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	<updated>2026-11-07T07:43:53Z</updated>
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	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=499</id>
		<title>List of Pathfinding Paths</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=499"/>
		<updated>2013-06-11T12:27:43Z</updated>

		<summary type="html">&lt;p&gt;Talas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sorted by area - independent of required ranks==&lt;br /&gt;
&lt;br /&gt;
== Puddleby Island (main island) ==&lt;br /&gt;
&#039;&#039;&#039;Closest to town&#039;&#039;&#039;&lt;br /&gt;
* Paths from 1n, 1e and 1s fences to skip the farm snells when leaving or returning to town&lt;br /&gt;
* Some paths to connect farm snells through fences&lt;br /&gt;
* most expensive lib to tunnels (first capped Pathfinding trainer Diggin)&lt;br /&gt;
* Temple to tunnels&lt;br /&gt;
* various paths in the puddleby underground tunnels&lt;br /&gt;
* tree east of river to 1n of Noid cave&lt;br /&gt;
* hut in southern farms to tree at meadow&lt;br /&gt;
* well in eastern farms to [[Nexus|Nexus]]&lt;br /&gt;
* [[Nexus|Nexus]] connection to Estuary (1n of savannah entry)&lt;br /&gt;
* [[Nexus|Nexus]] to well at southern greymyr pass&lt;br /&gt;
* dark chamber in Undine Hut to entry of Ash Undine Mines (??)&lt;br /&gt;
* Scout to 1 south of dragon&lt;br /&gt;
* Big trees in South Forest (yada &amp;amp; mirror column)&lt;br /&gt;
* new bear cave entry and snell-cut inside&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the North&#039;&#039;&#039;&lt;br /&gt;
* 2 entries to Jannars Grove (north and west)&lt;br /&gt;
* East Forest to Baby Drake Cave Snell&lt;br /&gt;
* Path from Forest Chameleopods to Northern Beach (1 way)&lt;br /&gt;
* Path from Fringe to Northern Beach&lt;br /&gt;
* Path from New Bear Cave to Herpetad caves&lt;br /&gt;
* Many paths through the trees that connect Northwest Forest, Muddy North Forest, Grassy North Forest and Fringe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the South&#039;&#039;&#039;&lt;br /&gt;
* Marsh Hermit&#039;s hut to east forest&lt;br /&gt;
* Valley entrance (1 way)&lt;br /&gt;
* Path from the Maha Den in the Savannah (after exiting the Valley) into Trool Caves&lt;br /&gt;
* Snell with exit-valley-trillbane-path-cave (above) to Brambles Shroom snell (Valley entrance snell)&lt;br /&gt;
* Entrance from Ocean south of the Island leading into the &amp;quot;Southern River Delta&amp;quot; in the deap estuary at 50c boats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the East&#039;&#039;&#039;&lt;br /&gt;
* north of noid cave to Midpass&lt;br /&gt;
* 1w of rocky caverns (rc) to north pass&lt;br /&gt;
* South Pass in a tree to (somewhere in east forest)???&lt;br /&gt;
* ~10 paths inside the greymyr passes to connect the area (sometimes oneway back from a non-pf spot)&lt;br /&gt;
* Path from Marsh to Savannah&lt;br /&gt;
* Path from DTN1 to DTN2&lt;br /&gt;
* Path inside DTN2 &lt;br /&gt;
* 2 Paths in the Lilly Pond to jump over rocks and through the trees&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pathes further away (but still on main island)&#039;&#039;&#039;&lt;br /&gt;
* Spider Cave near Camp Dread to Camp Dread (entry is non PF?)&lt;br /&gt;
* Spider Cave near Camp Dread to Foothills&lt;br /&gt;
* Spider Cave near Camp Dread Pitch Cave 1&lt;br /&gt;
* Wisher&#039;s Gate to Hatred&#039;s Hollow&lt;br /&gt;
* Path from Camp Dred (CD) portal snell west to the other side of the Foothills (FH) &lt;br /&gt;
* Some pathes connecting the Foothills snells&lt;br /&gt;
* Camp Dread to Redwood Glade&lt;br /&gt;
* Dread Wood (4) over a tree in front of book 3 cave&lt;br /&gt;
* Path to a semi-save area in Estuary (2 bridges snell)&lt;br /&gt;
* Path through trees at Undermarsh Entry snell in Estuary&lt;br /&gt;
* Path through trees 1s of Undermarsh Entry snell and 1w of vine bridge&lt;br /&gt;
* Jump over a small river in the Middle Estuary to access deepest Estuary&lt;br /&gt;
* Some pathes inside the Orga Stronghold&lt;br /&gt;
* Not really a path but pathfinders see identifying footsteps in the Orga Outback that helps navigate&lt;br /&gt;
* Some paths from Orga Village that connect to other Orga areas&lt;br /&gt;
* Path from second Estuary Mountain Bear Cave to ~5th snell&lt;br /&gt;
* Oneway path from Estuary Mountain Bear Boss Chamber that leads next to the above mentioned snell and path (quick exit route)&lt;br /&gt;
* Oneway exit path from Bison Plains to 1e of Estuary Mountains entry snell&lt;br /&gt;
&lt;br /&gt;
== Ash Island (Ash) ==&lt;br /&gt;
* Entry to Ash Barrens from east of the temple accessed from south ash&lt;br /&gt;
* various paths in Ash forest &lt;br /&gt;
* many Paths that lead into the houses of Ash City&lt;br /&gt;
* some Paths on the way to Ash Undine Mines that shorten the way&lt;br /&gt;
&lt;br /&gt;
== Melabrions Island (aka monkey island, aka MI) ==&lt;br /&gt;
* 5 Paths inside Melabrions Dungeon into and inside the deeper Tok&#039;Han area&lt;br /&gt;
&lt;br /&gt;
== Gungla Island (aka GI) ==&lt;br /&gt;
* A path from southern entry towards the viallage boat exit&lt;br /&gt;
* Paths at the GI Nexus cave&lt;br /&gt;
* Path from GI area to MI (1 way)&lt;br /&gt;
* some paths inside the Land of Sarra (if i read the map correctly)&lt;br /&gt;
&lt;br /&gt;
== Kizmia&#039;s Island (aka KI) ==&lt;br /&gt;
* at least 1 or 2 paths in nothern KI area (when exiting KI interior)&lt;br /&gt;
* Entry to southern KI via boat (1 way!)&lt;br /&gt;
* Entry from Fat Alice hut (outside) to inner KI&lt;br /&gt;
* Entry from Fat Alice hut (inside) to inner KI&lt;br /&gt;
* Entry to inner KI from KI cove-side (snowy snell)&lt;br /&gt;
&lt;br /&gt;
== Centaurs Island (aka CI) ==&lt;br /&gt;
&lt;br /&gt;
== Devils Island (aka DI) ==&lt;br /&gt;
* About 9 paths (1 and 2 way) in and to the Voolcon Enclosure&lt;br /&gt;
* Some Paths in McBollies maze&lt;br /&gt;
* 2 river hops&lt;br /&gt;
&lt;br /&gt;
== Tenebrions Island (aka TI) ==&lt;br /&gt;
&lt;br /&gt;
== Dal&#039;Noth Islands (aka Noths) ==&lt;br /&gt;
* Paths to connect Southwest and South beach&lt;br /&gt;
* Paths to gain access to Dal&#039;Noths underground&lt;br /&gt;
* Various (about 20 mostly open for all from one side and PF back) pathes inside the underground area to go deeper or to cut snells&lt;br /&gt;
&lt;br /&gt;
== Metzetli Island (aka Metz) ==&lt;br /&gt;
* Path to a semi-save area that leads into Deathroots snell&lt;br /&gt;
* Path inside the Deathroot snell&lt;br /&gt;
* Path to skip some shallow metz towards Gloaming Wendecka area&lt;br /&gt;
* Path in rainforest into Yorilla Village&lt;br /&gt;
* various other Pathes through trees inside Rainforest to cut snells&lt;br /&gt;
* About 7 Paths inside Gloaming Wendecka area to slip through rocky passages&lt;br /&gt;
* 2 Paths inside Twilight Passes to slip through rocky passages&lt;br /&gt;
* Path inside Basalt Temple&lt;br /&gt;
&lt;br /&gt;
== Other, strange Places (cloud, ethereal plane etc)==&lt;br /&gt;
* 4 paths on cloud to jump over the river and to cut some snells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hunting areas that are only accessable with Pathfinding==&lt;br /&gt;
* Jannar&#039;s Grove (Jannar&#039;s)&lt;br /&gt;
* Sasquatch Valley (The Valley)&lt;br /&gt;
* Northwest Forest (NWF)&lt;br /&gt;
* Kismia&#039;s Island interior (KI)&lt;br /&gt;
* deep Estuary (past jungle vine bridge)&lt;br /&gt;
* New Bear Cave &#039;&#039;(Note: NBC is accessible via Northwest Forest)&#039;&#039;&lt;br /&gt;
* deeper Tok&#039;Han area in Melabrions Dungeon&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=439</id>
		<title>Hunting challenges</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=439"/>
		<updated>2012-03-05T10:03:22Z</updated>

		<summary type="html">&lt;p&gt;Talas: /* 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;
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;
located in western puddleby (confirm please?)&lt;br /&gt;
&lt;br /&gt;
You have to kill X rats in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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 32(?) Large Sand Wurms 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 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 X Andvari in X 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>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=438</id>
		<title>Hunting challenges</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=438"/>
		<updated>2012-03-05T09:58:41Z</updated>

		<summary type="html">&lt;p&gt;Talas: &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;
located in western puddleby (confirm please?)&lt;br /&gt;
&lt;br /&gt;
You have to kill X rats in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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 32(?) Large Sand Wurms 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 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 X Andvari 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 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;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=431</id>
		<title>Hunting challenges</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=431"/>
		<updated>2012-01-04T01:15:06Z</updated>

		<summary type="html">&lt;p&gt;Talas: /* 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;
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;
located in western puddleby (confirm please?)&lt;br /&gt;
&lt;br /&gt;
You have to kill X rats in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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 32(?) Large Sand Wurms 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 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 X Andvari 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 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: x coins and experience&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=428</id>
		<title>Hunting challenges</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=428"/>
		<updated>2012-01-01T22:28:40Z</updated>

		<summary type="html">&lt;p&gt;Talas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
located in western puddleby (confirm please?)&lt;br /&gt;
&lt;br /&gt;
You have to kill X rats in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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;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 32(?) Large Sand Wurms 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 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 X Andvari 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 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: x coins and experience&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=427</id>
		<title>Hunting challenges</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=427"/>
		<updated>2012-01-01T22:16:02Z</updated>

		<summary type="html">&lt;p&gt;Talas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
located in western puddleby (confirm please?)&lt;br /&gt;
&lt;br /&gt;
You have to kill X rats in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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;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: X 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 32(?) Large Sand Wurms 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 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 X Andvari 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 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: x coins and experience&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=425</id>
		<title>Hunting challenges</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=425"/>
		<updated>2011-11-27T23:17:53Z</updated>

		<summary type="html">&lt;p&gt;Talas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
located in western puddleby (confirm please?)&lt;br /&gt;
&lt;br /&gt;
You have to kill X rats in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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;
You have to kill X large vermine in X minutes&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;
You have to kill X ferals in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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 32(?) Large Sand Wurms 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 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 X Andvari 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 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: x coins and experience&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=424</id>
		<title>List of Pathfinding Paths</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=424"/>
		<updated>2011-11-25T10:32:50Z</updated>

		<summary type="html">&lt;p&gt;Talas: /* Puddleby Island (main island) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sorted by area - independent of required ranks==&lt;br /&gt;
&lt;br /&gt;
== Puddleby Island (main island) ==&lt;br /&gt;
&#039;&#039;&#039;Closest to town&#039;&#039;&#039;&lt;br /&gt;
* Paths from 1n, 1e and 1s fences to skip the farm snells when leaving or returning to town&lt;br /&gt;
* Some paths to connect farm snells through fences&lt;br /&gt;
* most expensive lib to tunnels (first capped Pathfinding trainer Diggin)&lt;br /&gt;
* Temple to tunnels&lt;br /&gt;
* various paths in the puddleby underground tunnels&lt;br /&gt;
* tree east of river to 1n of Noid cave&lt;br /&gt;
* hut in southern farms to tree at meadow&lt;br /&gt;
* well in eastern farms to [[Nexus|Nexus]]&lt;br /&gt;
* [[Nexus|Nexus]] connection to Estuary (1n of savannah entry)&lt;br /&gt;
* [[Nexus|Nexus]] to well at southern greymyr pass&lt;br /&gt;
* dark chamber in Undine Hut to entry of Ash Undine Mines (??)&lt;br /&gt;
* Scout to 1 south of dragon&lt;br /&gt;
* Big trees in South Forest (yada &amp;amp; mirror column)&lt;br /&gt;
* new bear cave entry and snell-cut inside&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the North&#039;&#039;&#039;&lt;br /&gt;
* 2 entries to Jannars Grove (north and west)&lt;br /&gt;
* East Forest to Baby Drake Cave Snell&lt;br /&gt;
* Path from Forest Chameleopods to Northern Beach (1 way)&lt;br /&gt;
* Path from Fringe to Northern Beach&lt;br /&gt;
* Path from New Bear Cave to Herpetad caves&lt;br /&gt;
* Many paths through the trees that connect Northwest Forest, Muddy North Forest, Grassy North Forest and Fringe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the South&#039;&#039;&#039;&lt;br /&gt;
* Marsh Hermit&#039;s hut to east forest&lt;br /&gt;
* Valley entrance (1 way)&lt;br /&gt;
* Path from the Maha Den in the Savannah (after exiting the Valley) into Trool Caves&lt;br /&gt;
* Snell with exit-valley-trillbane-path-cave (above) to Brambles Shroom snell (Valley entrance snell)&lt;br /&gt;
* Entrance from Ocean south of the Island leading into the &amp;quot;Southern River Delta&amp;quot; in the deap estuary at 50c boats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the East&#039;&#039;&#039;&lt;br /&gt;
* north of noid cave to Midpass&lt;br /&gt;
* 1w of rocky caverns (rc) to north pass&lt;br /&gt;
* South Pass in a tree to (somewhere in east forest)???&lt;br /&gt;
* ~10 paths inside the greymyr passes to connect the area (sometimes oneway back from a non-pf spot)&lt;br /&gt;
* Path from Marsh to Savannah&lt;br /&gt;
* Path from DTN1 to DTN2&lt;br /&gt;
* Path inside DTN2 &lt;br /&gt;
* 2 Paths in the Lilly Pond to jump over rocks and through the trees&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pathes further away (but still on main island)&#039;&#039;&#039;&lt;br /&gt;
* Spider Cave near Camp Dread to Camp Dread (entry is non PF?)&lt;br /&gt;
* Spider Cave near Camp Dread to Foothills&lt;br /&gt;
* Spider Cave near Camp Dread Pitch Cave 1&lt;br /&gt;
* Wisher&#039;s Gate to Hatred&#039;s Hollow&lt;br /&gt;
* Path from Camp Dred (CD) portal snell west to the other side of the Foothills (FH) &lt;br /&gt;
* Some pathes connecting the Foothills snells&lt;br /&gt;
* Camp Dread to Redwood Glade&lt;br /&gt;
* Dread Wood (4) over a tree in front of book 3 cave&lt;br /&gt;
* Path to a semi-save area in Estuary (2 bridges snell)&lt;br /&gt;
* Path through trees at Undermarsh Entry snell in Estuary&lt;br /&gt;
* Path through trees 1s of Undermarsh Entry snell and 1w of vine bridge&lt;br /&gt;
* Jump over a small river in the Middle Estuary to access deepest Estuary&lt;br /&gt;
* Some pathes inside the Orga Stronghold&lt;br /&gt;
* Not really a path but pathfinders see identifying footsteps in the Orga Outback that helps navigate&lt;br /&gt;
* Some paths from Orga Village that connect to other Orga areas&lt;br /&gt;
&lt;br /&gt;
== Ash Island (Ash) ==&lt;br /&gt;
* Entry to Ash Barrens from east of the temple accessed from south ash&lt;br /&gt;
* various paths in Ash forest &lt;br /&gt;
* many Paths that lead into the houses of Ash City&lt;br /&gt;
* some Paths on the way to Ash Undine Mines that shorten the way&lt;br /&gt;
&lt;br /&gt;
== Melabrions Island (aka monkey island, aka MI) ==&lt;br /&gt;
* 5 Paths inside Melabrions Dungeon into and inside the deeper Tok&#039;Han area&lt;br /&gt;
&lt;br /&gt;
== Gungla Island (aka GI) ==&lt;br /&gt;
* A path from southern entry towards the viallage boat exit&lt;br /&gt;
* Paths at the GI Nexus cave&lt;br /&gt;
* Path from GI area to MI (1 way)&lt;br /&gt;
* some paths inside the Land of Sarra (if i read the map correctly)&lt;br /&gt;
&lt;br /&gt;
== Kizmia&#039;s Island (aka KI) ==&lt;br /&gt;
* at least 1 or 2 paths in nothern KI area (when exiting KI interior)&lt;br /&gt;
* Entry to southern KI via boat (1 way!)&lt;br /&gt;
* Entry from Fat Alice hut (outside) to inner KI&lt;br /&gt;
* Entry from Fat Alice hut (inside) to inner KI&lt;br /&gt;
* Entry to inner KI from KI cove-side (snowy snell)&lt;br /&gt;
&lt;br /&gt;
== Centaurs Island (aka CI) ==&lt;br /&gt;
&lt;br /&gt;
== Devils Island (aka DI) ==&lt;br /&gt;
* About 9 paths (1 and 2 way) in and to the Voolcon Enclosure&lt;br /&gt;
* Some Paths in McBollies maze&lt;br /&gt;
* 2 river hops&lt;br /&gt;
&lt;br /&gt;
== Tenebrions Island (aka TI) ==&lt;br /&gt;
&lt;br /&gt;
== Dal&#039;Noth Islands (aka Noths) ==&lt;br /&gt;
* Paths to connect Southwest and South beach&lt;br /&gt;
* Paths to gain access to Dal&#039;Noths underground&lt;br /&gt;
* Various (about 20 mostly open for all from one side and PF back) pathes inside the underground area to go deeper or to cut snells&lt;br /&gt;
&lt;br /&gt;
== Metzetli Island (aka Metz) ==&lt;br /&gt;
* Path to a semi-save area that leads into Deathroots snell&lt;br /&gt;
* Path inside the Deathroot snell&lt;br /&gt;
* Path to skip some shallow metz towards Gloaming Wendecka area&lt;br /&gt;
* Path in rainforest into Yorilla Village&lt;br /&gt;
* various other Pathes through trees inside Rainforest to cut snells&lt;br /&gt;
* About 7 Paths inside Gloaming Wendecka area to slip through rocky passages&lt;br /&gt;
* 2 Paths inside Twilight Passes to slip through rocky passages&lt;br /&gt;
* Path inside Basalt Temple&lt;br /&gt;
&lt;br /&gt;
== Other, strange Places (cloud, ethereal plane etc)==&lt;br /&gt;
* 4 paths on cloud to jump over the river and to cut some snells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hunting areas that are only accessable with Pathfinding==&lt;br /&gt;
* Jannar&#039;s Grove (Jannar&#039;s)&lt;br /&gt;
* Sasquatch Valley (The Valley)&lt;br /&gt;
* Northwest Forest (NWF)&lt;br /&gt;
* Kismia&#039;s Island interior (KI)&lt;br /&gt;
* deep Estuary (past jungle vine bridge)&lt;br /&gt;
* New Bear Cave &#039;&#039;(Note: NBC is accessible via Northwest Forest)&#039;&#039;&lt;br /&gt;
* deeper Tok&#039;Han area in Melabrions Dungeon&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=423</id>
		<title>Hunting challenges</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=423"/>
		<updated>2011-11-23T00:27:32Z</updated>

		<summary type="html">&lt;p&gt;Talas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
located in western puddleby (confirm please?)&lt;br /&gt;
&lt;br /&gt;
You have to kill X rats in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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;
You have to kill X large vermine in X minutes&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;
You have to kill X ferals in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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 32(?) Large Sand Wurms 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 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 X Andvari 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 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; (to be doublechecked?)&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=420</id>
		<title>Hunting challenges</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=420"/>
		<updated>2011-10-03T23:34:12Z</updated>

		<summary type="html">&lt;p&gt;Talas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
located in western puddleby (confirm please?)&lt;br /&gt;
&lt;br /&gt;
You have to kill X rats in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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;
You have to kill X large vermine in X minutes&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;
You have to kill X ferals in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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: X 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 32(?) Large Sand Wurms 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 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 X Andvari 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 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; (to be doublechecked?)&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=419</id>
		<title>Hunting challenges</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=419"/>
		<updated>2011-10-03T21:53:52Z</updated>

		<summary type="html">&lt;p&gt;Talas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
located in western puddleby (confirm please?)&lt;br /&gt;
&lt;br /&gt;
You have to kill X rats in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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;
You have to kill X large vermine in X minutes&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;
You have to kill X ferals in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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: X 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 32(?) Large Sand Wurms 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 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 X Andvari 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 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;
You have to kill X Haremau Kitten in X minutes&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;
You have to kill X Harvest Lyfelidae in X minutes&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;
You have to kill X Cold Lyfelidae in X minutes&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; (to be doublechecked?)&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=418</id>
		<title>Hunting challenges</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=418"/>
		<updated>2011-10-03T20:48:11Z</updated>

		<summary type="html">&lt;p&gt;Talas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
located in western puddleby (confirm please?)&lt;br /&gt;
&lt;br /&gt;
You have to kill X rats in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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;
You have to kill X large vermine in X minutes&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;
You have to kill X ferals in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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: X 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 at north of the hospital (confirm please?)&lt;br /&gt;
&lt;br /&gt;
You have to kill X Giant Crawlers in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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 32(?) Large Sand Wurms 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 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 X Andvari 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 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;
You have to kill X Haremau Kitten in X minutes&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;
You have to kill X Harvest Lyfelidae in X minutes&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;
You have to kill X Cold Lyfelidae in X minutes&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; (to be doublechecked?)&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=416</id>
		<title>Hunting challenges</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=416"/>
		<updated>2011-10-01T02:03:40Z</updated>

		<summary type="html">&lt;p&gt;Talas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
located in western puddleby (confirm please?)&lt;br /&gt;
&lt;br /&gt;
You have to kill X rats in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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;
You have to kill X large vermine in X minutes&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;
You have to kill X ferals in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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: X 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 hut south of puddleby boats (confirm please?)&lt;br /&gt;
&lt;br /&gt;
You have to kill X Giant Crawlers in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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 at north of the hospital (confirm please?)&lt;br /&gt;
&lt;br /&gt;
You have to kill X Giant Crawlers in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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 32(?) Large Sand Wurms 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 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 X Andvari 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 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;
You have to kill X Haremau Kitten in X minutes&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;
You have to kill X Harvest Lyfelidae in X minutes&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;
You have to kill X Cold Lyfelidae in X minutes&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; (to be doublechecked?)&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=415</id>
		<title>Hunting challenges</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=415"/>
		<updated>2011-09-22T13:38:05Z</updated>

		<summary type="html">&lt;p&gt;Talas: line breaks didn&amp;#039;t work -.-&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
located in western puddleby (confirm please?)&lt;br /&gt;
&lt;br /&gt;
You have to kill X rats in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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;
You have to kill X large vermine in X minutes&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;
You have to kill X ferals in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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;
You have to kill X Night Wendeckas in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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 hut south of puddleby boats (confirm please?)&lt;br /&gt;
&lt;br /&gt;
You have to kill X Giant Crawlers in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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 at north of the hospital (confirm please?)&lt;br /&gt;
&lt;br /&gt;
You have to kill X Giant Crawlers in X minutes&lt;br /&gt;
&lt;br /&gt;
Reward: X 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 32(?) Large Sand Wurms 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 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 X Andvari 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 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;
You have to kill X Haremau Kitten in X minutes&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;
You have to kill X Harvest Lyfelidae in X minutes&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;
You have to kill X Cold Lyfelidae in X minutes&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; (to be doublechecked?)&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Rangers&amp;diff=414</id>
		<title>Rangers</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Rangers&amp;diff=414"/>
		<updated>2011-09-22T13:34:55Z</updated>

