflass broadsword edged in gornar ||earth ||[[broadsword]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a polished rolaren arming sword etched with arabesque patterns ||6x, acid ||[[longsword]]|| 13000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the deep long crate you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a sharpened mithglin troll-claw with drakar-studded leather ||fire ||[[troll-claw]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a smooth iron blackjack banded with rhimar ||cold ||[[blackjack]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a polished vultite katar with zorchar crosspieces ||lightning ||[[katar]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a polished mithril hook-knife inlaid with glaes ||steam ||[[hook-knife]]|| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a crude steel knuckle-duster plated with vultite ||6x, acid ||[[knuckle-duster]]|| 10000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the deep wooden crate you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a bladed vultite bulawa with a leather-wrapped ironwood haft ||vacuum ||[[mace]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a leather-wrapped mithril morning star studded with vultite ||plasma ||[[morning star]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a polished steel hammerbeak spiked with zorchar ||lightning ||[[war hammer]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a narrow steel cinquedea inlaid with drakar flames ||fire ||[[dagger]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Flash Of Strength, Additions]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=All items have a bit of flare and are fully unlocked with flair.&lt;br /&gt;
The metal will identify which one with the exception of the following:&lt;br /&gt;
Coif ~ disintegrate&lt;br /&gt;
Bascinet ~ vacuum&lt;br /&gt;
Arming cap ~ plasma&lt;br /&gt;
Vambraces ~ steam&lt;br /&gt;
Brassard ~ acid}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the top shelf you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a polished steel great bascinet with a vultite-inlaid skull ||vacuum ||rowspan=&amp;quot;2&amp;quot;|armor accessory; protects head and neck&amp;lt;br&amp;gt;head-worn||rowspan=&amp;quot;2&amp;quot;| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a mesh imflass coif of narrow woven links ||disintegrate&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the bottom shelf you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| an etched mithril kettle hat with a wide drakar-edged brim ||fire ||rowspan=&amp;quot;3&amp;quot;|armor accessory; protects head&amp;lt;br&amp;gt;head-worn||rowspan=&amp;quot;3&amp;quot;|1000&lt;br /&gt;
|-&lt;br /&gt;
| a leather arming cap studded with golvern ||plasma &lt;br /&gt;
|-&lt;br /&gt;
| a polished vultite burgonet fixed with a narrow zorchar fin ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the iron-bound trunk you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some flexible mithglin chausses of woven gornar-plated links ||earth ||armor accessory; protects legs&amp;lt;br&amp;gt;leg-worn|| 500&lt;br /&gt;
|-&lt;br /&gt;
| some layered vultite cuisses hinged with rhimar studs ||cold ||armor accessory; protects legs&amp;lt;br&amp;gt;leg-worn|| 500&lt;br /&gt;
|-&lt;br /&gt;
| some polished vultite brassards etched with arabesques ||acid ||armor accessory; protects arms&amp;lt;br&amp;gt;arm-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| some polished mithglin vambraces edged with glaes ||steam ||armor accessory; protects arms&amp;lt;br&amp;gt;arm-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spellbound===&lt;br /&gt;
Last updated: 4/23/16&lt;br /&gt;
&lt;br /&gt;
Room 16: a narrow space&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=On the shelf you&#039;ll find containers for your jewels and alchemy ingredients and some very fancy books.  In the crate you will find some magical wands that you can use once a day and some magic-filled puzzles.  Look inside the crate for more information.  Look around the bricks for some special papers and some very old moon phase necklaces.&lt;br /&gt;
&lt;br /&gt;
(Note: The moon phase necklaces are fluff only, and are just a very old item of which only a few exist.)}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=Under the brick you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a silver necklace dangling a platinum-caged star ruby || ||neck-worn|| 25000&lt;br /&gt;
|-&lt;br /&gt;
| a white gold necklace dangling a platinum-caged moonstone || ||neck-worn|| 25000&lt;br /&gt;
|-&lt;br /&gt;
| a black steel necklace dangling a platinum-caged opal || ||neck-worn|| 25000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=Behind the brick you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a ripped beige paper || ||First Person:  Mirage-like distortions surround you as you prepare the [Spell Name] spell...&amp;lt;br&amp;gt;Third Person:  Mirage-like distortions surround XXX as she prepares a spell...&amp;lt;br&amp;gt;Hidden or Invisible:|| 750&lt;br /&gt;
|-&lt;br /&gt;
| a stained pale blue note || ||First Person:  You hum a short tune as you softly croon a lullaby...&amp;lt;br&amp;gt;Third Person:  XXX hums a short tune as she softly croons a lullaby...&amp;lt;br&amp;gt;Hidden or Invisible:  You hear a short tune being hummed, followed by the crooning sound of a lullaby.&amp;lt;br&amp;gt;Specific Spell Restriction:  1005|| 750&lt;br /&gt;
|-&lt;br /&gt;
| a creased multi-colored parchment || ||First Person:  You whisper quietly as your skin briefly cycles between colors of spring green and autumnal browns and golds...&amp;lt;br&amp;gt;Third Person:  XXX whispers quietly as her skin briefly cycles between colors of spring green and autumnal browns and golds...&amp;lt;br&amp;gt;Hidden or Invisible:  You hear a faint whisper.&amp;lt;br&amp;gt;Specific Spell Restriction:  601|| 750&lt;br /&gt;
|-&lt;br /&gt;
| a smooth gold-inked palimpest || ||First Person:  Calling upon your patron, you chant a short Benediction of accurate aim and strong weapon arms...&amp;lt;br&amp;gt;Third Person:  Calling upon her patron, XXX chants a short Benediction of accurate aim and strong weapon arms...&amp;lt;br&amp;gt;Hidden or Invisible:&amp;lt;br&amp;gt;Specific Spell Restriction:  307|| 750&lt;br /&gt;
|-&lt;br /&gt;
| a faded black-edged papyrus || ||First Person:  Your hands fade to complete transparency as you intone the Invisibility spell...&amp;lt;br&amp;gt;Third Person:  XXX&#039;s hands fade to complete transparency as she intones a spell...&amp;lt;br&amp;gt;Hidden or Invisible:&amp;lt;br&amp;gt;Specific Spell Restriction:  916|| 750&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the diapidated wooden shelf you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a gold-banded short glass jar || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||100-ct|| 250 &lt;br /&gt;
|-&lt;br /&gt;
| a hexagonal golden glass bottle || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||100-ct|| 250 &lt;br /&gt;
|-&lt;br /&gt;
| a vaalin-banded square glass jar || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||50-ct|| 100 &lt;br /&gt;
|-&lt;br /&gt;
| a silver-hued tall glass bottle || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||50-ct|| 100 &lt;br /&gt;
|-&lt;br /&gt;
| a gold-spined thick leather codex ||heavily scripted |||| 2000 &lt;br /&gt;
|-&lt;br /&gt;
| an enruned leather-bound tome ||heavily scripted |||| 2000 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
The wand/rod/baton can be used once a day.&lt;br /&gt;
Enruned witchwood rod: 507, 508, 905&lt;br /&gt;
Sigil-encised wand: 1705, 1712, 1701&lt;br /&gt;
Heavy crystal baton: 1720, 1711&lt;br /&gt;
&lt;br /&gt;
Magic-filled puzzles contain 20 charges of each spell, but must be solved to unlock their power:&lt;br /&gt;
Sphere: 211, 509, 506&lt;br /&gt;
Pyramid: 101, 107, 508&lt;br /&gt;
Cube: 202, 503, 507}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the rune-covered wooden crate you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a heavy crystal baton || |||| 12500 &lt;br /&gt;
|-&lt;br /&gt;
| a sigil-incised golden wand || |||| 12500 &lt;br /&gt;
|-&lt;br /&gt;
| an enruned witchwood rod || |||| 12500 &lt;br /&gt;
|-&lt;br /&gt;
| a striated wooden sphere || |||| 500 &lt;br /&gt;
|-&lt;br /&gt;
| a small oak pyramid || |||| 500 &lt;br /&gt;
|-&lt;br /&gt;
| a silk-covered cube || |||| 500 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Written Word===&lt;br /&gt;
Last updated: Shop new April 2016&lt;br /&gt;
&lt;br /&gt;
Room 2: a small shop with a book-shaped sign&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the dark maple counter you see:}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=I, Qaril, can create a custom journal for you.  You need only to select a cover and a sheaf of pages from the bookcase.  (Each completed volume will have fifty pages.)  I can make five types of books (book, notebook, journal, volume, and folio), so be sure to ASK me about the one you are most interested in.  Please note that only I can bind these papers into a cover.  If you buy some, make sure I fix it up for you.  If you leave Bloodriven Village before I&#039;ve worked with them, they will be useless.}}&lt;br /&gt;
&#039;&#039;&#039;Placard:&#039;&#039;&#039;&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=Some obscure details about my wares:&lt;br /&gt;
&lt;br /&gt;
Be aware when writing that the spoken and written word are closely linked.&lt;br /&gt;
&lt;br /&gt;
You must have a quill to write, but it need not be a quill purchased here.  Inkpots are not necessary, as the pages have a magical element to them.&lt;br /&gt;
&lt;br /&gt;
You may erase what you&#039;ve written by CLEANing the page.&lt;br /&gt;
&lt;br /&gt;
You may TEAR the page to *permanently* remove it from the book.&lt;br /&gt;
&lt;br /&gt;
PUSH, TURN, and FLIP will allow you to work with the individual pages.}}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the cloth-lined chest you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of pale pink paper || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of sea green paper || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of sky blue paper || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of snow white paper || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of silvery paper || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of creamy vellum || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of pale vellum || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of yellowed vellum || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of ivory parchment || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of pure white parchment || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of age-dark parchment || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a thin black leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a narrow crimson leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a dark silk-wrapped cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a deep blue cloth-bound cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a small white suede cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a twilight grey leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a bright yellow fabric-bound cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a slim forest green leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a large ocean blue suede cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a silver-worked black leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a gold-inlaid white leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the ebony bookcase you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a black silk ribbon bookmark || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a white silk ribbon bookmark || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| an embossed black leather bookmark || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a smooth brown leather bookmark || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a long silver feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a slender green feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a slender blue feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a fluffy black feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a long crimson feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a fluffy white feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Pay Events]]&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bloodriven_Village_-_Historical&amp;diff=79127</id>
		<title>Bloodriven Village - Historical</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bloodriven_Village_-_Historical&amp;diff=79127"/>
		<updated>2016-05-01T00:19:15Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Adding sign about adjustable hats in Gamac&amp;#039;s Goods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-info&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;APRIL 28: Shop inventory is in better shape.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;[[Duskruin Arena/April 2016 prize list|APRIL 2016 HIGH END PRIZE LIST]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Editors: Please add a &amp;quot;Last revised: {date}&amp;quot; just below the shop section and put removed items on the [[Bloodriven Village archive|archive page]].&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--As a general heads up, inventory MAY change between runs.--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bloodriven Village&#039;&#039;&#039; is where [[Duskruin Arena]] is located.  All purchases are made with [[bloodscrip]].&lt;br /&gt;
*[http://i.imgur.com/ZZWWOdj.png Bloodriven Village Map by Rozy]&lt;br /&gt;
*[[Bloodriven Village archive]] lists removed items.&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?94957-Bloodriven-Village-Shops Teiana&#039;s shop listing] (out of date)&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Duskruin%20Arena/view Duskruin Arena Officials folder]&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
===High End Prize Lists===&lt;br /&gt;
*[[Duskruin Arena/August 2015 prize list|August 2015]]&lt;br /&gt;
*[[Duskruin Arena/April 2016 prize list‎|April 2016]]&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
===The Mar and Scar===&lt;br /&gt;
Last updated: 4/23/16&lt;br /&gt;
&lt;br /&gt;
Room 13: a stucco-faced dark stone building&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Threshold]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the red marple counter:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
| a thin silver needle&lt;br /&gt;
| 50&lt;br /&gt;
|Piercing Needle&lt;br /&gt;
|-&lt;br /&gt;
| an opaque glass of aged whiskey&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Inked]&#039;&#039;&#039;&lt;br /&gt;
:&amp;gt;read sign&lt;br /&gt;
:In the Common language, it reads:&lt;br /&gt;
:Stock tattoos: 25,000 silvers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Pierced]&#039;&#039;&#039;	&lt;br /&gt;
:&amp;gt;read sign&lt;br /&gt;
:In the Common language, it reads:&lt;br /&gt;
:The trinkets in the treasure chests are jewelry made for piercing. What you will receive is random. The shoddy jewelry is lower quality, while the ornate finery is much higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the treasure chest:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	a pile of ornate finery	&lt;br /&gt;
|	10	&lt;br /&gt;
|	Random &amp;quot;nice&amp;quot; piercing jewelry&lt;br /&gt;
|-	&lt;br /&gt;
|	a heap of shoddy jewelry	&lt;br /&gt;
|	10	&lt;br /&gt;
|	Random &amp;quot;junk&amp;quot; piercing jewelry&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Incised]&#039;&#039;&#039;&lt;br /&gt;
:&amp;gt;read sign&lt;br /&gt;
:In the Common language, it reads:&lt;br /&gt;
:The razors will permanently scar you. They all will break after a certain number of uses. The iron are made the poorest and won&#039;t last long. The invar are crafted much better than the others and will last longer. The rolaren are pristine and will last forever.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINK: [[Scarring razor]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the glass display case:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	a primitive iron razor	&lt;br /&gt;
|	25	&lt;br /&gt;
|	Poor quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a pitted iron razor	&lt;br /&gt;
|	25	&lt;br /&gt;
|	Poor quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a crude iron razor	&lt;br /&gt;
|	25	&lt;br /&gt;
|	Poor quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a blackened steel razor	&lt;br /&gt;
|	50	&lt;br /&gt;
|	Average quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a brushed steel razor	&lt;br /&gt;
|	50	&lt;br /&gt;
|	Average quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a blued steel razor	&lt;br /&gt;
|	50	&lt;br /&gt;
|	Average quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	an alum-swept invar razor	&lt;br /&gt;
|	125	&lt;br /&gt;
|	Good quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a curved invar razor	&lt;br /&gt;
|	125	&lt;br /&gt;
|	Good quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a reinforced invar razor	&lt;br /&gt;
|	125	&lt;br /&gt;
|	Good quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a pristine rolaren razor	&lt;br /&gt;
|	5000	&lt;br /&gt;
|	Permanent scarring razor&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Concealed]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The items on the mannequin are WoundedWear and unlocked.  Price increases based on unlock, tier 1 is 1000 bloodscrip and tier 2 is 2500 bloodscrip.&lt;br /&gt;
The items in the chest are ChaosJewelry.  Price increases based on unlock, tier 0 (locked) is 100 bloodscrip, tier 1 is 1000 bloodscrip, and tier 2 is 2500 bloodscrip.}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the large treasure chest you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[ChaosJewelry]]&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a bright silver bracelet accented with a diamond || ||wrist-worn&amp;lt;br&amp;gt;functional|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a bright silver ring accented with an emerald || ||finger-worn&amp;lt;br&amp;gt;functional|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a dull gold amulet crested with diamond || ||neck-worn&amp;lt;br&amp;gt;functional|| 100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the short faded mannequin you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[WoundedWear]]&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a supple faded leather hood || ||head-worn|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some thin spectacles || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some leather goggles || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a faded leather jacket || Pocketed:&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a leather gorget || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a leather aventail || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a red silk bowtie || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a green silk scarf || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a blue silk cravat || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a pair of dark leather gloves || ||hand-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a white cotton shirt || ||layerable|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| some supple faded leather boots || ||foot-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| some thick faded leather armbands || ||arm-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| some baggy faded leather pants || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;a couple of items of very small size||leg-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rock Solid===&lt;br /&gt;
Last updated: 4/23/16&lt;br /&gt;
&lt;br /&gt;
Room 23: an angular granite-covered wagon (Narost Rm#: 23822)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Rock Solid]&#039;&#039;&#039;&lt;br /&gt;
:&amp;gt;read sign&lt;br /&gt;
:In the Common language, it reads:&lt;br /&gt;
:Welcome to Rock Solid!&lt;br /&gt;
&lt;br /&gt;
:Goods on the runestaff display and weapon stand are Realm Weaponry.  They change what kinda elements they shoot dependin&#039; on where you are.  They are all enchanted five times, except the glowbark and fireleaf, which are their natural enchantment.  Useful stuff!&lt;br /&gt;
&lt;br /&gt;
:The longbows on the rack are enchanted five times and load wands of the suitable element.  The ruic yumi is enchanted six times and will load any kinda wand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Realm flare]]s&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the bow rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	A golvern-bound darkened ruic yumi	&lt;br /&gt;
|	15000	&lt;br /&gt;
|	6x, unrestricted wand loading&lt;br /&gt;
|-	&lt;br /&gt;
|	A rhimar-runed pale ruic longbow	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, cold wand loading&lt;br /&gt;
|-	&lt;br /&gt;
|	A drakar-runed dark ruic longbow	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, fire wand loading&lt;br /&gt;
|-	&lt;br /&gt;
|	A zorchar-runed silvery ruic longbow	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, lightning wand loading&lt;br /&gt;
|-	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the runestaff display:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	A twisted russet fireleaf staff	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	+22, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A glaes-banded silvery lor staff	&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A gold-sheened glowbark runestaff	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	+22, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A glaes-tiled dark illthorn runestaff&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the weapon stand:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	A pair of rolaren-toed boots	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A pair of rolaren-studded gauntlets	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A speckled black kelyn mace	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A mottled green kelyn morning star&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-&lt;br /&gt;
|	A massive golvern sledgehammer	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A slender rolaren-tipped warlance	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A folded silvery rolaren wakizashi	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A dual-bladed black rolaren waraxe&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-&lt;br /&gt;
|       An enruned black rolaren warblade&lt;br /&gt;
|       2000&lt;br /&gt;
|       5x, realm flaring&lt;br /&gt;
|-&lt;br /&gt;
|	A pair of eonake-toed boots	&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-	&lt;br /&gt;
|	A pair of eonake-studded gauntlets	&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-	&lt;br /&gt;
|	A sturdy eonake-tipped lance	&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-	&lt;br /&gt;
|	A spiked eonake morning star&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-&lt;br /&gt;
|	A silver-runed eonake waraxe	&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-	&lt;br /&gt;
|	A jet-inset silvery eonake sledgehammer&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-								&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===A Mist Opportunity===&lt;br /&gt;
Last updated: 4/23/16&lt;br /&gt;
&lt;br /&gt;
Room 16: a dark shop&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=Some of my special weapons that have been fully unlocked.&lt;br /&gt;
Gladius (short sword) - 5x, disruption&lt;br /&gt;
Falx (twohanded sword) - 5x, grapple&lt;br /&gt;
Cleaver (handaxe) - 5x, plasma&lt;br /&gt;
Flyssa (broadsword) - 5x, acid&lt;br /&gt;
Kozuka (dagger) - 6x, disintegrate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*-* Fana, Owner *-*&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;[[Fana weapons]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the ebon-edged glass case you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a serpentine-hilted dark rolaren falx ||5x, grapple ||[[twohanded sword]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a silver-runed blackened vultite gladius ||5x, disruption ||[[short sword]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a rolaren flyssa with a thick witchwood hilt ||5x, acid ||[[broadsword]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a crescent-shaped dark golvern cleaver ||5x, plasma ||[[handaxe]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a deep crimson eahnor kozuka ||6x, disintegrate ||[[dagger]]|| 10000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the weapon rack you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a silver-riveted ono || ||[[handaxe]]|| 2000 &lt;br /&gt;
|-&lt;br /&gt;
| a blackened faenor pata || ||[[katar]]|| 75 &lt;br /&gt;
|-&lt;br /&gt;
| a saw-edged sica with a dark stone pommel || ||[[short sword]]|| 300 &lt;br /&gt;
|-&lt;br /&gt;
| a black mithril machete with a skull-shaped pommel || ||[[falchion]]|| 50 &lt;br /&gt;
|-&lt;br /&gt;
| a silver vultite hook-knife with an onyx knuckle-guard || ||[[hook-knife]]|| 60 &lt;br /&gt;
|-&lt;br /&gt;
| a vultite slasher with geometric blade-etchings || ||[[katar]]|| 150 &lt;br /&gt;
|-&lt;br /&gt;
| a pitted parazonium with a braided leather grip || ||[[dagger]]|| 50 &lt;br /&gt;
|-&lt;br /&gt;
| a thick black vultite tabar || ||[[battle axe]]|| 300 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the hooks you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a slender vultite koncerz with a wrapped metal guard || ||[[estoc]]|| 300 &lt;br /&gt;
|-&lt;br /&gt;
| a vultite tachi with a scarab-set pommel || ||[[longsword]]|| 2000 &lt;br /&gt;
|-&lt;br /&gt;
| a dark ora kama || ||[[scimitar]]|| 60 &lt;br /&gt;
|-&lt;br /&gt;
| a black leather-hilted mithglin mortuary sword || ||[[backsword]]|| 150 &lt;br /&gt;
|-&lt;br /&gt;
| a smoke grey mithril kaskara with an embossed leather grip || ||[[longsword]]|| 150 &lt;br /&gt;
|-&lt;br /&gt;
| a faenor warsword with ruby-inset quillons || ||[[bastard sword]]|| 150 &lt;br /&gt;
|-&lt;br /&gt;
| a dark leather-hilted mithril knife || ||[[dagger]]|| 50 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Under the Counter===&lt;br /&gt;
Last updated: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 17: a tidy establishment&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Under the Counter]&#039;&#039;&#039; (go2 23810)&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
The potables contain 10 sips each of the following magic to aid you in your roguish endeavors:&lt;br /&gt;
 &lt;br /&gt;
Stout  ~  Phoen&#039;s Strength&lt;br /&gt;
Gin  ~  Spirit Strike&lt;br /&gt;
Bourbon  ~  Bravery&lt;br /&gt;
Whiskey  ~  Empathic Focus&lt;br /&gt;
Cider  ~  Dauntless&lt;br /&gt;
Scotch  ~  Celerity&lt;br /&gt;
Liquor  ~  Mystic Focus&lt;br /&gt;
Vodka  ~  Heroism&lt;br /&gt;
Porter  ~  Self Control}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=Under the counter you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a decanter of dark green liquor ||[[Mystic Focus (1711)]] ||rowspan=&amp;quot;8&amp;quot;|10 sips|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a tall glass of foamy rich porter ||[[Self Control (613)]] || 100&lt;br /&gt;
|-&lt;br /&gt;
| a mug of cloudy hard cider ||[[Dauntless (1606)]] ||100&lt;br /&gt;
|-&lt;br /&gt;
| a shot of spicy vodka ||[[Heroism (215)]] ||250&lt;br /&gt;
|-&lt;br /&gt;
| a glass of smoky scotch ||[[Celerity (506)]] || 50&lt;br /&gt;
|-&lt;br /&gt;
| a jigger of distilled gin ||[[Spirit Strike (117)]] ||50&lt;br /&gt;
|-&lt;br /&gt;
| a snifter of clear whiskey ||[[Empathic Focus (1109)]]|| 250&lt;br /&gt;
|-&lt;br /&gt;
| a stein of frothy stout ||[[Phoen&#039;s Strength (606)]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Under the Counter]&#039;&#039;&#039;&lt;br /&gt;
:&amp;gt;read plaque&lt;br /&gt;
:In the Common language, it reads:&lt;br /&gt;
:Wear one of these items around your neck and allow its shadows to make you invisible a time or three. The shadows will remain even after the magic has been depleted.&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the tall oak cabinet you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a simple gold emblem on a serpentine chain || rowspan=&amp;quot;9&amp;quot;|neck-worn&amp;lt;br&amp;gt;functional|| rowspan=&amp;quot;9&amp;quot;|25&lt;br /&gt;
|-&lt;br /&gt;
| a solid bronze medallion on a black cord &lt;br /&gt;
|-&lt;br /&gt;
| a twisted copper amulet set with a small plack pearl &lt;br /&gt;
|-&lt;br /&gt;
| a silver herringbone chain with a moonstone cameo &lt;br /&gt;
|-&lt;br /&gt;
| a small smooth bone orb hung on an ora chain &lt;br /&gt;
|-&lt;br /&gt;
| a fragile silver necklace dangling a smoky topaz teardrop &lt;br /&gt;
|-&lt;br /&gt;
| a double-strung black pearl chaplet &lt;br /&gt;
|-&lt;br /&gt;
| a misshapen onyx talisman on a black silk cord &lt;br /&gt;
|-&lt;br /&gt;
| a pale grey alum token hung from a short cord &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the female mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some knee-high kidskin boots back-laced through rolaren eyelets || ||foot-worn|| 18&lt;br /&gt;
|-&lt;br /&gt;
| a pair of soft dark leather pants laced with plaited cord || ||leg-worn|| 20&lt;br /&gt;
|-&lt;br /&gt;
| some sable calfskin gloves lined with grey fox fur || ||hand-worn|| 10&lt;br /&gt;
|-&lt;br /&gt;
| a bell-sleeved pearl grey silk blouse with a keyhole neckline || ||chest-worn|| 20&lt;br /&gt;
|-&lt;br /&gt;
| a silk-lined long leather cloak in variegated shades of grey || Pocketed:Significant (100-119)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 45&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the male mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some black kidskin knee-high boots with black rolaren buckles || ||foot-worn|| 18&lt;br /&gt;
|-&lt;br /&gt;
| a thick black leather belt || ||waist-worn|| 10&lt;br /&gt;
|-&lt;br /&gt;
| some sable fingerless gloves of supple calfskin || ||hand-worn|| 10&lt;br /&gt;
|-&lt;br /&gt;
| a loose stone grey linen shirt laced with black leather cord || ||chest-worn|| 20&lt;br /&gt;
|-&lt;br /&gt;
| a slashed black leather cloak with tapered haon toggles || Pocketed:Significant (100-119)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 45&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Khloake and Dagger===&lt;br /&gt;
Last update: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 17: a dingy wooden shop&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Khloake and Dagger, Sheaths]&#039;&#039;&#039;&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The sheaths in this room will hold small weapons and can be hidden when worn with appropriate garments.&lt;br /&gt;
The box contains magical items further detailed on the note inside.}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the multi-armed display stand you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a pale leather wrist sheath hooked with ivory crescent moons ||rowspan=&amp;quot;5&amp;quot;| Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item of very small size||rowspan=&amp;quot;2&amp;quot;|wrist-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;5&amp;quot;| 20&lt;br /&gt;
|-&lt;br /&gt;
| a grey leather wrist sheath secured with small black daggers &lt;br /&gt;
|-&lt;br /&gt;
| a narrow grey ankle sheath burned with a wolf&#039;s head || rowspan=&amp;quot;3&amp;quot;|ankle-worn&amp;lt;br&amp;gt;functional&lt;br /&gt;
|-&lt;br /&gt;
| a jet black ankle sheath with a single kelyn buckle &lt;br /&gt;
|-&lt;br /&gt;
| a small black ankle sheath buckled with hematite &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the row of hooks you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a krodera-hued leather sheath with asymmetrical straps ||rowspan=&amp;quot;5&amp;quot;| Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item of very small size||rowspan=&amp;quot;3&amp;quot;|belt-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;5&amp;quot;| 20&lt;br /&gt;
|-&lt;br /&gt;
| a tapered leather sheath closed by interlocking steel rings &lt;br /&gt;
|-&lt;br /&gt;
| a narrow black sheath buckled with polished imflass &lt;br /&gt;
|-&lt;br /&gt;
| a whiskey-hued wrist sheath with tiny gold buckles || rowspan=&amp;quot;2&amp;quot;|wrist-worn&amp;lt;br&amp;gt;functional&lt;br /&gt;
|-&lt;br /&gt;
| a deep crimson wrist sheath fastened with invar spiders &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
The items in this box contain one cast each of the spells that they hold.  When rubbed, all the spells will be activated at the same time (and the item will then crumble).  You must be sufficiently skilled in magic item use to activate them.&lt;br /&gt;
&lt;br /&gt;
Talisman: Mass Colors, Mass Blur, Mass Elemental Defense&lt;br /&gt;
Dagger charm: Bravery, Heroism, Phoen&#039;s Strength, Strength&lt;br /&gt;
Staff charm: Bravery, Heroism, Elemental Focus, Dauntless&lt;br /&gt;
Petal: Spirit Warding I, Spirit Defense, Spirit Warding II, Lesser Shroud&lt;br /&gt;
Token: Elemental Defense I, Elemental Defense II, Elemental Defense III&lt;br /&gt;
Cube: Thurfel&#039;s Ward, Elemental Deflection, Elemental Bias&lt;br /&gt;
Totem: Natural Colors, Resist Elements, Self Control, Mobility&lt;br /&gt;
Sphere: Cloak of Shadows, Melgorehn&#039;s Aura, Spirit Guard&lt;br /&gt;
Eye: Foresight, Mindward, Premonition}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the large wooden box you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a small onyx on marble shield talisman ||[[Mass Colors (611)]], [[Mass Blur (911)]], [[Mass Elemental Defense (419)]]||rowspan=&amp;quot;9&amp;quot;| 100&lt;br /&gt;
|-&lt;br /&gt;
| a tiny mithril dagger charm ||[[Bravery (211)]], [[Heroism (215)]], [[Phoen&#039;s Strength (606)]], [[Strength (509)]]&lt;br /&gt;
|-&lt;br /&gt;
| a tiny ironwood staff charm ||[[Bravery (211)]], [[Heroism (215)]], [[Elemental Focus (513)]], [[Dauntless (1606)]]&lt;br /&gt;
|-&lt;br /&gt;
| a faceted sapphire rose petal ||[[Spirit Warding I (101)]], [[Spirit Defense (103)]], [[Spirit Warding II (107)]], [[Lesser Shroud (120)]]&lt;br /&gt;
|-&lt;br /&gt;
| a rune-carved silvery granite token ||[[Elemental Defense I (401)]], [[Elemental Defense II (406)]], [[Elemental Defense III (414)]]&lt;br /&gt;
|-&lt;br /&gt;
| an enruned pale ivory cube || [[Thurfel&#039;s Ward (503)]], [[Elemental Deflection (507)]], [[Elemental Bias (508)]]&lt;br /&gt;
|-&lt;br /&gt;
| a carved tanik bear totem || [[Natural Colors (601)]], [[Resist Elements (602)]], [[Self Control (613)]], [[Mobility (618)]]&lt;br /&gt;
|-&lt;br /&gt;
| a fused glass and onyx sphere || [[Cloak of Shadows (712)]], [[Melgorehn&#039;s Aura (913)]], [[Spirit Guard (1712)]]&lt;br /&gt;
|-&lt;br /&gt;
| a slit-pupiled gold and jade eye || [[Foresight (1204)]], [[Mindward (1208)]], [[Premonition (1220)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Khloake and Dagger, Daggers]&#039;&#039;&#039;&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The items in the drawers can be used in combat as well as manipulated as you stand around just looking good.&lt;br /&gt;
