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	<updated>2026-09-21T20:33:18Z</updated>
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	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=3062</id>
		<title>Hunting challenges</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=3062"/>
		<updated>2026-07-24T12:45:01Z</updated>

		<summary type="html">&lt;p&gt;Balangar: IP challenge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Warning: The content below may be considered spoilers because it details specific information about the location of Hunting Challenges and the rewards for completion of them. Do not continue reading unless you have no problem with finding out this information out of game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Hunting Challenges==&lt;br /&gt;
There are several hunting challenges spread on the islands that provide you money and experience.&lt;br /&gt;
&lt;br /&gt;
* minutes are in game minutes (divide by 4 to get actual minutes),&lt;br /&gt;
* positive countdown will tell you remaining target to kill,&lt;br /&gt;
* negative countdown will tell you remaining time.&lt;br /&gt;
&lt;br /&gt;
Be aware that the earned experience for solving this quests is very useful if you want to become a ranger and have to learn about the earth. So maybe wait a little longer even if you could solve the challenge already.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rat challenge&#039;&#039;&#039;&lt;br /&gt;
Ghed&#039;rakh, located in western puddleby&lt;br /&gt;
&lt;br /&gt;
You have to kill 30 rats in 20 minutes&lt;br /&gt;
&lt;br /&gt;
Reward: 30 coins, a trophy and experience.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Large vermine challenge&#039;&#039;&#039;&lt;br /&gt;
located in southern puddleby&lt;br /&gt;
&lt;br /&gt;
Zokh Larverkh says, &amp;quot;Here are the rules. You shall have 100 minutes to find and kill 30 Large Vermine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 100 coins, a trophy,  understanding from hunting (if you are a would be hunter) and experience.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Island Panther challenge&#039;&#039;&#039;&lt;br /&gt;
located at Hospital&lt;br /&gt;
&lt;br /&gt;
Firle Panr says, “Here are the rules. You shall have 110 minutes to find and kill 50 Island Panthers.”&lt;br /&gt;
&lt;br /&gt;
Reward: X coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feral challenge&#039;&#039;&#039;&lt;br /&gt;
located in northern puddlyby&lt;br /&gt;
&lt;br /&gt;
Khar Fe&#039;rakh says, &amp;quot;Here are the rules. You shall have 100 minutes to find and kill 50 ferals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 200 coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Night Wendecka challenge&#039;&#039;&#039;&lt;br /&gt;
located in a hut in the northern east forest (confirm please?)&lt;br /&gt;
&lt;br /&gt;
Nirakh Whella says, &amp;quot;Here are the rules. You shall have 110 minutes to find and kill 30 Night Wendeckas.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 300 coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
&lt;br /&gt;
- Preparation helps to solve this challenge&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Giant Crawler challenge&#039;&#039;&#039;&lt;br /&gt;
located in a small cave northwest of hospital&lt;br /&gt;
&lt;br /&gt;
Dedera says, &amp;quot;Here are the rules. You shall have 90 minutes to find and kill 40 Giant Crawlers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 120 coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
&lt;br /&gt;
- This challenge needs some preparation and respawns to succeed&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Plains Maha Ruknee challenge&#039;&#039;&#039;&lt;br /&gt;
located in a hut south of boats&lt;br /&gt;
&lt;br /&gt;
Ma&#039;hakh Plana says, &amp;quot;Here are the rules. You shall have 90 minutes to find and kill 15 Plains Maha Ruknees.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 300 coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
- Preparation helps to solve this challenge but is also doable without&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Large Sand Wurm challenge&#039;&#039;&#039;&lt;br /&gt;
located in a hut at the lilly pond&lt;br /&gt;
&lt;br /&gt;
You have to kill 34 Large Sand Wurms in 180 minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
&lt;br /&gt;
- This is one of three challenges which can provide Rangers an additional study slot&lt;br /&gt;
&lt;br /&gt;
- This challenge needs a lot of preparation or huge amounts of luck to pass.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Andvari challenge&#039;&#039;&#039;&lt;br /&gt;
located at the western edge of Centaur Island&#039;s beach&lt;br /&gt;
&lt;br /&gt;
You have to kill 36 Andvari in 220 minutes&lt;br /&gt;
&lt;br /&gt;
Reward: 1000 coins and experience&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
&lt;br /&gt;
- This is one of three challenges which can provide Rangers an additional study slot&lt;br /&gt;
&lt;br /&gt;
- This challenge probably needs luck with respawns or a little preparation&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cave Cobra challenge&#039;&#039;&#039;&lt;br /&gt;
located in the snake pit in the southwest of Gungla Island&lt;br /&gt;
&lt;br /&gt;
You have to kill X Cave Cobras in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
&lt;br /&gt;
- This is one of three challenges which can provide Rangers an additional study slot&lt;br /&gt;
&lt;br /&gt;
- This challenge probably needs luck with respawns or preparation though preparation might be hard because of the area of interest of the &amp;quot;CC&#039;s&amp;quot; and their speed&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Haremau Kitten challenge&#039;&#039;&#039;&lt;br /&gt;
located in the Ranger hideout and only accessable once you trained the four masters of the wild&lt;br /&gt;
&lt;br /&gt;
Harmot says, &amp;quot;Here are the rules. You shall have 240 minutes to find and kill 48 Haremau Kittens.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Harvest Lyfelidae Challenge&#039;&#039;&#039;&lt;br /&gt;
located in the hut of Fat Alice&lt;br /&gt;
&lt;br /&gt;
Large Dee Dee says, &amp;quot;Here are the rules. You shall have 360 minutes to find and kill 24 of dem &#039;arvest lyfes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold Lyfelidae Challenge&#039;&#039;&#039;&lt;br /&gt;
located in the hut of Fat Alice&lt;br /&gt;
&lt;br /&gt;
Fat Alice says, &amp;quot;Here are the rules. You shall have 360 minutes to find and kill 24 of dem cold lyfes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
&lt;br /&gt;
- As this particular Lyfelidae seems pretty rare no one is known to have solved this challenge yet.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Riptide Meshra challenge&#039;&#039;&#039; &lt;br /&gt;
located in the only hut north of the underwater-passing in the Southern River Delta in newer Estuary&lt;br /&gt;
&lt;br /&gt;
Howlund says, &amp;quot;Here are the rules. You shall have 220 minutes to find and kill 38 Riptide Meshras.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 1000 coins and little experience (for those who can solve it)&lt;br /&gt;
&lt;br /&gt;
Note: &lt;br /&gt;
This hunting challenge is a really tough one because of the distance between the Undermarsh where the Riptide Meshra can be found and the starting point. For the people who solved the challenge it seemed to be a good idea to clear the way to Undermarsh and then run back to start the challenge.&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=3059</id>
		<title>Hunting challenges</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=3059"/>
		<updated>2026-07-18T11:31:38Z</updated>

		<summary type="html">&lt;p&gt;Balangar: /* Hunting Challenges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Warning: The content below may be considered spoilers because it details specific information about the location of Hunting Challenges and the rewards for completion of them. Do not continue reading unless you have no problem with finding out this information out of game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Hunting Challenges==&lt;br /&gt;
There are several hunting challenges spread on the islands that provide you money and experience.&lt;br /&gt;
&lt;br /&gt;
* minutes are in game minutes (divide by 4 to get actual minutes),&lt;br /&gt;
* positive countdown will tell you remaining target to kill,&lt;br /&gt;
* negative countdown will tell you remaining time.&lt;br /&gt;
&lt;br /&gt;
Be aware that the earned experience for solving this quests is very useful if you want to become a ranger and have to learn about the earth. So maybe wait a little longer even if you could solve the challenge already.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rat challenge&#039;&#039;&#039;&lt;br /&gt;
Ghed&#039;rakh, located in western puddleby&lt;br /&gt;
&lt;br /&gt;
You have to kill 30 rats in 20 minutes&lt;br /&gt;
&lt;br /&gt;
Reward: 30 coins, a trophy and experience.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Large vermine challenge&#039;&#039;&#039;&lt;br /&gt;
located in southern puddleby&lt;br /&gt;
&lt;br /&gt;
Zokh Larverkh says, &amp;quot;Here are the rules. You shall have 100 minutes to find and kill 30 Large Vermine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 100 coins, a trophy,  understanding from hunting (if you are a would be hunter) and experience.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Island Panther challenge&#039;&#039;&#039;&lt;br /&gt;
located at Hospital&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reward: X coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feral challenge&#039;&#039;&#039;&lt;br /&gt;
located in northern puddlyby&lt;br /&gt;
&lt;br /&gt;
Khar Fe&#039;rakh says, &amp;quot;Here are the rules. You shall have 100 minutes to find and kill 50 ferals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 200 coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Night Wendecka challenge&#039;&#039;&#039;&lt;br /&gt;
located in a hut in the northern east forest (confirm please?)&lt;br /&gt;
&lt;br /&gt;
Nirakh Whella says, &amp;quot;Here are the rules. You shall have 110 minutes to find and kill 30 Night Wendeckas.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 300 coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
&lt;br /&gt;
- Preparation helps to solve this challenge&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Giant Crawler challenge&#039;&#039;&#039;&lt;br /&gt;
located in a small cave northwest of hospital&lt;br /&gt;
&lt;br /&gt;
Dedera says, &amp;quot;Here are the rules. You shall have 90 minutes to find and kill 40 Giant Crawlers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 120 coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
&lt;br /&gt;
- This challenge needs some preparation and respawns to succeed&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Plains Maha Ruknee challenge&#039;&#039;&#039;&lt;br /&gt;
located in a hut south of boats&lt;br /&gt;
&lt;br /&gt;
Ma&#039;hakh Plana says, &amp;quot;Here are the rules. You shall have 90 minutes to find and kill 15 Plains Maha Ruknees.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 300 coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
- Preparation helps to solve this challenge but is also doable without&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Large Sand Wurm challenge&#039;&#039;&#039;&lt;br /&gt;
located in a hut at the lilly pond&lt;br /&gt;
&lt;br /&gt;
You have to kill 34 Large Sand Wurms in 180 minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
&lt;br /&gt;
- This is one of three challenges which can provide Rangers an additional study slot&lt;br /&gt;
&lt;br /&gt;
- This challenge needs a lot of preparation or huge amounts of luck to pass.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Andvari challenge&#039;&#039;&#039;&lt;br /&gt;
located at the western edge of Centaur Island&#039;s beach&lt;br /&gt;
&lt;br /&gt;
You have to kill 36 Andvari in 220 minutes&lt;br /&gt;
&lt;br /&gt;
Reward: 1000 coins and experience&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
&lt;br /&gt;
- This is one of three challenges which can provide Rangers an additional study slot&lt;br /&gt;
&lt;br /&gt;
- This challenge probably needs luck with respawns or a little preparation&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cave Cobra challenge&#039;&#039;&#039;&lt;br /&gt;
located in the snake pit in the southwest of Gungla Island&lt;br /&gt;
&lt;br /&gt;
You have to kill X Cave Cobras in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
&lt;br /&gt;
- This is one of three challenges which can provide Rangers an additional study slot&lt;br /&gt;
&lt;br /&gt;
- This challenge probably needs luck with respawns or preparation though preparation might be hard because of the area of interest of the &amp;quot;CC&#039;s&amp;quot; and their speed&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Haremau Kitten challenge&#039;&#039;&#039;&lt;br /&gt;
located in the Ranger hideout and only accessable once you trained the four masters of the wild&lt;br /&gt;
&lt;br /&gt;
Harmot says, &amp;quot;Here are the rules. You shall have 240 minutes to find and kill 48 Haremau Kittens.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Harvest Lyfelidae Challenge&#039;&#039;&#039;&lt;br /&gt;
located in the hut of Fat Alice&lt;br /&gt;
&lt;br /&gt;
Large Dee Dee says, &amp;quot;Here are the rules. You shall have 360 minutes to find and kill 24 of dem &#039;arvest lyfes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold Lyfelidae Challenge&#039;&#039;&#039;&lt;br /&gt;
located in the hut of Fat Alice&lt;br /&gt;
&lt;br /&gt;
Fat Alice says, &amp;quot;Here are the rules. You shall have 360 minutes to find and kill 24 of dem cold lyfes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
&lt;br /&gt;
- As this particular Lyfelidae seems pretty rare no one is known to have solved this challenge yet.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Riptide Meshra challenge&#039;&#039;&#039; &lt;br /&gt;
located in the only hut north of the underwater-passing in the Southern River Delta in newer Estuary&lt;br /&gt;
&lt;br /&gt;
Howlund says, &amp;quot;Here are the rules. You shall have 220 minutes to find and kill 38 Riptide Meshras.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 1000 coins and little experience (for those who can solve it)&lt;br /&gt;
&lt;br /&gt;
Note: &lt;br /&gt;
This hunting challenge is a really tough one because of the distance between the Undermarsh where the Riptide Meshra can be found and the starting point. For the people who solved the challenge it seemed to be a good idea to clear the way to Undermarsh and then run back to start the challenge.&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=3032</id>
		<title>Hunting challenges</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=3032"/>
		<updated>2026-07-10T19:37:04Z</updated>

		<summary type="html">&lt;p&gt;Balangar: /* Hunting Challenges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Warning: The content below may be considered spoilers because it details specific information about the location of Hunting Challenges and the rewards for completion of them. Do not continue reading unless you have no problem with finding out this information out of game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Hunting Challenges==&lt;br /&gt;
There are several hunting challenges spread on the islands that provide you money and experience.&lt;br /&gt;
&lt;br /&gt;
* minutes are in game minutes (divide by 4 to get actual minutes)&lt;br /&gt;
* positive countdown will tell you remaining target to kill&lt;br /&gt;
* negative countdown will tell you remaining time.&lt;br /&gt;
&lt;br /&gt;
Be aware that the earned experience for solving this quests is very useful if you want to become a ranger and have to learn about the earth. So maybe wait a little longer even if you could solve the challenge already.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rat challenge&#039;&#039;&#039;&lt;br /&gt;
Ghed&#039;rakh, located in western puddleby&lt;br /&gt;
&lt;br /&gt;
You have to kill 30 rats in 20 minutes&lt;br /&gt;
&lt;br /&gt;
Reward: 30 coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Large vermine challenge&#039;&#039;&#039;&lt;br /&gt;
located in southern puddleby&lt;br /&gt;
&lt;br /&gt;
Zokh Larverkh says, &amp;quot;Here are the rules. You shall have 100 minutes to find and kill 30 Large Vermine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: X coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Island Panther challenge&#039;&#039;&#039;&lt;br /&gt;
located at Hospital&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reward: X coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feral challenge&#039;&#039;&#039;&lt;br /&gt;
located in northern puddlyby&lt;br /&gt;
&lt;br /&gt;
Khar Fe&#039;rakh says, &amp;quot;Here are the rules. You shall have 100 minutes to find and kill 50 ferals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 200 coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Night Wendecka challenge&#039;&#039;&#039;&lt;br /&gt;
located in a hut in the northern east forest (confirm please?)&lt;br /&gt;
&lt;br /&gt;
Nirakh Whella says, &amp;quot;Here are the rules. You shall have 110 minutes to find and kill 30 Night Wendeckas.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 300 coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
&lt;br /&gt;
- Preparation helps to solve this challenge&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Giant Crawler challenge&#039;&#039;&#039;&lt;br /&gt;
located in a small cave northwest of hospital&lt;br /&gt;
&lt;br /&gt;
Dedera says, &amp;quot;Here are the rules. You shall have 90 minutes to find and kill 40 Giant Crawlers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 120 coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
&lt;br /&gt;
- This challenge needs some preparation and respawns to succeed&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Plains Maha Ruknee challenge&#039;&#039;&#039;&lt;br /&gt;
located in a hut south of boats&lt;br /&gt;
&lt;br /&gt;
Ma&#039;hakh Plana says, &amp;quot;Here are the rules. You shall have 90 minutes to find and kill 15 Plains Maha Ruknees.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 300 coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
- Preparation helps to solve this challenge but is also doable without&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Large Sand Wurm challenge&#039;&#039;&#039;&lt;br /&gt;
located in a hut at the lilly pond&lt;br /&gt;
&lt;br /&gt;
You have to kill 34 Large Sand Wurms in 180 minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
&lt;br /&gt;
- This is one of three challenges which can provide Rangers an additional study slot&lt;br /&gt;
&lt;br /&gt;
- This challenge needs a lot of preparation or huge amounts of luck to pass.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Andvari challenge&#039;&#039;&#039;&lt;br /&gt;
located at the western edge of Centaur Island&#039;s beach&lt;br /&gt;
&lt;br /&gt;
You have to kill 36 Andvari in 220 minutes&lt;br /&gt;
&lt;br /&gt;
Reward: 1000 coins and experience&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
&lt;br /&gt;
- This is one of three challenges which can provide Rangers an additional study slot&lt;br /&gt;
&lt;br /&gt;
- This challenge probably needs luck with respawns or a little preparation&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cave Cobra challenge&#039;&#039;&#039;&lt;br /&gt;
located in the snake pit in the southwest of Gungla Island&lt;br /&gt;
&lt;br /&gt;
You have to kill X Cave Cobras in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
&lt;br /&gt;
- This is one of three challenges which can provide Rangers an additional study slot&lt;br /&gt;
&lt;br /&gt;
- This challenge probably needs luck with respawns or preparation though preparation might be hard because of the area of interest of the &amp;quot;CC&#039;s&amp;quot; and their speed&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Haremau Kitten challenge&#039;&#039;&#039;&lt;br /&gt;
located in the Ranger hideout and only accessable once you trained the four masters of the wild&lt;br /&gt;
&lt;br /&gt;
Harmot says, &amp;quot;Here are the rules. You shall have 240 minutes to find and kill 48 Haremau Kittens.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Harvest Lyfelidae Challenge&#039;&#039;&#039;&lt;br /&gt;
located in the hut of Fat Alice&lt;br /&gt;
&lt;br /&gt;
Large Dee Dee says, &amp;quot;Here are the rules. You shall have 360 minutes to find and kill 24 of dem &#039;arvest lyfes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold Lyfelidae Challenge&#039;&#039;&#039;&lt;br /&gt;
located in the hut of Fat Alice&lt;br /&gt;
&lt;br /&gt;
Fat Alice says, &amp;quot;Here are the rules. You shall have 360 minutes to find and kill 24 of dem cold lyfes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
&lt;br /&gt;
- As this particular Lyfelidae seems pretty rare no one is known to have solved this challenge yet.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Riptide Meshra challenge&#039;&#039;&#039; &lt;br /&gt;
located in the only hut north of the underwater-passing in the Southern River Delta in newer Estuary&lt;br /&gt;
&lt;br /&gt;
Howlund says, &amp;quot;Here are the rules. You shall have 220 minutes to find and kill 38 Riptide Meshras.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 1000 coins and little experience (for those who can solve it)&lt;br /&gt;
&lt;br /&gt;
Note: &lt;br /&gt;
This hunting challenge is a really tough one because of the distance between the Undermarsh where the Riptide Meshra can be found and the starting point. For the people who solved the challenge it seemed to be a good idea to clear the way to Undermarsh and then run back to start the challenge.&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=3031</id>
		<title>Hunting challenges</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=3031"/>
		<updated>2026-07-10T18:44:39Z</updated>

		<summary type="html">&lt;p&gt;Balangar: /* Hunting Challenges */ figures for rats challenge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Warning: The content below may be considered spoilers because it details specific information about the location of Hunting Challenges and the rewards for completion of them. Do not continue reading unless you have no problem with finding out this information out of game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Hunting Challenges==&lt;br /&gt;
There are several hunting challenges spread on the islands that provide you money and experience.&lt;br /&gt;
&lt;br /&gt;
Be aware that the earned experience for solving this quests is very useful if you want to become a ranger and have to learn about the earth. So maybe wait a little longer even if you could solve the challenge already.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rat challenge&#039;&#039;&#039;&lt;br /&gt;
Ghed&#039;rakh, located in western puddleby&lt;br /&gt;
&lt;br /&gt;
You have to kill 30 rats in 20 minutes&lt;br /&gt;
&lt;br /&gt;
Reward: 30 coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Large vermine challenge&#039;&#039;&#039;&lt;br /&gt;
located in southern puddleby&lt;br /&gt;
&lt;br /&gt;
Zokh Larverkh says, &amp;quot;Here are the rules. You shall have 100 minutes to find and kill 30 Large Vermine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: X coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Island Panther challenge&#039;&#039;&#039;&lt;br /&gt;
located at Hospital&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reward: X coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feral challenge&#039;&#039;&#039;&lt;br /&gt;
located in northern puddlyby&lt;br /&gt;
&lt;br /&gt;
Khar Fe&#039;rakh says, &amp;quot;Here are the rules. You shall have 100 minutes to find and kill 50 ferals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 200 coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Night Wendecka challenge&#039;&#039;&#039;&lt;br /&gt;
located in a hut in the northern east forest (confirm please?)&lt;br /&gt;
&lt;br /&gt;
Nirakh Whella says, &amp;quot;Here are the rules. You shall have 110 minutes to find and kill 30 Night Wendeckas.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 300 coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
&lt;br /&gt;
- Preparation helps to solve this challenge&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Giant Crawler challenge&#039;&#039;&#039;&lt;br /&gt;
located in a small cave northwest of hospital&lt;br /&gt;
&lt;br /&gt;
Dedera says, &amp;quot;Here are the rules. You shall have 90 minutes to find and kill 40 Giant Crawlers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 120 coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
&lt;br /&gt;
- This challenge needs some preparation and respawns to succeed&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Plains Maha Ruknee challenge&#039;&#039;&#039;&lt;br /&gt;
located in a hut south of boats&lt;br /&gt;
&lt;br /&gt;
Ma&#039;hakh Plana says, &amp;quot;Here are the rules. You shall have 90 minutes to find and kill 15 Plains Maha Ruknees.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 300 coins, a trophy and experience&lt;br /&gt;
&lt;br /&gt;
- Preparation helps to solve this challenge but is also doable without&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Large Sand Wurm challenge&#039;&#039;&#039;&lt;br /&gt;
located in a hut at the lilly pond&lt;br /&gt;
&lt;br /&gt;
You have to kill 34 Large Sand Wurms in 180 minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
&lt;br /&gt;
- This is one of three challenges which can provide Rangers an additional study slot&lt;br /&gt;
&lt;br /&gt;
- This challenge needs a lot of preparation or huge amounts of luck to pass.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Andvari challenge&#039;&#039;&#039;&lt;br /&gt;
located at the western edge of Centaur Island&#039;s beach&lt;br /&gt;
&lt;br /&gt;
You have to kill 36 Andvari in 220 minutes&lt;br /&gt;
&lt;br /&gt;
Reward: 1000 coins and experience&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
&lt;br /&gt;
- This is one of three challenges which can provide Rangers an additional study slot&lt;br /&gt;
&lt;br /&gt;
- This challenge probably needs luck with respawns or a little preparation&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cave Cobra challenge&#039;&#039;&#039;&lt;br /&gt;
located in the snake pit in the southwest of Gungla Island&lt;br /&gt;
&lt;br /&gt;
You have to kill X Cave Cobras in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
&lt;br /&gt;
- This is one of three challenges which can provide Rangers an additional study slot&lt;br /&gt;
&lt;br /&gt;
- This challenge probably needs luck with respawns or preparation though preparation might be hard because of the area of interest of the &amp;quot;CC&#039;s&amp;quot; and their speed&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Haremau Kitten challenge&#039;&#039;&#039;&lt;br /&gt;
located in the Ranger hideout and only accessable once you trained the four masters of the wild&lt;br /&gt;
&lt;br /&gt;
Harmot says, &amp;quot;Here are the rules. You shall have 240 minutes to find and kill 48 Haremau Kittens.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Harvest Lyfelidae Challenge&#039;&#039;&#039;&lt;br /&gt;
located in the hut of Fat Alice&lt;br /&gt;
&lt;br /&gt;
Large Dee Dee says, &amp;quot;Here are the rules. You shall have 360 minutes to find and kill 24 of dem &#039;arvest lyfes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold Lyfelidae Challenge&#039;&#039;&#039;&lt;br /&gt;
located in the hut of Fat Alice&lt;br /&gt;
&lt;br /&gt;
Fat Alice says, &amp;quot;Here are the rules. You shall have 360 minutes to find and kill 24 of dem cold lyfes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
&lt;br /&gt;
- As this particular Lyfelidae seems pretty rare no one is known to have solved this challenge yet.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Riptide Meshra challenge&#039;&#039;&#039; &lt;br /&gt;
located in the only hut north of the underwater-passing in the Southern River Delta in newer Estuary&lt;br /&gt;
&lt;br /&gt;
Howlund says, &amp;quot;Here are the rules. You shall have 220 minutes to find and kill 38 Riptide Meshras.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reward: 1000 coins and little experience (for those who can solve it)&lt;br /&gt;
&lt;br /&gt;
Note: &lt;br /&gt;
This hunting challenge is a really tough one because of the distance between the Undermarsh where the Riptide Meshra can be found and the starting point. For the people who solved the challenge it seemed to be a good idea to clear the way to Undermarsh and then run back to start the challenge.&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Training&amp;diff=2778</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Training&amp;diff=2778"/>
		<updated>2025-03-16T19:10:08Z</updated>

		<summary type="html">&lt;p&gt;Balangar: /* Blacksmithing */ typos+cosmetic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sitenavbar}}&lt;br /&gt;
[[Category: Beginner|{{PAGENAME}}]]&lt;br /&gt;
Instead of levels, Clan Lord has small increment training in one trainer at a time. It is very common to have some exile train 300 or more ranks of any trainers. There is no way to find out exactly how many ranks someone has. So, in order to know your exact rank count, you have to count them yourself, or you can save your text log files (under options) and use an app like [https://github.com/dfsw/scribius/wiki Scribius] to automatically count them. This section will only focus on non-fighter specific trainers, Secondary profession trainers like baking, brewing, and tailoring will be touched upon. If you do plan to learn a secondary skill or profession, do it early in your career when ranks come fast and easy, because they don&#039;t increase your slaughter as much as ranks used to improve fighter, healer or mystic skills specific skills.&lt;br /&gt;
&lt;br /&gt;
==Temple Trainers==&lt;br /&gt;
[[Image:Temple.png|center]]&lt;br /&gt;
Temple Trainers are the ones that stand in the Temple just north of Town Center (TC). New exiles often emerge here after setting their appearance. These are among the first trainers an exile can visit. Which one(s) to pick training will depend on which class you are going to be.&lt;br /&gt;
&lt;br /&gt;
The Three Trainers are Bodrus, Spirtus and Mentus.&lt;br /&gt;
&lt;br /&gt;
===Bodrus===&lt;br /&gt;
[[Image:Bodrus.png|left]]&lt;br /&gt;
Bodrus is a mixed trainer, teaching a combination of all the first and second circle fighter trainers. Non-fighters may wish to train with Bodrus to increase their accuracy, defense and health. Training with Bodrus can, however, decrease their number of swings. Non-fighters are able to study 100 lessons before reaching the cap. Since Bodrus is a less effective version of [[Fighter_Trainers#Evus|Evus]], most fighters prefer to study with Evus.&lt;br /&gt;
&lt;br /&gt;
There was a time when ten lessons with Bodrus were necessary before an exile could seek out the person who would give them a [[Weapons#Dagger|dagger]] and make them into a fighter. Nowadays, the ten lessons can be with anyone, and suggestions for studies may include Troilus, Skea Brightfur, or Pathfinding.&lt;br /&gt;
&lt;br /&gt;
===Spirtus===&lt;br /&gt;
[[Image:spirtus.png|left]]&lt;br /&gt;
Spirtus is a mixed trainer, similar to [[Healing#Sprite|Sprite]]. Spirtus lives in the Temple and is available to all exiles, while Sprite lives in the Healer Temple. At one time Spirtus taught a little of the four first circle healer trainers, but when Sprite came along and took over those duties, Spirtus stopped teaching spirit recovery. In addition to the healer trainers, Spirtus also teaches what is commonly known as Rodnus--the ability to be healed faster.&lt;br /&gt;
&lt;br /&gt;
Spirtus can be trained by all professions and the professionless, but fighters should understand that training Spirtus will mean they will not be able to get full Rodnus training when they reach fourth circle. Some fighters also feel that it is a waste to train with a trainer that has some things they cannot use, such as [[Healing#Faustus|Faustus]]. Other fighters want to get more Rodnus than Rodnus himself will train, and decide it is worthwhile to train some Spirtus as well. Most healers prefer Sprite because of the [[Healing#Respia|spirit recovery]].&lt;br /&gt;
&lt;br /&gt;
===Mentus===&lt;br /&gt;
[[Image:mentus.png|left]]&lt;br /&gt;
Mentus is used by everyone to do a number things: decrease the amount of sunstone wear every time it&#039;s used, decrease the chance of an [[Glossary#E|ethereal portal stone]] (EPS) breaking on use, use certain magical devices and to avoid death caused by some magical items. Mentus decreases the damage taken by using the movable portal (Currently in whatzit seller shop by boats in west town and in [[Glossary#C|CD]].) &lt;br /&gt;
[[File:OutsidePortalBldg.png.png|thumb|alt=Outside portal building in west town by boats|Outside portal building]]&lt;br /&gt;
Also helps you resisting black poppies in Tenebrion’s keep and elsewhere. It could cause you to create black poppies when you&#039;re fallen in one place for a long time -- (This last bit of info is probably out of date). Mentus has no known effect on opening pathfinding paths.&lt;br /&gt;
&lt;br /&gt;
For Mystics, this is the first trainer they should visit before they become an apprentice since it increases their base powers. Some mystics have publicly stated that they have well over 300 ranks in Mentus which allows them to become more powerful mystics later on.&lt;br /&gt;
&lt;br /&gt;
==Open Trainers==&lt;br /&gt;
Open Trainers are ones that allow anyone of any profession to train in them. Because of this some are capped anywhere from 50 to 100 trainings. The down side to each of these trainers is that a rank trained in a non-fighter specific trainer is the rank that could have gone into making the person a better fighter. Thus some fighters, refuse to train anything but Fighter trainers and Troilus. Also, with the exception of Troilus, open trainers raise slaughter the least. So, it&#039;s better to train these trainers early on in your career, when ranks come fast and easy.&lt;br /&gt;
&lt;br /&gt;
===Troilus===&lt;br /&gt;
[[Image:Troilus.png|left]]Troilus training allows one to heal faster without the aid of a healer. It takes a significant amount of troilus to be able to self heal as fast as even the slowest healers. However, for solo hunters who wander without someone to heal them and other exiles whose healers have fallen, a decent amount of troilus is a very effective way to stay alive in dire situations if that person can get to a safe area and stay long enough. Troilus is popular with fighters that wish to be able to survive either solo or group hunts where healer resources get overburdened. The biggest down side is that troilus raises slaughter about as much as the highest slaughter fighter trainers.&lt;br /&gt;
&lt;br /&gt;
===Loovma Geer===&lt;br /&gt;
[[Image:loovma.png|left]]&lt;br /&gt;
Loovma Geer works in the smith shop, and he teaches exiles how to take better care of metal items that are subject to wear — specifically: [[armor]], the [[chain]] and the [[Weapons#Shiny Dagger|shiny dagger]]. If any exile chooses to be a chainer, use armor, or use a shiny dagger, a decent amount of Loovma Geer is essential to keep the costs of repairing these items down. A broken chain can be fixed for 500 coins and two metal. Armor can be quite expensive to repair — in the thousands — and without loovma, armor will wear more often and can quickly put a fighter with a modest income in the poor house.&lt;br /&gt;
&lt;br /&gt;
===Pathfinding===&lt;br /&gt;
[[Image:hermit.png|left]]&lt;br /&gt;
[[Pathfinding]] (PF) allows exiles to use shortcuts to get places quicker, and at higher amounts allows them access to places impassable by non-Pathfinders. At higher circles fighters may find themselves unable to join a party without a pathfinder to let them in, and often times, they&#039;ll miss out on good solid experience opportunities because of their lack of PF.&lt;br /&gt;
&lt;br /&gt;
Because of this, it&#039;s important to some people to train [[Pathfinding]], because they want to be able to go almost anywhere. Rescue healers, and those interested in exploration would do well to study PF. Also, groups interested in exploration often take more than one pathfinder (&amp;quot;PF&amp;quot; as well) with them, which gives lower level exiles a chance to hunt with groups they wouldn&#039;t be invited to join otherwise.&lt;br /&gt;
&lt;br /&gt;
===Skea===&lt;br /&gt;
[[Image:skea.png|left]]&lt;br /&gt;
Skinning is taught by Skea Brightfur in West Puddleby. Skea gives you a greater chance to skin a creature with fur after you kill it. Even an exile with no skea has a chance to skin creatures, but the odds are very low. The more skea one has, the greater the chance of skinning a creature successfully. These furs are instantly converted to coins you see falling into your pack.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at the level where you can successfully kill a creature, but are ruining a lot of furs, skea will allow you a greater chance to skin and your purse to expand much more rapidly.&lt;br /&gt;
&lt;br /&gt;
Good skinners who may be too weak to go to a higher level area are sometimes invited by exiles just to skin. If the skinner doesn&#039;t hit the creature, in order for him/her to attempt to skin the creature, an exile who has hit the creature must be sharing with the skinner. Thus even if the skinner never tags a creature, they can gain shared experience and advance rapidly if all the fighters are sharing with the skinner.&lt;br /&gt;
&lt;br /&gt;
In some cases skinning give a small amount of experience to a skinner for skinning a creature.&lt;br /&gt;
&lt;br /&gt;
===Dentir===&lt;br /&gt;
[[Image:dentir.png|left]]&lt;br /&gt;
Dentir is exactly like Skea, but instead of furs, Dentir allows the pulling of teeth and insect pinchers from slain creatures. There are few creatures with teeth worthwhile to pull. These are the insect and arachne races — including [http://bestiary.puddleby.net/beast/ComboArachneArachnoid.php Arachnoids] and [[Scarmis]].&lt;br /&gt;
&lt;br /&gt;
===Bracis===&lt;br /&gt;
[[Image:bracis.png|left]]&lt;br /&gt;
Bracis is unique among the trainers because he&#039;s the only offensive trainer anyone can train. He teaches any exile how to use [[Weapons#leather bracers|bracers]]. Because he&#039;s open to everyone, his training cap is very low, but sufficient enough to give non-fighters some ability to defend themselves against small animals and weaker creatures. Since fighters can gain greater abilities than the cap on Bracis, it is inadvisable to train Bracis if you are a fighter.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:masterjanisbook.png|left]]&lt;br /&gt;
===Master Janis’ Mental Mysteries===&lt;br /&gt;
Master Janis’ Mental Mysteries is a book hidden deep within the pitch/slate caves. Each chapter studied expands a person’s maximum &#039;&#039;&#039;&#039;&#039;/thinkgroup&#039;&#039;&#039;&#039;&#039; by 1.&lt;br /&gt;
&lt;br /&gt;
===Language Trainers===&lt;br /&gt;
The Language Trainers teach an exile how to speak languages other than common. For your own race it takes 5 ranks to learn the language. For other languages it costs 25 for the first foreign language and 15 for each language after the first. For humans all foreign languages are 15 ranks to train. Using these additional languages is completely optional, however most people do know their own race language at the bare minimum because the cost is so low.&lt;br /&gt;
&lt;br /&gt;
To speak a language you&#039;ve learned you type &#039;&#039;/speak {language}&#039;&#039; and then the text. You will continue to speak that language until you change to another language. to go back to the common tongue type: &#039;&#039;/speak common&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Profession Trainers==&lt;br /&gt;
Profession Trainers teach things that you cannot use in the field or give you no advantage during a hunt and can be used to make money or simply to provide a valuable service. These are skills that anyone can learn that cost real ranks. Thus mystic only abilities do not fit here. Nor does anything you need no training to do, such as Kudzu farming: while it can make you money, there&#039;s no way to train to get better kudzu yields. Things such as phantasms?, while they are trainable, serve no known purpose, and will not be covered in the main sections for now.&lt;br /&gt;
&lt;br /&gt;
Professions include:&lt;br /&gt;
*[[Training#Alchemy|Alchemy]]&lt;br /&gt;
*[[Training#Baking|Baking]]&lt;br /&gt;
*[[Training#Blacksmithing|Blacksmithing]]&lt;br /&gt;
*[[Training#Brewing|Brewing]]&lt;br /&gt;
*[[Training#Metallurgy|Metallurgy]]&lt;br /&gt;
*[[Training#Tailoring|Tailoring]]&lt;br /&gt;
*[[Training#Woodworking|Woodworking]]&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
Alchemy is the act of making potions. From speed potions to more common red healing salves. Each potion requires training to make. It takes a quest to enable one to make potions and certain potions are only craft-able by certain professions, such as red healing potions and salves that are only craft-able by healers. &lt;br /&gt;
&lt;br /&gt;
===Baking===&lt;br /&gt;
Baking allows one to make cookies, cakes, pies and other food. The training is capped and very low. The Bakery is in the east side of central Puddleby.&lt;br /&gt;
&lt;br /&gt;
===Blacksmithing===&lt;br /&gt;
[[File:Blacksmith.jpg | right ]]&lt;br /&gt;
The Blacksmith has three functions (see [[Make#Smithing|Smithing]] in [[Make]] Page)):&lt;br /&gt;
*[[Make#Smelting|Smelting]] ore into ingots.&lt;br /&gt;
*[[Make#Forging Items|Forging]] new items.&lt;br /&gt;
*[[Make#Repairing Items|Repairing]] existing blacksmith-made items.&lt;br /&gt;
&lt;br /&gt;
The Smithy is directly adjacent to the Fighter hall in the NE corner of N Town, and contains the following NPCs that pertain to the Blacksmith profession:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forgus&#039;&#039;&#039;: Trains exiles in the art of Blacksmithing. &#039;&#039;(NOTE: Capped at 1100 ranks.)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whetka&#039;&#039;&#039;: Sells exiles Blacksmith Repair Kits and the corresponding supplies.&lt;br /&gt;
*&#039;&#039;&#039;Zonbre&#039;&#039;&#039;: Looks up the components required to make a given blacksmith-made item.&lt;br /&gt;
*&#039;&#039;&#039;Smithy Gefor&#039;&#039;&#039;: Prepares the forge for the Blacksmith to make a given blacksmith-made item.&lt;br /&gt;
*&#039;&#039;&#039;Powean&#039;&#039;&#039;: Studies new and exotic blacksmith-made items.&lt;br /&gt;
*&#039;&#039;&#039;Pepla Tonew&#039;&#039;&#039;: Looks up the components required to smelt a given type of ingot.&lt;br /&gt;
*&#039;&#039;&#039;Nafurce&#039;&#039;&#039;: Prepares the crucible for the Blacksmith to make a given type of ingot.&lt;br /&gt;
*&#039;&#039;&#039;Lyzer&#039;&#039;&#039;: Studies new and exotic ores.&lt;br /&gt;
&lt;br /&gt;
===Brewing===&lt;br /&gt;
Brewing allows one to make beer and wine. There is a cap on lessons and it is very low. The Brewery is located in West Puddleby.&lt;br /&gt;
&lt;br /&gt;
See [[Make#Brewing|Brewing&#039;s how to]] and  [[Make#Where_do_I_find_ingredients?|where to find ingredients]].&lt;br /&gt;
&lt;br /&gt;
===Metallurgy===&lt;br /&gt;
Metala teaches you how to smelt a Piece of Iron from Iron Ore and how to make various ingots (gold, tin, copper).  She is a dwarf who can be found in the northwest room of the ? Smith ?.  She is an uncapped trainer.  The more you train with Metala, the more likely you will be successful in smelting the item you desire??  In the same room as Metala you can find Peplaw Tonew who will provide the recipe of any item you may wish to smelt.  Finally in that same room is Lyzer who will study new ores brought to him to determine how to smelt them.&lt;br /&gt;
&lt;br /&gt;
The recipes Peplaw Tonew lists and their requirements are: &lt;br /&gt;
*Piece of Iron = A lump of iron ore.&lt;br /&gt;
*Gold Ingot = A lump of gold.&lt;br /&gt;
*Tin Ingot = A lump of tin.&lt;br /&gt;
*Copper Ingot = A lump of copper ore.&lt;br /&gt;
&lt;br /&gt;
In order to smelt an item, you must first ensure you have the correct ingredients in your pack.  Then you go to Nafurce in the same smelting room and tell him what you wish to make.  Once you do that, you walk up to the Smelting Furnace and begin working.&lt;br /&gt;
&lt;br /&gt;
* The question is, do the ranks you have determine the chance of your success?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: Metallugy has been rolled into Balcksmithing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Tailoring===&lt;br /&gt;
Sartorio is the brightly dressed fen who trains tailoring.  He can be found in the northernmost room of the Cote&#039; Daiur in northwest town. Sartorio is not a capped trainer so you can continue to train with him as long as you like.  Sartorio teaches you how to mend cloaks, shoes, shirts, pants and parachutes.  The more ranks you have with Sartorio, the fewer supplies you will require to mend an item.  &lt;br /&gt;
&lt;br /&gt;
====How Mending works====&lt;br /&gt;
[[File:Tikk Winse.png]] see [[Make#Tailoring|details on how to mend cloths]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tailoring requires a level of trust between the tailor and the exile as items must be given to the tailor in order for mending to occur.  Also tailors set their own price - as they can charge more than the amount required in supplies to fix an item.  So some exiles may get a better deal with one tailor versus another.  Other tailors will quote the exact price to fix an item and will accept tips.  Since the cost of mending an item goes down with the skill of the tailor, this is one profession in which select exiles will specialize.&lt;br /&gt;
&lt;br /&gt;
=== Woodworking ===&lt;br /&gt;
Woodworkers can make items such as brooms, shovels (with a shovel blade made by a blacksmith), and other items. The woodworking trainer is hidden on the island of Puddleby.&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Make&amp;diff=2769</id>
		<title>Make</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Make&amp;diff=2769"/>
		<updated>2025-03-02T17:11:02Z</updated>