		<summary type="html">&lt;p&gt;Talas: /* Learning about the earth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Become a Ranger==&lt;br /&gt;
Rangers are a subclass of Fighters. To become a Ranger you must complete the following steps in order:&lt;br /&gt;
&lt;br /&gt;
# Become a third circle Fighter&lt;br /&gt;
# Qualify for the Gossamer blade&lt;br /&gt;
# Become proficient with the Gossamer and learn about the earth&lt;br /&gt;
# Join the Ranger subclass&lt;br /&gt;
&lt;br /&gt;
=====Qualifying for the Gossamer=====&lt;br /&gt;
In order to qualify for the Gossamer, you must practice getting the killing stroke on monsters. Any area where you can kill monsters in one blow will work well for this. Assuming everything is going correctly, you will occasionally see the following message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;• You experiment with a new fighting style.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Qualifying for any subclass weapon can take quite a while. When you actually qualify for a subclass weapon, you will receive this message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;• You discover an important combat technique.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming you qualified for the Gossamer (and not one of the other subclass weapons), you will be able to purchase one from Smythus for 5,000 coins and move to the next step toward becoming a Ranger.&lt;br /&gt;
&lt;br /&gt;
Smythus offers both the Fell Blade and the Gossamer. Make sure to but the right wepaon. Smythus&#039; message when he offers it to you is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;I hear from others that you slay many of your opponents with a single strike.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Becoming proficient with the Gossamer=====&lt;br /&gt;
Once you have qualified for and purchased a Gossamer, you can begin training by using the &amp;lt;tt&amp;gt;/use /practice&amp;lt;/tt&amp;gt; command. You will gain ranks in it whether you have it equipped or not. See a Ranger for the exact amount of Gossamer training that is needed.&lt;br /&gt;
&lt;br /&gt;
=====Learning about the earth=====&lt;br /&gt;
This is typically the most arduous, time-consuming step. Below are most of the ways to learn about the earth, accompanied by examples of their respective progress messages.&lt;br /&gt;
&lt;br /&gt;
* Having the killing stroke on a monster. &amp;lt;tt&amp;gt;(• Your blade flashes like a shooting star.)&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Traveling with other exiles. &amp;lt;tt&amp;gt;(• You learn from your traveling companions.)&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Wandering around the world. &amp;lt;tt&amp;gt;(• You learn from travelling across the land.)&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Recovering the furs of beasts. &amp;lt;tt&amp;gt;(• Your knowledge grows from working with the Island Panther.)&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Recovering the blood of creatures. &amp;lt;tt&amp;gt;(• You learn from working with the blood of the T&#039;rool.)&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Receiving boosts from Mystics. &amp;lt;tt&amp;gt;(• You learn from the wisdom of your companions.)&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All of the above methods provide a tiny amount of knowledge and can take several months to qualify for the Ranger subclass. In general, the best (and most boring) method is killing junk to maximize how quickly you can rack up killing blows. &#039;&#039;&#039;Note&#039;&#039;&#039;: The frequency with which one can earn &amp;quot;blade flashing&amp;quot; progress messages appears to be tied to Gossamer training. With 0 ranks, it may not be possible to get them at all.&lt;br /&gt;
&lt;br /&gt;
You can also learn about the earth by completing hunting challenges. This method provides a &#039;&#039;huge&#039;&#039; amount of knowledge. If you&#039;re lucky and haven&#039;t yet completed any of them, you can make quite a bit of progress by knocking them all out. So the final (and fastest albeit temporary) way to gain knowledge about the about the earth:&lt;br /&gt;
&lt;br /&gt;
* Completing [[hunting challenges]]. &amp;lt;tt&amp;gt;(• You gain understanding from hunting Ferals.)&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your progress toward learning about the earth can only be checked by consulting Rangers. If you ask politely, they should be able to tell you how close you are to becoming a Ranger. Here are the progress messages:&lt;br /&gt;
&lt;br /&gt;
* (Player) has barely begun to learn about the earth. (8 messages to go.)&lt;br /&gt;
* (Player) has begun to learn about the earth. (7 messages to go.)&lt;br /&gt;
* (Player) still has much to learn about the earth. (6 messages to go.)&lt;br /&gt;
* (Player) is making progress towards becoming a Ranger. (5 messages to go.)&lt;br /&gt;
* (Player) is making good progress towards becoming a Ranger. (4 messages to go.)&lt;br /&gt;
* (Player) is making excellent progress towards becoming a Ranger. (3 messages to go.)&lt;br /&gt;
* (Player) is knowledgeable about the earth. (2 messages to go.)&lt;br /&gt;
* (Player) is very knowledgeable about the earth. (1 message to go.)&lt;br /&gt;
* (Player) is nearly ready to become a Ranger. (Done learning about the earth.)&lt;br /&gt;
&lt;br /&gt;
=====Joining the Ranger subclass=====&lt;br /&gt;
If you are a third circle (or higher) Fighter, have learned enough about the earth and acquired enough Gossamer training, you are able to become a Ranger. At this point, the scout in the South Forest will share the password to the secret Ranger training area with you. Another Ranger should be able to guide you there.&lt;br /&gt;
&lt;br /&gt;
==Ranger Studies==&lt;br /&gt;
To fully utilize their Gossamer training, Rangers must study creatures. Almost every creature in the islands can be studied with very few exceptions. In order to study a creature, you must initiate your study with the Gossamer&#039;s &amp;lt;tt&amp;gt;/use /study&amp;lt;/tt&amp;gt; command, followed by striking the creature you wish to study. You should receive the following message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;• You begin studying the movements of the &amp;lt;creature name&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In order to make progress on your study, you must strike the killing blow with your Gossamer, commonly referred to as a &amp;quot;lastie.&amp;quot; For this reason, Rangers often try not to hunt with other Rangers that are actively studying the same creature.&lt;br /&gt;
&lt;br /&gt;
Note: Study initiation and progression requires the use of your Gossamer. No other weapons will work.&lt;br /&gt;
&lt;br /&gt;
=====Movements=====&lt;br /&gt;
Learning a creature&#039;s movements are the first level of Ranger studies. Once learned, you will receive a substantial Atkus and Darkus bonus against studied creatures. Twelve killing blows are required to learn movements, after which the following message will be displayed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;• You learn to fight the &amp;lt;creature name&amp;gt; more effectively.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It can be helpful to enlist the help of a Mystic to provide Akea boosts when trying to learn the movements of creatures that cannot normally be hit with your Atkus training.&lt;br /&gt;
&lt;br /&gt;
=====Befriend and Morph=====&lt;br /&gt;
Learning to befriend a creature is the second level of studies. Unlike the first step, this one is considered a major challenge, as it requires a relatively huge amount of &amp;quot;lasties&amp;quot;. It&#039;s estimated to be around 1,000 kills to learn the ways of the specific creature (reports show that it varies from 800-1200).&lt;br /&gt;
Needless to say, this operation requires a lot of time, during which you will progressively get messages about your current studies, which will update and tell you, how close you are to complete them. The closer you are, the more frequent the messages will appear.&lt;br /&gt;
&lt;br /&gt;
The ranger community has created, over time, a list of these updates, including the exact amount of &amp;quot;lasties&amp;quot; left corresponding to the right message.&lt;br /&gt;
&lt;br /&gt;
Moreover, a ranger will have to invest a considerable amount of ranks in this operation, including training with Duvin, Splash and Respin. Every monster is quite unique, so choosing the right monster to befriend can sometimes be quite difficult.&lt;br /&gt;
To begin studying the ways of a certain creature, just use again the command /use /study. If you have already learned the movements, you will automatically start the next level - creature befriend.&lt;br /&gt;
You cannot begin studying a befriend until you first have learned a creature&#039;s movements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once done studying the ways of a monster, you will be able to befriend it (/useitem beltofthewild /befriend (creature name)), which will basically turn the closest example of that specific creature, into a friendly ally, fighting on your side against all hostiles.&lt;br /&gt;
Note: You can only befriend a monster if you can actually see it; it&#039;s not enough to know it&#039;s somewhere in the same snell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Befriending monsters can be used on the battlefield as a very valuable resource, especially during escapes or quick exits, but also while normally fighting a large amount of hostiles.&lt;br /&gt;
A downside of this action is that it takes up a huge amount of energy to perform it, varying, depending on the monster&#039;s level (ie a strong monster requires a lot more energy to befriend, than a weaker one).&lt;br /&gt;
&lt;br /&gt;
Note: You may befriend as many monsters as you like, as long as you have enough energy reserves to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How to move &amp;quot;it&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
Your &amp;quot;friend&amp;quot; will always try stick to you, circling around, protecting it&#039;s master, but a ranger may also choose to directly control the beast with the command: /useitem beltofthewild /control.&lt;br /&gt;
&lt;br /&gt;
Note: The controlled monster will follow your cursor&#039;s movement, so watch out where you point it, as you still have control over your own character, and he/she will move along too!&lt;br /&gt;
Re-use the same command to toggle this ability off.&lt;br /&gt;
&lt;br /&gt;
Should you no longer want to keep your &amp;quot;friend&amp;quot;, you may simply release it back into the wild: /useitem beltofthewild /release&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Studying the ways of a monster is the second step, required to begin learning how to shapeshift into one (also commonly referred as &amp;quot;morphing&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Morphing is the final level of studies. It involves killing another 1.000 monsters of the same kind, learning everything there is to know about it. When done with your training, you will have killed so many creatures, that you can even assume the shape of one, with all its stats - strengths and weaknesses, by using the command: /useitem beltofthewild /shape (creature name)&lt;br /&gt;
Note: Recent tests and studies about morphs showed that a ranger may only assume the maximum amount of a monsters&#039;s ranks/stats equal to 1.8x his own ones.&lt;br /&gt;
Means if you have 100 atkus, and the monster has a natural atkus of 200, when morphed you will only receive an 80 atkus bonus, for a total of 180. This applies to all other stats too, except Troilus; his cap is at 6x.&lt;br /&gt;
This last technique is especially useful in combat, as you can gain temporarily abilities you normally don&#039;t possess - even running speed.&lt;br /&gt;
&lt;br /&gt;
=====Management of Studies=====&lt;br /&gt;
When you first become a Ranger, you can only study one creature at a time. In order to initiate a new study, you must first abandon your old one with the &amp;lt;tt&amp;gt;/use /study /abandon &amp;lt;creature name&amp;gt;&amp;lt;/tt&amp;gt; command. By completing the following tasks, you can earn three additional study slots:&lt;br /&gt;
&lt;br /&gt;
*2nd slot - Train with the 4 hidden Ranger trainers, 1 rank each.&lt;br /&gt;
*3rd slot - Comple 1 of 3 difficult hunting challenges.&lt;br /&gt;
*4th slot - Comple the remaining 2 out of 3 difficult hunting challenges.&lt;br /&gt;
&lt;br /&gt;
If you wish to know which challenges are key to adding study slots please ask a Ranger.&lt;br /&gt;
&lt;br /&gt;
You can check the status of current (as well as completed) studies with the &amp;lt;tt&amp;gt;/useitem beltofthewild /reflect&amp;lt;/tt&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
=====Which Creatures to Study=====&lt;br /&gt;
Choosing good creatures to study is important as the decision is permanent. How to choose the &#039;&#039;right&#039;&#039; ones to study is a matter of personal preference mainly but there are a few guidelines. First, stick to creatures that are challenging to you. As you&#039;ll see below it&#039;s not &amp;quot;free&amp;quot; to study creature&#039;s movements, so make every rank count by studying creatures you vanquish or have trouble killing solo. Second, study to morph creatures that give you abilities you would like, such as very fast troilus or faster than normal movement speed.&lt;br /&gt;
&lt;br /&gt;
==Duvin Costs and Family Bonuses==&lt;br /&gt;
&lt;br /&gt;
Duvin Beastlore is a special ranger trainer that gives Rangers the ability to study creatures. Duvin ranks are &amp;quot;spent&amp;quot; with each completed study. If you have 20 ranks in Duvin, and spend 15 ranks on studies, you have 5 remaining ranks to spend. When you run out, new studies cannot be completed until more Duvin is trained.&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, the following Duvin costs apply:&lt;br /&gt;
*5 ranks for Movements&lt;br /&gt;
*10 ranks for Befriend&lt;br /&gt;
*5 ranks for Morph&lt;br /&gt;
&lt;br /&gt;
All of the creatures in the world are divided into a handful of different families. Becoming familiar with these families is important for two reasons.&lt;br /&gt;
#You gain a 10% Gossamer bonus against all members of a family for each set of Movements learned, up to a maximum of 50%. If you have studied the movements of Grey Arachnoids, you will receive a 10% Gossamer bonus against all Arachnoids.&lt;br /&gt;
#You receive a 1 rank discount for each study within the same family, down to a minimum cost of 1 Duvin. For example, learning movements for Jade Arachnoids after already learning them for Grey and Striped &#039;noids will only cost 3 ranks instead of the original 5. This discount applies to Befriends and Morphs as well -- learning a 3rd Arachnoid Befriend costs 8 Duvin ranks rather than 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(documentation needed on how to tell creatures are in what family)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ranger Abilities==&lt;br /&gt;
&lt;br /&gt;
=====The Gossamer=====&lt;br /&gt;
Although the Gossamer can be equipped by any class, Fighters that have qualified for its use can train in its use for the following benefits:&lt;br /&gt;
&lt;br /&gt;
*Balance conservation on killing blows&lt;br /&gt;
*&amp;quot;Trample&amp;quot; kills&lt;br /&gt;
&lt;br /&gt;
Balance conservation means the Fighter doesn&#039;t use 100% of his normal swing&#039;s worth of balance to deliver a killing blow. Sometimes a small amount of balance is saved, other times a massive amount is saved, often depending on how many ranks are invested. This feature makes the Gossamer exceptionally useful to high Darkus Fighters, as well as any situations where a Fighter is killing lots of junk.&lt;br /&gt;
&lt;br /&gt;
Trample kills are when, upon delivering the killing blow to a creature, the Fighter is able to recover from his swing much more quickly. Normally there is a ~1 second pause when attacking a monster, but this time can be greatly shortened with trample kills. With enough training, Fighters will often recover so quickly that they appear to simply walk through an enemy.&lt;br /&gt;
&lt;br /&gt;
Rangers get additional benefits depending on which &amp;quot;tier&amp;quot; of study their enemy falls into. For every rank of Gossamer trained...&lt;br /&gt;
&lt;br /&gt;
*Movements bonus: +2 Atkus &amp;amp; Darkus&lt;br /&gt;
*50% family bonus: +1 Atkus &amp;amp; Darkus&lt;br /&gt;
*40% family bonus: +0.8 Atkus &amp;amp; Darkus&lt;br /&gt;
*30% family bonus: +0.6 Atkus &amp;amp; Darkus&lt;br /&gt;
*20% family bonus: +0.4 Atkus &amp;amp; Darkus&lt;br /&gt;
*10% family bonus: +0.2 Atkus &amp;amp; Darkus&lt;br /&gt;
&lt;br /&gt;
There&#039;s one more bonus to Rangers that makes the Gossamer particularly powerful to them. Any unnecessary Atkus that the Gossamer would have provided gets conserved. For example, say Ranger Bob has 250 Atkus and 100 Gossamer. He is attacking an Orga Rage, and has studied its movements. His natural Atkus is plenty to hit the Rage, so instead of the Gossamer providing 200 Atkus and Darkus, it only gives him 200 Darkus. This in turn makes the balance cost of his attacks a lot lower than it would be otherwise.&lt;br /&gt;
&lt;br /&gt;
=====Heartwood Charm=====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(documentation needed)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Shapeshifting=====&lt;br /&gt;
While shape-shifted the ranger takes on most, but not all characteristics, of the creature the ranger morphed into. As of storm v481 the characteristics (stats) of the creature the ranger morphed into are based on the basic abilities of the ranger (sans morph). Stats such as Atkus are limited to 1.8 times the rangers natural Atkus. For example: if a ranger naturally has 200 lessons of Atkus, but the monster he/she learned has 600 Atkus, when morphed, he/she will only get 200*1.8 which translates to 360 Atkus. This cap is to prevent rangers from learning creatures way beyond their natural abilities and alway using that form when fighting creatures well above their level. &lt;br /&gt;
&lt;br /&gt;
The cap applies to other stats such as Darkus, Regia and Balthus. Troilus also has a capped multiplier, but it is much higher than the other cap. Histia works differently though. With Histia, the creatures maximum health is the cap, but any additional health the ranger gets as part of the morph is added to the ranger&#039;s maximum capacity, not the current health of the ranger. For instance, if a ranger has 100 natural Histia and Morphs into a creature with 200 Histia, the ranger would appear as that creature down to half of its health. The ranger could then be healed or troilus to the 200 Histia limit, but when the ranger reverts back to his or her natural form that extra health is discarded.&lt;br /&gt;
&lt;br /&gt;
The maximum speed at which a shapeshifted ranger moves is either increased or decreased based on the speed of the creature&#039;s shape the ranger assumes. So, a ranger morphed into stinging beetle would move faster than his or her natural form: while one morphed into a scavenger bird would move much slower.&lt;br /&gt;
&lt;br /&gt;
However, swing rate is unaffected by shapeshifting. So, even though a giant carnivorous plankton (GCP) swings much faster than an exile can swing, a ranger who obtains this shapeshift would still only be able to swing at his or her natural rate.&lt;br /&gt;
&lt;br /&gt;
=====Tracking=====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(documentation needed)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Spirit Management=====&lt;br /&gt;
Spirit energy is used for almost all ranger abilities, so it is very important to understand how and when it is used. With training, Rangers can increase both their spirit pool and the rate at which spirit energy is replenished.&lt;br /&gt;
&lt;br /&gt;
When a ranger hits a studied creature with the Gossamer, a little bit of energy (the third bar) is used and converted into the Atkus and Darkus bonuses. The more Gossamer training one has the more spirit is used up in each hit. &lt;br /&gt;
&lt;br /&gt;
The use of the &#039;&#039;&#039;Heartwood Charm&#039;&#039;&#039; drains spirit energy as well, but after an initial cost the ranger&#039;s energy trickles down slowly while the ranger is running faster. The longer the ranger uses the charm the faster energy is used up.&lt;br /&gt;
&lt;br /&gt;
Morphing using the &#039;&#039;&#039;Belt of the Wild&#039;&#039;&#039; works much the same way as the Heartwood Charm in terms of spirit costs, except instead of using energy faster as the ranger is morphed the spirit drain is a constant trickle.&lt;br /&gt;
&lt;br /&gt;
The Belt of the Wild can also be used to activate the befriend ability which allows the ranger to control one or more creatures he or she has learned to befriend. The tougher the creature the faster energy is used to control it. Also, the more creatures controlled the faster energy is drained as well.&lt;br /&gt;
&lt;br /&gt;
The last ability of the Belt that uses energy is tracking learned creatures, which drains spirit energy at a constant rate as well. (The belt can also be used to check what creatures are being studied, what have been studied, and can also evaluate the progress of a would-be ranger&#039;s progress for no energy costs.) &lt;br /&gt;
&lt;br /&gt;
Use of the [[Shieldstone]] drains energy the fastest, with most ranger only able to use it a few seconds. Some rangers have trained up this ability to seem to last much longer however.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ranger Trainers==&lt;br /&gt;
&lt;br /&gt;
====Duvin Beastlore====  &lt;br /&gt;
&amp;quot;I can teach you to study the ways of various creatures.&amp;quot; &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;tt&amp;gt;• Your study of creatures is progressing.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Duvin is necessary to study creatures. Each Gossamer rank provides a fraction of a Duvin rank.&lt;br /&gt;
&lt;br /&gt;
====Respin Verminbane====&lt;br /&gt;
&amp;quot;I can teach you to channel energy from the world more efficiently.&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;tt&amp;gt;• You learn to channel energy from the world more efficiently.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Respin is like Respia for Rangers. He controls the rate at which you regain Spirit.&lt;br /&gt;
&lt;br /&gt;
====Splash O&#039;Sul====&lt;br /&gt;
&amp;quot;I can teach you to store energy channeled from the world around you.&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;tt&amp;gt;• Your ability to store energy from the world improves.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Splash is like Sespus for Rangers. He increases your spirit pool.&lt;br /&gt;
&lt;br /&gt;
====Tra&#039;Kning====&lt;br /&gt;
&amp;lt;tt&amp;gt;• Your understanding of tracking grows.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tra&#039;Kning teaches Rangers how to track creatures they have studied. A minimum of 7 ranks is required to track. Many rangers do not train beyond the minimum.&lt;br /&gt;
&lt;br /&gt;
====Bangus Anmash====&lt;br /&gt;
&amp;quot;I can teach you a balanced combat approach which kills monsters quickly.&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;tt&amp;gt;• Your combat ability improves.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bangus is a combo trainer like Evus. He is about 31% more rank efficient than training all of his components individually. Here&#039;s a rough breakdown of his components:&lt;br /&gt;
* Darkus (a lot)&lt;br /&gt;
* Balthus (a lot)&lt;br /&gt;
* Regia (a lot)&lt;br /&gt;
* Troilus (some)&lt;br /&gt;
* Atkus (some)&lt;br /&gt;
* Histia (a tiny amount)&lt;br /&gt;
&lt;br /&gt;
====Farly Buff====&lt;br /&gt;
&amp;quot;I can toughen you up so you can survive being chewed on.&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;tt&amp;gt;• You seem tougher.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Farly Buff is a combo trainer like Evus. He is about 20% more rank efficient than training all of his components individually. Here&#039;s a rough breakdown of his components:&lt;br /&gt;
* Troilus (mostly)&lt;br /&gt;
* Histia (a lot)&lt;br /&gt;
* Detha (some)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Atkus conservation and the Gossamer Blade==&lt;br /&gt;
As of version 618, there will be some changes ot the gossamer blades Atkus bonus. Currently, the blade conserves atkus by only expending enough to hit a creature, and charging the ranger for that balance. However it will be changed to a 3 times charge on balance when you use the extra Atkus a goss gives you, with a slight exception &#039;&#039;(see below)&#039;&#039;. The following post is from Eldon, a CL GM:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You should have a &#039;&#039;&#039;&#039;&#039;/use /nerf&#039;&#039;&#039;&#039;&#039; command on your goss (it will be undocumented) next update. It turns on a proposed nerf. &#039;&#039;&#039;&#039;&#039;/use /nerf&#039;&#039;&#039;&#039;&#039; again will turn it off. The nerf is really pretty simple, and is rather severe, but it feels about &amp;quot;right&amp;quot; to me from limited testing.&lt;br /&gt;
&lt;br /&gt;
How it works: once atkus is conserved, we multiply the amount of atkus bonus you get by three, or set it to the maximum bonus, whichever is lower. (Numbers are subject to change.)&lt;br /&gt;
&lt;br /&gt;
The result of this is things you can already hit without the gossamer will cost the same amount of balance. Things you can barely hit will cost more (and training atkus will actually make those monsters cost less to swing at, since you&#039;re spending 3x as much atkus as you actually needed). And things you have trouble hitting will always cost the max bonus of the goss&lt;br /&gt;
&lt;br /&gt;
This is where you&#039;re really going to feel it. On things that say, take 200 atkus more than you have, instead of just costing 200 it will end up costing you 600.&lt;br /&gt;
&lt;br /&gt;
By the way, some people felt that they whiffed a little more on creatures they needed the goss bonus to hit. Some theorized atkus conservation might have been taking away a little too much atkus, leaving you with a slightly higher chance to miss. I&#039;ve never tested if that was true, but if it was the case, this change should stop that entirely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
discussion on this topic is currently here: &lt;br /&gt;
http://www.vagilemind.com/clanlord/viewtopic.php?p=127204#p127204&lt;br /&gt;
&lt;br /&gt;
==Ranger &amp;quot;builds&amp;quot;==&lt;br /&gt;
As some first hints how to proceed from here it might be a good advise that you don&#039;t rush with your decisions what to study first but try to find out which Ranger Type you are or want to become.&lt;br /&gt;
&lt;br /&gt;
There are 3 basic types of Rangers, but of course there are also mixtures of them.&lt;br /&gt;
&lt;br /&gt;
===Morphing Ranger===&lt;br /&gt;
This Ranger is probably the easiest to notice as you will see them in their morphed shapes often when hunting with them.&lt;br /&gt;
They pull their strength out of the Bonus of the creatures they can shapeshift into - but maybe not with their complete strength which is limited to 1.8x of the rangers stats rank wise.&lt;br /&gt;
&lt;br /&gt;
When Morphed the Ranger also gets the weaknesses of the morphed creep. For example the most taging morphs are weak in their defense and/or Histia.&lt;br /&gt;
&lt;br /&gt;
Pure Morphing Rangers do not need insane amounts of Duvin to study every creature family, but they will need a fair amount of the Spirit trainers Splash (total spirit pool) and Respin (spirit recovery) to keep morphed long enough. As the Duvin costs per learned morph decrease with every study within the same family you might see some exiles sticking to morphs in one or two families even if there might be another suitable morph.&lt;br /&gt;
&lt;br /&gt;
===Hard study Ranger===&lt;br /&gt;
These Rangers focus on studying only the most difficult monsters in any family in an attempt to maximize the benefits of their studies.&lt;br /&gt;
&lt;br /&gt;
You might see this type of Ranger asking for lasties on hunts when there&#039;s a good brick or rod within the group and then having a hard time getting the last hit on ~10 creatures for their Bonus. This process can be very tedious while the Ranger &amp;quot;lucky&amp;quot; hits monsters to death, but can be made much easier with the aid of a Mystic&#039;s Akea boost. Once they get their 10th killing blow, you&#039;ll immediately see them slicing through the same creatures ;-)&lt;br /&gt;
&lt;br /&gt;
The studies help this type of Ranger to hit the harder creatures within the same family as well as being able to hit the studied creature itself much more easily. This type of Ranger is probably the most common and often supported with a tagging or &amp;quot;lasty-supporting&amp;quot; morph such as Giant Carnivorous Plankton or Cave Cobra.&lt;br /&gt;
&lt;br /&gt;
This Ranger Type can get by with minimal Splash and Respin training unless needed for aiding morphs. They typically specialize in particular areas -- once set up appropriate studies, they and will do great damage on dangerous creatures which will minimize the changes of a hunting group falling.&lt;br /&gt;
&lt;br /&gt;
===Easy study Ranger===&lt;br /&gt;
This type of Ranger studies weaker monsters in a family and uses the 50% family bonus against the strongest monsters. A lot of Gossamer ranks are required to support his fighting style. One advantage of studying weaker creatures is how easily the studies are completed -- depending on the studies, they can often be completed alone. For example: a Ranger with lots of Gossamer training could study very weak Meshras in the Meshra Lair, then instantly be ready to hunt the very strong Meshras of the Estuary.&lt;br /&gt;
&lt;br /&gt;
Basically this Type of Ranger does not need too much Splash but moderate Respin training might be needed to compensate for the Gossamer&#039;s spirit drain.&lt;br /&gt;
&lt;br /&gt;
If this Ranger type decides to add a morph you might be warned that he probably can 1-2 hit his study (unless it&#039;s a very high study).&lt;br /&gt;
&lt;br /&gt;
==Growing as a Ranger==&lt;br /&gt;
Be aware that Rangers decide in the now and live with their decisions the rest of their life. You can&#039;t undo studies (yet ^^) and thus many studies that seems reasonable now might be not in 1 year, 2 years, 5 years...&lt;br /&gt;
&lt;br /&gt;
But also take into account that every decision you made might have accelerated you with what you was aiming for. Spending 15-20 ranks of Duvin to learn a morph that you&#039;ll later outgrow can feel wasteful, but if it helps you earn hundreds (and have fun along the way), it might be well worth it. So make your own decisions and don&#039;t be too shy to ask other Rangers what they think about your plans.&lt;br /&gt;
&lt;br /&gt;
==Where to go from here==&lt;br /&gt;
&lt;br /&gt;
Rangers, particularly those new to the class, can request access to the [http://games.groups.yahoo.com/group/clranger/ Clan Lord Rangers yahoogroup] for much more information by contacting Ogant.&lt;br /&gt;
&lt;br /&gt;
See the [[Ranger Macros]] page for handy macros.&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=413</id>
		<title>Hunting challenges</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Hunting_challenges&amp;diff=413"/>
		<updated>2011-09-22T13:34:38Z</updated>