The items in the case can be used in combat, also, but their other behaviors are a bit more sneaky.&lt;br /&gt;
The curved dagger is 5x and the alfange is also 5x, as well with fully unlocked flair.}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the tall display case you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a curved dagger protruding from a sleek obsidian hilt || 5x, fully unlocked ||rowspan=&amp;quot;6&amp;quot;|[[dagger]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a wide-bladed dagger protruding from a smooth faewood hilt || ||rowspan=&amp;quot;5&amp;quot;| 50&lt;br /&gt;
|-&lt;br /&gt;
| a wickedly sharp knife protruding from a polished hazelwood hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a blue-grey stiletto protruding from a black witchwood hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a slim basilard protruding from a vine-etched kakore hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a spiral-etched dirk protruding from a sanguine-hued villswood hilt || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the chest of dark ironwood drawers you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a saw-edged alfange with a gold dragon-shaped hilt || 5x, fully unlocked||rowspan=&amp;quot;8&amp;quot;|[[dagger]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a long sharp knife with a bloodstained hilt || ||rowspan=&amp;quot;7&amp;quot;| 45&lt;br /&gt;
|-&lt;br /&gt;
| a polished forked dagger with a hollow silver hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a well-honed scramasax with a carmiln hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a tapered kidney dagger with a sapphire-set ivory hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a barely arced misericord etched with a dagger-pierced heart || &lt;br /&gt;
|-&lt;br /&gt;
| a vultite crescent dagger with a moonstone-set pommel || &lt;br /&gt;
|-&lt;br /&gt;
| a short vultite dirk with a carved rowan hilt || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ode to Resistance===&lt;br /&gt;
Last updated: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 19: a dilapidated wooden hut (go2 23815)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Ode To Resistance]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=Material - [[Resistance]]&lt;br /&gt;
Steel - Crush&lt;br /&gt;
Bronze - Slash&lt;br /&gt;
Copper - Puncture&lt;br /&gt;
Black - Vacuum&lt;br /&gt;
Electrum - Electric&lt;br /&gt;
Cobalt - Cold&lt;br /&gt;
Scorched - Heat}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the scorched pine chest you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, heat resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some scorched black hauberk || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a set of scorched double leather || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some scorched black full plate || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some scorched brigandine || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the cobalt blue steel chest you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, cold resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a set of cobalt blue brigandine || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a set of cobalt blue leather armor || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a set of cobalt-enameled field plate marred with dents and gashes || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a suit of cobalt-hued ora ringmail || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the large black chest you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, vacuum resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some obsidian-hued full plate embossed with a skeletal frame || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some inky black leather armor branded with astral runes || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some jet spiral-linked hauberk with mesh half-sleeves || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the shiny electrum chest you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, electrical resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some electrum-riveted dark leather brigandine || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a pale quilted leather arming coat buckled with electrum || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some chain hauberk of alternating ora and electrum links || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some ornamented plate armor with electrum dragon-scaled pauldrons || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the steel-studded crate you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, crush resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some steel full plate || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a set of steel-link hauberk || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a set of steel-studded leathers || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some steel-studded brigandine || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the bronze-banded crate you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, slash resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a suit of bronze-swept fiery orange scalemail || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some lurid scarlet-enameled bronze plate || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some bronze-sheened emerald leather hunts || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some dark ora mesh hauberk lined with bronze leather || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the polished copper crate you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, puncture resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a knee-length coppery ora hauberk || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some autumnal-hued leather hunts buckled with copper || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a suit of coppery green ora full plate || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a suit of copper-riveted splint armor || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Crosswinds and Crosshairs===&lt;br /&gt;
Last update: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 20: a weathered wood-planked wagon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Crosswinds and Crosshairs]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Higher-tier gnomish automatic crossbows can load 3 bolts (T1) or 5 bolts (T2). The bolts are still shot one at a time.&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the brass hooks you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[mechanical crossbow]]s&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a wide-tillered ruic light crossbow || ||[[light crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a glaes-plated heavy siege crossbow || ||[[heavy crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a sleek ruic heavy crossbow || ||[[heavy crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a gear-covered heavy arbalest || ||[[heavy crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a gear-etched light crossbow || ||[[light crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a metal-plated ruic light crossbow || ||[[light crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a light crystal-sighted crossbow ||5x, T1 ||[[light crossbow]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a heavy crystal-sighted crossbow ||5x, T1 ||[[heavy crossbow]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a mechanical light arbalest ||5x, T2 ||[[light crossbow]]|| 5000&lt;br /&gt;
|-&lt;br /&gt;
| a mechanical heavy arbalest ||5x, T2 ||[[heavy crossbow]]|| 5000&lt;br /&gt;
|-&lt;br /&gt;
| a silverworked ruic heavy crossbow ||6x, T2 ||[[heavy crossbow]]|| 10000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gamac&#039;s Goods===&lt;br /&gt;
Last updated: 4/22/16&lt;br /&gt;
&lt;br /&gt;
Room 21: a leaning stone shop with a blackened metal roof&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Gamac&#039;s Goods, Front Room]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the crates you see:}}&lt;br /&gt;
{{sign|sign=The cases on the crate have the following details:&lt;br /&gt;
&lt;br /&gt;
Battered case: Plain&lt;br /&gt;
Canvas-covered kit: Tier 1&lt;br /&gt;
Wyrwood case: Tier 2&lt;br /&gt;
Metal case: Tier 2 with features&lt;br /&gt;
Lor case: Tier 2 with 5k weightless coin storage&lt;br /&gt;
Black alder kit: Tier 2 with 10k weightless coin storage and custom table}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gambling kit]]s&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a battered leather case ||rowspan=&amp;quot;6&amp;quot;| Pocketed:Medium (20-39)&amp;lt;br&amp;gt;any number of items of small size||not wearable||Plain ||30&lt;br /&gt;
|-&lt;br /&gt;
| a bone-inlaid wyrwood case || rowspan=&amp;quot;5&amp;quot;|shoulder/back-worn&amp;lt;br&amp;gt;functional||Tier 2|| 1500&lt;br /&gt;
|-&lt;br /&gt;
| a leather-strapped metal case ||Tier 2 w/ features||5000&lt;br /&gt;
|-&lt;br /&gt;
| a narrow lor case inlaid with feystone moonflowers ||Tier 2 w/ 5k weightless coin storage|| 8000&lt;br /&gt;
|-&lt;br /&gt;
| a dark olive canvas-covered kit ||Tier 1|| 250&lt;br /&gt;
|-&lt;br /&gt;
| a veniom-latched black alder kit ||Tier 2 w/ 10k weightless coin storage/custom table||  15500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the table you see:}}&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
The more expensive the cards, the trickier they are!}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
| a deck of miniature red cards || 50 ||&lt;br /&gt;
|-&lt;br /&gt;
| a deck of monogrammed cards || 1050||&lt;br /&gt;
|-&lt;br /&gt;
| a deck of gold-foiled cards || 1550||&lt;br /&gt;
|-&lt;br /&gt;
| a deck of rum-stained cards ||550||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=Under the table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
| a moss green warpaint jar || 10||&lt;br /&gt;
|-&lt;br /&gt;
| an onyx warpaint jar || 10||&lt;br /&gt;
|-&lt;br /&gt;
| a copper warpaint jar || 10||&lt;br /&gt;
|-&lt;br /&gt;
| a blood red warpaint jar ||10||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the display you see:}}&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
These toppers can be customized with up to 4 hairstyles.  The turban has 4, the chaplet has 2, the tricorne has 2 and the bandana is plain.}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some blackened bone darts || ||[[arrow]]|| 15&lt;br /&gt;
|-&lt;br /&gt;
| some silvery fish spine darts || ||[[arrow]]|| 15&lt;br /&gt;
|-&lt;br /&gt;
| a large blood red diamond ||40k value gem |||| 150&lt;br /&gt;
|-&lt;br /&gt;
| a square-cut deep pink diamond ||20k value gem |||| 75&lt;br /&gt;
|-&lt;br /&gt;
| a lacquered maoral and fel wheel || |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a twisted purple linen turban || ||head-worn|| 250&lt;br /&gt;
|-&lt;br /&gt;
| a long vaalin-link chaplet || ||head-worn|| 150&lt;br /&gt;
|-&lt;br /&gt;
| a cherry red silk bandana || ||head-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a distressed dark leather tricorne || ||head-worn|| 150&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Gamac&#039;s Goods, Back Room]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the opened crate you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a lavender quartz-flecked crystal ||[[Mystic Focus (1711)]] |||| 20&lt;br /&gt;
|-&lt;br /&gt;
| a shadowy dark grey crystal ||[[Grasp of the Grave (709)]] |||| 17&lt;br /&gt;
|-&lt;br /&gt;
| a gold-flecked cinnabar crystal ||[[Celerity (506)]] |||| 14&lt;br /&gt;
|-&lt;br /&gt;
| a fractured milky amber crystal ||[[Bravery (211)]] |||| 20&lt;br /&gt;
|-&lt;br /&gt;
| a flat pure white crystal ||[[Strength (509)]] |||| 26&lt;br /&gt;
|-&lt;br /&gt;
| a red golvern dragonfly earcuff ||rowspan=&amp;quot;4&amp;quot;|[[Crystal holder]] ||ear-worn&amp;lt;br&amp;gt;functional|| 350&lt;br /&gt;
|-&lt;br /&gt;
| a hollow-eyed eahnor skull ring || finger-worn&amp;lt;br&amp;gt;functional|| 350&lt;br /&gt;
|-&lt;br /&gt;
| a porcelain doll head pendant || neck-worn&amp;lt;br&amp;gt;functional|| 350&lt;br /&gt;
|-&lt;br /&gt;
| a coiling faenor dragon cuff || wrist-worn&amp;lt;br&amp;gt;functional|| 350&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the male mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a knee-length dark red justaucorps lined with golvern buttons || Pocketed:Exceptional (120-139)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 200&lt;br /&gt;
|-&lt;br /&gt;
| a stark white linen tunic split on the sides || ||chest-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a pair of fitted shadowy grey wool trousers || ||leg-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a pair of wide-cuffed sharkskin boots ||6x, fully unlocked, void flares, UAC ||foot-worn&amp;lt;br&amp;gt;functional|| 10000&lt;br /&gt;
|-&lt;br /&gt;
| some steel-knuckled ebon leather gloves ||5x, somewhat weighted, UAC ||hand-worn&amp;lt;br&amp;gt;functional|| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a criss-crossed leather harness clasped with a splayed kraken || Pocketed:FLA (50-59)&amp;lt;br&amp;gt;any number of items of very small size||front-worn&amp;lt;br&amp;gt;functional|| 100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the female mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a gilt-framed ruby drop pendant || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| a silk-tied carmine velvet reticule || Pocketed:Small (5-7)&amp;lt;br&amp;gt;a couple of items||wrist-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a corseted green silk gown bustled over ebon-striped skirts || ||[[Armor#Spell_Hindrance|AsG]]: 1|| 3000&lt;br /&gt;
|-&lt;br /&gt;
| some thin-striped black silk stockings || ||pin-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a pair of ruffle-edged black leather ankle-boots || ||ankle-worn|| 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The greathelms on the rack are heavily padded to reduce critical wounds and offer moderate protection against:&lt;br /&gt;
&lt;br /&gt;
Dragon-sculpted: puncture&lt;br /&gt;
Imflass-winged: slash&lt;br /&gt;
Black rolaren: crush&lt;br /&gt;
Eahnor: heat&lt;br /&gt;
&lt;br /&gt;
Other items:&lt;br /&gt;
Sharkskin boots: 6x, void flares, and fully zested&lt;br /&gt;
Ebon leather gloves: 5x somewhat weighted and fully zested}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the helmet rack you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a dragon-sculpted golvern greathelm with fiery red scales ||puncture protection||rowspan=&amp;quot;4&amp;quot;|armor accessory; protects head and neck&amp;lt;br&amp;gt;head-worn||rowspan=&amp;quot;4&amp;quot;|3000&lt;br /&gt;
|-&lt;br /&gt;
| an imflass-winged golden rolaren greathelm with a thick ora visor || slash protection&lt;br /&gt;
|-&lt;br /&gt;
| an etched black rolaren greathelm covered with interlocking hexagonal steel plates || crush protection&lt;br /&gt;
|-&lt;br /&gt;
| a visored eahnor greathelm crowned with gold-tipped flames || heat resistant&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drawing the Line===&lt;br /&gt;
Last updated: 4/27/16&lt;br /&gt;
&lt;br /&gt;
Room 22: a narrow brick store (go2 23819)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Drawing The Line]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=~~Welcome to Drawing the Line~~&lt;br /&gt;
&lt;br /&gt;
All the weapons for sale along the wall are more than what they seem.  Shop accordingly.&lt;br /&gt;
Yes, they are four times enchanted.  Stop asking me that.&lt;br /&gt;
Don&#039;t knock down any of the stuff on the beams.  You break it, you buy it.&lt;br /&gt;
The stuff on the walls play nicely with the stuff on the beams.  &lt;br /&gt;
Failure to read this sign voids all licenses and permits for future whining.&lt;br /&gt;
&lt;br /&gt;
AND NO SNOOPING!&lt;br /&gt;
&lt;br /&gt;
  ~K}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the thick beams you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a simple pincer-shaped tool || |||| 50&lt;br /&gt;
|-&lt;br /&gt;
| a spindle of steel wire || ||belt-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a pearl-handled slender mithril tool || |||| 50&lt;br /&gt;
|-&lt;br /&gt;
| an oak-handled sturdy invar tool || |||| 50&lt;br /&gt;
|-&lt;br /&gt;
| a compact blackened steel tool || |||| 50&lt;br /&gt;
|-&lt;br /&gt;
| a slim polished silver tool || |||| 50&lt;br /&gt;
|-&lt;br /&gt;
| a spool of blackened wire || ||belt-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of glass-studded wire || ||belt-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a spool of razor-sharp wire || ||belt-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a coil of lightly oiled wire || ||belt-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=The hook-knifes on the shelf and pegs are all 4 times enchanted and locked, with the following flares:&lt;br /&gt;
&lt;br /&gt;
Diamond: vacuum&lt;br /&gt;
Gornar: impact&lt;br /&gt;
Zorchar: lightning&lt;br /&gt;
Rhimar: cold&lt;br /&gt;
Drakar: fire&lt;br /&gt;
&lt;br /&gt;
The golvern hook-knife and eahnor kubikiri are both 5 times enchanted, with plasma and disruption flares, respectively.  These two weapons are fully unlocked.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the wooden shelf:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a rhimar-edged mithglin [[hook-knife]]&lt;br /&gt;
|50&lt;br /&gt;
|4x, cold flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a diamond-edged mithglin hook-knife&lt;br /&gt;
|50&lt;br /&gt;
|4x, flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a gornar-edged mithglin hook-knife&lt;br /&gt;
|50&lt;br /&gt;
|4x, vibe flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a zorchar-edged mithglin hook-knife&lt;br /&gt;
|50&lt;br /&gt;
|4x, lightning flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a drakar-edged mithglin hook-knife&lt;br /&gt;
|50&lt;br /&gt;
|4x, fire flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a short mithglin hook-knife&lt;br /&gt;
|30&lt;br /&gt;
|4x, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a teak-handled golvern hook-knife&lt;br /&gt;
|3000&lt;br /&gt;
|5x, garrote-hilt, plasma flares, fully unlocked&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the series of pegs:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a cross-hilted mithglin dagger&lt;br /&gt;
|30&lt;br /&gt;
|4x, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a zorchar-edged mithglin bodkin&lt;br /&gt;
|50&lt;br /&gt;
|4x, lightning flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a drakar-tipped mithglin dirk&lt;br /&gt;
|50&lt;br /&gt;
|4x, fire flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a gornar-tipped mithglin misericord&lt;br /&gt;
|50&lt;br /&gt;
|4x, vibe flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a rhimar-tipped mithglin poignard&lt;br /&gt;
|50&lt;br /&gt;
|4x, ice flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a slender diamond-tipped stiletto&lt;br /&gt;
|50&lt;br /&gt;
|4x, void flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a silver-hilted eahnor kubikiri&lt;br /&gt;
|3000&lt;br /&gt;
|5x, disruption flares, fully unlocked&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Drawing The Line, Workshop Loft]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nothing for sale&lt;br /&gt;
&lt;br /&gt;
===Smoke Screen===&lt;br /&gt;
Last updated: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 23: a grey brick building (go2 23820)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Smoke Screen]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a painted ceramic flagon || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| a round mithril flask encased in a brushed leather wrap || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| a stone jug with a leather-strung cap || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| an etched silver flask with a carved onyx mouthpiece || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| a silver-trimmed black leather flask || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{container|container=In the glass bowl}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a gold star pendant with diamond tails ||rowspan=&amp;quot;5&amp;quot;|wearable mirror ||rowspan=&amp;quot;5&amp;quot;| 25&lt;br /&gt;
|-&lt;br /&gt;
| a stag-embossed mithril kilt pin &lt;br /&gt;
|-&lt;br /&gt;
| a silver stickpin with sapphire cabochons &lt;br /&gt;
|-&lt;br /&gt;
| a coral-bordered ivory cameo &lt;br /&gt;
|-&lt;br /&gt;
| a veniom-framed dark jade brooch &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the trunks you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a fireleaf-inlaid carved oak pipe || |||| 75&lt;br /&gt;
|-&lt;br /&gt;
| a curved mossbark pipe with an ivory mouthpiece || |||| 75&lt;br /&gt;
|-&lt;br /&gt;
| a long-stemmed oak and maple pipe || |||| 75&lt;br /&gt;
|-&lt;br /&gt;
| a thistle-etched brass pipe || |||| 75&lt;br /&gt;
|-&lt;br /&gt;
| a small black matchbook || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| some emerald mint pipe tobacco || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| some beige rum pipe tobacco || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| some white coconut pipe tobacco || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| some scarlet cherry pipe tobacco || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| some dark hazelnut pipe tobacco || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Smoke Screen, Back Room]&#039;&#039;&#039;&lt;br /&gt;
:&amp;gt;read plac&lt;br /&gt;
:In the Common language, it reads:&lt;br /&gt;
:The cigar tubes inside this case are rather unique. I am unable to reveal more.&lt;br /&gt;
:Management&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the stone hearth:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a thick dark brown cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a tapered forest green cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a thin light taupe cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a slender deep crimson cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a narrow almond-hued cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the display case you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a burnished mahogany cigar tube ||rowspan=&amp;quot;5&amp;quot;| Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||rowspan=&amp;quot;5&amp;quot;|holds lockpicks||rowspan=&amp;quot;4&amp;quot;| 50&lt;br /&gt;
|-&lt;br /&gt;
| a dark brown leather cigar tube &lt;br /&gt;
|-&lt;br /&gt;
| a marbeled dark oak cigar tube &lt;br /&gt;
|-&lt;br /&gt;
| an etched metal cigar tube &lt;br /&gt;
|-&lt;br /&gt;
| a pearl-inlaid silver cigar tube || 300&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Covert Courier===&lt;br /&gt;
Last updated: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 1: a boarded-up decrepit warehouse (go2 23728)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Covert Couriers]&#039;&#039;&#039;&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The stuffs on the worktable are not fer eatin&#039; or drinkin&#039;.&lt;br /&gt;
It&#039;s for putting in the food and drink of folks y&#039;don&#039;t like.&lt;br /&gt;
Thur&#039;s two diff&#039;rent kinds of poisons.  You figger &#039;em out.&lt;br /&gt;
If someone uses this stuff on you, take a quick swig from either of the phials.&lt;br /&gt;
Hopefully ya picked the right one t&#039;swig &#039;cause they onlies cure one kind each.&lt;br /&gt;
The bags&#039;n&#039;such in th&#039;cask are fer yer smugglin&#039; goods.&lt;br /&gt;
Be sure t&#039;analyze &#039;em &#039;fore ya use &#039;em.}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the heavy cloth-draped worktable you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a muslin bag of pale yellow granules&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a glazed clay bottle&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a twisted silver bottle.&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a silken bag of powdery grey dust&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a skull-stamped silver flask&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a squat ceramic flask&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a small tin of powdered purple leaves&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a dark pouch of pale green powder&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a slim silvered phial&lt;br /&gt;
|25&lt;br /&gt;
|Antidote&lt;br /&gt;
|-&lt;br /&gt;
|a hammered copper phial&lt;br /&gt;
|25&lt;br /&gt;
|Antidote&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the old open ale cask you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Smuggling sack]]s&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a darkened leather case ||rowspan=&amp;quot;10&amp;quot;| Pocketed:Medium (20-39)&amp;lt;br&amp;gt;any number of items||rowspan=&amp;quot;10&amp;quot;|belt-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;10&amp;quot;| 100&lt;br /&gt;
|-&lt;br /&gt;
| a rough burlap sack &lt;br /&gt;
|-&lt;br /&gt;
| a weathered leather sack &lt;br /&gt;
|-&lt;br /&gt;
| a small oilskin loot sack &lt;br /&gt;
|-&lt;br /&gt;
| a small leather-bound box &lt;br /&gt;
|-&lt;br /&gt;
| a polished copper reliquary &lt;br /&gt;
|-&lt;br /&gt;
| a splintered oak box &lt;br /&gt;
|-&lt;br /&gt;
| a dappled grey loot sack &lt;br /&gt;
|-&lt;br /&gt;
| a lacquered velvet-lined case &lt;br /&gt;
|-&lt;br /&gt;
| a patched threadbare sack &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Old Farmhouse===&lt;br /&gt;
Last updated: 4/23/16&lt;br /&gt;
&lt;br /&gt;
a narrow winding path (from wagons, go up, go path)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Old Farmhouse, Side Yard]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the wooden rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered scrollworked illthorn runestaff&lt;br /&gt;
|20000&lt;br /&gt;
| 6x, 6x Acuity, T4 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered spiralled faewood runestaff&lt;br /&gt;
|3000&lt;br /&gt;
| 5x, T2 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered braided rowan runestaff&lt;br /&gt;
|1000&lt;br /&gt;
| 5x, T1 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered spiralled fireleaf runestaff&lt;br /&gt;
|8000&lt;br /&gt;
| +22, T4 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered twisted glowbark runestaff&lt;br /&gt;
|10000&lt;br /&gt;
| +22, +2 Mana Flares, T4 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered braided ironwood runestaff&lt;br /&gt;
|500&lt;br /&gt;
| 4x, T1 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered spiralled witchwood runestaff&lt;br /&gt;
|4000&lt;br /&gt;
| +22, T3 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered twisted lor runestaff&lt;br /&gt;
|10000&lt;br /&gt;
| 5x, 4x Acuity, T4 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LINK: [[Nerve Staves]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Old Farmhouse, Parlor]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the swinging tray:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a double-strapped dark leather bag&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged honey brown draught with a simple wax stopper&lt;br /&gt;
|5&lt;br /&gt;
|20 sips minor nerve repair &lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged pale honey draught with a simple wax stopper&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged pale amber elixir with a simple wax stopper&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged dark ochre draught with a simple wax stopper&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged dark amber elixir with a simple wax stopper&lt;br /&gt;
|15&lt;br /&gt;
|10 sips major eye repair&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged golden brown draught with a simple wax stopper&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged dark brown tonic with a simple wax stopper&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged milky white draught with a simple wax stopper&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Cover Up===&lt;br /&gt;
Room 3: a narrow building&lt;br /&gt;
&lt;br /&gt;
(Updated 4/23/16)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;[[Whisper cloak]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Cover Up, Men&#039;s Room]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the short male mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a satin-lined smoke grey paeline cloak || Pocketed:Huge (150 lbs)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 1100&lt;br /&gt;
|-&lt;br /&gt;
| a high-collared black wool cape ||rowspan=&amp;quot;6&amp;quot;| Pocketed:Signif (100-119)&amp;lt;br&amp;gt;any number of items||rowspan=&amp;quot;6&amp;quot;|cloak-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;6&amp;quot;| 75&lt;br /&gt;
|-&lt;br /&gt;
| a deep mocha wool longcoat&lt;br /&gt;
|-&lt;br /&gt;
| some thick black velvet robes &lt;br /&gt;
|-&lt;br /&gt;
| a split-tailed obsidian longcoat &lt;br /&gt;
|-&lt;br /&gt;
| a hooded dark silk robe&lt;br /&gt;
|-&lt;br /&gt;
| a black-on-grey bourde cassock with thick silver piping&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the tall male mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a thick panther fur greatcloak ||rowspan=&amp;quot;6&amp;quot;| Pocketed:Signif (100-119)&amp;lt;br&amp;gt;any number of items||rowspan=&amp;quot;6&amp;quot;|cloak-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;6&amp;quot;| 75&lt;br /&gt;
|-&lt;br /&gt;
| a fur-lined dark chestnut cloak&lt;br /&gt;
|-&lt;br /&gt;
| an iron grey silk cloak &lt;br /&gt;
|-&lt;br /&gt;
| a charcoal-hued overcoat adorned with silver-threaded knotwork&lt;br /&gt;
|-&lt;br /&gt;
| a sigil-covered crimson silk cape &lt;br /&gt;
|-&lt;br /&gt;
| a dark satin overcoat with ebon leather edging&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Cover Up, Women&#039;s Room]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the petite female mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a crimson silk longcloak with gold-on-red jacquard edging || Pocketed:Huge (150 lbs)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 1100&lt;br /&gt;
|-&lt;br /&gt;
| a black velvet cape lined with deep plum silk ||rowspan=&amp;quot;6&amp;quot;| Pocketed:Signif (100-119)&amp;lt;br&amp;gt;any number of items||rowspan=&amp;quot;6&amp;quot;|cloak-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;6&amp;quot;| 75&lt;br /&gt;
|-&lt;br /&gt;
| a full black silk cloak with gem-studded serpentine designs &lt;br /&gt;
|-&lt;br /&gt;
| a deep russet coat with a ribbon-cinched waist&lt;br /&gt;
|-&lt;br /&gt;
| a rich burgundy chainsil cloak laced with dark velvet ribbon &lt;br /&gt;
|-&lt;br /&gt;
| a billowy sanguine cape adorned with star sapphire beading &lt;br /&gt;
|-&lt;br /&gt;
| a shadowy obsidian silk cloak trimmed with cormorant feathers &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the tall female mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a high-collared dark crimson brocade cape ||rowspan=&amp;quot;7&amp;quot;| Pocketed:Signif (100-119)&amp;lt;br&amp;gt;any number of items||rowspan=&amp;quot;7&amp;quot;|cloak-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;7&amp;quot;| 75&lt;br /&gt;
|-&lt;br /&gt;
| a cowled obsidian cloak with a black lace hem &lt;br /&gt;
|-&lt;br /&gt;
| a dark-toned sapphire flyrsilk cloak &lt;br /&gt;
|-&lt;br /&gt;
| some full umber and gold brocade robes &lt;br /&gt;
|-&lt;br /&gt;
| a velvet-lined deep emerald silk cloak &lt;br /&gt;
|-&lt;br /&gt;
| a pewter-threaded dark velvet pelisse&lt;br /&gt;
|-&lt;br /&gt;
| a sleek charcoal velvet cloak with ornamental silver trim &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Whisper Cloaks!&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze your obsidian silk cloak and sense that the item is largely free from merchant alteration restrictions.&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
&lt;br /&gt;
This item can be altered, but it needs to remain a worn, LONG, container with some kind of a clasp, which should remain a singular item, and should be able to be flipped (ie: no frog closures).  In addition, the clasp portion of this cloak is fully alterable.  This clasp does NOT need to be included in the base/long of the item.  This cloak is Tier 0/2.  Original merchant: Xanai, Duskruin.&lt;br /&gt;
&lt;br /&gt;
Your cloak is not yet unlocked.  Any merchant can unlock this to the next tier.&lt;br /&gt;
  Available verbs:  fold, remove, tickle, touch, wear, whisper.&lt;br /&gt;
&lt;br /&gt;
You might be able to have a talented merchant lighten the obsidian silk cloak for you or have its pockets deepened.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bloodriven Bowery===&lt;br /&gt;
Last updated: 4/27/16&lt;br /&gt;
&lt;br /&gt;
Room 8: a dark stone building (go2 23754)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Bloodriven Bowery, Front]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The quivers on the mannequins have been modified slightly and should fit snugly around your thigh.  Some of the fletchings have also been modified and will provide flares to your arrows.&lt;br /&gt;
Silvery blue-flecked ~ Mana&lt;br /&gt;
Russet-colored raptor ~ Heat&lt;br /&gt;
Brilliant indigo macaw ~ Impact&lt;br /&gt;
Emerald green amazon ~ Vacuum&lt;br /&gt;
Snowy white cockatoo ~ Cold&lt;br /&gt;
Blue griffin ~ Electricity}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the splintered crate:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a vial of pearlescent paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of smoky mocha paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of metallic grey paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of mint-swirled paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of stark white paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of nacreous black paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of plum and copper paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of vivid emerald paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of ivory and jet paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of gilded indigo paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the barrels you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of pewter-on-pearl fletchings || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of iridescent jade fletchings || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of silver-washed fletchings || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of ash penguin fletchings || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of blue griffin fletchings ||electricity flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of snowy white cockatoo fletchings ||cold flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of emerald green amazon fletchings ||vacuum flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of brilliant indigo macaw fletchings ||earth flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of russet-colored raptor fletchings ||fire flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of silvery blue-flecked fletchings ||mana flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the patched canvas mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a deeply hooded ecru suede jerkin split at the waist || ||front-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a pair of taupe suede boots plated in metal || ||foot-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| an asymmetric smoky indigo chainsil tunic || ||chest-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| some quilted slate wool leggings with thin silk stripes || ||leg-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a metal-banded dark leather thigh-quiver || Pocketed:Medium (20-39)&amp;lt;br&amp;gt;any number of items||thigh-worn&amp;lt;br&amp;gt;functional|| 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the dusty pine mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some aubergine suede pants set with panels of dark lace || ||leg-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a silver-ringed black leather thigh-quiver || Pocketed:Medium (20-39)&amp;lt;br&amp;gt;any number of items||thigh-worn&amp;lt;br&amp;gt;functional|| 25&lt;br /&gt;