		<summary type="html">&lt;p&gt;Balangar: /* Smithing */ import from training&amp;#039;s page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Baking==&lt;br /&gt;
[[File:Bakery.jpg | right ]]&lt;br /&gt;
===How to===&lt;br /&gt;
* You must train 30 lessons with Zeucros, who can be found in the bakery.  &lt;br /&gt;
* You must then gather ingredients for the recipes you wish to make.  &lt;br /&gt;
* You can find Lotte in the bakery who will sell you a baking bag for 100c so you can conserve pack space.  &lt;br /&gt;
** You can add and remove items using the &#039;&#039;&#039;&amp;lt;code&amp;gt;/usei bakingbag /add &amp;lt;itemname&amp;gt;&amp;lt;/code&amp;gt;&#039;&#039;&#039; or &#039;&#039;&#039;&amp;lt;code&amp;gt;/usei bakingbag /remove &amp;lt;itemname&amp;gt;&amp;lt;/code&amp;gt;&#039;&#039;&#039; commands.  &lt;br /&gt;
** You must have sufficient pack space for the quantity of items + 1 slot? required for a specific recipe.&lt;br /&gt;
*** This is because all ingredients must be out of the bag and loose in your pack in order to bake an item.&lt;br /&gt;
** Baking bags can hold: wheat, jars of honey, eggs, cocoa pods, tangleberries.&lt;br /&gt;
&lt;br /&gt;
* Once you have gathered the ingredients and have them in your pack loose (not in a baking bag):&lt;br /&gt;
** Walk up to the station where that recipe is listed in the bakery.  &lt;br /&gt;
** The list of ingredients will be read. &lt;br /&gt;
** Then assuming you have sufficient ranks, the recipe will be made.  &lt;br /&gt;
** A message will be displayed, &amp;quot;You appear to have mastered this.&amp;quot;  &lt;br /&gt;
** The recipe item will now appear in your pack and all the ingredients you used will no longer be present.&lt;br /&gt;
&lt;br /&gt;
===What to Make===&lt;br /&gt;
* Brownies:  an egg, wheat, honey, cacao pod.  Sells for: 80c for 8.&lt;br /&gt;
* Chocolate Chip Cookies:  2 eggs, wheat, honey, cacao pod. Sells for: 10c each or 80c for 8.&lt;br /&gt;
* Chocolate Frosted Doughnuts: water, wheat, honey, cacao pod. Sells for: Not sold.&lt;br /&gt;
* House of Hénea beer bread: an egg, 2 bundles wheat, yeast, barley, mutated spores, ale. Sells for: Not sold.&lt;br /&gt;
* Pretzels: Water, wheat.  Sells for: 25c for 15.&lt;br /&gt;
* Tangleberry Muffins: an egg, wheat, 2 bunches of tangleberries. Sells for: 40c for 8.&lt;br /&gt;
* Tangleberry Pie: water, wheat, honey, tangleberries.  Sells for: 35c.&lt;br /&gt;
* Twelve Slice Birthday Cake: wheat, 2 jars of honey, egg, 50c for decorations.  Sells for: Not sold.&lt;br /&gt;
&lt;br /&gt;
==Brewing==&lt;br /&gt;
[[File:Brewery.jpg | right]]&lt;br /&gt;
===How To===&lt;br /&gt;
* You must train 30 lessons with Bruia Stout in the Brewery.&lt;br /&gt;
* You must gather all ingredients to brew different types of beverages.&lt;br /&gt;
* You can buy a Brewing Bag for 100c from Jorge in the Brewery.&lt;br /&gt;
** A brewing bag can hold: Barley, Hops, Wheat, and Yeast.&lt;br /&gt;
&lt;br /&gt;
===What to Make===&lt;br /&gt;
* Ale:  1 barrel water, 1 bundle barley, 1 clump hops, 2 yeasts. Cost: 35c. Sold for: 181c.&lt;br /&gt;
* Beer: 1 barrel water, 1 bundle wheat, 1 clump hops, 1 yeast. Cost: 20c. Sold for: Not sold.&lt;br /&gt;
* Cognac: 1 bottle water, 1 bunch grapes, 1 honey, 1 yeast. Cost: 15c. Sold for: 138c.&lt;br /&gt;
* Herb liquer: No recipe. Sold for: 138c.&lt;br /&gt;
* Honey Ale: 1 barrel water, 2 bundles barley, 1 clump hops, 1 yeast, 1 jar myrm honey. Cost: 40c. Sold for: Not sold.&lt;br /&gt;
* Lager:  1 barrel water, 1 bundle barley, 1 clump hops, 1 yeast. Cost: 30c. Sold for: 179c.&lt;br /&gt;
* Red Wine: 1 bottle water, 1 bunch grapes, 1 yeast. Cost: 10c. Sold for: 78c.&lt;br /&gt;
* Root Beer: No recipe.  Sells for: 120c.&lt;br /&gt;
* Stout: 1 barrel water, 2 bundles barley, 2 clumps hops, 1 yeast. Cost: 20c. Sold for: 185c.&lt;br /&gt;
* Tangleberry Cordial: 1 bottle water, 1 bunch grapes, 1 cluster tangleberries, 1 yeast. Cost: 15c.  Sold for: Not sold.&lt;br /&gt;
* Wheat Beer: 1 barrel water, 2 bundles wheat, 1 clump hops, 1 yeast. Cost: 20c. Sold for: Not sold.&lt;br /&gt;
* White Wine: 1 bottle water, 1 bunch grapes, 1 yeast. Cost: 10c. Sold for: 59c.&lt;br /&gt;
&lt;br /&gt;
==Potions==&lt;br /&gt;
This is also known as alchemistry.&lt;br /&gt;
==Smithing==&lt;br /&gt;
&lt;br /&gt;
[[File:Blacksmith.jpg | right ]]&lt;br /&gt;
The Blacksmith has three functions:&lt;br /&gt;
*[[#Smelting|Smelting]] ore into ingots.&lt;br /&gt;
*[[#Forging Items |Forging]] new items.&lt;br /&gt;
*[[#Repairing Items|Repairing]] existing blacksmith-made items.&lt;br /&gt;
&lt;br /&gt;
====Smelting====&lt;br /&gt;
To smelt a lump of ore into an ingot, the Blacksmith must follow this procedure:&lt;br /&gt;
#Have the ore that needs smelting in your inventory.&lt;br /&gt;
#Tell Nafurce what type of ingot you wish to attempt to make.&lt;br /&gt;
#Bump into the crucible and wait until you receive a success or failure message.&lt;br /&gt;
&lt;br /&gt;
A Blacksmith&#039;s chance of successfully smelting ore into ingot is directly tied to how much Forgus training they have. &lt;br /&gt;
The approximate chance of success rates given below assume 1100 ranks of Forgus, and are very rough estimates based exclusively on the author&#039;s personal experience with smelting. &lt;br /&gt;
&lt;br /&gt;
The following is a list, in order of rarity, of which ingot is smelted from what type of ore:&lt;br /&gt;
*&#039;&#039;&#039;Piece of Iron&#039;&#039;&#039; = Lump of Iron Ore (~5% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Copper Ingot&#039;&#039;&#039; = Lump of Copper Ore (~90% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Gold Ingot&#039;&#039;&#039; = Lump of Gold Ore(~95% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Tin Ingot&#039;&#039;&#039; = Lump of Tin Ore (~100% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Judder Ingot&#039;&#039;&#039; = Lump of Judder Ore* ([???]% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Piece of Tremolite&#039;&#039;&#039; = Lump of Tremolite Ore ** ([???]% chance of success)&lt;br /&gt;
**(Used by Hendrux to make a Vibra)&lt;br /&gt;
**(Used by Hendrux to make a Tuborn)&lt;br /&gt;
-----&lt;br /&gt;
====Forging Items====&lt;br /&gt;
To forge a blacksmith-made item, the Blacksmith must follow this procedure:&lt;br /&gt;
#Have the materials needed to forge the item in your inventory.&lt;br /&gt;
#Tell Smithy Gefor what type of item you wish to attempt to make.&lt;br /&gt;
#Bump into the forge and wait until you receive a success or failure message.&lt;br /&gt;
&lt;br /&gt;
A Blacksmith&#039;s chance of successfully forging items is directly tied to how much Forgus training they have. &#039;&#039;With 1100 ranks of Forgus, the one master blacksmith reports having never failed at forging an item.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The following is a list of what items (including [[Armor|armor]] and [[Weapons|weapons]]) can be forged and the recipe of items obtainable needed to make it of material:&lt;br /&gt;
*&#039;&#039;&#039;Rockodile Breastplate&#039;&#039;&#039; = Rockodile Leather(x1), Piece of Iron (x1), Copper Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Helmet&#039;&#039;&#039; = Piece of Iron (x2), Tin Ingot (x1), Copper Ingot (x2)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Shield&#039;&#039;&#039; = Piece of Iron (x5), Tin Ingot (x2), Copper Ingot (x2)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Breastplate&#039;&#039;&#039; = Piece of Iron (x5), Tin Ingot (x3), Copper Ingot (x3)&lt;br /&gt;
*&#039;&#039;&#039;Iron Helmet&#039;&#039;&#039; = Piece of Iron (x3), Tin Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Iron Shield&#039;&#039;&#039; = Piece of Iron (x5), Tin Ingot (x1), Gold Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Iron Breastplate&#039;&#039;&#039; = Piece of Iron (x6), Tin Ingot (x3), Gold Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Shiny Dagger&#039;&#039;&#039; = Piece of Iron (x3), Tin Ingot (x1), Gold Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Machete&#039;&#039;&#039; = Piece of Iron (x1), Copper Ingot (x2)&lt;br /&gt;
*&#039;&#039;&#039;Crowbar&#039;&#039;&#039; = Piece of Iron (x1)&lt;br /&gt;
*&#039;&#039;&#039;Shovel Blade&#039;&#039;&#039; = Piece of Iron (x2)&lt;br /&gt;
*&#039;&#039;&#039;Chain&#039;&#039;&#039; = Piece of Iron (x3)&lt;br /&gt;
-----&lt;br /&gt;
====Repairing Items====&lt;br /&gt;
The Blacksmith Repair Kit (BRK), functions in the same way that the Sewing Kit does, with the exception that it repairs blacksmith-made items instead of clothing. That is — it can evaluate the wear level &amp;amp; cost to repair, store repair supplies that are measured in coins, and repair eligible items that are in the Blacksmith&#039;s inventory. The commands for using the BRK are as follows:&lt;br /&gt;
*&amp;lt;tt&amp;gt;\USEITEM blacksmith&amp;lt;/tt&amp;gt;: determine repair costs for the blacksmith-made item selected in the Blacksmith&#039;s Inventory.&lt;br /&gt;
*&amp;lt;tt&amp;gt;\USEITEM blacksmith &amp;lt;player&amp;gt;&amp;lt;/tt&amp;gt;: determine repair costs for any blacksmith-made items equipped by the target player.&lt;br /&gt;
*&amp;lt;tt&amp;gt;\USEITEM blacksmith /mend&amp;lt;/tt&amp;gt;: Repairs the blacksmith-made item selected in the Blacksmith&#039;s Inventory.&lt;br /&gt;
*&amp;lt;tt&amp;gt;\USEITEM blacksmith /combine&amp;lt;/tt&amp;gt;: Combine the supplies of all your BRKs into one BRK.&lt;br /&gt;
The following is a list of the levels of wear that are returned when an exile uses /examine on their armor:&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is in nearly perfect condition.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is in very good condition.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is starting to look a little worn.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is in serious need of repair.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is going to fall apart any day now.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is no longer functional.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a list of armors that can be repaired. The value next to each piece is how much it costs the Blacksmith (current as of v663) to repair the item with 1100 ranks of Forgus:&lt;br /&gt;
*&#039;&#039;&#039;Bronze Helmet&#039;&#039;&#039; ([???]c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Shield&#039;&#039;&#039; ([???]c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Breastplate&#039;&#039;&#039; ([???]c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Iron Helmet&#039;&#039;&#039; (27c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Iron Shield&#039;&#039;&#039; (87c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Iron Breastplate&#039;&#039;&#039; (225c of BRK supplies per level of wear)&lt;br /&gt;
&lt;br /&gt;
=====Author&#039;s Note RE Shiny Daggers=====&lt;br /&gt;
There are two types of Shiny Daggers in the lands: The Old version and the New version.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;old&#039;&#039; Shiny Dagger will become a &amp;quot;Dull Dagger&amp;quot; after only one wear. They can be repaired by Aigus in the Smithy for 100c. They are no longer available in terms of new ones being brought into existence. Blacksmiths can neither forge nor repair these types of Shiny Daggers.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;new&#039;&#039; Shiny Dagger will wear in the same way that armors do; but the messages are different, and it is unclear how many levels of wear there are. Instead of turning into Dull Daggers, after cycling through enough levels of wear they will simply disintegrate in the same way that armor will after being worn past This [armor] is no longer functional. These are the Shiny Daggers that Blacksmiths can forge and repair, and can also be purchased from Katla in the Smithy for 5,000c and a single Piece of Iron. &lt;br /&gt;
&lt;br /&gt;
With 1100 ranks in Forgus, the only wear level and cost that the author has seen has been as follows:&lt;br /&gt;
*&amp;lt;tt&amp;gt;This Shiny dagger is in pretty good shape.&amp;lt;/tt&amp;gt; (160c of BRK supplies to repair)&lt;br /&gt;
&lt;br /&gt;
==Tailoring==&lt;br /&gt;
[[File:CateDaiur.PNG|left]] For exiles that want to learn how to mend clothing and shoes, yu can buy a sewing kit, find the trainer and dye cloth by visiting the hut where Cate Daiur hangs out in north west town center. &lt;br /&gt;
[[File:Sartorio.PNG|right]] &lt;br /&gt;
Mending clothing of shoes of exiles requires training with Sartorio. The cost to mend an item depends on how many ranks of training you have with Sartorio. Sartorio is an uncapped trainer, but the returns diminish as you train thousands of ranks with Sartorio. Once you hit the cost of 1c of supplies to mend items, then you probably should stop training with Sartorio. &lt;br /&gt;
[[File:TikkWinse.PNG|right]]&lt;br /&gt;
Tikk Winse is in the same room as Sartorio. She sells the sewing kit and also offers refills for supplies used up when mending items for exiles. You exchange coins for supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equip the sewing kit with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/equip sewingkit&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then to determine the amount of supplies (coins) required for what an exile is currently wearing use:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/useitem left {nameofexile}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
example: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/useitem left squib &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You must have items in your inventory to repair them. So after negotiating a price with an exile, obtaining the item from the exile, select the item to mend in your inventory but do not double click it and use (assuming you have your sewing kit equipped in your left hand):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/useitem left /mend&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kina Minnow sells mannequins for 1200c in the same room. you can place mannequins in homes you own or have a regular house key or master key for. To use a mannequin, wear all the clothing you want to store on the mannequin then bump into the mannequin. If the mannequin has clothing already on it, you will swap clothing. Clothing includes shirt, pants, and shoes, necklaces and belts are not included when swapping.&lt;br /&gt;
&lt;br /&gt;
==Where do I find ingredients?==&lt;br /&gt;
&lt;br /&gt;
===Barley===&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039; Used in brewing recipes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Found:&#039;&#039;&#039; Farms, fields and forests.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rarity:&#039;&#039;&#039; Slightly rarer than wheat.&lt;br /&gt;
&lt;br /&gt;
===Eggs===&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039; Used in baking recipes, not sure if they can be thrown at exiles as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Found:&#039;&#039;&#039; Trade a feather for one at Grange in North town with Binion.  May also be purchased at the Bakery???&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rarity:&#039;&#039;&#039; Not at all.&lt;br /&gt;
&lt;br /&gt;
===Grapes===&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039; Used in wines and tangleberry cordial&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Found:&#039;&#039;&#039; Can be purchased at Grange in North town from Marlow.  Or can be shaken loose from B? farm in the Vineyard in Northeast Forest on the way to the Plains.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rarity:&#039;&#039;&#039; Not at all.&lt;br /&gt;
&lt;br /&gt;
===Honey===&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039; Used in most baking recipes and a couple of brewing recipes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Found:&#039;&#039;&#039; Purchase at Grange in North town from Onig for 20c.  Trade a myrm egg (from the Myrm Hive) for a jar of honey at the Grange in North town with Mielle for 5c&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rarity:&#039;&#039;&#039; Not at all.&lt;br /&gt;
&lt;br /&gt;
===Hops===&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039; Used in brewing recipes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Found:&#039;&#039;&#039; Sometimes in forests and fields.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rarity:&#039;&#039;&#039; Somewhat rare.&lt;br /&gt;
&lt;br /&gt;
===Mutated Spores===&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039; Alchemy--various potion recipes,  and one baking recipe.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Found:&#039;&#039;&#039; Shaken loose from large mushrooms found in various areas, including the Marsh, Undine Hut, Mushroom Hut, Underground, the Foothills, and Kizmia&#039;s Island&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rarity:&#039;&#039;&#039; Not too rare.&lt;br /&gt;
&lt;br /&gt;
===Tangleberries===&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039; Tangleberry pie and Tangleberry cordial.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Found:&#039;&#039;&#039; Shaken loose from bushes in &amp;lt;name of place north of town&amp;gt; and ??&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rarity:&#039;&#039;&#039; Not too rare.&lt;br /&gt;
&lt;br /&gt;
===Water===&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039; Brewing recipes require a barrel or bottle of water. Some baking recipes and most potions require a bottle of water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Found:&#039;&#039;&#039; &lt;br /&gt;
* Barrel: You can make one at the woodshop in East Forest from a log of wood if you have trained sufficient times with Poly Carver.  You can have one made for you by a woodworking exile.  You can buy a keg of root beer or beer and empty it.  You can also pick up an empty barrel if one is dropped or left by exiles.&lt;br /&gt;
* Bottle: Can be bought for 5 coins in north town, or picked up if dropped or left by exiles.  &lt;br /&gt;
To fill an empty bottle or barrel, simply equip it, then use it at a water source like the pond in the the mushroom hut.  If you are carrying an empty barrel or a bottle, you can fill it with: &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;code&amp;gt;/equip&amp;lt;/code&amp;gt;&#039;&#039;&#039; then &#039;&#039;&#039;&amp;lt;code&amp;gt;/use&amp;lt;/code&amp;gt;&#039;&#039;&#039; while standing in or next to the water source.  You can also fill a bottle from a barrel of water you are carrying in your pack.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rarity:&#039;&#039;&#039; Not rare.&lt;br /&gt;
&lt;br /&gt;
===Wheat===&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039; Used in baking and brewing recipes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Found:&#039;&#039;&#039; Mostly in farms, fields and forests of Puddleby.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rarity:&#039;&#039;&#039; Not very, frequently found.&lt;br /&gt;
&lt;br /&gt;
===Yeast===&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039; Used in brewing and a couple of baking recipes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Found:&#039;&#039;&#039; In farms, fields and occasionally forests of Puddleby.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rarity:&#039;&#039;&#039; Somewhat rare.&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Training&amp;diff=2768</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Training&amp;diff=2768"/>
		<updated>2025-03-02T17:10:52Z</updated>

		<summary type="html">&lt;p&gt;Balangar: /* Blacksmithing */ exported details to Make&amp;#039;s page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sitenavbar}}&lt;br /&gt;
[[Category: Beginner|{{PAGENAME}}]]&lt;br /&gt;
Instead of levels, Clan Lord has small increment training in one trainer at a time. It is very common to have some exile train 300 or more ranks of any trainers. There is no way to find out exactly how many ranks someone has. So, in order to know your exact rank count, you have to count them yourself, or you can save your text log files (under options) and use an app like [https://github.com/dfsw/scribius/wiki Scribius] to automatically count them. This section will only focus on non-fighter specific trainers, Secondary profession trainers like baking, brewing, and tailoring will be touched upon. If you do plan to learn a secondary skill or profession, do it early in your career when ranks come fast and easy, because they don&#039;t increase your slaughter as much as ranks used to improve fighter, healer or mystic skills specific skills.&lt;br /&gt;
&lt;br /&gt;
==Temple Trainers==&lt;br /&gt;
[[Image:Temple.png|center]]&lt;br /&gt;
Temple Trainers are the ones that stand in the Temple just north of Town Center (TC). New exiles often emerge here after setting their appearance. These are among the first trainers an exile can visit. Which one(s) to pick training will depend on which class you are going to be.&lt;br /&gt;
&lt;br /&gt;
The Three Trainers are Bodrus, Spirtus and Mentus.&lt;br /&gt;
&lt;br /&gt;
===Bodrus===&lt;br /&gt;
[[Image:Bodrus.png|left]]&lt;br /&gt;
Bodrus is a mixed trainer, teaching a combination of all the first and second circle fighter trainers. Non-fighters may wish to train with Bodrus to increase their accuracy, defense and health. Training with Bodrus can, however, decrease their number of swings. Non-fighters are able to study 100 lessons before reaching the cap. Since Bodrus is a less effective version of [[Fighter_Trainers#Evus|Evus]], most fighters prefer to study with Evus.&lt;br /&gt;
&lt;br /&gt;
There was a time when ten lessons with Bodrus were necessary before an exile could seek out the person who would give them a [[Weapons#Dagger|dagger]] and make them into a fighter. Nowadays, the ten lessons can be with anyone, and suggestions for studies may include Troilus, Skea Brightfur, or Pathfinding.&lt;br /&gt;
&lt;br /&gt;
===Spirtus===&lt;br /&gt;
[[Image:spirtus.png|left]]&lt;br /&gt;
Spirtus is a mixed trainer, similar to [[Healing#Sprite|Sprite]]. Spirtus lives in the Temple and is available to all exiles, while Sprite lives in the Healer Temple. At one time Spirtus taught a little of the four first circle healer trainers, but when Sprite came along and took over those duties, Spirtus stopped teaching spirit recovery. In addition to the healer trainers, Spirtus also teaches what is commonly known as Rodnus--the ability to be healed faster.&lt;br /&gt;
&lt;br /&gt;
Spirtus can be trained by all professions and the professionless, but fighters should understand that training Spirtus will mean they will not be able to get full Rodnus training when they reach fourth circle. Some fighters also feel that it is a waste to train with a trainer that has some things they cannot use, such as [[Healing#Faustus|Faustus]]. Other fighters want to get more Rodnus than Rodnus himself will train, and decide it is worthwhile to train some Spirtus as well. Most healers prefer Sprite because of the [[Healing#Respia|spirit recovery]].&lt;br /&gt;
&lt;br /&gt;
===Mentus===&lt;br /&gt;
[[Image:mentus.png|left]]&lt;br /&gt;
Mentus is used by everyone to do a number things: decrease the amount of sunstone wear every time it&#039;s used, decrease the chance of an [[Glossary#E|ethereal portal stone]] (EPS) breaking on use, use certain magical devices and to avoid death caused by some magical items. Mentus decreases the damage taken by using the movable portal (Currently in whatzit seller shop by boats in west town and in [[Glossary#C|CD]].) &lt;br /&gt;
[[File:OutsidePortalBldg.png.png|thumb|alt=Outside portal building in west town by boats|Outside portal building]]&lt;br /&gt;
Also helps you resisting black poppies in Tenebrion’s keep and elsewhere. It could cause you to create black poppies when you&#039;re fallen in one place for a long time -- (This last bit of info is probably out of date). Mentus has no known effect on opening pathfinding paths.&lt;br /&gt;
&lt;br /&gt;
For Mystics, this is the first trainer they should visit before they become an apprentice since it increases their base powers. Some mystics have publicly stated that they have well over 300 ranks in Mentus which allows them to become more powerful mystics later on.&lt;br /&gt;
&lt;br /&gt;
==Open Trainers==&lt;br /&gt;
Open Trainers are ones that allow anyone of any profession to train in them. Because of this some are capped anywhere from 50 to 100 trainings. The down side to each of these trainers is that a rank trained in a non-fighter specific trainer is the rank that could have gone into making the person a better fighter. Thus some fighters, refuse to train anything but Fighter trainers and Troilus. Also, with the exception of Troilus, open trainers raise slaughter the least. So, it&#039;s better to train these trainers early on in your career, when ranks come fast and easy.&lt;br /&gt;
&lt;br /&gt;
===Troilus===&lt;br /&gt;
[[Image:Troilus.png|left]]Troilus training allows one to heal faster without the aid of a healer. It takes a significant amount of troilus to be able to self heal as fast as even the slowest healers. However, for solo hunters who wander without someone to heal them and other exiles whose healers have fallen, a decent amount of troilus is a very effective way to stay alive in dire situations if that person can get to a safe area and stay long enough. Troilus is popular with fighters that wish to be able to survive either solo or group hunts where healer resources get overburdened. The biggest down side is that troilus raises slaughter about as much as the highest slaughter fighter trainers.&lt;br /&gt;
&lt;br /&gt;
===Loovma Geer===&lt;br /&gt;
[[Image:loovma.png|left]]&lt;br /&gt;
Loovma Geer works in the smith shop, and he teaches exiles how to take better care of metal items that are subject to wear — specifically: [[armor]], the [[chain]] and the [[Weapons#Shiny Dagger|shiny dagger]]. If any exile chooses to be a chainer, use armor, or use a shiny dagger, a decent amount of Loovma Geer is essential to keep the costs of repairing these items down. A broken chain can be fixed for 500 coins and two metal. Armor can be quite expensive to repair — in the thousands — and without loovma, armor will wear more often and can quickly put a fighter with a modest income in the poor house.&lt;br /&gt;
&lt;br /&gt;
===Pathfinding===&lt;br /&gt;
[[Image:hermit.png|left]]&lt;br /&gt;
[[Pathfinding]] (PF) allows exiles to use shortcuts to get places quicker, and at higher amounts allows them access to places impassable by non-Pathfinders. At higher circles fighters may find themselves unable to join a party without a pathfinder to let them in, and often times, they&#039;ll miss out on good solid experience opportunities because of their lack of PF.&lt;br /&gt;
&lt;br /&gt;
Because of this, it&#039;s important to some people to train [[Pathfinding]], because they want to be able to go almost anywhere. Rescue healers, and those interested in exploration would do well to study PF. Also, groups interested in exploration often take more than one pathfinder (&amp;quot;PF&amp;quot; as well) with them, which gives lower level exiles a chance to hunt with groups they wouldn&#039;t be invited to join otherwise.&lt;br /&gt;
&lt;br /&gt;
===Skea===&lt;br /&gt;
[[Image:skea.png|left]]&lt;br /&gt;
Skinning is taught by Skea Brightfur in West Puddleby. Skea gives you a greater chance to skin a creature with fur after you kill it. Even an exile with no skea has a chance to skin creatures, but the odds are very low. The more skea one has, the greater the chance of skinning a creature successfully. These furs are instantly converted to coins you see falling into your pack.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at the level where you can successfully kill a creature, but are ruining a lot of furs, skea will allow you a greater chance to skin and your purse to expand much more rapidly.&lt;br /&gt;
&lt;br /&gt;
Good skinners who may be too weak to go to a higher level area are sometimes invited by exiles just to skin. If the skinner doesn&#039;t hit the creature, in order for him/her to attempt to skin the creature, an exile who has hit the creature must be sharing with the skinner. Thus even if the skinner never tags a creature, they can gain shared experience and advance rapidly if all the fighters are sharing with the skinner.&lt;br /&gt;
&lt;br /&gt;
In some cases skinning give a small amount of experience to a skinner for skinning a creature.&lt;br /&gt;
&lt;br /&gt;
===Dentir===&lt;br /&gt;
[[Image:dentir.png|left]]&lt;br /&gt;
Dentir is exactly like Skea, but instead of furs, Dentir allows the pulling of teeth and insect pinchers from slain creatures. There are few creatures with teeth worthwhile to pull. These are the insect and arachne races — including [http://bestiary.puddleby.net/beast/ComboArachneArachnoid.php Arachnoids] and [[Scarmis]].&lt;br /&gt;
&lt;br /&gt;
===Bracis===&lt;br /&gt;
[[Image:bracis.png|left]]&lt;br /&gt;
Bracis is unique among the trainers because he&#039;s the only offensive trainer anyone can train. He teaches any exile how to use [[Weapons#leather bracers|bracers]]. Because he&#039;s open to everyone, his training cap is very low, but sufficient enough to give non-fighters some ability to defend themselves against small animals and weaker creatures. Since fighters can gain greater abilities than the cap on Bracis, it is inadvisable to train Bracis if you are a fighter.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:masterjanisbook.png|left]]&lt;br /&gt;
===Master Janis’ Mental Mysteries===&lt;br /&gt;
Master Janis’ Mental Mysteries is a book hidden deep within the pitch/slate caves. Each chapter studied expands a person’s maximum &#039;&#039;&#039;&#039;&#039;/thinkgroup&#039;&#039;&#039;&#039;&#039; by 1.&lt;br /&gt;
&lt;br /&gt;
===Language Trainers===&lt;br /&gt;
The Language Trainers teach an exile how to speak languages other than common. For your own race it takes 5 ranks to learn the language. For other languages it costs 25 for the first foreign language and 15 for each language after the first. For humans all foreign languages are 15 ranks to train. Using these additional languages is completely optional, however most people do know their own race language at the bare minimum because the cost is so low.&lt;br /&gt;
&lt;br /&gt;
To speak a language you&#039;ve learned you type &#039;&#039;/speak {language}&#039;&#039; and then the text. You will continue to speak that language until you change to another language. to go back to the common tongue type: &#039;&#039;/speak common&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Profession Trainers==&lt;br /&gt;
Profession Trainers teach things that you cannot use in the field or give you no advantage during a hunt and can be used to make money or simply to provide a valuable service. These are skills that anyone can learn that cost real ranks. Thus mystic only abilities do not fit here. Nor does anything you need no training to do, such as Kudzu farming: while it can make you money, there&#039;s no way to train to get better kudzu yields. Things such as phantasms?, while they are trainable, serve no known purpose, and will not be covered in the main sections for now.&lt;br /&gt;
&lt;br /&gt;
Professions include:&lt;br /&gt;
*[[Training#Alchemy|Alchemy]]&lt;br /&gt;
*[[Training#Baking|Baking]]&lt;br /&gt;
*[[Training#Blacksmithing|Blacksmithing]]&lt;br /&gt;
*[[Training#Brewing|Brewing]]&lt;br /&gt;
*[[Training#Metallurgy|Metallurgy]]&lt;br /&gt;
*[[Training#Tailoring|Tailoring]]&lt;br /&gt;
*[[Training#Woodworking|Woodworking]]&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
Alchemy is the act of making potions. From speed potions to more common red healing salves. Each potion requires training to make. It takes a quest to enable one to make potions and certain potions are only craft-able by certain professions, such as red healing potions and salves that are only craft-able by healers. &lt;br /&gt;
&lt;br /&gt;
===Baking===&lt;br /&gt;
Baking allows one to make cookies, cakes, pies and other food. The training is capped and very low. The Bakery is in the east side of central Puddleby.&lt;br /&gt;
&lt;br /&gt;
===Blacksmithing===&lt;br /&gt;
[[File:Blacksmith.jpg | right ]]&lt;br /&gt;
The Blacksmith has three functions:&lt;br /&gt;
*[[Make#Smelting|Smelting]] ore into ingots.&lt;br /&gt;
*[[Make#Forging Items |Forging]] new items.&lt;br /&gt;
*[[Make#Repairing Items|Repairing]] existing blacksmith-made items.&lt;br /&gt;
&lt;br /&gt;
The Smithy is directly adjacent to the Fighter hall in the NE corner of N Town, and contains the following NPCs that pertain to the Blacksmith profession:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forgus&#039;&#039;&#039;: Trains exiles in the art of Blacksmithing. &#039;&#039;(NOTE: Capped at 1100 ranks.)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whetka&#039;&#039;&#039;: Sells exiles Blacksmith Repair Kits and the corresponding supplies.&lt;br /&gt;
*&#039;&#039;&#039;Zonbre&#039;&#039;&#039;: Looks up the components required to make a given blacksmith-made item.&lt;br /&gt;
*&#039;&#039;&#039;Smithy Gefor&#039;&#039;&#039;: Prepares the forge for the Blacksmith to make a given blacksmith-made item.&lt;br /&gt;
*&#039;&#039;&#039;Powean&#039;&#039;&#039;: Studies new and exotic blacksmith-made items.&lt;br /&gt;
*&#039;&#039;&#039;Pepla Tonew&#039;&#039;&#039;: Looks up the components required to smelt a given type of ingot.&lt;br /&gt;
*&#039;&#039;&#039;Nafurce&#039;&#039;&#039;: Prepares the crucible for the Blacksmith to make a given type of ingot.&lt;br /&gt;
*&#039;&#039;&#039;Lyzer&#039;&#039;&#039;: Studies new and exotic ores.&lt;br /&gt;
&lt;br /&gt;
===Brewing===&lt;br /&gt;
Brewing allows one to make beer and wine. There is a cap on lessons and it is very low. The Brewery is located in West Puddleby.&lt;br /&gt;
&lt;br /&gt;
See [[Make#Brewing|Brewing&#039;s how to]] and  [[Make#Where_do_I_find_ingredients?|where to find ingredients]].&lt;br /&gt;
&lt;br /&gt;
===Metallurgy===&lt;br /&gt;
Metala teaches you how to smelt a Piece of Iron from Iron Ore and how to make various ingots (gold, tin, copper).  She is a dwarf who can be found in the northwest room of the ? Smith ?.  She is an uncapped trainer.  The more you train with Metala, the more likely you will be successful in smelting the item you desire??  In the same room as Metala you can find Peplaw Tonew who will provide the recipe of any item you may wish to smelt.  Finally in that same room is Lyzer who will study new ores brought to him to determine how to smelt them.&lt;br /&gt;
&lt;br /&gt;
The recipes Peplaw Tonew lists and their requirements are: &lt;br /&gt;
*Piece of Iron = A lump of iron ore.&lt;br /&gt;
*Gold Ingot = A lump of gold.&lt;br /&gt;
*Tin Ingot = A lump of tin.&lt;br /&gt;
*Copper Ingot = A lump of copper ore.&lt;br /&gt;
&lt;br /&gt;
In order to smelt an item, you must first ensure you have the correct ingredients in your pack.  Then you go to Nafurce in the same smelting room and tell him what you wish to make.  Once you do that, you walk up to the Smelting Furnace and begin working.&lt;br /&gt;
&lt;br /&gt;
* The question is, do the ranks you have determine the chance of your success?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: Metallugy has been rolled into Balcksmithing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Tailoring===&lt;br /&gt;
Sartorio is the brightly dressed fen who trains tailoring.  He can be found in the northernmost room of the Cote&#039; Daiur in northwest town. Sartorio is not a capped trainer so you can continue to train with him as long as you like.  Sartorio teaches you how to mend cloaks, shoes, shirts, pants and parachutes.  The more ranks you have with Sartorio, the fewer supplies you will require to mend an item.  &lt;br /&gt;
&lt;br /&gt;
====How Mending works====&lt;br /&gt;
[[File:Tikk Winse.png]] see [[Make#Tailoring|details on how to mend cloths]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tailoring requires a level of trust between the tailor and the exile as items must be given to the tailor in order for mending to occur.  Also tailors set their own price - as they can charge more than the amount required in supplies to fix an item.  So some exiles may get a better deal with one tailor versus another.  Other tailors will quote the exact price to fix an item and will accept tips.  Since the cost of mending an item goes down with the skill of the tailor, this is one profession in which select exiles will specialize.&lt;br /&gt;
&lt;br /&gt;
=== Woodworking ===&lt;br /&gt;
Woodworkers can make items such as brooms, shovels (with a shovel blade made by a blacksmith), and other items. The woodworking trainer is hidden on the island of Puddleby.&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Training&amp;diff=2767</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Training&amp;diff=2767"/>
		<updated>2025-03-02T17:02:54Z</updated>