		<summary type="html">&lt;p&gt;Talas: Created page with &amp;quot;There are several hunting challenges spread on the islands that provide you money and experience.  Be aware that the earned experience for solving this quests is very useful if y...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
located in western puddleby (confirm please?)&lt;br /&gt;
You have to kill X rats in X minutes&lt;br /&gt;
Reward: X 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;
You have to kill X large vermine in X minutes&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;
You have to kill X ferals in X minutes&lt;br /&gt;
Reward: X 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;
You have to kill X Night Wendeckas in X minutes&lt;br /&gt;
Reward: X coins, a trophy and experience&lt;br /&gt;
Note:&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 hut south of puddleby boats (confirm please?)&lt;br /&gt;
You have to kill X Giant Crawlers in X minutes&lt;br /&gt;
Reward: X coins, a trophy and experience&lt;br /&gt;
Note:&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 at north of the hospital (confirm please?)&lt;br /&gt;
You have to kill X Giant Crawlers in X minutes&lt;br /&gt;
Reward: X coins, a trophy and experience&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;
You have to kill 32(?) Large Sand Wurms in X minutes&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
Notes: &lt;br /&gt;
- This is one of three challenges which can provide Rangers an additional study slot&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;
You have to kill X Andvari in X minutes&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
Notes: &lt;br /&gt;
- This is one of three challenges which can provide Rangers an additional study slot&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;
You have to kill X Cave Cobras in X minutes&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
Notes: &lt;br /&gt;
- This is one of three challenges which can provide Rangers an additional study slot&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;
You have to kill X Haremau Kitten in X minutes&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;
You have to kill X Harvest Lyfelidae in X minutes&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;
You have to kill X Cold Lyfelidae in X minutes&lt;br /&gt;
Reward: X coins and experience&lt;br /&gt;
Note:&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; (to be doublechecked?)&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Links&amp;diff=412</id>
		<title>Links</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Links&amp;diff=412"/>
		<updated>2011-09-22T06:56:19Z</updated>

		<summary type="html">&lt;p&gt;Talas: /* Clan Lord Related Applications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section is for CL related links. Please add links to CL content. Just Added: &#039;&#039;For Fun&#039;&#039;: post CL related silliness here.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sentinel&#039;&#039;&#039;: Clan Lord&#039;s Discussion Forum:&amp;lt;br/&amp;gt;&lt;br /&gt;
* http://vagilemind.com/clanlord/&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CLUMP Feedback&#039;&#039;&#039; on the Sentinel:&lt;br /&gt;
* http://www.vagilemind.com/clanlord/viewforum.php?f=30 (Coffee &amp;amp; Donuts forum)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Delta Tao&#039;&#039;&#039; (The makers of Clan Lord):&amp;lt;br/&amp;gt;&lt;br /&gt;
* http://www.deltatao.com/clanlord/index.html&lt;br /&gt;
&lt;br /&gt;
Clan Lord &#039;&#039;&#039;Artwork Tutorial&#039;&#039;&#039; How to make art for use in CL:&lt;br /&gt;
* http://clart.noivad.net/&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PuddleBook Repository&#039;&#039;&#039;: Pictures related to Clan Lord&lt;br /&gt;
* http://www.puddlebook.com/index.php&lt;br /&gt;
&lt;br /&gt;
Drablak&#039;s New Exile &#039;&#039;&#039;Guides&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
* http://drablak.pucks.org/&lt;br /&gt;
&lt;br /&gt;
Ranks &amp;amp; &#039;&#039;&#039;trainer message&#039;&#039;&#039; translation:&amp;lt;br/&amp;gt;&lt;br /&gt;
* http://drablak.pucks.org/dhw/gd/General/Ranks.php&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039; by Drablak and others:&amp;lt;br/&amp;gt;&lt;br /&gt;
* http://drablak.pucks.org/dhw/maps/Travels.php&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Puddleopedia&#039;&#039;&#039; — History, Information and More about Clan Lord:&amp;lt;br/&amp;gt;&lt;br /&gt;
* http://www.puddleopedia.org/&lt;br /&gt;
&lt;br /&gt;
Org Du Lac&#039;s &#039;&#039;&#039;Bestiary&#039;&#039;&#039;: A list of all the creatures in the game.&lt;br /&gt;
* http://bestiary.puddleby.net/beast.php&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CL Ranger Bestiary&#039;&#039;&#039;: Stats for all your favorite morphs&lt;br /&gt;
* http://www.incursioguild.com/bestiary/&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ThoomCare&#039;&#039;&#039; Media Network — Clan Lord News:&amp;lt;br/&amp;gt;&lt;br /&gt;
* http://www.thoomcare.com/&lt;br /&gt;
&lt;br /&gt;
Winds of Dawn&#039;s &#039;&#039;&#039;Exile Guides&#039;&#039;&#039;: (for new exiles) &amp;lt;br/&amp;gt;&lt;br /&gt;
* http://www.windsofdawn.org/&lt;br /&gt;
&lt;br /&gt;
The Clan Lord &#039;&#039;&#039;Bard&#039;s Guild&#039;&#039;&#039;:&amp;lt;br /&amp;gt;&lt;br /&gt;
*http://clanlordbard.org/about.html&lt;br /&gt;
&lt;br /&gt;
Farhope&#039;s List of &#039;&#039;&#039;Exile Trainers&#039;&#039;&#039;:&amp;lt;br /&amp;gt;&lt;br /&gt;
*http://farhope.puddleby.info/trainers/unknowntrainers.html&lt;br /&gt;
&lt;br /&gt;
Kerrah&#039;s Ledger Holder Directory&amp;lt;br /&amp;gt;&lt;br /&gt;
*http://www.ledgers.puddleopedia.org/&lt;br /&gt;
&lt;br /&gt;
== Clan Lord Related Applications ==&lt;br /&gt;
&lt;br /&gt;
*[http://seankerwin.org/iClan/ iClan]  an application for monitoring who&#039;s in the world while you are offline, also announces [[Command Reference| /status]] messages using OS X&#039;s built in Text-to-Speech. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Also from Skirwan is [http://seankerwin.org/stylunk/ Stylunk] a CL clothing dye computing program that lets you mix dyes on clothing to see what colors you can get. &lt;br /&gt;
&lt;br /&gt;
*[http://faircraft.com/clstatus/ Clan Lord Informer Widget] an OS X widget that monitors the curently active clanners, Koppi and [[Command Reference| /status]] messages and other announcements.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[http://www.deltatao.com/clanlord/status/ CL Informer web page] that displays the same information as the Clan Lord Informer widget.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[http://clmov.de/tool/cs/ Clan Lord Status Safari Extension] is an Extension for Safari that shows the number of players online and links to the [http://www.deltatao.com/clanlord/status/ CL Informer web page].&lt;br /&gt;
&lt;br /&gt;
*[http://www.donaldsonworkshop.com/baraboo/mtooth.html mTooth] a Clan lord application for writing music in Clan Lord Tune Format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[http://oomz.net/TuneHelper20.dmg Tune Helper] is like mTooth, for writing song in CL tune format as well, but recently updated. (direct download)&lt;br /&gt;
&lt;br /&gt;
*[http://daytime.begeg.net/ Daytime Calculator] is a tool that shows you the current ingame time, season, zodiac, moon phase and even the length of day/night. You can also create timestamps for a sheduled hunt and don&#039;t have to care about problems with time zones as everyone who clicks on the link then can set their own timezone to see their local hunting start time. See the explanation on the page as well.&lt;br /&gt;
&lt;br /&gt;
== Bard Sites ==&lt;br /&gt;
* [http://www.donaldsonworkshop.com/baraboo/cltf.html Baraboo&#039;s CL Music Notation site] is a page that explains how to compose music for play in Clan Lord.&lt;br /&gt;
* [http://rakster.puddleby.info/ Rakster] is a repository of the music written by bards in Puddleby. It goes nicely with mTooth and the CLTune Helper.&lt;br /&gt;
&lt;br /&gt;
== Dead Sites ==&lt;br /&gt;
&#039;&#039;These sites are no longer actively maintained because the player/s who made them have moved on. However there is still some good information at these sites, and they are worth a look. Note: requirement to play Clan Lord change. See Delta Tao&#039;s Clan Lord web site above for the current requirements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clan Lord FAQ:&amp;lt;br/&amp;gt;&lt;br /&gt;
* http://www.clanlord.com/faq/&lt;br /&gt;
&lt;br /&gt;
Better Living Through Fast Feet: (aka the Art of Running) &amp;lt;br/&amp;gt;&lt;br /&gt;
* http://fastfeet.bzui.net/&lt;br /&gt;
&lt;br /&gt;
Braveheart&#039;s Clan Lord Guide:&amp;lt;br/&amp;gt;&lt;br /&gt;
* http://www.sundragonclan.com/guide/&lt;br /&gt;
&lt;br /&gt;
==Macro Information==&lt;br /&gt;
Delta Tao&#039;s Clan Lord Macro Instructions:&amp;lt;br/&amp;gt;&lt;br /&gt;
* http://www.deltatao.com/clanlord/macros/&lt;br /&gt;
&lt;br /&gt;
Drablak&#039;s Macro Instructions:&amp;lt;br/&amp;gt;&lt;br /&gt;
* http://drablak.pucks.org/dhw/gd/Macros/Macro101.php&lt;br /&gt;
&lt;br /&gt;
Better Living&#039;s Macro Language Reference:&amp;lt;br/&amp;gt;&lt;br /&gt;
* http://fastfeet.bzui.net/language/index.shtml&lt;br /&gt;
* http://fastfeet.bzui.net/macros/&lt;br /&gt;
&lt;br /&gt;
===Macro Sites===&lt;br /&gt;
Slyph&#039;s Macro Generator (write a Cad/Merc Staff Macro or a SunGem macro for you):&lt;br /&gt;
* http://slyph.vagilemind.com/macros/&lt;br /&gt;
&lt;br /&gt;
Gil-Galad&#039;s CL Macros Site: A new macro depository&lt;br /&gt;
* http://www.astrumlumini.com/clmacros/&lt;br /&gt;
&lt;br /&gt;
Gorvin&#039;s CL Macros Page&lt;br /&gt;
* http://gorvin.50webs.com/macros/index.html&lt;br /&gt;
&lt;br /&gt;
==For Fun==&lt;br /&gt;
Sticklord.com&lt;br /&gt;
* http://sticklord.com/&lt;br /&gt;
Lil&#039; Noivad&lt;br /&gt;
* http://www.youtube.com/watch?v=nVVrymmzhE0&lt;br /&gt;
Lil&#039; Daimoth&lt;br /&gt;
* http://www.youtube.com/watch?v=uRqTvpgHgSs&lt;br /&gt;
L.A. Inquirer&lt;br /&gt;
* http://thelainquirer.blogspot.com/&lt;br /&gt;
&lt;br /&gt;
==Journals==&lt;br /&gt;
Azriel&#039;s Scroll-Spot&lt;br /&gt;
* http://azriel.puddleby.info/&lt;br /&gt;
Cammie in Exile&lt;br /&gt;
* http://exile-cammie.livejournal.com/&lt;br /&gt;
Creed&#039;s Screed&lt;br /&gt;
* http://www.hieran.com/creedscreed/&lt;br /&gt;
Eden, The Warrior Thooming&lt;br /&gt;
* http://warriorthoom.blogspot.com/&lt;br /&gt;
Eirian Caldwell, an Impulsive Fen&lt;br /&gt;
* http://eirianc.wordpress.com/&lt;br /&gt;
Fishylish&lt;br /&gt;
* http://fishylish-cl.livejournal.com/&lt;br /&gt;
Iriel Red: Myrmfodder&lt;br /&gt;
* http://irielred.blogspot.com/&lt;br /&gt;
Jeanne &amp;amp; Moon Kitty&#039;s Journal&lt;br /&gt;
* http://moonwarrior.livejournal.com/&lt;br /&gt;
Kisa&#039;s Sketchbook&lt;br /&gt;
* http://kisacl.wordpress.com/&lt;br /&gt;
Largo: Long Live the Largocracy&lt;br /&gt;
* http://journal.largocracy.com/&lt;br /&gt;
Lundar&lt;br /&gt;
* http://puddleby.com/lundar/&lt;br /&gt;
Magnic&lt;br /&gt;
* http://magnic.livejournal.com/&lt;br /&gt;
NoiVad: The Chronicles of NoiVad&lt;br /&gt;
* http://noivad.wordpress.com/&lt;br /&gt;
Order of the White Elephant&lt;br /&gt;
* http://owe.puddleby.info/news.html&lt;br /&gt;
ser Slyph, the Foxweir Knight&lt;br /&gt;
* http://serslyph.blogspot.com/&lt;br /&gt;
Trymon&#039;s Tome&lt;br /&gt;
* http://puddleby.com/trymon/&lt;br /&gt;
&lt;br /&gt;
===GM Journals===&lt;br /&gt;
Slarty Spoils Clan Lord&lt;br /&gt;
* http://slartyramble.blogspot.com/&lt;br /&gt;
Joe Delta - Joe’s rambling thoughts about life, games, movies, and Macintosh&lt;br /&gt;
* http://deltatao.com/deltajoe/&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=411</id>
		<title>List of Pathfinding Paths</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=411"/>
		<updated>2011-09-21T11:25:19Z</updated>

		<summary type="html">&lt;p&gt;Talas: /* Metzetli Island (aka Metz) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sorted by area - independent of required ranks==&lt;br /&gt;
&lt;br /&gt;
== Puddleby Island (main island) ==&lt;br /&gt;
&#039;&#039;&#039;Closest to town&#039;&#039;&#039;&lt;br /&gt;
* Paths from 1n, 1e and 1s fences to skip the farm snells when leaving or returning to town&lt;br /&gt;
* Some paths to connect farm snells through fences&lt;br /&gt;
* most expensive lib to tunnels (first capped Pathfinding trainer Diggin)&lt;br /&gt;
* Temple to tunnels&lt;br /&gt;
* various paths in the puddleby underground tunnels&lt;br /&gt;
* tree east of river to 1n of Noid cave&lt;br /&gt;
* hut in southern farms to tree at meadow&lt;br /&gt;
* well in eastern farms to [[Nexus|Nexus]]&lt;br /&gt;
* [[Nexus|Nexus]] connection to Estuary (1n of savannah entry)&lt;br /&gt;
* [[Nexus|Nexus]] to well at southern greymyr pass&lt;br /&gt;
* dark chamber in Undine Hut to entry of Ash Undine Mines (??)&lt;br /&gt;
* Scout to 1 south of dragon&lt;br /&gt;
* Big trees in South Forest (yada &amp;amp; mirror column)&lt;br /&gt;
* new bear cave entry and snell-cut inside&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the North&#039;&#039;&#039;&lt;br /&gt;
* 2 entries to Jannars Grove (north and west)&lt;br /&gt;
* East Forest to Baby Drake Cave Snell&lt;br /&gt;
* Path from Forest Chameleopods to Northern Beach (1 way)&lt;br /&gt;
* Path from Fringe to Northern Beach&lt;br /&gt;
* Path from New Bear Cave to Herpetad caves&lt;br /&gt;
* Many paths through the trees that connect Northwest Forest, Muddy North Forest, Grassy North Forest and Fringe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the South&#039;&#039;&#039;&lt;br /&gt;
* Marsh Hermit&#039;s hut to east forest&lt;br /&gt;
* Valley entrance (1 way)&lt;br /&gt;
* Path from the Maha Den in the Savannah (after exiting the Valley) into Trool Caves&lt;br /&gt;
* Snell with exit-valley-trillbane-path-cave (above) to Brambles Shroom snell (Valley entrance snell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the East&#039;&#039;&#039;&lt;br /&gt;
* north of noid cave to Midpass&lt;br /&gt;
* 1w of rocky caverns (rc) to north pass&lt;br /&gt;
* South Pass in a tree to (somewhere in east forest)???&lt;br /&gt;
* ~10 paths inside the greymyr passes to connect the area (sometimes oneway back from a non-pf spot)&lt;br /&gt;
* Path from Marsh to Savannah&lt;br /&gt;
* Path from DTN1 to DTN2&lt;br /&gt;
* Path inside DTN2 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pathes further away (but still on main island)&#039;&#039;&#039;&lt;br /&gt;
* Spider Cave near Camp Dread to Camp Dread (entry is non PF?)&lt;br /&gt;
* Spider Cave near Camp Dread to Foothills&lt;br /&gt;
* Spider Cave near Camp Dread Pitch Cave 1&lt;br /&gt;
* Wisher&#039;s Gate to Hatred&#039;s Hollow&lt;br /&gt;
* Path from Camp Dred (CD) portal snell west to the other side of the Foothills (FH) &lt;br /&gt;
* Some pathes connecting the Foothills snells&lt;br /&gt;
* Camp Dread to Redwood Glade&lt;br /&gt;
* Dread Wood (4) over a tree in front of book 3 cave&lt;br /&gt;
* Path to a semi-save area in Estuary (2 bridges snell)&lt;br /&gt;
* Path through trees at Undermarsh Entry snell in Estuary&lt;br /&gt;
* Path through trees 1s of Undermarsh Entry snell and 1w of vine bridge&lt;br /&gt;
* Jump over a small river in the Middle Estuary to access deepest Estuary&lt;br /&gt;
* Some pathes inside the Orga Stronghold&lt;br /&gt;
* Not really a path but pathfinders see identifying footsteps in the Orga Outback that helps navigate&lt;br /&gt;
* Some paths from Orga Village that connect to other Orga areas&lt;br /&gt;
&lt;br /&gt;
== Ash Island (Ash) ==&lt;br /&gt;
* Entry to Ash Barrens from east of the temple accessed from south ash&lt;br /&gt;
* various paths in Ash forest &lt;br /&gt;
* many Paths that lead into the houses of Ash City&lt;br /&gt;
* some Paths on the way to Ash Undine Mines that shorten the way&lt;br /&gt;
&lt;br /&gt;
== Melabrions Island (aka monkey island, aka MI) ==&lt;br /&gt;
* 5 Paths inside Melabrions Dungeon into and inside the deeper Tok&#039;Han area&lt;br /&gt;
&lt;br /&gt;
== Gungla Island (aka GI) ==&lt;br /&gt;
* A path from southern entry towards the viallage boat exit&lt;br /&gt;
* Paths at the GI Nexus cave&lt;br /&gt;
* Path from GI area to MI (1 way)&lt;br /&gt;
* some paths inside the Land of Sarra (if i read the map correctly)&lt;br /&gt;
&lt;br /&gt;
== Kizmia&#039;s Island (aka KI) ==&lt;br /&gt;
* at least 1 or 2 paths in nothern KI area (when exiting KI interior)&lt;br /&gt;
* Entry to southern KI via boat (1 way!)&lt;br /&gt;
* Entry from Fat Alice hut (outside) to inner KI&lt;br /&gt;
* Entry from Fat Alice hut (inside) to inner KI&lt;br /&gt;
* Entry to inner KI from KI cove-side (snowy snell)&lt;br /&gt;
&lt;br /&gt;
== Centaurs Island (aka CI) ==&lt;br /&gt;
&lt;br /&gt;
== Devils Island (aka DI) ==&lt;br /&gt;
* About 9 paths (1 and 2 way) in and to the Voolcon Enclosure&lt;br /&gt;
* Some Paths in McBollies maze&lt;br /&gt;
* 2 river hops&lt;br /&gt;
&lt;br /&gt;
== Tenebrions Island (aka TI) ==&lt;br /&gt;
&lt;br /&gt;
== Dal&#039;Noth Islands (aka Noths) ==&lt;br /&gt;
* Paths to connect Southwest and South beach&lt;br /&gt;
* Paths to gain access to Dal&#039;Noths underground&lt;br /&gt;
* Various (about 20 mostly open for all from one side and PF back) pathes inside the underground area to go deeper or to cut snells&lt;br /&gt;
&lt;br /&gt;
== Metzetli Island (aka Metz) ==&lt;br /&gt;
* Path to a semi-save area that leads into Deathroots snell&lt;br /&gt;
* Path inside the Deathroot snell&lt;br /&gt;
* Path to skip some shallow metz towards Gloaming Wendecka area&lt;br /&gt;
* Path in rainforest into Yorilla Village&lt;br /&gt;
* various other Pathes through trees inside Rainforest to cut snells&lt;br /&gt;
* About 7 Paths inside Gloaming Wendecka area to slip through rocky passages&lt;br /&gt;
* 2 Paths inside Twilight Passes to slip through rocky passages&lt;br /&gt;
* Path inside Basalt Temple&lt;br /&gt;
&lt;br /&gt;
== Other, strange Places (cloud, ethereal plane etc)==&lt;br /&gt;
* 4 paths on cloud to jump over the river and to cut some snells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hunting areas that are only accessable with Pathfinding==&lt;br /&gt;
* Jannar&#039;s Grove (Jannar&#039;s)&lt;br /&gt;
* Sasquatch Valley (The Valley)&lt;br /&gt;
* Northwest Forest (NWF)&lt;br /&gt;
* Kismia&#039;s Island interior (KI)&lt;br /&gt;
* deep Estuary (past jungle vine bridge)&lt;br /&gt;
* New Bear Cave &#039;&#039;(Note: NBC is accessible via Northwest Forest)&#039;&#039;&lt;br /&gt;
* deeper Tok&#039;Han area in Melabrions Dungeon&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=410</id>
		<title>List of Pathfinding Paths</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=410"/>
		<updated>2011-09-21T11:11:30Z</updated>