|-&lt;br /&gt;
| a scallop-edged linen tunic with flared sleeves || ||chest-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a pair of black leather boots with mithril toe-guards || ||foot-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a back-slit charcoal linen jacket || Pocketed:Very large (80-99)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Bloodriven Bowery, Back]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=The trinkets on this shelf will aid you in combat in the following ways:&lt;br /&gt;
&lt;br /&gt;
Earcuff - Ranged Weapons&lt;br /&gt;
Lacewood Pendant - Dodging&lt;br /&gt;
Anklet - Agility}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the gnarled oak shelf you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a smooth lacewood disc pendant ||+5 dodge bonus, crumbly|||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a curved earcuff of tiny crystalline droplets ||+5 ranged bonus, crumbly |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a twine-strung dark horn anklet ||? (previous version was +3 agility, not rechargeable) |||| 125&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the pine shelf:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of gornar arrowheads&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of drakar arrowheads&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of rhimar arrowheads&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of zorchar arrowheads&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The lapis-tinted bow and ivory longbow on the rack are both five times enchanted.  The antler-carved longbow is 6x (+27) and is made from standard ipantor.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the warped pine rack you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| an antler-carved slender ipantor longbow || ||[[long bow]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| an ivory ruic longbow inlaid with nacreous jet branches || ||[[long bow]]|| 1500&lt;br /&gt;
|-&lt;br /&gt;
| a lapis-tinted ruic bow traced in filigree along the limbs || || || 1500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=The trinkets in this sack will give combat bonuses in the following ways:&lt;br /&gt;
&lt;br /&gt;
Veniom-traced Ring - Ambush/Dodge/Agility&lt;br /&gt;
Arrow Earring - Perception/Ranged/Dexterity&lt;br /&gt;
Monir Band - Stalking and Hiding/Ambush/Strength&lt;br /&gt;
Arrowhead Pendant - Stalking and Hiding/PF/Strength&lt;br /&gt;
Braided Wristlet - PF/Dodge/Dexterity}}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the dark leather sack you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a thin veniom-traced ring || |||| 300&lt;br /&gt;
|-&lt;br /&gt;
| a yew-encased arrowhead pendant || |||| 300&lt;br /&gt;
|-&lt;br /&gt;
| a diamond-tipped arrow earring || |||| 300&lt;br /&gt;
|-&lt;br /&gt;
| a braided moss green leather wristlet || |||| 300&lt;br /&gt;
|-&lt;br /&gt;
| a wide monir band imbedded with a tiny bullseye || |||| 300&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bare Aggression===&lt;br /&gt;
Last updated: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 9: a roguh-hewn knotty pine hall (go2 23756)&lt;br /&gt;
&lt;br /&gt;
;Posted 08/22/2015 by GM Wyrom&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&lt;br /&gt;
Looks like the entire shop, Bare Aggression, is not accurate. None of the wares were suppose to be unlocked. Most of you are buying the same sets because they are the best ones, but many of them aren&#039;t unlocked. Also the 5x ones are not priced right. Most everything in this shop is priced too low. Like way too low.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not going to confiscate any of the broken items, but I&#039;m going to be adjusting their prices and making sure SOME are unlocked with additional bloodscrip costs. So I guess anyone that got them cheap, you lucked out. We&#039;re not going to be unlocking any of the locked ones purchased before I update this shop. But if you want a refund for any that aren&#039;t unlocked, please ASSIST and reference this post.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Posted 08/22/2015 by GM Wyrom&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&lt;br /&gt;
Okay.&lt;br /&gt;
&lt;br /&gt;
Prices in this shop are in line with the pricing of 4x equipment at this event. The golvern-buckled/golvern-toed are 5x, everything else is 4x. All the flares are the same as they were, but the razern is lightly crit weighted like razern normally is. Everything is locked except for the the two 5x pieces and are in line with our other 5x equipment prices at this event.&lt;br /&gt;
&lt;br /&gt;
Like I said earlier, if you got a set prior to this update, you&#039;re free to keep them as is. If you&#039;d like a refund, please ASSIST and reference the last post or this post.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Bare Aggression]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=&lt;br /&gt;
Equipment on the rack is 4x with locked zests.  Flares are as follows:&lt;br /&gt;
Gornar: impact&lt;br /&gt;
Zorchar: electricity&lt;br /&gt;
Rhimar: cold&lt;br /&gt;
Drakar: fire&lt;br /&gt;
Rolaren: disintegrate&lt;br /&gt;
Copper: acid&lt;br /&gt;
Kelyn: unbalance&lt;br /&gt;
Razern: crit&lt;br /&gt;
Golvern: grapple&lt;br /&gt;
&lt;br /&gt;
The boots and gloves on the table are both fully zested, 6x and have disruption flares.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the equipment rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather steel-toed boots&lt;br /&gt;
|100&lt;br /&gt;
|4x, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather steel-buckled gloves&lt;br /&gt;
|100&lt;br /&gt;
|4x, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather gornar-toed boots&lt;br /&gt;
|200&lt;br /&gt;
|4x, vibe flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather gornar-buckled gloves&lt;br /&gt;
|200&lt;br /&gt;
|4x, vibe flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather rhimar-toed boots&lt;br /&gt;
|200&lt;br /&gt;
|4x, ice flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather rhimar-buckled gloves&lt;br /&gt;
|200&lt;br /&gt;
|4x, ice flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather drakar-toed boots&lt;br /&gt;
|200&lt;br /&gt;
|4x, fire flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather drakar-buckled gloves&lt;br /&gt;
|200&lt;br /&gt;
|4x, fire flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather zorchar-toed boots&lt;br /&gt;
|200&lt;br /&gt;
|4x, lightning flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather zorchar-buckled gloves&lt;br /&gt;
|200&lt;br /&gt;
|4x, lightning flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather golvern-toed boots&lt;br /&gt;
|2500&lt;br /&gt;
|5x, grapple flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather golvern-buckled gloves&lt;br /&gt;
|2500&lt;br /&gt;
|5x, grapple flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather kelyn-toed boots&lt;br /&gt;
|250&lt;br /&gt;
|4x, unbalance flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather kelyn-buckled gloves&lt;br /&gt;
|250&lt;br /&gt;
|4x, unbalance flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather copper-toed boots&lt;br /&gt;
|250&lt;br /&gt;
|4x, acid flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather copper-buckled gloves&lt;br /&gt;
|250&lt;br /&gt;
|4x, acid flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather rolaren-toed boots&lt;br /&gt;
|250&lt;br /&gt;
|4x, disintegration flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather rolaren-buckled gloves&lt;br /&gt;
|250&lt;br /&gt;
|4x, disintegration flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather razern-toed boots&lt;br /&gt;
|250&lt;br /&gt;
|4x, lcw, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather razern-buckled gloves&lt;br /&gt;
|250&lt;br /&gt;
|4x, lcw, scripted&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Prior to 8/22 the Razern, Rolaren, Copper, and Kelyn items were all 5x, and the razern items were somewhat-crit weighted&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the low table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a pair of supple black leather veil iron-buckled gloves ||6x, fully unlocked, disruption flares ||UAC gloves|| 12500&lt;br /&gt;
|-&lt;br /&gt;
| a pair of glossy black leather veil iron-toed boots ||6x, fully unlocked, disruption flares ||UAC boots|| 12500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===A Two-Story House===&lt;br /&gt;
Last update: 4/24/16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Two-Story House, Entryway]&#039;&#039;&#039;&lt;br /&gt;
*metal door = out&lt;br /&gt;
*crystal door = [[#Cut and Dried|Cut and Dried]]&lt;br /&gt;
*hallway = kitchen&lt;br /&gt;
*stairway = [[#Accessories of Crime|Accessories of Crime]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Two-Story House, Kitchen]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the kitchen island:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
|-&lt;br /&gt;
|a plate of gingerbread cookies&lt;br /&gt;
|-&lt;br /&gt;
|a covered basket of croissants&lt;br /&gt;
|-&lt;br /&gt;
|a tray of freshly baked cinnamon rolls glazed with honey&lt;br /&gt;
|-&lt;br /&gt;
|a chilled pitcher of milk&lt;br /&gt;
|-&lt;br /&gt;
|a delicate porcelain teapot set on an iron trivet&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cut And Dried====&lt;br /&gt;
Last update: 4/24/16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the apothecary rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a rounded bronze tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a round brown tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a slim copper tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pristine white tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a petite red tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a textured green tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bezel-cut silver tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pebbled black tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a glossy black tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a squared-off metal tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|an oval brass tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a small packet of cigar leaf wrappers&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the polished glass-topped case you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a smooth vultite cigar cutter || |||| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a smooth golvern cigar cutter || |||| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a smooth mithglin cigar cutter || |||| 30&lt;br /&gt;
|-&lt;br /&gt;
| a smooth mithril cigar cutter || |||| 10&lt;br /&gt;
|-&lt;br /&gt;
| a smooth faenor cigar cutter || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| a smooth steel cigar cutter || |||| 5&lt;br /&gt;
|-&lt;br /&gt;
| a smooth vaalorn cigar cutter || |||| 45&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Accessories Of Crime====&lt;br /&gt;
Last update: 4/24/16&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the sleek ebonwood case you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a filigreed silver poison ring || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||finger-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a heavy gold poison ring || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||finger-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a black-worked mithril poison necklace || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||neck-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a wrought bronze poison ring || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||finger-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a slim ora poison necklace || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||neck-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a rounded gold poison necklace || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||neck-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a smooth silver poison necklace || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||neck-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a sleek ebony poison necklace || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||neck-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a silvered faenor poison ring || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||finger-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a delicate mithril poison ring || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||finger-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the velvet-lined basket you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a kelyn-bound hairpin ||rowspan=&amp;quot;10&amp;quot;|[[Lockpick]]|| 130&lt;br /&gt;
|-&lt;br /&gt;
| a twined mithril wire ||  102&lt;br /&gt;
|-&lt;br /&gt;
| an alum-edged myklian scale shard ||  112&lt;br /&gt;
|-&lt;br /&gt;
| a veniom-traced hairstick ||  106&lt;br /&gt;
|-&lt;br /&gt;
| a vaalin-wrapped hairstick ||  150&lt;br /&gt;
|-&lt;br /&gt;
| a braided gold wire || 100&lt;br /&gt;
|-&lt;br /&gt;
| a pointed steel corkscrew || 100&lt;br /&gt;
|-&lt;br /&gt;
| a delicate ivory tine || 101&lt;br /&gt;
|-&lt;br /&gt;
| a polished glaes corkscrew || 105&lt;br /&gt;
|-&lt;br /&gt;
| a golvern-tipped hairpin || 150&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===A Flash of Strength===&lt;br /&gt;
Last updated: 4/22/16&lt;br /&gt;
&lt;br /&gt;
Room 3: a large wooden structure&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All items in all rooms in this shop are fully unlocked with [[Anfelt scripts]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Flash Of Strength, Reception]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;get pot&lt;br /&gt;
&lt;br /&gt;
You pour yourself a bowl of spicy lamb stew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the oak table:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
|-&lt;br /&gt;
|a pint of sack mead&lt;br /&gt;
|-&lt;br /&gt;
|a stein of cream stout&lt;br /&gt;
|-&lt;br /&gt;
|a shot of well-aged whiskey&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Flash Of Strength, Defense]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All items in this room are 5x enchanted unless otherwise noted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=All items have a bit of flare and are fully unlocked with flair.&lt;br /&gt;
The accent metal will identify which one with the exception of the following:&lt;br /&gt;
Hauberk (6x) ~ plasma&lt;br /&gt;
Corselet ~ acid&lt;br /&gt;
Plate ~ vacuum&lt;br /&gt;
Haubergeon ~ vacuum&lt;br /&gt;
Hardened Breastplate ~ vacuum&lt;br /&gt;
Robes (6x) ~ steam&lt;br /&gt;
Buffcoat ~ cold&lt;br /&gt;
Cuirass ~ acid&lt;br /&gt;
Buckler ~ vacuum&lt;br /&gt;
Illthorn Heater(6x) ~ disintegrate}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the rack you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some polished vultite haubergeon with a crimson sheen ||vacuum ||[[Armor#Spell_Hindrance|AsG]]: 15|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a polished vultite chain corselet with jet-tipped tassets ||acid ||[[Armor#Spell_Hindrance|AsG]]: 13|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| some ebon leather brigandine plated with drakar scales ||fire ||[[Armor#Spell_Hindrance|AsG]]: 12|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a layered mithril jazerant with rhimar-plated links ||cold ||[[Armor#Spell_Hindrance|AsG]]: 14|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a suit of etched mithril field plate with faenor inlay ||vacuum ||[[Armor#Spell_Hindrance|AsG]]: 20|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a fitted imflass breastplate inlaid with zorchar panels ||lightning ||[[Armor#Spell_Hindrance|AsG]]: 17|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| some hammered mithglin half-plate trimmed with strips of gornar ||earth ||[[Armor#Spell_Hindrance|AsG]]: 19|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| some polished golvern chain hauberk inset with silvers of onyx ||6x, plasma ||[[Armor#Spell_Hindrance|AsG]]: 16|| 12000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the stand you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a slashed leather jerkin buttoned with onyx-set drakar buttons ||fire ||[[Armor#Spell_Hindrance|AsG]]: 5|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a buffed leather aketon secured with gornar fastenings ||earth ||[[Armor#Spell_Hindrance|AsG]]: 8|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a hardened leather breastplate edged with mithril ||vacuum ||[[Armor#Spell_Hindrance|AsG]]: 9|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a layered leather cuirass edged with mithril scales ||acid ||[[Armor#Spell_Hindrance|AsG]]: 10|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| some thick indigo velvet robes stitched with silver arabesques ||6x, steam ||[[Armor#Spell_Hindrance|AsG]]: 1|| 11500&lt;br /&gt;
|-&lt;br /&gt;
| an oiled leather buffcoat lined with icy blue linen ||cold ||[[Armor#Spell_Hindrance|AsG]]: 6|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| some aged quilted leather laced with zorchar-tipped cording ||lightning ||[[Armor#Spell_Hindrance|AsG]]: 7|| 3500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the shelving you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a thick oval steel mantlet inlaid with strips of gornar ||earth ||tower [[shield]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a varnished faewood heater banded with rhimar ||cold ||medium [[shield]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a convex domed orase buckler studded with polished vultite ||vacuum ||small [[shield]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a round vultite shield set with a zorchar boss ||lightning ||medium [[shield]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a polished mithril aegis edged with drakar braiding ||fire ||large [[shield]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a lacquered illthorn heater set with golvern studs ||6x, disintegrate ||medium [[shield]]|| 13000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Flash Of Strength, Arms]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All items in this room are 5x enchanted unless otherwise noted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=All items have a bit of flare and are fully unlocked with flair.&lt;br /&gt;
The metal will identify which one with the exception of the following:&lt;br /&gt;
Orase ~ mana&lt;br /&gt;
Faewood ~ acuity&lt;br /&gt;
Guisarme ~ disintegrate&lt;br /&gt;
Flamberge ~ vacuum&lt;br /&gt;
Arming sword (6x) ~ acid&lt;br /&gt;
Bulawa ~ vacuum&lt;br /&gt;
Morning Star ~ Plasma&lt;br /&gt;
Hook-knife ~ Steam&lt;br /&gt;
Knuckle-duster (6x) ~ Acid}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the iron-bound barrel:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a spiraled orase runestaff inlaid with flecks of mithglin&lt;br /&gt;
|2500&lt;br /&gt;
| +2 Mana flares&lt;br /&gt;
|-&lt;br /&gt;
|a polished faewood runestaff capped with a faenor sphere&lt;br /&gt;
|2500&lt;br /&gt;
|4x Acuity flares&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the casks you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a curved vultite guisarme with a spiraled orase shaft ||disintegrate ||[[halberd]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a serrated drakar pike with a polished ironwood shaft ||fire ||[[lance]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the stand you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a jet-hilted vultite flamberge with a rippled blade ||vacuum ||[[flamberge]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a narrow mithril short sword inlaid with swirls of zorchar ||lightning ||[[short sword]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a polished mithglin handaxe edged with hammered rhimar ||cold ||[[handaxe]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a wide imflass broadsword edged in gornar ||earth ||[[broadsword]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a polished rolaren arming sword etched with arabesque patterns ||6x, acid ||[[longsword]]|| 13000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the deep long crate you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a sharpened mithglin troll-claw with drakar-studded leather ||fire ||[[troll-claw]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a smooth iron blackjack banded with rhimar ||cold ||[[blackjack]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a polished vultite katar with zorchar crosspieces ||lightning ||[[katar]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a polished mithril hook-knife inlaid with glaes ||steam ||[[hook-knife]]|| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a crude steel knuckle-duster plated with vultite ||6x, acid ||[[knuckle-duster]]|| 10000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the deep wooden crate you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a bladed vultite bulawa with a leather-wrapped ironwood haft ||vacuum ||[[mace]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a leather-wrapped mithril morning star studded with vultite ||plasma ||[[morning star]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a polished steel hammerbeak spiked with zorchar ||lightning ||[[war hammer]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a narrow steel cinquedea inlaid with drakar flames ||fire ||[[dagger]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Flash Of Strength, Additions]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=All items have a bit of flare and are fully unlocked with flair.&lt;br /&gt;
The metal will identify which one with the exception of the following:&lt;br /&gt;
Coif ~ disintegrate&lt;br /&gt;
Bascinet ~ vacuum&lt;br /&gt;
Arming cap ~ plasma&lt;br /&gt;
Vambraces ~ steam&lt;br /&gt;
Brassard ~ acid}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the top shelf you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a polished steel great bascinet with a vultite-inlaid skull ||vacuum ||rowspan=&amp;quot;2&amp;quot;|armor accessory; protects head and neck&amp;lt;br&amp;gt;head-worn||rowspan=&amp;quot;2&amp;quot;| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a mesh imflass coif of narrow woven links ||disintegrate&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the bottom shelf you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| an etched mithril kettle hat with a wide drakar-edged brim ||fire ||rowspan=&amp;quot;3&amp;quot;|armor accessory; protects head&amp;lt;br&amp;gt;head-worn||rowspan=&amp;quot;3&amp;quot;|1000&lt;br /&gt;
|-&lt;br /&gt;
| a leather arming cap studded with golvern ||plasma &lt;br /&gt;
|-&lt;br /&gt;
| a polished vultite burgonet fixed with a narrow zorchar fin ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the iron-bound trunk you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some flexible mithglin chausses of woven gornar-plated links ||earth ||armor accessory; protects legs&amp;lt;br&amp;gt;leg-worn|| 500&lt;br /&gt;
|-&lt;br /&gt;
| some layered vultite cuisses hinged with rhimar studs ||cold ||armor accessory; protects legs&amp;lt;br&amp;gt;leg-worn|| 500&lt;br /&gt;
|-&lt;br /&gt;
| some polished vultite brassards etched with arabesques ||acid ||armor accessory; protects arms&amp;lt;br&amp;gt;arm-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| some polished mithglin vambraces edged with glaes ||steam ||armor accessory; protects arms&amp;lt;br&amp;gt;arm-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spellbound===&lt;br /&gt;
Last updated: 4/23/16&lt;br /&gt;
&lt;br /&gt;
Room 16: a narrow space&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=On the shelf you&#039;ll find containers for your jewels and alchemy ingredients and some very fancy books.  In the crate you will find some magical wands that you can use once a day and some magic-filled puzzles.  Look inside the crate for more information.  Look around the bricks for some special papers and some very old moon phase necklaces.&lt;br /&gt;
&lt;br /&gt;
(Note: The moon phase necklaces are fluff only, and are just a very old item of which only a few exist.)}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=Under the brick you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a silver necklace dangling a platinum-caged star ruby || ||neck-worn|| 25000&lt;br /&gt;
|-&lt;br /&gt;
| a white gold necklace dangling a platinum-caged moonstone || ||neck-worn|| 25000&lt;br /&gt;
|-&lt;br /&gt;
| a black steel necklace dangling a platinum-caged opal || ||neck-worn|| 25000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=Behind the brick you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a ripped beige paper || ||First Person:  Mirage-like distortions surround you as you prepare the [Spell Name] spell...&amp;lt;br&amp;gt;Third Person:  Mirage-like distortions surround XXX as she prepares a spell...&amp;lt;br&amp;gt;Hidden or Invisible:|| 750&lt;br /&gt;
|-&lt;br /&gt;
| a stained pale blue note || ||First Person:  You hum a short tune as you softly croon a lullaby...&amp;lt;br&amp;gt;Third Person:  XXX hums a short tune as she softly croons a lullaby...&amp;lt;br&amp;gt;Hidden or Invisible:  You hear a short tune being hummed, followed by the crooning sound of a lullaby.&amp;lt;br&amp;gt;Specific Spell Restriction:  1005|| 750&lt;br /&gt;
|-&lt;br /&gt;
| a creased multi-colored parchment || ||First Person:  You whisper quietly as your skin briefly cycles between colors of spring green and autumnal browns and golds...&amp;lt;br&amp;gt;Third Person:  XXX whispers quietly as her skin briefly cycles between colors of spring green and autumnal browns and golds...&amp;lt;br&amp;gt;Hidden or Invisible:  You hear a faint whisper.&amp;lt;br&amp;gt;Specific Spell Restriction:  601|| 750&lt;br /&gt;
|-&lt;br /&gt;
| a smooth gold-inked palimpest || ||First Person:  Calling upon your patron, you chant a short Benediction of accurate aim and strong weapon arms...&amp;lt;br&amp;gt;Third Person:  Calling upon her patron, XXX chants a short Benediction of accurate aim and strong weapon arms...&amp;lt;br&amp;gt;Hidden or Invisible:&amp;lt;br&amp;gt;Specific Spell Restriction:  307|| 750&lt;br /&gt;
|-&lt;br /&gt;
| a faded black-edged papyrus || ||First Person:  Your hands fade to complete transparency as you intone the Invisibility spell...&amp;lt;br&amp;gt;Third Person:  XXX&#039;s hands fade to complete transparency as she intones a spell...&amp;lt;br&amp;gt;Hidden or Invisible:&amp;lt;br&amp;gt;Specific Spell Restriction:  916|| 750&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the diapidated wooden shelf you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a gold-banded short glass jar || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||100-ct|| 250 &lt;br /&gt;
|-&lt;br /&gt;
| a hexagonal golden glass bottle || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||100-ct|| 250 &lt;br /&gt;
|-&lt;br /&gt;
| a vaalin-banded square glass jar || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||50-ct|| 100 &lt;br /&gt;
|-&lt;br /&gt;
| a silver-hued tall glass bottle || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||50-ct|| 100 &lt;br /&gt;
|-&lt;br /&gt;
| a gold-spined thick leather codex ||heavily scripted |||| 2000 &lt;br /&gt;
|-&lt;br /&gt;
| an enruned leather-bound tome ||heavily scripted |||| 2000 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
The wand/rod/baton can be used once a day.&lt;br /&gt;
Enruned witchwood rod: 507, 508, 905&lt;br /&gt;
Sigil-encised wand: 1705, 1712, 1701&lt;br /&gt;
Heavy crystal baton: 1720, 1711&lt;br /&gt;
&lt;br /&gt;
Magic-filled puzzles contain 20 charges of each spell, but must be solved to unlock their power:&lt;br /&gt;
Sphere: 211, 509, 506&lt;br /&gt;
Pyramid: 101, 107, 508&lt;br /&gt;
Cube: 202, 503, 507}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the rune-covered wooden crate you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a heavy crystal baton || |||| 12500 &lt;br /&gt;
|-&lt;br /&gt;
| a sigil-incised golden wand || |||| 12500 &lt;br /&gt;
|-&lt;br /&gt;
| an enruned witchwood rod || |||| 12500 &lt;br /&gt;
|-&lt;br /&gt;
| a striated wooden sphere || |||| 500 &lt;br /&gt;
|-&lt;br /&gt;
| a small oak pyramid || |||| 500 &lt;br /&gt;
|-&lt;br /&gt;
| a silk-covered cube || |||| 500 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Written Word===&lt;br /&gt;
Last updated: Shop new April 2016&lt;br /&gt;
&lt;br /&gt;
Room 2: a small shop with a book-shaped sign&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the dark maple counter you see:}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=I, Qaril, can create a custom journal for you.  You need only to select a cover and a sheaf of pages from the bookcase.  (Each completed volume will have fifty pages.)  I can make five types of books (book, notebook, journal, volume, and folio), so be sure to ASK me about the one you are most interested in.  Please note that only I can bind these papers into a cover.  If you buy some, make sure I fix it up for you.  If you leave Bloodriven Village before I&#039;ve worked with them, they will be useless.}}&lt;br /&gt;
&#039;&#039;&#039;Placard:&#039;&#039;&#039;&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=Some obscure details about my wares:&lt;br /&gt;
&lt;br /&gt;
Be aware when writing that the spoken and written word are closely linked.&lt;br /&gt;
&lt;br /&gt;
You must have a quill to write, but it need not be a quill purchased here.  Inkpots are not necessary, as the pages have a magical element to them.&lt;br /&gt;
&lt;br /&gt;
You may erase what you&#039;ve written by CLEANing the page.&lt;br /&gt;
&lt;br /&gt;
You may TEAR the page to *permanently* remove it from the book.&lt;br /&gt;
&lt;br /&gt;
PUSH, TURN, and FLIP will allow you to work with the individual pages.}}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the cloth-lined chest you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of pale pink paper || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of sea green paper || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of sky blue paper || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of snow white paper || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of silvery paper || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of creamy vellum || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of pale vellum || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of yellowed vellum || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of ivory parchment || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of pure white parchment || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of age-dark parchment || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a thin black leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a narrow crimson leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a dark silk-wrapped cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a deep blue cloth-bound cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a small white suede cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a twilight grey leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a bright yellow fabric-bound cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a slim forest green leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a large ocean blue suede cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a silver-worked black leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a gold-inlaid white leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the ebony bookcase you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a black silk ribbon bookmark || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a white silk ribbon bookmark || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| an embossed black leather bookmark || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a smooth brown leather bookmark || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a long silver feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a slender green feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a slender blue feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a fluffy black feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a long crimson feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a fluffy white feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Pay Events]]&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=ChaosJewelry/saved_posts&amp;diff=79121</id>
		<title>ChaosJewelry/saved posts</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=ChaosJewelry/saved_posts&amp;diff=79121"/>
		<updated>2016-05-01T00:12:35Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Attempting to correctly present as a saved post&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Duskruin Arena&lt;br /&gt;
| messagenum = 3525&lt;br /&gt;
| author = GS4-RETSER&lt;br /&gt;
| date = 04/29/2016&lt;br /&gt;
| subject = Chaos Jewelry - Teased, the SQL&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
For those of you that missed the original post with some information,&lt;br /&gt;
&lt;br /&gt;
Most of this is from the analyze.&lt;br /&gt;
&lt;br /&gt;
Chaos Jewelry randomizes a combination of 3 articles, 3 materials, 4 gems, and 5 worn locations/nouns.&lt;br /&gt;
&lt;br /&gt;
As your jewelry gets unlocked, it can be altered and controlled more.&lt;br /&gt;
At the final tier the jewelry can render the wearer invisible at the cost of spirit. &lt;br /&gt;
To alter it, provide a gem, a material, or a short adjective to describe your jewelry.&lt;br /&gt;
&lt;br /&gt;
It can be; earring, ring, band, bracelet, amulet. This is not customizable.&lt;br /&gt;
&lt;br /&gt;
You can customize the metals/materials.&lt;br /&gt;
You can customize the gems.&lt;br /&gt;
You can customize the adjective at the start.&lt;br /&gt;
&lt;br /&gt;
At T0 you don&#039;t have much control over it and it will randomly update once every 5 minutes.&lt;br /&gt;
At T1 you get some verbs that let you play with it more.&lt;br /&gt;
At T2 you get some verbs that let you play with it more.&lt;br /&gt;
AT T3 it is auction unlocked and can render you invisible at the cost of spirit. This may steal your soul if you let it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