		<summary type="html">&lt;p&gt;Balangar: /* Brewing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sitenavbar}}&lt;br /&gt;
[[Category: Beginner|{{PAGENAME}}]]&lt;br /&gt;
Instead of levels, Clan Lord has small increment training in one trainer at a time. It is very common to have some exile train 300 or more ranks of any trainers. There is no way to find out exactly how many ranks someone has. So, in order to know your exact rank count, you have to count them yourself, or you can save your text log files (under options) and use an app like [https://github.com/dfsw/scribius/wiki Scribius] to automatically count them. This section will only focus on non-fighter specific trainers, Secondary profession trainers like baking, brewing, and tailoring will be touched upon. If you do plan to learn a secondary skill or profession, do it early in your career when ranks come fast and easy, because they don&#039;t increase your slaughter as much as ranks used to improve fighter, healer or mystic skills specific skills.&lt;br /&gt;
&lt;br /&gt;
==Temple Trainers==&lt;br /&gt;
[[Image:Temple.png|center]]&lt;br /&gt;
Temple Trainers are the ones that stand in the Temple just north of Town Center (TC). New exiles often emerge here after setting their appearance. These are among the first trainers an exile can visit. Which one(s) to pick training will depend on which class you are going to be.&lt;br /&gt;
&lt;br /&gt;
The Three Trainers are Bodrus, Spirtus and Mentus.&lt;br /&gt;
&lt;br /&gt;
===Bodrus===&lt;br /&gt;
[[Image:Bodrus.png|left]]&lt;br /&gt;
Bodrus is a mixed trainer, teaching a combination of all the first and second circle fighter trainers. Non-fighters may wish to train with Bodrus to increase their accuracy, defense and health. Training with Bodrus can, however, decrease their number of swings. Non-fighters are able to study 100 lessons before reaching the cap. Since Bodrus is a less effective version of [[Fighter_Trainers#Evus|Evus]], most fighters prefer to study with Evus.&lt;br /&gt;
&lt;br /&gt;
There was a time when ten lessons with Bodrus were necessary before an exile could seek out the person who would give them a [[Weapons#Dagger|dagger]] and make them into a fighter. Nowadays, the ten lessons can be with anyone, and suggestions for studies may include Troilus, Skea Brightfur, or Pathfinding.&lt;br /&gt;
&lt;br /&gt;
===Spirtus===&lt;br /&gt;
[[Image:spirtus.png|left]]&lt;br /&gt;
Spirtus is a mixed trainer, similar to [[Healing#Sprite|Sprite]]. Spirtus lives in the Temple and is available to all exiles, while Sprite lives in the Healer Temple. At one time Spirtus taught a little of the four first circle healer trainers, but when Sprite came along and took over those duties, Spirtus stopped teaching spirit recovery. In addition to the healer trainers, Spirtus also teaches what is commonly known as Rodnus--the ability to be healed faster.&lt;br /&gt;
&lt;br /&gt;
Spirtus can be trained by all professions and the professionless, but fighters should understand that training Spirtus will mean they will not be able to get full Rodnus training when they reach fourth circle. Some fighters also feel that it is a waste to train with a trainer that has some things they cannot use, such as [[Healing#Faustus|Faustus]]. Other fighters want to get more Rodnus than Rodnus himself will train, and decide it is worthwhile to train some Spirtus as well. Most healers prefer Sprite because of the [[Healing#Respia|spirit recovery]].&lt;br /&gt;
&lt;br /&gt;
===Mentus===&lt;br /&gt;
[[Image:mentus.png|left]]&lt;br /&gt;
Mentus is used by everyone to do a number things: decrease the amount of sunstone wear every time it&#039;s used, decrease the chance of an [[Glossary#E|ethereal portal stone]] (EPS) breaking on use, use certain magical devices and to avoid death caused by some magical items. Mentus decreases the damage taken by using the movable portal (Currently in whatzit seller shop by boats in west town and in [[Glossary#C|CD]].) &lt;br /&gt;
[[File:OutsidePortalBldg.png.png|thumb|alt=Outside portal building in west town by boats|Outside portal building]]&lt;br /&gt;
Also helps you resisting black poppies in Tenebrion’s keep and elsewhere. It could cause you to create black poppies when you&#039;re fallen in one place for a long time -- (This last bit of info is probably out of date). Mentus has no known effect on opening pathfinding paths.&lt;br /&gt;
&lt;br /&gt;
For Mystics, this is the first trainer they should visit before they become an apprentice since it increases their base powers. Some mystics have publicly stated that they have well over 300 ranks in Mentus which allows them to become more powerful mystics later on.&lt;br /&gt;
&lt;br /&gt;
==Open Trainers==&lt;br /&gt;
Open Trainers are ones that allow anyone of any profession to train in them. Because of this some are capped anywhere from 50 to 100 trainings. The down side to each of these trainers is that a rank trained in a non-fighter specific trainer is the rank that could have gone into making the person a better fighter. Thus some fighters, refuse to train anything but Fighter trainers and Troilus. Also, with the exception of Troilus, open trainers raise slaughter the least. So, it&#039;s better to train these trainers early on in your career, when ranks come fast and easy.&lt;br /&gt;
&lt;br /&gt;
===Troilus===&lt;br /&gt;
[[Image:Troilus.png|left]]Troilus training allows one to heal faster without the aid of a healer. It takes a significant amount of troilus to be able to self heal as fast as even the slowest healers. However, for solo hunters who wander without someone to heal them and other exiles whose healers have fallen, a decent amount of troilus is a very effective way to stay alive in dire situations if that person can get to a safe area and stay long enough. Troilus is popular with fighters that wish to be able to survive either solo or group hunts where healer resources get overburdened. The biggest down side is that troilus raises slaughter about as much as the highest slaughter fighter trainers.&lt;br /&gt;
&lt;br /&gt;
===Loovma Geer===&lt;br /&gt;
[[Image:loovma.png|left]]&lt;br /&gt;
Loovma Geer works in the smith shop, and he teaches exiles how to take better care of metal items that are subject to wear — specifically: [[armor]], the [[chain]] and the [[Weapons#Shiny Dagger|shiny dagger]]. If any exile chooses to be a chainer, use armor, or use a shiny dagger, a decent amount of Loovma Geer is essential to keep the costs of repairing these items down. A broken chain can be fixed for 500 coins and two metal. Armor can be quite expensive to repair — in the thousands — and without loovma, armor will wear more often and can quickly put a fighter with a modest income in the poor house.&lt;br /&gt;
&lt;br /&gt;
===Pathfinding===&lt;br /&gt;
[[Image:hermit.png|left]]&lt;br /&gt;
[[Pathfinding]] (PF) allows exiles to use shortcuts to get places quicker, and at higher amounts allows them access to places impassable by non-Pathfinders. At higher circles fighters may find themselves unable to join a party without a pathfinder to let them in, and often times, they&#039;ll miss out on good solid experience opportunities because of their lack of PF.&lt;br /&gt;
&lt;br /&gt;
Because of this, it&#039;s important to some people to train [[Pathfinding]], because they want to be able to go almost anywhere. Rescue healers, and those interested in exploration would do well to study PF. Also, groups interested in exploration often take more than one pathfinder (&amp;quot;PF&amp;quot; as well) with them, which gives lower level exiles a chance to hunt with groups they wouldn&#039;t be invited to join otherwise.&lt;br /&gt;
&lt;br /&gt;
===Skea===&lt;br /&gt;
[[Image:skea.png|left]]&lt;br /&gt;
Skinning is taught by Skea Brightfur in West Puddleby. Skea gives you a greater chance to skin a creature with fur after you kill it. Even an exile with no skea has a chance to skin creatures, but the odds are very low. The more skea one has, the greater the chance of skinning a creature successfully. These furs are instantly converted to coins you see falling into your pack.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at the level where you can successfully kill a creature, but are ruining a lot of furs, skea will allow you a greater chance to skin and your purse to expand much more rapidly.&lt;br /&gt;
&lt;br /&gt;
Good skinners who may be too weak to go to a higher level area are sometimes invited by exiles just to skin. If the skinner doesn&#039;t hit the creature, in order for him/her to attempt to skin the creature, an exile who has hit the creature must be sharing with the skinner. Thus even if the skinner never tags a creature, they can gain shared experience and advance rapidly if all the fighters are sharing with the skinner.&lt;br /&gt;
&lt;br /&gt;
In some cases skinning give a small amount of experience to a skinner for skinning a creature.&lt;br /&gt;
&lt;br /&gt;
===Dentir===&lt;br /&gt;
[[Image:dentir.png|left]]&lt;br /&gt;
Dentir is exactly like Skea, but instead of furs, Dentir allows the pulling of teeth and insect pinchers from slain creatures. There are few creatures with teeth worthwhile to pull. These are the insect and arachne races — including [http://bestiary.puddleby.net/beast/ComboArachneArachnoid.php Arachnoids] and [[Scarmis]].&lt;br /&gt;
&lt;br /&gt;
===Bracis===&lt;br /&gt;
[[Image:bracis.png|left]]&lt;br /&gt;
Bracis is unique among the trainers because he&#039;s the only offensive trainer anyone can train. He teaches any exile how to use [[Weapons#leather bracers|bracers]]. Because he&#039;s open to everyone, his training cap is very low, but sufficient enough to give non-fighters some ability to defend themselves against small animals and weaker creatures. Since fighters can gain greater abilities than the cap on Bracis, it is inadvisable to train Bracis if you are a fighter.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:masterjanisbook.png|left]]&lt;br /&gt;
===Master Janis’ Mental Mysteries===&lt;br /&gt;
Master Janis’ Mental Mysteries is a book hidden deep within the pitch/slate caves. Each chapter studied expands a person’s maximum &#039;&#039;&#039;&#039;&#039;/thinkgroup&#039;&#039;&#039;&#039;&#039; by 1.&lt;br /&gt;
&lt;br /&gt;
===Language Trainers===&lt;br /&gt;
The Language Trainers teach an exile how to speak languages other than common. For your own race it takes 5 ranks to learn the language. For other languages it costs 25 for the first foreign language and 15 for each language after the first. For humans all foreign languages are 15 ranks to train. Using these additional languages is completely optional, however most people do know their own race language at the bare minimum because the cost is so low.&lt;br /&gt;
&lt;br /&gt;
To speak a language you&#039;ve learned you type &#039;&#039;/speak {language}&#039;&#039; and then the text. You will continue to speak that language until you change to another language. to go back to the common tongue type: &#039;&#039;/speak common&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Profession Trainers==&lt;br /&gt;
Profession Trainers teach things that you cannot use in the field or give you no advantage during a hunt and can be used to make money or simply to provide a valuable service. These are skills that anyone can learn that cost real ranks. Thus mystic only abilities do not fit here. Nor does anything you need no training to do, such as Kudzu farming: while it can make you money, there&#039;s no way to train to get better kudzu yields. Things such as phantasms?, while they are trainable, serve no known purpose, and will not be covered in the main sections for now.&lt;br /&gt;
&lt;br /&gt;
Professions include:&lt;br /&gt;
*[[Training#Alchemy|Alchemy]]&lt;br /&gt;
*[[Training#Baking|Baking]]&lt;br /&gt;
*[[Training#Blacksmithing|Blacksmithing]]&lt;br /&gt;
*[[Training#Brewing|Brewing]]&lt;br /&gt;
*[[Training#Metallurgy|Metallurgy]]&lt;br /&gt;
*[[Training#Tailoring|Tailoring]]&lt;br /&gt;
*[[Training#Woodworking|Woodworking]]&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
Alchemy is the act of making potions. From speed potions to more common red healing salves. Each potion requires training to make. It takes a quest to enable one to make potions and certain potions are only craft-able by certain professions, such as red healing potions and salves that are only craft-able by healers. &lt;br /&gt;
&lt;br /&gt;
===Baking===&lt;br /&gt;
Baking allows one to make cookies, cakes, pies and other food. The training is capped and very low. The Bakery is in the east side of central Puddleby.&lt;br /&gt;
&lt;br /&gt;
===Blacksmithing===&lt;br /&gt;
[[File:Blacksmith.jpg | right ]]&lt;br /&gt;
The Blacksmith has three functions:&lt;br /&gt;
*[[#Smelting|Smelting]] ore into ingots.&lt;br /&gt;
*[[#Forging Items |Forging]] new items.&lt;br /&gt;
*[[#Repairing Items|Repairing]] existing blacksmith-made items.&lt;br /&gt;
&lt;br /&gt;
The Smithy is directly adjacent to the Fighter hall in the NE corner of N Town, and contains the following NPCs that pertain to the Blacksmith profession:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forgus&#039;&#039;&#039;: Trains exiles in the art of Blacksmithing. &#039;&#039;(NOTE: Capped at 1100 ranks.)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whetka&#039;&#039;&#039;: Sells exiles Blacksmith Repair Kits and the corresponding supplies.&lt;br /&gt;
*&#039;&#039;&#039;Zonbre&#039;&#039;&#039;: Looks up the components required to make a given blacksmith-made item.&lt;br /&gt;
*&#039;&#039;&#039;Smithy Gefor&#039;&#039;&#039;: Prepares the forge for the Blacksmith to make a given blacksmith-made item.&lt;br /&gt;
*&#039;&#039;&#039;Powean&#039;&#039;&#039;: Studies new and exotic blacksmith-made items.&lt;br /&gt;
*&#039;&#039;&#039;Pepla Tonew&#039;&#039;&#039;: Looks up the components required to smelt a given type of ingot.&lt;br /&gt;
*&#039;&#039;&#039;Nafurce&#039;&#039;&#039;: Prepares the crucible for the Blacksmith to make a given type of ingot.&lt;br /&gt;
*&#039;&#039;&#039;Lyzer&#039;&#039;&#039;: Studies new and exotic ores.&lt;br /&gt;
-----&lt;br /&gt;
====Smelting====&lt;br /&gt;
To smelt a lump of ore into an ingot, the Blacksmith must follow this procedure:&lt;br /&gt;
#Have the ore that needs smelting in your inventory.&lt;br /&gt;
#Tell Nafurce what type of ingot you wish to attempt to make.&lt;br /&gt;
#Bump into the crucible and wait until you receive a success or failure message.&lt;br /&gt;
&lt;br /&gt;
A Blacksmith&#039;s chance of successfully smelting ore into ingot is directly tied to how much Forgus training they have. &lt;br /&gt;
The approximate chance of success rates given below assume 1100 ranks of Forgus, and are very rough estimates based exclusively on the author&#039;s personal experience with smelting. &lt;br /&gt;
&lt;br /&gt;
The following is a list, in order of rarity, of which ingot is smelted from what type of ore:&lt;br /&gt;
*&#039;&#039;&#039;Piece of Iron&#039;&#039;&#039; = Lump of Iron Ore (~5% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Copper Ingot&#039;&#039;&#039; = Lump of Copper Ore (~90% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Gold Ingot&#039;&#039;&#039; = Lump of Gold Ore(~95% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Tin Ingot&#039;&#039;&#039; = Lump of Tin Ore (~100% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Judder Ingot&#039;&#039;&#039; = Lump of Judder Ore* ([???]% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Piece of Tremolite&#039;&#039;&#039; = Lump of Tremolite Ore ** ([???]% chance of success)&lt;br /&gt;
**(Used by Hendrux to make a Vibra)&lt;br /&gt;
**(Used by Hendrux to make a Tuborn)&lt;br /&gt;
-----&lt;br /&gt;
====Forging Items====&lt;br /&gt;
To forge a blacksmith-made item, the Blacksmith must follow this procedure:&lt;br /&gt;
#Have the materials needed to forge the item in your inventory.&lt;br /&gt;
#Tell Smithy Gefor what type of item you wish to attempt to make.&lt;br /&gt;
#Bump into the forge and wait until you receive a success or failure message.&lt;br /&gt;
&lt;br /&gt;
A Blacksmith&#039;s chance of successfully forging items is directly tied to how much Forgus training they have. &#039;&#039;With 1100 ranks of Forgus, the one master blacksmith reports having never failed at forging an item.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The following is a list of what items (including [[Armor|armor]] and [[Weapons|weapons]]) can be forged and the recipe of items obtainable needed to make it of material:&lt;br /&gt;
*&#039;&#039;&#039;Rockodile Breastplate&#039;&#039;&#039; = Rockodile Leather(x1), Piece of Iron (x1), Copper Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Helmet&#039;&#039;&#039; = Piece of Iron (x2), Tin Ingot (x1), Copper Ingot (x2)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Shield&#039;&#039;&#039; = Piece of Iron (x5), Tin Ingot (x2), Copper Ingot (x2)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Breastplate&#039;&#039;&#039; = Piece of Iron (x5), Tin Ingot (x3), Copper Ingot (x3)&lt;br /&gt;
*&#039;&#039;&#039;Iron Helmet&#039;&#039;&#039; = Piece of Iron (x3), Tin Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Iron Shield&#039;&#039;&#039; = Piece of Iron (x5), Tin Ingot (x1), Gold Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Iron Breastplate&#039;&#039;&#039; = Piece of Iron (x6), Tin Ingot (x3), Gold Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Shiny Dagger&#039;&#039;&#039; = Piece of Iron (x3), Tin Ingot (x1), Gold Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Machete&#039;&#039;&#039; = Piece of Iron (x1), Copper Ingot (x2)&lt;br /&gt;
*&#039;&#039;&#039;Crowbar&#039;&#039;&#039; = Piece of Iron (x1)&lt;br /&gt;
*&#039;&#039;&#039;Shovel Blade&#039;&#039;&#039; = Piece of Iron (x2)&lt;br /&gt;
*&#039;&#039;&#039;Chain&#039;&#039;&#039; = Piece of Iron (x3)&lt;br /&gt;
-----&lt;br /&gt;
====Repairing Items====&lt;br /&gt;
The Blacksmith Repair Kit (BRK), functions in the same way that the Sewing Kit does, with the exception that it repairs blacksmith-made items instead of clothing. That is — it can evaluate the wear level &amp;amp; cost to repair, store repair supplies that are measured in coins, and repair eligible items that are in the Blacksmith&#039;s inventory. The commands for using the BRK are as follows:&lt;br /&gt;
*&amp;lt;tt&amp;gt;\USEITEM blacksmith&amp;lt;/tt&amp;gt;: determine repair costs for the blacksmith-made item selected in the Blacksmith&#039;s Inventory.&lt;br /&gt;
*&amp;lt;tt&amp;gt;\USEITEM blacksmith &amp;lt;player&amp;gt;&amp;lt;/tt&amp;gt;: determine repair costs for any blacksmith-made items equipped by the target player.&lt;br /&gt;
*&amp;lt;tt&amp;gt;\USEITEM blacksmith /mend&amp;lt;/tt&amp;gt;: Repairs the blacksmith-made item selected in the Blacksmith&#039;s Inventory.&lt;br /&gt;
*&amp;lt;tt&amp;gt;\USEITEM blacksmith /combine&amp;lt;/tt&amp;gt;: Combine the supplies of all your BRKs into one BRK.&lt;br /&gt;
The following is a list of the levels of wear that are returned when an exile uses /examine on their armor:&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is in nearly perfect condition.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is in very good condition.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is starting to look a little worn.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is in serious need of repair.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is going to fall apart any day now.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is no longer functional.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a list of armors that can be repaired. The value next to each piece is how much it costs the Blacksmith (current as of v663) to repair the item with 1100 ranks of Forgus:&lt;br /&gt;
*&#039;&#039;&#039;Bronze Helmet&#039;&#039;&#039; ([???]c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Shield&#039;&#039;&#039; ([???]c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Breastplate&#039;&#039;&#039; ([???]c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Iron Helmet&#039;&#039;&#039; (27c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Iron Shield&#039;&#039;&#039; (87c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Iron Breastplate&#039;&#039;&#039; (225c of BRK supplies per level of wear)&lt;br /&gt;
&lt;br /&gt;
=====Author&#039;s Note RE Shiny Daggers=====&lt;br /&gt;
There are two types of Shiny Daggers in the lands: The Old version and the New version.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;old&#039;&#039; Shiny Dagger will become a &amp;quot;Dull Dagger&amp;quot; after only one wear. They can be repaired by Aigus in the Smithy for 100c. They are no longer available in terms of new ones being brought into existence. Blacksmiths can neither forge nor repair these types of Shiny Daggers.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;new&#039;&#039; Shiny Dagger will wear in the same way that armors do; but the messages are different, and it is unclear how many levels of wear there are. Instead of turning into Dull Daggers, after cycling through enough levels of wear they will simply disintegrate in the same way that armor will after being worn past This [armor] is no longer functional. These are the Shiny Daggers that Blacksmiths can forge and repair, and can also be purchased from Katla in the Smithy for 5,000c and a single Piece of Iron. &lt;br /&gt;
&lt;br /&gt;
With 1100 ranks in Forgus, the only wear level and cost that the author has seen has been as follows:&lt;br /&gt;
*&amp;lt;tt&amp;gt;This Shiny dagger is in pretty good shape.&amp;lt;/tt&amp;gt; (160c of BRK supplies to repair)&lt;br /&gt;
&lt;br /&gt;
===Brewing===&lt;br /&gt;
Brewing allows one to make beer and wine. There is a cap on lessons and it is very low. The Brewery is located in West Puddleby.&lt;br /&gt;
&lt;br /&gt;
See [[Make#Brewing|Brewing&#039;s how to]] and  [[Make#Where_do_I_find_ingredients?|where to find ingredients]].&lt;br /&gt;
&lt;br /&gt;
===Metallurgy===&lt;br /&gt;
Metala teaches you how to smelt a Piece of Iron from Iron Ore and how to make various ingots (gold, tin, copper).  She is a dwarf who can be found in the northwest room of the ? Smith ?.  She is an uncapped trainer.  The more you train with Metala, the more likely you will be successful in smelting the item you desire??  In the same room as Metala you can find Peplaw Tonew who will provide the recipe of any item you may wish to smelt.  Finally in that same room is Lyzer who will study new ores brought to him to determine how to smelt them.&lt;br /&gt;
&lt;br /&gt;
The recipes Peplaw Tonew lists and their requirements are: &lt;br /&gt;
*Piece of Iron = A lump of iron ore.&lt;br /&gt;
*Gold Ingot = A lump of gold.&lt;br /&gt;
*Tin Ingot = A lump of tin.&lt;br /&gt;
*Copper Ingot = A lump of copper ore.&lt;br /&gt;
&lt;br /&gt;
In order to smelt an item, you must first ensure you have the correct ingredients in your pack.  Then you go to Nafurce in the same smelting room and tell him what you wish to make.  Once you do that, you walk up to the Smelting Furnace and begin working.&lt;br /&gt;
&lt;br /&gt;
* The question is, do the ranks you have determine the chance of your success?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: Metallugy has been rolled into Balcksmithing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Tailoring===&lt;br /&gt;
Sartorio is the brightly dressed fen who trains tailoring.  He can be found in the northernmost room of the Cote&#039; Daiur in northwest town. Sartorio is not a capped trainer so you can continue to train with him as long as you like.  Sartorio teaches you how to mend cloaks, shoes, shirts, pants and parachutes.  The more ranks you have with Sartorio, the fewer supplies you will require to mend an item.  &lt;br /&gt;
&lt;br /&gt;
====How Mending works====&lt;br /&gt;
[[File:Tikk Winse.png]] see [[Make#Tailoring|details on how to mend cloths]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tailoring requires a level of trust between the tailor and the exile as items must be given to the tailor in order for mending to occur.  Also tailors set their own price - as they can charge more than the amount required in supplies to fix an item.  So some exiles may get a better deal with one tailor versus another.  Other tailors will quote the exact price to fix an item and will accept tips.  Since the cost of mending an item goes down with the skill of the tailor, this is one profession in which select exiles will specialize.&lt;br /&gt;
&lt;br /&gt;
=== Woodworking ===&lt;br /&gt;
Woodworkers can make items such as brooms, shovels (with a shovel blade made by a blacksmith), and other items. The woodworking trainer is hidden on the island of Puddleby.&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Training&amp;diff=2766</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Training&amp;diff=2766"/>
		<updated>2025-03-02T17:00:09Z</updated>

		<summary type="html">&lt;p&gt;Balangar: /* Brewing */ ingredients/reagent (?)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sitenavbar}}&lt;br /&gt;
[[Category: Beginner|{{PAGENAME}}]]&lt;br /&gt;
Instead of levels, Clan Lord has small increment training in one trainer at a time. It is very common to have some exile train 300 or more ranks of any trainers. There is no way to find out exactly how many ranks someone has. So, in order to know your exact rank count, you have to count them yourself, or you can save your text log files (under options) and use an app like [https://github.com/dfsw/scribius/wiki Scribius] to automatically count them. This section will only focus on non-fighter specific trainers, Secondary profession trainers like baking, brewing, and tailoring will be touched upon. If you do plan to learn a secondary skill or profession, do it early in your career when ranks come fast and easy, because they don&#039;t increase your slaughter as much as ranks used to improve fighter, healer or mystic skills specific skills.&lt;br /&gt;
&lt;br /&gt;
==Temple Trainers==&lt;br /&gt;
[[Image:Temple.png|center]]&lt;br /&gt;
Temple Trainers are the ones that stand in the Temple just north of Town Center (TC). New exiles often emerge here after setting their appearance. These are among the first trainers an exile can visit. Which one(s) to pick training will depend on which class you are going to be.&lt;br /&gt;
&lt;br /&gt;
The Three Trainers are Bodrus, Spirtus and Mentus.&lt;br /&gt;
&lt;br /&gt;
===Bodrus===&lt;br /&gt;
[[Image:Bodrus.png|left]]&lt;br /&gt;
Bodrus is a mixed trainer, teaching a combination of all the first and second circle fighter trainers. Non-fighters may wish to train with Bodrus to increase their accuracy, defense and health. Training with Bodrus can, however, decrease their number of swings. Non-fighters are able to study 100 lessons before reaching the cap. Since Bodrus is a less effective version of [[Fighter_Trainers#Evus|Evus]], most fighters prefer to study with Evus.&lt;br /&gt;
&lt;br /&gt;
There was a time when ten lessons with Bodrus were necessary before an exile could seek out the person who would give them a [[Weapons#Dagger|dagger]] and make them into a fighter. Nowadays, the ten lessons can be with anyone, and suggestions for studies may include Troilus, Skea Brightfur, or Pathfinding.&lt;br /&gt;
&lt;br /&gt;
===Spirtus===&lt;br /&gt;
[[Image:spirtus.png|left]]&lt;br /&gt;
Spirtus is a mixed trainer, similar to [[Healing#Sprite|Sprite]]. Spirtus lives in the Temple and is available to all exiles, while Sprite lives in the Healer Temple. At one time Spirtus taught a little of the four first circle healer trainers, but when Sprite came along and took over those duties, Spirtus stopped teaching spirit recovery. In addition to the healer trainers, Spirtus also teaches what is commonly known as Rodnus--the ability to be healed faster.&lt;br /&gt;
&lt;br /&gt;
Spirtus can be trained by all professions and the professionless, but fighters should understand that training Spirtus will mean they will not be able to get full Rodnus training when they reach fourth circle. Some fighters also feel that it is a waste to train with a trainer that has some things they cannot use, such as [[Healing#Faustus|Faustus]]. Other fighters want to get more Rodnus than Rodnus himself will train, and decide it is worthwhile to train some Spirtus as well. Most healers prefer Sprite because of the [[Healing#Respia|spirit recovery]].&lt;br /&gt;
&lt;br /&gt;
===Mentus===&lt;br /&gt;
[[Image:mentus.png|left]]&lt;br /&gt;
Mentus is used by everyone to do a number things: decrease the amount of sunstone wear every time it&#039;s used, decrease the chance of an [[Glossary#E|ethereal portal stone]] (EPS) breaking on use, use certain magical devices and to avoid death caused by some magical items. Mentus decreases the damage taken by using the movable portal (Currently in whatzit seller shop by boats in west town and in [[Glossary#C|CD]].) &lt;br /&gt;
[[File:OutsidePortalBldg.png.png|thumb|alt=Outside portal building in west town by boats|Outside portal building]]&lt;br /&gt;
Also helps you resisting black poppies in Tenebrion’s keep and elsewhere. It could cause you to create black poppies when you&#039;re fallen in one place for a long time -- (This last bit of info is probably out of date). Mentus has no known effect on opening pathfinding paths.&lt;br /&gt;
&lt;br /&gt;
For Mystics, this is the first trainer they should visit before they become an apprentice since it increases their base powers. Some mystics have publicly stated that they have well over 300 ranks in Mentus which allows them to become more powerful mystics later on.&lt;br /&gt;
&lt;br /&gt;
==Open Trainers==&lt;br /&gt;
Open Trainers are ones that allow anyone of any profession to train in them. Because of this some are capped anywhere from 50 to 100 trainings. The down side to each of these trainers is that a rank trained in a non-fighter specific trainer is the rank that could have gone into making the person a better fighter. Thus some fighters, refuse to train anything but Fighter trainers and Troilus. Also, with the exception of Troilus, open trainers raise slaughter the least. So, it&#039;s better to train these trainers early on in your career, when ranks come fast and easy.&lt;br /&gt;
&lt;br /&gt;
===Troilus===&lt;br /&gt;
[[Image:Troilus.png|left]]Troilus training allows one to heal faster without the aid of a healer. It takes a significant amount of troilus to be able to self heal as fast as even the slowest healers. However, for solo hunters who wander without someone to heal them and other exiles whose healers have fallen, a decent amount of troilus is a very effective way to stay alive in dire situations if that person can get to a safe area and stay long enough. Troilus is popular with fighters that wish to be able to survive either solo or group hunts where healer resources get overburdened. The biggest down side is that troilus raises slaughter about as much as the highest slaughter fighter trainers.&lt;br /&gt;
&lt;br /&gt;
===Loovma Geer===&lt;br /&gt;
[[Image:loovma.png|left]]&lt;br /&gt;
Loovma Geer works in the smith shop, and he teaches exiles how to take better care of metal items that are subject to wear — specifically: [[armor]], the [[chain]] and the [[Weapons#Shiny Dagger|shiny dagger]]. If any exile chooses to be a chainer, use armor, or use a shiny dagger, a decent amount of Loovma Geer is essential to keep the costs of repairing these items down. A broken chain can be fixed for 500 coins and two metal. Armor can be quite expensive to repair — in the thousands — and without loovma, armor will wear more often and can quickly put a fighter with a modest income in the poor house.&lt;br /&gt;
&lt;br /&gt;
===Pathfinding===&lt;br /&gt;
[[Image:hermit.png|left]]&lt;br /&gt;
[[Pathfinding]] (PF) allows exiles to use shortcuts to get places quicker, and at higher amounts allows them access to places impassable by non-Pathfinders. At higher circles fighters may find themselves unable to join a party without a pathfinder to let them in, and often times, they&#039;ll miss out on good solid experience opportunities because of their lack of PF.&lt;br /&gt;
&lt;br /&gt;
Because of this, it&#039;s important to some people to train [[Pathfinding]], because they want to be able to go almost anywhere. Rescue healers, and those interested in exploration would do well to study PF. Also, groups interested in exploration often take more than one pathfinder (&amp;quot;PF&amp;quot; as well) with them, which gives lower level exiles a chance to hunt with groups they wouldn&#039;t be invited to join otherwise.&lt;br /&gt;
&lt;br /&gt;
===Skea===&lt;br /&gt;
[[Image:skea.png|left]]&lt;br /&gt;
Skinning is taught by Skea Brightfur in West Puddleby. Skea gives you a greater chance to skin a creature with fur after you kill it. Even an exile with no skea has a chance to skin creatures, but the odds are very low. The more skea one has, the greater the chance of skinning a creature successfully. These furs are instantly converted to coins you see falling into your pack.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at the level where you can successfully kill a creature, but are ruining a lot of furs, skea will allow you a greater chance to skin and your purse to expand much more rapidly.&lt;br /&gt;
&lt;br /&gt;
Good skinners who may be too weak to go to a higher level area are sometimes invited by exiles just to skin. If the skinner doesn&#039;t hit the creature, in order for him/her to attempt to skin the creature, an exile who has hit the creature must be sharing with the skinner. Thus even if the skinner never tags a creature, they can gain shared experience and advance rapidly if all the fighters are sharing with the skinner.&lt;br /&gt;
&lt;br /&gt;
In some cases skinning give a small amount of experience to a skinner for skinning a creature.&lt;br /&gt;
&lt;br /&gt;
===Dentir===&lt;br /&gt;
[[Image:dentir.png|left]]&lt;br /&gt;
Dentir is exactly like Skea, but instead of furs, Dentir allows the pulling of teeth and insect pinchers from slain creatures. There are few creatures with teeth worthwhile to pull. These are the insect and arachne races — including [http://bestiary.puddleby.net/beast/ComboArachneArachnoid.php Arachnoids] and [[Scarmis]].&lt;br /&gt;
&lt;br /&gt;
===Bracis===&lt;br /&gt;
[[Image:bracis.png|left]]&lt;br /&gt;
Bracis is unique among the trainers because he&#039;s the only offensive trainer anyone can train. He teaches any exile how to use [[Weapons#leather bracers|bracers]]. Because he&#039;s open to everyone, his training cap is very low, but sufficient enough to give non-fighters some ability to defend themselves against small animals and weaker creatures. Since fighters can gain greater abilities than the cap on Bracis, it is inadvisable to train Bracis if you are a fighter.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:masterjanisbook.png|left]]&lt;br /&gt;
===Master Janis’ Mental Mysteries===&lt;br /&gt;
Master Janis’ Mental Mysteries is a book hidden deep within the pitch/slate caves. Each chapter studied expands a person’s maximum &#039;&#039;&#039;&#039;&#039;/thinkgroup&#039;&#039;&#039;&#039;&#039; by 1.&lt;br /&gt;
&lt;br /&gt;
===Language Trainers===&lt;br /&gt;
The Language Trainers teach an exile how to speak languages other than common. For your own race it takes 5 ranks to learn the language. For other languages it costs 25 for the first foreign language and 15 for each language after the first. For humans all foreign languages are 15 ranks to train. Using these additional languages is completely optional, however most people do know their own race language at the bare minimum because the cost is so low.&lt;br /&gt;
&lt;br /&gt;
To speak a language you&#039;ve learned you type &#039;&#039;/speak {language}&#039;&#039; and then the text. You will continue to speak that language until you change to another language. to go back to the common tongue type: &#039;&#039;/speak common&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Profession Trainers==&lt;br /&gt;
Profession Trainers teach things that you cannot use in the field or give you no advantage during a hunt and can be used to make money or simply to provide a valuable service. These are skills that anyone can learn that cost real ranks. Thus mystic only abilities do not fit here. Nor does anything you need no training to do, such as Kudzu farming: while it can make you money, there&#039;s no way to train to get better kudzu yields. Things such as phantasms?, while they are trainable, serve no known purpose, and will not be covered in the main sections for now.&lt;br /&gt;
&lt;br /&gt;
Professions include:&lt;br /&gt;
*[[Training#Alchemy|Alchemy]]&lt;br /&gt;
*[[Training#Baking|Baking]]&lt;br /&gt;
*[[Training#Blacksmithing|Blacksmithing]]&lt;br /&gt;
*[[Training#Brewing|Brewing]]&lt;br /&gt;
*[[Training#Metallurgy|Metallurgy]]&lt;br /&gt;
*[[Training#Tailoring|Tailoring]]&lt;br /&gt;
*[[Training#Woodworking|Woodworking]]&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
Alchemy is the act of making potions. From speed potions to more common red healing salves. Each potion requires training to make. It takes a quest to enable one to make potions and certain potions are only craft-able by certain professions, such as red healing potions and salves that are only craft-able by healers. &lt;br /&gt;
&lt;br /&gt;
===Baking===&lt;br /&gt;
Baking allows one to make cookies, cakes, pies and other food. The training is capped and very low. The Bakery is in the east side of central Puddleby.&lt;br /&gt;
&lt;br /&gt;
===Blacksmithing===&lt;br /&gt;
[[File:Blacksmith.jpg | right ]]&lt;br /&gt;
The Blacksmith has three functions:&lt;br /&gt;
*[[#Smelting|Smelting]] ore into ingots.&lt;br /&gt;
*[[#Forging Items |Forging]] new items.&lt;br /&gt;
*[[#Repairing Items|Repairing]] existing blacksmith-made items.&lt;br /&gt;
&lt;br /&gt;
The Smithy is directly adjacent to the Fighter hall in the NE corner of N Town, and contains the following NPCs that pertain to the Blacksmith profession:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forgus&#039;&#039;&#039;: Trains exiles in the art of Blacksmithing. &#039;&#039;(NOTE: Capped at 1100 ranks.)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whetka&#039;&#039;&#039;: Sells exiles Blacksmith Repair Kits and the corresponding supplies.&lt;br /&gt;
*&#039;&#039;&#039;Zonbre&#039;&#039;&#039;: Looks up the components required to make a given blacksmith-made item.&lt;br /&gt;
*&#039;&#039;&#039;Smithy Gefor&#039;&#039;&#039;: Prepares the forge for the Blacksmith to make a given blacksmith-made item.&lt;br /&gt;
*&#039;&#039;&#039;Powean&#039;&#039;&#039;: Studies new and exotic blacksmith-made items.&lt;br /&gt;
*&#039;&#039;&#039;Pepla Tonew&#039;&#039;&#039;: Looks up the components required to smelt a given type of ingot.&lt;br /&gt;
*&#039;&#039;&#039;Nafurce&#039;&#039;&#039;: Prepares the crucible for the Blacksmith to make a given type of ingot.&lt;br /&gt;
*&#039;&#039;&#039;Lyzer&#039;&#039;&#039;: Studies new and exotic ores.&lt;br /&gt;
-----&lt;br /&gt;
====Smelting====&lt;br /&gt;
To smelt a lump of ore into an ingot, the Blacksmith must follow this procedure:&lt;br /&gt;
#Have the ore that needs smelting in your inventory.&lt;br /&gt;
#Tell Nafurce what type of ingot you wish to attempt to make.&lt;br /&gt;
#Bump into the crucible and wait until you receive a success or failure message.&lt;br /&gt;
&lt;br /&gt;
A Blacksmith&#039;s chance of successfully smelting ore into ingot is directly tied to how much Forgus training they have. &lt;br /&gt;
The approximate chance of success rates given below assume 1100 ranks of Forgus, and are very rough estimates based exclusively on the author&#039;s personal experience with smelting. &lt;br /&gt;
&lt;br /&gt;
The following is a list, in order of rarity, of which ingot is smelted from what type of ore:&lt;br /&gt;
*&#039;&#039;&#039;Piece of Iron&#039;&#039;&#039; = Lump of Iron Ore (~5% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Copper Ingot&#039;&#039;&#039; = Lump of Copper Ore (~90% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Gold Ingot&#039;&#039;&#039; = Lump of Gold Ore(~95% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Tin Ingot&#039;&#039;&#039; = Lump of Tin Ore (~100% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Judder Ingot&#039;&#039;&#039; = Lump of Judder Ore* ([???]% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Piece of Tremolite&#039;&#039;&#039; = Lump of Tremolite Ore ** ([???]% chance of success)&lt;br /&gt;
**(Used by Hendrux to make a Vibra)&lt;br /&gt;
**(Used by Hendrux to make a Tuborn)&lt;br /&gt;
-----&lt;br /&gt;
====Forging Items====&lt;br /&gt;
To forge a blacksmith-made item, the Blacksmith must follow this procedure:&lt;br /&gt;
#Have the materials needed to forge the item in your inventory.&lt;br /&gt;
#Tell Smithy Gefor what type of item you wish to attempt to make.&lt;br /&gt;
#Bump into the forge and wait until you receive a success or failure message.&lt;br /&gt;
&lt;br /&gt;
A Blacksmith&#039;s chance of successfully forging items is directly tied to how much Forgus training they have. &#039;&#039;With 1100 ranks of Forgus, the one master blacksmith reports having never failed at forging an item.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The following is a list of what items (including [[Armor|armor]] and [[Weapons|weapons]]) can be forged and the recipe of items obtainable needed to make it of material:&lt;br /&gt;
*&#039;&#039;&#039;Rockodile Breastplate&#039;&#039;&#039; = Rockodile Leather(x1), Piece of Iron (x1), Copper Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Helmet&#039;&#039;&#039; = Piece of Iron (x2), Tin Ingot (x1), Copper Ingot (x2)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Shield&#039;&#039;&#039; = Piece of Iron (x5), Tin Ingot (x2), Copper Ingot (x2)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Breastplate&#039;&#039;&#039; = Piece of Iron (x5), Tin Ingot (x3), Copper Ingot (x3)&lt;br /&gt;
*&#039;&#039;&#039;Iron Helmet&#039;&#039;&#039; = Piece of Iron (x3), Tin Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Iron Shield&#039;&#039;&#039; = Piece of Iron (x5), Tin Ingot (x1), Gold Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Iron Breastplate&#039;&#039;&#039; = Piece of Iron (x6), Tin Ingot (x3), Gold Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Shiny Dagger&#039;&#039;&#039; = Piece of Iron (x3), Tin Ingot (x1), Gold Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Machete&#039;&#039;&#039; = Piece of Iron (x1), Copper Ingot (x2)&lt;br /&gt;
*&#039;&#039;&#039;Crowbar&#039;&#039;&#039; = Piece of Iron (x1)&lt;br /&gt;
*&#039;&#039;&#039;Shovel Blade&#039;&#039;&#039; = Piece of Iron (x2)&lt;br /&gt;
*&#039;&#039;&#039;Chain&#039;&#039;&#039; = Piece of Iron (x3)&lt;br /&gt;
-----&lt;br /&gt;
====Repairing Items====&lt;br /&gt;
The Blacksmith Repair Kit (BRK), functions in the same way that the Sewing Kit does, with the exception that it repairs blacksmith-made items instead of clothing. That is — it can evaluate the wear level &amp;amp; cost to repair, store repair supplies that are measured in coins, and repair eligible items that are in the Blacksmith&#039;s inventory. The commands for using the BRK are as follows:&lt;br /&gt;
*&amp;lt;tt&amp;gt;\USEITEM blacksmith&amp;lt;/tt&amp;gt;: determine repair costs for the blacksmith-made item selected in the Blacksmith&#039;s Inventory.&lt;br /&gt;
*&amp;lt;tt&amp;gt;\USEITEM blacksmith &amp;lt;player&amp;gt;&amp;lt;/tt&amp;gt;: determine repair costs for any blacksmith-made items equipped by the target player.&lt;br /&gt;
*&amp;lt;tt&amp;gt;\USEITEM blacksmith /mend&amp;lt;/tt&amp;gt;: Repairs the blacksmith-made item selected in the Blacksmith&#039;s Inventory.&lt;br /&gt;
*&amp;lt;tt&amp;gt;\USEITEM blacksmith /combine&amp;lt;/tt&amp;gt;: Combine the supplies of all your BRKs into one BRK.&lt;br /&gt;
The following is a list of the levels of wear that are returned when an exile uses /examine on their armor:&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is in nearly perfect condition.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is in very good condition.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is starting to look a little worn.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is in serious need of repair.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is going to fall apart any day now.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is no longer functional.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a list of armors that can be repaired. The value next to each piece is how much it costs the Blacksmith (current as of v663) to repair the item with 1100 ranks of Forgus:&lt;br /&gt;
*&#039;&#039;&#039;Bronze Helmet&#039;&#039;&#039; ([???]c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Shield&#039;&#039;&#039; ([???]c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Breastplate&#039;&#039;&#039; ([???]c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Iron Helmet&#039;&#039;&#039; (27c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Iron Shield&#039;&#039;&#039; (87c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Iron Breastplate&#039;&#039;&#039; (225c of BRK supplies per level of wear)&lt;br /&gt;
&lt;br /&gt;
=====Author&#039;s Note RE Shiny Daggers=====&lt;br /&gt;
There are two types of Shiny Daggers in the lands: The Old version and the New version.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;old&#039;&#039; Shiny Dagger will become a &amp;quot;Dull Dagger&amp;quot; after only one wear. They can be repaired by Aigus in the Smithy for 100c. They are no longer available in terms of new ones being brought into existence. Blacksmiths can neither forge nor repair these types of Shiny Daggers.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;new&#039;&#039; Shiny Dagger will wear in the same way that armors do; but the messages are different, and it is unclear how many levels of wear there are. Instead of turning into Dull Daggers, after cycling through enough levels of wear they will simply disintegrate in the same way that armor will after being worn past This [armor] is no longer functional. These are the Shiny Daggers that Blacksmiths can forge and repair, and can also be purchased from Katla in the Smithy for 5,000c and a single Piece of Iron. &lt;br /&gt;
&lt;br /&gt;
With 1100 ranks in Forgus, the only wear level and cost that the author has seen has been as follows:&lt;br /&gt;
*&amp;lt;tt&amp;gt;This Shiny dagger is in pretty good shape.&amp;lt;/tt&amp;gt; (160c of BRK supplies to repair)&lt;br /&gt;
&lt;br /&gt;
===Brewing===&lt;br /&gt;
Brewing allows one to make beer and wine. There is a cap on lessons and it is very low. The Brewery is located in West Puddleby.&lt;br /&gt;
&lt;br /&gt;
See [[Make#Where_do_I_find_ingredients?|where to find ingredients]].&lt;br /&gt;
&lt;br /&gt;
===Metallurgy===&lt;br /&gt;
Metala teaches you how to smelt a Piece of Iron from Iron Ore and how to make various ingots (gold, tin, copper).  She is a dwarf who can be found in the northwest room of the ? Smith ?.  She is an uncapped trainer.  The more you train with Metala, the more likely you will be successful in smelting the item you desire??  In the same room as Metala you can find Peplaw Tonew who will provide the recipe of any item you may wish to smelt.  Finally in that same room is Lyzer who will study new ores brought to him to determine how to smelt them.&lt;br /&gt;
&lt;br /&gt;
The recipes Peplaw Tonew lists and their requirements are: &lt;br /&gt;
*Piece of Iron = A lump of iron ore.&lt;br /&gt;
*Gold Ingot = A lump of gold.&lt;br /&gt;
*Tin Ingot = A lump of tin.&lt;br /&gt;
*Copper Ingot = A lump of copper ore.&lt;br /&gt;
&lt;br /&gt;
In order to smelt an item, you must first ensure you have the correct ingredients in your pack.  Then you go to Nafurce in the same smelting room and tell him what you wish to make.  Once you do that, you walk up to the Smelting Furnace and begin working.&lt;br /&gt;
&lt;br /&gt;
* The question is, do the ranks you have determine the chance of your success?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: Metallugy has been rolled into Balcksmithing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Tailoring===&lt;br /&gt;
Sartorio is the brightly dressed fen who trains tailoring.  He can be found in the northernmost room of the Cote&#039; Daiur in northwest town. Sartorio is not a capped trainer so you can continue to train with him as long as you like.  Sartorio teaches you how to mend cloaks, shoes, shirts, pants and parachutes.  The more ranks you have with Sartorio, the fewer supplies you will require to mend an item.  &lt;br /&gt;
&lt;br /&gt;
====How Mending works====&lt;br /&gt;
[[File:Tikk Winse.png]] see [[Make#Tailoring|details on how to mend cloths]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tailoring requires a level of trust between the tailor and the exile as items must be given to the tailor in order for mending to occur.  Also tailors set their own price - as they can charge more than the amount required in supplies to fix an item.  So some exiles may get a better deal with one tailor versus another.  Other tailors will quote the exact price to fix an item and will accept tips.  Since the cost of mending an item goes down with the skill of the tailor, this is one profession in which select exiles will specialize.&lt;br /&gt;
&lt;br /&gt;
=== Woodworking ===&lt;br /&gt;
Woodworkers can make items such as brooms, shovels (with a shovel blade made by a blacksmith), and other items. The woodworking trainer is hidden on the island of Puddleby.&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Training&amp;diff=2765</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Training&amp;diff=2765"/>
		<updated>2025-03-02T16:58:34Z</updated>