		<summary type="html">&lt;p&gt;Talas: /* Kizmia&amp;#039;s Island (aka KI) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sorted by area - independent of required ranks==&lt;br /&gt;
&lt;br /&gt;
== Puddleby Island (main island) ==&lt;br /&gt;
&#039;&#039;&#039;Closest to town&#039;&#039;&#039;&lt;br /&gt;
* Paths from 1n, 1e and 1s fences to skip the farm snells when leaving or returning to town&lt;br /&gt;
* Some paths to connect farm snells through fences&lt;br /&gt;
* most expensive lib to tunnels (first capped Pathfinding trainer Diggin)&lt;br /&gt;
* Temple to tunnels&lt;br /&gt;
* various paths in the puddleby underground tunnels&lt;br /&gt;
* tree east of river to 1n of Noid cave&lt;br /&gt;
* hut in southern farms to tree at meadow&lt;br /&gt;
* well in eastern farms to [[Nexus|Nexus]]&lt;br /&gt;
* [[Nexus|Nexus]] connection to Estuary (1n of savannah entry)&lt;br /&gt;
* [[Nexus|Nexus]] to well at southern greymyr pass&lt;br /&gt;
* dark chamber in Undine Hut to entry of Ash Undine Mines (??)&lt;br /&gt;
* Scout to 1 south of dragon&lt;br /&gt;
* Big trees in South Forest (yada &amp;amp; mirror column)&lt;br /&gt;
* new bear cave entry and snell-cut inside&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the North&#039;&#039;&#039;&lt;br /&gt;
* 2 entries to Jannars Grove (north and west)&lt;br /&gt;
* East Forest to Baby Drake Cave Snell&lt;br /&gt;
* Path from Forest Chameleopods to Northern Beach (1 way)&lt;br /&gt;
* Path from Fringe to Northern Beach&lt;br /&gt;
* Path from New Bear Cave to Herpetad caves&lt;br /&gt;
* Many paths through the trees that connect Northwest Forest, Muddy North Forest, Grassy North Forest and Fringe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the South&#039;&#039;&#039;&lt;br /&gt;
* Marsh Hermit&#039;s hut to east forest&lt;br /&gt;
* Valley entrance (1 way)&lt;br /&gt;
* Path from the Maha Den in the Savannah (after exiting the Valley) into Trool Caves&lt;br /&gt;
* Snell with exit-valley-trillbane-path-cave (above) to Brambles Shroom snell (Valley entrance snell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the East&#039;&#039;&#039;&lt;br /&gt;
* north of noid cave to Midpass&lt;br /&gt;
* 1w of rocky caverns (rc) to north pass&lt;br /&gt;
* South Pass in a tree to (somewhere in east forest)???&lt;br /&gt;
* ~10 paths inside the greymyr passes to connect the area (sometimes oneway back from a non-pf spot)&lt;br /&gt;
* Path from Marsh to Savannah&lt;br /&gt;
* Path from DTN1 to DTN2&lt;br /&gt;
* Path inside DTN2 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pathes further away (but still on main island)&#039;&#039;&#039;&lt;br /&gt;
* Spider Cave near Camp Dread to Camp Dread (entry is non PF?)&lt;br /&gt;
* Spider Cave near Camp Dread to Foothills&lt;br /&gt;
* Spider Cave near Camp Dread Pitch Cave 1&lt;br /&gt;
* Wisher&#039;s Gate to Hatred&#039;s Hollow&lt;br /&gt;
* Path from Camp Dred (CD) portal snell west to the other side of the Foothills (FH) &lt;br /&gt;
* Some pathes connecting the Foothills snells&lt;br /&gt;
* Camp Dread to Redwood Glade&lt;br /&gt;
* Dread Wood (4) over a tree in front of book 3 cave&lt;br /&gt;
* Path to a semi-save area in Estuary (2 bridges snell)&lt;br /&gt;
* Path through trees at Undermarsh Entry snell in Estuary&lt;br /&gt;
* Path through trees 1s of Undermarsh Entry snell and 1w of vine bridge&lt;br /&gt;
* Jump over a small river in the Middle Estuary to access deepest Estuary&lt;br /&gt;
* Some pathes inside the Orga Stronghold&lt;br /&gt;
* Not really a path but pathfinders see identifying footsteps in the Orga Outback that helps navigate&lt;br /&gt;
* Some paths from Orga Village that connect to other Orga areas&lt;br /&gt;
&lt;br /&gt;
== Ash Island (Ash) ==&lt;br /&gt;
* Entry to Ash Barrens from east of the temple accessed from south ash&lt;br /&gt;
* various paths in Ash forest &lt;br /&gt;
* many Paths that lead into the houses of Ash City&lt;br /&gt;
* some Paths on the way to Ash Undine Mines that shorten the way&lt;br /&gt;
&lt;br /&gt;
== Melabrions Island (aka monkey island, aka MI) ==&lt;br /&gt;
* 5 Paths inside Melabrions Dungeon into and inside the deeper Tok&#039;Han area&lt;br /&gt;
&lt;br /&gt;
== Gungla Island (aka GI) ==&lt;br /&gt;
* A path from southern entry towards the viallage boat exit&lt;br /&gt;
* Paths at the GI Nexus cave&lt;br /&gt;
* Path from GI area to MI (1 way)&lt;br /&gt;
* some paths inside the Land of Sarra (if i read the map correctly)&lt;br /&gt;
&lt;br /&gt;
== Kizmia&#039;s Island (aka KI) ==&lt;br /&gt;
* at least 1 or 2 paths in nothern KI area (when exiting KI interior)&lt;br /&gt;
* Entry to southern KI via boat (1 way!)&lt;br /&gt;
* Entry from Fat Alice hut (outside) to inner KI&lt;br /&gt;
* Entry from Fat Alice hut (inside) to inner KI&lt;br /&gt;
* Entry to inner KI from KI cove-side (snowy snell)&lt;br /&gt;
&lt;br /&gt;
== Centaurs Island (aka CI) ==&lt;br /&gt;
&lt;br /&gt;
== Devils Island (aka DI) ==&lt;br /&gt;
* About 9 paths (1 and 2 way) in and to the Voolcon Enclosure&lt;br /&gt;
* Some Paths in McBollies maze&lt;br /&gt;
* 2 river hops&lt;br /&gt;
&lt;br /&gt;
== Tenebrions Island (aka TI) ==&lt;br /&gt;
&lt;br /&gt;
== Dal&#039;Noth Islands (aka Noths) ==&lt;br /&gt;
* Paths to connect Southwest and South beach&lt;br /&gt;
* Paths to gain access to Dal&#039;Noths underground&lt;br /&gt;
* Various (about 20 mostly open for all from one side and PF back) pathes inside the underground area to go deeper or to cut snells&lt;br /&gt;
&lt;br /&gt;
== Metzetli Island (aka Metz) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other, strange Places (cloud, ethereal plane etc)==&lt;br /&gt;
* 4 paths on cloud to jump over the river and to cut some snells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hunting areas that are only accessable with Pathfinding==&lt;br /&gt;
* Jannar&#039;s Grove (Jannar&#039;s)&lt;br /&gt;
* Sasquatch Valley (The Valley)&lt;br /&gt;
* Northwest Forest (NWF)&lt;br /&gt;
* Kismia&#039;s Island interior (KI)&lt;br /&gt;
* deep Estuary (past jungle vine bridge)&lt;br /&gt;
* New Bear Cave &#039;&#039;(Note: NBC is accessible via Northwest Forest)&#039;&#039;&lt;br /&gt;
* deeper Tok&#039;Han area in Melabrions Dungeon&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=409</id>
		<title>List of Pathfinding Paths</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=409"/>
		<updated>2011-09-21T10:39:08Z</updated>

		<summary type="html">&lt;p&gt;Talas: /* Devils Island (aka DI) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sorted by area - independent of required ranks==&lt;br /&gt;
&lt;br /&gt;
== Puddleby Island (main island) ==&lt;br /&gt;
&#039;&#039;&#039;Closest to town&#039;&#039;&#039;&lt;br /&gt;
* Paths from 1n, 1e and 1s fences to skip the farm snells when leaving or returning to town&lt;br /&gt;
* Some paths to connect farm snells through fences&lt;br /&gt;
* most expensive lib to tunnels (first capped Pathfinding trainer Diggin)&lt;br /&gt;
* Temple to tunnels&lt;br /&gt;
* various paths in the puddleby underground tunnels&lt;br /&gt;
* tree east of river to 1n of Noid cave&lt;br /&gt;
* hut in southern farms to tree at meadow&lt;br /&gt;
* well in eastern farms to [[Nexus|Nexus]]&lt;br /&gt;
* [[Nexus|Nexus]] connection to Estuary (1n of savannah entry)&lt;br /&gt;
* [[Nexus|Nexus]] to well at southern greymyr pass&lt;br /&gt;
* dark chamber in Undine Hut to entry of Ash Undine Mines (??)&lt;br /&gt;
* Scout to 1 south of dragon&lt;br /&gt;
* Big trees in South Forest (yada &amp;amp; mirror column)&lt;br /&gt;
* new bear cave entry and snell-cut inside&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the North&#039;&#039;&#039;&lt;br /&gt;
* 2 entries to Jannars Grove (north and west)&lt;br /&gt;
* East Forest to Baby Drake Cave Snell&lt;br /&gt;
* Path from Forest Chameleopods to Northern Beach (1 way)&lt;br /&gt;
* Path from Fringe to Northern Beach&lt;br /&gt;
* Path from New Bear Cave to Herpetad caves&lt;br /&gt;
* Many paths through the trees that connect Northwest Forest, Muddy North Forest, Grassy North Forest and Fringe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the South&#039;&#039;&#039;&lt;br /&gt;
* Marsh Hermit&#039;s hut to east forest&lt;br /&gt;
* Valley entrance (1 way)&lt;br /&gt;
* Path from the Maha Den in the Savannah (after exiting the Valley) into Trool Caves&lt;br /&gt;
* Snell with exit-valley-trillbane-path-cave (above) to Brambles Shroom snell (Valley entrance snell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the East&#039;&#039;&#039;&lt;br /&gt;
* north of noid cave to Midpass&lt;br /&gt;
* 1w of rocky caverns (rc) to north pass&lt;br /&gt;
* South Pass in a tree to (somewhere in east forest)???&lt;br /&gt;
* ~10 paths inside the greymyr passes to connect the area (sometimes oneway back from a non-pf spot)&lt;br /&gt;
* Path from Marsh to Savannah&lt;br /&gt;
* Path from DTN1 to DTN2&lt;br /&gt;
* Path inside DTN2 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pathes further away (but still on main island)&#039;&#039;&#039;&lt;br /&gt;
* Spider Cave near Camp Dread to Camp Dread (entry is non PF?)&lt;br /&gt;
* Spider Cave near Camp Dread to Foothills&lt;br /&gt;
* Spider Cave near Camp Dread Pitch Cave 1&lt;br /&gt;
* Wisher&#039;s Gate to Hatred&#039;s Hollow&lt;br /&gt;
* Path from Camp Dred (CD) portal snell west to the other side of the Foothills (FH) &lt;br /&gt;
* Some pathes connecting the Foothills snells&lt;br /&gt;
* Camp Dread to Redwood Glade&lt;br /&gt;
* Dread Wood (4) over a tree in front of book 3 cave&lt;br /&gt;
* Path to a semi-save area in Estuary (2 bridges snell)&lt;br /&gt;
* Path through trees at Undermarsh Entry snell in Estuary&lt;br /&gt;
* Path through trees 1s of Undermarsh Entry snell and 1w of vine bridge&lt;br /&gt;
* Jump over a small river in the Middle Estuary to access deepest Estuary&lt;br /&gt;
* Some pathes inside the Orga Stronghold&lt;br /&gt;
* Not really a path but pathfinders see identifying footsteps in the Orga Outback that helps navigate&lt;br /&gt;
* Some paths from Orga Village that connect to other Orga areas&lt;br /&gt;
&lt;br /&gt;
== Ash Island (Ash) ==&lt;br /&gt;
* Entry to Ash Barrens from east of the temple accessed from south ash&lt;br /&gt;
* various paths in Ash forest &lt;br /&gt;
* many Paths that lead into the houses of Ash City&lt;br /&gt;
* some Paths on the way to Ash Undine Mines that shorten the way&lt;br /&gt;
&lt;br /&gt;
== Melabrions Island (aka monkey island, aka MI) ==&lt;br /&gt;
* 5 Paths inside Melabrions Dungeon into and inside the deeper Tok&#039;Han area&lt;br /&gt;
&lt;br /&gt;
== Gungla Island (aka GI) ==&lt;br /&gt;
* A path from southern entry towards the viallage boat exit&lt;br /&gt;
* Paths at the GI Nexus cave&lt;br /&gt;
* Path from GI area to MI (1 way)&lt;br /&gt;
* some paths inside the Land of Sarra (if i read the map correctly)&lt;br /&gt;
&lt;br /&gt;
== Kizmia&#039;s Island (aka KI) ==&lt;br /&gt;
&lt;br /&gt;
== Centaurs Island (aka CI) ==&lt;br /&gt;
&lt;br /&gt;
== Devils Island (aka DI) ==&lt;br /&gt;
* About 9 paths (1 and 2 way) in and to the Voolcon Enclosure&lt;br /&gt;
* Some Paths in McBollies maze&lt;br /&gt;
* 2 river hops&lt;br /&gt;
&lt;br /&gt;
== Tenebrions Island (aka TI) ==&lt;br /&gt;
&lt;br /&gt;
== Dal&#039;Noth Islands (aka Noths) ==&lt;br /&gt;
* Paths to connect Southwest and South beach&lt;br /&gt;
* Paths to gain access to Dal&#039;Noths underground&lt;br /&gt;
* Various (about 20 mostly open for all from one side and PF back) pathes inside the underground area to go deeper or to cut snells&lt;br /&gt;
&lt;br /&gt;
== Metzetli Island (aka Metz) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other, strange Places (cloud, ethereal plane etc)==&lt;br /&gt;
* 4 paths on cloud to jump over the river and to cut some snells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hunting areas that are only accessable with Pathfinding==&lt;br /&gt;
* Jannar&#039;s Grove (Jannar&#039;s)&lt;br /&gt;
* Sasquatch Valley (The Valley)&lt;br /&gt;
* Northwest Forest (NWF)&lt;br /&gt;
* Kismia&#039;s Island interior (KI)&lt;br /&gt;
* deep Estuary (past jungle vine bridge)&lt;br /&gt;
* New Bear Cave &#039;&#039;(Note: NBC is accessible via Northwest Forest)&#039;&#039;&lt;br /&gt;
* deeper Tok&#039;Han area in Melabrions Dungeon&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=408</id>
		<title>List of Pathfinding Paths</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=408"/>
		<updated>2011-09-21T10:32:45Z</updated>

		<summary type="html">&lt;p&gt;Talas: /* Dal&amp;#039;Noth Islands (aka Noths) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sorted by area - independent of required ranks==&lt;br /&gt;
&lt;br /&gt;
== Puddleby Island (main island) ==&lt;br /&gt;
&#039;&#039;&#039;Closest to town&#039;&#039;&#039;&lt;br /&gt;
* Paths from 1n, 1e and 1s fences to skip the farm snells when leaving or returning to town&lt;br /&gt;
* Some paths to connect farm snells through fences&lt;br /&gt;
* most expensive lib to tunnels (first capped Pathfinding trainer Diggin)&lt;br /&gt;
* Temple to tunnels&lt;br /&gt;
* various paths in the puddleby underground tunnels&lt;br /&gt;
* tree east of river to 1n of Noid cave&lt;br /&gt;
* hut in southern farms to tree at meadow&lt;br /&gt;
* well in eastern farms to [[Nexus|Nexus]]&lt;br /&gt;
* [[Nexus|Nexus]] connection to Estuary (1n of savannah entry)&lt;br /&gt;
* [[Nexus|Nexus]] to well at southern greymyr pass&lt;br /&gt;
* dark chamber in Undine Hut to entry of Ash Undine Mines (??)&lt;br /&gt;
* Scout to 1 south of dragon&lt;br /&gt;
* Big trees in South Forest (yada &amp;amp; mirror column)&lt;br /&gt;
* new bear cave entry and snell-cut inside&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the North&#039;&#039;&#039;&lt;br /&gt;
* 2 entries to Jannars Grove (north and west)&lt;br /&gt;
* East Forest to Baby Drake Cave Snell&lt;br /&gt;
* Path from Forest Chameleopods to Northern Beach (1 way)&lt;br /&gt;
* Path from Fringe to Northern Beach&lt;br /&gt;
* Path from New Bear Cave to Herpetad caves&lt;br /&gt;
* Many paths through the trees that connect Northwest Forest, Muddy North Forest, Grassy North Forest and Fringe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the South&#039;&#039;&#039;&lt;br /&gt;
* Marsh Hermit&#039;s hut to east forest&lt;br /&gt;
* Valley entrance (1 way)&lt;br /&gt;
* Path from the Maha Den in the Savannah (after exiting the Valley) into Trool Caves&lt;br /&gt;
* Snell with exit-valley-trillbane-path-cave (above) to Brambles Shroom snell (Valley entrance snell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the East&#039;&#039;&#039;&lt;br /&gt;
* north of noid cave to Midpass&lt;br /&gt;
* 1w of rocky caverns (rc) to north pass&lt;br /&gt;
* South Pass in a tree to (somewhere in east forest)???&lt;br /&gt;
* ~10 paths inside the greymyr passes to connect the area (sometimes oneway back from a non-pf spot)&lt;br /&gt;
* Path from Marsh to Savannah&lt;br /&gt;
* Path from DTN1 to DTN2&lt;br /&gt;
* Path inside DTN2 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pathes further away (but still on main island)&#039;&#039;&#039;&lt;br /&gt;
* Spider Cave near Camp Dread to Camp Dread (entry is non PF?)&lt;br /&gt;
* Spider Cave near Camp Dread to Foothills&lt;br /&gt;
* Spider Cave near Camp Dread Pitch Cave 1&lt;br /&gt;
* Wisher&#039;s Gate to Hatred&#039;s Hollow&lt;br /&gt;
* Path from Camp Dred (CD) portal snell west to the other side of the Foothills (FH) &lt;br /&gt;
* Some pathes connecting the Foothills snells&lt;br /&gt;
* Camp Dread to Redwood Glade&lt;br /&gt;
* Dread Wood (4) over a tree in front of book 3 cave&lt;br /&gt;
* Path to a semi-save area in Estuary (2 bridges snell)&lt;br /&gt;
* Path through trees at Undermarsh Entry snell in Estuary&lt;br /&gt;
* Path through trees 1s of Undermarsh Entry snell and 1w of vine bridge&lt;br /&gt;
* Jump over a small river in the Middle Estuary to access deepest Estuary&lt;br /&gt;
* Some pathes inside the Orga Stronghold&lt;br /&gt;
* Not really a path but pathfinders see identifying footsteps in the Orga Outback that helps navigate&lt;br /&gt;
* Some paths from Orga Village that connect to other Orga areas&lt;br /&gt;
&lt;br /&gt;
== Ash Island (Ash) ==&lt;br /&gt;
* Entry to Ash Barrens from east of the temple accessed from south ash&lt;br /&gt;
* various paths in Ash forest &lt;br /&gt;
* many Paths that lead into the houses of Ash City&lt;br /&gt;
* some Paths on the way to Ash Undine Mines that shorten the way&lt;br /&gt;
&lt;br /&gt;
== Melabrions Island (aka monkey island, aka MI) ==&lt;br /&gt;
* 5 Paths inside Melabrions Dungeon into and inside the deeper Tok&#039;Han area&lt;br /&gt;
&lt;br /&gt;
== Gungla Island (aka GI) ==&lt;br /&gt;
* A path from southern entry towards the viallage boat exit&lt;br /&gt;
* Paths at the GI Nexus cave&lt;br /&gt;
* Path from GI area to MI (1 way)&lt;br /&gt;
* some paths inside the Land of Sarra (if i read the map correctly)&lt;br /&gt;
&lt;br /&gt;
== Kizmia&#039;s Island (aka KI) ==&lt;br /&gt;
&lt;br /&gt;
== Centaurs Island (aka CI) ==&lt;br /&gt;
&lt;br /&gt;
== Devils Island (aka DI) ==&lt;br /&gt;
&lt;br /&gt;
== Tenebrions Island (aka TI) ==&lt;br /&gt;
&lt;br /&gt;
== Dal&#039;Noth Islands (aka Noths) ==&lt;br /&gt;
* Paths to connect Southwest and South beach&lt;br /&gt;
* Paths to gain access to Dal&#039;Noths underground&lt;br /&gt;
* Various (about 20 mostly open for all from one side and PF back) pathes inside the underground area to go deeper or to cut snells&lt;br /&gt;
&lt;br /&gt;
== Metzetli Island (aka Metz) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other, strange Places (cloud, ethereal plane etc)==&lt;br /&gt;
* 4 paths on cloud to jump over the river and to cut some snells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hunting areas that are only accessable with Pathfinding==&lt;br /&gt;
* Jannar&#039;s Grove (Jannar&#039;s)&lt;br /&gt;
* Sasquatch Valley (The Valley)&lt;br /&gt;
* Northwest Forest (NWF)&lt;br /&gt;
* Kismia&#039;s Island interior (KI)&lt;br /&gt;
* deep Estuary (past jungle vine bridge)&lt;br /&gt;
* New Bear Cave &#039;&#039;(Note: NBC is accessible via Northwest Forest)&#039;&#039;&lt;br /&gt;
* deeper Tok&#039;Han area in Melabrions Dungeon&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=407</id>
		<title>List of Pathfinding Paths</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=407"/>
		<updated>2011-09-21T10:27:03Z</updated>