analyze my band&lt;br /&gt;
You analyze your gold band and sense that the item is largely free from merchant alteration restrictions.&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
A chaotic voice reverberates throughout your mind...&lt;br /&gt;
I am unlocked to the first tier.&lt;br /&gt;
You can PUSH, PULL, POKE and tap me to change how I look.&lt;br /&gt;
You can RUB me to change my appearance. You can COVER me to turn on and off my changes.&lt;br /&gt;
You can have me altered but only by special people, listen to their rules.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The voice continues...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have the following gems available to you,&lt;br /&gt;
First Gem: a diamond&lt;br /&gt;
Second Gem: an emerald&lt;br /&gt;
Third Gem: a blue sapphire&lt;br /&gt;
Fourth Gem: a ruby&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have the following materials available to you,&lt;br /&gt;
First Material: gold&lt;br /&gt;
Second Material: silver&lt;br /&gt;
Third Material: platinum&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will describe myself as,&lt;br /&gt;
a bright band&lt;br /&gt;
a dull band&lt;br /&gt;
a shining band&amp;quot;&lt;br /&gt;
The chaotic voice fades from your mind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Retser-&lt;br /&gt;
Quest Guru&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=ChaosJewelry/saved_posts&amp;diff=79119</id>
		<title>ChaosJewelry/saved posts</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=ChaosJewelry/saved_posts&amp;diff=79119"/>
		<updated>2016-04-30T23:57:22Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Fixing quoting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This information is from an official [http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Duskruin%20Arena/view?beginning_post_id=1&amp;amp;ending_post_id=3635&amp;amp;page=171# post] on the forums:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;For those of you that missed the original post with some information,&lt;br /&gt;
&lt;br /&gt;
Most of this is from the analyze.&lt;br /&gt;
&lt;br /&gt;
Chaos Jewelry randomizes a combination of 3 articles, 3 materials, 4 gems, and 5 worn locations/nouns.&lt;br /&gt;
&lt;br /&gt;
As your jewelry gets unlocked, it can be altered and controlled more.&lt;br /&gt;
At the final tier the jewelry can render the wearer invisible at the cost of spirit. &lt;br /&gt;
To alter it, provide a gem, a material, or a short adjective to describe your jewelry.&lt;br /&gt;
&lt;br /&gt;
It can be; earring, ring, band, bracelet, amulet. This is not customizable.&lt;br /&gt;
&lt;br /&gt;
You can customize the metals/materials.&lt;br /&gt;
You can customize the gems.&lt;br /&gt;
You can customize the adjective at the start.&lt;br /&gt;
&lt;br /&gt;
At T0 you don&#039;t have much control over it and it will randomly update once every 5 minutes.&lt;br /&gt;
At T1 you get some verbs that let you play with it more.&lt;br /&gt;
At T2 you get some verbs that let you play with it more.&lt;br /&gt;
AT T3 it is auction unlocked and can render you invisible at the cost of spirit. This may steal your soul if you let it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
analyze my band&lt;br /&gt;
You analyze your gold band and sense that the item is largely free from merchant alteration restrictions.&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
A chaotic voice reverberates throughout your mind...&lt;br /&gt;
I am unlocked to the first tier.&lt;br /&gt;
You can PUSH, PULL, POKE and tap me to change how I look.&lt;br /&gt;
You can RUB me to change my appearance. You can COVER me to turn on and off my changes.&lt;br /&gt;
You can have me altered but only by special people, listen to their rules.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The voice continues...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have the following gems available to you,&lt;br /&gt;
First Gem: a diamond&lt;br /&gt;
Second Gem: an emerald&lt;br /&gt;
Third Gem: a blue sapphire&lt;br /&gt;
Fourth Gem: a ruby&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have the following materials available to you,&lt;br /&gt;
First Material: gold&lt;br /&gt;
Second Material: silver&lt;br /&gt;
Third Material: platinum&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will describe myself as,&lt;br /&gt;
a bright band&lt;br /&gt;
a dull band&lt;br /&gt;
a shining band&amp;quot;&lt;br /&gt;
The chaotic voice fades from your mind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Retser-&lt;br /&gt;
Quest Guru&amp;lt;/pre{{log2}}&amp;gt;&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=ChaosJewelry/saved_posts&amp;diff=79118</id>
		<title>ChaosJewelry/saved posts</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=ChaosJewelry/saved_posts&amp;diff=79118"/>
		<updated>2016-04-30T23:54:37Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Created page with &amp;quot;This information is from an official [http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Duskruin%20Arena/view?beginning_post_id=1&amp;amp;ending_post_id=3635&amp;amp;page=17...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This information is from an official [http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Duskruin%20Arena/view?beginning_post_id=1&amp;amp;ending_post_id=3635&amp;amp;page=171# post] on the forums:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For those of you that missed the original post with some information,&lt;br /&gt;
&lt;br /&gt;
Most of this is from the analyze.&lt;br /&gt;
&lt;br /&gt;
Chaos Jewelry randomizes a combination of 3 articles, 3 materials, 4 gems, and 5 worn locations/nouns.&lt;br /&gt;
&lt;br /&gt;
As your jewelry gets unlocked, it can be altered and controlled more.&lt;br /&gt;
At the final tier the jewelry can render the wearer invisible at the cost of spirit. &lt;br /&gt;
To alter it, provide a gem, a material, or a short adjective to describe your jewelry.&lt;br /&gt;
&lt;br /&gt;
It can be; earring, ring, band, bracelet, amulet. This is not customizable.&lt;br /&gt;
&lt;br /&gt;
You can customize the metals/materials.&lt;br /&gt;
You can customize the gems.&lt;br /&gt;
You can customize the adjective at the start.&lt;br /&gt;
&lt;br /&gt;
At T0 you don&#039;t have much control over it and it will randomly update once every 5 minutes.&lt;br /&gt;
At T1 you get some verbs that let you play with it more.&lt;br /&gt;
At T2 you get some verbs that let you play with it more.&lt;br /&gt;
AT T3 it is auction unlocked and can render you invisible at the cost of spirit. This may steal your soul if you let it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
analyze my band&lt;br /&gt;
You analyze your gold band and sense that the item is largely free from merchant alteration restrictions.&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
A chaotic voice reverberates throughout your mind...&lt;br /&gt;
I am unlocked to the first tier.&lt;br /&gt;
You can PUSH, PULL, POKE and tap me to change how I look.&lt;br /&gt;
You can RUB me to change my appearance. You can COVER me to turn on and off my changes.&lt;br /&gt;
You can have me altered but only by special people, listen to their rules.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The voice continues...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have the following gems available to you,&lt;br /&gt;
First Gem: a diamond&lt;br /&gt;
Second Gem: an emerald&lt;br /&gt;
Third Gem: a blue sapphire&lt;br /&gt;
Fourth Gem: a ruby&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have the following materials available to you,&lt;br /&gt;
First Material: gold&lt;br /&gt;
Second Material: silver&lt;br /&gt;
Third Material: platinum&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will describe myself as,&lt;br /&gt;
a bright band&lt;br /&gt;
a dull band&lt;br /&gt;
a shining band&amp;quot;&lt;br /&gt;
The chaotic voice fades from your mind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Retser-&lt;br /&gt;
Quest Guru&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bloodriven_Village_-_Historical&amp;diff=79115</id>
		<title>Bloodriven Village - Historical</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bloodriven_Village_-_Historical&amp;diff=79115"/>
		<updated>2016-04-30T20:45:56Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Adding links to the Fana weapon page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-info&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;APRIL 28: Shop inventory is in better shape.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;[[Duskruin Arena/April 2016 prize list|APRIL 2016 HIGH END PRIZE LIST]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Editors: Please add a &amp;quot;Last revised: {date}&amp;quot; just below the shop section and put removed items on the [[Bloodriven Village archive|archive page]].&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--As a general heads up, inventory MAY change between runs.--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bloodriven Village&#039;&#039;&#039; is where [[Duskruin Arena]] is located.  All purchases are made with [[bloodscrip]].&lt;br /&gt;
*[http://i.imgur.com/ZZWWOdj.png Bloodriven Village Map by Rozy]&lt;br /&gt;
*[[Bloodriven Village archive]] lists removed items.&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?94957-Bloodriven-Village-Shops Teiana&#039;s shop listing] (out of date)&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Duskruin%20Arena/view Duskruin Arena Officials folder]&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
===High End Prize Lists===&lt;br /&gt;
*[[Duskruin Arena/August 2015 prize list|August 2015]]&lt;br /&gt;
*[[Duskruin Arena/April 2016 prize list‎|April 2016]]&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
===The Mar and Scar===&lt;br /&gt;
Last updated: 4/23/16&lt;br /&gt;
&lt;br /&gt;
Room 13: a stucco-faced dark stone building&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Threshold]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the red marple counter:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
| a thin silver needle&lt;br /&gt;
| 50&lt;br /&gt;
|Piercing Needle&lt;br /&gt;
|-&lt;br /&gt;
| an opaque glass of aged whiskey&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Inked]&#039;&#039;&#039;&lt;br /&gt;
:&amp;gt;read sign&lt;br /&gt;
:In the Common language, it reads:&lt;br /&gt;
:Stock tattoos: 25,000 silvers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Pierced]&#039;&#039;&#039;	&lt;br /&gt;
:&amp;gt;read sign&lt;br /&gt;
:In the Common language, it reads:&lt;br /&gt;
:The trinkets in the treasure chests are jewelry made for piercing. What you will receive is random. The shoddy jewelry is lower quality, while the ornate finery is much higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the treasure chest:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	a pile of ornate finery	&lt;br /&gt;
|	10	&lt;br /&gt;
|	Random &amp;quot;nice&amp;quot; piercing jewelry&lt;br /&gt;
|-	&lt;br /&gt;
|	a heap of shoddy jewelry	&lt;br /&gt;
|	10	&lt;br /&gt;
|	Random &amp;quot;junk&amp;quot; piercing jewelry&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Incised]&#039;&#039;&#039;&lt;br /&gt;
:&amp;gt;read sign&lt;br /&gt;
:In the Common language, it reads:&lt;br /&gt;
:The razors will permanently scar you. They all will break after a certain number of uses. The iron are made the poorest and won&#039;t last long. The invar are crafted much better than the others and will last longer. The rolaren are pristine and will last forever.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINK: [[Scarring razor]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the glass display case:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	a primitive iron razor	&lt;br /&gt;
|	25	&lt;br /&gt;
|	Poor quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a pitted iron razor	&lt;br /&gt;
|	25	&lt;br /&gt;
|	Poor quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a crude iron razor	&lt;br /&gt;
|	25	&lt;br /&gt;
|	Poor quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a blackened steel razor	&lt;br /&gt;
|	50	&lt;br /&gt;
|	Average quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a brushed steel razor	&lt;br /&gt;
|	50	&lt;br /&gt;
|	Average quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a blued steel razor	&lt;br /&gt;
|	50	&lt;br /&gt;
|	Average quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	an alum-swept invar razor	&lt;br /&gt;
|	125	&lt;br /&gt;
|	Good quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a curved invar razor	&lt;br /&gt;
|	125	&lt;br /&gt;
|	Good quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a reinforced invar razor	&lt;br /&gt;
|	125	&lt;br /&gt;
|	Good quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a pristine rolaren razor	&lt;br /&gt;
|	5000	&lt;br /&gt;
|	Permanent scarring razor&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Concealed]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The items on the mannequin are WoundedWear and unlocked.  Price increases based on unlock, tier 1 is 1000 bloodscrip and tier 2 is 2500 bloodscrip.&lt;br /&gt;
The items in the chest are ChaosJewelry.  Price increases based on unlock, tier 0 (locked) is 100 bloodscrip, tier 1 is 1000 bloodscrip, and tier 2 is 2500 bloodscrip.}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the large treasure chest you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[ChaosJewelry]]&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a bright silver bracelet accented with a diamond || ||wrist-worn&amp;lt;br&amp;gt;functional|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a bright silver ring accented with an emerald || ||finger-worn&amp;lt;br&amp;gt;functional|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a dull gold amulet crested with diamond || ||neck-worn&amp;lt;br&amp;gt;functional|| 100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the short faded mannequin you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[WoundedWear]]&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a supple faded leather hood || ||head-worn|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some thin spectacles || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some leather goggles || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a faded leather jacket || Pocketed:&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a leather gorget || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a leather aventail || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a red silk bowtie || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a green silk scarf || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a blue silk cravat || |||| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a pair of dark leather gloves || ||hand-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a white cotton shirt || ||layerable|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| some supple faded leather boots || ||foot-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| some thick faded leather armbands || ||arm-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| some baggy faded leather pants || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;a couple of items of very small size||leg-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rock Solid===&lt;br /&gt;
Last updated: 4/23/16&lt;br /&gt;
&lt;br /&gt;
Room 23: an angular granite-covered wagon (Narost Rm#: 23822)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Rock Solid]&#039;&#039;&#039;&lt;br /&gt;
:&amp;gt;read sign&lt;br /&gt;
:In the Common language, it reads:&lt;br /&gt;
:Welcome to Rock Solid!&lt;br /&gt;
&lt;br /&gt;
:Goods on the runestaff display and weapon stand are Realm Weaponry.  They change what kinda elements they shoot dependin&#039; on where you are.  They are all enchanted five times, except the glowbark and fireleaf, which are their natural enchantment.  Useful stuff!&lt;br /&gt;
&lt;br /&gt;
:The longbows on the rack are enchanted five times and load wands of the suitable element.  The ruic yumi is enchanted six times and will load any kinda wand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Realm flare]]s&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the bow rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	A golvern-bound darkened ruic yumi	&lt;br /&gt;
|	15000	&lt;br /&gt;
|	6x, unrestricted wand loading&lt;br /&gt;
|-	&lt;br /&gt;
|	A rhimar-runed pale ruic longbow	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, cold wand loading&lt;br /&gt;
|-	&lt;br /&gt;
|	A drakar-runed dark ruic longbow	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, fire wand loading&lt;br /&gt;
|-	&lt;br /&gt;
|	A zorchar-runed silvery ruic longbow	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, lightning wand loading&lt;br /&gt;
|-	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the runestaff display:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	A twisted russet fireleaf staff	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	+22, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A glaes-banded silvery lor staff	&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A gold-sheened glowbark runestaff	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	+22, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A glaes-tiled dark illthorn runestaff&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the weapon stand:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	A pair of rolaren-toed boots	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A pair of rolaren-studded gauntlets	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A speckled black kelyn mace	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A mottled green kelyn morning star&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-&lt;br /&gt;
|	A massive golvern sledgehammer	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A slender rolaren-tipped warlance	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A folded silvery rolaren wakizashi	&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-	&lt;br /&gt;
|	A dual-bladed black rolaren waraxe&lt;br /&gt;
|	2000	&lt;br /&gt;
|	5x, realm flaring&lt;br /&gt;
|-&lt;br /&gt;
|       An enruned black rolaren warblade&lt;br /&gt;
|       2000&lt;br /&gt;
|       5x, realm flaring&lt;br /&gt;
|-&lt;br /&gt;
|	A pair of eonake-toed boots	&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-	&lt;br /&gt;
|	A pair of eonake-studded gauntlets	&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-	&lt;br /&gt;
|	A sturdy eonake-tipped lance	&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-	&lt;br /&gt;
|	A spiked eonake morning star&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-&lt;br /&gt;
|	A silver-runed eonake waraxe	&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-	&lt;br /&gt;
|	A jet-inset silvery eonake sledgehammer&lt;br /&gt;
|	2500	&lt;br /&gt;
|	5x, realm flaring, sanctified&lt;br /&gt;
|-								&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===A Mist Opportunity===&lt;br /&gt;
Last updated: 4/23/16&lt;br /&gt;
&lt;br /&gt;
Room 16: a dark shop&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=Some of my special weapons that have been fully unlocked.&lt;br /&gt;
Gladius (short sword) - 5x, disruption&lt;br /&gt;
Falx (twohanded sword) - 5x, grapple&lt;br /&gt;
Cleaver (handaxe) - 5x, plasma&lt;br /&gt;
Flyssa (broadsword) - 5x, acid&lt;br /&gt;
Kozuka (dagger) - 6x, disintegrate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*-* Fana, Owner *-*&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;[[Fana weapons]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the ebon-edged glass case you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a serpentine-hilted dark rolaren falx ||5x, grapple ||[[twohanded sword]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a silver-runed blackened vultite gladius ||5x, disruption ||[[short sword]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a rolaren flyssa with a thick witchwood hilt ||5x, acid ||[[broadsword]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a crescent-shaped dark golvern cleaver ||5x, plasma ||[[handaxe]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a deep crimson eahnor kozuka ||6x, disintegrate ||[[dagger]]|| 10000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the weapon rack you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a silver-riveted ono || ||[[handaxe]]|| 2000 &lt;br /&gt;
|-&lt;br /&gt;
| a blackened faenor pata || ||[[katar]]|| 75 &lt;br /&gt;
|-&lt;br /&gt;
| a saw-edged sica with a dark stone pommel || ||[[short sword]]|| 300 &lt;br /&gt;
|-&lt;br /&gt;
| a black mithril machete with a skull-shaped pommel || ||[[falchion]]|| 50 &lt;br /&gt;
|-&lt;br /&gt;
| a silver vultite hook-knife with an onyx knuckle-guard || ||[[hook-knife]]|| 60 &lt;br /&gt;
|-&lt;br /&gt;
| a vultite slasher with geometric blade-etchings || ||[[katar]]|| 150 &lt;br /&gt;
|-&lt;br /&gt;
| a pitted parazonium with a braided leather grip || ||[[dagger]]|| 50 &lt;br /&gt;
|-&lt;br /&gt;
| a thick black vultite tabar || ||[[battle axe]]|| 300 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the hooks you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a slender vultite koncerz with a wrapped metal guard || ||[[estoc]]|| 300 &lt;br /&gt;
|-&lt;br /&gt;
| a vultite tachi with a scarab-set pommel || ||[[longsword]]|| 2000 &lt;br /&gt;
|-&lt;br /&gt;
| a dark ora kama || ||[[scimitar]]|| 60 &lt;br /&gt;
|-&lt;br /&gt;
| a black leather-hilted mithglin mortuary sword || ||[[backsword]]|| 150 &lt;br /&gt;
|-&lt;br /&gt;
| a smoke grey mithril kaskara with an embossed leather grip || ||[[longsword]]|| 150 &lt;br /&gt;
|-&lt;br /&gt;
| a faenor warsword with ruby-inset quillons || ||[[bastard sword]]|| 150 &lt;br /&gt;
|-&lt;br /&gt;
| a dark leather-hilted mithril knife || ||[[dagger]]|| 50 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Under the Counter===&lt;br /&gt;
Last updated: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 17: a tidy establishment&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Under the Counter]&#039;&#039;&#039; (go2 23810)&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
The potables contain 10 sips each of the following magic to aid you in your roguish endeavors:&lt;br /&gt;
 &lt;br /&gt;
Stout  ~  Phoen&#039;s Strength&lt;br /&gt;
Gin  ~  Spirit Strike&lt;br /&gt;
Bourbon  ~  Bravery&lt;br /&gt;
Whiskey  ~  Empathic Focus&lt;br /&gt;
Cider  ~  Dauntless&lt;br /&gt;
Scotch  ~  Celerity&lt;br /&gt;
Liquor  ~  Mystic Focus&lt;br /&gt;
Vodka  ~  Heroism&lt;br /&gt;
Porter  ~  Self Control}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=Under the counter you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a decanter of dark green liquor ||[[Mystic Focus (1711)]] ||rowspan=&amp;quot;8&amp;quot;|10 sips|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a tall glass of foamy rich porter ||[[Self Control (613)]] || 100&lt;br /&gt;
|-&lt;br /&gt;
| a mug of cloudy hard cider ||[[Dauntless (1606)]] ||100&lt;br /&gt;
|-&lt;br /&gt;
| a shot of spicy vodka ||[[Heroism (215)]] ||250&lt;br /&gt;
|-&lt;br /&gt;
| a glass of smoky scotch ||[[Celerity (506)]] || 50&lt;br /&gt;
|-&lt;br /&gt;
| a jigger of distilled gin ||[[Spirit Strike (117)]] ||50&lt;br /&gt;
|-&lt;br /&gt;
| a snifter of clear whiskey ||[[Empathic Focus (1109)]]|| 250&lt;br /&gt;
|-&lt;br /&gt;
| a stein of frothy stout ||[[Phoen&#039;s Strength (606)]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Under the Counter]&#039;&#039;&#039;&lt;br /&gt;
:&amp;gt;read plaque&lt;br /&gt;
:In the Common language, it reads:&lt;br /&gt;
:Wear one of these items around your neck and allow its shadows to make you invisible a time or three. The shadows will remain even after the magic has been depleted.&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the tall oak cabinet you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a simple gold emblem on a serpentine chain || rowspan=&amp;quot;9&amp;quot;|neck-worn&amp;lt;br&amp;gt;functional|| rowspan=&amp;quot;9&amp;quot;|25&lt;br /&gt;
|-&lt;br /&gt;
| a solid bronze medallion on a black cord &lt;br /&gt;
|-&lt;br /&gt;
| a twisted copper amulet set with a small plack pearl &lt;br /&gt;
|-&lt;br /&gt;
| a silver herringbone chain with a moonstone cameo &lt;br /&gt;
|-&lt;br /&gt;
| a small smooth bone orb hung on an ora chain &lt;br /&gt;
|-&lt;br /&gt;
| a fragile silver necklace dangling a smoky topaz teardrop &lt;br /&gt;
|-&lt;br /&gt;
| a double-strung black pearl chaplet &lt;br /&gt;
|-&lt;br /&gt;
| a misshapen onyx talisman on a black silk cord &lt;br /&gt;
|-&lt;br /&gt;
| a pale grey alum token hung from a short cord &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the female mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some knee-high kidskin boots back-laced through rolaren eyelets || ||foot-worn|| 18&lt;br /&gt;
|-&lt;br /&gt;
| a pair of soft dark leather pants laced with plaited cord || ||leg-worn|| 20&lt;br /&gt;
|-&lt;br /&gt;
| some sable calfskin gloves lined with grey fox fur || ||hand-worn|| 10&lt;br /&gt;
|-&lt;br /&gt;
| a bell-sleeved pearl grey silk blouse with a keyhole neckline || ||chest-worn|| 20&lt;br /&gt;
|-&lt;br /&gt;
| a silk-lined long leather cloak in variegated shades of grey || Pocketed:Significant (100-119)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 45&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the male mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some black kidskin knee-high boots with black rolaren buckles || ||foot-worn|| 18&lt;br /&gt;
|-&lt;br /&gt;
| a thick black leather belt || ||waist-worn|| 10&lt;br /&gt;
|-&lt;br /&gt;
| some sable fingerless gloves of supple calfskin || ||hand-worn|| 10&lt;br /&gt;
|-&lt;br /&gt;
| a loose stone grey linen shirt laced with black leather cord || ||chest-worn|| 20&lt;br /&gt;
|-&lt;br /&gt;
| a slashed black leather cloak with tapered haon toggles || Pocketed:Significant (100-119)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 45&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Khloake and Dagger===&lt;br /&gt;
Last update: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 17: a dingy wooden shop&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Khloake and Dagger, Sheaths]&#039;&#039;&#039;&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The sheaths in this room will hold small weapons and can be hidden when worn with appropriate garments.&lt;br /&gt;
The box contains magical items further detailed on the note inside.}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the multi-armed display stand you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a pale leather wrist sheath hooked with ivory crescent moons ||rowspan=&amp;quot;5&amp;quot;| Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item of very small size||rowspan=&amp;quot;2&amp;quot;|wrist-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;5&amp;quot;| 20&lt;br /&gt;
|-&lt;br /&gt;
| a grey leather wrist sheath secured with small black daggers &lt;br /&gt;
|-&lt;br /&gt;
| a narrow grey ankle sheath burned with a wolf&#039;s head || rowspan=&amp;quot;3&amp;quot;|ankle-worn&amp;lt;br&amp;gt;functional&lt;br /&gt;
|-&lt;br /&gt;
| a jet black ankle sheath with a single kelyn buckle &lt;br /&gt;
|-&lt;br /&gt;
| a small black ankle sheath buckled with hematite &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the row of hooks you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a krodera-hued leather sheath with asymmetrical straps ||rowspan=&amp;quot;5&amp;quot;| Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item of very small size||rowspan=&amp;quot;3&amp;quot;|belt-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;5&amp;quot;| 20&lt;br /&gt;
|-&lt;br /&gt;
| a tapered leather sheath closed by interlocking steel rings &lt;br /&gt;
|-&lt;br /&gt;
| a narrow black sheath buckled with polished imflass &lt;br /&gt;
|-&lt;br /&gt;
| a whiskey-hued wrist sheath with tiny gold buckles || rowspan=&amp;quot;2&amp;quot;|wrist-worn&amp;lt;br&amp;gt;functional&lt;br /&gt;
|-&lt;br /&gt;
| a deep crimson wrist sheath fastened with invar spiders &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
The items in this box contain one cast each of the spells that they hold.  When rubbed, all the spells will be activated at the same time (and the item will then crumble).  You must be sufficiently skilled in magic item use to activate them.&lt;br /&gt;
&lt;br /&gt;
Talisman: Mass Colors, Mass Blur, Mass Elemental Defense&lt;br /&gt;
Dagger charm: Bravery, Heroism, Phoen&#039;s Strength, Strength&lt;br /&gt;
Staff charm: Bravery, Heroism, Elemental Focus, Dauntless&lt;br /&gt;
Petal: Spirit Warding I, Spirit Defense, Spirit Warding II, Lesser Shroud&lt;br /&gt;
Token: Elemental Defense I, Elemental Defense II, Elemental Defense III&lt;br /&gt;
Cube: Thurfel&#039;s Ward, Elemental Deflection, Elemental Bias&lt;br /&gt;
Totem: Natural Colors, Resist Elements, Self Control, Mobility&lt;br /&gt;
Sphere: Cloak of Shadows, Melgorehn&#039;s Aura, Spirit Guard&lt;br /&gt;
Eye: Foresight, Mindward, Premonition}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the large wooden box you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a small onyx on marble shield talisman ||[[Mass Colors (611)]], [[Mass Blur (911)]], [[Mass Elemental Defense (419)]]||rowspan=&amp;quot;9&amp;quot;| 100&lt;br /&gt;
|-&lt;br /&gt;
| a tiny mithril dagger charm ||[[Bravery (211)]], [[Heroism (215)]], [[Phoen&#039;s Strength (606)]], [[Strength (509)]]&lt;br /&gt;
|-&lt;br /&gt;
| a tiny ironwood staff charm ||[[Bravery (211)]], [[Heroism (215)]], [[Elemental Focus (513)]], [[Dauntless (1606)]]&lt;br /&gt;
|-&lt;br /&gt;
| a faceted sapphire rose petal ||[[Spirit Warding I (101)]], [[Spirit Defense (103)]], [[Spirit Warding II (107)]], [[Lesser Shroud (120)]]&lt;br /&gt;
|-&lt;br /&gt;
| a rune-carved silvery granite token ||[[Elemental Defense I (401)]], [[Elemental Defense II (406)]], [[Elemental Defense III (414)]]&lt;br /&gt;
|-&lt;br /&gt;
| an enruned pale ivory cube || [[Thurfel&#039;s Ward (503)]], [[Elemental Deflection (507)]], [[Elemental Bias (508)]]&lt;br /&gt;
|-&lt;br /&gt;
| a carved tanik bear totem || [[Natural Colors (601)]], [[Resist Elements (602)]], [[Self Control (613)]], [[Mobility (618)]]&lt;br /&gt;
|-&lt;br /&gt;
| a fused glass and onyx sphere || [[Cloak of Shadows (712)]], [[Melgorehn&#039;s Aura (913)]], [[Spirit Guard (1712)]]&lt;br /&gt;
|-&lt;br /&gt;
| a slit-pupiled gold and jade eye || [[Foresight (1204)]], [[Mindward (1208)]], [[Premonition (1220)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Khloake and Dagger, Daggers]&#039;&#039;&#039;&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The items in the drawers can be used in combat as well as manipulated as you stand around just looking good.&lt;br /&gt;
The items in the case can be used in combat, also, but their other behaviors are a bit more sneaky.&lt;br /&gt;
The curved dagger is 5x and the alfange is also 5x, as well with fully unlocked flair.}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the tall display case you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a curved dagger protruding from a sleek obsidian hilt || 5x, fully unlocked ||rowspan=&amp;quot;6&amp;quot;|[[dagger]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a wide-bladed dagger protruding from a smooth faewood hilt || ||rowspan=&amp;quot;5&amp;quot;| 50&lt;br /&gt;
|-&lt;br /&gt;
| a wickedly sharp knife protruding from a polished hazelwood hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a blue-grey stiletto protruding from a black witchwood hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a slim basilard protruding from a vine-etched kakore hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a spiral-etched dirk protruding from a sanguine-hued villswood hilt || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the chest of dark ironwood drawers you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a saw-edged alfange with a gold dragon-shaped hilt || 5x, fully unlocked||rowspan=&amp;quot;8&amp;quot;|[[dagger]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a long sharp knife with a bloodstained hilt || ||rowspan=&amp;quot;7&amp;quot;| 45&lt;br /&gt;
|-&lt;br /&gt;
| a polished forked dagger with a hollow silver hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a well-honed scramasax with a carmiln hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a tapered kidney dagger with a sapphire-set ivory hilt || &lt;br /&gt;
|-&lt;br /&gt;
| a barely arced misericord etched with a dagger-pierced heart || &lt;br /&gt;
|-&lt;br /&gt;
| a vultite crescent dagger with a moonstone-set pommel || &lt;br /&gt;
|-&lt;br /&gt;
| a short vultite dirk with a carved rowan hilt || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ode to Resistance===&lt;br /&gt;
Last updated: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 19: a dilapidated wooden hut (go2 23815)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Ode To Resistance]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=Material - [[Resistance]]&lt;br /&gt;
Steel - Crush&lt;br /&gt;
Bronze - Slash&lt;br /&gt;
Copper - Puncture&lt;br /&gt;
Black - Vacuum&lt;br /&gt;
Electrum - Electric&lt;br /&gt;
Cobalt - Cold&lt;br /&gt;
Scorched - Heat}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the scorched pine chest you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, heat resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some scorched black hauberk || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a set of scorched double leather || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some scorched black full plate || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some scorched brigandine || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the cobalt blue steel chest you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, cold resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a set of cobalt blue brigandine || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a set of cobalt blue leather armor || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a set of cobalt-enameled field plate marred with dents and gashes || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a suit of cobalt-hued ora ringmail || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the large black chest you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, vacuum resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some obsidian-hued full plate embossed with a skeletal frame || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some inky black leather armor branded with astral runes || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some jet spiral-linked hauberk with mesh half-sleeves || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the shiny electrum chest you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, electrical resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some electrum-riveted dark leather brigandine || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a pale quilted leather arming coat buckled with electrum || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some chain hauberk of alternating ora and electrum links || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some ornamented plate armor with electrum dragon-scaled pauldrons || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the steel-studded crate you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, crush resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some steel full plate || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a set of steel-link hauberk || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a set of steel-studded leathers || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some steel-studded brigandine || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the bronze-banded crate you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, slash resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a suit of bronze-swept fiery orange scalemail || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some lurid scarlet-enameled bronze plate || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some bronze-sheened emerald leather hunts || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some dark ora mesh hauberk lined with bronze leather || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the polished copper crate you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5x, puncture resistance&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a knee-length coppery ora hauberk || ||[[Armor#Spell_Hindrance|AsG]]: 16|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| some autumnal-hued leather hunts buckled with copper || ||[[Armor#Spell_Hindrance|AsG]]: 8|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a suit of coppery green ora full plate || ||[[Armor#Spell_Hindrance|AsG]]: 20|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a suit of copper-riveted splint armor || ||[[Armor#Spell_Hindrance|AsG]]: 12|| 2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Crosswinds and Crosshairs===&lt;br /&gt;