		<summary type="html">&lt;p&gt;Balangar: /* Tailoring */ linked to detailed page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sitenavbar}}&lt;br /&gt;
[[Category: Beginner|{{PAGENAME}}]]&lt;br /&gt;
Instead of levels, Clan Lord has small increment training in one trainer at a time. It is very common to have some exile train 300 or more ranks of any trainers. There is no way to find out exactly how many ranks someone has. So, in order to know your exact rank count, you have to count them yourself, or you can save your text log files (under options) and use an app like [https://github.com/dfsw/scribius/wiki Scribius] to automatically count them. This section will only focus on non-fighter specific trainers, Secondary profession trainers like baking, brewing, and tailoring will be touched upon. If you do plan to learn a secondary skill or profession, do it early in your career when ranks come fast and easy, because they don&#039;t increase your slaughter as much as ranks used to improve fighter, healer or mystic skills specific skills.&lt;br /&gt;
&lt;br /&gt;
==Temple Trainers==&lt;br /&gt;
[[Image:Temple.png|center]]&lt;br /&gt;
Temple Trainers are the ones that stand in the Temple just north of Town Center (TC). New exiles often emerge here after setting their appearance. These are among the first trainers an exile can visit. Which one(s) to pick training will depend on which class you are going to be.&lt;br /&gt;
&lt;br /&gt;
The Three Trainers are Bodrus, Spirtus and Mentus.&lt;br /&gt;
&lt;br /&gt;
===Bodrus===&lt;br /&gt;
[[Image:Bodrus.png|left]]&lt;br /&gt;
Bodrus is a mixed trainer, teaching a combination of all the first and second circle fighter trainers. Non-fighters may wish to train with Bodrus to increase their accuracy, defense and health. Training with Bodrus can, however, decrease their number of swings. Non-fighters are able to study 100 lessons before reaching the cap. Since Bodrus is a less effective version of [[Fighter_Trainers#Evus|Evus]], most fighters prefer to study with Evus.&lt;br /&gt;
&lt;br /&gt;
There was a time when ten lessons with Bodrus were necessary before an exile could seek out the person who would give them a [[Weapons#Dagger|dagger]] and make them into a fighter. Nowadays, the ten lessons can be with anyone, and suggestions for studies may include Troilus, Skea Brightfur, or Pathfinding.&lt;br /&gt;
&lt;br /&gt;
===Spirtus===&lt;br /&gt;
[[Image:spirtus.png|left]]&lt;br /&gt;
Spirtus is a mixed trainer, similar to [[Healing#Sprite|Sprite]]. Spirtus lives in the Temple and is available to all exiles, while Sprite lives in the Healer Temple. At one time Spirtus taught a little of the four first circle healer trainers, but when Sprite came along and took over those duties, Spirtus stopped teaching spirit recovery. In addition to the healer trainers, Spirtus also teaches what is commonly known as Rodnus--the ability to be healed faster.&lt;br /&gt;
&lt;br /&gt;
Spirtus can be trained by all professions and the professionless, but fighters should understand that training Spirtus will mean they will not be able to get full Rodnus training when they reach fourth circle. Some fighters also feel that it is a waste to train with a trainer that has some things they cannot use, such as [[Healing#Faustus|Faustus]]. Other fighters want to get more Rodnus than Rodnus himself will train, and decide it is worthwhile to train some Spirtus as well. Most healers prefer Sprite because of the [[Healing#Respia|spirit recovery]].&lt;br /&gt;
&lt;br /&gt;
===Mentus===&lt;br /&gt;
[[Image:mentus.png|left]]&lt;br /&gt;
Mentus is used by everyone to do a number things: decrease the amount of sunstone wear every time it&#039;s used, decrease the chance of an [[Glossary#E|ethereal portal stone]] (EPS) breaking on use, use certain magical devices and to avoid death caused by some magical items. Mentus decreases the damage taken by using the movable portal (Currently in whatzit seller shop by boats in west town and in [[Glossary#C|CD]].) &lt;br /&gt;
[[File:OutsidePortalBldg.png.png|thumb|alt=Outside portal building in west town by boats|Outside portal building]]&lt;br /&gt;
Also helps you resisting black poppies in Tenebrion’s keep and elsewhere. It could cause you to create black poppies when you&#039;re fallen in one place for a long time -- (This last bit of info is probably out of date). Mentus has no known effect on opening pathfinding paths.&lt;br /&gt;
&lt;br /&gt;
For Mystics, this is the first trainer they should visit before they become an apprentice since it increases their base powers. Some mystics have publicly stated that they have well over 300 ranks in Mentus which allows them to become more powerful mystics later on.&lt;br /&gt;
&lt;br /&gt;
==Open Trainers==&lt;br /&gt;
Open Trainers are ones that allow anyone of any profession to train in them. Because of this some are capped anywhere from 50 to 100 trainings. The down side to each of these trainers is that a rank trained in a non-fighter specific trainer is the rank that could have gone into making the person a better fighter. Thus some fighters, refuse to train anything but Fighter trainers and Troilus. Also, with the exception of Troilus, open trainers raise slaughter the least. So, it&#039;s better to train these trainers early on in your career, when ranks come fast and easy.&lt;br /&gt;
&lt;br /&gt;
===Troilus===&lt;br /&gt;
[[Image:Troilus.png|left]]Troilus training allows one to heal faster without the aid of a healer. It takes a significant amount of troilus to be able to self heal as fast as even the slowest healers. However, for solo hunters who wander without someone to heal them and other exiles whose healers have fallen, a decent amount of troilus is a very effective way to stay alive in dire situations if that person can get to a safe area and stay long enough. Troilus is popular with fighters that wish to be able to survive either solo or group hunts where healer resources get overburdened. The biggest down side is that troilus raises slaughter about as much as the highest slaughter fighter trainers.&lt;br /&gt;
&lt;br /&gt;
===Loovma Geer===&lt;br /&gt;
[[Image:loovma.png|left]]&lt;br /&gt;
Loovma Geer works in the smith shop, and he teaches exiles how to take better care of metal items that are subject to wear — specifically: [[armor]], the [[chain]] and the [[Weapons#Shiny Dagger|shiny dagger]]. If any exile chooses to be a chainer, use armor, or use a shiny dagger, a decent amount of Loovma Geer is essential to keep the costs of repairing these items down. A broken chain can be fixed for 500 coins and two metal. Armor can be quite expensive to repair — in the thousands — and without loovma, armor will wear more often and can quickly put a fighter with a modest income in the poor house.&lt;br /&gt;
&lt;br /&gt;
===Pathfinding===&lt;br /&gt;
[[Image:hermit.png|left]]&lt;br /&gt;
[[Pathfinding]] (PF) allows exiles to use shortcuts to get places quicker, and at higher amounts allows them access to places impassable by non-Pathfinders. At higher circles fighters may find themselves unable to join a party without a pathfinder to let them in, and often times, they&#039;ll miss out on good solid experience opportunities because of their lack of PF.&lt;br /&gt;
&lt;br /&gt;
Because of this, it&#039;s important to some people to train [[Pathfinding]], because they want to be able to go almost anywhere. Rescue healers, and those interested in exploration would do well to study PF. Also, groups interested in exploration often take more than one pathfinder (&amp;quot;PF&amp;quot; as well) with them, which gives lower level exiles a chance to hunt with groups they wouldn&#039;t be invited to join otherwise.&lt;br /&gt;
&lt;br /&gt;
===Skea===&lt;br /&gt;
[[Image:skea.png|left]]&lt;br /&gt;
Skinning is taught by Skea Brightfur in West Puddleby. Skea gives you a greater chance to skin a creature with fur after you kill it. Even an exile with no skea has a chance to skin creatures, but the odds are very low. The more skea one has, the greater the chance of skinning a creature successfully. These furs are instantly converted to coins you see falling into your pack.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at the level where you can successfully kill a creature, but are ruining a lot of furs, skea will allow you a greater chance to skin and your purse to expand much more rapidly.&lt;br /&gt;
&lt;br /&gt;
Good skinners who may be too weak to go to a higher level area are sometimes invited by exiles just to skin. If the skinner doesn&#039;t hit the creature, in order for him/her to attempt to skin the creature, an exile who has hit the creature must be sharing with the skinner. Thus even if the skinner never tags a creature, they can gain shared experience and advance rapidly if all the fighters are sharing with the skinner.&lt;br /&gt;
&lt;br /&gt;
In some cases skinning give a small amount of experience to a skinner for skinning a creature.&lt;br /&gt;
&lt;br /&gt;
===Dentir===&lt;br /&gt;
[[Image:dentir.png|left]]&lt;br /&gt;
Dentir is exactly like Skea, but instead of furs, Dentir allows the pulling of teeth and insect pinchers from slain creatures. There are few creatures with teeth worthwhile to pull. These are the insect and arachne races — including [http://bestiary.puddleby.net/beast/ComboArachneArachnoid.php Arachnoids] and [[Scarmis]].&lt;br /&gt;
&lt;br /&gt;
===Bracis===&lt;br /&gt;
[[Image:bracis.png|left]]&lt;br /&gt;
Bracis is unique among the trainers because he&#039;s the only offensive trainer anyone can train. He teaches any exile how to use [[Weapons#leather bracers|bracers]]. Because he&#039;s open to everyone, his training cap is very low, but sufficient enough to give non-fighters some ability to defend themselves against small animals and weaker creatures. Since fighters can gain greater abilities than the cap on Bracis, it is inadvisable to train Bracis if you are a fighter.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:masterjanisbook.png|left]]&lt;br /&gt;
===Master Janis’ Mental Mysteries===&lt;br /&gt;
Master Janis’ Mental Mysteries is a book hidden deep within the pitch/slate caves. Each chapter studied expands a person’s maximum &#039;&#039;&#039;&#039;&#039;/thinkgroup&#039;&#039;&#039;&#039;&#039; by 1.&lt;br /&gt;
&lt;br /&gt;
===Language Trainers===&lt;br /&gt;
The Language Trainers teach an exile how to speak languages other than common. For your own race it takes 5 ranks to learn the language. For other languages it costs 25 for the first foreign language and 15 for each language after the first. For humans all foreign languages are 15 ranks to train. Using these additional languages is completely optional, however most people do know their own race language at the bare minimum because the cost is so low.&lt;br /&gt;
&lt;br /&gt;
To speak a language you&#039;ve learned you type &#039;&#039;/speak {language}&#039;&#039; and then the text. You will continue to speak that language until you change to another language. to go back to the common tongue type: &#039;&#039;/speak common&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Profession Trainers==&lt;br /&gt;
Profession Trainers teach things that you cannot use in the field or give you no advantage during a hunt and can be used to make money or simply to provide a valuable service. These are skills that anyone can learn that cost real ranks. Thus mystic only abilities do not fit here. Nor does anything you need no training to do, such as Kudzu farming: while it can make you money, there&#039;s no way to train to get better kudzu yields. Things such as phantasms?, while they are trainable, serve no known purpose, and will not be covered in the main sections for now.&lt;br /&gt;
&lt;br /&gt;
Professions include:&lt;br /&gt;
*[[Training#Alchemy|Alchemy]]&lt;br /&gt;
*[[Training#Baking|Baking]]&lt;br /&gt;
*[[Training#Blacksmithing|Blacksmithing]]&lt;br /&gt;
*[[Training#Brewing|Brewing]]&lt;br /&gt;
*[[Training#Metallurgy|Metallurgy]]&lt;br /&gt;
*[[Training#Tailoring|Tailoring]]&lt;br /&gt;
*[[Training#Woodworking|Woodworking]]&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
Alchemy is the act of making potions. From speed potions to more common red healing salves. Each potion requires training to make. It takes a quest to enable one to make potions and certain potions are only craft-able by certain professions, such as red healing potions and salves that are only craft-able by healers. &lt;br /&gt;
&lt;br /&gt;
===Baking===&lt;br /&gt;
Baking allows one to make cookies, cakes, pies and other food. The training is capped and very low. The Bakery is in the east side of central Puddleby.&lt;br /&gt;
&lt;br /&gt;
===Blacksmithing===&lt;br /&gt;
[[File:Blacksmith.jpg | right ]]&lt;br /&gt;
The Blacksmith has three functions:&lt;br /&gt;
*[[#Smelting|Smelting]] ore into ingots.&lt;br /&gt;
*[[#Forging Items |Forging]] new items.&lt;br /&gt;
*[[#Repairing Items|Repairing]] existing blacksmith-made items.&lt;br /&gt;
&lt;br /&gt;
The Smithy is directly adjacent to the Fighter hall in the NE corner of N Town, and contains the following NPCs that pertain to the Blacksmith profession:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forgus&#039;&#039;&#039;: Trains exiles in the art of Blacksmithing. &#039;&#039;(NOTE: Capped at 1100 ranks.)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whetka&#039;&#039;&#039;: Sells exiles Blacksmith Repair Kits and the corresponding supplies.&lt;br /&gt;
*&#039;&#039;&#039;Zonbre&#039;&#039;&#039;: Looks up the components required to make a given blacksmith-made item.&lt;br /&gt;
*&#039;&#039;&#039;Smithy Gefor&#039;&#039;&#039;: Prepares the forge for the Blacksmith to make a given blacksmith-made item.&lt;br /&gt;
*&#039;&#039;&#039;Powean&#039;&#039;&#039;: Studies new and exotic blacksmith-made items.&lt;br /&gt;
*&#039;&#039;&#039;Pepla Tonew&#039;&#039;&#039;: Looks up the components required to smelt a given type of ingot.&lt;br /&gt;
*&#039;&#039;&#039;Nafurce&#039;&#039;&#039;: Prepares the crucible for the Blacksmith to make a given type of ingot.&lt;br /&gt;
*&#039;&#039;&#039;Lyzer&#039;&#039;&#039;: Studies new and exotic ores.&lt;br /&gt;
-----&lt;br /&gt;
====Smelting====&lt;br /&gt;
To smelt a lump of ore into an ingot, the Blacksmith must follow this procedure:&lt;br /&gt;
#Have the ore that needs smelting in your inventory.&lt;br /&gt;
#Tell Nafurce what type of ingot you wish to attempt to make.&lt;br /&gt;
#Bump into the crucible and wait until you receive a success or failure message.&lt;br /&gt;
&lt;br /&gt;
A Blacksmith&#039;s chance of successfully smelting ore into ingot is directly tied to how much Forgus training they have. &lt;br /&gt;
The approximate chance of success rates given below assume 1100 ranks of Forgus, and are very rough estimates based exclusively on the author&#039;s personal experience with smelting. &lt;br /&gt;
&lt;br /&gt;
The following is a list, in order of rarity, of which ingot is smelted from what type of ore:&lt;br /&gt;
*&#039;&#039;&#039;Piece of Iron&#039;&#039;&#039; = Lump of Iron Ore (~5% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Copper Ingot&#039;&#039;&#039; = Lump of Copper Ore (~90% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Gold Ingot&#039;&#039;&#039; = Lump of Gold Ore(~95% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Tin Ingot&#039;&#039;&#039; = Lump of Tin Ore (~100% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Judder Ingot&#039;&#039;&#039; = Lump of Judder Ore* ([???]% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Piece of Tremolite&#039;&#039;&#039; = Lump of Tremolite Ore ** ([???]% chance of success)&lt;br /&gt;
**(Used by Hendrux to make a Vibra)&lt;br /&gt;
**(Used by Hendrux to make a Tuborn)&lt;br /&gt;
-----&lt;br /&gt;
====Forging Items====&lt;br /&gt;
To forge a blacksmith-made item, the Blacksmith must follow this procedure:&lt;br /&gt;
#Have the materials needed to forge the item in your inventory.&lt;br /&gt;
#Tell Smithy Gefor what type of item you wish to attempt to make.&lt;br /&gt;
#Bump into the forge and wait until you receive a success or failure message.&lt;br /&gt;
&lt;br /&gt;
A Blacksmith&#039;s chance of successfully forging items is directly tied to how much Forgus training they have. &#039;&#039;With 1100 ranks of Forgus, the one master blacksmith reports having never failed at forging an item.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The following is a list of what items (including [[Armor|armor]] and [[Weapons|weapons]]) can be forged and the recipe of items obtainable needed to make it of material:&lt;br /&gt;
*&#039;&#039;&#039;Rockodile Breastplate&#039;&#039;&#039; = Rockodile Leather(x1), Piece of Iron (x1), Copper Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Helmet&#039;&#039;&#039; = Piece of Iron (x2), Tin Ingot (x1), Copper Ingot (x2)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Shield&#039;&#039;&#039; = Piece of Iron (x5), Tin Ingot (x2), Copper Ingot (x2)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Breastplate&#039;&#039;&#039; = Piece of Iron (x5), Tin Ingot (x3), Copper Ingot (x3)&lt;br /&gt;
*&#039;&#039;&#039;Iron Helmet&#039;&#039;&#039; = Piece of Iron (x3), Tin Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Iron Shield&#039;&#039;&#039; = Piece of Iron (x5), Tin Ingot (x1), Gold Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Iron Breastplate&#039;&#039;&#039; = Piece of Iron (x6), Tin Ingot (x3), Gold Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Shiny Dagger&#039;&#039;&#039; = Piece of Iron (x3), Tin Ingot (x1), Gold Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Machete&#039;&#039;&#039; = Piece of Iron (x1), Copper Ingot (x2)&lt;br /&gt;
*&#039;&#039;&#039;Crowbar&#039;&#039;&#039; = Piece of Iron (x1)&lt;br /&gt;
*&#039;&#039;&#039;Shovel Blade&#039;&#039;&#039; = Piece of Iron (x2)&lt;br /&gt;
*&#039;&#039;&#039;Chain&#039;&#039;&#039; = Piece of Iron (x3)&lt;br /&gt;
-----&lt;br /&gt;
====Repairing Items====&lt;br /&gt;
The Blacksmith Repair Kit (BRK), functions in the same way that the Sewing Kit does, with the exception that it repairs blacksmith-made items instead of clothing. That is — it can evaluate the wear level &amp;amp; cost to repair, store repair supplies that are measured in coins, and repair eligible items that are in the Blacksmith&#039;s inventory. The commands for using the BRK are as follows:&lt;br /&gt;
*&amp;lt;tt&amp;gt;\USEITEM blacksmith&amp;lt;/tt&amp;gt;: determine repair costs for the blacksmith-made item selected in the Blacksmith&#039;s Inventory.&lt;br /&gt;
*&amp;lt;tt&amp;gt;\USEITEM blacksmith &amp;lt;player&amp;gt;&amp;lt;/tt&amp;gt;: determine repair costs for any blacksmith-made items equipped by the target player.&lt;br /&gt;
*&amp;lt;tt&amp;gt;\USEITEM blacksmith /mend&amp;lt;/tt&amp;gt;: Repairs the blacksmith-made item selected in the Blacksmith&#039;s Inventory.&lt;br /&gt;
*&amp;lt;tt&amp;gt;\USEITEM blacksmith /combine&amp;lt;/tt&amp;gt;: Combine the supplies of all your BRKs into one BRK.&lt;br /&gt;
The following is a list of the levels of wear that are returned when an exile uses /examine on their armor:&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is in nearly perfect condition.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is in very good condition.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is starting to look a little worn.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is in serious need of repair.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is going to fall apart any day now.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is no longer functional.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a list of armors that can be repaired. The value next to each piece is how much it costs the Blacksmith (current as of v663) to repair the item with 1100 ranks of Forgus:&lt;br /&gt;
*&#039;&#039;&#039;Bronze Helmet&#039;&#039;&#039; ([???]c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Shield&#039;&#039;&#039; ([???]c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Breastplate&#039;&#039;&#039; ([???]c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Iron Helmet&#039;&#039;&#039; (27c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Iron Shield&#039;&#039;&#039; (87c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Iron Breastplate&#039;&#039;&#039; (225c of BRK supplies per level of wear)&lt;br /&gt;
&lt;br /&gt;
=====Author&#039;s Note RE Shiny Daggers=====&lt;br /&gt;
There are two types of Shiny Daggers in the lands: The Old version and the New version.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;old&#039;&#039; Shiny Dagger will become a &amp;quot;Dull Dagger&amp;quot; after only one wear. They can be repaired by Aigus in the Smithy for 100c. They are no longer available in terms of new ones being brought into existence. Blacksmiths can neither forge nor repair these types of Shiny Daggers.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;new&#039;&#039; Shiny Dagger will wear in the same way that armors do; but the messages are different, and it is unclear how many levels of wear there are. Instead of turning into Dull Daggers, after cycling through enough levels of wear they will simply disintegrate in the same way that armor will after being worn past This [armor] is no longer functional. These are the Shiny Daggers that Blacksmiths can forge and repair, and can also be purchased from Katla in the Smithy for 5,000c and a single Piece of Iron. &lt;br /&gt;
&lt;br /&gt;
With 1100 ranks in Forgus, the only wear level and cost that the author has seen has been as follows:&lt;br /&gt;
*&amp;lt;tt&amp;gt;This Shiny dagger is in pretty good shape.&amp;lt;/tt&amp;gt; (160c of BRK supplies to repair)&lt;br /&gt;
&lt;br /&gt;
===Brewing===&lt;br /&gt;
Brewing allows one to make beer and wine. There is a cap on lessons and it is very low. The Brewery is located in West Puddleby.&lt;br /&gt;
&lt;br /&gt;
===Metallurgy===&lt;br /&gt;
Metala teaches you how to smelt a Piece of Iron from Iron Ore and how to make various ingots (gold, tin, copper).  She is a dwarf who can be found in the northwest room of the ? Smith ?.  She is an uncapped trainer.  The more you train with Metala, the more likely you will be successful in smelting the item you desire??  In the same room as Metala you can find Peplaw Tonew who will provide the recipe of any item you may wish to smelt.  Finally in that same room is Lyzer who will study new ores brought to him to determine how to smelt them.&lt;br /&gt;
&lt;br /&gt;
The recipes Peplaw Tonew lists and their requirements are: &lt;br /&gt;
*Piece of Iron = A lump of iron ore.&lt;br /&gt;
*Gold Ingot = A lump of gold.&lt;br /&gt;
*Tin Ingot = A lump of tin.&lt;br /&gt;
*Copper Ingot = A lump of copper ore.&lt;br /&gt;
&lt;br /&gt;
In order to smelt an item, you must first ensure you have the correct ingredients in your pack.  Then you go to Nafurce in the same smelting room and tell him what you wish to make.  Once you do that, you walk up to the Smelting Furnace and begin working.&lt;br /&gt;
&lt;br /&gt;
* The question is, do the ranks you have determine the chance of your success?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: Metallugy has been rolled into Balcksmithing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Tailoring===&lt;br /&gt;
Sartorio is the brightly dressed fen who trains tailoring.  He can be found in the northernmost room of the Cote&#039; Daiur in northwest town. Sartorio is not a capped trainer so you can continue to train with him as long as you like.  Sartorio teaches you how to mend cloaks, shoes, shirts, pants and parachutes.  The more ranks you have with Sartorio, the fewer supplies you will require to mend an item.  &lt;br /&gt;
&lt;br /&gt;
====How Mending works====&lt;br /&gt;
[[File:Tikk Winse.png]] see [[Make#Tailoring|details on how to mend cloths]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tailoring requires a level of trust between the tailor and the exile as items must be given to the tailor in order for mending to occur.  Also tailors set their own price - as they can charge more than the amount required in supplies to fix an item.  So some exiles may get a better deal with one tailor versus another.  Other tailors will quote the exact price to fix an item and will accept tips.  Since the cost of mending an item goes down with the skill of the tailor, this is one profession in which select exiles will specialize.&lt;br /&gt;
&lt;br /&gt;
=== Woodworking ===&lt;br /&gt;
Woodworkers can make items such as brooms, shovels (with a shovel blade made by a blacksmith), and other items. The woodworking trainer is hidden on the island of Puddleby.&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2756</id>
		<title>Healer pets</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2756"/>
		<updated>2025-02-17T19:54:01Z</updated>

		<summary type="html">&lt;p&gt;Balangar: mv requirement section upward&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About==&lt;br /&gt;
Healer pets are a relatively new addition to Clan Lord, allowing Healers a fun new way to progress and fight. Healer pets can grow reasonably strong with time, though their strength is limited to their master&#039;s total ranks, and they&#039;ll always be significantly less powerful than a Fighter with comparable ranks. Healers can skin/pull teeth from creatures killed by their pet.&lt;br /&gt;
&lt;br /&gt;
GM warning: &amp;quot;I better not see anyone botting with their pet. Seriously. This is why we can&#039;t have nice things.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
SPOILER: A list of healer pets and their spawn location is compiled by Soul Hunter here: *&#039;&#039;https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit?usp=sharing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
You must above 450 direct level in order to tame a pet. There is no direct circle requirement (altough this levels should allow you at least to second circle).&lt;br /&gt;
&lt;br /&gt;
==Acquiring a pet==&lt;br /&gt;
&lt;br /&gt;
Find a fallen, named creature in the lands to obtain it.&lt;br /&gt;
&lt;br /&gt;
[[File:Fallen-Ryu.png]]&lt;br /&gt;
&lt;br /&gt;
Once it&#039;s raised, it will magically arrive at the pet stables located in a small hut in the northern east farms.&lt;br /&gt;
&lt;br /&gt;
[[File:Raised-Ryu.png]]&lt;br /&gt;
&lt;br /&gt;
The message is &lt;br /&gt;
&lt;br /&gt;
    * Your new pet will be waiting for you back at the stables with all their friends.&lt;br /&gt;
&lt;br /&gt;
* note that re-healing same fallen pet once again, will give some experience, but you won&#039;t get a new pet,&lt;br /&gt;
* two (or more) healers healing same pet will result in pet being captured by faster healer (need confirmation).&lt;br /&gt;
&lt;br /&gt;
Go to stable  and talk to Petra to have the pet released.&lt;br /&gt;
&lt;br /&gt;
[[File:Petra.png]]&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;all&#039;&#039;&#039; pets have been released, you have to tame one. &lt;br /&gt;
Buy a berries from Barry, &#039;&#039;&#039;/equip&#039;&#039;&#039; them, walk near intended pet and &#039;&#039;&#039;/use /tame &amp;quot;pet name&amp;quot;&#039;&#039;&#039; to tame that pet.&lt;br /&gt;
&lt;br /&gt;
There are many different types of pets that can be obtained. All pets have the exact same stats; different pets are purely cosmetic. Each pet type has multiple graphics that they progress through as they grow stronger. For example, a Vermine might grow to a Large Vermine, then a Giant Vermine, then a Dark Vermine as it progresses.&lt;br /&gt;
&lt;br /&gt;
Not all pets are the same size. Larger-than-average pets can be annoying (and even dangerous) to others if you bring your pet to group hunts.&lt;br /&gt;
&lt;br /&gt;
While any healer can obtain a pet, there is a strength minimum to activate a pet. Healers need around 450 ranks to pull a pet out of the stables.&lt;br /&gt;
&lt;br /&gt;
== How Many Pets Can You Have? ==&lt;br /&gt;
You can have any number of untrained pets.&lt;br /&gt;
They&#039;ll be waiting in stable, to be released (indoors) at Petra&#039;s command.&lt;br /&gt;
&lt;br /&gt;
Basically, healers have room in the stable for to two &#039;&#039;tamed&#039;&#039; pets.&lt;br /&gt;
&lt;br /&gt;
You can buy more accommodations (starting at 10000c) if you need more, &#039;&#039;&#039;up to 6 pets&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can release a tamed pet into the wild to make room for another one. It is likely you&#039;ll have to re-heal it and retrain it if you want it back (that is you put it back into the pool of untamed pets).&lt;br /&gt;
&lt;br /&gt;
==Earning experience==&lt;br /&gt;
When a creature dies that your pet has tagged, you will get credit and earn experience for the tag. This experience is based on your slaughter level (as opposed to your pet&#039;s slaughter level). Experience gained this way is shared as though you had tagged the creature yourself (per GM Slartibartfast).&lt;br /&gt;
&lt;br /&gt;
Your pet has a slaughter level independent from your own — it&#039;s possible for your pet to Vanquish a monster that you slaughter, yielding no experience for you.&lt;br /&gt;
&lt;br /&gt;
After earning enough experience, you&#039;ll receive a message in your chat log that your pet has grown stronger. After 20 messages or so, you&#039;ll receive a message that your pet has grown much stronger and needs to return to the stables. Simply your pet back to the stables and retrieve it again to unlock its new potency and possibly a new appearance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pets no longer need &#039;lasty&#039; tag; any tag works for their (and maybe your) experience. Pet leveling and its limits based on healer ranks is not discussed — basically you get to train another 20 pet &#039;ranks&#039; for every 1000 ranks your healer gains, making it significantly stronger with each such step — up to the hard limit of 99 pet ranks, which is close to a 4th circle fighter.&lt;br /&gt;
&lt;br /&gt;
==Healing your pet==&lt;br /&gt;
Any healer can use a Moonstone to heal any other pet. You can burst heal your pet, but not other Healers&#039; pets. You can heal your own pet from a distance using the Caduceus/Asklepian with the &amp;lt;code&amp;gt;/use /pet&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
If your pet dies, you can chain or heal it. If left fallen, it will eventually depart back to the stables. &#039;&#039;&#039;There is no evidence that a fallen pet &#039;departing&#039; costs it experience&#039;&#039;&#039; — This needs to be tested. &lt;br /&gt;
&lt;br /&gt;
Pets require Horus to be raised just like exiles. You won&#039;t receive a &amp;quot;your pets wounds are too severe&amp;quot; type message in your text log but you should hear the &amp;quot;boop&amp;quot; sound that you get when trying heal an exile that&#039;s too fallen.&lt;br /&gt;
&lt;br /&gt;
==Controlling your pet==&lt;br /&gt;
You can issue verbal commands to change which &amp;quot;mode&amp;quot; your pet is in. You can /whisper to your pet if you want to be more private about it. Here are the default verbal commands:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Attack&lt;br /&gt;
|Your pet will be aggressive. It will behave a bit like an exile might -- swinging a few times, then running away to regain balance.&lt;br /&gt;
|-&lt;br /&gt;
|Come&lt;br /&gt;
|Your pet will follow you. If it incidentally bumps into other creatures, it will attack.&lt;br /&gt;
|-&lt;br /&gt;
|Stay&lt;br /&gt;
|Your pet will remain &amp;quot;parked&amp;quot; until given another command.&lt;br /&gt;
|-&lt;br /&gt;
|Go home&lt;br /&gt;
|Your pet will return to the stables. You&#039;ll have to speak to Pete McGyver again to activate it.&lt;br /&gt;
|-&lt;br /&gt;
|Obey&lt;br /&gt;
|Your pet will &amp;quot;follow your hand signals&amp;quot; i.e. your mouse cursor. See Destian&#039;s YouTube guide to Healer pets (linked below) to get an idea of how this works.&lt;br /&gt;
|-&lt;br /&gt;
|Play&lt;br /&gt;
|Your pet will &amp;quot;be themselves.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can customize the commands for your pet at the stables.&lt;br /&gt;
&lt;br /&gt;
==Questions / untested stuff==&lt;br /&gt;
*How does pet food work? Does it have a function? It allows you to tame a wild creature you rescued into a pet.&lt;br /&gt;
*How long does your pet obey a given command? Infinite.&lt;br /&gt;
*If you log off while your pet&#039;s fallen, does it lose experience?  &lt;br /&gt;
&lt;br /&gt;
*Can you radius heal your own pet? No&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*Destian&#039;s YouTube guide to Healer pets: [http://youtu.be/I6ejD_9X1io Healer Pets]&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit#gid=0 Clan Lord Pets]&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2755</id>
		<title>Healer pets</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2755"/>
		<updated>2025-02-17T19:44:08Z</updated>