		<summary type="html">&lt;p&gt;Talas: /* Gungla Island (aka GI) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sorted by area - independent of required ranks==&lt;br /&gt;
&lt;br /&gt;
== Puddleby Island (main island) ==&lt;br /&gt;
&#039;&#039;&#039;Closest to town&#039;&#039;&#039;&lt;br /&gt;
* Paths from 1n, 1e and 1s fences to skip the farm snells when leaving or returning to town&lt;br /&gt;
* Some paths to connect farm snells through fences&lt;br /&gt;
* most expensive lib to tunnels (first capped Pathfinding trainer Diggin)&lt;br /&gt;
* Temple to tunnels&lt;br /&gt;
* various paths in the puddleby underground tunnels&lt;br /&gt;
* tree east of river to 1n of Noid cave&lt;br /&gt;
* hut in southern farms to tree at meadow&lt;br /&gt;
* well in eastern farms to [[Nexus|Nexus]]&lt;br /&gt;
* [[Nexus|Nexus]] connection to Estuary (1n of savannah entry)&lt;br /&gt;
* [[Nexus|Nexus]] to well at southern greymyr pass&lt;br /&gt;
* dark chamber in Undine Hut to entry of Ash Undine Mines (??)&lt;br /&gt;
* Scout to 1 south of dragon&lt;br /&gt;
* Big trees in South Forest (yada &amp;amp; mirror column)&lt;br /&gt;
* new bear cave entry and snell-cut inside&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the North&#039;&#039;&#039;&lt;br /&gt;
* 2 entries to Jannars Grove (north and west)&lt;br /&gt;
* East Forest to Baby Drake Cave Snell&lt;br /&gt;
* Path from Forest Chameleopods to Northern Beach (1 way)&lt;br /&gt;
* Path from Fringe to Northern Beach&lt;br /&gt;
* Path from New Bear Cave to Herpetad caves&lt;br /&gt;
* Many paths through the trees that connect Northwest Forest, Muddy North Forest, Grassy North Forest and Fringe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the South&#039;&#039;&#039;&lt;br /&gt;
* Marsh Hermit&#039;s hut to east forest&lt;br /&gt;
* Valley entrance (1 way)&lt;br /&gt;
* Path from the Maha Den in the Savannah (after exiting the Valley) into Trool Caves&lt;br /&gt;
* Snell with exit-valley-trillbane-path-cave (above) to Brambles Shroom snell (Valley entrance snell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the East&#039;&#039;&#039;&lt;br /&gt;
* north of noid cave to Midpass&lt;br /&gt;
* 1w of rocky caverns (rc) to north pass&lt;br /&gt;
* South Pass in a tree to (somewhere in east forest)???&lt;br /&gt;
* ~10 paths inside the greymyr passes to connect the area (sometimes oneway back from a non-pf spot)&lt;br /&gt;
* Path from Marsh to Savannah&lt;br /&gt;
* Path from DTN1 to DTN2&lt;br /&gt;
* Path inside DTN2 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pathes further away (but still on main island)&#039;&#039;&#039;&lt;br /&gt;
* Spider Cave near Camp Dread to Camp Dread (entry is non PF?)&lt;br /&gt;
* Spider Cave near Camp Dread to Foothills&lt;br /&gt;
* Spider Cave near Camp Dread Pitch Cave 1&lt;br /&gt;
* Wisher&#039;s Gate to Hatred&#039;s Hollow&lt;br /&gt;
* Path from Camp Dred (CD) portal snell west to the other side of the Foothills (FH) &lt;br /&gt;
* Some pathes connecting the Foothills snells&lt;br /&gt;
* Camp Dread to Redwood Glade&lt;br /&gt;
* Dread Wood (4) over a tree in front of book 3 cave&lt;br /&gt;
* Path to a semi-save area in Estuary (2 bridges snell)&lt;br /&gt;
* Path through trees at Undermarsh Entry snell in Estuary&lt;br /&gt;
* Path through trees 1s of Undermarsh Entry snell and 1w of vine bridge&lt;br /&gt;
* Jump over a small river in the Middle Estuary to access deepest Estuary&lt;br /&gt;
* Some pathes inside the Orga Stronghold&lt;br /&gt;
* Not really a path but pathfinders see identifying footsteps in the Orga Outback that helps navigate&lt;br /&gt;
* Some paths from Orga Village that connect to other Orga areas&lt;br /&gt;
&lt;br /&gt;
== Ash Island (Ash) ==&lt;br /&gt;
* Entry to Ash Barrens from east of the temple accessed from south ash&lt;br /&gt;
* various paths in Ash forest &lt;br /&gt;
* many Paths that lead into the houses of Ash City&lt;br /&gt;
* some Paths on the way to Ash Undine Mines that shorten the way&lt;br /&gt;
&lt;br /&gt;
== Melabrions Island (aka monkey island, aka MI) ==&lt;br /&gt;
* 5 Paths inside Melabrions Dungeon into and inside the deeper Tok&#039;Han area&lt;br /&gt;
&lt;br /&gt;
== Gungla Island (aka GI) ==&lt;br /&gt;
* A path from southern entry towards the viallage boat exit&lt;br /&gt;
* Paths at the GI Nexus cave&lt;br /&gt;
* Path from GI area to MI (1 way)&lt;br /&gt;
* some paths inside the Land of Sarra (if i read the map correctly)&lt;br /&gt;
&lt;br /&gt;
== Kizmia&#039;s Island (aka KI) ==&lt;br /&gt;
&lt;br /&gt;
== Centaurs Island (aka CI) ==&lt;br /&gt;
&lt;br /&gt;
== Devils Island (aka DI) ==&lt;br /&gt;
&lt;br /&gt;
== Tenebrions Island (aka TI) ==&lt;br /&gt;
&lt;br /&gt;
== Dal&#039;Noth Islands (aka Noths) ==&lt;br /&gt;
&lt;br /&gt;
== Metzetli Island (aka Metz) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other, strange Places (cloud, ethereal plane etc)==&lt;br /&gt;
* 4 paths on cloud to jump over the river and to cut some snells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hunting areas that are only accessable with Pathfinding==&lt;br /&gt;
* Jannar&#039;s Grove (Jannar&#039;s)&lt;br /&gt;
* Sasquatch Valley (The Valley)&lt;br /&gt;
* Northwest Forest (NWF)&lt;br /&gt;
* Kismia&#039;s Island interior (KI)&lt;br /&gt;
* deep Estuary (past jungle vine bridge)&lt;br /&gt;
* New Bear Cave &#039;&#039;(Note: NBC is accessible via Northwest Forest)&#039;&#039;&lt;br /&gt;
* deeper Tok&#039;Han area in Melabrions Dungeon&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=406</id>
		<title>List of Pathfinding Paths</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=406"/>
		<updated>2011-09-21T10:22:09Z</updated>

		<summary type="html">&lt;p&gt;Talas: /* Hunting areas that are only accessable with Pathfinding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sorted by area - independent of required ranks==&lt;br /&gt;
&lt;br /&gt;
== Puddleby Island (main island) ==&lt;br /&gt;
&#039;&#039;&#039;Closest to town&#039;&#039;&#039;&lt;br /&gt;
* Paths from 1n, 1e and 1s fences to skip the farm snells when leaving or returning to town&lt;br /&gt;
* Some paths to connect farm snells through fences&lt;br /&gt;
* most expensive lib to tunnels (first capped Pathfinding trainer Diggin)&lt;br /&gt;
* Temple to tunnels&lt;br /&gt;
* various paths in the puddleby underground tunnels&lt;br /&gt;
* tree east of river to 1n of Noid cave&lt;br /&gt;
* hut in southern farms to tree at meadow&lt;br /&gt;
* well in eastern farms to [[Nexus|Nexus]]&lt;br /&gt;
* [[Nexus|Nexus]] connection to Estuary (1n of savannah entry)&lt;br /&gt;
* [[Nexus|Nexus]] to well at southern greymyr pass&lt;br /&gt;
* dark chamber in Undine Hut to entry of Ash Undine Mines (??)&lt;br /&gt;
* Scout to 1 south of dragon&lt;br /&gt;
* Big trees in South Forest (yada &amp;amp; mirror column)&lt;br /&gt;
* new bear cave entry and snell-cut inside&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the North&#039;&#039;&#039;&lt;br /&gt;
* 2 entries to Jannars Grove (north and west)&lt;br /&gt;
* East Forest to Baby Drake Cave Snell&lt;br /&gt;
* Path from Forest Chameleopods to Northern Beach (1 way)&lt;br /&gt;
* Path from Fringe to Northern Beach&lt;br /&gt;
* Path from New Bear Cave to Herpetad caves&lt;br /&gt;
* Many paths through the trees that connect Northwest Forest, Muddy North Forest, Grassy North Forest and Fringe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the South&#039;&#039;&#039;&lt;br /&gt;
* Marsh Hermit&#039;s hut to east forest&lt;br /&gt;
* Valley entrance (1 way)&lt;br /&gt;
* Path from the Maha Den in the Savannah (after exiting the Valley) into Trool Caves&lt;br /&gt;
* Snell with exit-valley-trillbane-path-cave (above) to Brambles Shroom snell (Valley entrance snell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the East&#039;&#039;&#039;&lt;br /&gt;
* north of noid cave to Midpass&lt;br /&gt;
* 1w of rocky caverns (rc) to north pass&lt;br /&gt;
* South Pass in a tree to (somewhere in east forest)???&lt;br /&gt;
* ~10 paths inside the greymyr passes to connect the area (sometimes oneway back from a non-pf spot)&lt;br /&gt;
* Path from Marsh to Savannah&lt;br /&gt;
* Path from DTN1 to DTN2&lt;br /&gt;
* Path inside DTN2 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pathes further away (but still on main island)&#039;&#039;&#039;&lt;br /&gt;
* Spider Cave near Camp Dread to Camp Dread (entry is non PF?)&lt;br /&gt;
* Spider Cave near Camp Dread to Foothills&lt;br /&gt;
* Spider Cave near Camp Dread Pitch Cave 1&lt;br /&gt;
* Wisher&#039;s Gate to Hatred&#039;s Hollow&lt;br /&gt;
* Path from Camp Dred (CD) portal snell west to the other side of the Foothills (FH) &lt;br /&gt;
* Some pathes connecting the Foothills snells&lt;br /&gt;
* Camp Dread to Redwood Glade&lt;br /&gt;
* Dread Wood (4) over a tree in front of book 3 cave&lt;br /&gt;
* Path to a semi-save area in Estuary (2 bridges snell)&lt;br /&gt;
* Path through trees at Undermarsh Entry snell in Estuary&lt;br /&gt;
* Path through trees 1s of Undermarsh Entry snell and 1w of vine bridge&lt;br /&gt;
* Jump over a small river in the Middle Estuary to access deepest Estuary&lt;br /&gt;
* Some pathes inside the Orga Stronghold&lt;br /&gt;
* Not really a path but pathfinders see identifying footsteps in the Orga Outback that helps navigate&lt;br /&gt;
* Some paths from Orga Village that connect to other Orga areas&lt;br /&gt;
&lt;br /&gt;
== Ash Island (Ash) ==&lt;br /&gt;
* Entry to Ash Barrens from east of the temple accessed from south ash&lt;br /&gt;
* various paths in Ash forest &lt;br /&gt;
* many Paths that lead into the houses of Ash City&lt;br /&gt;
* some Paths on the way to Ash Undine Mines that shorten the way&lt;br /&gt;
&lt;br /&gt;
== Melabrions Island (aka monkey island, aka MI) ==&lt;br /&gt;
* 5 Paths inside Melabrions Dungeon into and inside the deeper Tok&#039;Han area&lt;br /&gt;
&lt;br /&gt;
== Gungla Island (aka GI) ==&lt;br /&gt;
&lt;br /&gt;
== Kizmia&#039;s Island (aka KI) ==&lt;br /&gt;
&lt;br /&gt;
== Centaurs Island (aka CI) ==&lt;br /&gt;
&lt;br /&gt;
== Devils Island (aka DI) ==&lt;br /&gt;
&lt;br /&gt;
== Tenebrions Island (aka TI) ==&lt;br /&gt;
&lt;br /&gt;
== Dal&#039;Noth Islands (aka Noths) ==&lt;br /&gt;
&lt;br /&gt;
== Metzetli Island (aka Metz) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other, strange Places (cloud, ethereal plane etc)==&lt;br /&gt;
* 4 paths on cloud to jump over the river and to cut some snells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hunting areas that are only accessable with Pathfinding==&lt;br /&gt;
* Jannar&#039;s Grove (Jannar&#039;s)&lt;br /&gt;
* Sasquatch Valley (The Valley)&lt;br /&gt;
* Northwest Forest (NWF)&lt;br /&gt;
* Kismia&#039;s Island interior (KI)&lt;br /&gt;
* deep Estuary (past jungle vine bridge)&lt;br /&gt;
* New Bear Cave &#039;&#039;(Note: NBC is accessible via Northwest Forest)&#039;&#039;&lt;br /&gt;
* deeper Tok&#039;Han area in Melabrions Dungeon&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=405</id>
		<title>List of Pathfinding Paths</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=405"/>
		<updated>2011-09-21T10:21:09Z</updated>

		<summary type="html">&lt;p&gt;Talas: /* Melabrions Island (aka monkey island, aka MI) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sorted by area - independent of required ranks==&lt;br /&gt;
&lt;br /&gt;
== Puddleby Island (main island) ==&lt;br /&gt;
&#039;&#039;&#039;Closest to town&#039;&#039;&#039;&lt;br /&gt;
* Paths from 1n, 1e and 1s fences to skip the farm snells when leaving or returning to town&lt;br /&gt;
* Some paths to connect farm snells through fences&lt;br /&gt;
* most expensive lib to tunnels (first capped Pathfinding trainer Diggin)&lt;br /&gt;
* Temple to tunnels&lt;br /&gt;
* various paths in the puddleby underground tunnels&lt;br /&gt;
* tree east of river to 1n of Noid cave&lt;br /&gt;
* hut in southern farms to tree at meadow&lt;br /&gt;
* well in eastern farms to [[Nexus|Nexus]]&lt;br /&gt;
* [[Nexus|Nexus]] connection to Estuary (1n of savannah entry)&lt;br /&gt;
* [[Nexus|Nexus]] to well at southern greymyr pass&lt;br /&gt;
* dark chamber in Undine Hut to entry of Ash Undine Mines (??)&lt;br /&gt;
* Scout to 1 south of dragon&lt;br /&gt;
* Big trees in South Forest (yada &amp;amp; mirror column)&lt;br /&gt;
* new bear cave entry and snell-cut inside&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the North&#039;&#039;&#039;&lt;br /&gt;
* 2 entries to Jannars Grove (north and west)&lt;br /&gt;
* East Forest to Baby Drake Cave Snell&lt;br /&gt;
* Path from Forest Chameleopods to Northern Beach (1 way)&lt;br /&gt;
* Path from Fringe to Northern Beach&lt;br /&gt;
* Path from New Bear Cave to Herpetad caves&lt;br /&gt;
* Many paths through the trees that connect Northwest Forest, Muddy North Forest, Grassy North Forest and Fringe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the South&#039;&#039;&#039;&lt;br /&gt;
* Marsh Hermit&#039;s hut to east forest&lt;br /&gt;
* Valley entrance (1 way)&lt;br /&gt;
* Path from the Maha Den in the Savannah (after exiting the Valley) into Trool Caves&lt;br /&gt;
* Snell with exit-valley-trillbane-path-cave (above) to Brambles Shroom snell (Valley entrance snell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the East&#039;&#039;&#039;&lt;br /&gt;
* north of noid cave to Midpass&lt;br /&gt;
* 1w of rocky caverns (rc) to north pass&lt;br /&gt;
* South Pass in a tree to (somewhere in east forest)???&lt;br /&gt;
* ~10 paths inside the greymyr passes to connect the area (sometimes oneway back from a non-pf spot)&lt;br /&gt;
* Path from Marsh to Savannah&lt;br /&gt;
* Path from DTN1 to DTN2&lt;br /&gt;
* Path inside DTN2 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pathes further away (but still on main island)&#039;&#039;&#039;&lt;br /&gt;
* Spider Cave near Camp Dread to Camp Dread (entry is non PF?)&lt;br /&gt;
* Spider Cave near Camp Dread to Foothills&lt;br /&gt;
* Spider Cave near Camp Dread Pitch Cave 1&lt;br /&gt;
* Wisher&#039;s Gate to Hatred&#039;s Hollow&lt;br /&gt;
* Path from Camp Dred (CD) portal snell west to the other side of the Foothills (FH) &lt;br /&gt;
* Some pathes connecting the Foothills snells&lt;br /&gt;
* Camp Dread to Redwood Glade&lt;br /&gt;
* Dread Wood (4) over a tree in front of book 3 cave&lt;br /&gt;
* Path to a semi-save area in Estuary (2 bridges snell)&lt;br /&gt;
* Path through trees at Undermarsh Entry snell in Estuary&lt;br /&gt;
* Path through trees 1s of Undermarsh Entry snell and 1w of vine bridge&lt;br /&gt;
* Jump over a small river in the Middle Estuary to access deepest Estuary&lt;br /&gt;
* Some pathes inside the Orga Stronghold&lt;br /&gt;
* Not really a path but pathfinders see identifying footsteps in the Orga Outback that helps navigate&lt;br /&gt;
* Some paths from Orga Village that connect to other Orga areas&lt;br /&gt;
&lt;br /&gt;
== Ash Island (Ash) ==&lt;br /&gt;
* Entry to Ash Barrens from east of the temple accessed from south ash&lt;br /&gt;
* various paths in Ash forest &lt;br /&gt;
* many Paths that lead into the houses of Ash City&lt;br /&gt;
* some Paths on the way to Ash Undine Mines that shorten the way&lt;br /&gt;
&lt;br /&gt;
== Melabrions Island (aka monkey island, aka MI) ==&lt;br /&gt;
* 5 Paths inside Melabrions Dungeon into and inside the deeper Tok&#039;Han area&lt;br /&gt;
&lt;br /&gt;
== Gungla Island (aka GI) ==&lt;br /&gt;
&lt;br /&gt;
== Kizmia&#039;s Island (aka KI) ==&lt;br /&gt;
&lt;br /&gt;
== Centaurs Island (aka CI) ==&lt;br /&gt;
&lt;br /&gt;
== Devils Island (aka DI) ==&lt;br /&gt;
&lt;br /&gt;
== Tenebrions Island (aka TI) ==&lt;br /&gt;
&lt;br /&gt;
== Dal&#039;Noth Islands (aka Noths) ==&lt;br /&gt;
&lt;br /&gt;
== Metzetli Island (aka Metz) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other, strange Places (cloud, ethereal plane etc)==&lt;br /&gt;
* 4 paths on cloud to jump over the river and to cut some snells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hunting areas that are only accessable with Pathfinding==&lt;br /&gt;
* Jannar&#039;s Grove (Jannar&#039;s)&lt;br /&gt;
* Sasquatch Valley (The Valley)&lt;br /&gt;
* Northwest Forest (NWF)&lt;br /&gt;
* Kismia&#039;s Island interior (KI)&lt;br /&gt;
* deep Estuary (past jungle vine bridge)&lt;br /&gt;
* New Bear Cave &#039;&#039;(Note: NBC is accessible via Northwest Forest)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=403</id>
		<title>List of Pathfinding Paths</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=403"/>
		<updated>2011-09-20T09:49:23Z</updated>

		<summary type="html">&lt;p&gt;Talas: removed rank spoilers, added most of the main island pathes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sorted by area - independent of required ranks==&lt;br /&gt;
&lt;br /&gt;
== Puddleby Island (main island) ==&lt;br /&gt;
&#039;&#039;&#039;Closest to town&#039;&#039;&#039;&lt;br /&gt;
* Paths from 1n, 1e and 1s fences to skip the farm snells when leaving or returning to town&lt;br /&gt;
* Some paths to connect farm snells through fences&lt;br /&gt;
* most expensive lib to tunnels (first capped Pathfinding trainer Diggin)&lt;br /&gt;
* Temple to tunnels&lt;br /&gt;
* various paths in the puddleby underground tunnels&lt;br /&gt;
* tree east of river to 1n of Noid cave&lt;br /&gt;
* hut in southern farms to tree at meadow&lt;br /&gt;
* well in eastern farms to [[Nexus|Nexus]]&lt;br /&gt;
* [[Nexus|Nexus]] connection to Estuary (1n of savannah entry)&lt;br /&gt;
* [[Nexus|Nexus]] to well at southern greymyr pass&lt;br /&gt;
* dark chamber in Undine Hut to entry of Ash Undine Mines (??)&lt;br /&gt;
* Scout to 1 south of dragon&lt;br /&gt;
* Big trees in South Forest (yada &amp;amp; mirror column)&lt;br /&gt;
* new bear cave entry and snell-cut inside&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the North&#039;&#039;&#039;&lt;br /&gt;
* 2 entries to Jannars Grove (north and west)&lt;br /&gt;
* East Forest to Baby Drake Cave Snell&lt;br /&gt;
* Path from Forest Chameleopods to Northern Beach (1 way)&lt;br /&gt;
* Path from Fringe to Northern Beach&lt;br /&gt;
* Path from New Bear Cave to Herpetad caves&lt;br /&gt;
* Many paths through the trees that connect Northwest Forest, Muddy North Forest, Grassy North Forest and Fringe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the South&#039;&#039;&#039;&lt;br /&gt;
* Marsh Hermit&#039;s hut to east forest&lt;br /&gt;
* Valley entrance (1 way)&lt;br /&gt;
* Path from the Maha Den in the Savannah (after exiting the Valley) into Trool Caves&lt;br /&gt;
* Snell with exit-valley-trillbane-path-cave (above) to Brambles Shroom snell (Valley entrance snell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paths in the East&#039;&#039;&#039;&lt;br /&gt;
* north of noid cave to Midpass&lt;br /&gt;
* 1w of rocky caverns (rc) to north pass&lt;br /&gt;
* South Pass in a tree to (somewhere in east forest)???&lt;br /&gt;
* ~10 paths inside the greymyr passes to connect the area (sometimes oneway back from a non-pf spot)&lt;br /&gt;
* Path from Marsh to Savannah&lt;br /&gt;
* Path from DTN1 to DTN2&lt;br /&gt;
* Path inside DTN2 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pathes further away (but still on main island)&#039;&#039;&#039;&lt;br /&gt;
* Spider Cave near Camp Dread to Camp Dread (entry is non PF?)&lt;br /&gt;
* Spider Cave near Camp Dread to Foothills&lt;br /&gt;
* Spider Cave near Camp Dread Pitch Cave 1&lt;br /&gt;
* Wisher&#039;s Gate to Hatred&#039;s Hollow&lt;br /&gt;
* Path from Camp Dred (CD) portal snell west to the other side of the Foothills (FH) &lt;br /&gt;
* Some pathes connecting the Foothills snells&lt;br /&gt;
* Camp Dread to Redwood Glade&lt;br /&gt;
* Dread Wood (4) over a tree in front of book 3 cave&lt;br /&gt;
* Path to a semi-save area in Estuary (2 bridges snell)&lt;br /&gt;
* Path through trees at Undermarsh Entry snell in Estuary&lt;br /&gt;
* Path through trees 1s of Undermarsh Entry snell and 1w of vine bridge&lt;br /&gt;
* Jump over a small river in the Middle Estuary to access deepest Estuary&lt;br /&gt;
* Some pathes inside the Orga Stronghold&lt;br /&gt;
* Not really a path but pathfinders see identifying footsteps in the Orga Outback that helps navigate&lt;br /&gt;
* Some paths from Orga Village that connect to other Orga areas&lt;br /&gt;
&lt;br /&gt;
== Ash Island (Ash) ==&lt;br /&gt;
* Entry to Ash Barrens from east of the temple accessed from south ash&lt;br /&gt;
* various paths in Ash forest &lt;br /&gt;
* many Paths that lead into the houses of Ash City&lt;br /&gt;
* some Paths on the way to Ash Undine Mines that shorten the way&lt;br /&gt;
&lt;br /&gt;
== Melabrions Island (aka monkey island, aka MI) ==&lt;br /&gt;
&lt;br /&gt;
== Gungla Island (aka GI) ==&lt;br /&gt;
&lt;br /&gt;
== Kizmia&#039;s Island (aka KI) ==&lt;br /&gt;
&lt;br /&gt;
== Centaurs Island (aka CI) ==&lt;br /&gt;
&lt;br /&gt;
== Devils Island (aka DI) ==&lt;br /&gt;
&lt;br /&gt;
== Tenebrions Island (aka TI) ==&lt;br /&gt;
&lt;br /&gt;
== Dal&#039;Noth Islands (aka Noths) ==&lt;br /&gt;
&lt;br /&gt;
== Metzetli Island (aka Metz) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other, strange Places (cloud, ethereal plane etc)==&lt;br /&gt;
* 4 paths on cloud to jump over the river and to cut some snells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hunting areas that are only accessable with Pathfinding==&lt;br /&gt;
* Jannar&#039;s Grove (Jannar&#039;s)&lt;br /&gt;
* Sasquatch Valley (The Valley)&lt;br /&gt;
* Northwest Forest (NWF)&lt;br /&gt;
* Kismia&#039;s Island interior (KI)&lt;br /&gt;
* deep Estuary (past jungle vine bridge)&lt;br /&gt;
* New Bear Cave &#039;&#039;(Note: NBC is accessible via Northwest Forest)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=400</id>
		<title>List of Pathfinding Paths</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=400"/>
		<updated>2011-09-19T14:31:19Z</updated>