Last update: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 20: a weathered wood-planked wagon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Crosswinds and Crosshairs]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Higher-tier gnomish automatic crossbows can load 3 bolts (T1) or 5 bolts (T2). The bolts are still shot one at a time.&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the brass hooks you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[mechanical crossbow]]s&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a wide-tillered ruic light crossbow || ||[[light crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a glaes-plated heavy siege crossbow || ||[[heavy crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a sleek ruic heavy crossbow || ||[[heavy crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a gear-covered heavy arbalest || ||[[heavy crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a gear-etched light crossbow || ||[[light crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a metal-plated ruic light crossbow || ||[[light crossbow]]|| 100&lt;br /&gt;
|-&lt;br /&gt;
| a light crystal-sighted crossbow ||5x, T1 ||[[light crossbow]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a heavy crystal-sighted crossbow ||5x, T1 ||[[heavy crossbow]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a mechanical light arbalest ||5x, T2 ||[[light crossbow]]|| 5000&lt;br /&gt;
|-&lt;br /&gt;
| a mechanical heavy arbalest ||5x, T2 ||[[heavy crossbow]]|| 5000&lt;br /&gt;
|-&lt;br /&gt;
| a silverworked ruic heavy crossbow ||6x, T2 ||[[heavy crossbow]]|| 10000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gamac&#039;s Goods===&lt;br /&gt;
Last updated: 4/22/16&lt;br /&gt;
&lt;br /&gt;
Room 21: a leaning stone shop with a blackened metal roof&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Gamac&#039;s Goods, Front Room]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the crates you see:}}&lt;br /&gt;
{{sign|sign=The cases on the crate have the following details:&lt;br /&gt;
&lt;br /&gt;
Battered case: Plain&lt;br /&gt;
Canvas-covered kit: Tier 1&lt;br /&gt;
Wyrwood case: Tier 2&lt;br /&gt;
Metal case: Tier 2 with features&lt;br /&gt;
Lor case: Tier 2 with 5k weightless coin storage&lt;br /&gt;
Black alder kit: Tier 2 with 10k weightless coin storage and custom table}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gambling kit]]s&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a battered leather case ||rowspan=&amp;quot;6&amp;quot;| Pocketed:Medium (20-39)&amp;lt;br&amp;gt;any number of items of small size||not wearable||Plain ||30&lt;br /&gt;
|-&lt;br /&gt;
| a bone-inlaid wyrwood case || rowspan=&amp;quot;5&amp;quot;|shoulder/back-worn&amp;lt;br&amp;gt;functional||Tier 2|| 1500&lt;br /&gt;
|-&lt;br /&gt;
| a leather-strapped metal case ||Tier 2 w/ features||5000&lt;br /&gt;
|-&lt;br /&gt;
| a narrow lor case inlaid with feystone moonflowers ||Tier 2 w/ 5k weightless coin storage|| 8000&lt;br /&gt;
|-&lt;br /&gt;
| a dark olive canvas-covered kit ||Tier 1|| 250&lt;br /&gt;
|-&lt;br /&gt;
| a veniom-latched black alder kit ||Tier 2 w/ 10k weightless coin storage/custom table||  15500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
The more expensive the cards, the trickier they are!}}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
| a deck of miniature red cards || 50 ||&lt;br /&gt;
|-&lt;br /&gt;
| a deck of monogrammed cards || 1050||&lt;br /&gt;
|-&lt;br /&gt;
| a deck of gold-foiled cards || 1550||&lt;br /&gt;
|-&lt;br /&gt;
| a deck of rum-stained cards ||550||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=Under the table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
| a moss green warpaint jar || 10||&lt;br /&gt;
|-&lt;br /&gt;
| an onyx warpaint jar || 10||&lt;br /&gt;
|-&lt;br /&gt;
| a copper warpaint jar || 10||&lt;br /&gt;
|-&lt;br /&gt;
| a blood red warpaint jar ||10||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the display you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some blackened bone darts || ||[[arrow]]|| 15&lt;br /&gt;
|-&lt;br /&gt;
| some silvery fish spine darts || ||[[arrow]]|| 15&lt;br /&gt;
|-&lt;br /&gt;
| a large blood red diamond ||40k value gem |||| 150&lt;br /&gt;
|-&lt;br /&gt;
| a square-cut deep pink diamond ||20k value gem |||| 75&lt;br /&gt;
|-&lt;br /&gt;
| a lacquered maoral and fel wheel || |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a twisted purple linen turban || ||head-worn|| 250&lt;br /&gt;
|-&lt;br /&gt;
| a long vaalin-link chaplet || ||head-worn|| 150&lt;br /&gt;
|-&lt;br /&gt;
| a cherry red silk bandana || ||head-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a distressed dark leather tricorne || ||head-worn|| 150&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Gamac&#039;s Goods, Back Room]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the opened crate you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a lavender quartz-flecked crystal ||[[Mystic Focus (1711)]] |||| 20&lt;br /&gt;
|-&lt;br /&gt;
| a shadowy dark grey crystal ||[[Grasp of the Grave (709)]] |||| 17&lt;br /&gt;
|-&lt;br /&gt;
| a gold-flecked cinnabar crystal ||[[Celerity (506)]] |||| 14&lt;br /&gt;
|-&lt;br /&gt;
| a fractured milky amber crystal ||[[Bravery (211)]] |||| 20&lt;br /&gt;
|-&lt;br /&gt;
| a flat pure white crystal ||[[Strength (509)]] |||| 26&lt;br /&gt;
|-&lt;br /&gt;
| a red golvern dragonfly earcuff ||rowspan=&amp;quot;4&amp;quot;|[[Crystal holder]] ||ear-worn&amp;lt;br&amp;gt;functional|| 350&lt;br /&gt;
|-&lt;br /&gt;
| a hollow-eyed eahnor skull ring || finger-worn&amp;lt;br&amp;gt;functional|| 350&lt;br /&gt;
|-&lt;br /&gt;
| a porcelain doll head pendant || neck-worn&amp;lt;br&amp;gt;functional|| 350&lt;br /&gt;
|-&lt;br /&gt;
| a coiling faenor dragon cuff || wrist-worn&amp;lt;br&amp;gt;functional|| 350&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the male mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a knee-length dark red justaucorps lined with golvern buttons || Pocketed:Exceptional (120-139)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 200&lt;br /&gt;
|-&lt;br /&gt;
| a stark white linen tunic split on the sides || ||chest-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a pair of fitted shadowy grey wool trousers || ||leg-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a pair of wide-cuffed sharkskin boots ||6x, fully unlocked, void flares, UAC ||foot-worn&amp;lt;br&amp;gt;functional|| 10000&lt;br /&gt;
|-&lt;br /&gt;
| some steel-knuckled ebon leather gloves ||5x, somewhat weighted, UAC ||hand-worn&amp;lt;br&amp;gt;functional|| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a criss-crossed leather harness clasped with a splayed kraken || Pocketed:FLA (50-59)&amp;lt;br&amp;gt;any number of items of very small size||front-worn&amp;lt;br&amp;gt;functional|| 100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the female mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a gilt-framed ruby drop pendant || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| a silk-tied carmine velvet reticule || Pocketed:Small (5-7)&amp;lt;br&amp;gt;a couple of items||wrist-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a corseted green silk gown bustled over ebon-striped skirts || ||[[Armor#Spell_Hindrance|AsG]]: 1|| 3000&lt;br /&gt;
|-&lt;br /&gt;
| some thin-striped black silk stockings || ||pin-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a pair of ruffle-edged black leather ankle-boots || ||ankle-worn|| 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The greathelms on the rack are heavily padded to reduce critical wounds and offer moderate protection against:&lt;br /&gt;
&lt;br /&gt;
Dragon-sculpted: puncture&lt;br /&gt;
Imflass-winged: slash&lt;br /&gt;
Black rolaren: crush&lt;br /&gt;
Eahnor: heat&lt;br /&gt;
&lt;br /&gt;
Other items:&lt;br /&gt;
Sharkskin boots: 6x, void flares, and fully zested&lt;br /&gt;
Ebon leather gloves: 5x somewhat weighted and fully zested}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the helmet rack you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a dragon-sculpted golvern greathelm with fiery red scales ||puncture protection||rowspan=&amp;quot;4&amp;quot;|armor accessory; protects head and neck&amp;lt;br&amp;gt;head-worn||rowspan=&amp;quot;4&amp;quot;|3000&lt;br /&gt;
|-&lt;br /&gt;
| an imflass-winged golden rolaren greathelm with a thick ora visor || slash protection&lt;br /&gt;
|-&lt;br /&gt;
| an etched black rolaren greathelm covered with interlocking hexagonal steel plates || crush protection&lt;br /&gt;
|-&lt;br /&gt;
| a visored eahnor greathelm crowned with gold-tipped flames || heat resistant&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drawing the Line===&lt;br /&gt;
Last updated: 4/27/16&lt;br /&gt;
&lt;br /&gt;
Room 22: a narrow brick store (go2 23819)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Drawing The Line]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=~~Welcome to Drawing the Line~~&lt;br /&gt;
&lt;br /&gt;
All the weapons for sale along the wall are more than what they seem.  Shop accordingly.&lt;br /&gt;
Yes, they are four times enchanted.  Stop asking me that.&lt;br /&gt;
Don&#039;t knock down any of the stuff on the beams.  You break it, you buy it.&lt;br /&gt;
The stuff on the walls play nicely with the stuff on the beams.  &lt;br /&gt;
Failure to read this sign voids all licenses and permits for future whining.&lt;br /&gt;
&lt;br /&gt;
AND NO SNOOPING!&lt;br /&gt;
&lt;br /&gt;
  ~K}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the thick beams you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a simple pincer-shaped tool || |||| 50&lt;br /&gt;
|-&lt;br /&gt;
| a spindle of steel wire || ||belt-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a pearl-handled slender mithril tool || |||| 50&lt;br /&gt;
|-&lt;br /&gt;
| an oak-handled sturdy invar tool || |||| 50&lt;br /&gt;
|-&lt;br /&gt;
| a compact blackened steel tool || |||| 50&lt;br /&gt;
|-&lt;br /&gt;
| a slim polished silver tool || |||| 50&lt;br /&gt;
|-&lt;br /&gt;
| a spool of blackened wire || ||belt-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of glass-studded wire || ||belt-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a spool of razor-sharp wire || ||belt-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a coil of lightly oiled wire || ||belt-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=The hook-knifes on the shelf and pegs are all 4 times enchanted and locked, with the following flares:&lt;br /&gt;
&lt;br /&gt;
Diamond: vacuum&lt;br /&gt;
Gornar: impact&lt;br /&gt;
Zorchar: lightning&lt;br /&gt;
Rhimar: cold&lt;br /&gt;
Drakar: fire&lt;br /&gt;
&lt;br /&gt;
The golvern hook-knife and eahnor kubikiri are both 5 times enchanted, with plasma and disruption flares, respectively.  These two weapons are fully unlocked.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the wooden shelf:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a rhimar-edged mithglin [[hook-knife]]&lt;br /&gt;
|50&lt;br /&gt;
|4x, cold flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a diamond-edged mithglin hook-knife&lt;br /&gt;
|50&lt;br /&gt;
|4x, flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a gornar-edged mithglin hook-knife&lt;br /&gt;
|50&lt;br /&gt;
|4x, vibe flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a zorchar-edged mithglin hook-knife&lt;br /&gt;
|50&lt;br /&gt;
|4x, lightning flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a drakar-edged mithglin hook-knife&lt;br /&gt;
|50&lt;br /&gt;
|4x, fire flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a short mithglin hook-knife&lt;br /&gt;
|30&lt;br /&gt;
|4x, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a teak-handled golvern hook-knife&lt;br /&gt;
|3000&lt;br /&gt;
|5x, garrote-hilt, plasma flares, fully unlocked&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the series of pegs:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a cross-hilted mithglin dagger&lt;br /&gt;
|30&lt;br /&gt;
|4x, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a zorchar-edged mithglin bodkin&lt;br /&gt;
|50&lt;br /&gt;
|4x, lightning flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a drakar-tipped mithglin dirk&lt;br /&gt;
|50&lt;br /&gt;
|4x, fire flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a gornar-tipped mithglin misericord&lt;br /&gt;
|50&lt;br /&gt;
|4x, vibe flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a rhimar-tipped mithglin poignard&lt;br /&gt;
|50&lt;br /&gt;
|4x, ice flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a slender diamond-tipped stiletto&lt;br /&gt;
|50&lt;br /&gt;
|4x, void flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a silver-hilted eahnor kubikiri&lt;br /&gt;
|3000&lt;br /&gt;
|5x, disruption flares, fully unlocked&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Drawing The Line, Workshop Loft]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nothing for sale&lt;br /&gt;
&lt;br /&gt;
===Smoke Screen===&lt;br /&gt;
Last updated: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 23: a grey brick building (go2 23820)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Smoke Screen]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a painted ceramic flagon || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| a round mithril flask encased in a brushed leather wrap || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| a stone jug with a leather-strung cap || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| an etched silver flask with a carved onyx mouthpiece || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| a silver-trimmed black leather flask || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{container|container=In the glass bowl}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a gold star pendant with diamond tails ||rowspan=&amp;quot;5&amp;quot;|wearable mirror ||rowspan=&amp;quot;5&amp;quot;| 25&lt;br /&gt;
|-&lt;br /&gt;
| a stag-embossed mithril kilt pin &lt;br /&gt;
|-&lt;br /&gt;
| a silver stickpin with sapphire cabochons &lt;br /&gt;
|-&lt;br /&gt;
| a coral-bordered ivory cameo &lt;br /&gt;
|-&lt;br /&gt;
| a veniom-framed dark jade brooch &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the trunks you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a fireleaf-inlaid carved oak pipe || |||| 75&lt;br /&gt;
|-&lt;br /&gt;
| a curved mossbark pipe with an ivory mouthpiece || |||| 75&lt;br /&gt;
|-&lt;br /&gt;
| a long-stemmed oak and maple pipe || |||| 75&lt;br /&gt;
|-&lt;br /&gt;
| a thistle-etched brass pipe || |||| 75&lt;br /&gt;
|-&lt;br /&gt;
| a small black matchbook || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| some emerald mint pipe tobacco || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| some beige rum pipe tobacco || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| some white coconut pipe tobacco || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| some scarlet cherry pipe tobacco || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| some dark hazelnut pipe tobacco || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Smoke Screen, Back Room]&#039;&#039;&#039;&lt;br /&gt;
:&amp;gt;read plac&lt;br /&gt;
:In the Common language, it reads:&lt;br /&gt;
:The cigar tubes inside this case are rather unique. I am unable to reveal more.&lt;br /&gt;
:Management&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the stone hearth:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a thick dark brown cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a tapered forest green cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a thin light taupe cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a slender deep crimson cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a narrow almond-hued cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the display case you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a burnished mahogany cigar tube ||rowspan=&amp;quot;5&amp;quot;| Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||rowspan=&amp;quot;5&amp;quot;|holds lockpicks||rowspan=&amp;quot;4&amp;quot;| 50&lt;br /&gt;
|-&lt;br /&gt;
| a dark brown leather cigar tube &lt;br /&gt;
|-&lt;br /&gt;
| a marbeled dark oak cigar tube &lt;br /&gt;
|-&lt;br /&gt;
| an etched metal cigar tube &lt;br /&gt;
|-&lt;br /&gt;
| a pearl-inlaid silver cigar tube || 300&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Covert Courier===&lt;br /&gt;
Last updated: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 1: a boarded-up decrepit warehouse (go2 23728)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Covert Couriers]&#039;&#039;&#039;&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The stuffs on the worktable are not fer eatin&#039; or drinkin&#039;.&lt;br /&gt;
It&#039;s for putting in the food and drink of folks y&#039;don&#039;t like.&lt;br /&gt;
Thur&#039;s two diff&#039;rent kinds of poisons.  You figger &#039;em out.&lt;br /&gt;
If someone uses this stuff on you, take a quick swig from either of the phials.&lt;br /&gt;
Hopefully ya picked the right one t&#039;swig &#039;cause they onlies cure one kind each.&lt;br /&gt;
The bags&#039;n&#039;such in th&#039;cask are fer yer smugglin&#039; goods.&lt;br /&gt;
Be sure t&#039;analyze &#039;em &#039;fore ya use &#039;em.}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the heavy cloth-draped worktable you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a muslin bag of pale yellow granules&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a glazed clay bottle&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a twisted silver bottle.&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a silken bag of powdery grey dust&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a skull-stamped silver flask&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a squat ceramic flask&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a small tin of powdered purple leaves&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a dark pouch of pale green powder&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a slim silvered phial&lt;br /&gt;
|25&lt;br /&gt;
|Antidote&lt;br /&gt;
|-&lt;br /&gt;
|a hammered copper phial&lt;br /&gt;
|25&lt;br /&gt;
|Antidote&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the old open ale cask you see:}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Smuggling sack]]s&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a darkened leather case ||rowspan=&amp;quot;10&amp;quot;| Pocketed:Medium (20-39)&amp;lt;br&amp;gt;any number of items||rowspan=&amp;quot;10&amp;quot;|belt-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;10&amp;quot;| 100&lt;br /&gt;
|-&lt;br /&gt;
| a rough burlap sack &lt;br /&gt;
|-&lt;br /&gt;
| a weathered leather sack &lt;br /&gt;
|-&lt;br /&gt;
| a small oilskin loot sack &lt;br /&gt;
|-&lt;br /&gt;
| a small leather-bound box &lt;br /&gt;
|-&lt;br /&gt;
| a polished copper reliquary &lt;br /&gt;
|-&lt;br /&gt;
| a splintered oak box &lt;br /&gt;
|-&lt;br /&gt;
| a dappled grey loot sack &lt;br /&gt;
|-&lt;br /&gt;
| a lacquered velvet-lined case &lt;br /&gt;
|-&lt;br /&gt;
| a patched threadbare sack &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Old Farmhouse===&lt;br /&gt;
Last updated: 4/23/16&lt;br /&gt;
&lt;br /&gt;
a narrow winding path (from wagons, go up, go path)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Old Farmhouse, Side Yard]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the wooden rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered scrollworked illthorn runestaff&lt;br /&gt;
|20000&lt;br /&gt;
| 6x, 6x Acuity, T4 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered spiralled faewood runestaff&lt;br /&gt;
|3000&lt;br /&gt;
| 5x, T2 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered braided rowan runestaff&lt;br /&gt;
|1000&lt;br /&gt;
| 5x, T1 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered spiralled fireleaf runestaff&lt;br /&gt;
|8000&lt;br /&gt;
| +22, T4 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered twisted glowbark runestaff&lt;br /&gt;
|10000&lt;br /&gt;
| +22, +2 Mana Flares, T4 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered braided ironwood runestaff&lt;br /&gt;
|500&lt;br /&gt;
| 4x, T1 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered spiralled witchwood runestaff&lt;br /&gt;
|4000&lt;br /&gt;
| +22, T3 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered twisted lor runestaff&lt;br /&gt;
|10000&lt;br /&gt;
| 5x, 4x Acuity, T4 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LINK: [[Nerve Staves]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Old Farmhouse, Parlor]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the swinging tray:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a double-strapped dark leather bag&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged honey brown draught with a simple wax stopper&lt;br /&gt;
|5&lt;br /&gt;
|20 sips minor nerve repair &lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged pale honey draught with a simple wax stopper&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged pale amber elixir with a simple wax stopper&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged dark ochre draught with a simple wax stopper&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged dark amber elixir with a simple wax stopper&lt;br /&gt;
|15&lt;br /&gt;
|10 sips major eye repair&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged golden brown draught with a simple wax stopper&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged dark brown tonic with a simple wax stopper&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged milky white draught with a simple wax stopper&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Cover Up===&lt;br /&gt;
Room 3: a narrow building&lt;br /&gt;
&lt;br /&gt;
(Updated 4/23/16)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;[[Whisper cloak]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Cover Up, Men&#039;s Room]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the short male mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a satin-lined smoke grey paeline cloak || Pocketed:Huge (150 lbs)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 1100&lt;br /&gt;
|-&lt;br /&gt;
| a high-collared black wool cape ||rowspan=&amp;quot;6&amp;quot;| Pocketed:Signif (100-119)&amp;lt;br&amp;gt;any number of items||rowspan=&amp;quot;6&amp;quot;|cloak-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;6&amp;quot;| 75&lt;br /&gt;
|-&lt;br /&gt;
| a deep mocha wool longcoat&lt;br /&gt;
|-&lt;br /&gt;
| some thick black velvet robes &lt;br /&gt;
|-&lt;br /&gt;
| a split-tailed obsidian longcoat &lt;br /&gt;
|-&lt;br /&gt;
| a hooded dark silk robe&lt;br /&gt;
|-&lt;br /&gt;
| a black-on-grey bourde cassock with thick silver piping&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the tall male mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a thick panther fur greatcloak ||rowspan=&amp;quot;6&amp;quot;| Pocketed:Signif (100-119)&amp;lt;br&amp;gt;any number of items||rowspan=&amp;quot;6&amp;quot;|cloak-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;6&amp;quot;| 75&lt;br /&gt;
|-&lt;br /&gt;
| a fur-lined dark chestnut cloak&lt;br /&gt;
|-&lt;br /&gt;
| an iron grey silk cloak &lt;br /&gt;
|-&lt;br /&gt;
| a charcoal-hued overcoat adorned with silver-threaded knotwork&lt;br /&gt;
|-&lt;br /&gt;
| a sigil-covered crimson silk cape &lt;br /&gt;
|-&lt;br /&gt;
| a dark satin overcoat with ebon leather edging&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Cover Up, Women&#039;s Room]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the petite female mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a crimson silk longcloak with gold-on-red jacquard edging || Pocketed:Huge (150 lbs)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 1100&lt;br /&gt;
|-&lt;br /&gt;
| a black velvet cape lined with deep plum silk ||rowspan=&amp;quot;6&amp;quot;| Pocketed:Signif (100-119)&amp;lt;br&amp;gt;any number of items||rowspan=&amp;quot;6&amp;quot;|cloak-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;6&amp;quot;| 75&lt;br /&gt;
|-&lt;br /&gt;
| a full black silk cloak with gem-studded serpentine designs &lt;br /&gt;
|-&lt;br /&gt;
| a deep russet coat with a ribbon-cinched waist&lt;br /&gt;
|-&lt;br /&gt;
| a rich burgundy chainsil cloak laced with dark velvet ribbon &lt;br /&gt;
|-&lt;br /&gt;
| a billowy sanguine cape adorned with star sapphire beading &lt;br /&gt;
|-&lt;br /&gt;
| a shadowy obsidian silk cloak trimmed with cormorant feathers &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the tall female mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a high-collared dark crimson brocade cape ||rowspan=&amp;quot;7&amp;quot;| Pocketed:Signif (100-119)&amp;lt;br&amp;gt;any number of items||rowspan=&amp;quot;7&amp;quot;|cloak-worn&amp;lt;br&amp;gt;functional||rowspan=&amp;quot;7&amp;quot;| 75&lt;br /&gt;
|-&lt;br /&gt;
| a cowled obsidian cloak with a black lace hem &lt;br /&gt;
|-&lt;br /&gt;
| a dark-toned sapphire flyrsilk cloak &lt;br /&gt;
|-&lt;br /&gt;
| some full umber and gold brocade robes &lt;br /&gt;
|-&lt;br /&gt;
| a velvet-lined deep emerald silk cloak &lt;br /&gt;
|-&lt;br /&gt;
| a pewter-threaded dark velvet pelisse&lt;br /&gt;
|-&lt;br /&gt;
| a sleek charcoal velvet cloak with ornamental silver trim &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Whisper Cloaks!&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze your obsidian silk cloak and sense that the item is largely free from merchant alteration restrictions.&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
&lt;br /&gt;
This item can be altered, but it needs to remain a worn, LONG, container with some kind of a clasp, which should remain a singular item, and should be able to be flipped (ie: no frog closures).  In addition, the clasp portion of this cloak is fully alterable.  This clasp does NOT need to be included in the base/long of the item.  This cloak is Tier 0/2.  Original merchant: Xanai, Duskruin.&lt;br /&gt;
&lt;br /&gt;
Your cloak is not yet unlocked.  Any merchant can unlock this to the next tier.&lt;br /&gt;
  Available verbs:  fold, remove, tickle, touch, wear, whisper.&lt;br /&gt;
&lt;br /&gt;
You might be able to have a talented merchant lighten the obsidian silk cloak for you or have its pockets deepened.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bloodriven Bowery===&lt;br /&gt;
Last updated: 4/27/16&lt;br /&gt;
&lt;br /&gt;
Room 8: a dark stone building (go2 23754)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Bloodriven Bowery, Front]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The quivers on the mannequins have been modified slightly and should fit snugly around your thigh.  Some of the fletchings have also been modified and will provide flares to your arrows.&lt;br /&gt;
Silvery blue-flecked ~ Mana&lt;br /&gt;
Russet-colored raptor ~ Heat&lt;br /&gt;
Brilliant indigo macaw ~ Impact&lt;br /&gt;
Emerald green amazon ~ Vacuum&lt;br /&gt;
Snowy white cockatoo ~ Cold&lt;br /&gt;
Blue griffin ~ Electricity}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the splintered crate:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a vial of pearlescent paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of smoky mocha paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of metallic grey paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of mint-swirled paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of stark white paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of nacreous black paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of plum and copper paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of vivid emerald paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of ivory and jet paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of gilded indigo paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the barrels you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of pewter-on-pearl fletchings || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of iridescent jade fletchings || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of silver-washed fletchings || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of ash penguin fletchings || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of blue griffin fletchings ||electricity flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of snowy white cockatoo fletchings ||cold flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of emerald green amazon fletchings ||vacuum flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of brilliant indigo macaw fletchings ||earth flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of russet-colored raptor fletchings ||fire flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
| a bundle of silvery blue-flecked fletchings ||mana flares |||| 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the patched canvas mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a deeply hooded ecru suede jerkin split at the waist || ||front-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a pair of taupe suede boots plated in metal || ||foot-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| an asymmetric smoky indigo chainsil tunic || ||chest-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| some quilted slate wool leggings with thin silk stripes || ||leg-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a metal-banded dark leather thigh-quiver || Pocketed:Medium (20-39)&amp;lt;br&amp;gt;any number of items||thigh-worn&amp;lt;br&amp;gt;functional|| 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the dusty pine mannequin you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some aubergine suede pants set with panels of dark lace || ||leg-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a silver-ringed black leather thigh-quiver || Pocketed:Medium (20-39)&amp;lt;br&amp;gt;any number of items||thigh-worn&amp;lt;br&amp;gt;functional|| 25&lt;br /&gt;
|-&lt;br /&gt;
| a scallop-edged linen tunic with flared sleeves || ||chest-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a pair of black leather boots with mithril toe-guards || ||foot-worn|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a back-slit charcoal linen jacket || Pocketed:Very large (80-99)&amp;lt;br&amp;gt;any number of items||cloak-worn&amp;lt;br&amp;gt;functional|| 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Bloodriven Bowery, Back]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=The trinkets on this shelf will aid you in combat in the following ways:&lt;br /&gt;
&lt;br /&gt;
Earcuff - Ranged Weapons&lt;br /&gt;
Lacewood Pendant - Dodging&lt;br /&gt;
Anklet - Agility}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the gnarled oak shelf you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a smooth lacewood disc pendant ||+5 dodge bonus, crumbly|||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a curved earcuff of tiny crystalline droplets ||+5 ranged bonus, crumbly |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a twine-strung dark horn anklet ||? (previous version was +3 agility, not rechargeable) |||| 125&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the pine shelf:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of gornar arrowheads&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of drakar arrowheads&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of rhimar arrowheads&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of zorchar arrowheads&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=The lapis-tinted bow and ivory longbow on the rack are both five times enchanted.  The antler-carved longbow is 6x (+27) and is made from standard ipantor.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the warped pine rack you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| an antler-carved slender ipantor longbow || ||[[long bow]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| an ivory ruic longbow inlaid with nacreous jet branches || ||[[long bow]]|| 1500&lt;br /&gt;
|-&lt;br /&gt;
| a lapis-tinted ruic bow traced in filigree along the limbs || || || 1500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=The trinkets in this sack will give combat bonuses in the following ways:&lt;br /&gt;
&lt;br /&gt;
Veniom-traced Ring - Ambush/Dodge/Agility&lt;br /&gt;
Arrow Earring - Perception/Ranged/Dexterity&lt;br /&gt;
Monir Band - Stalking and Hiding/Ambush/Strength&lt;br /&gt;
Arrowhead Pendant - Stalking and Hiding/PF/Strength&lt;br /&gt;
Braided Wristlet - PF/Dodge/Dexterity}}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the dark leather sack you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a thin veniom-traced ring || |||| 300&lt;br /&gt;
|-&lt;br /&gt;
| a yew-encased arrowhead pendant || |||| 300&lt;br /&gt;
|-&lt;br /&gt;
| a diamond-tipped arrow earring || |||| 300&lt;br /&gt;
|-&lt;br /&gt;
| a braided moss green leather wristlet || |||| 300&lt;br /&gt;
|-&lt;br /&gt;
| a wide monir band imbedded with a tiny bullseye || |||| 300&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bare Aggression===&lt;br /&gt;
Last updated: 4/24/16&lt;br /&gt;
&lt;br /&gt;
Room 9: a roguh-hewn knotty pine hall (go2 23756)&lt;br /&gt;
&lt;br /&gt;
;Posted 08/22/2015 by GM Wyrom&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&lt;br /&gt;