		<summary type="html">&lt;p&gt;Balangar: /* Acquiring a pet */ requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About==&lt;br /&gt;
Healer pets are a relatively new addition to Clan Lord, allowing Healers a fun new way to progress and fight. Healer pets can grow reasonably strong with time, though their strength is limited to their master&#039;s total ranks, and they&#039;ll always be significantly less powerful than a Fighter with comparable ranks. Healers can skin/pull teeth from creatures killed by their pet.&lt;br /&gt;
&lt;br /&gt;
GM warning: &amp;quot;I better not see anyone botting with their pet. Seriously. This is why we can&#039;t have nice things.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
SPOILER: A list of healer pets and their spawn location is compiled by Soul Hunter here: *&#039;&#039;https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit?usp=sharing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Acquiring a pet==&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
You must have about 450-500 level in healing skills to be able to tame a pet. There is no direct circle requirement (altough this levels should allow you at least to second circle).&lt;br /&gt;
&lt;br /&gt;
Find a fallen, named creature in the lands to obtain it.&lt;br /&gt;
&lt;br /&gt;
[[File:Fallen-Ryu.png]]&lt;br /&gt;
&lt;br /&gt;
Once it&#039;s raised, it will magically arrive at the pet stables located in a small hut in the northern east farms.&lt;br /&gt;
&lt;br /&gt;
[[File:Raised-Ryu.png]]&lt;br /&gt;
&lt;br /&gt;
The message is &lt;br /&gt;
&lt;br /&gt;
    * Your new pet will be waiting for you back at the stables with all their friends.&lt;br /&gt;
&lt;br /&gt;
* note that re-healing same fallen pet once again, will give some experience, but you won&#039;t get a new pet,&lt;br /&gt;
* two (or more) healers healing same pet will result in pet being captured by faster healer (need confirmation).&lt;br /&gt;
&lt;br /&gt;
Go to stable  and talk to Petra to have the pet released.&lt;br /&gt;
&lt;br /&gt;
[[File:Petra.png]]&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;all&#039;&#039;&#039; pets have been released, you have to tame one. &lt;br /&gt;
Buy a berries from Barry, &#039;&#039;&#039;/equip&#039;&#039;&#039; them, walk near intended pet and &#039;&#039;&#039;/use /tame &amp;quot;pet name&amp;quot;&#039;&#039;&#039; to tame that pet.&lt;br /&gt;
&lt;br /&gt;
There are many different types of pets that can be obtained. All pets have the exact same stats; different pets are purely cosmetic. Each pet type has multiple graphics that they progress through as they grow stronger. For example, a Vermine might grow to a Large Vermine, then a Giant Vermine, then a Dark Vermine as it progresses.&lt;br /&gt;
&lt;br /&gt;
Not all pets are the same size. Larger-than-average pets can be annoying (and even dangerous) to others if you bring your pet to group hunts.&lt;br /&gt;
&lt;br /&gt;
While any healer can obtain a pet, there is a strength minimum to activate a pet. Healers need around 450 ranks to pull a pet out of the stables.&lt;br /&gt;
&lt;br /&gt;
== How Many Pets Can You Have? ==&lt;br /&gt;
You can have any number of untrained pets.&lt;br /&gt;
They&#039;ll be waiting in stable, to be released (indoors) at Petra&#039;s command.&lt;br /&gt;
&lt;br /&gt;
Basically, healers have room in the stable for to two &#039;&#039;tamed&#039;&#039; pets.&lt;br /&gt;
&lt;br /&gt;
You can buy more accommodations (starting at 10000c) if you need more, &#039;&#039;&#039;up to 6 pets&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can release a tamed pet into the wild to make room for another one. It is likely you&#039;ll have to re-heal it and retrain it if you want it back (that is you put it back into the pool of untamed pets).&lt;br /&gt;
&lt;br /&gt;
==Earning experience==&lt;br /&gt;
When a creature dies that your pet has tagged, you will get credit and earn experience for the tag. This experience is based on your slaughter level (as opposed to your pet&#039;s slaughter level). Experience gained this way is shared as though you had tagged the creature yourself (per GM Slartibartfast).&lt;br /&gt;
&lt;br /&gt;
Your pet has a slaughter level independent from your own — it&#039;s possible for your pet to Vanquish a monster that you slaughter, yielding no experience for you.&lt;br /&gt;
&lt;br /&gt;
After earning enough experience, you&#039;ll receive a message in your chat log that your pet has grown stronger. After 20 messages or so, you&#039;ll receive a message that your pet has grown much stronger and needs to return to the stables. Simply your pet back to the stables and retrieve it again to unlock its new potency and possibly a new appearance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pets no longer need &#039;lasty&#039; tag; any tag works for their (and maybe your) experience. Pet leveling and its limits based on healer ranks is not discussed — basically you get to train another 20 pet &#039;ranks&#039; for every 1000 ranks your healer gains, making it significantly stronger with each such step — up to the hard limit of 99 pet ranks, which is close to a 4th circle fighter.&lt;br /&gt;
&lt;br /&gt;
==Healing your pet==&lt;br /&gt;
Any healer can use a Moonstone to heal any other pet. You can burst heal your pet, but not other Healers&#039; pets. You can heal your own pet from a distance using the Caduceus/Asklepian with the &amp;lt;code&amp;gt;/use /pet&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
If your pet dies, you can chain or heal it. If left fallen, it will eventually depart back to the stables. &#039;&#039;&#039;There is no evidence that a fallen pet &#039;departing&#039; costs it experience&#039;&#039;&#039; — This needs to be tested. &lt;br /&gt;
&lt;br /&gt;
Pets require Horus to be raised just like exiles. You won&#039;t receive a &amp;quot;your pets wounds are too severe&amp;quot; type message in your text log but you should hear the &amp;quot;boop&amp;quot; sound that you get when trying heal an exile that&#039;s too fallen.&lt;br /&gt;
&lt;br /&gt;
==Controlling your pet==&lt;br /&gt;
You can issue verbal commands to change which &amp;quot;mode&amp;quot; your pet is in. You can /whisper to your pet if you want to be more private about it. Here are the default verbal commands:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Attack&lt;br /&gt;
|Your pet will be aggressive. It will behave a bit like an exile might -- swinging a few times, then running away to regain balance.&lt;br /&gt;
|-&lt;br /&gt;
|Come&lt;br /&gt;
|Your pet will follow you. If it incidentally bumps into other creatures, it will attack.&lt;br /&gt;
|-&lt;br /&gt;
|Stay&lt;br /&gt;
|Your pet will remain &amp;quot;parked&amp;quot; until given another command.&lt;br /&gt;
|-&lt;br /&gt;
|Go home&lt;br /&gt;
|Your pet will return to the stables. You&#039;ll have to speak to Pete McGyver again to activate it.&lt;br /&gt;
|-&lt;br /&gt;
|Obey&lt;br /&gt;
|Your pet will &amp;quot;follow your hand signals&amp;quot; i.e. your mouse cursor. See Destian&#039;s YouTube guide to Healer pets (linked below) to get an idea of how this works.&lt;br /&gt;
|-&lt;br /&gt;
|Play&lt;br /&gt;
|Your pet will &amp;quot;be themselves.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can customize the commands for your pet at the stables.&lt;br /&gt;
&lt;br /&gt;
==Questions / untested stuff==&lt;br /&gt;
*How does pet food work? Does it have a function? It allows you to tame a wild creature you rescued into a pet.&lt;br /&gt;
*How long does your pet obey a given command? Infinite.&lt;br /&gt;
*If you log off while your pet&#039;s fallen, does it lose experience?  &lt;br /&gt;
&lt;br /&gt;
*Can you radius heal your own pet? No&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*Destian&#039;s YouTube guide to Healer pets: [http://youtu.be/I6ejD_9X1io Healer Pets]&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit#gid=0 Clan Lord Pets]&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Training&amp;diff=2742</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Training&amp;diff=2742"/>
		<updated>2025-01-09T20:14:42Z</updated>

		<summary type="html">&lt;p&gt;Balangar: /* How Mending works */ sewing kit seller&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sitenavbar}}&lt;br /&gt;
[[Category: Beginner|{{PAGENAME}}]]&lt;br /&gt;
Instead of levels, Clan Lord has small increment training in one trainer at a time. It is very common to have some exile train 300 or more ranks of any trainers. There is no way to find out exactly how many ranks someone has. So, in order to know your exact rank count, you have to count them yourself, or you can save your text log files (under options) and use an app like [https://github.com/dfsw/scribius/wiki Scribius] to automatically count them. This section will only focus on non-fighter specific trainers, Secondary profession trainers like baking, brewing, and tailoring will be touched upon. If you do plan to learn a secondary skill or profession, do it early in your career when ranks come fast and easy, because they don&#039;t increase your slaughter as much as ranks used to improve fighter, healer or mystic skills specific skills.&lt;br /&gt;
&lt;br /&gt;
==Temple Trainers==&lt;br /&gt;
[[Image:Temple.png|center]]&lt;br /&gt;
Temple Trainers are the ones that stand in the Temple just north of Town Center (TC). New exiles often emerge here after setting their appearance. These are among the first trainers an exile can visit. Which one(s) to pick training will depend on which class you are going to be.&lt;br /&gt;
&lt;br /&gt;
The Three Trainers are Bodrus, Spirtus and Mentus.&lt;br /&gt;
&lt;br /&gt;
===Bodrus===&lt;br /&gt;
[[Image:Bodrus.png|left]]&lt;br /&gt;
Bodrus is a mixed trainer, teaching a combination of all the first and second circle fighter trainers. Non-fighters may wish to train with Bodrus to increase their accuracy, defense and health. Training with Bodrus can, however, decrease their number of swings. Non-fighters are able to study 100 lessons before reaching the cap. Since Bodrus is a less effective version of [[Fighter_Trainers#Evus|Evus]], most fighters prefer to study with Evus.&lt;br /&gt;
&lt;br /&gt;
There was a time when ten lessons with Bodrus were necessary before an exile could seek out the person who would give them a [[Weapons#Dagger|dagger]] and make them into a fighter. Nowadays, the ten lessons can be with anyone, and suggestions for studies may include Troilus, Skea Brightfur, or Pathfinding.&lt;br /&gt;
&lt;br /&gt;
===Spirtus===&lt;br /&gt;
[[Image:spirtus.png|left]]&lt;br /&gt;
Spirtus is a mixed trainer, similar to [[Healing#Sprite|Sprite]]. Spirtus lives in the Temple and is available to all exiles, while Sprite lives in the Healer Temple. At one time Spirtus taught a little of the four first circle healer trainers, but when Sprite came along and took over those duties, Spirtus stopped teaching spirit recovery. In addition to the healer trainers, Spirtus also teaches what is commonly known as Rodnus--the ability to be healed faster.&lt;br /&gt;
&lt;br /&gt;
Spirtus can be trained by all professions and the professionless, but fighters should understand that training Spirtus will mean they will not be able to get full Rodnus training when they reach fourth circle. Some fighters also feel that it is a waste to train with a trainer that has some things they cannot use, such as [[Healing#Faustus|Faustus]]. Other fighters want to get more Rodnus than Rodnus himself will train, and decide it is worthwhile to train some Spirtus as well. Most healers prefer Sprite because of the [[Healing#Respia|spirit recovery]].&lt;br /&gt;
&lt;br /&gt;
===Mentus===&lt;br /&gt;
[[Image:mentus.png|left]]&lt;br /&gt;
Mentus is used by everyone to do a number things: decrease the amount of sunstone wear every time it&#039;s used, decrease the chance of an [[Glossary#E|ethereal portal stone]] (EPS) breaking on use, use certain magical devices and to avoid death caused by some magical items. Mentus decreases the damage taken by using the movable portal (Currently in whatzit seller shop by boats in west town and in [[Glossary#C|CD]].) &lt;br /&gt;
[[File:OutsidePortalBldg.png.png|thumb|alt=Outside portal building in west town by boats|Outside portal building]]&lt;br /&gt;
Also helps you resisting black poppies in Tenebrion’s keep and elsewhere. It could cause you to create black poppies when you&#039;re fallen in one place for a long time -- (This last bit of info is probably out of date). Mentus has no known effect on opening pathfinding paths.&lt;br /&gt;
&lt;br /&gt;
For Mystics, this is the first trainer they should visit before they become an apprentice since it increases their base powers. Some mystics have publicly stated that they have well over 300 ranks in Mentus which allows them to become more powerful mystics later on.&lt;br /&gt;
&lt;br /&gt;
==Open Trainers==&lt;br /&gt;
Open Trainers are ones that allow anyone of any profession to train in them. Because of this some are capped anywhere from 50 to 100 trainings. The down side to each of these trainers is that a rank trained in a non-fighter specific trainer is the rank that could have gone into making the person a better fighter. Thus some fighters, refuse to train anything but Fighter trainers and Troilus. Also, with the exception of Troilus, open trainers raise slaughter the least. So, it&#039;s better to train these trainers early on in your career, when ranks come fast and easy.&lt;br /&gt;
&lt;br /&gt;
===Troilus===&lt;br /&gt;
[[Image:Troilus.png|left]]Troilus training allows one to heal faster without the aid of a healer. It takes a significant amount of troilus to be able to self heal as fast as even the slowest healers. However, for solo hunters who wander without someone to heal them and other exiles whose healers have fallen, a decent amount of troilus is a very effective way to stay alive in dire situations if that person can get to a safe area and stay long enough. Troilus is popular with fighters that wish to be able to survive either solo or group hunts where healer resources get overburdened. The biggest down side is that troilus raises slaughter about as much as the highest slaughter fighter trainers.&lt;br /&gt;
&lt;br /&gt;
===Loovma Geer===&lt;br /&gt;
[[Image:loovma.png|left]]&lt;br /&gt;
Loovma Geer works in the smith shop, and he teaches exiles how to take better care of metal items that are subject to wear — specifically: [[armor]], the [[chain]] and the [[Weapons#Shiny Dagger|shiny dagger]]. If any exile chooses to be a chainer, use armor, or use a shiny dagger, a decent amount of Loovma Geer is essential to keep the costs of repairing these items down. A broken chain can be fixed for 500 coins and two metal. Armor can be quite expensive to repair — in the thousands — and without loovma, armor will wear more often and can quickly put a fighter with a modest income in the poor house.&lt;br /&gt;
&lt;br /&gt;
===Pathfinding===&lt;br /&gt;
[[Image:hermit.png|left]]&lt;br /&gt;
[[Pathfinding]] (PF) allows exiles to use shortcuts to get places quicker, and at higher amounts allows them access to places impassable by non-Pathfinders. At higher circles fighters may find themselves unable to join a party without a pathfinder to let them in, and often times, they&#039;ll miss out on good solid experience opportunities because of their lack of PF.&lt;br /&gt;
&lt;br /&gt;
Because of this, it&#039;s important to some people to train [[Pathfinding]], because they want to be able to go almost anywhere. Rescue healers, and those interested in exploration would do well to study PF. Also, groups interested in exploration often take more than one pathfinder (&amp;quot;PF&amp;quot; as well) with them, which gives lower level exiles a chance to hunt with groups they wouldn&#039;t be invited to join otherwise.&lt;br /&gt;
&lt;br /&gt;
===Skea===&lt;br /&gt;
[[Image:skea.png|left]]&lt;br /&gt;
Skinning is taught by Skea Brightfur in West Puddleby. Skea gives you a greater chance to skin a creature with fur after you kill it. Even an exile with no skea has a chance to skin creatures, but the odds are very low. The more skea one has, the greater the chance of skinning a creature successfully. These furs are instantly converted to coins you see falling into your pack.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at the level where you can successfully kill a creature, but are ruining a lot of furs, skea will allow you a greater chance to skin and your purse to expand much more rapidly.&lt;br /&gt;
&lt;br /&gt;
Good skinners who may be too weak to go to a higher level area are sometimes invited by exiles just to skin. If the skinner doesn&#039;t hit the creature, in order for him/her to attempt to skin the creature, an exile who has hit the creature must be sharing with the skinner. Thus even if the skinner never tags a creature, they can gain shared experience and advance rapidly if all the fighters are sharing with the skinner.&lt;br /&gt;
&lt;br /&gt;
In some cases skinning give a small amount of experience to a skinner for skinning a creature.&lt;br /&gt;
&lt;br /&gt;
===Dentir===&lt;br /&gt;
[[Image:dentir.png|left]]&lt;br /&gt;
Dentir is exactly like Skea, but instead of furs, Dentir allows the pulling of teeth and insect pinchers from slain creatures. There are few creatures with teeth worthwhile to pull. These are the insect and arachne races — including [http://bestiary.puddleby.net/beast/ComboArachneArachnoid.php Arachnoids] and [[Scarmis]].&lt;br /&gt;
&lt;br /&gt;
===Bracis===&lt;br /&gt;
[[Image:bracis.png|left]]&lt;br /&gt;
Bracis is unique among the trainers because he&#039;s the only offensive trainer anyone can train. He teaches any exile how to use [[Weapons#leather bracers|bracers]]. Because he&#039;s open to everyone, his training cap is very low, but sufficient enough to give non-fighters some ability to defend themselves against small animals and weaker creatures. Since fighters can gain greater abilities than the cap on Bracis, it is inadvisable to train Bracis if you are a fighter.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:masterjanisbook.png|left]]&lt;br /&gt;
===Master Janis’ Mental Mysteries===&lt;br /&gt;
Master Janis’ Mental Mysteries is a book hidden deep within the pitch/slate caves. Each chapter studied expands a person’s maximum &#039;&#039;&#039;&#039;&#039;/thinkgroup&#039;&#039;&#039;&#039;&#039; by 1.&lt;br /&gt;
&lt;br /&gt;
===Language Trainers===&lt;br /&gt;
The Language Trainers teach an exile how to speak languages other than common. For your own race it takes 5 ranks to learn the language. For other languages it costs 25 for the first foreign language and 15 for each language after the first. For humans all foreign languages are 15 ranks to train. Using these additional languages is completely optional, however most people do know their own race language at the bare minimum because the cost is so low.&lt;br /&gt;
&lt;br /&gt;
To speak a language you&#039;ve learned you type &#039;&#039;/speak {language}&#039;&#039; and then the text. You will continue to speak that language until you change to another language. to go back to the common tongue type: &#039;&#039;/speak common&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Profession Trainers==&lt;br /&gt;
Profession Trainers teach things that you cannot use in the field or give you no advantage during a hunt and can be used to make money or simply to provide a valuable service. These are skills that anyone can learn that cost real ranks. Thus mystic only abilities do not fit here. Nor does anything you need no training to do, such as Kudzu farming: while it can make you money, there&#039;s no way to train to get better kudzu yields. Things such as phantasms?, while they are trainable, serve no known purpose, and will not be covered in the main sections for now.&lt;br /&gt;
&lt;br /&gt;
Professions include:&lt;br /&gt;
*[[Training#Alchemy|Alchemy]]&lt;br /&gt;
*[[Training#Baking|Baking]]&lt;br /&gt;
*[[Training#Blacksmithing|Blacksmithing]]&lt;br /&gt;
*[[Training#Brewing|Brewing]]&lt;br /&gt;
*[[Training#Metallurgy|Metallurgy]]&lt;br /&gt;
*[[Training#Tailoring|Tailoring]]&lt;br /&gt;
*[[Training#Woodworking|Woodworking]]&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
Alchemy is the act of making potions. From speed potions to more common red healing salves. Each potion requires training to make. It takes a quest to enable one to make potions and certain potions are only craft-able by certain professions, such as red healing potions and salves that are only craft-able by healers. &lt;br /&gt;
&lt;br /&gt;
===Baking===&lt;br /&gt;
Baking allows one to make cookies, cakes, pies and other food. The training is capped and very low. The Bakery is in the east side of central Puddleby.&lt;br /&gt;
&lt;br /&gt;
===Blacksmithing===&lt;br /&gt;
[[File:Blacksmith.jpg | right ]]&lt;br /&gt;
The Blacksmith has three functions:&lt;br /&gt;
*[[#Smelting|Smelting]] ore into ingots.&lt;br /&gt;
*[[#Forging Items |Forging]] new items.&lt;br /&gt;
*[[#Repairing Items|Repairing]] existing blacksmith-made items.&lt;br /&gt;
&lt;br /&gt;
The Smithy is directly adjacent to the Fighter hall in the NE corner of N Town, and contains the following NPCs that pertain to the Blacksmith profession:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forgus&#039;&#039;&#039;: Trains exiles in the art of Blacksmithing. &#039;&#039;(NOTE: Capped at 1100 ranks.)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whetka&#039;&#039;&#039;: Sells exiles Blacksmith Repair Kits and the corresponding supplies.&lt;br /&gt;
*&#039;&#039;&#039;Zonbre&#039;&#039;&#039;: Looks up the components required to make a given blacksmith-made item.&lt;br /&gt;
*&#039;&#039;&#039;Smithy Gefor&#039;&#039;&#039;: Prepares the forge for the Blacksmith to make a given blacksmith-made item.&lt;br /&gt;
*&#039;&#039;&#039;Powean&#039;&#039;&#039;: Studies new and exotic blacksmith-made items.&lt;br /&gt;
*&#039;&#039;&#039;Pepla Tonew&#039;&#039;&#039;: Looks up the components required to smelt a given type of ingot.&lt;br /&gt;
*&#039;&#039;&#039;Nafurce&#039;&#039;&#039;: Prepares the crucible for the Blacksmith to make a given type of ingot.&lt;br /&gt;
*&#039;&#039;&#039;Lyzer&#039;&#039;&#039;: Studies new and exotic ores.&lt;br /&gt;
-----&lt;br /&gt;
====Smelting====&lt;br /&gt;
To smelt a lump of ore into an ingot, the Blacksmith must follow this procedure:&lt;br /&gt;
#Have the ore that needs smelting in your inventory.&lt;br /&gt;
#Tell Nafurce what type of ingot you wish to attempt to make.&lt;br /&gt;
#Bump into the crucible and wait until you receive a success or failure message.&lt;br /&gt;
&lt;br /&gt;
A Blacksmith&#039;s chance of successfully smelting ore into ingot is directly tied to how much Forgus training they have. &lt;br /&gt;
The approximate chance of success rates given below assume 1100 ranks of Forgus, and are very rough estimates based exclusively on the author&#039;s personal experience with smelting. &lt;br /&gt;
&lt;br /&gt;
The following is a list, in order of rarity, of which ingot is smelted from what type of ore:&lt;br /&gt;
*&#039;&#039;&#039;Piece of Iron&#039;&#039;&#039; = Lump of Iron Ore (~5% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Copper Ingot&#039;&#039;&#039; = Lump of Copper Ore (~90% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Gold Ingot&#039;&#039;&#039; = Lump of Gold Ore(~95% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Tin Ingot&#039;&#039;&#039; = Lump of Tin Ore (~100% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Judder Ingot&#039;&#039;&#039; = Lump of Judder Ore* ([???]% chance of success)&lt;br /&gt;
*&#039;&#039;&#039;Piece of Tremolite&#039;&#039;&#039; = Lump of Tremolite Ore ** ([???]% chance of success)&lt;br /&gt;
**(Used by Hendrux to make a Vibra)&lt;br /&gt;
**(Used by Hendrux to make a Tuborn)&lt;br /&gt;
-----&lt;br /&gt;
====Forging Items====&lt;br /&gt;
To forge a blacksmith-made item, the Blacksmith must follow this procedure:&lt;br /&gt;
#Have the materials needed to forge the item in your inventory.&lt;br /&gt;
#Tell Smithy Gefor what type of item you wish to attempt to make.&lt;br /&gt;
#Bump into the forge and wait until you receive a success or failure message.&lt;br /&gt;
&lt;br /&gt;
A Blacksmith&#039;s chance of successfully forging items is directly tied to how much Forgus training they have. &#039;&#039;With 1100 ranks of Forgus, the one master blacksmith reports having never failed at forging an item.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The following is a list of what items (including [[Armor|armor]] and [[Weapons|weapons]]) can be forged and the recipe of items obtainable needed to make it of material:&lt;br /&gt;
*&#039;&#039;&#039;Rockodile Breastplate&#039;&#039;&#039; = Rockodile Leather(x1), Piece of Iron (x1), Copper Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Helmet&#039;&#039;&#039; = Piece of Iron (x2), Tin Ingot (x1), Copper Ingot (x2)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Shield&#039;&#039;&#039; = Piece of Iron (x5), Tin Ingot (x2), Copper Ingot (x2)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Breastplate&#039;&#039;&#039; = Piece of Iron (x5), Tin Ingot (x3), Copper Ingot (x3)&lt;br /&gt;
*&#039;&#039;&#039;Iron Helmet&#039;&#039;&#039; = Piece of Iron (x3), Tin Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Iron Shield&#039;&#039;&#039; = Piece of Iron (x5), Tin Ingot (x1), Gold Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Iron Breastplate&#039;&#039;&#039; = Piece of Iron (x6), Tin Ingot (x3), Gold Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Shiny Dagger&#039;&#039;&#039; = Piece of Iron (x3), Tin Ingot (x1), Gold Ingot (x1)&lt;br /&gt;
*&#039;&#039;&#039;Machete&#039;&#039;&#039; = Piece of Iron (x1), Copper Ingot (x2)&lt;br /&gt;
*&#039;&#039;&#039;Crowbar&#039;&#039;&#039; = Piece of Iron (x1)&lt;br /&gt;
*&#039;&#039;&#039;Shovel Blade&#039;&#039;&#039; = Piece of Iron (x2)&lt;br /&gt;
*&#039;&#039;&#039;Chain&#039;&#039;&#039; = Piece of Iron (x3)&lt;br /&gt;
-----&lt;br /&gt;
====Repairing Items====&lt;br /&gt;
The Blacksmith Repair Kit (BRK), functions in the same way that the Sewing Kit does, with the exception that it repairs blacksmith-made items instead of clothing. That is — it can evaluate the wear level &amp;amp; cost to repair, store repair supplies that are measured in coins, and repair eligible items that are in the Blacksmith&#039;s inventory. The commands for using the BRK are as follows:&lt;br /&gt;
*&amp;lt;tt&amp;gt;\USEITEM blacksmith&amp;lt;/tt&amp;gt;: determine repair costs for the blacksmith-made item selected in the Blacksmith&#039;s Inventory.&lt;br /&gt;
*&amp;lt;tt&amp;gt;\USEITEM blacksmith &amp;lt;player&amp;gt;&amp;lt;/tt&amp;gt;: determine repair costs for any blacksmith-made items equipped by the target player.&lt;br /&gt;
*&amp;lt;tt&amp;gt;\USEITEM blacksmith /mend&amp;lt;/tt&amp;gt;: Repairs the blacksmith-made item selected in the Blacksmith&#039;s Inventory.&lt;br /&gt;
*&amp;lt;tt&amp;gt;\USEITEM blacksmith /combine&amp;lt;/tt&amp;gt;: Combine the supplies of all your BRKs into one BRK.&lt;br /&gt;
The following is a list of the levels of wear that are returned when an exile uses /examine on their armor:&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is in nearly perfect condition.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is in very good condition.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is starting to look a little worn.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is in serious need of repair.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is going to fall apart any day now.&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;This [armor] is no longer functional.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a list of armors that can be repaired. The value next to each piece is how much it costs the Blacksmith (current as of v663) to repair the item with 1100 ranks of Forgus:&lt;br /&gt;
*&#039;&#039;&#039;Bronze Helmet&#039;&#039;&#039; ([???]c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Shield&#039;&#039;&#039; ([???]c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Bronze Breastplate&#039;&#039;&#039; ([???]c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Iron Helmet&#039;&#039;&#039; (27c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Iron Shield&#039;&#039;&#039; (87c of BRK supplies per level of wear)&lt;br /&gt;
*&#039;&#039;&#039;Iron Breastplate&#039;&#039;&#039; (225c of BRK supplies per level of wear)&lt;br /&gt;
&lt;br /&gt;
=====Author&#039;s Note RE Shiny Daggers=====&lt;br /&gt;
There are two types of Shiny Daggers in the lands: The Old version and the New version.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;old&#039;&#039; Shiny Dagger will become a &amp;quot;Dull Dagger&amp;quot; after only one wear. They can be repaired by Aigus in the Smithy for 100c. They are no longer available in terms of new ones being brought into existence. Blacksmiths can neither forge nor repair these types of Shiny Daggers.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;new&#039;&#039; Shiny Dagger will wear in the same way that armors do; but the messages are different, and it is unclear how many levels of wear there are. Instead of turning into Dull Daggers, after cycling through enough levels of wear they will simply disintegrate in the same way that armor will after being worn past This [armor] is no longer functional. These are the Shiny Daggers that Blacksmiths can forge and repair, and can also be purchased from Katla in the Smithy for 5,000c and a single Piece of Iron. &lt;br /&gt;
&lt;br /&gt;
With 1100 ranks in Forgus, the only wear level and cost that the author has seen has been as follows:&lt;br /&gt;
*&amp;lt;tt&amp;gt;This Shiny dagger is in pretty good shape.&amp;lt;/tt&amp;gt; (160c of BRK supplies to repair)&lt;br /&gt;
&lt;br /&gt;
===Brewing===&lt;br /&gt;
Brewing allows one to make beer and wine. There is a cap on lessons and it is very low. The Brewery is located in West Puddleby.&lt;br /&gt;
&lt;br /&gt;
===Metallurgy===&lt;br /&gt;
Metala teaches you how to smelt a Piece of Iron from Iron Ore and how to make various ingots (gold, tin, copper).  She is a dwarf who can be found in the northwest room of the ? Smith ?.  She is an uncapped trainer.  The more you train with Metala, the more likely you will be successful in smelting the item you desire??  In the same room as Metala you can find Peplaw Tonew who will provide the recipe of any item you may wish to smelt.  Finally in that same room is Lyzer who will study new ores brought to him to determine how to smelt them.&lt;br /&gt;
&lt;br /&gt;
The recipes Peplaw Tonew lists and their requirements are: &lt;br /&gt;
*Piece of Iron = A lump of iron ore.&lt;br /&gt;
*Gold Ingot = A lump of gold.&lt;br /&gt;
*Tin Ingot = A lump of tin.&lt;br /&gt;
*Copper Ingot = A lump of copper ore.&lt;br /&gt;
&lt;br /&gt;
In order to smelt an item, you must first ensure you have the correct ingredients in your pack.  Then you go to Nafurce in the same smelting room and tell him what you wish to make.  Once you do that, you walk up to the Smelting Furnace and begin working.&lt;br /&gt;
&lt;br /&gt;
* The question is, do the ranks you have determine the chance of your success?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: Metallugy has been rolled into Balcksmithing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Tailoring===&lt;br /&gt;
Sartorio is the brightly dressed fen who trains tailoring.  He can be found in the northernmost room of the Cote&#039; Daiur in northwest town. Sartorio is not a capped trainer so you can continue to train with him as long as you like.  Sartorio teaches you how to mend cloaks, shoes, shirts, pants and parachutes.  The more ranks you have with Sartorio, the fewer supplies you will require to mend an item.  &lt;br /&gt;
&lt;br /&gt;
====How Mending works====&lt;br /&gt;
[[File:Tikk Winse.png | right ]]&lt;br /&gt;
You buy a sewing kit from Tikk Winse.  Then you fill it with supplies from Tikk Winse.  Supplies are priced in coins.  When you do a &amp;quot;&#039;&#039;&#039;/useitem SewingKit &amp;lt;nameofexile&amp;gt;&#039;&#039;&#039;&amp;quot; (without quotes), you will find out how much it would cost in supplies to mend everything that the exile is wearing.  The exile whose apparel you check must be within sight.  To mend an item, the tailor must have it in their pack and it must be selected.  Then the tailor will issue the command &amp;quot;&#039;&#039;&#039;/useitem sewingkit /mend&#039;&#039;&#039;&amp;quot; (without quotes).  The cost of the mending will be deducted from their sewing kit.  The tailor must have enough supplies in their sewing kit to mend an item.&lt;br /&gt;
&lt;br /&gt;
Some trained tailors will quote their customers a price and then have the customer pay up front.  Other tailors will tell their customers how much it costs to fix the apparel and the customer will pay after the work is done.  In order for a tailor to mend an exile&#039;s clothing, the tailor must have it in their possession.  Frequently, exiles will sell their clothing to the tailor for 0 coins and then pay by &amp;quot;&#039;&#039;&#039;/give &amp;lt;numberofcoins&amp;gt; &amp;lt;tailorname&amp;gt;&#039;&#039;&#039;&amp;quot; when all items are mended.  &lt;br /&gt;
&lt;br /&gt;
Tailoring requires a level of trust between the tailor and the exile as items must be given to the tailor in order for mending to occur.  Also tailors set their own price - as they can charge more than the amount required in supplies to fix an item.  So some exiles may get a better deal with one tailor versus another.  Other tailors will quote the exact price to fix an item and will accept tips.  Since the cost of mending an item goes down with the skill of the tailor, this is one profession in which select exiles will specialize.&lt;br /&gt;
&lt;br /&gt;
=== Woodworking ===&lt;br /&gt;
Woodworkers can make items such as brooms, shovels (with a shovel blade made by a blacksmith), and other items. The woodworking trainer is hidden on the island of Puddleby.&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=File:Tikk_Winse.png&amp;diff=2741</id>
		<title>File:Tikk Winse.png</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=File:Tikk_Winse.png&amp;diff=2741"/>
		<updated>2025-01-09T20:11:04Z</updated>

		<summary type="html">&lt;p&gt;Balangar: Balangar uploaded a new version of File:Tikk Winse.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
sewing kit seller&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=File:Tikk_Winse.png&amp;diff=2740</id>
		<title>File:Tikk Winse.png</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=File:Tikk_Winse.png&amp;diff=2740"/>
		<updated>2025-01-09T20:09:30Z</updated>

		<summary type="html">&lt;p&gt;Balangar: sewing kit seller&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
sewing kit seller&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Trainer_Rank_Messages&amp;diff=2702</id>
		<title>Trainer Rank Messages</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Trainer_Rank_Messages&amp;diff=2702"/>
		<updated>2024-11-21T20:40:11Z</updated>

		<summary type="html">&lt;p&gt;Balangar: Sylvan teacher&amp;#039;s name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are each trainer’s specific messages when one completes a rank.&lt;br /&gt;
Messages provided by Soul Hunter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Some Trainers have multiple entires. The default sort is grouped by profession.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Trainer Messages&lt;br /&gt;
|-&lt;br /&gt;
! Message  &lt;br /&gt;
! Trainer &lt;br /&gt;
|-&lt;br /&gt;
|•You seem to fight more effectively now.||Evus&lt;br /&gt;
|-&lt;br /&gt;
|•You seem to attack more precisely now.||Atkus&lt;br /&gt;
|-&lt;br /&gt;
|•You notice your balance and recovery improving.||Swengus&lt;br /&gt;
|-&lt;br /&gt;
|•You seem to be able to take more damage now.||Histia&lt;br /&gt;
|-&lt;br /&gt;
|•You seem to be defending yourself better.||Detha&lt;br /&gt;
|-&lt;br /&gt;
|•You notice your balance improving.||Balthus&lt;br /&gt;
|-&lt;br /&gt;
|•You notice your balance recovering more quickly.||Regia&lt;br /&gt;
|-&lt;br /&gt;
|•You seem to notice your balance regenerating faster.||Regia&lt;br /&gt;
|-&lt;br /&gt;
|•You notice yourself dealing more damage.||Darkus&lt;br /&gt;
|-&lt;br /&gt;
|•You notice your balance recovering much more quickly.||Angilsa&lt;br /&gt;
|-&lt;br /&gt;
|•You notice yourself dealing much more damage.||Knox&lt;br /&gt;
|-&lt;br /&gt;
|•You feel more receptive to healing.||Rodnus&lt;br /&gt;
|-&lt;br /&gt;
|•You seem to heal more effectively.||Eva&lt;br /&gt;
|-&lt;br /&gt;
|•You seem to recover spiritual energy faster.||Respia&lt;br /&gt;
|-&lt;br /&gt;
|•You notice that you can use your healing ability longer.||Sespus&lt;br /&gt;
|-&lt;br /&gt;
|•You notice that you can use your moonstone longer.||Sespus&lt;br /&gt;
|-&lt;br /&gt;
|•You notice yourself healing others faster.||Faustus&lt;br /&gt;
|-&lt;br /&gt;
|•You seem to heal yourself more easily with the moonstone.||Awaria&lt;br /&gt;
|-&lt;br /&gt;
|•You seem to heal people closer to death now.||Horus&lt;br /&gt;
|-&lt;br /&gt;
|•You seem to heal from further away now.||Proximus&lt;br /&gt;
|-&lt;br /&gt;
|•You learn to better heal others nearby.||Radium&lt;br /&gt;
|-&lt;br /&gt;
|•Your healing spirit improves.||Sprite&lt;br /&gt;
|-&lt;br /&gt;
|•You understand the walking self-heal technique better.||Sylpha&lt;br /&gt;
|-&lt;br /&gt;
|•You have more purgatory pendant knowledge.||Virgil&lt;br /&gt;
|-&lt;br /&gt;
|•You notice yourself keeping people in stitches better.||Sartorio&lt;br /&gt;
|-&lt;br /&gt;
|•You notice yourself recovering your energy and healing others faster.||An* (Fifth Circle Trainer)&lt;br /&gt;
|-&lt;br /&gt;
|•Your mind seems keener.||Master Mentus&lt;br /&gt;
|-&lt;br /&gt;
|•Your body feels stronger.||Master Bodrus (or Hardia)&lt;br /&gt;
|-&lt;br /&gt;
|•Your spirit improves.||Master Spirtus&lt;br /&gt;
|-&lt;br /&gt;
|•Your eye grows keener.||Pathfinding&lt;br /&gt;
|-&lt;br /&gt;
|•You feel better able to spot hidden passages.||Pathfinding&lt;br /&gt;
|-&lt;br /&gt;
|•You learn how to maintain your equipment better.||Loovma Geer&lt;br /&gt;
|-&lt;br /&gt;
|•You learn how to maintain your tools.||Loovma Geer&lt;br /&gt;
|-&lt;br /&gt;
|•Your study of skinning seems to be paying off.||Skea Brightfur&lt;br /&gt;
|-&lt;br /&gt;
|•Your study of mandible extraction seems to be taking root.||Dentir Longtooth&lt;br /&gt;
|-&lt;br /&gt;
|•You feel yourself recuperating faster.||Troilus&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding how to make a tykan healing potion.||Tykan&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding how to make a potion of energy.||Energy Potion&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding how to make a luminescent culture.||Luminescent Culture&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding how to make a luminescent salve.||Luminescent Salve&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding how to make a catsbane necklace.||Catsbane Necklace&lt;br /&gt;
|-&lt;br /&gt;
|•Your phantasmological skills appear to be stronger.||Phantasm&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding the Thoomish language.||ParTroon&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding the language of the Halflings.||Halfling&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding the Sylvan language.||Babelle Lyrn&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding the Dwarven language.||Dwarven&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding the language of the People.||Frrinakin&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding the Ghorak Zo language.||Vorharn&lt;br /&gt;
|-&lt;br /&gt;
|•You feel less dependent on normal weapons.||Bracis&lt;br /&gt;
|-&lt;br /&gt;
|•You learn how to better utilize your bloodblade.||Bloodblade&lt;br /&gt;
|-&lt;br /&gt;
|•You learn how to better utilize your fell blade.||Fellblade&lt;br /&gt;
|-&lt;br /&gt;
|•You learn how to better utilize your gossamer.||Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|•You feel more skilled in the art of baking.||Zeucros&lt;br /&gt;
|-&lt;br /&gt;
|•You feel more skilled in the art of brewing.||Bruia&lt;br /&gt;
|-&lt;br /&gt;
|•Your attack is more accurate and able.||Atkia&lt;br /&gt;
|-&lt;br /&gt;
|•You seem to recover Earthpower faster.||Zehnt&lt;br /&gt;
|-&lt;br /&gt;
|•Your combat ability improves.||Bangus Anmash&lt;br /&gt;
|-&lt;br /&gt;
|•You become more mindful of the power of surprise.||Ranger 2nd Slot&lt;br /&gt;
|-&lt;br /&gt;
|•You gain insight into the strength of solitude.||Ranger 2nd Slot&lt;br /&gt;
|-&lt;br /&gt;
|•Your study of creatures is progressing.||Duvin Beastlore&lt;br /&gt;
|-&lt;br /&gt;
|•You gain a deeper understanding of camouflage.||Ranger 2nd Slot&lt;br /&gt;
|-&lt;br /&gt;
|•You seem tougher.||Farly Buff&lt;br /&gt;
|-&lt;br /&gt;
|•You learn to channel energy from the world more efficiently.||Respin Verminebane&lt;br /&gt;
|-&lt;br /&gt;
|•Your ability to store energy from the world improves.||Splash O&amp;amp;apos;Sul&lt;br /&gt;
|-&lt;br /&gt;
|•Your understanding of tracking grows.||TraKning&lt;br /&gt;
|-&lt;br /&gt;
|•You become more attuned to the strength of coordination.||Ranger 2nd Slot&lt;br /&gt;
|-&lt;br /&gt;
|•Your study of the shieldstone is improving.||Heen Slostid&lt;br /&gt;
|-&lt;br /&gt;
|•You feel tougher.||Farly Buff&lt;br /&gt;
|-&lt;br /&gt;
|•Your stonegirdle movement knowledge increases.||Nomoss&lt;br /&gt;
|-&lt;br /&gt;
|•You lose some of your grasp of blood magic.||Bloodblade Decay&lt;br /&gt;
|-&lt;br /&gt;
|•You lose some of your grasp of backstabbing.||Fellblade Decay&lt;br /&gt;
|-&lt;br /&gt;
|•You lose some of your grasp of controlled swings.||Gossamer Decay&lt;br /&gt;
|-&lt;br /&gt;
|•You lose some of your grasp of controlled attacks.||Gossamer Decay&lt;br /&gt;
|-&lt;br /&gt;
|•Your Earthpower Channeling improves.||Channel Master&lt;br /&gt;
|-&lt;br /&gt;
|•Your Earthpower improves.||Toomeria&lt;br /&gt;
|-&lt;br /&gt;
|•Your stonegirdle ability improves.||Corsetta&lt;br /&gt;
|-&lt;br /&gt;
|•Your knowledge of blacksmithing improves.||Forgus&lt;br /&gt;
|-&lt;br /&gt;
|•Your lava cloak ability improves.||Vala Loack&lt;br /&gt;
|-&lt;br /&gt;
|•You learn how to better utilize your gossamer||Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|•Your mind grows broader.||Master Janis’ Mental Mysteries&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2681</id>
		<title>Healer pets</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2681"/>
		<updated>2024-11-01T07:34:19Z</updated>