		<summary type="html">&lt;p&gt;Talas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sorted by area - independent of required ranks==&lt;br /&gt;
&lt;br /&gt;
== Puddleby Island (main island) ==&lt;br /&gt;
* Paths from 1n, 1e and 1s fences to skip the farm snells when leaving or returning to town&lt;br /&gt;
* most expensive lib to the first capped Pathfinding trainer&lt;br /&gt;
* Temple to Area below town&lt;br /&gt;
* dark chamber in Undine Hut to entry of Ash Undine Mines (??)&lt;br /&gt;
* tree east of river to 1n of Noid cave&lt;br /&gt;
* north of noid cave to Midpass&lt;br /&gt;
* Marsh Hermit&#039;s hut to east forest&lt;br /&gt;
* hut in southern farms to tree at meadow&lt;br /&gt;
* well in eastern farms to Nexus&lt;br /&gt;
* Nexus connection to Estuary (1n of savannah entry)&lt;br /&gt;
* Nexus to well at (southern?) passes&lt;br /&gt;
* 1w of rocky caverns (rc) to north pass&lt;br /&gt;
== Ash Island (Ash) ==&lt;br /&gt;
* Entry to Ash Barrens from east of the temple accessed from south ash&lt;br /&gt;
* various paths in Ash forest &lt;br /&gt;
* many Paths that lead into the houses of Ash City&lt;br /&gt;
* some Paths on the way to Ash Undine Mines that shorten the way&lt;br /&gt;
== Melabrions Island (aka monkey island, aka MI) ==&lt;br /&gt;
== Gungla Island (aka GI) ==&lt;br /&gt;
== Kizmia&#039;s Island (aka KI) ==&lt;br /&gt;
== Centaurs Island (aka CI) ==&lt;br /&gt;
== Devils Island (aka DI) ==&lt;br /&gt;
== Tenebrions Island (aka TI) ==&lt;br /&gt;
== Dal&#039;Noth Islands (aka Noths) ==&lt;br /&gt;
== Metzetli Island (aka Metz) ==&lt;br /&gt;
== Other, strange Places (cloud, ethereal plane etc)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rankwise sorted (best known) ==&lt;br /&gt;
==Ranks 5==&lt;br /&gt;
* Library to tunnels?&lt;br /&gt;
* South town to Scout Snell?&lt;br /&gt;
* North town to North Field?&lt;br /&gt;
==Ranks 25==&lt;br /&gt;
* Northwest Forest?&lt;br /&gt;
* Big trees in South Forest (yada &amp;amp; mirror column)&lt;br /&gt;
* Scout to 1 south of dragon&lt;br /&gt;
==Ranks 50==&lt;br /&gt;
* Jannars Grove&lt;br /&gt;
* East Forest to Baby Drake Cave Snell&lt;br /&gt;
==Ranks 100 (full Hermit)==&lt;br /&gt;
* Marsh Hermit to South Forest&lt;br /&gt;
* Valley&lt;br /&gt;
==Ranks 110==&lt;br /&gt;
* CD to ? caves&lt;br /&gt;
* Spider Cave near CD to PC1&lt;br /&gt;
* Spider Cave near CD to Foothills ?&lt;br /&gt;
==Ranks 120==&lt;br /&gt;
* Wisher&#039;s Gate to Hatred&#039;s Hollow&lt;br /&gt;
==Ranks 130 (~book 1)==&lt;br /&gt;
* South entry (boat) to KI interior&lt;br /&gt;
* Orga Stronghold?&lt;br /&gt;
==Ranks 140 (~book 2)==&lt;br /&gt;
* &lt;br /&gt;
==Ranks 150==&lt;br /&gt;
* &lt;br /&gt;
==Ranks 160==&lt;br /&gt;
* Ash Barrens path (entry to the Ferals)&lt;br /&gt;
==Ranks 170 (~book 3)==&lt;br /&gt;
* Most of the [[Nexus|Nexus]] paths&lt;br /&gt;
==Ranks 180==&lt;br /&gt;
* &lt;br /&gt;
==Ranks 190 (full Trillbane)==&lt;br /&gt;
* Path from CD portal snell into FH &lt;br /&gt;
* Path from Exit of Valley into Trool Caves&lt;br /&gt;
* Path from south farms to Meadow&lt;br /&gt;
==unknown amount of ranks (to be categorized)==&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Hunting areas that are only accessable with Pathfinding==&lt;br /&gt;
* Joannars Grove&lt;br /&gt;
* Valley&lt;br /&gt;
* Northwest Forrest&lt;br /&gt;
* KI interior&lt;br /&gt;
* Deep Estuary (behind jungle vine bridge)&lt;br /&gt;
* New Bear Cave?&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=399</id>
		<title>List of Pathfinding Paths</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=399"/>
		<updated>2011-09-19T14:20:32Z</updated>

		<summary type="html">&lt;p&gt;Talas: /* Sorted by area - independent of ranks needed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sorted by area - independent of required ranks==&lt;br /&gt;
&lt;br /&gt;
== Puddleby Island (main island) ==&lt;br /&gt;
&lt;br /&gt;
== Ash Island (Ash) ==&lt;br /&gt;
&lt;br /&gt;
== Melabrions Island (aka monkey island, aka MI) ==&lt;br /&gt;
== Gungla Island (aka GI) ==&lt;br /&gt;
== Kizmia&#039;s Island (aka KI) ==&lt;br /&gt;
== Centaurs Island (aka CI) ==&lt;br /&gt;
== Devils Island (aka DI) ==&lt;br /&gt;
== Tenebrions Island (aka TI) ==&lt;br /&gt;
== Dal&#039;Noth Islands (aka Noths) ==&lt;br /&gt;
== Metzetli Island (aka Metz) ==&lt;br /&gt;
== Other, strange Places (cloud, ethereal plane etc)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rankwise sorted (best known) ==&lt;br /&gt;
==Ranks 5==&lt;br /&gt;
* Library to tunnels?&lt;br /&gt;
* South town to Scout Snell?&lt;br /&gt;
* North town to North Field?&lt;br /&gt;
==Ranks 25==&lt;br /&gt;
* Northwest Forest?&lt;br /&gt;
* Big trees in South Forest (yada &amp;amp; mirror column)&lt;br /&gt;
* Scout to 1 south of dragon&lt;br /&gt;
==Ranks 50==&lt;br /&gt;
* Jannars Grove&lt;br /&gt;
* East Forest to Baby Drake Cave Snell&lt;br /&gt;
==Ranks 100 (full Hermit)==&lt;br /&gt;
* Marsh Hermit to South Forest&lt;br /&gt;
* Valley&lt;br /&gt;
==Ranks 110==&lt;br /&gt;
* CD to ? caves&lt;br /&gt;
* Spider Cave near CD to PC1&lt;br /&gt;
* Spider Cave near CD to Foothills ?&lt;br /&gt;
==Ranks 120==&lt;br /&gt;
* Wisher&#039;s Gate to Hatred&#039;s Hollow&lt;br /&gt;
==Ranks 130 (~book 1)==&lt;br /&gt;
* South entry (boat) to KI interior&lt;br /&gt;
* Orga Stronghold?&lt;br /&gt;
==Ranks 140 (~book 2)==&lt;br /&gt;
* &lt;br /&gt;
==Ranks 150==&lt;br /&gt;
* &lt;br /&gt;
==Ranks 160==&lt;br /&gt;
* Ash Barrens path (entry to the Ferals)&lt;br /&gt;
==Ranks 170 (~book 3)==&lt;br /&gt;
* Most of the [[Nexus|Nexus]] paths&lt;br /&gt;
==Ranks 180==&lt;br /&gt;
* &lt;br /&gt;
==Ranks 190 (full Trillbane)==&lt;br /&gt;
* Path from CD portal snell into FH &lt;br /&gt;
* Path from Exit of Valley into Trool Caves&lt;br /&gt;
* Path from south farms to Meadow&lt;br /&gt;
==unknown amount of ranks (to be categorized)==&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Hunting areas that are only accessable with Pathfinding==&lt;br /&gt;
* Joannars Grove&lt;br /&gt;
* Valley&lt;br /&gt;
* Northwest Forrest&lt;br /&gt;
* KI interior&lt;br /&gt;
* Deep Estuary (behind jungle vine bridge)&lt;br /&gt;
* New Bear Cave?&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=398</id>
		<title>List of Pathfinding Paths</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=List_of_Pathfinding_Paths&amp;diff=398"/>
		<updated>2011-09-19T14:15:47Z</updated>

		<summary type="html">&lt;p&gt;Talas: Created page with &amp;quot;== Sorted by area - independent of ranks needed ==  == Puddleby Island (main island) ==  == Ash Island (Ash) ==  == Melabrions Island (aka monkey island, aka MI) == == Gungla Isl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sorted by area - independent of ranks needed ==&lt;br /&gt;
&lt;br /&gt;
== Puddleby Island (main island) ==&lt;br /&gt;
&lt;br /&gt;
== Ash Island (Ash) ==&lt;br /&gt;
&lt;br /&gt;
== Melabrions Island (aka monkey island, aka MI) ==&lt;br /&gt;
== Gungla Island (aka GI) ==&lt;br /&gt;
== Kizmia&#039;s Island (aka KI) ==&lt;br /&gt;
== Centaurs Island (aka CI) ==&lt;br /&gt;
== Devils Island (aka DI) ==&lt;br /&gt;
== Tenebrions Island (aka TI) ==&lt;br /&gt;
== Dal&#039;Noth Islands (aka Noths) ==&lt;br /&gt;
== Metzetli Island (aka Metz) ==&lt;br /&gt;
== Other, strange Places (cloud, ethereal plane etc)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rankwise sorted (best known) ==&lt;br /&gt;
==Ranks 5==&lt;br /&gt;
* Library to tunnels?&lt;br /&gt;
* South town to Scout Snell?&lt;br /&gt;
* North town to North Field?&lt;br /&gt;
==Ranks 25==&lt;br /&gt;
* Northwest Forest?&lt;br /&gt;
* Big trees in South Forest (yada &amp;amp; mirror column)&lt;br /&gt;
* Scout to 1 south of dragon&lt;br /&gt;
==Ranks 50==&lt;br /&gt;
* Jannars Grove&lt;br /&gt;
* East Forest to Baby Drake Cave Snell&lt;br /&gt;
==Ranks 100 (full Hermit)==&lt;br /&gt;
* Marsh Hermit to South Forest&lt;br /&gt;
* Valley&lt;br /&gt;
==Ranks 110==&lt;br /&gt;
* CD to ? caves&lt;br /&gt;
* Spider Cave near CD to PC1&lt;br /&gt;
* Spider Cave near CD to Foothills ?&lt;br /&gt;
==Ranks 120==&lt;br /&gt;
* Wisher&#039;s Gate to Hatred&#039;s Hollow&lt;br /&gt;
==Ranks 130 (~book 1)==&lt;br /&gt;
* South entry (boat) to KI interior&lt;br /&gt;
* Orga Stronghold?&lt;br /&gt;
==Ranks 140 (~book 2)==&lt;br /&gt;
* &lt;br /&gt;
==Ranks 150==&lt;br /&gt;
* &lt;br /&gt;
==Ranks 160==&lt;br /&gt;
* Ash Barrens path (entry to the Ferals)&lt;br /&gt;
==Ranks 170 (~book 3)==&lt;br /&gt;
* Most of the [[Nexus|Nexus]] paths&lt;br /&gt;
==Ranks 180==&lt;br /&gt;
* &lt;br /&gt;
==Ranks 190 (full Trillbane)==&lt;br /&gt;
* Path from CD portal snell into FH &lt;br /&gt;
* Path from Exit of Valley into Trool Caves&lt;br /&gt;
* Path from south farms to Meadow&lt;br /&gt;
==unknown amount of ranks (to be categorized)==&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Hunting areas that are only accessable with Pathfinding==&lt;br /&gt;
* Joannars Grove&lt;br /&gt;
* Valley&lt;br /&gt;
* Northwest Forrest&lt;br /&gt;
* KI interior&lt;br /&gt;
* Deep Estuary (behind jungle vine bridge)&lt;br /&gt;
* New Bear Cave?&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Pathfinding&amp;diff=397</id>
		<title>Pathfinding</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Pathfinding&amp;diff=397"/>
		<updated>2011-09-19T14:08:05Z</updated>

		<summary type="html">&lt;p&gt;Talas: &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.&lt;br /&gt;
First there is Marsh Hermit who is a bit special because you need to mention training before he asks you to learn pathfindig. After maxing Hermit which is 100 ranks you need to go on with the so called &amp;quot;book 1&amp;quot; which can be found in the Pitch-Caves. Book 1 has 3 chapters which means that you either need a visit with a lot of stored ranks or visit it 3 times.&lt;br /&gt;
The Book 2 is even harder to reach and if i remember correctly it is located in the slate caves. Usually a porting mystic is needed for an organized book 2 trip. Book 2 has one chapter but an additional rank can be trained if you re-visit the book 2 before you start learning from book 3. &lt;br /&gt;
Book 3 then has 3 or 4 chapters (depending if you did a second visit at book 2 while chapter 4 holds only 1 rank)and can be found in the camp dread and reached pretty easily with a mid-sized group. But be aware that you have to kill the casters of many lightning bolts. &lt;br /&gt;
As the name &amp;quot;The Tao of Trillbane&amp;quot; might tell you this is the last book before you might want to visit Trillbane - the last Pathfinding trainer yet - for additional 18 ranks of Pathfinding.&lt;br /&gt;
It&#039;s told that it&#039;s pretty hard to get there but i have no clue where to find her :D&lt;br /&gt;
I will edit once i know ;) &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>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Nexus&amp;diff=393</id>
		<title>Nexus</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Nexus&amp;diff=393"/>
		<updated>2011-09-16T08:27:30Z</updated>

		<summary type="html">&lt;p&gt;Talas: Created page with &amp;quot;The Nexus is an area that connects multiple hunting grounds. You could call the ocean a nexus as well but if people talk about the nexus they probably talk about the nexus which ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Nexus is an area that connects multiple hunting grounds.&lt;br /&gt;
You could call the ocean a nexus as well but if people talk about the nexus they probably talk about the nexus which can be accessed with book 3 pathfinding from the well in the eastern farms.&lt;br /&gt;
&lt;br /&gt;
The Nexus currently contains 3 snells filled with pretty dangerous creatures. You might count more snells but those not mentioned are usually not that dangerous. ;)&lt;br /&gt;
The first snell you will enter from tc will be a cave that is usually packed with easier Meshras and Jade Arachnoids. Sometimes there might be also Olives. It happened once(?) that there spawned stronger Riptide Meshra as well.&lt;br /&gt;
Going from there you have another path in the north that leads to another cave usually filled with slime monsters. Those wich can make you stun. You might also see Basalt Greymyrs inside there. This cave has an exit that leads to a well in the Greymyr passes.&lt;br /&gt;
The cave then has also the connection to a third cave which is probably the most dangerous inside the nexus. It can also be accessed from the first snell when going east.&lt;br /&gt;
Inside the third snell there are usually some trool&#039;kins of various strengths but it also happens that you find very dangerous creatures like Tearers and Cavern Wurms there.&lt;br /&gt;
This cave has exits to the Glen nexus (which then leads to Glen Trools, Glen Spiders and Glen Forest) as well as the exit to the shallow Estuary.&lt;br /&gt;
&lt;br /&gt;
Due to the amount and strength of the monsters inside the nexus you should think twice if you want to go inside alone...&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Pathfinding&amp;diff=392</id>
		<title>Pathfinding</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Pathfinding&amp;diff=392"/>
		<updated>2011-09-16T08:15:32Z</updated>

		<summary type="html">&lt;p&gt;Talas: &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.&lt;br /&gt;
First there is Marsh Hermit who is a bit special because you need to mention training before he asks you to learn pathfindig. After maxing Hermit which is 100 ranks you need to go on with the so called &amp;quot;book 1&amp;quot; which can be found in the Pitch-Caves. Book 1 has 3 chapters which means that you either need a visit with a lot of stored ranks or visit it 3 times.&lt;br /&gt;
The Book 2 is even harder to reach and if i remember correctly it is located in the slate caves. Usually a porting mystic is needed for an organized book 2 trip. Book 2 has one chapter but an additional rank can be trained if you re-visit the book 2 before you start learning from book 3. &lt;br /&gt;
Book 3 then has 4 chapters i think (sorry, i lost overview, but it might help you anyway) and can be found in the camp dread and reached pretty easily with a mid-sized group. But be aware that you have to kill the casters of many lightning bolts. &lt;br /&gt;
As the name &amp;quot;The Tao of Trillbane&amp;quot; might tell you this is the last book before you might want to visit Trillbane - the last Pathfinding trainer yet.&lt;br /&gt;
It&#039;s told that it&#039;s pretty hard to get there but i have no clue where to find her :D&lt;br /&gt;
I will edit once i know ;) &lt;br /&gt;
&lt;br /&gt;
==Ranks 5==&lt;br /&gt;
* Library to tunnels?&lt;br /&gt;
* South town to Scout Snell?&lt;br /&gt;
* North town to North Field?&lt;br /&gt;
==Ranks 25==&lt;br /&gt;
* Northwest Forest?&lt;br /&gt;
* Big trees in South Forest (yada &amp;amp; mirror column)&lt;br /&gt;
* Scout to 1 south of dragon&lt;br /&gt;
==Ranks 50==&lt;br /&gt;
* Jannars Grove&lt;br /&gt;
* East Forest to Baby Drake Cave Snell&lt;br /&gt;
==Ranks 100==&lt;br /&gt;
* Marsh Hermit to South Forest&lt;br /&gt;
* Valley&lt;br /&gt;
==Ranks 110==&lt;br /&gt;
* CD to ? caves&lt;br /&gt;
* Spider Cave near CD to PC1&lt;br /&gt;
* Spider Cave near CD to Foothills ?&lt;br /&gt;
==Ranks 120==&lt;br /&gt;
* Wisher&#039;s Gate to Hatred&#039;s Hollow&lt;br /&gt;
==Ranks 130==&lt;br /&gt;
* South entry (boat) to KI interior&lt;br /&gt;
* Orga Stronghold?&lt;br /&gt;
==Ranks 140==&lt;br /&gt;
* &lt;br /&gt;
==Ranks 150==&lt;br /&gt;
* &lt;br /&gt;
==Ranks 160==&lt;br /&gt;
* Ash Barrens path (entry to the Ferals)&lt;br /&gt;
==Ranks 170==&lt;br /&gt;
* Most of the [[Nexus|Nexus]] paths&lt;br /&gt;
==Ranks 180==&lt;br /&gt;
* &lt;br /&gt;
==Ranks 190==&lt;br /&gt;
* Path from CD portal snell into FH &lt;br /&gt;
* Path from Exit of Valley into Trool Caves&lt;br /&gt;
* Path from south farms to Meadow&lt;br /&gt;
==unknown amount of ranks (to be categorized)==&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Hunting areas that are only accessable with Pathfinding==&lt;br /&gt;
* Joannars Grove&lt;br /&gt;
* Valley&lt;br /&gt;
* Northwest Forrest&lt;br /&gt;
* KI interior&lt;br /&gt;
* Deep Estuary (behind jungle vine bridge)&lt;br /&gt;
* New Bear Cave?&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Creatures&amp;diff=386</id>
		<title>Creatures</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Creatures&amp;diff=386"/>
		<updated>2011-09-15T10:22:56Z</updated>