Looks like the entire shop, Bare Aggression, is not accurate. None of the wares were suppose to be unlocked. Most of you are buying the same sets because they are the best ones, but many of them aren&#039;t unlocked. Also the 5x ones are not priced right. Most everything in this shop is priced too low. Like way too low.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not going to confiscate any of the broken items, but I&#039;m going to be adjusting their prices and making sure SOME are unlocked with additional bloodscrip costs. So I guess anyone that got them cheap, you lucked out. We&#039;re not going to be unlocking any of the locked ones purchased before I update this shop. But if you want a refund for any that aren&#039;t unlocked, please ASSIST and reference this post.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Posted 08/22/2015 by GM Wyrom&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&lt;br /&gt;
Okay.&lt;br /&gt;
&lt;br /&gt;
Prices in this shop are in line with the pricing of 4x equipment at this event. The golvern-buckled/golvern-toed are 5x, everything else is 4x. All the flares are the same as they were, but the razern is lightly crit weighted like razern normally is. Everything is locked except for the the two 5x pieces and are in line with our other 5x equipment prices at this event.&lt;br /&gt;
&lt;br /&gt;
Like I said earlier, if you got a set prior to this update, you&#039;re free to keep them as is. If you&#039;d like a refund, please ASSIST and reference the last post or this post.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Bare Aggression]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|sign=&lt;br /&gt;
Equipment on the rack is 4x with locked zests.  Flares are as follows:&lt;br /&gt;
Gornar: impact&lt;br /&gt;
Zorchar: electricity&lt;br /&gt;
Rhimar: cold&lt;br /&gt;
Drakar: fire&lt;br /&gt;
Rolaren: disintegrate&lt;br /&gt;
Copper: acid&lt;br /&gt;
Kelyn: unbalance&lt;br /&gt;
Razern: crit&lt;br /&gt;
Golvern: grapple&lt;br /&gt;
&lt;br /&gt;
The boots and gloves on the table are both fully zested, 6x and have disruption flares.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the equipment rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather steel-toed boots&lt;br /&gt;
|100&lt;br /&gt;
|4x, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather steel-buckled gloves&lt;br /&gt;
|100&lt;br /&gt;
|4x, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather gornar-toed boots&lt;br /&gt;
|200&lt;br /&gt;
|4x, vibe flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather gornar-buckled gloves&lt;br /&gt;
|200&lt;br /&gt;
|4x, vibe flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather rhimar-toed boots&lt;br /&gt;
|200&lt;br /&gt;
|4x, ice flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather rhimar-buckled gloves&lt;br /&gt;
|200&lt;br /&gt;
|4x, ice flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather drakar-toed boots&lt;br /&gt;
|200&lt;br /&gt;
|4x, fire flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather drakar-buckled gloves&lt;br /&gt;
|200&lt;br /&gt;
|4x, fire flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather zorchar-toed boots&lt;br /&gt;
|200&lt;br /&gt;
|4x, lightning flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather zorchar-buckled gloves&lt;br /&gt;
|200&lt;br /&gt;
|4x, lightning flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather golvern-toed boots&lt;br /&gt;
|2500&lt;br /&gt;
|5x, grapple flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather golvern-buckled gloves&lt;br /&gt;
|2500&lt;br /&gt;
|5x, grapple flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather kelyn-toed boots&lt;br /&gt;
|250&lt;br /&gt;
|4x, unbalance flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather kelyn-buckled gloves&lt;br /&gt;
|250&lt;br /&gt;
|4x, unbalance flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather copper-toed boots&lt;br /&gt;
|250&lt;br /&gt;
|4x, acid flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather copper-buckled gloves&lt;br /&gt;
|250&lt;br /&gt;
|4x, acid flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather rolaren-toed boots&lt;br /&gt;
|250&lt;br /&gt;
|4x, disintegration flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather rolaren-buckled gloves&lt;br /&gt;
|250&lt;br /&gt;
|4x, disintegration flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather razern-toed boots&lt;br /&gt;
|250&lt;br /&gt;
|4x, lcw, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather razern-buckled gloves&lt;br /&gt;
|250&lt;br /&gt;
|4x, lcw, scripted&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Prior to 8/22 the Razern, Rolaren, Copper, and Kelyn items were all 5x, and the razern items were somewhat-crit weighted&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the low table you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a pair of supple black leather veil iron-buckled gloves ||6x, fully unlocked, disruption flares ||UAC gloves|| 12500&lt;br /&gt;
|-&lt;br /&gt;
| a pair of glossy black leather veil iron-toed boots ||6x, fully unlocked, disruption flares ||UAC boots|| 12500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===A Two-Story House===&lt;br /&gt;
Last update: 4/24/16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Two-Story House, Entryway]&#039;&#039;&#039;&lt;br /&gt;
*metal door = out&lt;br /&gt;
*crystal door = [[#Cut and Dried|Cut and Dried]]&lt;br /&gt;
*hallway = kitchen&lt;br /&gt;
*stairway = [[#Accessories of Crime|Accessories of Crime]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Two-Story House, Kitchen]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the kitchen island:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
|-&lt;br /&gt;
|a plate of gingerbread cookies&lt;br /&gt;
|-&lt;br /&gt;
|a covered basket of croissants&lt;br /&gt;
|-&lt;br /&gt;
|a tray of freshly baked cinnamon rolls glazed with honey&lt;br /&gt;
|-&lt;br /&gt;
|a chilled pitcher of milk&lt;br /&gt;
|-&lt;br /&gt;
|a delicate porcelain teapot set on an iron trivet&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cut And Dried====&lt;br /&gt;
Last update: 4/24/16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the apothecary rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a rounded bronze tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a round brown tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a slim copper tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pristine white tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a petite red tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a textured green tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bezel-cut silver tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pebbled black tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a glossy black tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a squared-off metal tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|an oval brass tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a small packet of cigar leaf wrappers&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the polished glass-topped case you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a smooth vultite cigar cutter || |||| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a smooth golvern cigar cutter || |||| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a smooth mithglin cigar cutter || |||| 30&lt;br /&gt;
|-&lt;br /&gt;
| a smooth mithril cigar cutter || |||| 10&lt;br /&gt;
|-&lt;br /&gt;
| a smooth faenor cigar cutter || |||| 15&lt;br /&gt;
|-&lt;br /&gt;
| a smooth steel cigar cutter || |||| 5&lt;br /&gt;
|-&lt;br /&gt;
| a smooth vaalorn cigar cutter || |||| 45&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Accessories Of Crime====&lt;br /&gt;
Last update: 4/24/16&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the sleek ebonwood case you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a filigreed silver poison ring || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||finger-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a heavy gold poison ring || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||finger-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a black-worked mithril poison necklace || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||neck-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a wrought bronze poison ring || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||finger-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a slim ora poison necklace || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||neck-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a rounded gold poison necklace || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||neck-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a smooth silver poison necklace || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||neck-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a sleek ebony poison necklace || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||neck-worn|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a silvered faenor poison ring || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||finger-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
| a delicate mithril poison ring || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||finger-worn&amp;lt;br&amp;gt;functional|| 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the velvet-lined basket you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a kelyn-bound hairpin ||rowspan=&amp;quot;10&amp;quot;|[[Lockpick]]|| 130&lt;br /&gt;
|-&lt;br /&gt;
| a twined mithril wire ||  102&lt;br /&gt;
|-&lt;br /&gt;
| an alum-edged myklian scale shard ||  112&lt;br /&gt;
|-&lt;br /&gt;
| a veniom-traced hairstick ||  106&lt;br /&gt;
|-&lt;br /&gt;
| a vaalin-wrapped hairstick ||  150&lt;br /&gt;
|-&lt;br /&gt;
| a braided gold wire || 100&lt;br /&gt;
|-&lt;br /&gt;
| a pointed steel corkscrew || 100&lt;br /&gt;
|-&lt;br /&gt;
| a delicate ivory tine || 101&lt;br /&gt;
|-&lt;br /&gt;
| a polished glaes corkscrew || 105&lt;br /&gt;
|-&lt;br /&gt;
| a golvern-tipped hairpin || 150&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===A Flash of Strength===&lt;br /&gt;
Last updated: 4/22/16&lt;br /&gt;
&lt;br /&gt;
Room 3: a large wooden structure&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All items in all rooms in this shop are fully unlocked with [[Anfelt scripts]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Flash Of Strength, Reception]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;get pot&lt;br /&gt;
&lt;br /&gt;
You pour yourself a bowl of spicy lamb stew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the oak table:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
|-&lt;br /&gt;
|a pint of sack mead&lt;br /&gt;
|-&lt;br /&gt;
|a stein of cream stout&lt;br /&gt;
|-&lt;br /&gt;
|a shot of well-aged whiskey&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Flash Of Strength, Defense]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All items in this room are 5x enchanted unless otherwise noted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=All items have a bit of flare and are fully unlocked with flair.&lt;br /&gt;
The accent metal will identify which one with the exception of the following:&lt;br /&gt;
Hauberk (6x) ~ plasma&lt;br /&gt;
Corselet ~ acid&lt;br /&gt;
Plate ~ vacuum&lt;br /&gt;
Haubergeon ~ vacuum&lt;br /&gt;
Hardened Breastplate ~ vacuum&lt;br /&gt;
Robes (6x) ~ steam&lt;br /&gt;
Buffcoat ~ cold&lt;br /&gt;
Cuirass ~ acid&lt;br /&gt;
Buckler ~ vacuum&lt;br /&gt;
Illthorn Heater(6x) ~ disintegrate}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the rack you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some polished vultite haubergeon with a crimson sheen ||vacuum ||[[Armor#Spell_Hindrance|AsG]]: 15|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a polished vultite chain corselet with jet-tipped tassets ||acid ||[[Armor#Spell_Hindrance|AsG]]: 13|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| some ebon leather brigandine plated with drakar scales ||fire ||[[Armor#Spell_Hindrance|AsG]]: 12|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a layered mithril jazerant with rhimar-plated links ||cold ||[[Armor#Spell_Hindrance|AsG]]: 14|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a suit of etched mithril field plate with faenor inlay ||vacuum ||[[Armor#Spell_Hindrance|AsG]]: 20|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a fitted imflass breastplate inlaid with zorchar panels ||lightning ||[[Armor#Spell_Hindrance|AsG]]: 17|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| some hammered mithglin half-plate trimmed with strips of gornar ||earth ||[[Armor#Spell_Hindrance|AsG]]: 19|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| some polished golvern chain hauberk inset with silvers of onyx ||6x, plasma ||[[Armor#Spell_Hindrance|AsG]]: 16|| 12000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the stand you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a slashed leather jerkin buttoned with onyx-set drakar buttons ||fire ||[[Armor#Spell_Hindrance|AsG]]: 5|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a buffed leather aketon secured with gornar fastenings ||earth ||[[Armor#Spell_Hindrance|AsG]]: 8|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a hardened leather breastplate edged with mithril ||vacuum ||[[Armor#Spell_Hindrance|AsG]]: 9|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| a layered leather cuirass edged with mithril scales ||acid ||[[Armor#Spell_Hindrance|AsG]]: 10|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| some thick indigo velvet robes stitched with silver arabesques ||6x, steam ||[[Armor#Spell_Hindrance|AsG]]: 1|| 11500&lt;br /&gt;
|-&lt;br /&gt;
| an oiled leather buffcoat lined with icy blue linen ||cold ||[[Armor#Spell_Hindrance|AsG]]: 6|| 3500&lt;br /&gt;
|-&lt;br /&gt;
| some aged quilted leather laced with zorchar-tipped cording ||lightning ||[[Armor#Spell_Hindrance|AsG]]: 7|| 3500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the shelving you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a thick oval steel mantlet inlaid with strips of gornar ||earth ||tower [[shield]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a varnished faewood heater banded with rhimar ||cold ||medium [[shield]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a convex domed orase buckler studded with polished vultite ||vacuum ||small [[shield]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a round vultite shield set with a zorchar boss ||lightning ||medium [[shield]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a polished mithril aegis edged with drakar braiding ||fire ||large [[shield]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a lacquered illthorn heater set with golvern studs ||6x, disintegrate ||medium [[shield]]|| 13000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Flash Of Strength, Arms]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All items in this room are 5x enchanted unless otherwise noted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=All items have a bit of flare and are fully unlocked with flair.&lt;br /&gt;
The metal will identify which one with the exception of the following:&lt;br /&gt;
Orase ~ mana&lt;br /&gt;
Faewood ~ acuity&lt;br /&gt;
Guisarme ~ disintegrate&lt;br /&gt;
Flamberge ~ vacuum&lt;br /&gt;
Arming sword (6x) ~ acid&lt;br /&gt;
Bulawa ~ vacuum&lt;br /&gt;
Morning Star ~ Plasma&lt;br /&gt;
Hook-knife ~ Steam&lt;br /&gt;
Knuckle-duster (6x) ~ Acid}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the iron-bound barrel:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a spiraled orase runestaff inlaid with flecks of mithglin&lt;br /&gt;
|2500&lt;br /&gt;
| +2 Mana flares&lt;br /&gt;
|-&lt;br /&gt;
|a polished faewood runestaff capped with a faenor sphere&lt;br /&gt;
|2500&lt;br /&gt;
|4x Acuity flares&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the casks you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a curved vultite guisarme with a spiraled orase shaft ||disintegrate ||[[halberd]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a serrated drakar pike with a polished ironwood shaft ||fire ||[[lance]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the stand you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a jet-hilted vultite flamberge with a rippled blade ||vacuum ||[[flamberge]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a narrow mithril short sword inlaid with swirls of zorchar ||lightning ||[[short sword]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a polished mithglin handaxe edged with hammered rhimar ||cold ||[[handaxe]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a wide imflass broadsword edged in gornar ||earth ||[[broadsword]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a polished rolaren arming sword etched with arabesque patterns ||6x, acid ||[[longsword]]|| 13000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the deep long crate you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a sharpened mithglin troll-claw with drakar-studded leather ||fire ||[[troll-claw]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a smooth iron blackjack banded with rhimar ||cold ||[[blackjack]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a polished vultite katar with zorchar crosspieces ||lightning ||[[katar]]|| 2500&lt;br /&gt;
|-&lt;br /&gt;
| a polished mithril hook-knife inlaid with glaes ||steam ||[[hook-knife]]|| 3000&lt;br /&gt;
|-&lt;br /&gt;
| a crude steel knuckle-duster plated with vultite ||6x, acid ||[[knuckle-duster]]|| 10000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the deep wooden crate you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a bladed vultite bulawa with a leather-wrapped ironwood haft ||vacuum ||[[mace]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a leather-wrapped mithril morning star studded with vultite ||plasma ||[[morning star]]|| 4500&lt;br /&gt;
|-&lt;br /&gt;
| a polished steel hammerbeak spiked with zorchar ||lightning ||[[war hammer]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
| a narrow steel cinquedea inlaid with drakar flames ||fire ||[[dagger]]|| 4000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Flash Of Strength, Additions]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=All items have a bit of flare and are fully unlocked with flair.&lt;br /&gt;
The metal will identify which one with the exception of the following:&lt;br /&gt;
Coif ~ disintegrate&lt;br /&gt;
Bascinet ~ vacuum&lt;br /&gt;
Arming cap ~ plasma&lt;br /&gt;
Vambraces ~ steam&lt;br /&gt;
Brassard ~ acid}}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the top shelf you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a polished steel great bascinet with a vultite-inlaid skull ||vacuum ||rowspan=&amp;quot;2&amp;quot;|armor accessory; protects head and neck&amp;lt;br&amp;gt;head-worn||rowspan=&amp;quot;2&amp;quot;| 1000&lt;br /&gt;
|-&lt;br /&gt;
| a mesh imflass coif of narrow woven links ||disintegrate&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the bottom shelf you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| an etched mithril kettle hat with a wide drakar-edged brim ||fire ||rowspan=&amp;quot;3&amp;quot;|armor accessory; protects head&amp;lt;br&amp;gt;head-worn||rowspan=&amp;quot;3&amp;quot;|1000&lt;br /&gt;
|-&lt;br /&gt;
| a leather arming cap studded with golvern ||plasma &lt;br /&gt;
|-&lt;br /&gt;
| a polished vultite burgonet fixed with a narrow zorchar fin ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the iron-bound trunk you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| some flexible mithglin chausses of woven gornar-plated links ||earth ||armor accessory; protects legs&amp;lt;br&amp;gt;leg-worn|| 500&lt;br /&gt;
|-&lt;br /&gt;
| some layered vultite cuisses hinged with rhimar studs ||cold ||armor accessory; protects legs&amp;lt;br&amp;gt;leg-worn|| 500&lt;br /&gt;
|-&lt;br /&gt;
| some polished vultite brassards etched with arabesques ||acid ||armor accessory; protects arms&amp;lt;br&amp;gt;arm-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
| some polished mithglin vambraces edged with glaes ||steam ||armor accessory; protects arms&amp;lt;br&amp;gt;arm-worn|| 1000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spellbound===&lt;br /&gt;
Last updated: 4/23/16&lt;br /&gt;
&lt;br /&gt;
Room 16: a narrow space&lt;br /&gt;
&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=On the shelf you&#039;ll find containers for your jewels and alchemy ingredients and some very fancy books.  In the crate you will find some magical wands that you can use once a day and some magic-filled puzzles.  Look inside the crate for more information.  Look around the bricks for some special papers and some very old moon phase necklaces.&lt;br /&gt;
&lt;br /&gt;
(Note: The moon phase necklaces are fluff only, and are just a very old item of which only a few exist.)}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=Under the brick you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a silver necklace dangling a platinum-caged star ruby || ||neck-worn|| 25000&lt;br /&gt;
|-&lt;br /&gt;
| a white gold necklace dangling a platinum-caged moonstone || ||neck-worn|| 25000&lt;br /&gt;
|-&lt;br /&gt;
| a black steel necklace dangling a platinum-caged opal || ||neck-worn|| 25000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=Behind the brick you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a ripped beige paper || ||First Person:  Mirage-like distortions surround you as you prepare the [Spell Name] spell...&amp;lt;br&amp;gt;Third Person:  Mirage-like distortions surround XXX as she prepares a spell...&amp;lt;br&amp;gt;Hidden or Invisible:|| 750&lt;br /&gt;
|-&lt;br /&gt;
| a stained pale blue note || ||First Person:  You hum a short tune as you softly croon a lullaby...&amp;lt;br&amp;gt;Third Person:  XXX hums a short tune as she softly croons a lullaby...&amp;lt;br&amp;gt;Hidden or Invisible:  You hear a short tune being hummed, followed by the crooning sound of a lullaby.&amp;lt;br&amp;gt;Specific Spell Restriction:  1005|| 750&lt;br /&gt;
|-&lt;br /&gt;
| a creased multi-colored parchment || ||First Person:  You whisper quietly as your skin briefly cycles between colors of spring green and autumnal browns and golds...&amp;lt;br&amp;gt;Third Person:  XXX whispers quietly as her skin briefly cycles between colors of spring green and autumnal browns and golds...&amp;lt;br&amp;gt;Hidden or Invisible:  You hear a faint whisper.&amp;lt;br&amp;gt;Specific Spell Restriction:  601|| 750&lt;br /&gt;
|-&lt;br /&gt;
| a smooth gold-inked palimpest || ||First Person:  Calling upon your patron, you chant a short Benediction of accurate aim and strong weapon arms...&amp;lt;br&amp;gt;Third Person:  Calling upon her patron, XXX chants a short Benediction of accurate aim and strong weapon arms...&amp;lt;br&amp;gt;Hidden or Invisible:&amp;lt;br&amp;gt;Specific Spell Restriction:  307|| 750&lt;br /&gt;
|-&lt;br /&gt;
| a faded black-edged papyrus || ||First Person:  Your hands fade to complete transparency as you intone the Invisibility spell...&amp;lt;br&amp;gt;Third Person:  XXX&#039;s hands fade to complete transparency as she intones a spell...&amp;lt;br&amp;gt;Hidden or Invisible:&amp;lt;br&amp;gt;Specific Spell Restriction:  916|| 750&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the diapidated wooden shelf you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a gold-banded short glass jar || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||100-ct|| 250 &lt;br /&gt;
|-&lt;br /&gt;
| a hexagonal golden glass bottle || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||100-ct|| 250 &lt;br /&gt;
|-&lt;br /&gt;
| a vaalin-banded square glass jar || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||50-ct|| 100 &lt;br /&gt;
|-&lt;br /&gt;
| a silver-hued tall glass bottle || Pocketed:VSA (&amp;lt;2-4)&amp;lt;br&amp;gt;one item||50-ct|| 100 &lt;br /&gt;
|-&lt;br /&gt;
| a gold-spined thick leather codex ||heavily scripted |||| 2000 &lt;br /&gt;
|-&lt;br /&gt;
| an enruned leather-bound tome ||heavily scripted |||| 2000 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{{sign|sign=In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
The wand/rod/baton can be used once a day.&lt;br /&gt;
Enruned witchwood rod: 507, 508, 905&lt;br /&gt;
Sigil-encised wand: 1705, 1712, 1701&lt;br /&gt;
Heavy crystal baton: 1720, 1711&lt;br /&gt;
&lt;br /&gt;
Magic-filled puzzles contain 20 charges of each spell, but must be solved to unlock their power:&lt;br /&gt;
Sphere: 211, 509, 506&lt;br /&gt;
Pyramid: 101, 107, 508&lt;br /&gt;
Cube: 202, 503, 507}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the rune-covered wooden crate you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a heavy crystal baton || |||| 12500 &lt;br /&gt;
|-&lt;br /&gt;
| a sigil-incised golden wand || |||| 12500 &lt;br /&gt;
|-&lt;br /&gt;
| an enruned witchwood rod || |||| 12500 &lt;br /&gt;
|-&lt;br /&gt;
| a striated wooden sphere || |||| 500 &lt;br /&gt;
|-&lt;br /&gt;
| a small oak pyramid || |||| 500 &lt;br /&gt;
|-&lt;br /&gt;
| a silk-covered cube || |||| 500 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Written Word===&lt;br /&gt;
Last updated: Shop new April 2016&lt;br /&gt;
&lt;br /&gt;
Room 2: a small shop with a book-shaped sign&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the dark maple counter you see:}}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=I, Qaril, can create a custom journal for you.  You need only to select a cover and a sheaf of pages from the bookcase.  (Each completed volume will have fifty pages.)  I can make five types of books (book, notebook, journal, volume, and folio), so be sure to ASK me about the one you are most interested in.  Please note that only I can bind these papers into a cover.  If you buy some, make sure I fix it up for you.  If you leave Bloodriven Village before I&#039;ve worked with them, they will be useless.}}&lt;br /&gt;
&#039;&#039;&#039;Placard:&#039;&#039;&#039;&lt;br /&gt;
{{sign|&lt;br /&gt;
|sign=Some obscure details about my wares:&lt;br /&gt;
&lt;br /&gt;
Be aware when writing that the spoken and written word are closely linked.&lt;br /&gt;
&lt;br /&gt;
You must have a quill to write, but it need not be a quill purchased here.  Inkpots are not necessary, as the pages have a magical element to them.&lt;br /&gt;
&lt;br /&gt;
You may erase what you&#039;ve written by CLEANing the page.&lt;br /&gt;
&lt;br /&gt;
You may TEAR the page to *permanently* remove it from the book.&lt;br /&gt;
&lt;br /&gt;
PUSH, TURN, and FLIP will allow you to work with the individual pages.}}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the cloth-lined chest you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of pale pink paper || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of sea green paper || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of sky blue paper || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of snow white paper || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of silvery paper || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of creamy vellum || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of pale vellum || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of yellowed vellum || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of ivory parchment || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of pure white parchment || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a sheaf of age-dark parchment || |||| 900&lt;br /&gt;
|-&lt;br /&gt;
| a thin black leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a narrow crimson leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a dark silk-wrapped cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a deep blue cloth-bound cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a small white suede cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a twilight grey leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a bright yellow fabric-bound cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a slim forest green leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a large ocean blue suede cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a silver-worked black leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
| a gold-inlaid white leather cover || |||| 100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=In the ebony bookcase you see:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| a black silk ribbon bookmark || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a white silk ribbon bookmark || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| an embossed black leather bookmark || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a smooth brown leather bookmark || |||| 1&lt;br /&gt;
|-&lt;br /&gt;
| a long silver feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a slender green feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a slender blue feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a fluffy black feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a long crimson feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
| a fluffy white feather quill || ||pin-worn&amp;lt;br&amp;gt;functional|| 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Pay Events]]&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tincture_of_talneo&amp;diff=75876</id>
		<title>Tincture of talneo</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tincture_of_talneo&amp;diff=75876"/>
		<updated>2016-02-21T20:13:17Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Changing availability to correctly mention talneo, not ambrominas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;tincture of talneo&#039;&#039;&#039; is an alternate form of [[talneo potion]].  It heals minor organ scars.&lt;br /&gt;
&lt;br /&gt;
{{GA&lt;br /&gt;
|Uses = 4&lt;br /&gt;
|Rank taught = 13&lt;br /&gt;
|Rank end = 27&lt;br /&gt;
|Location = All}}&lt;br /&gt;
&lt;br /&gt;
{{AR}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{RC&lt;br /&gt;
|Product = tincture of talneo&lt;br /&gt;
|Width = 200}}&lt;br /&gt;
#Add water&lt;br /&gt;
#Add [[sea salt]]&lt;br /&gt;
#Add ground talneo root&lt;br /&gt;
#Simmer&lt;br /&gt;
{{RE}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
A tincture of talneo is currently available for sale in:&lt;br /&gt;
*[[Cysaegir]] at [[Gaertira&#039;s Herbs]]&lt;br /&gt;
*[[Ta&#039;Illistim]] at [[Valina&#039;s Herbs and Tinctures]]&lt;br /&gt;
*The [[Ravelin]] at [[Natulcien&#039;s Healer Hall]]&lt;br /&gt;
*[[Sylvarraend]] at [[Sylvarraend Herbals]]&lt;br /&gt;
*[[Ta&#039;Vaalor]] at [[Saphrie’s Herbs and Tinctures]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.virilneus.com/recipes/ingredient.php?named=talneo+root Talneo root on Roomdata]&lt;br /&gt;
&lt;br /&gt;
[[category:Herbs]]&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75070</id>
		<title>Chiseled</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75070"/>
		<updated>2016-02-15T00:45:09Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Adding more Tier 4 rewards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chiseled is the name of a game that first appeared at [[Briarmoon Cove]] in 2016. Players could spend 1000 silvers to purchase a chisel to create an ice sculpture, the quality of which would determine which tier of prize would be rewarded.&lt;br /&gt;
&lt;br /&gt;
== Room ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Briarmoon Cove, Chiseled]&lt;br /&gt;
Foot-wide blocks of ice are neatly stacked to form makeshift walls around a small rocky area at the edge of the seaside cove.  Vibrant blue hues of the bay&#039;s water bleed through the nearly translucent ice perimeter, and frequent gusts of brisk air from the ocean causes a string of multicolored flags to flap relentlessly against its fury.  A burly sailor dressed in blue and white stands behind a large rock-carved table displaying a basket of chisels.  You also see a large wooden crate and a frost-edged sign.&lt;br /&gt;
&amp;lt;/pre{{log2}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;get chisel&lt;br /&gt;
You head toward the basket of chisels and a white-robed artisan approaches you, holding out a hand and demanding 1000 silver.&lt;br /&gt;
You hand over the coins.&lt;br /&gt;
&lt;br /&gt;
You select a suitable chisel after considering your options carefully.  With a steady hand, you chop away at the large block of ice, transparent slivers flying through the air!&lt;br /&gt;
&lt;br /&gt;
Once finished, you cautiously back away from the table and ponder your creation.  Perched in the center of the table is a chiseled ice tree.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
A white-robed artisan glances at a chiseled ice tree and hands you a glass jar filled with dead fireflies.  She shoves your masterpiece off the table, and a fresh block of ice is quickly placed in its spot.&lt;br /&gt;
&amp;lt;/pre{{log2}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Carving Tiers ==&lt;br /&gt;
&lt;br /&gt;
* Pile of Crushed Ice&lt;br /&gt;
* An Ice Tree&lt;br /&gt;
* An Ice Sword&lt;br /&gt;
* An Ice Rolton&lt;br /&gt;
* An Ice Dragon&lt;br /&gt;
&lt;br /&gt;
== Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* moldy Pinecone&lt;br /&gt;
* half eaten blueberry tart&lt;br /&gt;
* glass jar filled with dead fireflies&lt;br /&gt;
* black speckled quill&lt;br /&gt;
* clump of dried moss&lt;br /&gt;
* Miniature Ice Pick&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* An icicle-shaped lockpick - [[ora]] [[lockpick]]&lt;br /&gt;
* Frosty Blue Crystal - same as a [[blue crystal]], contains [[Spirit Strike (117)]]&lt;br /&gt;
* A gold dragon-shaped frosting tip&lt;br /&gt;
* long metal swatter&lt;br /&gt;
* maoral-handled silver comb&lt;br /&gt;
* shimmering red and gold wand&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* A silver ring topped with an obsidian disc - contains [[Floating Disk]], ~4 charges, not rechargeable&lt;br /&gt;
* A star-shaped pin decorated with yellow diamonds - contains [[Elemental Defense I (401)]]&lt;br /&gt;
* A wide-lipped copper glass vial - 2 doses of shimmery cobalt dye&lt;br /&gt;
*  an off-shoulder emerald silk gown edged in vaalin threading&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* Double-horned dark mithril helm - Scripted for wear and remove&lt;br /&gt;
* Onyx wand - wand combiner&lt;br /&gt;
* some black leather gloves with golvern knuckle rivets - handworn, [[Disarm Enhancement]], several charges; +1 [[Picking Locks]], persists&lt;br /&gt;
* a slender mesille runestaff wrapped with azure silk ribbons - 3x, ice flares&lt;br /&gt;
* a royal blue cape adorned with shimmery silver snowflakes - cloakworn, +1 [[Survival]], persists, very resistant to frigid attacks&lt;br /&gt;
* a braided crown of twine and ivy - headworn, [[Mystic Focus]], 5 charges, crumbly&lt;br /&gt;
* a multicolored woven yarn wristband - wristworn, [[Mass Colors]], few charges, persists&lt;br /&gt;
* a dainty bluebird feather - [[Relieve Burden]], few charges, crumbly&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
&lt;br /&gt;
* Tier 4 Forest Armor&lt;br /&gt;
* a basket with runestones - locked to be useable by characters of the [[Giantman]] race only&lt;br /&gt;
* an enruned gold and kelyn ring - unnavvable gold ring&lt;br /&gt;
* Fully unlocked Xojium Robes&lt;br /&gt;
* Fireball Ring&lt;br /&gt;
* Chronomage Dagger&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75068</id>
		<title>Chiseled</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75068"/>