		<summary type="html">&lt;p&gt;Balangar: /* Acquiring a pet */ fix token part&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About==&lt;br /&gt;
Healer pets are a relatively new addition to Clan Lord, allowing Healers a fun new way to progress and fight. Healer pets can grow reasonably strong with time, though their strength is limited to their master&#039;s total ranks, and they&#039;ll always be significantly less powerful than a Fighter with comparable ranks. Healers can skin/pull teeth from creatures killed by their pet.&lt;br /&gt;
&lt;br /&gt;
GM warning: &amp;quot;I better not see anyone botting with their pet. Seriously. This is why we can&#039;t have nice things.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
SPOILER: A list of healer pets and their spawn location is compiled by Soul Hunter here: *&#039;&#039;https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit?usp=sharing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Acquiring a pet==&lt;br /&gt;
Find a fallen, named creature in the lands to obtain it.&lt;br /&gt;
&lt;br /&gt;
[[File:Fallen-Ryu.png]]&lt;br /&gt;
&lt;br /&gt;
Once it&#039;s raised, it will magically arrive at the pet stables located in a small hut in the northern east farms.&lt;br /&gt;
&lt;br /&gt;
[[File:Raised-Ryu.png]]&lt;br /&gt;
&lt;br /&gt;
The message is &lt;br /&gt;
&lt;br /&gt;
    * Your new pet will be waiting for you back at the stables with all their friends.&lt;br /&gt;
&lt;br /&gt;
* note that re-healing same fallen pet once again, will give some experience, but you won&#039;t get a new pet,&lt;br /&gt;
* two (or more) healers healing same pet will result in pet being captured by faster healer (need confirmation).&lt;br /&gt;
&lt;br /&gt;
Go to stable  and talk to Petra to have the pet released.&lt;br /&gt;
&lt;br /&gt;
[[File:Petra.png]]&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;all&#039;&#039;&#039; pets have been released, you have to tame one. &lt;br /&gt;
Buy a berries from Barry, &#039;&#039;&#039;/equip&#039;&#039;&#039; them, walk near intended pet and &#039;&#039;&#039;/use /tame &amp;quot;pet name&amp;quot;&#039;&#039;&#039; to tame that pet.&lt;br /&gt;
&lt;br /&gt;
There are many different types of pets that can be obtained. All pets have the exact same stats; different pets are purely cosmetic. Each pet type has multiple graphics that they progress through as they grow stronger. For example, a Vermine might grow to a Large Vermine, then a Giant Vermine, then a Dark Vermine as it progresses.&lt;br /&gt;
&lt;br /&gt;
Not all pets are the same size. Larger-than-average pets can be annoying (and even dangerous) to others if you bring your pet to group hunts.&lt;br /&gt;
&lt;br /&gt;
While any healer can obtain a pet, there is a strength minimum to activate a pet. Healers need around 450 ranks to pull a pet out of the stables.&lt;br /&gt;
&lt;br /&gt;
== How Many Pets Can You Have? ==&lt;br /&gt;
You can have any number of untrained pets.&lt;br /&gt;
They&#039;ll be waiting in stable, to be released (indoors) at Petra&#039;s command.&lt;br /&gt;
&lt;br /&gt;
Basically, healers have room in the stable for to two &#039;&#039;tamed&#039;&#039; pets.&lt;br /&gt;
&lt;br /&gt;
You can buy more accommodations (starting at 10000c) if you need more, &#039;&#039;&#039;up to 6 pets&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can release a tamed pet into the wild to make room for another one. It is likely you&#039;ll have to re-heal it and retrain it if you want it back (that is you put it back into the pool of untamed pets).&lt;br /&gt;
&lt;br /&gt;
==Earning experience==&lt;br /&gt;
When a creature dies that your pet has tagged, you will get credit and earn experience for the tag. This experience is based on your slaughter level (as opposed to your pet&#039;s slaughter level). Experience gained this way is shared as though you had tagged the creature yourself (per GM Slartibartfast).&lt;br /&gt;
&lt;br /&gt;
Your pet has a slaughter level independent from your own — it&#039;s possible for your pet to Vanquish a monster that you slaughter, yielding no experience for you.&lt;br /&gt;
&lt;br /&gt;
After earning enough experience, you&#039;ll receive a message in your chat log that your pet has grown stronger. After 20 messages or so, you&#039;ll receive a message that your pet has grown much stronger and needs to return to the stables. Simply your pet back to the stables and retrieve it again to unlock its new potency and possibly a new appearance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pets no longer need &#039;lasty&#039; tag; any tag works for their (and maybe your) experience. Pet leveling and its limits based on healer ranks is not discussed — basically you get to train another 20 pet &#039;ranks&#039; for every 1000 ranks your healer gains, making it significantly stronger with each such step — up to the hard limit of 99 pet ranks, which is close to a 4th circle fighter.&lt;br /&gt;
&lt;br /&gt;
==Healing your pet==&lt;br /&gt;
Any healer can use a Moonstone to heal any other pet. You can burst heal your pet, but not other Healers&#039; pets. You can heal your own pet from a distance using the Caduceus/Asklepian with the &amp;lt;code&amp;gt;/use /pet&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
If your pet dies, you can chain or heal it. If left fallen, it will eventually depart back to the stables. &#039;&#039;&#039;There is no evidence that a fallen pet &#039;departing&#039; costs it experience&#039;&#039;&#039; — This needs to be tested. &lt;br /&gt;
&lt;br /&gt;
Pets require Horus to be raised just like exiles. You won&#039;t receive a &amp;quot;your pets wounds are too severe&amp;quot; type message in your text log but you should hear the &amp;quot;boop&amp;quot; sound that you get when trying heal an exile that&#039;s too fallen.&lt;br /&gt;
&lt;br /&gt;
==Controlling your pet==&lt;br /&gt;
You can issue verbal commands to change which &amp;quot;mode&amp;quot; your pet is in. You can /whisper to your pet if you want to be more private about it. Here are the default verbal commands:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Attack&lt;br /&gt;
|Your pet will be aggressive. It will behave a bit like an exile might -- swinging a few times, then running away to regain balance.&lt;br /&gt;
|-&lt;br /&gt;
|Come&lt;br /&gt;
|Your pet will follow you. If it incidentally bumps into other creatures, it will attack.&lt;br /&gt;
|-&lt;br /&gt;
|Stay&lt;br /&gt;
|Your pet will remain &amp;quot;parked&amp;quot; until given another command.&lt;br /&gt;
|-&lt;br /&gt;
|Go home&lt;br /&gt;
|Your pet will return to the stables. You&#039;ll have to speak to Pete McGyver again to activate it.&lt;br /&gt;
|-&lt;br /&gt;
|Obey&lt;br /&gt;
|Your pet will &amp;quot;follow your hand signals&amp;quot; i.e. your mouse cursor. See Destian&#039;s YouTube guide to Healer pets (linked below) to get an idea of how this works.&lt;br /&gt;
|-&lt;br /&gt;
|Play&lt;br /&gt;
|Your pet will &amp;quot;be themselves.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can customize the commands for your pet at the stables.&lt;br /&gt;
&lt;br /&gt;
==Questions / untested stuff==&lt;br /&gt;
*How does pet food work? Does it have a function? It allows you to tame a wild creature you rescued into a pet.&lt;br /&gt;
*How long does your pet obey a given command? Infinite.&lt;br /&gt;
*If you log off while your pet&#039;s fallen, does it lose experience?  &lt;br /&gt;
&lt;br /&gt;
*Can you radius heal your own pet? No&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*Destian&#039;s YouTube guide to Healer pets: [http://youtu.be/I6ejD_9X1io Healer Pets]&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit#gid=0 Clan Lord Pets]&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=The_Experience_System&amp;diff=2631</id>
		<title>The Experience System</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=The_Experience_System&amp;diff=2631"/>
		<updated>2024-10-17T18:12:18Z</updated>

		<summary type="html">&lt;p&gt;Balangar: /* Experience Progress messages */ how to disapoint &amp;lt;trainer&amp;gt; ?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Beginner|{{PAGENAME}}]]&lt;br /&gt;
[[File: rpexp.jpg | right]]&lt;br /&gt;
When you slay something, besides another exile, there are different levels of experience you get which is in relation to your level. As you gain experience for each creature you slay, it goes toward obtaining a rank in whatever you&#039;re training in. Unlike most RPGs ranks do not improve all players stats, just the stats that the current trainer improves. Also, the steps are much smaller than other RPGs making the first few hundred ranks come very fast if one is actively hunting.&lt;br /&gt;
&lt;br /&gt;
==Non Fighting Experience==&lt;br /&gt;
Some non-fighting activities, such as studying in the [[The_Experience_System#The_Libraries|libraries]], [[Healing|healing]], [[The Sharing System|sharing]], [[Training#Skea|skinning]] and exploration give experience as well. Occasionally, one will get experience messages for no know reason. The conditions to get non-fighting and non-sharing experience are kept secret by Delta Tao, so people do not exploit the experience system.&lt;br /&gt;
&lt;br /&gt;
==Slaying messages==&lt;br /&gt;
Currently there are 4 levels of experience feedback a player gets for slaying or helping to slay something. From highest to lowest, these are: Vanquish, Kill, Dispatch and Slaughter. None of these terms equals a set number of experience points, but a range of experience points one gets for each creature slain. This feedback helps players know how good they&#039;re doing with their training, without disclosing numbers. Because Delta Tao keeps virtually all numbers secret, no solid formulas exist to tell anyone outside those working with the company what a players&#039; actual statistics are, nor the experience point range per creature.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Vanquish&amp;quot; means you&#039;ve slain or helped to slay a creature that should be far beyond your means, and you get either a maximum amount of experience for it, or a little bonus thrown in for defeating it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kill&amp;quot; means you&#039;ve slain or helped to slay a creature within your range and you get a normal amount of experience for it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dispatch&amp;quot; means you&#039;ve slain or helped to slay a creature below your range and you get a minimal amount of experience for it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Slaughter&amp;quot; means you&#039;ve slain or helped to slay a creature so far below your range and you get no experience for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: &amp;quot;Slaughter&amp;quot; in another sense has become the term to describe anything that increases your level, and thus what you slaughter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The more powerful a weapon, the more it affects your slaughter. If you find that while using your best weapon you start to dispatch something, and you can just as easily take it with a less powerful weapon, switch to that one and you&#039;ll probably notice that the slaughter is lowered and you get kill messages.&lt;br /&gt;
&lt;br /&gt;
==Rank Counting &amp;amp; Trainer Messages==&lt;br /&gt;
Many people count their ranks, but for those who don’t you can tell how many you have within a range by checking your trainer message. [http://www.windsofdawn.org/newexilehelp/trainmsg.html This chart] at windsofdawn.org shows the trainer messages. Past 2000 ranks, [http://vagilemind.com/clanlord/viewtopic.php?f=16&amp;amp;t=7247&amp;amp;p=149760&amp;amp;hilit=blade+trainer+messages#p146901 this post on the Sentinel] from &#039;&#039;&#039;Alces&#039;&#039;&#039; lists further progress messages of specialty blades copied here [[Rank_Chart|Rank Chart]]. Note that some trainers are combined trainers and a rank in them affects more than one stat, so while you might have only trained 110 ranks of [[Fighter_Trainers#Atkus|Atkus]], you would get the 150+ message if you had over 200 [[Fighter_Trainers#Evus|Evus]].&lt;br /&gt;
*&#039;&#039;Thanks to Geraldus for the link to the specialty blade messages&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Trainer has a specific message when a rank is achieved. This [[Trainer_Rank_Messages|Trainer Message]] table has the known ones for fighters and healers. Mystic messages has been redacted due to the secretive nature of mystic trainers.&lt;br /&gt;
&lt;br /&gt;
==Experience Progress messages==&lt;br /&gt;
As one advances toward a rank Ankrus in the Temple, Asterru in the free Library, Mirkus in the Fighter hall, and several other NPCs can tell you how far along you are toward completing the next rank.&lt;br /&gt;
Below it a chart of what they say to you in order of least progress to near the next rank:&lt;br /&gt;
&lt;br /&gt;
* -2 &amp;quot;&amp;lt;Player&amp;gt;,&amp;lt;Trainer&amp;gt; is frustrated with your lack of progress.&amp;quot;&lt;br /&gt;
* -1½ &amp;quot;&amp;lt;Player&amp;gt;,&amp;lt;Trainer&amp;gt;  is becoming disappointed in you.&amp;quot;&lt;br /&gt;
* -1 &amp;quot;&amp;lt;Player&amp;gt;, you have a difficult task ahead of you. Remember &amp;lt;Trainer&amp;gt;’s lessons.&amp;quot;&lt;br /&gt;
* -½ &amp;quot;&amp;lt;Player&amp;gt;, you are not making much progress with &amp;lt;Trainer&amp;gt;’s lessons.&amp;quot;&lt;br /&gt;
* 0 &amp;quot;&amp;lt;Player&amp;gt;, you have just begun to work with &amp;lt;Trainer&amp;gt;. Keep practicing.&amp;quot; &#039;&#039;(&amp;lt;--This is the starting message.*)&#039;&#039;&lt;br /&gt;
* 1 &amp;quot;&amp;lt;Player&amp;gt;, you are starting to learn, but &amp;lt;Trainer&amp;gt; demands more effort.&amp;quot;&lt;br /&gt;
* 2 &amp;quot;&amp;lt;Player&amp;gt;, you are making progress. &amp;lt;Trainer&amp;gt; will be pleased.&amp;quot;&lt;br /&gt;
* 3 &amp;quot;&amp;lt;Player&amp;gt;, you are well on your way to enlightenment. Think of &amp;lt;Trainer&amp;gt;.&amp;quot;&lt;br /&gt;
* 4 &amp;quot;&amp;lt;Player&amp;gt;, you are close to mastering &amp;lt;Trainer&amp;gt;’s lesson.&amp;quot;&lt;br /&gt;
* 5 &amp;quot;&amp;lt;Player&amp;gt;, you are almost ready for a breakthrough. &amp;lt;Trainer&amp;gt; talks about you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Also Raul made a Progress Message macro available here: [[Progress_Message|Progress Message Macro by Raul]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(*Note: The starting message is where one starts when learning a lesson. Departs can move that message to the &#039;&#039;&amp;quot;difficult&amp;quot;&#039;&#039; or &#039;&#039;&amp;quot;frustrated&amp;quot;&#039;&#039; message.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Libraries==&lt;br /&gt;
The libraries (northeast of town center), and training hall practice rooms (in both the fighter and healer halls) in town allow a player who logs off in one to gain experience while not online (this is called studying). There are currently four types of library. There is also a mystic library in their academy which is probably equivalent to the basic library.&lt;br /&gt;
&lt;br /&gt;
The basic library and training rooms cost nothing to use and give the least amount of experience. The intermediate library, to the north east of the basic library costs a few coins per day to use and gives a bit more experience.&lt;br /&gt;
&lt;br /&gt;
The advanced and expert libraries cost more and more coins, and give more and more experience. They are between the basic and intermediate library, with the advanced library in another room next to the intermediate library, and the expert library in the room next to the basic library. The advanced and expert libraries are connected, allowing one to travel through all four rooms and check their prices without stepping outside.&lt;br /&gt;
&lt;br /&gt;
There is one more library that gives even more experience. It is NE of the other libraries that requires a library card and charges hundreds of coins per day.&lt;br /&gt;
&lt;br /&gt;
==Departs &amp;amp; Falling==&lt;br /&gt;
When you fall, a message is displayed in your side bar on the left of the main window, saying you may &#039;&#039;/depart&#039;&#039; or wait for help. If you depart, you end up in purgatory for a period of time and you lose a certain amount of experience you&#039;ve accumulated. You will not lose any ranks you&#039;ve already gained, but you can go below the starting level for the next rank, thus making your next rank take longer than it usually would have. Therefore, only depart when there is a slim to no chance to rescue you, or when it would take longer to rescue you than it would to depart and make up the lost experience. &lt;br /&gt;
&lt;br /&gt;
See the [[Toggle]] section for how to communicate while fallen to increase the chance of a rescue to avoid losing experience, and continue reading. &#039;&#039;This also gives exiles who are not busy something to do: A quest to rescue you!&#039;&#039; So, there can be an upside to falling and not departing.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You do not lose any items you have when you depart, unlike some online RPGs.&lt;br /&gt;
&lt;br /&gt;
===How to Avoid Losing Experience===&lt;br /&gt;
There are several things you can do to avoid departing or waiting for long periods of time to be rescued.&lt;br /&gt;
&lt;br /&gt;
The best way is to take a few people with you around your level.  Often when you start out you don&#039;t know who you should hunt with, so look for people wearing the same tan clothing, because chances are they&#039;re new too. If you see none, ask a friendly person in town center for advice on who is around that you might be invited to hunt with.&lt;br /&gt;
&lt;br /&gt;
If you decide to go out alone to hunt (solo hunt), make sure to share with a healer (especially town and rescue healers) and a locating mystic. That way, if you fall, the healer will know to come looking for you and the locating mystic will be able to locate where you fell. You can also tell people in town center where you&#039;re going to hunt so if a locating mystic is not around, people will know where to begin to look. If you&#039;re fallen close to, or in town, often you will be rescued quickly. The further away you are from town, or if you neglected to share with anyone, the longer it will take to get rescued. If you fall to a creature that only lives in certain areas, or people know your approximate level or favorite hunting grounds, it will take less time to be rescued.&lt;br /&gt;
&lt;br /&gt;
Also, if you happen to have a sunstone, and you know that you very well might fall, quickly send out a general sunstone message saying &#039;&#039;falling in &amp;lt;this location&amp;gt;&#039;&#039;, or if there&#039;s not time for all the message to be sent out, simply sunstone your location just before falling &lt;br /&gt;
&lt;br /&gt;
(i.e. &#039;&#039;&#039;/think Glen&#039;&#039;&#039; to indicate you are about to fall in the Mountain Glen or &#039;&#039;&#039;/think OC&#039;&#039;&#039; to indicate you are about to fall in Orga Camp.).&lt;br /&gt;
* NOTE: An easy way to do this is to use the &#039;[[sunstone.mac]]&#039; macro file or just the &#039;tf&#039; macro and the  [[AlternateDefault]] &#039;/set loc &#039; code.  Simply set your location when you start your hunt and then just use the &#039;tf&#039; macro when you are close to falling.   See the [[AlternateDefault]] macro for the &#039;/set &#039; code required to set the location in advance as used by the &#039;tf&#039; macro.&lt;br /&gt;
&lt;br /&gt;
If you fail at all the above, you can always check the player list for a journeyman mystic or higher, a rescue healer, a friend, or the last person who saw you in the area you fell and &amp;quot;share toggle&amp;quot; them &#039;&#039;/share &amp;lt;name&amp;gt;&#039;&#039; to let them know you need help. [[Toggle | Share toggling]] is sharing with a person &#039;&#039;/share &amp;lt;name&amp;gt;&#039;&#039;, then unsharing them &#039;&#039;/unshare &amp;lt;name&amp;gt;&#039;&#039;, then resharing them &#039;&#039;/share &amp;lt;name&amp;gt;&#039;&#039;. If you&#039;re already sharing with someone, simply unsharing  and resharing them will let them know you&#039;re fallen and need assistance. If the person you toggled has a sunstone, they should sunstone you to let you know if they&#039;re looking for you or if they&#039;re asking others to look for you. If they tell you someone else is looking for you, share with that person, so they know about your status and what you&#039;ve fallen to.&lt;br /&gt;
&lt;br /&gt;
If someone asks you where you&#039;re fallen, then [[Toggle | toggle]] them when they ask you if you&#039;ve fallen in the location you are in. If you fall and you already have help, a &#039;&#039;/thank&#039;&#039; (good karma: GK) will tell them that you appreciate the concern, but you have help.&lt;br /&gt;
&lt;br /&gt;
As part of good etiquette, you probably want to give good karma to a mystic who locates you, and the healer(s) and fighter(s) who rescue you. Saying, &amp;quot;thank you&amp;quot; when you&#039;re out of karma to give also helps. (See the section on [[The Karma System|the Karma System]] to see how this affects people.)&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2625</id>
		<title>Healer pets</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2625"/>
		<updated>2024-10-14T18:36:13Z</updated>

		<summary type="html">&lt;p&gt;Balangar: /* How Many Pets Can You Have? */ get rid of primary, secondary, and so forth.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About==&lt;br /&gt;
Healer pets are a relatively new addition to Clan Lord, allowing Healers a fun new way to progress and fight. Healer pets can grow reasonably strong with time, though their strength is limited to their master&#039;s total ranks, and they&#039;ll always be significantly less powerful than a Fighter with comparable ranks. Healers can skin/pull teeth from creatures killed by their pet.&lt;br /&gt;
&lt;br /&gt;
GM warning: &amp;quot;I better not see anyone botting with their pet. Seriously. This is why we can&#039;t have nice things.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
SPOILER: A list of healer pets and their spawn location is compiled by Soul Hunter here: *&#039;&#039;https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit?usp=sharing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Acquiring a pet==&lt;br /&gt;
Find a fallen, named creature in the lands to obtain it.&lt;br /&gt;
&lt;br /&gt;
[[File:Fallen-Ryu.png]]&lt;br /&gt;
&lt;br /&gt;
Once it&#039;s raised, it will magically arrive at the pet stables located in a small hut in the northern east farms.&lt;br /&gt;
&lt;br /&gt;
[[File:Raised-Ryu.png]]&lt;br /&gt;
&lt;br /&gt;
The message is &lt;br /&gt;
&lt;br /&gt;
    * Your new pet will be waiting for you back at the stables with all their friends.&lt;br /&gt;
&lt;br /&gt;
* note that re-healing same fallen pet once again, will give some experience, but you won&#039;t get a new pet,&lt;br /&gt;
* two (or more) healers healing same pet will result in pet being captured by faster healer (need confirmation).&lt;br /&gt;
&lt;br /&gt;
Go to stable  and talk to Petra to have the pet released.&lt;br /&gt;
&lt;br /&gt;
[[File:Petra.png]]&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;all&#039;&#039;&#039; pets have been released, you have to tame one. &lt;br /&gt;
Buy a token, walk near intended pet and &#039;&#039;&#039;/use /tame &amp;quot;pet name&amp;quot;&#039;&#039;&#039; to tame that pet.&lt;br /&gt;
&lt;br /&gt;
There are many different types of pets that can be obtained. All pets have the exact same stats; different pets are purely cosmetic. Each pet type has multiple graphics that they progress through as they grow stronger. For example, a Vermine might grow to a Large Vermine, then a Giant Vermine, then a Dark Vermine as it progresses.&lt;br /&gt;
&lt;br /&gt;
Not all pets are the same size. Larger-than-average pets can be annoying (and even dangerous) to others if you bring your pet to group hunts.&lt;br /&gt;
&lt;br /&gt;
While any healer can obtain a pet, there is a strength minimum to activate a pet. Healers need around 450 ranks to pull a pet out of the stables.&lt;br /&gt;
&lt;br /&gt;
== How Many Pets Can You Have? ==&lt;br /&gt;
You can have any number of untrained pets.&lt;br /&gt;
They&#039;ll be waiting in stable, to be released (indoors) at Petra&#039;s command.&lt;br /&gt;
&lt;br /&gt;
Basically, healer have room in stable for to two &#039;&#039;tamed&#039;&#039; pets.&lt;br /&gt;
&lt;br /&gt;
You can buy more accomodation (starting at 10000c) if you need more, up to &#039;&#039;&#039;6&#039;&#039;&#039; pets.&lt;br /&gt;
&lt;br /&gt;
You can release a tamed pet in the wild to make room for another one. It is likely you&#039;ll have to re-heal it and retrain it if you want it back (that is you but back in the pool of untamed pet).&lt;br /&gt;
&lt;br /&gt;
==Earning experience==&lt;br /&gt;
When a creature dies that your pet has tagged, you will get credit and earn experience for the tag. This experience is based on your slaughter level (as opposed to your pet&#039;s slaughter level). Experience gained this way is shared as though you had tagged the creature yourself (per GM Slartibartfast).&lt;br /&gt;
&lt;br /&gt;
Your pet has a slaughter level independent from your own — it&#039;s possible for your pet to Vanquish a monster that you slaughter, yielding no experience for you.&lt;br /&gt;
&lt;br /&gt;
After earning enough experience, you&#039;ll receive a message in your chat log that your pet has grown stronger. After 20 messages or so, you&#039;ll receive a message that your pet has grown much stronger and needs to return to the stables. Simply your pet back to the stables and retrieve it again to unlock its new potency and possibly a new appearance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pets no longer need &#039;lasty&#039; tag; any tag works for their (and maybe your) experience. Pet leveling and its limits based on healer ranks is not discussed — basically you get to train another 20 pet &#039;ranks&#039; for every 1000 ranks your healer gains, making it significantly stronger with each such step — up to the hard limit of 99 pet ranks, which is close to a 4th circle fighter.&lt;br /&gt;
&lt;br /&gt;
==Healing your pet==&lt;br /&gt;
Any healer can use a Moonstone to heal any other pet. You can burst heal your pet, but not other Healers&#039; pets. You can heal your own pet from a distance using the Caduceus/Asklepian with the &amp;lt;code&amp;gt;/use /pet&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
If your pet dies, you can chain or heal it. If left fallen, it will eventually depart back to the stables. &#039;&#039;&#039;There is no evidence that a fallen pet &#039;departing&#039; costs it experience&#039;&#039;&#039; — This needs to be tested. &lt;br /&gt;
&lt;br /&gt;
Pets require Horus to be raised just like exiles. You won&#039;t receive a &amp;quot;your pets wounds are too severe&amp;quot; type message in your text log but you should hear the &amp;quot;boop&amp;quot; sound that you get when trying heal an exile that&#039;s too fallen.&lt;br /&gt;
&lt;br /&gt;
==Controlling your pet==&lt;br /&gt;
You can issue verbal commands to change which &amp;quot;mode&amp;quot; your pet is in. You can /whisper to your pet if you want to be more private about it. Here are the default verbal commands:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Attack&lt;br /&gt;
|Your pet will be aggressive. It will behave a bit like an exile might -- swinging a few times, then running away to regain balance.&lt;br /&gt;
|-&lt;br /&gt;
|Come&lt;br /&gt;
|Your pet will follow you. If it incidentally bumps into other creatures, it will attack.&lt;br /&gt;
|-&lt;br /&gt;
|Stay&lt;br /&gt;
|Your pet will remain &amp;quot;parked&amp;quot; until given another command.&lt;br /&gt;
|-&lt;br /&gt;
|Go home&lt;br /&gt;
|Your pet will return to the stables. You&#039;ll have to speak to Pete McGyver again to activate it.&lt;br /&gt;
|-&lt;br /&gt;
|Obey&lt;br /&gt;
|Your pet will &amp;quot;follow your hand signals&amp;quot; i.e. your mouse cursor. See Destian&#039;s YouTube guide to Healer pets (linked below) to get an idea of how this works.&lt;br /&gt;
|-&lt;br /&gt;
|Play&lt;br /&gt;
|Your pet will &amp;quot;be themselves.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can customize the commands for your pet at the stables.&lt;br /&gt;
&lt;br /&gt;
==Questions / untested stuff==&lt;br /&gt;
*How does pet food work? Does it have a function? It allows you to tame a wild creature you rescued into a pet.&lt;br /&gt;
*How long does your pet obey a given command? Infinite.&lt;br /&gt;
*If you log off while your pet&#039;s fallen, does it lose experience?  &lt;br /&gt;
&lt;br /&gt;
*Can you radius heal your own pet? No&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*Destian&#039;s YouTube guide to Healer pets: [http://youtu.be/I6ejD_9X1io Healer Pets]&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit#gid=0 Clan Lord Pets]&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2624</id>
		<title>Healer pets</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2624"/>
		<updated>2024-10-14T16:37:19Z</updated>

		<summary type="html">&lt;p&gt;Balangar: /* Acquiring a pet */  typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About==&lt;br /&gt;
Healer pets are a relatively new addition to Clan Lord, allowing Healers a fun new way to progress and fight. Healer pets can grow reasonably strong with time, though their strength is limited to their master&#039;s total ranks, and they&#039;ll always be significantly less powerful than a Fighter with comparable ranks. Healers can skin/pull teeth from creatures killed by their pet.&lt;br /&gt;
&lt;br /&gt;
GM warning: &amp;quot;I better not see anyone botting with their pet. Seriously. This is why we can&#039;t have nice things.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
SPOILER: A list of healer pets and their spawn location is compiled by Soul Hunter here: *&#039;&#039;https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit?usp=sharing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Acquiring a pet==&lt;br /&gt;
Find a fallen, named creature in the lands to obtain it.&lt;br /&gt;
&lt;br /&gt;
[[File:Fallen-Ryu.png]]&lt;br /&gt;
&lt;br /&gt;
Once it&#039;s raised, it will magically arrive at the pet stables located in a small hut in the northern east farms.&lt;br /&gt;
&lt;br /&gt;
[[File:Raised-Ryu.png]]&lt;br /&gt;
&lt;br /&gt;
The message is &lt;br /&gt;
&lt;br /&gt;
    * Your new pet will be waiting for you back at the stables with all their friends.&lt;br /&gt;
&lt;br /&gt;
* note that re-healing same fallen pet once again, will give some experience, but you won&#039;t get a new pet,&lt;br /&gt;
* two (or more) healers healing same pet will result in pet being captured by faster healer (need confirmation).&lt;br /&gt;
&lt;br /&gt;
Go to stable  and talk to Petra to have the pet released.&lt;br /&gt;
&lt;br /&gt;
[[File:Petra.png]]&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;all&#039;&#039;&#039; pets have been released, you have to tame one. &lt;br /&gt;
Buy a token, walk near intended pet and &#039;&#039;&#039;/use /tame &amp;quot;pet name&amp;quot;&#039;&#039;&#039; to tame that pet.&lt;br /&gt;
&lt;br /&gt;
There are many different types of pets that can be obtained. All pets have the exact same stats; different pets are purely cosmetic. Each pet type has multiple graphics that they progress through as they grow stronger. For example, a Vermine might grow to a Large Vermine, then a Giant Vermine, then a Dark Vermine as it progresses.&lt;br /&gt;
&lt;br /&gt;
Not all pets are the same size. Larger-than-average pets can be annoying (and even dangerous) to others if you bring your pet to group hunts.&lt;br /&gt;
&lt;br /&gt;
While any healer can obtain a pet, there is a strength minimum to activate a pet. Healers need around 450 ranks to pull a pet out of the stables.&lt;br /&gt;
&lt;br /&gt;
== How Many Pets Can You Have? ==&lt;br /&gt;
You can have any number of untrained pets.&lt;br /&gt;
They&#039;ll be waiting in stable, to be released (indoors) at Petra&#039;s command.&lt;br /&gt;
&lt;br /&gt;
Basically, healer can have up to two &#039;&#039;tamed&#039;&#039; pets:&lt;br /&gt;
# Your &amp;quot;primary&amp;quot; pet, which can be activated by speaking to Pete McGyver.&lt;br /&gt;
# Your &amp;quot;secondary&amp;quot; pet, which is managed by Petra. Speak to her in order to swap your primary and secondary pets.&lt;br /&gt;
&#039;&#039;(It seems you can have up to 5 secondaries pets, for a total of 6, stay tuned for details)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Should you like a trained pet, just buy more accommodation to host up to &#039;&#039;&#039;6&#039;&#039;&#039; pets.&lt;br /&gt;
You can release a tamed pet to make room for another one.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that if you attempt to obtain a third pet, it will automatically replace your secondary pet.&lt;br /&gt;
&lt;br /&gt;
==Earning experience==&lt;br /&gt;
When a creature dies that your pet has tagged, you will get credit and earn experience for the tag. This experience is based on your slaughter level (as opposed to your pet&#039;s slaughter level). Experience gained this way is shared as though you had tagged the creature yourself (per GM Slartibartfast).&lt;br /&gt;
&lt;br /&gt;
Your pet has a slaughter level independent from your own — it&#039;s possible for your pet to Vanquish a monster that you slaughter, yielding no experience for you.&lt;br /&gt;
&lt;br /&gt;
After earning enough experience, you&#039;ll receive a message in your chat log that your pet has grown stronger. After 20 messages or so, you&#039;ll receive a message that your pet has grown much stronger and needs to return to the stables. Simply your pet back to the stables and retrieve it again to unlock its new potency and possibly a new appearance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pets no longer need &#039;lasty&#039; tag; any tag works for their (and maybe your) experience. Pet leveling and its limits based on healer ranks is not discussed — basically you get to train another 20 pet &#039;ranks&#039; for every 1000 ranks your healer gains, making it significantly stronger with each such step — up to the hard limit of 99 pet ranks, which is close to a 4th circle fighter.&lt;br /&gt;
&lt;br /&gt;
==Healing your pet==&lt;br /&gt;
Any healer can use a Moonstone to heal any other pet. You can burst heal your pet, but not other Healers&#039; pets. You can heal your own pet from a distance using the Caduceus/Asklepian with the &amp;lt;code&amp;gt;/use /pet&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
If your pet dies, you can chain or heal it. If left fallen, it will eventually depart back to the stables. &#039;&#039;&#039;There is no evidence that a fallen pet &#039;departing&#039; costs it experience&#039;&#039;&#039; — This needs to be tested. &lt;br /&gt;
&lt;br /&gt;
Pets require Horus to be raised just like exiles. You won&#039;t receive a &amp;quot;your pets wounds are too severe&amp;quot; type message in your text log but you should hear the &amp;quot;boop&amp;quot; sound that you get when trying heal an exile that&#039;s too fallen.&lt;br /&gt;
&lt;br /&gt;
==Controlling your pet==&lt;br /&gt;
You can issue verbal commands to change which &amp;quot;mode&amp;quot; your pet is in. You can /whisper to your pet if you want to be more private about it. Here are the default verbal commands:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Attack&lt;br /&gt;
|Your pet will be aggressive. It will behave a bit like an exile might -- swinging a few times, then running away to regain balance.&lt;br /&gt;
|-&lt;br /&gt;
|Come&lt;br /&gt;
|Your pet will follow you. If it incidentally bumps into other creatures, it will attack.&lt;br /&gt;
|-&lt;br /&gt;
|Stay&lt;br /&gt;
|Your pet will remain &amp;quot;parked&amp;quot; until given another command.&lt;br /&gt;
|-&lt;br /&gt;
|Go home&lt;br /&gt;
|Your pet will return to the stables. You&#039;ll have to speak to Pete McGyver again to activate it.&lt;br /&gt;
|-&lt;br /&gt;
|Obey&lt;br /&gt;
|Your pet will &amp;quot;follow your hand signals&amp;quot; i.e. your mouse cursor. See Destian&#039;s YouTube guide to Healer pets (linked below) to get an idea of how this works.&lt;br /&gt;
|-&lt;br /&gt;
|Play&lt;br /&gt;
|Your pet will &amp;quot;be themselves.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can customize the commands for your pet at the stables.&lt;br /&gt;
&lt;br /&gt;
==Questions / untested stuff==&lt;br /&gt;
*How does pet food work? Does it have a function? It allows you to tame a wild creature you rescued into a pet.&lt;br /&gt;
*How long does your pet obey a given command? Infinite.&lt;br /&gt;
*If you log off while your pet&#039;s fallen, does it lose experience?  &lt;br /&gt;
&lt;br /&gt;
*Can you radius heal your own pet? No&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*Destian&#039;s YouTube guide to Healer pets: [http://youtu.be/I6ejD_9X1io Healer Pets]&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit#gid=0 Clan Lord Pets]&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2623</id>
		<title>Healer pets</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2623"/>
		<updated>2024-10-14T16:17:29Z</updated>

		<summary type="html">&lt;p&gt;Balangar: /* Acquiring a pet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About==&lt;br /&gt;
Healer pets are a relatively new addition to Clan Lord, allowing Healers a fun new way to progress and fight. Healer pets can grow reasonably strong with time, though their strength is limited to their master&#039;s total ranks, and they&#039;ll always be significantly less powerful than a Fighter with comparable ranks. Healers can skin/pull teeth from creatures killed by their pet.&lt;br /&gt;
&lt;br /&gt;
GM warning: &amp;quot;I better not see anyone botting with their pet. Seriously. This is why we can&#039;t have nice things.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
SPOILER: A list of healer pets and their spawn location is compiled by Soul Hunter here: *&#039;&#039;https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit?usp=sharing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Acquiring a pet==&lt;br /&gt;
Find a fallen, named creature in the lands to obtain it.&lt;br /&gt;
&lt;br /&gt;
[[File:Fallen-Ryu.png]]&lt;br /&gt;
&lt;br /&gt;
Once it&#039;s raised, it will magically arrive at the pet stables located in a small hut in the northern east farms.&lt;br /&gt;
&lt;br /&gt;
[[File:Raised-Ryu.png]]&lt;br /&gt;
&lt;br /&gt;
The message is &lt;br /&gt;
&lt;br /&gt;
    * Your new pet will be waiting for you back at the stables with all their friends.&lt;br /&gt;
&lt;br /&gt;
* note that re-healing same fallen pet once again, will give some experience, but you won&#039;t get a new pet,&lt;br /&gt;
* two (or more) healers healing same pet will result in pet beeing help by faster healer (need confirmation).&lt;br /&gt;
&lt;br /&gt;
Go to stable  and talk to Petra to have the pet released.&lt;br /&gt;
&lt;br /&gt;
[[File:Petra.png]]&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;all&#039;&#039;&#039; pets have been released, you have to tame one. &lt;br /&gt;
Buy a token, walk near intended pet and &#039;&#039;&#039;/use /tame &amp;quot;pet name&amp;quot;&#039;&#039;&#039; to tame that pet.&lt;br /&gt;
&lt;br /&gt;
There are many different types of pets that can be obtained. All pets have the exact same stats; different pets are purely cosmetic. Each pet type has multiple graphics that they progress through as they grow stronger. For example, a Vermine might grow to a Large Vermine, then a Giant Vermine, then a Dark Vermine as it progresses.&lt;br /&gt;
&lt;br /&gt;
Not all pets are the same size. Larger-than-average pets can be annoying (and even dangerous) to others if you bring your pet to group hunts.&lt;br /&gt;
&lt;br /&gt;
While any healer can obtain a pet, there is a strength minimum to activate a pet. Healers need around 450 ranks to pull a pet out of the stables.&lt;br /&gt;
&lt;br /&gt;
== How Many Pets Can You Have? ==&lt;br /&gt;
You can have any number of untrained pets.&lt;br /&gt;
They&#039;ll be waiting in stable, to be released (indoors) at Petra&#039;s command.&lt;br /&gt;
&lt;br /&gt;
Basically, healer can have up to two &#039;&#039;tamed&#039;&#039; pets:&lt;br /&gt;
# Your &amp;quot;primary&amp;quot; pet, which can be activated by speaking to Pete McGyver.&lt;br /&gt;
# Your &amp;quot;secondary&amp;quot; pet, which is managed by Petra. Speak to her in order to swap your primary and secondary pets.&lt;br /&gt;
&#039;&#039;(It seems you can have up to 5 secondaries pets, for a total of 6, stay tuned for details)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Should you like a trained pet, just buy more accommodation to host up to &#039;&#039;&#039;6&#039;&#039;&#039; pets.&lt;br /&gt;
You can release a tamed pet to make room for another one.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that if you attempt to obtain a third pet, it will automatically replace your secondary pet.&lt;br /&gt;
&lt;br /&gt;
==Earning experience==&lt;br /&gt;
When a creature dies that your pet has tagged, you will get credit and earn experience for the tag. This experience is based on your slaughter level (as opposed to your pet&#039;s slaughter level). Experience gained this way is shared as though you had tagged the creature yourself (per GM Slartibartfast).&lt;br /&gt;
&lt;br /&gt;
Your pet has a slaughter level independent from your own — it&#039;s possible for your pet to Vanquish a monster that you slaughter, yielding no experience for you.&lt;br /&gt;
&lt;br /&gt;
After earning enough experience, you&#039;ll receive a message in your chat log that your pet has grown stronger. After 20 messages or so, you&#039;ll receive a message that your pet has grown much stronger and needs to return to the stables. Simply your pet back to the stables and retrieve it again to unlock its new potency and possibly a new appearance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pets no longer need &#039;lasty&#039; tag; any tag works for their (and maybe your) experience. Pet leveling and its limits based on healer ranks is not discussed — basically you get to train another 20 pet &#039;ranks&#039; for every 1000 ranks your healer gains, making it significantly stronger with each such step — up to the hard limit of 99 pet ranks, which is close to a 4th circle fighter.&lt;br /&gt;
&lt;br /&gt;
==Healing your pet==&lt;br /&gt;
Any healer can use a Moonstone to heal any other pet. You can burst heal your pet, but not other Healers&#039; pets. You can heal your own pet from a distance using the Caduceus/Asklepian with the &amp;lt;code&amp;gt;/use /pet&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
If your pet dies, you can chain or heal it. If left fallen, it will eventually depart back to the stables. &#039;&#039;&#039;There is no evidence that a fallen pet &#039;departing&#039; costs it experience&#039;&#039;&#039; — This needs to be tested. &lt;br /&gt;
&lt;br /&gt;
Pets require Horus to be raised just like exiles. You won&#039;t receive a &amp;quot;your pets wounds are too severe&amp;quot; type message in your text log but you should hear the &amp;quot;boop&amp;quot; sound that you get when trying heal an exile that&#039;s too fallen.&lt;br /&gt;
&lt;br /&gt;
==Controlling your pet==&lt;br /&gt;
You can issue verbal commands to change which &amp;quot;mode&amp;quot; your pet is in. You can /whisper to your pet if you want to be more private about it. Here are the default verbal commands:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Attack&lt;br /&gt;
|Your pet will be aggressive. It will behave a bit like an exile might -- swinging a few times, then running away to regain balance.&lt;br /&gt;
|-&lt;br /&gt;
|Come&lt;br /&gt;
|Your pet will follow you. If it incidentally bumps into other creatures, it will attack.&lt;br /&gt;
|-&lt;br /&gt;
|Stay&lt;br /&gt;
|Your pet will remain &amp;quot;parked&amp;quot; until given another command.&lt;br /&gt;
|-&lt;br /&gt;
|Go home&lt;br /&gt;
|Your pet will return to the stables. You&#039;ll have to speak to Pete McGyver again to activate it.&lt;br /&gt;
|-&lt;br /&gt;
|Obey&lt;br /&gt;
|Your pet will &amp;quot;follow your hand signals&amp;quot; i.e. your mouse cursor. See Destian&#039;s YouTube guide to Healer pets (linked below) to get an idea of how this works.&lt;br /&gt;
|-&lt;br /&gt;
|Play&lt;br /&gt;
|Your pet will &amp;quot;be themselves.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can customize the commands for your pet at the stables.&lt;br /&gt;
&lt;br /&gt;
==Questions / untested stuff==&lt;br /&gt;
*How does pet food work? Does it have a function? It allows you to tame a wild creature you rescued into a pet.&lt;br /&gt;
*How long does your pet obey a given command? Infinite.&lt;br /&gt;
*If you log off while your pet&#039;s fallen, does it lose experience?  &lt;br /&gt;
&lt;br /&gt;
*Can you radius heal your own pet? No&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*Destian&#039;s YouTube guide to Healer pets: [http://youtu.be/I6ejD_9X1io Healer Pets]&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit#gid=0 Clan Lord Pets]&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2620</id>
		<title>Healer pets</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2620"/>
		<updated>2024-10-13T12:48:44Z</updated>