		<summary type="html">&lt;p&gt;Talas: /* Chargers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:drake.png|right]]This section describes the types of creature movement you will encounter, and how to handle the different types of creatures. The list of creature behavior is growing. However, some basic behaviors will always be able to be countered by a smart exile who learns from close observation how creatures run, swing and make special attacks.&lt;br /&gt;
&lt;br /&gt;
Learning the timing of movements, timing of swings/swingouts, speed, and the range at which beasts can sense you is an important part of a fighters career. Some fighters and healers have been playing for years and act like they don&#039;t know what a beast will do. But luckily for us all beasts fall into a few categories of basic movement, as well as a few categories of speed, sense range, and swings per second, and whether they&#039;re swing out, or [[Healing#Regia|Regia]] too fast to swing out.&lt;br /&gt;
&lt;br /&gt;
I believe a lot of people either don&#039;t care — they just want to have fun and &amp;quot;Keel&amp;quot; or they really haven&#039;t observed monsters in their natural setting long enough to know when which beast is going to do what. Below is a general overview of different types of movement, timing, speed and sensory range of a majority of the creatures one will encounter in the Lok&#039;groton island chain, the planes and other places an exile may go.&lt;br /&gt;
&lt;br /&gt;
It is up to you if you decide to use this information to better yourself as a fighter, or to just have more fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Creature Movements =&lt;br /&gt;
Monster Movement is probably the easiest to learn, but for some reason, some people don&#039;t seem to have mastered it (nor even to have recognized it). Walk into any snell populated with monsters, and one of 7 things will happen: The monster will charge you, circle you, run away from you, throw something at you (a bolt of lightning, ball of fire, web, pebble, or small rock), zap you and/or teleport, be completely oblivious to you, or only go after one person, ignoring others.&lt;br /&gt;
It&#039;s important to learn the movement of each particular monster, because you can learn to use their habits against them, either to trap them in a killing circle or hang them up on terrain to put more distance between yourself and them. Here&#039;s the breakdown of monster activity.&lt;br /&gt;
&lt;br /&gt;
==Chargers ==&lt;br /&gt;
Chargers are the most common types of creatures. They charge at anything that can sense your presence. They won&#039;t stop until either you&#039;re dead or they&#039;re dead. This is a simple and very stupid movement pattern that&#039;s incredibly easy to fool into running itself behind a tree, or leading right into a collapsing venus fly trap of fighters.&lt;br /&gt;
&lt;br /&gt;
This is pretty much the equivalent of a stupid newbie charging a [http://puddleopedia.org/Entry/OrgaBerserk Zerk], waving his club and swinging until he&#039;s dead. Unfortunately, some chargers are all business, and they&#039;re best left to the professionals — until you become one, or learn to handle them.&lt;br /&gt;
&lt;br /&gt;
Most Chargers will go after the closest person, but chargers that lock onto one person are becoming more common, these are one type of [[#Targeters]].&lt;br /&gt;
&lt;br /&gt;
Be aware that a Charger is not always waving a flag showing &amp;quot;hey, I am a Charger&amp;quot;. You can easily see that on the movements of Cave Cobras which have an insane &amp;quot;Area of Interest&amp;quot; and find you like immediately. On the other hand Baltoises have a very short Area of Interest and are also pretty slow when charging and might lose their focus again.&lt;br /&gt;
&lt;br /&gt;
==Circlers ==&lt;br /&gt;
Circlers are the second most common. These creatures, people have dubbed the [http://bestiary.puddleby.net/beast/ComboCanineUrsine.php Feral] [[Glossary#A|AI]] because initially only ferals circled their prey. You walk into the snell and the feral (or other creature) might look like it&#039;s running right at you, but before it gets to you — if you&#039;re far enough away — it decides to break off its attack and circle you for a bit. Usually once or twice or until it thinks its balance is full, then it charges you, swings a few times, then backs out and circles you again. When faced with multiple targets the feral will place the radius of its circling on the closest person to it, and it&#039;ll weave back and forth until it decides to charge again.&lt;br /&gt;
&lt;br /&gt;
A basic way to protect yourself is to quickly observe where it is in that pattern, and simply run in a vector that makes it break off into a circling motion before it reaches you. This is also effective to keep them away from healers and wounded members in your party. Instead you follow it around the party, always keeping yourself the closest person to it. That way, when it charges, it&#039;ll attack you and not that unobservant newbie being raised or the healer who&#039;s turning yellow raising him because Mr. Newbie hasn&#039;t learned /share yet either.&lt;br /&gt;
&lt;br /&gt;
==Targeters==&lt;br /&gt;
These are the only monsters that don&#039;t use distance to nearest exile to pick their target. They tend to choose someone in range at random and chase them until they lose interest or another exile steps in their way long enough to get the monster&#039;s attention. If you are being chased by one and you might fall if it hits you again — or you just don&#039;t want to be picked on, circle it around into a fighter by stepping so the fighter is between you and Mr. One Track Mind. If you decide to run for it without doing this, you&#039;ll eventually end up like many a teenager in one of those slasher films.&lt;br /&gt;
&lt;br /&gt;
===Large Death Vermine===&lt;br /&gt;
[http://bestiary.puddleby.net/beast/Vermine.php Large Death Vermine] are one type of targeter that run faster than exiles. They usually lock onto wounded or weak exiles. If one locks onto you and you can&#039;t kill it fast enough, do not run away from your party. Instead, run around the closest fighter to scrape it off and make the fighter kill it.&lt;br /&gt;
&lt;br /&gt;
===Trool&#039;kin===&lt;br /&gt;
These are [http://bestiary.puddleby.net/beast/Trool.php trool]&#039;[http://puddleopedia.org/Entry/Trool kin] that are harder to drop onto other exiles.  They don&#039;t change their target simply by running past another exile.  Instead, you must run to the exile, and touch the exile while slowly circling around the exile.  You must go about halfway behind the exile you want to drop the Trool&#039;kin keeping the exile between you and it.  You must then wait until the Trool&#039;kin strikes the exile or the exile strikes it in order to stop it from targeting you.  Other high level targeters exhibit the same behavior when trying to drop them.&lt;br /&gt;
&lt;br /&gt;
==Chickens==&lt;br /&gt;
And I don&#039;t mean 6 foot tall cloak wearing, &amp;quot;Bawking&amp;quot; Super chickens either — untamed, those can be the fiercest beasts in all the planes! I&#039;m talking about creatures such as starbucks, that run away from you if you&#039;re anywhere within range of seeing them, until you force them to within 2 exile widths away and then they decide that since they&#039;ve been forced into a corner, they might as well fight. There are no known creatures using this movement pattern that are very deadly to anyone but very low to early mid level fighters. The most dangerous class of known creatures who act like chickens are oddly enough most [http://bestiary.puddleby.net/beast/ComboCanineUrsine.php bears].&lt;br /&gt;
&lt;br /&gt;
Occasionally you&#039;ll find a bear that is a charger, and usually these are tougher than most bears of the same type.&lt;br /&gt;
&lt;br /&gt;
==Teleporters==&lt;br /&gt;
There&#039;s only one known teleporting race of wild beings in the lands that we know of. These are [http://bestiary.puddleby.net/beast/Uncategorized.php spriggins]. You run at them and right when you get about an exile length away they teleport 180 degrees to the other side of the line that you and he made up the point of. They also zap your balance and occasionally steal huge sums of money.&lt;br /&gt;
&lt;br /&gt;
They&#039;re are three ways to defeat them. &lt;br /&gt;
===Spriggin Baseball===&lt;br /&gt;
You or a friend run at the [http://puddleopedia.org/Entry/Spriggin spriggin] forming a straight line between you, the spriggin and your friend. The person who charges the spriggin is called the pitcher, and the person standing at the end or the 180° line is the batter. The batter stands just close enough to the spriggin to see them. When the charger approaches the spriggin, the spriggin teleports right into arms reach of the batter and HOME RUN! that little thief is outta the park!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solo&#039;&#039;&#039;: you run at the spriggin full speed, just before you get hit the spot where he teleports you change directions 180 degrees. If you&#039;re fast enough and you did it right you&#039;ll be closer to him be the time he tries to teleport away, if he does start to teleport away,turn around and run 180 degrees the other way. You&#039;ll notice that he&#039;s getting tired of teleporting and is actually teleporting lesser and lesser distances, until his teleport is so close to you that when you turn around he can&#039;t teleport out in time, and bam! The little devil bites it hard. I fighter who is extremely good at hunting spriggins can often kill the spriggin within one or two teleports.&lt;br /&gt;
&lt;br /&gt;
The third method is easy to learn if you are observant, and it&#039;s so easy to execute, I feel it&#039;d be a too much of a spoiler, and will not include it in this manual.&lt;br /&gt;
&lt;br /&gt;
==Oblivious==&lt;br /&gt;
&amp;quot;So you&#039;re an exile? big deal I got more important things to do!&amp;quot; would be the motto of the oblivious beasts of the field. These are pretty much harmless unless you try something like cornering them and getting right in their face. Like the chickens, they pose virtually no threat. It is rumored that killing Tors and Butterflies does nasty things to your luck and karma.&lt;br /&gt;
&lt;br /&gt;
==Bolters==&lt;br /&gt;
Bolters target the person nearest to them and hurl a lightning bolt at the person. They like to stand very far away, and most, like the [http://bestiary.puddleby.net/beast/Orga.php orga warlock] and [http://bestiary.puddleby.net/beast/Orga.php hemlock] are stationary until attacked. Then they run a little bit, stop and throw another bolt. These types are very easy to kill if you can get close enough. If you&#039;re low level or don&#039;t have much histia, the best practice is to follow behind a [[Glossary#R|rod]] or tank so they take the damage, while you wait until the last second to pop out from behind them and attack.&lt;br /&gt;
&lt;br /&gt;
Others, like the [http://bestiary.puddleby.net/beast/Orga.php dredlock], lock on to an exile like a Targeter and flay anything in their path to them. Deal with them as you do a targeter. Their bolts are more powerful than the other &#039;locks bolts.&lt;br /&gt;
&lt;br /&gt;
===Chain Lightning===&lt;br /&gt;
[http://bestiary.puddleby.net/beast/Orga.php Hemlocks] are noteworthy because their bolts bounce from one exile to the next if they are standing close enough. To deal with these, you charge it as usual, but make sure to get over 2 exile lengths distance between you and the closest person if you&#039;re up front. If you&#039;re behind and too close, drop back once you see a bounce. If you see a bolt bounce off of yourself, get away from others. When you have the [http://puddleopedia.org/Entry/OrgaHemlock hemlock] surrounded. make sure to stand away from the person the hemlock is facing. The bolt will still bounce among the surrounding fighters, but you won&#039;t take any additional damage if you&#039;re lucky. If there are only 2 fighters on the hemlock, you and a friend, make sure to stand on opposites sides of the hemlock so the bolt can&#039;t bounce. If someone is standing really close to another person and they get bolted, the bolt has a good chance of bouncing back and forth, causing a greater deal of damage than should be taken.  The same thing happens with [http://bestiary.puddleby.net/beast/Orga.php dredlock] [http://puddleopedia.org/Entry/OrgaDredlock bolts].&lt;br /&gt;
&lt;br /&gt;
==Webbers==&lt;br /&gt;
Webbers, like Crimson and Emerald [http://bestiary.puddleby.net/beast/ComboArachneArachnoid.php Arachnoids], throw webs  at exiles over far distances. When the webs hit the ground, they cover an area 2 exiles in radius, making the ground very sticky and hard to move through. The best defense is to keep moving when around them. Webbers target weaker people, so it&#039;s possible for a rod to injure itself and draw the webs to it. If you are injured, you could draw a web upon yourself, so it&#039;s important to do three things:&lt;br /&gt;
&lt;br /&gt;
#Don&#039;t stand near fallens* — the webs will make them more fallen, and harder to raise&lt;br /&gt;
#Do not stand in an important place (like at the exit**, in the combat zone nor the path to get out of the area if you need to retreat)&lt;br /&gt;
#Try to stand far enough back*** so that the noids choose the rod over you as a target&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*If you are chained with multiple people and healed to standing and the fallen are right next to you in a web area, immediately upon being raised, move as fast as you can away from the fallen. Getting someone webbed while fallen could make them too dead for the healers, and then they would have to be chained or depart and for the rest of the hunt you&#039;re down one or two people.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;**by standing near the exit, you are encouraging the noids to web that area, trapping people in or hindering them long enough so that they fall.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*** you&#039;re already injured and taxing the healers resources. The faster they can heal everyone up the sooner you can get back to fighting and progressing in your area.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Webs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Mammoth Recluse [http://bestiary.puddleby.net/beast/ComboArachneArachnoid.php Arachne] and the Black Widow also throw webs, but of an entirely different type. This second variety of web is unavoidable (like Orga lightning) and will quickly pull the targeted exile directly toward the widow or recluse, causing the exile to swing out on any creatures in the way. These webs do not directly damage exiles.&lt;br /&gt;
&lt;br /&gt;
= Speed =&lt;br /&gt;
Most monsters move at the exact same speed as exiles, but a few, such as Mahas, can overtake an exile running away, and turn that planned escape into a lecture from your [[Training#Profession Trainers|tailor]] about blood and grass stains on your clothes. Some move a lot slower than exiles, and these are much more easily managed. Various monster speeds is one of the things that all but the most unwashed newbie knows intrinsically, and knowing their speed comes in handy when you have to retreat.&lt;br /&gt;
&lt;br /&gt;
When [[Tactics#running and peeling|running]] or [[Tactics#Luring|luring]] monsters, stay at the same speed as the monster(s) so you don&#039;t lose any.&lt;br /&gt;
&lt;br /&gt;
= Swinging on Creatures =&lt;br /&gt;
Learning to time your swings, and where to swing, is essential to hit difficult-to-hit monsters and not take any more damage than necessary.&lt;br /&gt;
&lt;br /&gt;
The basic instruction pages all tell you to swing just after the monster swings since this is when the monster is at its lowest balance. It&#039;s good practice to also know what your maximum sustainable swing rate is and use it to establish a rhythm. Many people experience lag and can&#039;t time their swings by just watching. In this case it&#039;s best to listen for the sound, and time the interval between swings. If you aren&#039;t hitting a beast in one rhythm, try an alternate rhythm.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re with a group where you can&#039;t hit what they&#039;re hunting, try the backside. If you still can&#039;t hit, keep trying if it is a casual hunting situation. Don&#039;t stop to say you can&#039;t hit. If you want to give up, you just say, &amp;quot;Kill,&amp;quot; and the other fighters will take care of it.&lt;br /&gt;
&lt;br /&gt;
In a heavy battle situation where there are many more fighters than there are spaces to attack, and a stronger fighter is [[Fighting#Moving Cleanly|cued behind you]], if you have only a chance to hit with a lucky hit, then move on to something more your level, to allow a stronger fighter in. He or she won&#039;t get any experience for slaughtering something that is a kill for you, while you won&#039;t get any experience for [[Glossary#W|whiffing]] out on a monster too tough for you to hit.&lt;br /&gt;
&lt;br /&gt;
Here are a few things to learn for each monster:&lt;br /&gt;
==Swings Per Second==&lt;br /&gt;
Some beasts swing very slowly, like [http://bestiary.puddleby.net/beast/ComboOceanicAnnelida.php Baltoise], and a few swing several times a second, like [http://bestiary.puddleby.net/beast/ComboOceanicAnnelida.php GCP] and [http://bestiary.puddleby.net/beast/ComboCanineUrsine.php giant foxweir]. Generally, the larger something is, the slower it swings, and vice versa. Most monsters have a swing rate between one and three seconds, and getting down the timing of these creatures is easier.&lt;br /&gt;
&lt;br /&gt;
==Swingouts==&lt;br /&gt;
Some monsters used to swing out, and exhaust all their balance and swing as soon as they had enough balance to swing. Now, such creatures are all but extinct because they were too easy to kill. Now only the ones smart enough not to swing out survive. It&#039;s best to learn from them, and not swing out unless you can safely do so.&lt;br /&gt;
&lt;br /&gt;
= Dealing with Creatures =&lt;br /&gt;
There&#039;s only two ways to deal with monsters: either you avoid them, or you kill them. This section deals with both avoiding monsters by losing them and hunting them with extreme efficiency. As mentioned previously, once you know a monster&#039;s movement, speed, sensory range and swing rate, you&#039;ll be more adept at hunting them and surviving them hunting you.&lt;br /&gt;
&lt;br /&gt;
==Losing==&lt;br /&gt;
Losing monsters is a basic stunt, anyone can pull off. The easiest way is to cross a snell (and even recross it), or better yet go through a path. But if you&#039;re a long way from the snell border and they&#039;re catching up to you, buy some space and read [[Fighting#Terrain|Terrain]] in the [[Fighting#Survival|Survival]] section. Note that the better you know the pattern the monsters move in, their speed and swing speed, the easier it will be to trick them into bumping into things, and making them lose track of you.&lt;br /&gt;
&lt;br /&gt;
==Sensory Range of Creatures==&lt;br /&gt;
Along with movement type, comes monster sensory range. Many creatures can see just as far as an exile can, and by the time you&#039;re aware of them it&#039;s too late to choose a path that goes around them. Many can see, hear or smell further than exiles can, and are already moving towards an exile long before the exile is aware of them. Taller monsters, and those with enhanced senses of smell or hearing, can detect exiles extremely far. Learning sensory range is important in deciding how far you should run if you have to retreat. If a beast can see all the way across a snell and they can cross borders in pursuit of you, it&#039;s a good idea to retreat two snells if you or your party is critically injured. If you just need a few seconds to regroup and quickly heal up, you might just get away with retreating to the edge of the same snell or just over the boundary into the next snell.&lt;br /&gt;
==Leading==&lt;br /&gt;
(AKA &amp;quot;Running&amp;quot; Creatures) Since aside from kudzu, we don&#039;t have a convenient way to keep a horde of beasties from surrounding us and using our innards as punching bags, chew toys, or clawing posts, often we have to corral them like a cowboy would. Since you don&#039;t have a fence or even a lasso — you become the lasso.&lt;br /&gt;
&lt;br /&gt;
You circle the large group, trying to keep the faster ones behind the slower ones, and keep then penned up by chasing you as you run in a circle around them. This works extremely well with chargers, but is much harder to do with circlers — but it is possible. You can even hunt solo by corralling too, and it&#039;s similar to the [[#Monster Terrain|Monster Terrain]] subsection, but this is all monsters, bumping into each other, and you pick off the ones at the edges using hit and run tactics known as the [[Tactics#Fighting_Retreat|fighting retreat]]. The problem is since they&#039;re in a circle, most likely 2 or 3 will be about to take a pot shot at you as you go in to hit one. [[Creatures#Monster_Terrain|Monster Terrain]] solves this one problem.&lt;br /&gt;
&lt;br /&gt;
So, corralling is best practiced in a small groups, even though this is a solo section, mastering this art of leading beast into a circle will become vital to both healers and fighters alike in later stages of their advancement. With corralling comes the next related topic: Peeling Monsters.&lt;br /&gt;
&lt;br /&gt;
==Peeling==&lt;br /&gt;
Peeling monsters is one way to rescue someone you come upon completely surrounded. And as you probably know by now, surrounded fighters are much closer to death than free moving fighters. You&#039;re a fighter, and you can&#039;t take them all on at once or else you&#039;ll get surrounded too. So, once you&#039;ve learned the range a beast will go for you, you step just a bit closer than the person it&#039;s currently trying to get to and viola! it is now chasing you. If you&#039;ve studied hard at noticed beasts range you&#039;ll notice some only see you half your visible area away, and some see you from the other side of the snell.&lt;br /&gt;
&lt;br /&gt;
However all but a few monsters target the closest person to them. You can peel off a few from your surrounded new friend, kill them and come back for more. If it looks like he&#039;s going to fall, call in some back up and a healer while you&#039;re at it — you did remember to get a SS the first few weeks you played didn&#039;t you?&lt;br /&gt;
&lt;br /&gt;
Later on one person in your group might be corralling or &amp;quot;leading&amp;quot; them, and you, with your expert peeling skills can yelling &amp;quot;Peeling.&amp;quot; He&#039;ll yell back his location and maybe a beast count and type, and you carefully approach and pick up the stragglers in the back closest to you and furthest from him. A more advanced technique is to run parallel to the runner, and peel from the side, so you can both make sure you peel the right amount to lead back to your group.&lt;br /&gt;
&lt;br /&gt;
Peeling is an easy concept, but mastery of it depends on both the person corralling them, and the peeler. Even the most experienced peelers and corrallers occasionally have miscommunications or unexpected problems.&lt;br /&gt;
&lt;br /&gt;
==Soloing==&lt;br /&gt;
Soloing prey tougher than you are is a skill that really tests your limits. You&#039;ll usually want to use the hit and run approach, assuming you can hit it once and run away before it can land one or two blows on you. If it&#039;s really tough, ask a healer to standby in another [[Glossary#Snell|snell]] so you can practice. If the beast troiluses slowly, you could conceivably leave the snell, [[Glossary#Troil|troil]] and come back to it when at full health.&lt;br /&gt;
&lt;br /&gt;
Until you get decent at this, I suggest [[The Sharing System|sharing]] with your local locating mystic regularly (they increase your luck, it is rumored) — you&#039;ll want them as friends anytime you&#039;re fallen alone — and letting people know where you&#039;re at via [[Glossary#SS|SS]] or in town center before you leave helps as well.&lt;br /&gt;
&lt;br /&gt;
And while you&#039;re soloing, get the most out of it by filling your [[The Sharing System|share]] slots with healers, and good friends.&lt;br /&gt;
&lt;br /&gt;
==Monster Terrain==&lt;br /&gt;
Remember those car chases in every action adventure movie since the French Connection? Remember how the guy running from whoever was chasing him lost his hunters? They used their knowledge of driving and obstacles to get them off their tail. You can do the same to just about every beast in the game, even those faster than you.&lt;br /&gt;
&lt;br /&gt;
Practice running away from a heard of beasts you&#039;ve been corralling and dodging behind a tree to trip some of them up and give you a little more room. Also, notice that fat, slow beast in the back? Why not swing around the pack and make him the leader? All the other beasts will have to slow down a bit and have to move around him, buying you maybe enough time to dodge around another tree, and further your lead, and maybe even shake a few off your tail. The better you get the closer you&#039;ll be able to cut around trees and boulders and beasts coming at you. You might even rush by one close enough to let it swing at you while not stopping, and then watch as the other beasts pile up behind it.&lt;br /&gt;
&lt;br /&gt;
Before I mentioned leading beasts in a circle to manage them, but in order to pick one off you need to be able to separate them momentarily. Lead beasts into a straight line. Turn back quickly, hit the one in the front of the pack, and run off in the direction that keeps everyone behind the one you hit — he&#039;s at a standstill, since he swung too and you can easily retake your lead. The down side is the others might pass him, and you&#039;ll have to swing back and corral them in order to get the one you hit at the front again. The upside is that only one got to swing on you.&lt;br /&gt;
&lt;br /&gt;
You can start learning how to use terrain and other monsters in the Undine cavern, then move to Wendeckas, and move on to South Forest, then eventually to Northwest Forest at night. See [[Where to Practice]] for more places to practice dealing with creatures.&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Tactics&amp;diff=385</id>
		<title>Tactics</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Tactics&amp;diff=385"/>
		<updated>2011-09-15T10:16:51Z</updated>