		<updated>2016-02-14T22:30:41Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: /* Tier 5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chiseled is the name of a game that first appeared at [[Briarmoon Cove]] in 2016. Players could spend 1000 silvers to purchase a chisel to create an ice sculpture, the quality of which would determine which tier of prize would be rewarded.&lt;br /&gt;
&lt;br /&gt;
== Room ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Briarmoon Cove, Chiseled]&lt;br /&gt;
Foot-wide blocks of ice are neatly stacked to form makeshift walls around a small rocky area at the edge of the seaside cove.  Vibrant blue hues of the bay&#039;s water bleed through the nearly translucent ice perimeter, and frequent gusts of brisk air from the ocean causes a string of multicolored flags to flap relentlessly against its fury.  A burly sailor dressed in blue and white stands behind a large rock-carved table displaying a basket of chisels.  You also see a large wooden crate and a frost-edged sign.&lt;br /&gt;
&amp;lt;/pre{{log2}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;get chisel&lt;br /&gt;
You head toward the basket of chisels and a white-robed artisan approaches you, holding out a hand and demanding 1000 silver.&lt;br /&gt;
You hand over the coins.&lt;br /&gt;
&lt;br /&gt;
You select a suitable chisel after considering your options carefully.  With a steady hand, you chop away at the large block of ice, transparent slivers flying through the air!&lt;br /&gt;
&lt;br /&gt;
Once finished, you cautiously back away from the table and ponder your creation.  Perched in the center of the table is a chiseled ice tree.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
A white-robed artisan glances at a chiseled ice tree and hands you a glass jar filled with dead fireflies.  She shoves your masterpiece off the table, and a fresh block of ice is quickly placed in its spot.&lt;br /&gt;
&amp;lt;/pre{{log2}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Carving Tiers ==&lt;br /&gt;
&lt;br /&gt;
* Pile of Crushed Ice&lt;br /&gt;
* An Ice Tree&lt;br /&gt;
* An Ice Sword&lt;br /&gt;
* An Ice Rolton&lt;br /&gt;
* An Ice Dragon&lt;br /&gt;
&lt;br /&gt;
== Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* moldy Pinecone&lt;br /&gt;
* half eaten blueberry tart&lt;br /&gt;
* glass jar filled with dead fireflies&lt;br /&gt;
* black speckled quill&lt;br /&gt;
* clump of dried moss&lt;br /&gt;
* Miniature Ice Pick&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* An icicle-shaped lockpick - [[ora]] [[lockpick]]&lt;br /&gt;
* Frosty Blue Crystal - same as a [[blue crystal]], contains [[Spirit Strike (117)]]&lt;br /&gt;
* A gold dragon-shaped frosting tip&lt;br /&gt;
* long metal swatter&lt;br /&gt;
* maoral-handled silver comb&lt;br /&gt;
* shimmering red and gold wand&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* A silver ring topped with an obsidian disc - contains [[Floating Disk]], ~4 charges, not rechargeable&lt;br /&gt;
* A star-shaped pin decorated with yellow diamonds - contains [[Elemental Defense I (401)]]&lt;br /&gt;
* A wide-lipped copper glass vial - 2 doses of shimmery cobalt dye&lt;br /&gt;
*  an off-shoulder emerald silk gown edged in vaalin threading&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* Double-horned dark mithril helm&lt;br /&gt;
* Onyx wand - wand combiner&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
&lt;br /&gt;
* Tier 4 Forest Armor&lt;br /&gt;
* a basket with runestones - locked to be useable by characters of the [[Giantman]] race only&lt;br /&gt;
* an enruned gold and kelyn ring - unnavvable gold ring&lt;br /&gt;
* Fully unlocked Xojium Robes&lt;br /&gt;
* Fireball Ring&lt;br /&gt;
* Chronomage Dagger&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75037</id>
		<title>Chiseled</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75037"/>
		<updated>2016-02-13T23:26:04Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chiseled is the name of a game that first appeared at [[Briarmoon Cove]] in 2016. Players could spend 1000 silvers to purchase a chisel to create an ice sculpture, the quality of which would determine which tier of prize would be rewarded.&lt;br /&gt;
&lt;br /&gt;
== Room ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Briarmoon Cove, Chiseled]&lt;br /&gt;
Foot-wide blocks of ice are neatly stacked to form makeshift walls around a small rocky area at the edge of the seaside cove.  Vibrant blue hues of the bay&#039;s water bleed through the nearly translucent ice perimeter, and frequent gusts of brisk air from the ocean causes a string of multicolored flags to flap relentlessly against its fury.  A burly sailor dressed in blue and white stands behind a large rock-carved table displaying a basket of chisels.  You also see a large wooden crate and a frost-edged sign.&lt;br /&gt;
&amp;lt;/pre{{log2}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;get chisel&lt;br /&gt;
You head toward the basket of chisels and a white-robed artisan approaches you, holding out a hand and demanding 1000 silver.&lt;br /&gt;
You hand over the coins.&lt;br /&gt;
&lt;br /&gt;
You select a suitable chisel after considering your options carefully.  With a steady hand, you chop away at the large block of ice, transparent slivers flying through the air!&lt;br /&gt;
&lt;br /&gt;
Once finished, you cautiously back away from the table and ponder your creation.  Perched in the center of the table is a chiseled ice tree.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
A white-robed artisan glances at a chiseled ice tree and hands you a glass jar filled with dead fireflies.  She shoves your masterpiece off the table, and a fresh block of ice is quickly placed in its spot.&lt;br /&gt;
&amp;lt;/pre{{log2}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Carving Tiers ==&lt;br /&gt;
&lt;br /&gt;
* Pile of Crushed Ice&lt;br /&gt;
* An Ice Tree&lt;br /&gt;
* An Ice Sword&lt;br /&gt;
* An Ice Rolton&lt;br /&gt;
* An Ice Dragon&lt;br /&gt;
&lt;br /&gt;
== Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* moldy Pinecone&lt;br /&gt;
* half eaten blueberry tart&lt;br /&gt;
* glass jar filled with dead fireflies&lt;br /&gt;
* black speckled quill&lt;br /&gt;
* clump of dried moss&lt;br /&gt;
* Miniature Ice Pick&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* An icicle-shaped lockpick - [[ora]] [[lockpick]]&lt;br /&gt;
* Frosty Blue Crystal - same as a [[blue crystal]], contains [[Spirit Strike (117)]]&lt;br /&gt;
* A gold dragon-shaped frosting tip&lt;br /&gt;
* long metal swatter&lt;br /&gt;
* maoral-handled silver comb&lt;br /&gt;
* shimmering red and gold wand&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* A silver ring topped with an obsidian disc - contains [[Floating Disk]], ~4 charges, not rechargeable&lt;br /&gt;
* A star-shaped pin decorated with yellow diamonds - contains [[Elemental Defense I (401)]]&lt;br /&gt;
* A wide-lipped copper glass vial - 2 doses of shimmery cobalt dye&lt;br /&gt;
*  an off-shoulder emerald silk gown edged in vaalin threading&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* Double-horned dark mithril helm&lt;br /&gt;
* Onyx wand - wand combiner&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
&lt;br /&gt;
* Tier 4 Forest Armor&lt;br /&gt;
* a basket with runestones&lt;br /&gt;
* an enruned gold and kelyn ring - unnavvable gold ring&lt;br /&gt;
* Fully unlocked Xojium Robes&lt;br /&gt;
* Fireball Ring&lt;br /&gt;
* Chronomage Dagger&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75036</id>
		<title>Chiseled</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75036"/>
		<updated>2016-02-13T23:22:15Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Updating more prizes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chiseled is the name of a game that first appeared at [[Briarmoon Cove]] in 2016. Players could spend 1000 silvers to purchase a chisel to create an ice sculpture, the quality of which would determine which tier of prize would be rewarded.&lt;br /&gt;
&lt;br /&gt;
== Room ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Briarmoon Cove, Chiseled]&lt;br /&gt;
Foot-wide blocks of ice are neatly stacked to form makeshift walls around a small rocky area at the edge of the seaside cove.  Vibrant blue hues of the bay&#039;s water bleed through the nearly translucent ice perimeter, and frequent gusts of brisk air from the ocean causes a string of multicolored flags to flap relentlessly against its fury.  A burly sailor dressed in blue and white stands behind a large rock-carved table displaying a basket of chisels.  You also see a large wooden crate and a frost-edged sign.&lt;br /&gt;
&amp;lt;/pre{{log2}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;get chisel&lt;br /&gt;
You head toward the basket of chisels and a white-robed artisan approaches you, holding out a hand and demanding 1000 silver.&lt;br /&gt;
You hand over the coins.&lt;br /&gt;
&lt;br /&gt;
You select a suitable chisel after considering your options carefully.  With a steady hand, you chop away at the large block of ice, transparent slivers flying through the air!&lt;br /&gt;
&lt;br /&gt;
Once finished, you cautiously back away from the table and ponder your creation.  Perched in the center of the table is a chiseled ice tree.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
A white-robed artisan glances at a chiseled ice tree and hands you a glass jar filled with dead fireflies.  She shoves your masterpiece off the table, and a fresh block of ice is quickly placed in its spot.&lt;br /&gt;
&amp;lt;/pre{{log2}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Carving Tiers ==&lt;br /&gt;
&lt;br /&gt;
* Pile of Crushed Ice&lt;br /&gt;
* An Ice Tree&lt;br /&gt;
* An Ice Sword&lt;br /&gt;
* An Ice Rolton&lt;br /&gt;
* An Ice Dragon&lt;br /&gt;
&lt;br /&gt;
== Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* moldy Pinecone&lt;br /&gt;
* half eaten blueberry tart&lt;br /&gt;
* glass jar filled with dead fireflies&lt;br /&gt;
* black speckled quill&lt;br /&gt;
* clump of dried moss&lt;br /&gt;
* Miniature Ice Pick&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* An icicle-shaped lockpick&lt;br /&gt;
* Frosty Blue Crystal - same as a [[blue crystal]], contains [[Spirit Strike (117)]]&lt;br /&gt;
* A gold dragon-shaped frosting tip&lt;br /&gt;
* long metal swatter&lt;br /&gt;
* maoral-handled silver comb&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* A silver ring topped with an obsidian disc - contains [[Floating Disk]], ~4 charges, not rechargeable&lt;br /&gt;
* A star-shaped pin decorated with yellow diamonds - contains [[Elemental Defense I (401)]]&lt;br /&gt;
* A wide-lipped copper glass vial - 2 doses of shimmery cobalt dye&lt;br /&gt;
*  an off-shoulder emerald silk gown edged in vaalin threading&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* Double-horned dark mithril helm&lt;br /&gt;
* Onyx wand - wand combiner&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
&lt;br /&gt;
* Tier 4 Forest Armor&lt;br /&gt;
* a basket with runestones&lt;br /&gt;
* an enruned gold and kelyn ring - unnavvable gold ring&lt;br /&gt;
* Fully unlocked Xojium Robes&lt;br /&gt;
* Fireball Ring&lt;br /&gt;
* Chronomage Dagger&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75035</id>
		<title>Chiseled</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75035"/>
		<updated>2016-02-13T23:15:48Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Adding more prizes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chiseled is the name of a game that first appeared at [[Briarmoon Cove]] in 2016. Players could spend 1000 silvers to purchase a chisel to create an ice sculpture, the quality of which would determine which tier of prize would be rewarded.&lt;br /&gt;
&lt;br /&gt;
== Room ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Briarmoon Cove, Chiseled]&lt;br /&gt;
Foot-wide blocks of ice are neatly stacked to form makeshift walls around a small rocky area at the edge of the seaside cove.  Vibrant blue hues of the bay&#039;s water bleed through the nearly translucent ice perimeter, and frequent gusts of brisk air from the ocean causes a string of multicolored flags to flap relentlessly against its fury.  A burly sailor dressed in blue and white stands behind a large rock-carved table displaying a basket of chisels.  You also see a large wooden crate and a frost-edged sign.&lt;br /&gt;
&amp;lt;/pre{{log2}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;get chisel&lt;br /&gt;
You head toward the basket of chisels and a white-robed artisan approaches you, holding out a hand and demanding 1000 silver.&lt;br /&gt;
You hand over the coins.&lt;br /&gt;
&lt;br /&gt;
You select a suitable chisel after considering your options carefully.  With a steady hand, you chop away at the large block of ice, transparent slivers flying through the air!&lt;br /&gt;
&lt;br /&gt;
Once finished, you cautiously back away from the table and ponder your creation.  Perched in the center of the table is a chiseled ice tree.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
A white-robed artisan glances at a chiseled ice tree and hands you a glass jar filled with dead fireflies.  She shoves your masterpiece off the table, and a fresh block of ice is quickly placed in its spot.&lt;br /&gt;
&amp;lt;/pre{{log2}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Carving Tiers ==&lt;br /&gt;
&lt;br /&gt;
* Pile of Crushed Ice&lt;br /&gt;
* An Ice Tree&lt;br /&gt;
* An Ice Sword&lt;br /&gt;
* An Ice Rolton&lt;br /&gt;
* An Ice Dragon&lt;br /&gt;
&lt;br /&gt;
== Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* moldy Pinecone&lt;br /&gt;
* half eaten blueberry tart&lt;br /&gt;
* glass jar filled with dead fireflies&lt;br /&gt;
* black speckled quill&lt;br /&gt;
* clump of dried moss&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* Miniature Ice Pick&lt;br /&gt;
* An icicle-shaped lockpick&lt;br /&gt;
* Frosty Blue Crystal - same as a [[blue crystal]], contains [[Spirit Strike (117)]]&lt;br /&gt;
* A gold dragon-shaped frosting tip&lt;br /&gt;
* long metal swatter&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* A silver ring topped with an obsidian disc - contains [[Floating Disk]], ~4 charges, not rechargeable&lt;br /&gt;
* A star-shaped pin decorated with yellow diamonds - contains [[Elemental Defense I (401)]]&lt;br /&gt;
* A wide-lipped copper glass vial - 2 doses of shimmery cobalt dye&lt;br /&gt;
*  an off-shoulder emerald silk gown edged in vaalin threading&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* Double-horned dark mithril helm&lt;br /&gt;
* Onyx wand - wand combiner&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
&lt;br /&gt;
* Tier 4 Forest Armor&lt;br /&gt;
* a basket with runestones&lt;br /&gt;
* an enruned gold and kelyn ring - unnavvable gold ring&lt;br /&gt;
* Fully unlocked Xojium Robes&lt;br /&gt;
* Fireball Ring&lt;br /&gt;
* Chronomage Dagger&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75034</id>
		<title>Chiseled</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75034"/>
		<updated>2016-02-13T23:12:53Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chiseled is the name of a game that first appeared at [[Briarmoon Cove]] in 2016. Players could spend 1000 silvers to purchase a chisel to create an ice sculpture, the quality of which would determine which tier of prize would be rewarded.&lt;br /&gt;
&lt;br /&gt;
== Room ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Briarmoon Cove, Chiseled]&lt;br /&gt;
Foot-wide blocks of ice are neatly stacked to form makeshift walls around a small rocky area at the edge of the seaside cove.  Vibrant blue hues of the bay&#039;s water bleed through the nearly translucent ice perimeter, and frequent gusts of brisk air from the ocean causes a string of multicolored flags to flap relentlessly against its fury.  A burly sailor dressed in blue and white stands behind a large rock-carved table displaying a basket of chisels.  You also see a large wooden crate and a frost-edged sign.&lt;br /&gt;
&amp;lt;/pre{{log2}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;get chisel&lt;br /&gt;
You head toward the basket of chisels and a white-robed artisan approaches you, holding out a hand and demanding 1000 silver.&lt;br /&gt;
You hand over the coins.&lt;br /&gt;
&lt;br /&gt;
You select a suitable chisel after considering your options carefully.  With a steady hand, you chop away at the large block of ice, transparent slivers flying through the air!&lt;br /&gt;
&lt;br /&gt;
Once finished, you cautiously back away from the table and ponder your creation.  Perched in the center of the table is a chiseled ice tree.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
A white-robed artisan glances at a chiseled ice tree and hands you a glass jar filled with dead fireflies.  She shoves your masterpiece off the table, and a fresh block of ice is quickly placed in its spot.&lt;br /&gt;
&amp;lt;/pre{{log2}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Carving Tiers ==&lt;br /&gt;
&lt;br /&gt;
* Pile of Crushed Ice&lt;br /&gt;
* An Ice Tree&lt;br /&gt;
* An Ice Sword&lt;br /&gt;
* An Ice Rolton&lt;br /&gt;
* An Ice Dragon&lt;br /&gt;
&lt;br /&gt;
== Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* Moldy Pinecone&lt;br /&gt;
* Half eaten blueberry tart&lt;br /&gt;
* glass jar filled with dead fireflies&lt;br /&gt;
* black speckled quill&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* Miniature Ice Pick&lt;br /&gt;
* An icicle-shaped lockpick&lt;br /&gt;
* Frosty Blue Crystal - same as a [[blue crystal]], contains [[Spirit Strike (117)]]&lt;br /&gt;
* A gold dragon-shaped frosting tip&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* A silver ring topped with an obsidian disc - contains [[Floating Disk]], ~4 charges, not rechargeable&lt;br /&gt;
* A star-shaped pin decorated with yellow diamonds - contains [[Elemental Defense I (401)]]&lt;br /&gt;
* A wide-lipped copper glass vial - 2 doses of shimmery cobalt dye&lt;br /&gt;
*  an off-shoulder emerald silk gown edged in vaalin threading&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* Double-horned dark mithril helm&lt;br /&gt;
* Onyx wand - wand combiner&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
&lt;br /&gt;
* Tier 4 Forest Armor&lt;br /&gt;
* a basket with runestones&lt;br /&gt;
* an enruned gold and kelyn ring - unnavvable gold ring&lt;br /&gt;
* Fully unlocked Xojium Robes&lt;br /&gt;
* Fireball Ring&lt;br /&gt;
* Chronomage Dagger&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75033</id>
		<title>Chiseled</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75033"/>
		<updated>2016-02-13T23:09:24Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chiseled is the name of a game that first appeared at [[Briarmoon Cove]] in 2016. Players could spend 1000 silvers to purchase a chisel to create an ice sculpture, the quality of which would determine which tier of prize would be rewarded.&lt;br /&gt;
&lt;br /&gt;
== Room ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Briarmoon Cove, Chiseled]&lt;br /&gt;
Foot-wide blocks of ice are neatly stacked to form makeshift walls around a small rocky area at the edge of the seaside cove.  Vibrant blue hues of the bay&#039;s water bleed through the nearly translucent ice perimeter, and frequent gusts of brisk air from the ocean causes a string of multicolored flags to flap relentlessly against its fury.  A burly sailor dressed in blue and white stands behind a large rock-carved table displaying a basket of chisels.  You also see a large wooden crate and a frost-edged sign.&lt;br /&gt;
&amp;lt;/pre{{log2}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;get chisel&lt;br /&gt;
You head toward the basket of chisels and a white-robed artisan approaches you, holding out a hand and demanding 1000 silver.&lt;br /&gt;
You hand over the coins.&lt;br /&gt;
&lt;br /&gt;
You select a suitable chisel after considering your options carefully.  With a steady hand, you chop away at the large block of ice, transparent slivers flying through the air!&lt;br /&gt;
&lt;br /&gt;
Once finished, you cautiously back away from the table and ponder your creation.  Perched in the center of the table is a chiseled ice tree.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
A white-robed artisan glances at a chiseled ice tree and hands you a glass jar filled with dead fireflies.  She shoves your masterpiece off the table, and a fresh block of ice is quickly placed in its spot.&lt;br /&gt;
&amp;lt;/pre{{log2}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Carving Tiers ==&lt;br /&gt;
&lt;br /&gt;
* Pile of Crushed Ice&lt;br /&gt;
* An Ice Tree&lt;br /&gt;
* An Ice Sword&lt;br /&gt;
* An Ice Rolton&lt;br /&gt;
* An Ice Dragon&lt;br /&gt;
&lt;br /&gt;
== Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* Moldy Pinecone&lt;br /&gt;
* Half eaten blueberry tart&lt;br /&gt;
* glass jar filled with dead fireflies&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* Miniature Ice Pick&lt;br /&gt;
* An icicle-shaped lockpick&lt;br /&gt;
* Frosty Blue Crystal - same as a [[blue crystal]], contains [[Spirit Strike (117)]]&lt;br /&gt;
* A gold dragon-shaped frosting tip&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* A silver ring topped with an obsidian disc - contains [[Floating Disk]], ~4 charges, not rechargeable&lt;br /&gt;
* A star-shaped pin decorated with yellow diamonds - contains [[Elemental Defense I (401)]]&lt;br /&gt;
* A wide-lipped copper glass vial - 2 doses of shimmery cobalt dye&lt;br /&gt;
*  an off-shoulder emerald silk gown edged in vaalin threading&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* Double-horned dark mithril helm&lt;br /&gt;
* Onyx wand - wand combiner&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
&lt;br /&gt;
* Tier 4 Forest Armor&lt;br /&gt;
* a basket with runestones&lt;br /&gt;
* an enruned gold and kelyn ring - unnavvable gold ring&lt;br /&gt;
* Fully unlocked Xojium Robes&lt;br /&gt;
* Fireball Ring&lt;br /&gt;
* Chronomage Dagger&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75032</id>
		<title>Chiseled</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75032"/>
		<updated>2016-02-13T23:06:54Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Adding room description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chiseled is the name of a game that first appeared at [[Briarmoon Cove]] in 2016. Players could spend 1000 silvers to purchase a chisel to create an ice sculpture, the quality of which would determine which tier of prize would be rewarded.&lt;br /&gt;
&lt;br /&gt;
== Room ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Briarmoon Cove, Chiseled]&lt;br /&gt;
Foot-wide blocks of ice are neatly stacked to form makeshift walls around a small rocky area at the edge of the seaside cove.  Vibrant blue hues of the bay&#039;s water bleed through the nearly translucent ice perimeter, and frequent gusts of brisk air from the ocean causes a string of multicolored flags to flap relentlessly against its fury.  A burly sailor dressed in blue and white stands behind a large rock-carved table displaying a basket of chisels.  You also see a large wooden crate and a frost-edged sign.&lt;br /&gt;
&amp;lt;/pre{{log2}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Carving Tiers ==&lt;br /&gt;
&lt;br /&gt;
* Pile of Crushed Ice&lt;br /&gt;
* An Ice Tree&lt;br /&gt;
* An Ice Sword&lt;br /&gt;
* An Ice Rolton&lt;br /&gt;
* An Ice Dragon&lt;br /&gt;
&lt;br /&gt;
== Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* Moldy Pinecone&lt;br /&gt;
* Half eaten blueberry tart&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* Miniature Ice Pick&lt;br /&gt;
* An icicle-shaped lockpick&lt;br /&gt;
* Frosty Blue Crystal - same as a [[blue crystal]], contains [[Spirit Strike (117)]]&lt;br /&gt;
* A gold dragon-shaped frosting tip&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* A silver ring topped with an obsidian disc - contains [[Floating Disk]], ~4 charges, not rechargeable&lt;br /&gt;
* A star-shaped pin decorated with yellow diamonds - contains [[Elemental Defense I (401)]]&lt;br /&gt;
* A wide-lipped copper glass vial - 2 doses of shimmery cobalt dye&lt;br /&gt;
*  an off-shoulder emerald silk gown edged in vaalin threading&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* Double-horned dark mithril helm&lt;br /&gt;
* Onyx wand - wand combiner&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
&lt;br /&gt;
* Tier 4 Forest Armor&lt;br /&gt;
* a basket with runestones&lt;br /&gt;
* an enruned gold and kelyn ring - unnavvable gold ring&lt;br /&gt;
* Fully unlocked Xojium Robes&lt;br /&gt;
* Fireball Ring&lt;br /&gt;
* Chronomage Dagger&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75031</id>
		<title>Chiseled</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75031"/>
		<updated>2016-02-13T23:01:19Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chiseled is the name of a game that first appeared at [[Briarmoon Cove]] in 2016. Players could spend 1000 silvers to purchase a chisel to create an ice sculpture, the quality of which would determine which tier of prize would be rewarded.&lt;br /&gt;
&lt;br /&gt;
== Tiers ==&lt;br /&gt;
&lt;br /&gt;
* Pile of Crushed Ice&lt;br /&gt;
* An Ice Tree&lt;br /&gt;
* An Ice Sword&lt;br /&gt;
* An Ice Rolton&lt;br /&gt;
* An Ice Dragon&lt;br /&gt;
&lt;br /&gt;
== Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* Moldy Pinecone&lt;br /&gt;
* Half eaten blueberry tart&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* Miniature Ice Pick&lt;br /&gt;
* An icicle-shaped lockpick&lt;br /&gt;
* Frosty Blue Crystal - same as a [[blue crystal]], contains [[Spirit Strike (117)]]&lt;br /&gt;
* A gold dragon-shaped frosting tip&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* A silver ring topped with an obsidian disc - contains [[Floating Disk]], ~4 charges, not rechargeable&lt;br /&gt;
* A star-shaped pin decorated with yellow diamonds - contains [[Elemental Defense I (401)]]&lt;br /&gt;
* A wide-lipped copper glass vial - 2 doses of shimmery cobalt dye&lt;br /&gt;
*  an off-shoulder emerald silk gown edged in vaalin threading&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* Double-horned dark mithril helm&lt;br /&gt;
* Onyx wand - wand combiner&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
&lt;br /&gt;
* Tier 4 Forest Armor&lt;br /&gt;
* a basket with runestones&lt;br /&gt;
* an enruned gold and kelyn ring - unnavvable gold ring&lt;br /&gt;
* Fully unlocked Xojium Robes&lt;br /&gt;
* Fireball Ring&lt;br /&gt;
* Chronomage Dagger&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75030</id>
		<title>Chiseled</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75030"/>
		<updated>2016-02-13T22:20:39Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chiseled is the name of a game that first appeared at [[Briarmoon Cove]] in 2016. Players could spend 1000 silvers to purchase a chisel to create an ice sculpture, the quality of which would determine which tier of prize would be rewarded.&lt;br /&gt;
&lt;br /&gt;
== Tiers ==&lt;br /&gt;
&lt;br /&gt;
* Pile of Crushed Ice&lt;br /&gt;
* An Ice Tree&lt;br /&gt;
* An Ice Sword&lt;br /&gt;
* An Ice Rolton&lt;br /&gt;
* An Ice Dragon&lt;br /&gt;
&lt;br /&gt;
== Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* Moldy Pinecone&lt;br /&gt;
* Half eaten blueberry tart&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* Miniature Ice Pick&lt;br /&gt;
* An icicle-shaped lockpick&lt;br /&gt;
* Frosty Blue Crystal - same as a [[blue crystal]], contains [[Spirit Strike (117)]]&lt;br /&gt;
* A gold dragon-shaped frosting tip&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* A silver ring topped with an obsidian disc - contains [[Floating Disk]], ~4 charges, not rechargeable&lt;br /&gt;
* A star-shaped pin decorated with yellow diamonds - contains [[Elemental Defense I (401)]]&lt;br /&gt;
* A wide-lipped copper glass vial - 2 doses of shimmery cobalt dye&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* Double-horned dark mithril helm&lt;br /&gt;
* Onyx wand - wand combiner&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
&lt;br /&gt;
* Tier 4 Forest Armor&lt;br /&gt;
* a basket with runestones&lt;br /&gt;
* an enruned gold and kelyn ring - unnavvable gold ring&lt;br /&gt;
* Fully unlocked Xojium Robes&lt;br /&gt;
* Fireball Ring&lt;br /&gt;
* Chronomage Dagger&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75029</id>
		<title>Chiseled</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75029"/>
		<updated>2016-02-13T22:20:08Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chiseled is the name of a game that first appeared at [[Briarmoon Cove]] in 2016. Players could spend 1000 silvers to purchase a chisel to create an ice sculpture, the quality of which would determine which tier of prize would be rewarded.&lt;br /&gt;
&lt;br /&gt;
== Tiers ==&lt;br /&gt;
&lt;br /&gt;
* Pile of Crushed Ice&lt;br /&gt;
* An Ice Tree&lt;br /&gt;
* An Ice Sword&lt;br /&gt;
* An Ice Rolton&lt;br /&gt;
* An Ice Dragon&lt;br /&gt;
&lt;br /&gt;
== Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* Moldy Pinecone&lt;br /&gt;
* Half eaten blueberry tart&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* Miniature Ice Pick&lt;br /&gt;
* An icicle-shaped lockpick&lt;br /&gt;
* Frosty Blue Crystal - same as a [[blue crystal]], contains [[spirit Strike (117)]]&lt;br /&gt;
* A gold dragon-shaped frosting tip&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* A silver ring topped with an obsidian disc - contains [[floating Disk]], ~4 charges, not rechargeable&lt;br /&gt;
* A star-shaped pin decorated with yellow diamonds - contains [[elemental Defense I (401)]]&lt;br /&gt;
* A wide-lipped copper glass vial - 2 doses of shimmery cobalt dye&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* Double-horned dark mithril helm&lt;br /&gt;
* Onyx wand - wand combiner&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
&lt;br /&gt;
* Tier 4 Forest Armor&lt;br /&gt;
* a basket with runestones&lt;br /&gt;
* an enruned gold and kelyn ring - unnavvable gold ring&lt;br /&gt;
* Fully unlocked Xojium Robes&lt;br /&gt;
* Fireball Ring&lt;br /&gt;
* Chronomage Dagger&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75028</id>
		<title>Chiseled</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75028"/>
		<updated>2016-02-13T22:17:34Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chiseled is the name of a game that first appeared at [[Briarmoon Cove]] in 2016. Players could spend 1000 silvers to purchase a chisel to create an ice sculpture, the quality of which would determine which tier of prize would be rewarded.&lt;br /&gt;
&lt;br /&gt;
== Tiers ==&lt;br /&gt;
&lt;br /&gt;
* Pile of Crushed Ice&lt;br /&gt;
* An Ice Tree&lt;br /&gt;
* An Ice Sword&lt;br /&gt;
* An Ice Rolton&lt;br /&gt;
* An Ice Dragon&lt;br /&gt;
&lt;br /&gt;
== Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* Moldy Pinecone&lt;br /&gt;
* Half eaten blueberry tart&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* Miniature Ice Pick&lt;br /&gt;
* An icicle-shaped lockpick&lt;br /&gt;
* Frosty Blue Crystal - same as a [[Blue crystal]], contains [[Spirit Strike (117)]]&lt;br /&gt;
* A gold dragon-shaped frosting tip&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* A silver ring topped with an obsidian disc - contains Floating Disk, ~4 charges, not rechargeable&lt;br /&gt;
* A star-shaped pin decorated with yellow diamonds&lt;br /&gt;
* A wide-lipped copper glass vial - 2 doses of shimmery cobalt dye&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* Double-horned dark mithril helm&lt;br /&gt;
* Onyx wand - wand combiner&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
&lt;br /&gt;
* Tier 4 Forest Armor&lt;br /&gt;
* a basket with runestones&lt;br /&gt;
* an enruned gold and kelyn ring - unnavvable gold ring&lt;br /&gt;
* Fully unlocked Xojium Robes&lt;br /&gt;
* Fireball Ring&lt;br /&gt;
* Chronomage Dagger&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75027</id>
		<title>Chiseled</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75027"/>
		<updated>2016-02-13T22:15:37Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chiseled is the name of a game that first appeared at [[Briarmoon_Cove]] in 2016. Players could spend 1000 silvers to purchase a chisel to create an ice sculpture, the quality of which would determine which tier of prize would be rewarded.&lt;br /&gt;
&lt;br /&gt;
== Tiers ==&lt;br /&gt;
&lt;br /&gt;
* Pile of Crushed Ice&lt;br /&gt;
* An Ice Tree&lt;br /&gt;
* An Ice Sword&lt;br /&gt;
* An Ice Rolton&lt;br /&gt;
* An Ice Dragon&lt;br /&gt;
&lt;br /&gt;
== Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* Moldy Pinecone&lt;br /&gt;
* Half eaten blueberry tart&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* Miniature Ice Pick&lt;br /&gt;
* An icicle-shaped lockpick&lt;br /&gt;
* Frosty Blue Crystal - same as a [[Blue crystal]], contains [[Spirit_Strike_(117)]]&lt;br /&gt;
* A gold dragon-shaped frosting tip&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* A silver ring topped with an obsidian disc - contains Floating Disk&lt;br /&gt;
* A star-shaped pin decorated with yellow diamonds&lt;br /&gt;
* A wide-lipped copper glass vial - 2 doses of shimmery cobalt dye&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* Double-horned dark mithril helm&lt;br /&gt;
* Onyx wand - wand combiner&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
&lt;br /&gt;
* Tier 4 Forest Armor&lt;br /&gt;
* a basket with runestones&lt;br /&gt;
* an enruned gold and kelyn ring - unnavvable gold ring&lt;br /&gt;
* Fully unlocked Xojium Robes&lt;br /&gt;
* Fireball Ring&lt;br /&gt;
* Chronomage Dagger&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75026</id>
		<title>Chiseled</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75026"/>
		<updated>2016-02-13T22:10:35Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chiseled is the name of a game that first appeared at [[Briarmoon_Cove]] in 2016. Players could spend 1000 silvers to purchase a chisel to create an ice sculpture, the quality of which would determine which tier of prize would be rewarded.&lt;br /&gt;
&lt;br /&gt;
== Tiers ==&lt;br /&gt;
&lt;br /&gt;
* Pile of Crushed Ice&lt;br /&gt;
* An Ice Tree&lt;br /&gt;
* An Ice Sword&lt;br /&gt;
* An Ice Rolton&lt;br /&gt;
* An Ice Dragon&lt;br /&gt;
&lt;br /&gt;
== Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* Moldy Pinecone&lt;br /&gt;
* Half eaten blueberry tart&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* Miniature Ice Pick&lt;br /&gt;
* An icicle-shaped lockpick&lt;br /&gt;
* Frosty Blue Crystal - same as a [[Blue Crystal]], contains [[Spirit_Strike_(117)]]&lt;br /&gt;
* A gold dragon-shaped frosting tip&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* A silver ring topped with an obsidian disc - contains Floating Disk&lt;br /&gt;
* A star-shaped pin decorated with yellow diamonds&lt;br /&gt;
* A wide-lipped copper glass vial - 2 doses of shimmery cobalt dye&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* Double-horned dark mithril helm&lt;br /&gt;
* Onyx wand - wand combiner&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
&lt;br /&gt;
* Tier 4 Forest Armor&lt;br /&gt;
* a basket with runestones&lt;br /&gt;
* an enruned gold and kelyn ring - unnavvable gold ring&lt;br /&gt;
* Fully unlocked Xojium Robes&lt;br /&gt;
* Fireball Ring&lt;br /&gt;
* Chronomage Dagger&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75025</id>
		<title>Chiseled</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Chiseled&amp;diff=75025"/>