		<summary type="html">&lt;p&gt;Balangar: /* Acquiring a pet */ added pictures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About==&lt;br /&gt;
Healer pets are a relatively new addition to Clan Lord, allowing Healers a fun new way to progress and fight. Healer pets can grow reasonably strong with time, though their strength is limited to their master&#039;s total ranks, and they&#039;ll always be significantly less powerful than a Fighter with comparable ranks. Healers can skin/pull teeth from creatures killed by their pet.&lt;br /&gt;
&lt;br /&gt;
GM warning: &amp;quot;I better not see anyone botting with their pet. Seriously. This is why we can&#039;t have nice things.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
SPOILER: A list of healer pets and their spawn location is compiled by Soul Hunter here: *&#039;&#039;https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit?usp=sharing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Acquiring a pet==&lt;br /&gt;
Find a fallen, named creature in the lands to obtain it.&lt;br /&gt;
&lt;br /&gt;
[[File:Fallen-Ryu.png]]&lt;br /&gt;
&lt;br /&gt;
Once it&#039;s raised, it will magically arrive at the pet stables located in a small hut in the northern east farms.&lt;br /&gt;
&lt;br /&gt;
[[File:Raised-Ryu.png]]&lt;br /&gt;
&lt;br /&gt;
The message is &lt;br /&gt;
&lt;br /&gt;
    * Your new pet will be waiting for you back at the stables with all their friends.&lt;br /&gt;
&lt;br /&gt;
Talk to Petra to have the pet released.&lt;br /&gt;
&lt;br /&gt;
[[File:Petra.png]]&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;all&#039;&#039;&#039; pets have been released, you have to tame one. &lt;br /&gt;
Buy a token, walk near a pet and &#039;&#039;&#039;/use /tame &amp;quot;pet name&amp;quot;&#039;&#039;&#039; to tame that pet.&lt;br /&gt;
&lt;br /&gt;
There are many different types of pets that can be obtained. All pets have the exact same stats; different pets are purely cosmetic. Each pet type has multiple graphics that they progress through as they grow stronger. For example, a Vermine might grow to a Large Vermine, then a Giant Vermine, then a Dark Vermine as it progresses.&lt;br /&gt;
&lt;br /&gt;
Not all pets are the same size. Larger-than-average pets can be annoying (and even dangerous) to others if you bring your pet to group hunts.&lt;br /&gt;
&lt;br /&gt;
While any healer can obtain a pet, there is a strength minimum to activate a pet. Healers need around 450 ranks to pull a pet out of the stables.&lt;br /&gt;
&lt;br /&gt;
== How Many Pets Can You Have? ==&lt;br /&gt;
You can have any number of untrained pets.&lt;br /&gt;
They&#039;ll be waiting in stable, to be released (indoors) at Petra&#039;s command.&lt;br /&gt;
&lt;br /&gt;
Basically, healer can have up to two &#039;&#039;tamed&#039;&#039; pets:&lt;br /&gt;
# Your &amp;quot;primary&amp;quot; pet, which can be activated by speaking to Pete McGyver.&lt;br /&gt;
# Your &amp;quot;secondary&amp;quot; pet, which is managed by Petra. Speak to her in order to swap your primary and secondary pets.&lt;br /&gt;
&#039;&#039;(It seems you can have up to 5 secondaries pets, for a total of 6, stay tuned for details)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Should you like a trained pet, just buy more accommodation to host up to &#039;&#039;&#039;6&#039;&#039;&#039; pets.&lt;br /&gt;
You can release a tamed pet to make room for another one.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that if you attempt to obtain a third pet, it will automatically replace your secondary pet.&lt;br /&gt;
&lt;br /&gt;
==Earning experience==&lt;br /&gt;
When a creature dies that your pet has tagged, you will get credit and earn experience for the tag. This experience is based on your slaughter level (as opposed to your pet&#039;s slaughter level). Experience gained this way is shared as though you had tagged the creature yourself (per GM Slartibartfast).&lt;br /&gt;
&lt;br /&gt;
Your pet has a slaughter level independent from your own — it&#039;s possible for your pet to Vanquish a monster that you slaughter, yielding no experience for you.&lt;br /&gt;
&lt;br /&gt;
After earning enough experience, you&#039;ll receive a message in your chat log that your pet has grown stronger. After 20 messages or so, you&#039;ll receive a message that your pet has grown much stronger and needs to return to the stables. Simply your pet back to the stables and retrieve it again to unlock its new potency and possibly a new appearance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pets no longer need &#039;lasty&#039; tag; any tag works for their (and maybe your) experience. Pet leveling and its limits based on healer ranks is not discussed — basically you get to train another 20 pet &#039;ranks&#039; for every 1000 ranks your healer gains, making it significantly stronger with each such step — up to the hard limit of 99 pet ranks, which is close to a 4th circle fighter.&lt;br /&gt;
&lt;br /&gt;
==Healing your pet==&lt;br /&gt;
Any healer can use a Moonstone to heal any other pet. You can burst heal your pet, but not other Healers&#039; pets. You can heal your own pet from a distance using the Caduceus/Asklepian with the &amp;lt;code&amp;gt;/use /pet&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
If your pet dies, you can chain or heal it. If left fallen, it will eventually depart back to the stables. &#039;&#039;&#039;There is no evidence that a fallen pet &#039;departing&#039; costs it experience&#039;&#039;&#039; — This needs to be tested. &lt;br /&gt;
&lt;br /&gt;
Pets require Horus to be raised just like exiles. You won&#039;t receive a &amp;quot;your pets wounds are too severe&amp;quot; type message in your text log but you should hear the &amp;quot;boop&amp;quot; sound that you get when trying heal an exile that&#039;s too fallen.&lt;br /&gt;
&lt;br /&gt;
==Controlling your pet==&lt;br /&gt;
You can issue verbal commands to change which &amp;quot;mode&amp;quot; your pet is in. You can /whisper to your pet if you want to be more private about it. Here are the default verbal commands:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Attack&lt;br /&gt;
|Your pet will be aggressive. It will behave a bit like an exile might -- swinging a few times, then running away to regain balance.&lt;br /&gt;
|-&lt;br /&gt;
|Come&lt;br /&gt;
|Your pet will follow you. If it incidentally bumps into other creatures, it will attack.&lt;br /&gt;
|-&lt;br /&gt;
|Stay&lt;br /&gt;
|Your pet will remain &amp;quot;parked&amp;quot; until given another command.&lt;br /&gt;
|-&lt;br /&gt;
|Go home&lt;br /&gt;
|Your pet will return to the stables. You&#039;ll have to speak to Pete McGyver again to activate it.&lt;br /&gt;
|-&lt;br /&gt;
|Obey&lt;br /&gt;
|Your pet will &amp;quot;follow your hand signals&amp;quot; i.e. your mouse cursor. See Destian&#039;s YouTube guide to Healer pets (linked below) to get an idea of how this works.&lt;br /&gt;
|-&lt;br /&gt;
|Play&lt;br /&gt;
|Your pet will &amp;quot;be themselves.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can customize the commands for your pet at the stables.&lt;br /&gt;
&lt;br /&gt;
==Questions / untested stuff==&lt;br /&gt;
*How does pet food work? Does it have a function? It allows you to tame a wild creature you rescued into a pet.&lt;br /&gt;
*How long does your pet obey a given command? Infinite.&lt;br /&gt;
*If you log off while your pet&#039;s fallen, does it lose experience?  &lt;br /&gt;
&lt;br /&gt;
*Can you radius heal your own pet? No&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*Destian&#039;s YouTube guide to Healer pets: [http://youtu.be/I6ejD_9X1io Healer Pets]&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit#gid=0 Clan Lord Pets]&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=File:Raised-Ryu.png&amp;diff=2619</id>
		<title>File:Raised-Ryu.png</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=File:Raised-Ryu.png&amp;diff=2619"/>
		<updated>2024-10-13T12:44:28Z</updated>

		<summary type="html">&lt;p&gt;Balangar: raised Ryu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
raised Ryu&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=File:Fallen-Ryu.png&amp;diff=2618</id>
		<title>File:Fallen-Ryu.png</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=File:Fallen-Ryu.png&amp;diff=2618"/>
		<updated>2024-10-13T12:43:17Z</updated>

		<summary type="html">&lt;p&gt;Balangar: Fallen Ryu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Fallen Ryu&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Pathfinding&amp;diff=2617</id>
		<title>Pathfinding</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Pathfinding&amp;diff=2617"/>
		<updated>2024-10-12T05:42:05Z</updated>

		<summary type="html">&lt;p&gt;Balangar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the various places a skilled pathfinder can enter depending on their training.  The places listed are by the minimum amount for guaranteed entrance.&lt;br /&gt;
&lt;br /&gt;
There are different &amp;quot;Trainers&amp;quot; needed until you can call yourself a &amp;quot;full-trillbane&amp;quot; pathfinder. Training is divided between various trainers (NPCs) and book exiles must find to train certain potions of the available pathfinding. The total number of ranks in pathfinding is approximately 190. Books that have multiple chapters must be revisited to finish the book.&lt;br /&gt;
The list that follows is as follows: &lt;br /&gt;
&lt;br /&gt;
*Key&#039;&#039;&#039;&#039;&#039;range of ranks trained&#039;&#039;&#039;&#039;&#039;: &#039;&#039;&#039;the name of the trainer/object&#039;&#039;&#039;,&#039;&#039;Location&#039;&#039;. &lt;br /&gt;
**Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;0–1&#039;&#039;&#039;&#039;&#039;: &#039;&#039;&#039;Diggun&#039;&#039;&#039;, &#039;&#039;Tunnels under Puddleby&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;0–100&#039;&#039;&#039;&#039;&#039;:&#039;&#039;&#039;The Marsh Hermit&#039;&#039;&#039;, &#039;&#039;the Marsh&#039;&#039;. &lt;br /&gt;
**The Hermit is a bit special because you need to mention training before he asks you to learn pathfinding. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;101–131&#039;&#039;&#039;&#039;&#039;: &#039;&#039;&#039;Book 1&#039;&#039;&#039;,&#039;&#039;Pitch-Cave 1 (PC 1)&#039;&#039;. &lt;br /&gt;
**3 chapters. As noted, this means that you either need a visit the book 3 times or store ranks and wait until 20 ranks burn off (~30 minutes that require exiles to hold PC1 and defend against spider spawns).&lt;br /&gt;
&lt;br /&gt;
[[File:Giayl-s-book-1.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;132–140|141&#039;&#039;&#039;&#039;&#039;: &#039;&#039;&#039;The Book 2&#039;&#039;&#039;, Pitch Cave (PC 9). &lt;br /&gt;
**1 chapter but an additional single rank can be trained if re-visited before starting book 3. A teleport via mystic is needed for quicker trip via the Pitch Caves, without a mystic, a longer route through the Slate Caves is possible, but with increased risk of failure.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;141|142–172&#039;&#039;&#039;&#039;&#039;:&#039;&#039;&#039;Book 3&#039;&#039;&#039;, &#039;&#039;New Orga Outback (NOOB)&#039;&#039;. &lt;br /&gt;
**3 or 4 chapters (depending if you did a second visit at book 2. If chapter 4 is needed it only has 1 rank).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;173–190&#039;&#039;&#039;&#039;&#039;: &#039;&#039;&#039;Trillbane&#039;&#039;&#039;, Ogra Village (OV). &lt;br /&gt;
**1 visit. It is extremely difficult to reach Trillbane, and requires a large group (minimum 20 exiles) effort.&lt;br /&gt;
&lt;br /&gt;
As some of you might see it as a spoiler you will find a more or less complete list of paths in another section to be found here:&lt;br /&gt;
[[List of Pathfinding Paths]]&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=File:Giayl-s-book-1.png&amp;diff=2616</id>
		<title>File:Giayl-s-book-1.png</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=File:Giayl-s-book-1.png&amp;diff=2616"/>
		<updated>2024-10-12T05:39:40Z</updated>

		<summary type="html">&lt;p&gt;Balangar: Giayl&amp;#039;s Guide to Hidden Ways (book 1)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Giayl&#039;s Guide to Hidden Ways (book 1)&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=The_Experience_System&amp;diff=2615</id>
		<title>The Experience System</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=The_Experience_System&amp;diff=2615"/>
		<updated>2024-10-12T05:09:38Z</updated>

		<summary type="html">&lt;p&gt;Balangar: /* Experience Progress messages */ new message&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Beginner|{{PAGENAME}}]]&lt;br /&gt;
[[File: rpexp.jpg | right]]&lt;br /&gt;
When you slay something, besides another exile, there are different levels of experience you get which is in relation to your level. As you gain experience for each creature you slay, it goes toward obtaining a rank in whatever you&#039;re training in. Unlike most RPGs ranks do not improve all players stats, just the stats that the current trainer improves. Also, the steps are much smaller than other RPGs making the first few hundred ranks come very fast if one is actively hunting.&lt;br /&gt;
&lt;br /&gt;
==Non Fighting Experience==&lt;br /&gt;
Some non-fighting activities, such as studying in the [[The_Experience_System#The_Libraries|libraries]], [[Healing|healing]], [[The Sharing System|sharing]], [[Training#Skea|skinning]] and exploration give experience as well. Occasionally, one will get experience messages for no know reason. The conditions to get non-fighting and non-sharing experience are kept secret by Delta Tao, so people do not exploit the experience system.&lt;br /&gt;
&lt;br /&gt;
==Slaying messages==&lt;br /&gt;
Currently there are 4 levels of experience feedback a player gets for slaying or helping to slay something. From highest to lowest, these are: Vanquish, Kill, Dispatch and Slaughter. None of these terms equals a set number of experience points, but a range of experience points one gets for each creature slain. This feedback helps players know how good they&#039;re doing with their training, without disclosing numbers. Because Delta Tao keeps virtually all numbers secret, no solid formulas exist to tell anyone outside those working with the company what a players&#039; actual statistics are, nor the experience point range per creature.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Vanquish&amp;quot; means you&#039;ve slain or helped to slay a creature that should be far beyond your means, and you get either a maximum amount of experience for it, or a little bonus thrown in for defeating it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kill&amp;quot; means you&#039;ve slain or helped to slay a creature within your range and you get a normal amount of experience for it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dispatch&amp;quot; means you&#039;ve slain or helped to slay a creature below your range and you get a minimal amount of experience for it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Slaughter&amp;quot; means you&#039;ve slain or helped to slay a creature so far below your range and you get no experience for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: &amp;quot;Slaughter&amp;quot; in another sense has become the term to describe anything that increases your level, and thus what you slaughter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The more powerful a weapon, the more it affects your slaughter. If you find that while using your best weapon you start to dispatch something, and you can just as easily take it with a less powerful weapon, switch to that one and you&#039;ll probably notice that the slaughter is lowered and you get kill messages.&lt;br /&gt;
&lt;br /&gt;
==Rank Counting &amp;amp; Trainer Messages==&lt;br /&gt;
Many people count their ranks, but for those who don’t you can tell how many you have within a range by checking your trainer message. [http://www.windsofdawn.org/newexilehelp/trainmsg.html This chart] at windsofdawn.org shows the trainer messages. Past 2000 ranks, [http://vagilemind.com/clanlord/viewtopic.php?f=16&amp;amp;t=7247&amp;amp;p=149760&amp;amp;hilit=blade+trainer+messages#p146901 this post on the Sentinel] from &#039;&#039;&#039;Alces&#039;&#039;&#039; lists further progress messages of specialty blades copied here [[Rank_Chart|Rank Chart]]. Note that some trainers are combined trainers and a rank in them affects more than one stat, so while you might have only trained 110 ranks of [[Fighter_Trainers#Atkus|Atkus]], you would get the 150+ message if you had over 200 [[Fighter_Trainers#Evus|Evus]].&lt;br /&gt;
*&#039;&#039;Thanks to Geraldus for the link to the specialty blade messages&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Trainer has a specific message when a rank is achieved. This [[Trainer_Rank_Messages|Trainer Message]] table has the known ones for fighters and healers. Mystic messages has been redacted due to the secretive nature of mystic trainers.&lt;br /&gt;
&lt;br /&gt;
==Experience Progress messages==&lt;br /&gt;
As one advances toward a rank Ankrus in the Temple, Asterru in the free Library, Mirkus in the Fighter hall, and several other NPCs can tell you how far along you are toward completing the next rank.&lt;br /&gt;
Below it a chart of what they say to you in order of least progress to near the next rank:&lt;br /&gt;
&lt;br /&gt;
* -2 &amp;quot;&amp;lt;Player&amp;gt;,&amp;lt;Trainer&amp;gt; is frustrated with your lack of progress.&amp;quot;&lt;br /&gt;
* -1 &amp;quot;&amp;lt;Player&amp;gt;, you have a difficult task ahead of you. Remember &amp;lt;Trainer&amp;gt;’s lessons.&amp;quot;&lt;br /&gt;
* -½ &amp;quot;&amp;lt;Player&amp;gt;, you are not making much progress with &amp;lt;Trainer&amp;gt;’s lessons.&amp;quot;&lt;br /&gt;
* 0 &amp;quot;&amp;lt;Player&amp;gt;, you have just begun to work with &amp;lt;Trainer&amp;gt;. Keep practicing.&amp;quot; &#039;&#039;(&amp;lt;--This is the starting message.*)&#039;&#039;&lt;br /&gt;
* 1 &amp;quot;&amp;lt;Player&amp;gt;, you are starting to learn, but &amp;lt;Trainer&amp;gt; demands more effort.&amp;quot;&lt;br /&gt;
* 2 &amp;quot;&amp;lt;Player&amp;gt;, you are making progress. &amp;lt;Trainer&amp;gt; will be pleased.&amp;quot;&lt;br /&gt;
* 3 &amp;quot;&amp;lt;Player&amp;gt;, you are well on your way to enlightenment. Think of &amp;lt;Trainer&amp;gt;.&amp;quot;&lt;br /&gt;
* 4 &amp;quot;&amp;lt;Player&amp;gt;, you are close to mastering &amp;lt;Trainer&amp;gt;’s lesson.&amp;quot;&lt;br /&gt;
* 5 &amp;quot;&amp;lt;Player&amp;gt;, you are almost ready for a breakthrough. &amp;lt;Trainer&amp;gt; talks about you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Also Raul made a Progress Message macro available here: [[Progress_Message|Progress Message Macro by Raul]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(*Note: The starting message is where one starts when learning a lesson. Departs can move that message to the &#039;&#039;&amp;quot;difficult&amp;quot;&#039;&#039; or &#039;&#039;&amp;quot;frustrated&amp;quot;&#039;&#039; message.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Libraries==&lt;br /&gt;
The libraries (northeast of town center), and training hall practice rooms (in both the fighter and healer halls) in town allow a player who logs off in one to gain experience while not online (this is called studying). There are currently four types of library. There is also a mystic library in their academy which is probably equivalent to the basic library.&lt;br /&gt;
&lt;br /&gt;
The basic library and training rooms cost nothing to use and give the least amount of experience. The intermediate library, to the north east of the basic library costs a few coins per day to use and gives a bit more experience.&lt;br /&gt;
&lt;br /&gt;
The advanced and expert libraries cost more and more coins, and give more and more experience. They are between the basic and intermediate library, with the advanced library in another room next to the intermediate library, and the expert library in the room next to the basic library. The advanced and expert libraries are connected, allowing one to travel through all four rooms and check their prices without stepping outside.&lt;br /&gt;
&lt;br /&gt;
There is one more library that gives even more experience. It is NE of the other libraries that requires a library card and charges hundreds of coins per day.&lt;br /&gt;
&lt;br /&gt;
==Departs &amp;amp; Falling==&lt;br /&gt;
When you fall, a message is displayed in your side bar on the left of the main window, saying you may &#039;&#039;/depart&#039;&#039; or wait for help. If you depart, you end up in purgatory for a period of time and you lose a certain amount of experience you&#039;ve accumulated. You will not lose any ranks you&#039;ve already gained, but you can go below the starting level for the next rank, thus making your next rank take longer than it usually would have. Therefore, only depart when there is a slim to no chance to rescue you, or when it would take longer to rescue you than it would to depart and make up the lost experience. &lt;br /&gt;
&lt;br /&gt;
See the [[Toggle]] section for how to communicate while fallen to increase the chance of a rescue to avoid losing experience, and continue reading. &#039;&#039;This also gives exiles who are not busy something to do: A quest to rescue you!&#039;&#039; So, there can be an upside to falling and not departing.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You do not lose any items you have when you depart, unlike some online RPGs.&lt;br /&gt;
&lt;br /&gt;
===How to Avoid Losing Experience===&lt;br /&gt;
There are several things you can do to avoid departing or waiting for long periods of time to be rescued.&lt;br /&gt;
&lt;br /&gt;
The best way is to take a few people with you around your level.  Often when you start out you don&#039;t know who you should hunt with, so look for people wearing the same tan clothing, because chances are they&#039;re new too. If you see none, ask a friendly person in town center for advice on who is around that you might be invited to hunt with.&lt;br /&gt;
&lt;br /&gt;
If you decide to go out alone to hunt (solo hunt), make sure to share with a healer (especially town and rescue healers) and a locating mystic. That way, if you fall, the healer will know to come looking for you and the locating mystic will be able to locate where you fell. You can also tell people in town center where you&#039;re going to hunt so if a locating mystic is not around, people will know where to begin to look. If you&#039;re fallen close to, or in town, often you will be rescued quickly. The further away you are from town, or if you neglected to share with anyone, the longer it will take to get rescued. If you fall to a creature that only lives in certain areas, or people know your approximate level or favorite hunting grounds, it will take less time to be rescued.&lt;br /&gt;
&lt;br /&gt;
Also, if you happen to have a sunstone, and you know that you very well might fall, quickly send out a general sunstone message saying &#039;&#039;falling in &amp;lt;this location&amp;gt;&#039;&#039;, or if there&#039;s not time for all the message to be sent out, simply sunstone your location just before falling &lt;br /&gt;
&lt;br /&gt;
(i.e. &#039;&#039;&#039;/think Glen&#039;&#039;&#039; to indicate you are about to fall in the Mountain Glen or &#039;&#039;&#039;/think OC&#039;&#039;&#039; to indicate you are about to fall in Orga Camp.).&lt;br /&gt;
* NOTE: An easy way to do this is to use the &#039;[[sunstone.mac]]&#039; macro file or just the &#039;tf&#039; macro and the  [[AlternateDefault]] &#039;/set loc &#039; code.  Simply set your location when you start your hunt and then just use the &#039;tf&#039; macro when you are close to falling.   See the [[AlternateDefault]] macro for the &#039;/set &#039; code required to set the location in advance as used by the &#039;tf&#039; macro.&lt;br /&gt;
&lt;br /&gt;
If you fail at all the above, you can always check the player list for a journeyman mystic or higher, a rescue healer, a friend, or the last person who saw you in the area you fell and &amp;quot;share toggle&amp;quot; them &#039;&#039;/share &amp;lt;name&amp;gt;&#039;&#039; to let them know you need help. [[Toggle | Share toggling]] is sharing with a person &#039;&#039;/share &amp;lt;name&amp;gt;&#039;&#039;, then unsharing them &#039;&#039;/unshare &amp;lt;name&amp;gt;&#039;&#039;, then resharing them &#039;&#039;/share &amp;lt;name&amp;gt;&#039;&#039;. If you&#039;re already sharing with someone, simply unsharing  and resharing them will let them know you&#039;re fallen and need assistance. If the person you toggled has a sunstone, they should sunstone you to let you know if they&#039;re looking for you or if they&#039;re asking others to look for you. If they tell you someone else is looking for you, share with that person, so they know about your status and what you&#039;ve fallen to.&lt;br /&gt;
&lt;br /&gt;
If someone asks you where you&#039;re fallen, then [[Toggle | toggle]] them when they ask you if you&#039;ve fallen in the location you are in. If you fall and you already have help, a &#039;&#039;/thank&#039;&#039; (good karma: GK) will tell them that you appreciate the concern, but you have help.&lt;br /&gt;
&lt;br /&gt;
As part of good etiquette, you probably want to give good karma to a mystic who locates you, and the healer(s) and fighter(s) who rescue you. Saying, &amp;quot;thank you&amp;quot; when you&#039;re out of karma to give also helps. (See the section on [[The Karma System|the Karma System]] to see how this affects people.)&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Healer_Trainers&amp;diff=2611</id>
		<title>Healer Trainers</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Healer_Trainers&amp;diff=2611"/>
		<updated>2024-10-11T18:57:09Z</updated>

		<summary type="html">&lt;p&gt;Balangar: /* Hardia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic Healer Trainers==&lt;br /&gt;
All these are first circle trainers, available to any [[Healing|healer]].&lt;br /&gt;
&lt;br /&gt;
===Faustus===&lt;br /&gt;
[[Image:Faustus.png|left]]&lt;br /&gt;
&#039;&#039;Trainer Message: •You notice yourself healing others faster.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Faustus teaches you to &amp;quot;improve your healing speed.&amp;quot;  However, while you heal faster, you proportionally expend that much more spirit and health.  Fighters like healers to train with Faustus; they never like waiting to be healed.  But remember, once you&#039;ve exhausted your spirit and/or health, you&#039;ll need time to recover. &lt;br /&gt;
&lt;br /&gt;
===Respia===&lt;br /&gt;
[[Image:Respia.png|left]]&lt;br /&gt;
&#039;&#039;Trainer Message: •You seem to recover spiritual energy faster.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Respia teaches you to &amp;quot;recover spiritual energy faster.&amp;quot;  The third bar shows how full your spirit pool is.  The more you train with Respia, the faster it goes up, or the slower it goes down if you&#039;re healing someone.  Many healers train enough Respia so their spirit does not go down while healing.  The breakeven is roughly 4 lessons of Respia for every 3 lessons of Faustus.&lt;br /&gt;
&lt;br /&gt;
While healers unanimously agree that you can never have too much Respia, training Respia is also felt to be rather boring.  The effect is rather gradual.  For the same investment in ranks, most other trainers will have a more noticeable effect.&lt;br /&gt;
&lt;br /&gt;
===Sespus===&lt;br /&gt;
[[Image:Sespus.png|left]]&lt;br /&gt;
&#039;&#039;Trainer Message: •You notice that you can use your healing ability longer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sespus teaches you to &amp;quot;increase your spiritual energy.&amp;quot;  His training increases your spirit pool, so it can hold more spirit.  Your spirit bar will therefore move more slowly (up or down), since each pixel represents more spirit.  It can be used for self-healing, or for healing others.  Since the mercurial staff drains all your spirit, a larger spirit pool means your bursts will be larger, which fighters will appreciate, especially if this means you don&#039;t need to touch them (read &amp;quot;get in their way&amp;quot;) as frequently.&lt;br /&gt;
&lt;br /&gt;
===Higgrus===&lt;br /&gt;
[[Image:Higgrus.png|left]]&lt;br /&gt;
&#039;&#039;Trainer Message: &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Higgrus teaches you to &amp;quot;improve your physical well-being.&amp;quot;  The first bar shows how much health you have.  The more you train with Higgrus, the slower it goes down when you get damaged (and the slower it goes up when you are healed).  In other RPGs this is commonly known as hit points.&lt;br /&gt;
&lt;br /&gt;
While you sacrifice some health in healing others, the main importance of having health is to be able to take battle damage.  Healers cannot train to defend themselves to the degree fighters can, so having a good reservoir of health is necessary for survival.  No degree of self-heal will help you if you&#039;re knocked down in a single blow.  In a way, health translates into time:  the more you have, the more time you have to figure out what to do, and the more time you have to do it, while in the midst of taking damage from hostiles.&lt;br /&gt;
&lt;br /&gt;
==Combination Healer Trainers==&lt;br /&gt;
What is a good balance between these four areas of training?  Fortunately, there are combination trainers which train some of each, which are good to start with until you get a feel for these abilities, and have your own ideas of what you want.  These are also first circle trainers, with the first two available to all healers and the last one available to all exiles.&lt;br /&gt;
&lt;br /&gt;
===Eva===&lt;br /&gt;
[[Image:Eva.png|left]]&lt;br /&gt;
&#039;&#039;Trainer Message: •You seem to heal more effectively.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eva says she teaches &amp;quot;a balanced healing style.&amp;quot;  She does teach some of each of the above four trainers, and the proportions are reasonable.  One could train just with Eva and do rather well.  Moreover, you get a bonus when training with Eva, because the sum of what she trains takes fewer ranks than training those abilities separately.  It&#039;s like getting a free rank every three or four ranks.  Eva also teaches a tiny amount of the 2nd circle trainers Horus and Awaria.&lt;br /&gt;
&lt;br /&gt;
Although pure Eva training can work out just fine, most healers feel she needs to be supplemented with some Respia training.&lt;br /&gt;
&lt;br /&gt;
According to Azriel&#039;s notes, Eva provides the following amounts of these trainers per 1 rank trained: .37 Respia, .33 Faustus, .27 Sespus, .25 Higgrus, .06 Horus, and .06 Awaria.  So every rank of Eva provides a 22% bonus in terms of ranks simply among the first four trainers, and a 34% bonus in terms of ranks awarded for all trainers included in Eva&#039;s training.  (Although how much of a bonus Eva&#039;s training means for you depends on how much you value the constituent trainers relative to each other.)&lt;br /&gt;
&lt;br /&gt;
===Sprite===&lt;br /&gt;
[[Image:Sprite.png|left]]&lt;br /&gt;
&#039;&#039;Trainer Message: •Your healing spirit improves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sprite says she teaches &amp;quot;how to improve your spirit for healing.&amp;quot;  She&#039;s a combination trainer like Eva, although she teaches less of Faustus, Respia, Sespus, and Higgrus than Eva does, and teaches no Horus or Awaria.  However, her training improves how fast you are healed, both by others and by yourself.  It&#039;s like giving each person healing you more Faustus, except that those healers don&#039;t experience any greater spirit drain (they do experience proportionally greater health drain).  That attribute alone makes Sprite worth training, and since she also trains some Faustus, Respia, Sespus, and Higgrus it makes her a worthy alternative to Eva.&lt;br /&gt;
&lt;br /&gt;
Sprite is not considered as balanced as Eva.  Most healers feel she&#039;s light in Respia and Higgrus.  Sprite&#039;s ability to improve how fast you heal yourself works well in combination with a lot of spirit recovery (Respia), which allows you to apply self-healing more frequently, but she teaches proportionally less of that than Eva.  Also, Sprite&#039;s ability to improve how fast you are healed by others works well in combination with having a lot of health to heal (Higgrus), in order to be a rod point, but she teaches proportionally less of that than Eva as well.&lt;br /&gt;
&lt;br /&gt;
===Spirtus===&lt;br /&gt;
[[Image:spirtus.png|left]]&lt;br /&gt;
&#039;&#039;Trainer Message: •Your spirit improves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Master Spirtus, who resides in Town Hall rather than the Healer Guildhall, teaches a combination much like Sprite, including that ability to &amp;quot;improve your spirit for healing.&amp;quot;  The main differences are that Master Spirtus teaches more Higgrus and not any Respia.  His training is considered slightly inferior to that of Sprite.&lt;br /&gt;
&lt;br /&gt;
==Advanced Healer Trainers==&lt;br /&gt;
&lt;br /&gt;
===Sylpha===&lt;br /&gt;
[[Image:Sylpha.png|left]]&lt;br /&gt;
&#039;&#039;Trainer Message: •You understand the walking self-heal technique better.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This second circle trainer teaches you how to use the Sylphstone Ring (Maxes out at 30 lessons. A healer won&#039;t be able to use the ring until all 30 lessons are completed.)  This ring will self-heal you half as fast as your moonstone, and only works when your spirit pool is full, but allows you to use your right hand for other things than your moonstone, like chaining, cadding, or fighting.&lt;br /&gt;
&lt;br /&gt;
===Horus===&lt;br /&gt;
[[Image:Horus.png|left]]&lt;br /&gt;
&#039;&#039;Trainer Message: •You seem to heal people closer to death now.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This second circle trainer teaches you how to heal those closer to death.  See [[#Raising|Raising a fallen]] for a discussion of how Horus works with respect to raising fallen exiles.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Awaria===&lt;br /&gt;
[[Image:Awaria.png|left]]&lt;br /&gt;
&#039;&#039;Trainer Message: •You seem to heal yourself more easily with the moonstone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a second circle trainer, who teaches you to heal yourself more efficiently.  Her training increases how much health you get from each self-heal pulse (moonstone or sylphstone), without consuming any additional spirit.  [Faustus will add much more health per lesson, but costs spirit.]&lt;br /&gt;
&lt;br /&gt;
However, this bonus self-healing cannot exceed your nonbonus self-healing.  That is, you cannot more than double the health you get from each self-heal pulse by training with Awaria.  This limit is commonly referred to as the Awaria Cap, which is a misnomer.  For Sprite and Spirtus also provide bonus self-healing, and it is the combined bonus which is capped.  Awaria does not warn you when you exceed the cap, although she obliquely refers to it by qualifying her training with &amp;quot;to an extent.&amp;quot;  Healers over the cap can get back under by training with either Faustus or Eva (because they increase your nonbonus self-healing).&lt;br /&gt;
&lt;br /&gt;
Because Sprite also provides bonus self-healing, and because one can hit the cap just by training with Sprite, training with Awaria is not recommended.  Instead, if you are interested in improving your self-heal, train with Respia, and get most of your healing speed by training with Sprite.&lt;br /&gt;
&lt;br /&gt;
===Proximus===&lt;br /&gt;
[[Image:Proximus.png|left]]&lt;br /&gt;
&#039;&#039;Trainer Message: •You seem to heal from further away now.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Proximus, a third circle trainer, teaches you how to heal over distances using your Caduceus or Mercurial Staff. More Proximus ranks increase your total distance and &amp;quot;safe distance.&amp;quot; (&amp;quot;Safe distance&amp;quot; is where you heal the person at your normal rate of health and spirit consumption. Healing outside of your &amp;quot;safe distance&amp;quot; both consumes your health and spirit a lot quicker than normal healing, and substantially reduces how fast you are healing the target person.)&lt;br /&gt;
&lt;br /&gt;
===Hardia===&lt;br /&gt;
[[Image:Hardia.png|left]]&lt;br /&gt;
&#039;&#039;Trainer Message: •Your body feels stronger.&#039;&#039; (same as Master Bodrus)&lt;br /&gt;
&lt;br /&gt;
Hardia, a third circle trainer, teaches &amp;quot;how to survive in a hostile world.&amp;quot; Basically, Hardia is an extended Bodrus trainer for healers, and maxes at 300 ranks.  However, healers who have studied Bodrus can only take advantage of an additional 200 ranks from Hardia. Some people think Hardia teaches a different skill set from Bodrus, but others think it is the same.&lt;br /&gt;
&lt;br /&gt;
===Virgil===&lt;br /&gt;
[[Image:Virgil.png|left]]&lt;br /&gt;
&#039;&#039;Trainer Message: •You have more purgatory pendant knowledge.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Virgil, a fourth circle trainer, teaches a healer how to use the Purgatory Pendant, and requires 50 lessons in order to complete his training and use the Purgatory Pendant (which also costs 10,000 coins).&lt;br /&gt;
&amp;lt;br&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===The An* Trainers.===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Trainer Message: •You notice yourself recovering your energy and healing others faster.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are fifth circle combo trainer of faustus:respia.   They can also be trained by any circle (including first) via ledger holders. &lt;br /&gt;
&lt;br /&gt;
[[Image:5circlehealtrainer1.png|left]]&lt;br /&gt;
====Anan Faure====&lt;br /&gt;
&amp;quot;I can teach you the ratio of healing speed to spirit recovery, about 1:1.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====AnDeux Faure====&lt;br /&gt;
&amp;quot;I can teach you the ratio of healing speed to spirit recovery, about 1:2.&amp;quot;  With this ratio, you have more than enough spirit inflow to keep up with spirit used to heal others (3:4 suffices).&lt;br /&gt;
&lt;br /&gt;
====AnTrix Faure====&lt;br /&gt;
&amp;quot;I can teach you the ratio of healing speed to spirit recovery, about 1:3.&amp;quot; With this ratio, you have enough extra spirit inflow to maintain your health with a moonstone while healing others (excepting those others who have trained with Rodnus and/or Spirtus which results in additional health drain).&lt;br /&gt;
&lt;br /&gt;
====AnQuart Faure====&lt;br /&gt;
&amp;quot;I can teach you the ratio of healing speed to spirit recovery, about 1:4.&amp;quot;  With this ratio, and with Metta Sylpha training, you have enough extra spirit inflow to maintain your health with a sylphstone ring while cadding others in range (excepting those others who have trained with Rodnus and/or Spirtus which results in additional health drain).&lt;br /&gt;
&lt;br /&gt;
====AnSept Faure====&lt;br /&gt;
This is fifth circle combo trainer of faustus:respia. &amp;quot;I can teach you the ratio of healing speed to spirit recovery, about 1:7.&amp;quot;  With this ratio, you have more than enough extra spirit inflow to maintain your health with a sylphstone ring (2nd circle training) while cadding others in range (excepting those others who have trained with Rodnus and/or Spirtus which results in additional health drain).&lt;br /&gt;
&lt;br /&gt;
===Metta Sylpha===&lt;br /&gt;
[[Image:MettaSylpha.png|left]]&lt;br /&gt;
&#039;&#039;Trainer Message: •You understand the walking self-heal technique better.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Metta Sylpha, a fifth circle trainer, gives you advanced lessons in the Sylphstone Ring. (Requires 30 lessons to max out and see any benefit) The ring will then self-heal you 3/4 as fast as your moonstone.&lt;br /&gt;
&lt;br /&gt;
===Radium===&lt;br /&gt;
[[File:Radium.png|left]]&lt;br /&gt;
&#039;&#039;Trainer Message: •You learn to better heal others nearby.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Radium increases the speed at which you heal multiple people, and the radius of your aura healing. In order to heal someone within your aura, that person either must be sharing with you, or must be a healer. Radius healing is always at least a bit less efficient than healing one person, then another in terms of speed. However with Radium training, it becomes as efficient when healing 3 or more exiles*. Generally, only a small amount of radium in comparison to one&#039;s Faustus is needed to make maximum use of the Asklepian and the Asklepian Staff for a lower number of exiles. The more exiles one heals increases the need for more Radium only slightly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The exact formula to determine the best amount of radium to train is beyond the scope of this article, however this information can be found on the [http://www.vagilemind.com/clanlord/viewtopic.php?f=19&amp;amp;t=7955 Sentinel].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Correction: According to recent Sentinel discussions Radium can increase the sum of Faustus applied to 3 or more people.&lt;br /&gt;
See Gorvin&#039;s Entry here: http://www.vagilemind.com/clanlord/viewtopic.php?p=92497#p92497&lt;br /&gt;
The Recent discussion in plain terms: http://www.vagilemind.com/clanlord/viewtopic.php?f=4&amp;amp;t=8911#p184106&lt;br /&gt;
&#039;&#039;Thanks Gorvin for the clarification.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: the links to the Sentinel are dead, and this additional information is effectively lost.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Trainer_Rank_Messages&amp;diff=2610</id>
		<title>Trainer Rank Messages</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Trainer_Rank_Messages&amp;diff=2610"/>
		<updated>2024-10-11T18:56:18Z</updated>

		<summary type="html">&lt;p&gt;Balangar: Hardia same as Bodrus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are each trainer’s specific messages when one completes a rank.&lt;br /&gt;
Messages provided by Soul Hunter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Some Trainers have multiple entires. The default sort is grouped by profession.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Trainer Messages&lt;br /&gt;
|-&lt;br /&gt;
! Message  &lt;br /&gt;
! Trainer &lt;br /&gt;
|-&lt;br /&gt;
|•You seem to fight more effectively now.||Evus&lt;br /&gt;
|-&lt;br /&gt;
|•You seem to attack more precisely now.||Atkus&lt;br /&gt;
|-&lt;br /&gt;
|•You notice your balance and recovery improving.||Swengus&lt;br /&gt;
|-&lt;br /&gt;
|•You seem to be able to take more damage now.||Histia&lt;br /&gt;
|-&lt;br /&gt;
|•You seem to be defending yourself better.||Detha&lt;br /&gt;
|-&lt;br /&gt;
|•You notice your balance improving.||Balthus&lt;br /&gt;
|-&lt;br /&gt;
|•You notice your balance recovering more quickly.||Regia&lt;br /&gt;
|-&lt;br /&gt;
|•You seem to notice your balance regenerating faster.||Regia&lt;br /&gt;
|-&lt;br /&gt;
|•You notice yourself dealing more damage.||Darkus&lt;br /&gt;
|-&lt;br /&gt;
|•You notice your balance recovering much more quickly.||Angilsa&lt;br /&gt;
|-&lt;br /&gt;
|•You notice yourself dealing much more damage.||Knox&lt;br /&gt;
|-&lt;br /&gt;
|•You feel more receptive to healing.||Rodnus&lt;br /&gt;
|-&lt;br /&gt;
|•You seem to heal more effectively.||Eva&lt;br /&gt;
|-&lt;br /&gt;
|•You seem to recover spiritual energy faster.||Respia&lt;br /&gt;
|-&lt;br /&gt;
|•You notice that you can use your healing ability longer.||Sespus&lt;br /&gt;
|-&lt;br /&gt;
|•You notice that you can use your moonstone longer.||Sespus&lt;br /&gt;
|-&lt;br /&gt;
|•You notice yourself healing others faster.||Faustus&lt;br /&gt;
|-&lt;br /&gt;
|•You seem to heal yourself more easily with the moonstone.||Awaria&lt;br /&gt;
|-&lt;br /&gt;
|•You seem to heal people closer to death now.||Horus&lt;br /&gt;
|-&lt;br /&gt;
|•You seem to heal from further away now.||Proximus&lt;br /&gt;
|-&lt;br /&gt;
|•You learn to better heal others nearby.||Radium&lt;br /&gt;
|-&lt;br /&gt;
|•Your healing spirit improves.||Sprite&lt;br /&gt;
|-&lt;br /&gt;
|•You understand the walking self-heal technique better.||Sylpha&lt;br /&gt;
|-&lt;br /&gt;
|•You have more purgatory pendant knowledge.||Virgil&lt;br /&gt;
|-&lt;br /&gt;
|•You notice yourself keeping people in stitches better.||Sartorio&lt;br /&gt;
|-&lt;br /&gt;
|•You notice yourself recovering your energy and healing others faster.||An* (Fifth Circle Trainer)&lt;br /&gt;
|-&lt;br /&gt;
|•Your mind seems keener.||Master Mentus&lt;br /&gt;
|-&lt;br /&gt;
|•Your body feels stronger.||Master Bodrus (or Hardia)&lt;br /&gt;
|-&lt;br /&gt;
|•Your spirit improves.||Master Spirtus&lt;br /&gt;
|-&lt;br /&gt;
|•Your eye grows keener.||Pathfinding&lt;br /&gt;
|-&lt;br /&gt;
|•You feel better able to spot hidden passages.||Pathfinding&lt;br /&gt;
|-&lt;br /&gt;
|•You learn how to maintain your equipment better.||Loovma Geer&lt;br /&gt;
|-&lt;br /&gt;
|•You learn how to maintain your tools.||Loovma Geer&lt;br /&gt;
|-&lt;br /&gt;
|•Your study of skinning seems to be paying off.||Skea Brightfur&lt;br /&gt;
|-&lt;br /&gt;
|•Your study of mandible extraction seems to be taking root.||Dentir Longtooth&lt;br /&gt;
|-&lt;br /&gt;
|•You feel yourself recuperating faster.||Troilus&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding how to make a tykan healing potion.||Tykan&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding how to make a potion of energy.||Energy Potion&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding how to make a luminescent culture.||Luminescent Culture&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding how to make a luminescent salve.||Luminescent Salve&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding how to make a catsbane necklace.||Catsbane Necklace&lt;br /&gt;
|-&lt;br /&gt;
|•Your phantasmological skills appear to be stronger.||Phantasm&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding the Thoomish language.||ParTroon&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding the language of the Halflings.||Halfling&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding the Sylvan language.||Sylvan&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding the Dwarven language.||Dwarven&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding the language of the People.||Frrinakin&lt;br /&gt;
|-&lt;br /&gt;
|•You feel closer to understanding the Ghorak Zo language.||Vorharn&lt;br /&gt;
|-&lt;br /&gt;
|•You feel less dependent on normal weapons.||Bracis&lt;br /&gt;
|-&lt;br /&gt;
|•You learn how to better utilize your bloodblade.||Bloodblade&lt;br /&gt;
|-&lt;br /&gt;
|•You learn how to better utilize your fell blade.||Fellblade&lt;br /&gt;
|-&lt;br /&gt;
|•You learn how to better utilize your gossamer.||Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|•You feel more skilled in the art of baking.||Zeucros&lt;br /&gt;
|-&lt;br /&gt;
|•You feel more skilled in the art of brewing.||Bruia&lt;br /&gt;
|-&lt;br /&gt;
|•Your attack is more accurate and able.||Atkia&lt;br /&gt;
|-&lt;br /&gt;
|•You seem to recover Earthpower faster.||Zehnt&lt;br /&gt;
|-&lt;br /&gt;
|•Your combat ability improves.||Bangus Anmash&lt;br /&gt;
|-&lt;br /&gt;
|•You become more mindful of the power of surprise.||Ranger 2nd Slot&lt;br /&gt;
|-&lt;br /&gt;
|•You gain insight into the strength of solitude.||Ranger 2nd Slot&lt;br /&gt;
|-&lt;br /&gt;
|•Your study of creatures is progressing.||Duvin Beastlore&lt;br /&gt;
|-&lt;br /&gt;
|•You gain a deeper understanding of camouflage.||Ranger 2nd Slot&lt;br /&gt;
|-&lt;br /&gt;
|•You seem tougher.||Farly Buff&lt;br /&gt;
|-&lt;br /&gt;
|•You learn to channel energy from the world more efficiently.||Respin Verminebane&lt;br /&gt;
|-&lt;br /&gt;
|•Your ability to store energy from the world improves.||Splash O&amp;amp;apos;Sul&lt;br /&gt;
|-&lt;br /&gt;
|•Your understanding of tracking grows.||TraKning&lt;br /&gt;
|-&lt;br /&gt;
|•You become more attuned to the strength of coordination.||Ranger 2nd Slot&lt;br /&gt;
|-&lt;br /&gt;
|•Your study of the shieldstone is improving.||Heen Slostid&lt;br /&gt;
|-&lt;br /&gt;
|•You feel tougher.||Farly Buff&lt;br /&gt;
|-&lt;br /&gt;
|•Your stonegirdle movement knowledge increases.||Nomoss&lt;br /&gt;
|-&lt;br /&gt;
|•You lose some of your grasp of blood magic.||Bloodblade Decay&lt;br /&gt;
|-&lt;br /&gt;
|•You lose some of your grasp of backstabbing.||Fellblade Decay&lt;br /&gt;
|-&lt;br /&gt;
|•You lose some of your grasp of controlled swings.||Gossamer Decay&lt;br /&gt;
|-&lt;br /&gt;
|•You lose some of your grasp of controlled attacks.||Gossamer Decay&lt;br /&gt;
|-&lt;br /&gt;
|•Your Earthpower Channeling improves.||Channel Master&lt;br /&gt;
|-&lt;br /&gt;
|•Your Earthpower improves.||Toomeria&lt;br /&gt;
|-&lt;br /&gt;
|•Your stonegirdle ability improves.||Corsetta&lt;br /&gt;
|-&lt;br /&gt;
|•Your knowledge of blacksmithing improves.||Forgus&lt;br /&gt;
|-&lt;br /&gt;
|•Your lava cloak ability improves.||Vala Loack&lt;br /&gt;
|-&lt;br /&gt;
|•You learn how to better utilize your gossamer||Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|•Your mind grows broader.||Master Janis’ Mental Mysteries&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2597</id>
		<title>Healer pets</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2597"/>
		<updated>2024-10-10T18:27:51Z</updated>

		<summary type="html">&lt;p&gt;Balangar: messages for getting pet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About==&lt;br /&gt;
Healer pets are a relatively new addition to Clan Lord, allowing Healers a fun new way to progress and fight. Healer pets can grow reasonably strong with time, though their strength is limited to their master&#039;s total ranks, and they&#039;ll always be significantly less powerful than a Fighter with comparable ranks. Healers can skin/pull teeth from creatures killed by their pet.&lt;br /&gt;
&lt;br /&gt;
GM warning: &amp;quot;I better not see anyone botting with their pet. Seriously. This is why we can&#039;t have nice things.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
SPOILER: A list of healer pets and their spawn location is compiled by Soul Hunter here: *&#039;&#039;https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit?usp=sharing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Acquiring a pet==&lt;br /&gt;
Find a fallen, named creature in the lands to obtain it. message is &lt;br /&gt;
&lt;br /&gt;
    * Your new pet will be waiting for you back at the stables with all their friends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once it&#039;s raised, it will magically arrive at the pet stables located in a small hut in the northern east farms.&lt;br /&gt;
&lt;br /&gt;
Talk to Petra to have the pet released.&lt;br /&gt;
&lt;br /&gt;
[[File:Petra.png]]&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;all&#039;&#039;&#039; pets have been released, you have to tame one. &lt;br /&gt;
Buy a token, walk near a pet and &#039;&#039;&#039;/use /tame &amp;quot;pet name&amp;quot;&#039;&#039;&#039; to tame that pet.&lt;br /&gt;
&lt;br /&gt;
There are many different types of pets that can be obtained. All pets have the exact same stats; different pets are purely cosmetic. Each pet type has multiple graphics that they progress through as they grow stronger. For example, a Vermine might grow to a Large Vermine, then a Giant Vermine, then a Dark Vermine as it progresses.&lt;br /&gt;
&lt;br /&gt;
Not all pets are the same size. Larger-than-average pets can be annoying (and even dangerous) to others if you bring your pet to group hunts.&lt;br /&gt;
&lt;br /&gt;
While any healer can obtain a pet, there is a strength minimum to activate a pet. Healers need around 450 ranks to pull a pet out of the stables.&lt;br /&gt;
&lt;br /&gt;
== How many pet ? ==&lt;br /&gt;
You can have any number of untrained pets.&lt;br /&gt;
They&#039;ll be waiting in stable, to be released (indoors) at Petra&#039;s command.&lt;br /&gt;
&lt;br /&gt;
Basically, healer can have up to two &#039;&#039;tamed&#039;&#039; pets:&lt;br /&gt;
# Your &amp;quot;primary&amp;quot; pet, which can be activated by speaking to Pete McGyver.&lt;br /&gt;
# Your &amp;quot;secondary&amp;quot; pet, which is managed by Petra. Speak to her in order to swap your primary and secondary pets.&lt;br /&gt;
(It seems you can have up to 5 secondaries pets, stay tuned for details)&lt;br /&gt;
&lt;br /&gt;
Should you like a trained pet, just buy more accommodation to host up to &#039;&#039;&#039;6&#039;&#039;&#039; pets.&lt;br /&gt;
You can release a tamed pet to make room for another one.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that if you attempt to obtain a third pet, it will automatically replace your secondary pet.&lt;br /&gt;
&lt;br /&gt;
==Earning experience==&lt;br /&gt;
When a creature dies that your pet has tagged, you will get credit and earn experience for the tag. This experience is based on your slaughter level (as opposed to your pet&#039;s slaughter level). Experience gained this way is shared as though you had tagged the creature yourself (per GM Slartibartfast).&lt;br /&gt;
&lt;br /&gt;
If your pet gets the killing blow on a creature, there will be two &amp;quot;kill&amp;quot; messages in your text log: one for your pet and one for you. Killing blows are the only way for your pet to gain experience. Your pet has a slaughter level independent from your own -- it&#039;s possible for your pet to Vanquish a monster that you Slaughter, yielding no experience for you.&lt;br /&gt;
&lt;br /&gt;
After earning enough experience, you&#039;ll receive a message in your chat log that your pet has grown stronger. After 20 messages or so, you&#039;ll receive a message that your pet has grown much stronger and needs to return to the stables. Simply your pet back to the stables and retrieve it again to unlock its new potency and possibly a new appearance.&lt;br /&gt;
&lt;br /&gt;
==Healing your pet==&lt;br /&gt;
Any healer can use a Moonstone to heal any other pet. You can burst heal your pet, but not other Healers&#039; pets. You can heal your own pet from a distance using the Caduceus/Asklepian with the &amp;lt;code&amp;gt;/use /pet&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
If your pet dies, you can chain or heal it. If left fallen, it will eventually depart back to the stables. Your pet will lose experience just like an exile would when departing.&lt;br /&gt;
&lt;br /&gt;
Pets require Horus to be raised just like exiles. You won&#039;t receive a &amp;quot;your pets wounds are too severe&amp;quot; type message in your text log but you should hear the &amp;quot;boop&amp;quot; sound that you get when trying heal an exile that&#039;s too fallen.&lt;br /&gt;
&lt;br /&gt;
==Controlling your pet==&lt;br /&gt;
You can issue verbal commands to change which &amp;quot;mode&amp;quot; your pet is in. You can /whisper to your pet if you want to be more private about it. Here are the default verbal commands:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Attack&lt;br /&gt;
|Your pet will be aggressive. It will behave a bit like an exile might -- swinging a few times, then running away to regain balance.&lt;br /&gt;
|-&lt;br /&gt;
|Come&lt;br /&gt;
|Your pet will follow you. If it incidentally bumps into other creatures, it will attack.&lt;br /&gt;
|-&lt;br /&gt;
|Stay&lt;br /&gt;
|Your pet will remain &amp;quot;parked&amp;quot; until given another command.&lt;br /&gt;
|-&lt;br /&gt;
|Go home&lt;br /&gt;
|Your pet will return to the stables. You&#039;ll have to speak to Pete McGyver again to activate it.&lt;br /&gt;
|-&lt;br /&gt;
|Obey&lt;br /&gt;
|Your pet will &amp;quot;follow your hand signals&amp;quot; i.e. your mouse cursor. See Destian&#039;s YouTube guide to Healer pets (linked below) to get an idea of how this works.&lt;br /&gt;
|-&lt;br /&gt;
|Play&lt;br /&gt;
|Your pet will &amp;quot;be themselves.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can customize the commands for your pet at the stables.&lt;br /&gt;
&lt;br /&gt;
==Questions / untested stuff==&lt;br /&gt;
*How does pet food work? Does it have a function?&lt;br /&gt;
*How long does your pet obey a given command?&lt;br /&gt;
*If you log off while your pet&#039;s fallen, does it lose experience?&lt;br /&gt;
*Can you radius heal your own pet?&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*Destian&#039;s YouTube guide to Healer pets: [http://youtu.be/I6ejD_9X1io Healer Pets]&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit#gid=0 Clan Lord Pets]&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2596</id>
		<title>Healer pets</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2596"/>
		<updated>2024-10-09T19:58:12Z</updated>

		<summary type="html">&lt;p&gt;Balangar: /* Acquiring a pet */ Petra&amp;#039;s words.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About==&lt;br /&gt;
Healer pets are a relatively new addition to Clan Lord, allowing Healers a fun new way to progress and fight. Healer pets can grow reasonably strong with time, though their strength is limited to their master&#039;s total ranks, and they&#039;ll always be significantly less powerful than a Fighter with comparable ranks. Healers can skin/pull teeth from creatures killed by their pet.&lt;br /&gt;
&lt;br /&gt;
GM warning: &amp;quot;I better not see anyone botting with their pet. Seriously. This is why we can&#039;t have nice things.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
SPOILER: A list of healer pets and their spawn location is compiled by Soul Hunter here: *&#039;&#039;https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit?usp=sharing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Acquiring a pet==&lt;br /&gt;
Find a fallen, named creature in the lands to obtain it. Once it&#039;s raised, it will magically arrive at the pet stables located in a small hut in the northern east farms.&lt;br /&gt;
&lt;br /&gt;
Talk to Petra to have the pet released.&lt;br /&gt;
&lt;br /&gt;
[[File:Petra.png]]&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;all&#039;&#039;&#039; pets have been released, you have to tame one. &lt;br /&gt;
Buy a token, walk near a pet and &#039;&#039;&#039;/use /tame &amp;quot;pet name&amp;quot;&#039;&#039;&#039; to tame that pet.&lt;br /&gt;
&lt;br /&gt;
There are many different types of pets that can be obtained. All pets have the exact same stats; different pets are purely cosmetic. Each pet type has multiple graphics that they progress through as they grow stronger. For example, a Vermine might grow to a Large Vermine, then a Giant Vermine, then a Dark Vermine as it progresses.&lt;br /&gt;
&lt;br /&gt;
Not all pets are the same size. Larger-than-average pets can be annoying (and even dangerous) to others if you bring your pet to group hunts.&lt;br /&gt;
&lt;br /&gt;
While any healer can obtain a pet, there is a strength minimum to activate a pet. Healers need around 450 ranks to pull a pet out of the stables.&lt;br /&gt;
&lt;br /&gt;
== How many pet ? ==&lt;br /&gt;
You can have any number of untrained pets.&lt;br /&gt;
They&#039;ll be waiting in stable, to be released (indoors) at Petra&#039;s command.&lt;br /&gt;
&lt;br /&gt;
Basically, healer can have up to two &#039;&#039;tamed&#039;&#039; pets:&lt;br /&gt;
# Your &amp;quot;primary&amp;quot; pet, which can be activated by speaking to Pete McGyver.&lt;br /&gt;
# Your &amp;quot;secondary&amp;quot; pet, which is managed by Petra. Speak to her in order to swap your primary and secondary pets.&lt;br /&gt;
(It seems you can have up to 5 secondaries pets, stay tuned for details)&lt;br /&gt;
&lt;br /&gt;
Should you like a trained pet, just buy more accommodation to host up to &#039;&#039;&#039;6&#039;&#039;&#039; pets.&lt;br /&gt;
You can release a tamed pet to make room for another one.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that if you attempt to obtain a third pet, it will automatically replace your secondary pet.&lt;br /&gt;
&lt;br /&gt;
==Earning experience==&lt;br /&gt;
When a creature dies that your pet has tagged, you will get credit and earn experience for the tag. This experience is based on your slaughter level (as opposed to your pet&#039;s slaughter level). Experience gained this way is shared as though you had tagged the creature yourself (per GM Slartibartfast).&lt;br /&gt;
&lt;br /&gt;
If your pet gets the killing blow on a creature, there will be two &amp;quot;kill&amp;quot; messages in your text log: one for your pet and one for you. Killing blows are the only way for your pet to gain experience. Your pet has a slaughter level independent from your own -- it&#039;s possible for your pet to Vanquish a monster that you Slaughter, yielding no experience for you.&lt;br /&gt;
&lt;br /&gt;
After earning enough experience, you&#039;ll receive a message in your chat log that your pet has grown stronger. After 20 messages or so, you&#039;ll receive a message that your pet has grown much stronger and needs to return to the stables. Simply your pet back to the stables and retrieve it again to unlock its new potency and possibly a new appearance.&lt;br /&gt;
&lt;br /&gt;
==Healing your pet==&lt;br /&gt;
Any healer can use a Moonstone to heal any other pet. You can burst heal your pet, but not other Healers&#039; pets. You can heal your own pet from a distance using the Caduceus/Asklepian with the &amp;lt;code&amp;gt;/use /pet&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
If your pet dies, you can chain or heal it. If left fallen, it will eventually depart back to the stables. Your pet will lose experience just like an exile would when departing.&lt;br /&gt;
&lt;br /&gt;
Pets require Horus to be raised just like exiles. You won&#039;t receive a &amp;quot;your pets wounds are too severe&amp;quot; type message in your text log but you should hear the &amp;quot;boop&amp;quot; sound that you get when trying heal an exile that&#039;s too fallen.&lt;br /&gt;
&lt;br /&gt;
==Controlling your pet==&lt;br /&gt;
You can issue verbal commands to change which &amp;quot;mode&amp;quot; your pet is in. You can /whisper to your pet if you want to be more private about it. Here are the default verbal commands:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Attack&lt;br /&gt;
|Your pet will be aggressive. It will behave a bit like an exile might -- swinging a few times, then running away to regain balance.&lt;br /&gt;
|-&lt;br /&gt;
|Come&lt;br /&gt;
|Your pet will follow you. If it incidentally bumps into other creatures, it will attack.&lt;br /&gt;
|-&lt;br /&gt;
|Stay&lt;br /&gt;
|Your pet will remain &amp;quot;parked&amp;quot; until given another command.&lt;br /&gt;
|-&lt;br /&gt;
|Go home&lt;br /&gt;
|Your pet will return to the stables. You&#039;ll have to speak to Pete McGyver again to activate it.&lt;br /&gt;
|-&lt;br /&gt;
|Obey&lt;br /&gt;
|Your pet will &amp;quot;follow your hand signals&amp;quot; i.e. your mouse cursor. See Destian&#039;s YouTube guide to Healer pets (linked below) to get an idea of how this works.&lt;br /&gt;
|-&lt;br /&gt;
|Play&lt;br /&gt;
|Your pet will &amp;quot;be themselves.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can customize the commands for your pet at the stables.&lt;br /&gt;
&lt;br /&gt;
==Questions / untested stuff==&lt;br /&gt;
*How does pet food work? Does it have a function?&lt;br /&gt;
*How long does your pet obey a given command?&lt;br /&gt;
*If you log off while your pet&#039;s fallen, does it lose experience?&lt;br /&gt;
*Can you radius heal your own pet?&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*Destian&#039;s YouTube guide to Healer pets: [http://youtu.be/I6ejD_9X1io Healer Pets]&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit#gid=0 Clan Lord Pets]&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=File:Petra.png&amp;diff=2595</id>
		<title>File:Petra.png</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=File:Petra.png&amp;diff=2595"/>
		<updated>2024-10-09T19:53:14Z</updated>

		<summary type="html">&lt;p&gt;Balangar: Petra dialog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Petra dialog&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=User:Balangar&amp;diff=2594</id>
		<title>User:Balangar</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=User:Balangar&amp;diff=2594"/>
		<updated>2024-10-08T20:16:26Z</updated>

		<summary type="html">&lt;p&gt;Balangar: my home page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am Balangar, a returnee, I play Clan Lord Long time ago.&lt;br /&gt;
&lt;br /&gt;
I try to improve CLUMP, regarding healer&#039;s pet.&lt;br /&gt;
&lt;br /&gt;
[[File:Balangar-Korancha.png]]&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=File:Balangar-Korancha.png&amp;diff=2593</id>
		<title>File:Balangar-Korancha.png</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=File:Balangar-Korancha.png&amp;diff=2593"/>
		<updated>2024-10-08T20:14:18Z</updated>

		<summary type="html">&lt;p&gt;Balangar: me and me pet under SW tower.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
me and me pet under SW tower.&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=User:Balangar&amp;diff=2592</id>
		<title>User:Balangar</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=User:Balangar&amp;diff=2592"/>
		<updated>2024-10-08T20:13:10Z</updated>

		<summary type="html">&lt;p&gt;Balangar: Created page with &amp;quot;I am Balangar, a returnee, I play Clan Lord Long time ago.  I try to improve CLUMP, regarding healer&amp;#039;s pet.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am Balangar, a returnee, I play Clan Lord Long time ago.&lt;br /&gt;
&lt;br /&gt;
I try to improve CLUMP, regarding healer&#039;s pet.&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2591</id>
		<title>Healer pets</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2591"/>
		<updated>2024-10-08T19:27:43Z</updated>

		<summary type="html">&lt;p&gt;Balangar: number of pet.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About==&lt;br /&gt;
Healer pets are a relatively new addition to Clan Lord, allowing Healers a fun new way to progress and fight. Healer pets can grow reasonably strong with time, though their strength is limited to their master&#039;s total ranks, and they&#039;ll always be significantly less powerful than a Fighter with comparable ranks. Healers can skin/pull teeth from creatures killed by their pet.&lt;br /&gt;
&lt;br /&gt;
GM warning: &amp;quot;I better not see anyone botting with their pet. Seriously. This is why we can&#039;t have nice things.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
SPOILER: A list of healer pets and their spawn location is compiled by Soul Hunter here: *&#039;&#039;https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit?usp=sharing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Acquiring a pet==&lt;br /&gt;
Find a fallen, named creature in the lands to obtain it. Once it&#039;s raised, it will magically arrive at the pet stables located in a small hut in the northern east farms.&lt;br /&gt;
&lt;br /&gt;
Buy a token, and &#039;&#039;&#039;/use /tame &amp;quot;pet name&amp;quot;&#039;&#039;&#039; to tame the pet.&lt;br /&gt;
&lt;br /&gt;
There are many different types of pets that can be obtained. All pets have the exact same stats; different pets are purely cosmetic. Each pet type has multiple graphics that they progress through as they grow stronger. For example, a Vermine might grow to a Large Vermine, then a Giant Vermine, then a Dark Vermine as it progresses.&lt;br /&gt;
&lt;br /&gt;
Not all pets are the same size. Larger-than-average pets can be annoying (and even dangerous) to others if you bring your pet to group hunts.&lt;br /&gt;
&lt;br /&gt;
While any healer can obtain a pet, there is a strength minimum to activate a pet. Healers need around 450 ranks to pull a pet out of the stables.&lt;br /&gt;
&lt;br /&gt;
== How many pet ? ==&lt;br /&gt;
You can have any number of untrained pets.&lt;br /&gt;
They&#039;ll be waiting in stable, to be released (indoors) at Petra&#039;s command.&lt;br /&gt;
&lt;br /&gt;
Basically, healer can have up to two &#039;&#039;tamed&#039;&#039; pets:&lt;br /&gt;
# Your &amp;quot;primary&amp;quot; pet, which can be activated by speaking to Pete McGyver.&lt;br /&gt;
# Your &amp;quot;secondary&amp;quot; pet, which is managed by Petra. Speak to her in order to swap your primary and secondary pets.&lt;br /&gt;
(It seems you can have up to 5 secondaries pets, stay tuned for details)&lt;br /&gt;
&lt;br /&gt;
Should you like a trained pet, just buy more accommodation to host up to &#039;&#039;&#039;6&#039;&#039;&#039; pets.&lt;br /&gt;
You can release a tamed pet to make room for another one.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that if you attempt to obtain a third pet, it will automatically replace your secondary pet.&lt;br /&gt;
&lt;br /&gt;
==Earning experience==&lt;br /&gt;
When a creature dies that your pet has tagged, you will get credit and earn experience for the tag. This experience is based on your slaughter level (as opposed to your pet&#039;s slaughter level). Experience gained this way is shared as though you had tagged the creature yourself (per GM Slartibartfast).&lt;br /&gt;
&lt;br /&gt;
If your pet gets the killing blow on a creature, there will be two &amp;quot;kill&amp;quot; messages in your text log: one for your pet and one for you. Killing blows are the only way for your pet to gain experience. Your pet has a slaughter level independent from your own -- it&#039;s possible for your pet to Vanquish a monster that you Slaughter, yielding no experience for you.&lt;br /&gt;
&lt;br /&gt;
After earning enough experience, you&#039;ll receive a message in your chat log that your pet has grown stronger. After 20 messages or so, you&#039;ll receive a message that your pet has grown much stronger and needs to return to the stables. Simply your pet back to the stables and retrieve it again to unlock its new potency and possibly a new appearance.&lt;br /&gt;
&lt;br /&gt;
==Healing your pet==&lt;br /&gt;
Any healer can use a Moonstone to heal any other pet. You can burst heal your pet, but not other Healers&#039; pets. You can heal your own pet from a distance using the Caduceus/Asklepian with the &amp;lt;code&amp;gt;/use /pet&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
If your pet dies, you can chain or heal it. If left fallen, it will eventually depart back to the stables. Your pet will lose experience just like an exile would when departing.&lt;br /&gt;
&lt;br /&gt;
Pets require Horus to be raised just like exiles. You won&#039;t receive a &amp;quot;your pets wounds are too severe&amp;quot; type message in your text log but you should hear the &amp;quot;boop&amp;quot; sound that you get when trying heal an exile that&#039;s too fallen.&lt;br /&gt;
&lt;br /&gt;
==Controlling your pet==&lt;br /&gt;
You can issue verbal commands to change which &amp;quot;mode&amp;quot; your pet is in. You can /whisper to your pet if you want to be more private about it. Here are the default verbal commands:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Attack&lt;br /&gt;
|Your pet will be aggressive. It will behave a bit like an exile might -- swinging a few times, then running away to regain balance.&lt;br /&gt;
|-&lt;br /&gt;
|Come&lt;br /&gt;
|Your pet will follow you. If it incidentally bumps into other creatures, it will attack.&lt;br /&gt;
|-&lt;br /&gt;
|Stay&lt;br /&gt;
|Your pet will remain &amp;quot;parked&amp;quot; until given another command.&lt;br /&gt;
|-&lt;br /&gt;
|Go home&lt;br /&gt;
|Your pet will return to the stables. You&#039;ll have to speak to Pete McGyver again to activate it.&lt;br /&gt;
|-&lt;br /&gt;
|Obey&lt;br /&gt;
|Your pet will &amp;quot;follow your hand signals&amp;quot; i.e. your mouse cursor. See Destian&#039;s YouTube guide to Healer pets (linked below) to get an idea of how this works.&lt;br /&gt;
|-&lt;br /&gt;
|Play&lt;br /&gt;
|Your pet will &amp;quot;be themselves.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can customize the commands for your pet at the stables.&lt;br /&gt;
&lt;br /&gt;
==Questions / untested stuff==&lt;br /&gt;
*How does pet food work? Does it have a function?&lt;br /&gt;
*How long does your pet obey a given command?&lt;br /&gt;
*If you log off while your pet&#039;s fallen, does it lose experience?&lt;br /&gt;
*Can you radius heal your own pet?&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*Destian&#039;s YouTube guide to Healer pets: [http://youtu.be/I6ejD_9X1io Healer Pets]&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit#gid=0 Clan Lord Pets]&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2589</id>
		<title>Healer pets</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Healer_pets&amp;diff=2589"/>
		<updated>2024-10-08T16:00:59Z</updated>

		<summary type="html">&lt;p&gt;Balangar: /* Acquiring a pet */ taming note.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About==&lt;br /&gt;
Healer pets are a relatively new addition to Clan Lord, allowing Healers a fun new way to progress and fight. Healer pets can grow reasonably strong with time, though their strength is limited to their master&#039;s total ranks, and they&#039;ll always be significantly less powerful than a Fighter with comparable ranks. Healers can skin/pull teeth from creatures killed by their pet.&lt;br /&gt;
&lt;br /&gt;
GM warning: &amp;quot;I better not see anyone botting with their pet. Seriously. This is why we can&#039;t have nice things.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
SPOILER: A list of healer pets and their spawn location is compiled by Soul Hunter here: *&#039;&#039;https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit?usp=sharing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Acquiring a pet==&lt;br /&gt;
Find a fallen, named creature in the lands to obtain it. Once it&#039;s raised, it will magically arrive at the pet stables located in a small hut in the northern east farms.&lt;br /&gt;
&lt;br /&gt;
Buy a token, and &#039;&#039;&#039;/use /tame &amp;quot;pet name&amp;quot;&#039;&#039;&#039; to tame the pet.&lt;br /&gt;
&lt;br /&gt;
There are many different types of pets that can be obtained. All pets have the exact same stats; different pets are purely cosmetic. Each pet type has multiple graphics that they progress through as they grow stronger. For example, a Vermine might grow to a Large Vermine, then a Giant Vermine, then a Dark Vermine as it progresses.&lt;br /&gt;
&lt;br /&gt;
Not all pets are the same size. Larger-than-average pets can be annoying (and even dangerous) to others if you bring your pet to group hunts.&lt;br /&gt;
&lt;br /&gt;
While any healer can obtain a pet, there is a strength minimum to activate a pet. Healers need around 450 ranks to pull a pet out of the stables.&lt;br /&gt;
&lt;br /&gt;
Every healer can have up to two pets:&lt;br /&gt;
*Your &amp;quot;primary&amp;quot; pet, which can be activated by speaking to Pete McGyver.&lt;br /&gt;
*Your &amp;quot;secondary&amp;quot; pet, which is managed by Petra. Speak to her in order to swap your primary and secondary pets.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that if you attempt to obtain a third pet, it will automatically replace your secondary pet.&lt;br /&gt;
&lt;br /&gt;
==Earning experience==&lt;br /&gt;
When a creature dies that your pet has tagged, you will get credit and earn experience for the tag. This experience is based on your slaughter level (as opposed to your pet&#039;s slaughter level). Experience gained this way is shared as though you had tagged the creature yourself (per GM Slartibartfast).&lt;br /&gt;
&lt;br /&gt;
If your pet gets the killing blow on a creature, there will be two &amp;quot;kill&amp;quot; messages in your text log: one for your pet and one for you. Killing blows are the only way for your pet to gain experience. Your pet has a slaughter level independent from your own -- it&#039;s possible for your pet to Vanquish a monster that you Slaughter, yielding no experience for you.&lt;br /&gt;
&lt;br /&gt;
After earning enough experience, you&#039;ll receive a message in your chat log that your pet has grown stronger. After 20 messages or so, you&#039;ll receive a message that your pet has grown much stronger and needs to return to the stables. Simply your pet back to the stables and retrieve it again to unlock its new potency and possibly a new appearance.&lt;br /&gt;
&lt;br /&gt;
==Healing your pet==&lt;br /&gt;
Any healer can use a Moonstone to heal any other pet. You can burst heal your pet, but not other Healers&#039; pets. You can heal your own pet from a distance using the Caduceus/Asklepian with the &amp;lt;code&amp;gt;/use /pet&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
If your pet dies, you can chain or heal it. If left fallen, it will eventually depart back to the stables. Your pet will lose experience just like an exile would when departing.&lt;br /&gt;
&lt;br /&gt;
Pets require Horus to be raised just like exiles. You won&#039;t receive a &amp;quot;your pets wounds are too severe&amp;quot; type message in your text log but you should hear the &amp;quot;boop&amp;quot; sound that you get when trying heal an exile that&#039;s too fallen.&lt;br /&gt;
&lt;br /&gt;
==Controlling your pet==&lt;br /&gt;
You can issue verbal commands to change which &amp;quot;mode&amp;quot; your pet is in. You can /whisper to your pet if you want to be more private about it. Here are the default verbal commands:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Attack&lt;br /&gt;
|Your pet will be aggressive. It will behave a bit like an exile might -- swinging a few times, then running away to regain balance.&lt;br /&gt;
|-&lt;br /&gt;
|Come&lt;br /&gt;
|Your pet will follow you. If it incidentally bumps into other creatures, it will attack.&lt;br /&gt;
|-&lt;br /&gt;
|Stay&lt;br /&gt;
|Your pet will remain &amp;quot;parked&amp;quot; until given another command.&lt;br /&gt;
|-&lt;br /&gt;
|Go home&lt;br /&gt;
|Your pet will return to the stables. You&#039;ll have to speak to Pete McGyver again to activate it.&lt;br /&gt;
|-&lt;br /&gt;
|Obey&lt;br /&gt;
|Your pet will &amp;quot;follow your hand signals&amp;quot; i.e. your mouse cursor. See Destian&#039;s YouTube guide to Healer pets (linked below) to get an idea of how this works.&lt;br /&gt;
|-&lt;br /&gt;
|Play&lt;br /&gt;
|Your pet will &amp;quot;be themselves.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can customize the commands for your pet at the stables.&lt;br /&gt;
&lt;br /&gt;
==Questions / untested stuff==&lt;br /&gt;
*How does pet food work? Does it have a function?&lt;br /&gt;
*How long does your pet obey a given command?&lt;br /&gt;
*If you log off while your pet&#039;s fallen, does it lose experience?&lt;br /&gt;
*Can you radius heal your own pet?&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*Destian&#039;s YouTube guide to Healer pets: [http://youtu.be/I6ejD_9X1io Healer Pets]&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1rw9W_1tuKzgxE9sOMrpYPOFUY7hzZH1Argk0KR2ni9Y/edit#gid=0 Clan Lord Pets]&lt;/div&gt;</summary>
		<author><name>Balangar</name></author>
	</entry>
</feed>