		<updated>2016-02-13T22:10:13Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Created page with &amp;quot;Chiseled is the name of a game that first appeared at Briarmoon_Cove in 2016. Players could spend 1000 silvers to purchase a chisel to create an ice sculpture, the quality...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chiseled is the name of a game that first appeared at [[Briarmoon_Cove]] in 2016. Players could spend 1000 silvers to purchase a chisel to create an ice sculpture, the quality of which would determine which tier of prize would be rewarded.&lt;br /&gt;
&lt;br /&gt;
== Tiers ==&lt;br /&gt;
&lt;br /&gt;
* Pile of Crushed Ice&lt;br /&gt;
* An Ice Tree&lt;br /&gt;
* An Ice Sword&lt;br /&gt;
* An Ice Rolton&lt;br /&gt;
* An Ice Dragon&lt;br /&gt;
&lt;br /&gt;
== Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ==&lt;br /&gt;
* Moldy Pinecone&lt;br /&gt;
* Half eaten blueberry tart&lt;br /&gt;
&lt;br /&gt;
== Tier 2 ==&lt;br /&gt;
* Miniature Ice Pick&lt;br /&gt;
* An icicle-shaped lockpick&lt;br /&gt;
* Frosty Blue Crystal - same as a [[Blue Crystal]], contains [[Spirit_Strike_(117)]]&lt;br /&gt;
* A gold dragon-shaped frosting tip&lt;br /&gt;
&lt;br /&gt;
== Tier 3 ==&lt;br /&gt;
* A silver ring topped with an obsidian disc - contains Floating Disk&lt;br /&gt;
* A star-shaped pin decorated with yellow diamonds&lt;br /&gt;
* A wide-lipped copper glass vial - 2 doses of shimmery cobalt dye&lt;br /&gt;
&lt;br /&gt;
== Tier 4 ==&lt;br /&gt;
* Double-horned dark mithril helm&lt;br /&gt;
* Onyx wand - wand combiner&lt;br /&gt;
&lt;br /&gt;
== Tier 5 ==&lt;br /&gt;
&lt;br /&gt;
* Tier 4 Forest Armor&lt;br /&gt;
* a basket with runestones&lt;br /&gt;
* an enruned gold and kelyn ring - unnavvable gold ring&lt;br /&gt;
* Fully unlocked Xojium Robes&lt;br /&gt;
* Fireball Ring&lt;br /&gt;
* Chronomage Dagger&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Herb_kit&amp;diff=74669</id>
		<title>Herb kit</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Herb_kit&amp;diff=74669"/>
		<updated>2016-02-10T01:36:33Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Adding notes about unlocking, and linking to the saved posts for it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Herb kits&#039;&#039;&#039;, also known and &#039;&#039;&#039; herb auto-bundling kits&#039;&#039;&#039;, allow one to easily store and organize their foraged [[Herb|herbs]] in one container. These kits have two tiers, with Tier 1 (off the shelf) providing the verbs, but not the auto-bundling properties.&lt;br /&gt;
&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze your ashen leather kit and sense that there is no recorded information on that item.  It may or may not be able to be worked on by a merchant alterer.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Verb Traps==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!VERB !!FIRST !!THIRD&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;PUT&#039;&#039;&#039;&amp;lt;br&amp;gt;No herbs of that type|| You carefully add the acantha leaf to one of the smaller compartments inside your ashen leather kit.|| XXX carefully adds some acantha leaf to one of the smaller compartments inside her ashen leather kit.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;PUT&#039;&#039;&#039;&amp;lt;br&amp;gt;With other herbs of that type|| You find an incomplete bundle of acantha leaf in one of the smaller compartments of your ashen leather kit and carefully add your acantha leaf to it.|| XXX carefully adds some acantha leaf to one of the smaller compartments inside her ashen leather kit.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;PUT&#039;&#039;&#039;&amp;lt;br&amp;gt;Potion|| You slip the bur-clover potion into one of the leather loops lining the inside of your ashen leather kit.  || XXX slips a bur-clover potion into one of the leather loops lining the inside of her ashen leather kit.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GET&#039;&#039;&#039;&amp;lt;br&amp;gt;Herb|| You carefully remove some acantha leaf from one of the smaller compartments inside your ashen leather kit.|| XXX carefully removes some acantha leaf from one of the smaller compartments inside her ashen leather kit.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GET&#039;&#039;&#039;&amp;lt;br&amp;gt;Potion|| You remove a bur-clover potion from inside your ashen leather kit, deftly sliding it out of the leather loop that secured it in place.|| XXX removes a bur-clover potion from inside her ashen leather kit, deftly sliding it out of the leather loop that secured it in place.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Herb kit (Saved Posts)]]&lt;br /&gt;
[[Category:Item Scripts]]&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Herb_kit/saved_posts&amp;diff=74668</id>
		<title>Herb kit/saved posts</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Herb_kit/saved_posts&amp;diff=74668"/>
		<updated>2016-02-10T01:28:22Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Created page with &amp;quot;All the kits have been locked in the shop I have run at EG for 3 years.   I do recall that the shop that was the cause of the uproar did have them unlocked, but that was not s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All the kits have been locked in the shop I have run at EG for 3 years. &lt;br /&gt;
&lt;br /&gt;
I do recall that the shop that was the cause of the uproar did have them unlocked, but that was not supposed to be. My shops always had them locked, because that is how I was told to sell them off the shelf.&lt;br /&gt;
&lt;br /&gt;
Auto-bundling is a service I offer every EG to everyone who comes. I have specific permission to unlock them, so I know this is the norm. If some were sold off the shelf unlocked, it was due to an oversight.&lt;br /&gt;
&lt;br /&gt;
As was stated, this is an older item and sometimes they do not place nice with new shiny things like the new analyze.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
~ Valyrka ~&lt;br /&gt;
Ta&#039;Illistim&lt;br /&gt;
Elves &lt;br /&gt;
Dark Elves&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Briarmoon_Cove_2016&amp;diff=74330</id>
		<title>Briarmoon Cove 2016</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Briarmoon_Cove_2016&amp;diff=74330"/>
		<updated>2016-02-05T02:48:45Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Adding entrances to wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-info&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;[https://twitter.com/GemStoneIV Follow Gemstone IV on Twitter] for merchant announcements during Briarmoon Cove.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;[[Briarmoon Cove Shop List]]&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
! Instance||Opening Date||Closing Date&lt;br /&gt;
|-&lt;br /&gt;
| Prime||February 4, 2016 @ 9pm||February 7, 2016 @ 9pm&lt;br /&gt;
|-&lt;br /&gt;
| Platinum||February 11, 2016 @ 9pm||February 17, 2016 @ 9pm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Briarmoon%20Cove/view?beginning_post_id=1&amp;amp;ending_post_id=113&amp;amp;page=1 Officials Folder]&lt;br /&gt;
* [http://blast.aim.com/join/ZWcyMDEzcHJpbWUtMDVsbGgwYnFuQGJsYXN0LmFpbS5jb20 Join the GS4 Festival AIM Blast Chat]&lt;br /&gt;
* [[Briarmoon Cove Shop List]]&lt;br /&gt;
&lt;br /&gt;
==Entrances==&lt;br /&gt;
&lt;br /&gt;
In order to enter, make sure you have the orb in hand.&lt;br /&gt;
&lt;br /&gt;
* Icemule Trace - Icemule Temple, Foyer&lt;br /&gt;
* River&#039;s Rest - River Road&lt;br /&gt;
* Solhaven - Liabo Plaza&lt;br /&gt;
* Ta&#039;Illistim - Shimmarglin Var&lt;br /&gt;
* Ta&#039;Vaalor - Amaranth Court&lt;br /&gt;
* Teras Isle (Kharam-Dzu) - Vaalin Street, Temple District&lt;br /&gt;
* Wehnimer&#039;s Landing - Town Square, Southeast&lt;br /&gt;
* Zul Logoth - Hall of Arches&lt;br /&gt;
* Four Winds Isle - Oleander and Daisy&lt;br /&gt;
&lt;br /&gt;
==Announced Raffles and Services==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!TYPE !!SERVICE !!ADDITIONAL&amp;lt;br&amp;gt;INFO !!SCHEDULE&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;15&amp;quot;|&#039;&#039;&#039;MAJOR&#039;&#039;&#039;|| Custom Spell Preps (delayed service)||||&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Ithzir Unlocking ||rowspan=&amp;quot;2&amp;quot;|Add/unlocking of a single tree by one level. Armor cannot be worked on more than once. 10 slots total.&amp;lt;br&amp;gt;Variable cost, minimum of 500k. [http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Briarmoon%20Cove/view/390 Update] by GM Haliste|| 2/4 - 11pm, 5 winners&lt;br /&gt;
|-&lt;br /&gt;
| 2/6 - 9:30am, 5 winners&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Voln Unlocking||rowspan=&amp;quot;2&amp;quot;|Raffle&amp;lt;br&amp;gt;1 unlock from tier 3 to 4 (voln members only)&amp;lt;br&amp;gt;2 unlocks from tier 2 to tier 3 (1 voln members only)&amp;lt;br&amp;gt;3 unlocks from tier 1 to tier 2 (1 voln members only)&amp;lt;br&amp;gt;5 slots for adding voln to existing armor (2 voln members only)&amp;lt;br&amp;gt;[http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Briarmoon%20Cove/view/428 Information] provided by  GM Mazreth|| 2/5 - 7:30pm&lt;br /&gt;
|-&lt;br /&gt;
| 2/6 - 12:30pm, VOLN ONLY&lt;br /&gt;
|-&lt;br /&gt;
| Enchanting (some limitations; variable cost)|| 7 slots for items with a final enchant up to +40 and weighting/padding less than or equal to 10 points (heavy).&amp;lt;br&amp;gt;2 slots for items with a final enchant up to +45 and weighting/padding less than or equal to 10 points (heavy).&amp;lt;br&amp;gt;1 slot for an item with a final enchant up to +50 and weighting/padding less than or equal to 15 points (exceptional).&amp;lt;br&amp;gt;More [http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Briarmoon%20Cove/view/210 information] provided by GM Tamuz|| 2/5 - 10:30pm&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Enhancive Adding via Dahcre (500k)||rowspan=&amp;quot;3&amp;quot;|Raffle for 10 winners, 10k Ticket&amp;lt;br&amp;gt;Additional cost for service is 500k&amp;lt;br&amp;gt;[http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Briarmoon%20Cove/view/442 Information] on available Dachres provided by GM Flannihan|| 2/5 - 7pm,  3 winners&lt;br /&gt;
|-&lt;br /&gt;
| 2/5 - 7pm, 3 winners&lt;br /&gt;
|-&lt;br /&gt;
| 2/6 - 12pm, 4 winners&lt;br /&gt;
|-&lt;br /&gt;
| Shield Size Changing&amp;lt;br&amp;gt;(some limitations; variable cost)|| One modification per shield. No non-fluff scripts can be on the shield.&amp;lt;br&amp;gt;[http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Briarmoon%20Cove/view/185 Info] provided by GM Liia|| 2/5 - 9:30pm&lt;br /&gt;
|-&lt;br /&gt;
| Armor AsG Changing&amp;lt;br&amp;gt; (some limitations; variable cost)|| Changes only in the same AG. Only one modification per set of armor. No non-fluff scripts.&amp;lt;br&amp;gt;[http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Briarmoon%20Cove/view/185 Info] provided by GM Liia|| 2/5 - 10pm&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Garli Jewelry (Fully unlocked)||rowspan=&amp;quot;2&amp;quot;|Raffle, 100k Ticket&amp;lt;br&amp;gt;Item provided || 2/5 - 11pm&lt;br /&gt;
|-&lt;br /&gt;
| 2/6 - 11:30am&lt;br /&gt;
|-&lt;br /&gt;
| Forest Armor (Fully unlocked)||Raffle for 2 winners, 100k Ticket&amp;lt;br&amp;gt;Item provided|| 2/5 - 8pm&lt;br /&gt;
|-&lt;br /&gt;
| Tedra&#039;s Property Raffle|| Auction|| 2/4 - 10pm&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;18&amp;quot;|&#039;&#039;&#039;MINOR&#039;&#039;&#039;|| Custom EZScripts&amp;lt;br&amp;gt;(delayed service)|| ||&lt;br /&gt;
|-&lt;br /&gt;
| Custom Signature Verbs&amp;lt;br&amp;gt;(delayed service)|| ||&lt;br /&gt;
|-&lt;br /&gt;
| Custom Perfumes&amp;lt;br&amp;gt;(delayed service)|| || 2/5 - 10pm&lt;br /&gt;
|-&lt;br /&gt;
| Fluff Script Swaps|| ||&lt;br /&gt;
|-&lt;br /&gt;
| Pocket Adding&amp;lt;br&amp;gt;(some limitations apply)|| Size will be determined by where item is worn, similar to how a glove can&#039;t hold as much as a backpack.&amp;lt;br&amp;gt;The merchant will be able to answer specific questions at the time of the service.&amp;lt;br&amp;gt;[http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Briarmoon%20Cove/view/185 Info] provided by GM Liia||&lt;br /&gt;
|-&lt;br /&gt;
| Make Locked Pocketed Items Closeable|| ||&lt;br /&gt;
|-&lt;br /&gt;
| Lockpick Bracer Unlocking&amp;lt;br&amp;gt;(From OTS to T1)|| ||&lt;br /&gt;
|-&lt;br /&gt;
| Adventure Clothing Unlocking|| ||&lt;br /&gt;
|-&lt;br /&gt;
| Enhancive Permanence||One per account&amp;lt;br&amp;gt;[http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Briarmoon%20Cove/view/185 Info] provided by GM Liia|| &lt;br /&gt;
|-&lt;br /&gt;
| Script Removal|| ||&lt;br /&gt;
|-&lt;br /&gt;
| Custom Disk Changer||[http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Briarmoon%20Cove/view/204 By GM Kynlee]|| 2/5 - 4:30pm&lt;br /&gt;
|-&lt;br /&gt;
| [[Shock_Weapon|Shock Lancestaff]] Unlocking||No more than one upgrade per person/per lance.&amp;lt;br&amp;gt;[http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Briarmoon%20Cove/view/185 Info] provided by GM Liia||&lt;br /&gt;
|-&lt;br /&gt;
| Bittle&#039;s Unlimited Frosting|| Raffle, 20k Ticket|| 2/5 - 9pm&lt;br /&gt;
|-&lt;br /&gt;
| Garli Jewelry Unlock|| T1 to T2, 50k Cost|| 2/6 - 12pm&lt;br /&gt;
|-&lt;br /&gt;
| Bittle&#039;s Frosting Alters|| Changing frosting flavors/altering frosting tips, 10k Cost|| 2/6 - 4pm&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Forest Armor Unlocks||T1 to T2, 50k Cost|| 2/6 - 9:30pm&lt;br /&gt;
|-&lt;br /&gt;
| 5 from T2 to T3, 100k Cost&amp;lt;br&amp;gt;5 from T1 to T3, 1 mil Cost|| 2/7 - 11am&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited keg||Raffle for 2 Winners ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Teasers==&lt;br /&gt;
===Chiseled===&lt;br /&gt;
Possibly a new game that allows for a chance to win prizes based on ice sculptures and how well they are created. Originally announced in the Briarmoon Cove [http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Briarmoon%20Cove/view/149 official folder].&lt;br /&gt;
&lt;br /&gt;
===Forest Armor===&lt;br /&gt;
The shop that sells this can only be reached by going through a quest in Kotwynn Forest (Quest information provided [http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Briarmoon%20Cove/view/181 here]).  [[Forest_Armor_(saved_post)|Forest armor]] has several tiers to unlock and offers mechanical benefits that only work outdoors.  Original posts made in the Briarmoon Cove [http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Briarmoon%20Cove/view/129 official folder].&lt;br /&gt;
&lt;br /&gt;
===Garli Jewerly===&lt;br /&gt;
[[Garli_jewelry_(saved_posts)|Jewelry]] items that hold gems found in a pile with a pull for a specified amount of coins.  The process is similar to [[Fusion]] but works differently.  Originally posted in the Briarmooon Cove [http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Briarmoon%20Cove/view/9 official folder].&lt;br /&gt;
&lt;br /&gt;
===Prestige Champagne===&lt;br /&gt;
Drink like its 5999 with these fun champagne bottles, teased by [http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Briarmoon%20Cove/view/216 GS4-Sindin].&lt;br /&gt;
&lt;br /&gt;
===Snowball Satchels===&lt;br /&gt;
[[Snowball_satchel_(saved_post)|Snowball satchels]] allow one to gather snowballs and store them for a friendly fight later on.  Five fully unlocked satchels will be made available and grant the ability to generate a snowfield once a day to the owner.  Initial teaser information can be found [http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Briarmoon%20Cove/view/165 here].&lt;br /&gt;
&lt;br /&gt;
===Souvenir===&lt;br /&gt;
A single slot gold ring holder will be given to attendees with special messaging exclusive to Briarmoon Cove which will allow everyone the chance to upgrade it to 2-slots via limited service as mentioned [http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Briarmoon%20Cove/view/195 here] by GM Galene.&lt;br /&gt;
&lt;br /&gt;
==Saved Posts==&lt;br /&gt;
===A Letter From The Mayor of Briarmoon Cove===&lt;br /&gt;
Originally posted in the [http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Briarmoon%20Cove/view/110 Briarmoon Cove Official Folder]&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Prospective Attendees,&lt;br /&gt;
&lt;br /&gt;
At the frigid and blustery mouth of the Olbin River lies our beautiful port city of Briarmoon Cove, cozily nestled among snow-covered craggy cliffs and deep caverns. While easily reached by traders and merchants arriving from the sea, those approaching from the inland trails are met with unforgiving environmental hazards and a harsh, nearly inaccessible terrain, making travel to this area largely unpleasant. Briarmoon Cove has remained a mostly secluded haven for seafaring traders and merchants because of such limited land access... until now!&lt;br /&gt;
&lt;br /&gt;
The Chronomages, having become increasingly interested in merchant trade opportunities within Elanthia, have invested significant efforts and research in devising alternative methods to expand their reaches in goods transportation. Olthos Demache, a Chronomage well-known for his diverse knowledge of time travel and obscure methods to overcome restrictive challenges, sent a brief missive explaining their interest in the aggregation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The limitations of terrain and weather severely inhibit the ability to move goods from one town to another, resulting in lost income for that town and its merchants. With our assistance, towns may be eligible to experience and benefit from a vast new system, which we are promoting and scouting for here at Briarmoon Cove. We want to keep our eye on potential locations, so we will be appraising what they have to offer at the festivities of this groundbreaking event.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As the mayor of Briarmoon Cove, and the appointed ambassador for the festival, I welcome you all to join us in celebrating this worldly gathering of artisans. We have brought delegates from all across Elanthia to our seaside retreat, and they will be marketing quintessential offerings from their homelands. Be sure to stop by all of the shops from each represented area, as you will find a vast assortment of commodities, both unique and familiar. Some are even exclusive to Briarmoon Cove.&lt;br /&gt;
&lt;br /&gt;
The residents of our town have been preparing for the much-anticipated arrival of visitors, and attendees will be able to experience such things as stunning coastal views of the night sky, street performers, ice sculpting areas, the Lighthouse Pub (best known for its warming spirits), the traveling airship known as The Revenge, and over twenty exclusive shops with wares from Icemule Trace to Ta&#039;Illistim! We hope to see you all in a little over two weeks.&lt;br /&gt;
&lt;br /&gt;
Briarmoon Cove awaits!&lt;br /&gt;
&lt;br /&gt;
- Isabriel Fain&lt;br /&gt;
Mayor of Briarmoon Cove&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Admission to Briarmoon Cove===&lt;br /&gt;
Originally posted by &#039;&#039;&#039;GM Liia&#039;&#039;&#039; on the [http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Briarmoon%20Cove/view/153 Officials].&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Things will be heating up in the frosty town of Briarmoon Cove! For this event, we&#039;re trying something new. Instead of buying a ticket through the box office, anyone who wishes to visit the festival will buy a luminescent silver-gold orb from the Simucoin shop. This item will allow you to be transported via magical portal to the festival venue. Once you enter the portal, the orb will &amp;quot;lock&amp;quot; onto whatever character uses it, so there are no &amp;quot;admit all&amp;quot; options for this event (though it&#039;s something we can look into for future events, if the interest is there). &lt;br /&gt;
&lt;br /&gt;
The cost of the orb will be 3250 Simucoins. Orbs will likely show up in the box office before the event opens, but will not be made available to purchase until opening day. We don&#039;t want anyone losing orbs! The orbs will NOT be limited, so there&#039;s no need to worry about getting it early.&lt;br /&gt;
&lt;br /&gt;
Thanks to SGM Sleken for his hard work on the new entry mechanics! &lt;br /&gt;
&lt;br /&gt;
~Liia&lt;br /&gt;
APM, Events &amp;amp; World Development&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additional information provided by &#039;&#039;&#039;GM Sleken&#039;&#039;&#039; on the [http://forums.play.net/forums/GemStone%20IV/Quests%60Sagas%60Events/Briarmoon%20Cove/view/162 Officials].&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Just to re-iterate on the original announcement post...The orb locks (attunes) to the character that uses it. &lt;br /&gt;
&lt;br /&gt;
So...&lt;br /&gt;
&lt;br /&gt;
Q: Can I buy an orb and then give it to someone else?&lt;br /&gt;
&lt;br /&gt;
A: Yes, as long as you haven&#039;t used it. &lt;br /&gt;
&lt;br /&gt;
Q: Could I buy orbs and drop them everywhere?&lt;br /&gt;
&lt;br /&gt;
A: Sure, Mr/Mrs Moneybags. &lt;br /&gt;
&lt;br /&gt;
Q: Is the orb really only good for one character for this event?&lt;br /&gt;
&lt;br /&gt;
A: Yes, just the one. One is the loneliest...I&#039;ll stop.&lt;br /&gt;
&lt;br /&gt;
Q: Would these orbs be good for future runs of this event (if they happen)?&lt;br /&gt;
&lt;br /&gt;
A: No. This event only. Plan accordingly.&lt;br /&gt;
&lt;br /&gt;
Q: Will these orbs work for other events like Ebon Gates&#039;s&#039;es?&lt;br /&gt;
&lt;br /&gt;
A: No. &lt;br /&gt;
&lt;br /&gt;
Q: Does this fix that annoying feature of buying a box office ticket and having to log out and back in to get that ticket to show?&lt;br /&gt;
&lt;br /&gt;
A: Oh yes, it does. It VERY MUCH fixes that issue. &lt;br /&gt;
&lt;br /&gt;
SGM Sleken&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Pay Events]]&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Iasha_white_ora_weapon&amp;diff=73754</id>
		<title>Iasha white ora weapon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Iasha_white_ora_weapon&amp;diff=73754"/>
		<updated>2016-01-26T18:42:47Z</updated>

		<summary type="html">&lt;p&gt;JASEDIT: Adding Charl Messaging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Iasha white ora weapons&#039;&#039;&#039; were originally sold off the shelf at the pay-for auction the [[Wavedancer]].  They are a special kind of [[white ora]] weaponry. They are separated into three tiers: locked, unlocked, and 6x with special properties.  Five 5x and one 6x weapon were auctioned off at each of the first four runs of the Wavedancer.  Three fourth tier weapons were auctioned off at the [[Foehn&#039;s Promise]].  &lt;br /&gt;
&lt;br /&gt;
==Weapons that were sold off the shelf==&lt;br /&gt;
&lt;br /&gt;
* a gleaming white ora pike (375k, lance base, weighs 16, 65/160)&lt;br /&gt;
* a gleaming white ora awl-pike (250k, awl-pike base)&lt;br /&gt;
* a ruic-shafted gleaming white ora glaive (144k, halberd base)&lt;br /&gt;
* a black oak shafted white ora Hammer-of-Kai (164k, Hammer of Kai base)&lt;br /&gt;
* a fel-shafted sweeping white ora beaked axe (238k, jeddart-axe base)&lt;br /&gt;
* a fearsome white ora sledgehammer (196.5k, reported 4x, maul base, weighs 8, 85/210)&lt;br /&gt;
* a white ora flamberge (229k, reportedly 4x, flamberge base, weighs 11, 85/220)&lt;br /&gt;
* a double-bladed white ora adze (249k, reported 4x, battle axe base, weighs 9, 85/185)&lt;br /&gt;
* a ruic-handled white ora flail (125k, reported 3x, flail base, weighs 8, 75/180)&lt;br /&gt;
* a illthorn-hafted white ora military pick (175k, reportedly 3x, military pick base, weighs 8, 75/180)&lt;br /&gt;
* a back-spiked white ora war mattock (138k, reported 2x, war mattock base, no glyph, weighs 8, 75/175)&lt;br /&gt;
* a white ora falchion (250k, falchion base, weighs 5, 90/190)&lt;br /&gt;
* a white ora bastard sword (270k, reported 4x, edged and THW, bastard sword base, weighs 9, 90/230)&lt;br /&gt;
* a white ora handaxe (179.5k, handaxe base)&lt;br /&gt;
* a white ora whip-blade (147k, whip-blade base)&lt;br /&gt;
* a white ora estoc (158k, estoc base)&lt;br /&gt;
* a white ora mace (250k, mace base, weighs 8, 80/280)&lt;br /&gt;
* a white ora morning star (178k, morning star base)&lt;br /&gt;
* a white ora quoit (182k, quoit base, weighs 7, 75/185)&lt;br /&gt;
* a white ora dagger (115.25k, dagger base)&lt;br /&gt;
* a white ora katar (179.5k, edged and brawling, katar base)&lt;br /&gt;
* a white ora sai (114k, sai base, weighs 2, 40/205)&lt;br /&gt;
* a white ora troll-claw (145k, troll-claw base)&lt;br /&gt;
* a white ora yierka-spur (128.5k, yierka-spur base)&lt;br /&gt;
* a white ora jackblade (142.5k, jackblade base)&lt;br /&gt;
&lt;br /&gt;
==Tier Three==&lt;br /&gt;
&lt;br /&gt;
* a white ora flamberge (Went out first run of the Wavedancer, won by Bluehand)&lt;br /&gt;
* a white ora no-dachi (Went out the second run of the Wavedancer, won by Spendel)&lt;br /&gt;
* [[White ora sledgehammer (saved post)|a white ora sledgehammer]] (Went out the third run of the Wavedancer, won by Gyp)&lt;br /&gt;
* a white ora morning star (Went out the fourth run of the Wavedancer)&lt;br /&gt;
* a white ora awl-pike (Went out at the second Foehn&#039;s Promise)&lt;br /&gt;
* a white ora lance (Went out at the second Foehn&#039;s Promise, only one that was 4x (cared for by Eaglezaon) instead of 6x)&lt;br /&gt;
* a white ora katar (Went out at the second Foehn&#039;s Promise, owned by Hakonne currently)&lt;br /&gt;
* a slender white ora lance (Possibly the 4x lance enchanted to 6x, owned by Vedavi currently.)&lt;br /&gt;
* a thin-bladed white ora espadon with downswept falcon wing quillons (6x bastard sword, origin unknown, presently owned by Chaqual.)&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
&lt;br /&gt;
* Tier One: Locked - has holy fire flares (2-75 damage) and random messaging in the hands of a paladin or cleric.  Only has two verbs available for use&lt;br /&gt;
* Tier Two: Unlocked - has holy fire flares (2-75 damage) and random messaging in the hands of a paladin or cleric.  Has all verbs except attend unlocked&lt;br /&gt;
* Tier Three: has holy fire flares (2-75 damage) and random messaging in the hands of a paladin or cleric.  Has all verbs unlocked.  +3 Wisdom Stat bonus.  1x/day teleportation to your deities temple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==VERBS==&lt;br /&gt;
&lt;br /&gt;
; [[PEER (verb)|Peer]] : As you gaze on the haft of your white ora sledgehammer, your eyes mist over and you see the holy symbol of &amp;lt;deity&amp;gt; burn in your mind.&lt;br /&gt;
; [[WAVE (verb)|Wave]] : As you wave the white ora sledgehammer in the air, bursts of white-hot baneful flames fly from it in every direction.&lt;br /&gt;
; [[KISS (verb)|Kiss]] : You sets the tip of his white ora sledgehammer on the ground, bowing your head and murmuring a prayer to his patron.&lt;br /&gt;
; [[TOUCH (verb)|Touch]] : You lovingly traces your fingers along the veins of white-ora folded into the sledgehammer.&lt;br /&gt;
; [[POKE (verb)|Poke]] : You run a finger down the surface of the sledgehammer. You stop to admire its flawless craftsmanship, all of it crafted from gleaming white ora and meticulously maintained.  Unfortunately, you forgot about the flames surrounding it, and it is hot!&lt;br /&gt;
; [[ROAR (verb)|Roar]] : You point your weapon into the sky and roar a battlecry to &amp;lt;deity&amp;gt;.&lt;br /&gt;
; [[HOLD (verb)|Hold]] : Holding your white ora sledgehammer, you cry out, &amp;quot;&amp;lt;deity&amp;gt;, aid me in my hour of need!&amp;quot;&lt;br /&gt;
; [[ATTEND (verb)|Attend]] : As you pray over your white ora sledgehammer, a shining white pillar of light appears. A gateway opens inviting you in, and you step forward into it.&lt;br /&gt;
: &#039;&#039;Teleports you once a day if you&#039;re a cleric or paladin.&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
;[[RAISE (verb)|Raise]] : The raise verb trap is deity-based. Some deities have multiple raise messages.&lt;br /&gt;
&lt;br /&gt;
:;[[Amasalen]]&lt;br /&gt;
:* As you raise your white ora sledgehammer high over your head, pulsing crimson light glows from your hands and your white ora sledgehammer shimmers briefly into a twin headed purple serpent, hissing with seeming anticipation.&lt;br /&gt;
&lt;br /&gt;
:* As you raise your blade high, you feel your features twisting into a cruel mask. A writhing sensation on your arm causes you to look over in alarm, and your face pales as you notice a two-headed purple snake working its way slowly up your white ora sledgehammer. When the snake reaches the tip of it, it melts slowly into it without a trace.&lt;br /&gt;
&lt;br /&gt;
:;Fash&#039;lo&#039;nae&lt;br /&gt;
:* You raise your white ora no-dachi.  You gain a moment of clarity, and you realize just how to make good use of this white ora no-dachi.&lt;br /&gt;
:* As you raise your white ora no-dachi it grows dark and deep within you catch a brief glimpse of a long dead secret.&lt;br /&gt;
&lt;br /&gt;
:;[[Gosaena]]&lt;br /&gt;
:* As you raise your white ora sledgehammer a sudden sense of finality sparks a moment of inner reflection.&lt;br /&gt;
:* Third: As &amp;lt;person&amp;gt; raises his white ora sledgehammer a sudden sense of finality sparks a moment of inner reflection.&lt;br /&gt;
&lt;br /&gt;
:;[[Charl]]&lt;br /&gt;
:* As you raise your white ora troll-claw, the sound of a distant, rolling surf echoes in your mind.&lt;br /&gt;
:* A low peal of thunder is heard in the distance as damp sea-scented fog flows into the room.  The luminescent fog briefly obscures the area from sight as it tickles the tongue with the faintest taste of salt.  Feeling your faith restored by the Ocean Lord&#039;s glory, you resolve to continue your fight for honor of the Six Seas.&lt;br /&gt;
&lt;br /&gt;
:;[[Imaera]]&lt;br /&gt;
:* As your raise your footman&#039;s lance a gentle breeze bearing the scent of wheat and barley blows through the area.&lt;br /&gt;
&lt;br /&gt;
:;[[Jastev]]&lt;br /&gt;
:*As you raise your white ora troll-claw a dark, forboding feeling comes over you.&lt;br /&gt;
&lt;br /&gt;
:;[[Lumnis]]&lt;br /&gt;
:* As you raise your white ora no-dachi softly whispered secrets drift past the edge of your conciousness.&lt;br /&gt;
&lt;br /&gt;
:;[[Lorminstra]]&lt;br /&gt;
:* As you raise your white ora no-dachi, you feel the the gentle caress of the Lady&#039;s hand run over your soul.&lt;br /&gt;
&lt;br /&gt;
:;[[Phoen]]&lt;br /&gt;
:* As you raise your white ora pike, a flash a of bright light bursts forth briefly from it.&lt;br /&gt;
&lt;br /&gt;
:;[[Sheru]]&lt;br /&gt;
:* As Chaqual raises his white ora espadon, the disturbing call of a jackal sends a shiver down your spine.&lt;br /&gt;
&lt;br /&gt;
:;[[Voln]]&lt;br /&gt;
:* You raise your sledgehammer and a burst of white energy extends from the weapon to momentarily form a white shield symbol over your head.&lt;br /&gt;
:* You thrust your arm high into the air and feel a cold determination filling you. Ebony lights glitter with golden speckles as they rise from the hilt of your weapon towards the tip of your sledgehammer. Several golden shields break through the ebony surface for a moment before the sledgehammer is consumed in darkness. Your sledgehammer resonates loudly for a mere moment then the light bursts into a shower of ebony and golden sparks that shower down around you when you lower your sledgehammer.&lt;br /&gt;
&lt;br /&gt;
==Random messaging==&lt;br /&gt;
* The crimson flames surrounding your white ora sledgehammer flare up a brilliant orange for a moment.&lt;br /&gt;
* Waves of heat rise from the surface of your white ora sledgehammer, creating a hazy aura about it.&lt;br /&gt;
* Fiery sparks from the surface of your white ora sledgehammer hiss as they fade in the nearby air.&lt;br /&gt;
* The white ora sledgehammer pulses in your hand, as if seeking something.&lt;br /&gt;
* You flich as the flames surrounding your white ora sledgehammer flare out suddenly!&lt;br /&gt;
* The flames surrounding your white ora sledgehammer blaze up for a moment.&lt;br /&gt;
* Burning low, the flames encasing your white ora sledgehammer emit an angry hiss.&lt;br /&gt;
* The flames surrounding your white ora sledgehammer swirl around and a low murmuring can be faintly heard. You think one of them was, &amp;quot;Release.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Flare Messaging== &lt;br /&gt;
&lt;br /&gt;
* As you attack, the baneful white flames surrounding your white ora maul flare off and strike, bathing the ghostly pooka in fiery death!&lt;br /&gt;
* A peal of thunder cracks from your white ora maul as baneful white light streams forth to surround ghostly pooka, assaulting it with flames of white-hot fury!&lt;br /&gt;
* As your white ora maul connects with the kiramon worker, baneful white flames stream off the maul and strike, leaving smoking, ragged burns behind!&lt;br /&gt;
* As you land your blow, the flames surrounding the white ora maul begin to swirl and burn and set the kiramon worker alight! It falls to the floor and rolls to put the blaze out!&lt;br /&gt;
* Baneful white flames dance from your white ora maul as an unseen wind fans them into a raging conflaguration that assault the kiramon worker!&lt;br /&gt;
&lt;br /&gt;
==Lore Song==&lt;br /&gt;
&lt;br /&gt;
As you begin to sing, your vision clouds over and a scene unfolds before you. The image of a scarred dwarf in white leathers laboring deep in a dark, dank mine, grunting as he extracts precious white ora ore.&lt;br /&gt;
&lt;br /&gt;
As you continue to sing, you can see the dwarf laboring over a hot iron forge. He mops his brow continually as he pumps the bellows then returns to the anvil, coaxing a weapon from the white-hot metal. As he hammers again and again with a perfect eonake forging-hammer he looks more and more pleased with his work. He now and again sticks it into a trough filled with a shimmering oil. After a few more minutes of hammering, he begins to look unsatisfied with his results, and then suddenly tosses it back into the fire. &amp;quot;I can do better than that, for Eonak&#039;s glory!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As you continue to sing, your inner vision once again focuses on the scarred dwarf, carefully polishing the (WEAPON) before handing it to an imposing priest. His raiment is of the finest quality, from the magnificent cloth-of-silver cope, his bejeweled miter, and gleaming amethyst on his hand marking him as one of the ecclesiastical hierarchy. He sets the weapon on the altar and cries, &amp;quot;In the name of (BARD&#039;S DEITY), I consecrate this weapon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As your song comes to an end, you see the (WEAPON NOUN) being used in combat training in the monastery. A burly dwarven acolyte rains down blow after blow versus an obviously overmatched elven clark. Finally, the white ora awl-pike bursts into flames and sets the elf&#039;s shield alight! He cries out, &amp;quot;The day is yours M&#039;laird Dwarf. I prostrate myself to your superior skills and must atone for my lack.&amp;quot; He glances at the knotted scourge on the training wall and grimaces.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Solstice Dreams auction list]] (Foehn&#039;s Promise 2)&lt;br /&gt;
&lt;br /&gt;
[[Category:Legendary Items]]&lt;br /&gt;
[[category:Item Scripts]]&lt;br /&gt;
[[Category: Functional Scripts]]&lt;/div&gt;</summary>
		<author><name>JASEDIT</name></author>
	</entry>
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