		<summary type="html">&lt;p&gt;Talas: /* Specific Places */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you&#039;re in a group, you&#039;ll find in more challenging snells that running in all at once and trying to kill everything that comes at you, is not the best way to hunt. Tactics covers how people in various roles work together to accomplish the goals for the hunts or exploratory trip.&lt;br /&gt;
&lt;br /&gt;
Tactics are generally left until the place and time of the hunt to explain. Here, I&#039;ll document some of them developed by groups I&#039;ve been a part of for years. These are tried and true ways to combat the various types of monsters you&#039;ll hunt on a daily basis. An older scroll unearthed from the Black Unicorn vault is [[Group Combat Tactics]]. This scroll covers basic tactics one should follow at all times during a hunt. It&#039;s old but it has a lot of concepts not covered here, or only covered in part here.&lt;br /&gt;
&lt;br /&gt;
==Avoiding collisions==&lt;br /&gt;
In a group hunt it is essential to avoid people running into each other, for group efficiency and group safety.&lt;br /&gt;
The best way to avoid collisions between group members is to allow at least a one exile gap between them and all times except when healing and performing a Surround and Pound. Also, if a beast is surrounded and you&#039;re not in the surrounding group, make sure to hang back at least 2 exile lengths away, standing just off a straight line between you the fighter you&#039;re waiting to step back and the beast that&#039;s surrounded. This allows the fighter to step back at least 2 exile widths or greater gracefully and not impede your approach. The fighter backing off should choose a retreat vector that leaves your attack vector unhindered.&lt;br /&gt;
&lt;br /&gt;
Bumping into or standing behind retreating fighters while you&#039;re moving in for an attack can cause a number of bad results to you and the fighter. These bad things are even more severe for fighters with sticky weapons.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
The most important thing to do in groups is working together. If you are in a casual hunting group you can almost do whatever you want. However, if the situation deteriorates, and your group is in danger, or the idea is to kill things as fast as you can, focus. You should focus, with the other fighters, on one monster at a time.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll have a lead fighter or two to follow. It is usually the leader or the strongest fighter in the group. What s/he attacks, you attack, and keep attacking until it is dead. If you cannot hit the monsters, then make sure you aren&#039;t blocking out fighters who can, and become a backup fighter for them. You&#039;ll focus on monsters you can hit.&lt;br /&gt;
&lt;br /&gt;
What if you&#039;re the strongest fighter in the group and become the lead? How do you know what monster to focus on though? Well, animals focus on the weakest when hunting because they&#039;re easier prey, however when the monsters are a threat to your survival you focus on the greatest threats first. The greatest threat is the monster that does the most damage per second to party members. If you have a cave cobra and a stinging beetle, the cobra has powerful [[Fighter_Trainers#Darkus|Darkus]] and high accuracy — so it can take down fighters fast, while the beetle has fast swings and maneuverability, and because of its fast swings, it has a high dps as well. Who the greatest threat is depends on the situation. Since the CC moves the fastest, and is hard to [[Fighting_Styles#Bricks|brick]], it is almost always the greatest threat. An exception to this is if you have a good number of fighters still up, and there&#039;s one healer left being harassed by a Stinging Beetle. AND you have a trap on the stinging beetle. A lot of ifs and as you gain experience you will get better at judging the greatest threat.&lt;br /&gt;
&lt;br /&gt;
So, let&#039;s say you&#039;re fighting an Orga Rage and an Orga Frenzy (or other BRO) comes along. If the Rage is still green or high yellow, [[Glossary#D|drop]] it--gently--on a fighter that can brick it, then move onto the BRO. Do not drop it without making sure it doesn&#039;t suddenly become a great threat to a healer or a weaker fighter. Also, if the Rage is already red or deep yellow finish it off.&lt;br /&gt;
&lt;br /&gt;
However, sometimes for the [[Overall_Group_Survival|sake of survival]] you do not want to focus on the creature which is doing the most damage, but instead focus on how you can help reduce the collective damage the group is taking as fast as possible.  For example, if you&#039;re in a group of fighters and healers, facing a Frost Giant and some snow vermine, you probably want to get rid of the snow vermine first -- except when the healer is using them for protection.  If the snow vermine are doing less damage to the healers (who are not using them for protection) than the Frost Giant is doing to everyone, the fighters can get rid of the snow vermine much faster.  If it takes 10 hits to take down something which is doing twice as much damage as something you can 1-hit, focus on the latter.  Snakes and cobras and the nastier vermine are all examples, and healers will appreciate it if they are killed first.&lt;br /&gt;
&lt;br /&gt;
The reason for focusing and finishing things that are low off is this: The greatest threat does the most damage and two yellow orgas do more damage than a dead orga and a white orga. Always keep in mind what the greatest threat is to your group.&lt;br /&gt;
&lt;br /&gt;
==Attack Vector==&lt;br /&gt;
Sometimes your party or you will have a couple beasts it has to kill quickly, or your party is killing things fast and you&#039;re missing tags because of this necessity. This is where choosing a good attack vector comes in.&lt;br /&gt;
&lt;br /&gt;
[[Image:fm007-vectors_w.png|right]]&lt;br /&gt;
A lot of times the monsters will be side by side facing the party, and your first instinct is to attack head on, then turn and move toward the next one. But the time it takes you (from the time you realize the first beast is dead, to switching vectors, and finding a good angle of attack targeting on the next one) is too long, and you miss the tag.&lt;br /&gt;
&lt;br /&gt;
[[Image:fm008-vectors_r.png|left]]&lt;br /&gt;
Instead of coming at one monster head on and switching direction, attack in a vector that puts both monsters is a straight line, so when the first one falls you continue on without having to re-target your vector for the next one. This usually involves swinging out to the left (clockwise) or right (counter-clockwise) and attacking from the side, while the majority of your party takes the head on approach. If timed and positioned correctly, you can kill one beast and simply let your momentum carry you right to the next one, allowing you to tag it within seconds.&lt;br /&gt;
&lt;br /&gt;
==Luring==&lt;br /&gt;
Luring is a technique where the whole party gathers at the edge of a snell while another person (usually a fighter) crosses the snell into a very dangerous area with tons of monsters and tries to get a few monsters to follow him or her across the snell, into the waiting arms of the fighters. For those snells where crossing placement is random, almost no formations are effective since the monster may appear behind a wall on healers, or in a corner away from the bulk of the group.&lt;br /&gt;
&lt;br /&gt;
One tactic to use is to space fighters out evenly across the entry area, and have them attack the closest thing to them that pops up.  Or you can let crossing creatures find the group (especially if the creatures have farsight), or even have spaced scouts bring the creatures to the group.  If you can get a surround on beasts that move in and out quickly, the job of picking off the lures goes much quicker. Look to lead fighters to pick the target you decide to help with the surround on.&lt;br /&gt;
&lt;br /&gt;
Note that for some snells, crossing placement is about to the middle of the edge.  And for some other snells, crossing placement will approximately match the part of the edge that was crossed.  See [[SnellMovement|snell movement]] for a more detailed explanation of this movement.&lt;br /&gt;
&lt;br /&gt;
===Standing too close to a Snell Border ===&lt;br /&gt;
One thing you don&#039;t want to do when a person is luring from another snell is stand too close to the border of the other snell for 2 reasons. First, if the creature you&#039;re luring [[Creatures#Circlers|ferals]] then the creature will most likely drain back into the snell it was lured from*, slowing down the hunt. Second it give you less time to respond to a creature that has just crossed the snell (by luring or just coming across by chance). Often this results in an exile trapped and either being more injured than necessary or falling quickly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note*: You can use this draining action to your advantage to reduce the numbers of creatures your group is facing if they might overwhelm you. If your group is being overwhelmed, have one person cross a secured snell border, while a second person stands near the edge. Feralers will drain across the border and might take a bit to come back.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Running and Peeling==&lt;br /&gt;
This tactic is used when there is a multitude of monsters where each one can be a challenge to the group on its own. In this a runner (usually a healer) corrals the beasts far away from the group on the same snell. The peeler runs in and lures one or two of them away to lead it back to the group. If the group is experienced in formations above, the Venus Fly Trap is an excellent way to position the beast for an optimal and fast take down.&lt;br /&gt;
&lt;br /&gt;
==The Kudzu Fortress==&lt;br /&gt;
A kudzu fortress is best used when the group enters a densely populated area where are many monsters that could easily overpower the entire group. Before the group enters the area a runner enters the area and lures away any monsters near the entrance, making it easier for the Kudzuers to enter and plant a wall of kudzu each one exile length apart. This wall will quickly grow to form a solid wall.&lt;br /&gt;
&lt;br /&gt;
At that point the Kudzuers will message the group to enter the area, and if done properly all members will appear within the fort. Then a fighter or two will cut an opening for one monster to get through at a time. A lurer might run out of the fort and lead a monster back into the fort where fighters are waiting to surround and pound the monster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Make sure not to plant kudzu so close to the entry that it grows over it and blocks entry or exit from the snell.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Chaining==&lt;br /&gt;
See [[Dead_Heroes#Chaining|Chaining]] in the [[Dead Heroes]] entry.&lt;br /&gt;
&lt;br /&gt;
==Kill Squads==&lt;br /&gt;
Kill Squads are usually a group of 2 to 3 fighters and one healer following behind. The kills squad&#039;s job is to follow a path and clear any beast that comes into it. It is good to have one brick, one high damage output fighter (a.k.a. &amp;quot;DPS fighter&amp;quot;) and a cadding healer with good faustus in a 3 person kill squad.&lt;br /&gt;
&lt;br /&gt;
==Rodding==&lt;br /&gt;
Lightning rods are 1 to 4 healers, and one or two fighters with a lead healer drawing the lightning bolts to them and the remaining healers healing the draw. If the draw becomes too weak the next strongest healer takes the point while the main draw is healed. If the lightning bounces from one healer to another, the draw stands at least 2-3 exile lengths in front of the other healers. Any monsters that start attacking the rod point or other healers in it are quickly dealt with by the fighters. If the monster is in front of the draw point, the point may drop back leading the monster to the fighters and swing around to take the front most point again. Or skilled fighters can time the lightning and quickly run up and kill the beast and quickly fall back behind the rod.&lt;br /&gt;
&lt;br /&gt;
A rod can be mobile and have a group of fighters following their slow advance, it can be in any shape, but often takes the form of a &#039;&#039;V&#039;&#039; with the rod point up front.&lt;br /&gt;
&lt;br /&gt;
See http://www.windsofdawn.org/guide/rodding.html for more information about rodding.&lt;br /&gt;
&lt;br /&gt;
==Bolt Bouncers==&lt;br /&gt;
A bolt bouncer is a lightning caster whose lightning hits one exile then moves on to another if they&#039;re within an exile length or two. If you and another fighter approach one, do so from the opposites sides of the bolter. The lightning can&#039;t bounce between the two of you that way, and you take less damage, as well as other fighter and healers around you.&lt;br /&gt;
&lt;br /&gt;
Orga Hemlocks and Dredlocks are two examples of Bolt bouncers. In the case of the hemlock, only 2 fighters are needed, so you don&#039;t get bounce. But a Dredlock is much tougher, and requires more than 2 fighters usually.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re fighting in a lightning infested area, and you see bounce, immediately spread out more to avoid it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See [[Creatures#Dealing With Creatures|Bolters]] for more information.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Retreating==&lt;br /&gt;
When you retreat you can either run like a mob and watch as people in the back fall, or you can be smart about it, and put your party is a better position for when you do regroup.&lt;br /&gt;
&lt;br /&gt;
===Covering===&lt;br /&gt;
Covering a retreat is simply the act of the healthiest person (fighter or rodding healer) staying between the monsters and the rest of the group while retreating. If you&#039;re healthier, and just as strong as the fighter behind you in a retreat, you should slow down or run back and let the other fighter pass you, so you can cover their escape. In some cases, two fighters might take turns taking hits from monsters that run faster than they do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Do not try this tactic against monsters that can pull.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fighting Retreat===&lt;br /&gt;
The fighting retreat is simply multiple fighters doing hit and runs while running away from creatures. It should not be done unless you can kill whatever you&#039;re hitting before you reach the group and you risk little chance of falling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Do not try this tactic against monsters that can pull.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Sacrifice Delay===&lt;br /&gt;
Creatures can cross snells too, in many places.  But they are more attracted to people in the same snell.  One person staying behind can give the retreating group extra time to form up in the retreated area, perhaps to lay down a kudzu wall or simply to heal more or even to clear the retreat area.  This works best if the person staying behind is a good runner or a good brick, and thus can manage to stay up for a good amount of time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are unable to retreat&#039;&#039;&#039; see [[If Unable to Retreat]]&lt;br /&gt;
&lt;br /&gt;
==Dodging Webs==&lt;br /&gt;
Dodging webs in combat is a lot like dodging rocks with the exception being that you can see the &#039;noid throwing the web. Just like rocks, the noids throw the web where they think you&#039;ll be in a few seconds, versus where you are now. If you are moving they&#039;ll throw it in the direction you&#039;re moving toward where you&#039;ll be at the time the web hits if you didn&#039;t change directions.&lt;br /&gt;
&lt;br /&gt;
Often when you&#039;re fighting a web throwing noid, you&#039;re stationary, and the noid just has to rear up (it looks just like an attack) and toss the web where you are.&lt;br /&gt;
&lt;br /&gt;
The secret to dodging webs is then learning when the noid is going to throw, and running off in a direction where the noid will throw it over your head.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how to do it.&lt;br /&gt;
The noid will swing at a constant rate, so learn the timing of its swings. Before it throws a web instead of attacking, it pauses for a second. At that second the noid is immobilized. It won&#039;t move if it&#039;s targeting you and you can safely run away without the noid following you and collapsing the surround and pound other fighters have formed.&lt;br /&gt;
&lt;br /&gt;
So, the second you see it pause, if it&#039;s targeting (facing) you, run at full speed in a direction where no one is, or will be in a few seconds. The second the noid rears up, wait a half second (or until you see the web coming) and run right back to it. The web will fly over your head and hit the ground behind you. (Hopefully no one is in the way.)&lt;br /&gt;
&lt;br /&gt;
With practice you can keep your fighting area web free, and keep anyone from getting stuck in the web and killed because they couldn&#039;t retreat in time. If every fighter does this when they see a noid about to throw at them, your party will have a much easier time killing it. You&#039;ll take less damage as a whole and you&#039;ll be ready to lure sooner because there won&#039;t be any webs in the combat zone.&lt;br /&gt;
&lt;br /&gt;
==Specific Places==&lt;br /&gt;
&amp;quot;Da Rules&amp;quot; to survive specific places, based on lessons learned from our hunts.&lt;br /&gt;
===Pitch Cave 7 - aka Book 2===&lt;br /&gt;
Once the group has crossed into PC7, do not go near the southern entrance, otherwise you will lure all sorts of nasty noids.&lt;br /&gt;
===Pitch Caves in General===&lt;br /&gt;
# Don&#039;t stand within 3 exile lengths of a fallen exile.&lt;br /&gt;
# Don&#039;t stand within 3 exile lengths of an entrance or exit unless you are told to lure.&lt;br /&gt;
# Listen for leader calls.  Stay when told.  Retreat when told.  Move forward when told.&lt;br /&gt;
# Don&#039;t AFK except in safe port area in PC5.&lt;br /&gt;
# In PC5, don&#039;t sleep or D/C otherwise you will return in the non-safe part of PC5 and likely die very quickly.&lt;br /&gt;
# Don&#039;t get too mad or yell at others if we all fall, it happens.&lt;br /&gt;
# PC6 is one way, in other words, once the group ports from PC5, you are on your own if you are left behind.&lt;br /&gt;
# Keep the Rod/Webber on yellow.  Noids only throw at the closest most injured exiles.&lt;br /&gt;
# Stay 3 exile lengths away from the Rodder.  Do not moonstone them.&lt;br /&gt;
===Tepui===&lt;br /&gt;
In the entrance snell south of Metz Island there are usually Sezuma Yorillas which cause earthquakes that stun you and give creatures the chance to surround and kill you easily.&lt;br /&gt;
Thats why usually there is one who holds the stuff at the east border of the water and give the others the opportunity to rush in right after a quake and build a kudzu fortress to peel from the crowded entry spot then.&lt;br /&gt;
===Death Roots - Rain Forest===&lt;br /&gt;
The Death Roots snell is extremely dangerous to enter because it has multiple rooting flowers that attack you when you enter the snell. If they kill someone or someone falls inside there they might also grab the exile to the flower itself tearing the group apart this way.&lt;br /&gt;
Therefore it might be a good idea to do &amp;quot;befriend-lures&amp;quot; and/or kudzu fortresses when entering via the shallow metz entry.&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Basic_Game_Mechanics&amp;diff=384</id>
		<title>Basic Game Mechanics</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Basic_Game_Mechanics&amp;diff=384"/>
		<updated>2011-09-15T10:01:38Z</updated>

		<summary type="html">&lt;p&gt;Talas: /* The Sharing System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Beginner|{{PAGENAME}}]]&lt;br /&gt;
Game mechanics are the fundamentals that every exile should know about how the world works. They break down into 4 basic concepts: Experience, Sharing, Karma and Combat Mechanics. Combat Mechanics is covered in [[Fighting]]. There are other systems in place such as [[The Court System]] and basic Training which is explored here a bit. However, class specific training will be covered in their respective sections.&lt;br /&gt;
&lt;br /&gt;
===[[The Experience System]]===&lt;br /&gt;
The experience system in Clan Lord is a bit different than in other RPGs. Instead of advancing levels which increase all your attributes, you train specific attributes and later take tests to see if you are good enough for the next circle.  Some professional trainers are only available once an exile advances to a higher minimum circle.&lt;br /&gt;
&lt;br /&gt;
===[[The Sharing System]]===&lt;br /&gt;
The sharing system allows you to receive experience from others and also helps healers heal you using less [[Healing#Respia|Respia]] and without doing as much damage to themselves. There are also subtile benefits from sharing with a mystic. Sharing also allows you to see if someone you&#039;re sharing with has fallen and when they are raised - regardless where they are in the isles.  This differs from [[Friends#Clans|clan]] members, whose status does not update if they are raised outside of the [[Glossary#Snell|snell]] you are currently on.&lt;br /&gt;
&lt;br /&gt;
===[[The Karma System]]===&lt;br /&gt;
The Karma system in Clan Lord is unique. Although it has very few real effects on the game, it does have some. Your karma is not something you can work toward increasing, it&#039;s given out by other players in reaction to your actions.&lt;br /&gt;
&lt;br /&gt;
===[[The Court System]]===&lt;br /&gt;
The court system is used to sue other players when they have wronged you by performing what you think a jury would agree deserves punishment. Cases can be either in Character (IC) or out of character (OOC). Some cases are good and enjoyable to sit and watch or be of the jury, and some are a waste of time. To get on the jury, you can talk to an NPC in the court house. The system is Opt In, so you don&#039;t have to worry about getting stuck on jury duty at random. You can also set whether you wish to on or off jury duty using the &#039;&#039;/options&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
===[[Formal Complaints]]===&lt;br /&gt;
When a person is acting in or out of character in a way that adversely affects you enjoyment of the game and will not stop: you have two options. The first is to put them on your ignore list: &#039;&#039;/ignore {name}&#039;&#039; or go to &#039;&#039;&#039;Menubar&amp;gt;Command&amp;gt;Ignore&#039;&#039;&#039;. The second is to lodge a formal compaint in the town hall with Complaina.&lt;br /&gt;
&lt;br /&gt;
===[[Training]]===&lt;br /&gt;
As previously mentioned, once you gain enough accumulated experience, you get a rank. When you get a rank depends on which trainer you are training. One thing everyone learns is that you must balance your training to a level you&#039;re happy with, or else you might end up with a horribly lop-sided character that is no fun to play. So, understanding what each trainer does and how they interact with other trainers is important.&lt;br /&gt;
&lt;br /&gt;
===[[Coining|Money]]===&lt;br /&gt;
Aside from experience your character can also accumulate money to buy things in several ways, from NPC vendors or from other exiles.&lt;br /&gt;
&lt;br /&gt;
===[[Toggle|Toggling]]===&lt;br /&gt;
When you can&#039;t Sunstone, toggling is a way to exchange messages with other people. Usually used as a way to ask for help, and give out a location or direction from town.&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
	<entry>
		<id>https://clump.clanlord.net/library/index.php?title=Rangers&amp;diff=383</id>
		<title>Rangers</title>
		<link rel="alternate" type="text/html" href="https://clump.clanlord.net/library/index.php?title=Rangers&amp;diff=383"/>
		<updated>2011-09-15T09:55:52Z</updated>

		<summary type="html">&lt;p&gt;Talas: /* Where to go from here */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Become a Ranger==&lt;br /&gt;
Rangers are a subclass of Fighters. To become a Ranger you must complete the following steps in order:&lt;br /&gt;
&lt;br /&gt;
# Become a third circle Fighter&lt;br /&gt;
# Qualify for the Gossamer blade&lt;br /&gt;
# Become proficient with the Gossamer and learn about the earth&lt;br /&gt;
# Join the Ranger subclass&lt;br /&gt;
&lt;br /&gt;
=====Qualifying for the Gossamer=====&lt;br /&gt;
In order to qualify for the Gossamer, you must practice getting the killing stroke on monsters. Any area where you can kill monsters in one blow will work well for this. Assuming everything is going correctly, you will occasionally see the following message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;• You experiment with a new fighting style.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Qualifying for any subclass weapon can take quite a while. When you actually qualify for a subclass weapon, you will receive this message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;• You discover an important combat technique.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming you qualified for the Gossamer (and not one of the other subclass weapons), you will be able to purchase one from Smythus for 5,000 coins and move to the next step toward becoming a Ranger.&lt;br /&gt;
&lt;br /&gt;
Smythus offers both the Fell Blade and the Gossamer. Make sure to but the right wepaon. Smythus&#039; message when he offers it to you is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;I hear from others that you slay many of your opponents with a single strike.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Becoming proficient with the Gossamer=====&lt;br /&gt;
Once you have qualified for and purchased a Gossamer, you can begin training by using the &amp;lt;tt&amp;gt;/use /practice&amp;lt;/tt&amp;gt; command. You will gain ranks in it whether you have it equipped or not. See a Ranger for the exact amount of Gossamer training that is needed.&lt;br /&gt;
&lt;br /&gt;
=====Learning about the earth=====&lt;br /&gt;
This is typically the most arduous, time-consuming step. Below are most of the ways to learn about the earth, accompanied by examples of their respective progress messages.&lt;br /&gt;
&lt;br /&gt;
* Having the killing stroke on a monster. &amp;lt;tt&amp;gt;(• Your blade flashes like a shooting star.)&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Traveling with other exiles. &amp;lt;tt&amp;gt;(• You learn from your traveling companions.)&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Wandering around the world. &amp;lt;tt&amp;gt;(• You learn from travelling across the land.)&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Recovering the furs of beasts. &amp;lt;tt&amp;gt;(• Your knowledge grows from working with the Island Panther.)&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Recovering the blood of creatures. &amp;lt;tt&amp;gt;(• You learn from working with the blood of the T&#039;rool.)&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Receiving boosts from Mystics. &amp;lt;tt&amp;gt;(• You learn from the wisdom of your companions.)&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All of the above methods provide a tiny amount of knowledge and can take several months to qualify for the Ranger subclass. In general, the best (and most boring) method is killing junk to maximize how quickly you can rack up killing blows. &#039;&#039;&#039;Note&#039;&#039;&#039;: The frequency with which one can earn &amp;quot;blade flashing&amp;quot; progress messages appears to be tied to Gossamer training. With 0 ranks, it may not be possible to get them at all.&lt;br /&gt;
&lt;br /&gt;
You can also learn about the earth by completing hunting challenges. This method provides a &#039;&#039;huge&#039;&#039; amount of knowledge. If you&#039;re lucky and haven&#039;t yet completed any of them, you can make quite a bit of progress by knocking them all out. So the final (and fastest albeit temporary) way to gain knowledge about the about the earth:&lt;br /&gt;
&lt;br /&gt;
* Completing hunting challenges. &amp;lt;tt&amp;gt;(• You gain understanding from hunting Ferals.)&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your progress toward learning about the earth can only be checked by consulting Rangers. If you ask politely, they should be able to tell you how close you are to becoming a Ranger. Here are the progress messages:&lt;br /&gt;
&lt;br /&gt;
* (Player) has barely begun to learn about the earth. (8 messages to go.)&lt;br /&gt;
* (Player) has begun to learn about the earth. (7 messages to go.)&lt;br /&gt;
* (Player) still has much to learn about the earth. (6 messages to go.)&lt;br /&gt;
* (Player) is making progress towards becoming a Ranger. (5 messages to go.)&lt;br /&gt;
* (Player) is making good progress towards becoming a Ranger. (4 messages to go.)&lt;br /&gt;
* (Player) is making excellent progress towards becoming a Ranger. (3 messages to go.)&lt;br /&gt;
* (Player) is knowledgeable about the earth. (2 messages to go.)&lt;br /&gt;
* (Player) is very knowledgeable about the earth. (1 message to go.)&lt;br /&gt;
* (Player) is nearly ready to become a Ranger. (Done learning about the earth.)&lt;br /&gt;
&lt;br /&gt;
=====Joining the Ranger subclass=====&lt;br /&gt;
If you are a third circle (or higher) Fighter, have learned enough about the earth and acquired enough Gossamer training, you are able to become a Ranger. At this point, the scout in the South Forest will share the password to the secret Ranger training area with you. Another Ranger should be able to guide you there.&lt;br /&gt;
&lt;br /&gt;
==Ranger Studies==&lt;br /&gt;
To fully utilize their Gossamer training, Rangers must study creatures. Almost every creature in the islands can be studied with very few exceptions. In order to study a creature, you must initiate your study with the Gossamer&#039;s &amp;lt;tt&amp;gt;/use /study&amp;lt;/tt&amp;gt; command, followed by striking the creature you wish to study. You should receive the following message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;• You begin studying the movements of the &amp;lt;creature name&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In order to make progress on your study, you must strike the killing blow with your Gossamer, commonly referred to as a &amp;quot;lastie.&amp;quot; For this reason, Rangers often try not to hunt with other Rangers that are actively studying the same creature.&lt;br /&gt;
&lt;br /&gt;
Note: Study initiation and progression requires the use of your Gossamer. No other weapons will work.&lt;br /&gt;
&lt;br /&gt;
=====Movements=====&lt;br /&gt;
Learning a creature&#039;s movements are the first level of Ranger studies. Once learned, you will receive a substantial Atkus and Darkus bonus against studied creatures. Twelve killing blows are required to learn movements, after which the following message will be displayed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;• You learn to fight the &amp;lt;creature name&amp;gt; more effectively.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It can be helpful to enlist the help of a Mystic to provide Akea boosts when trying to learn the movements of creatures that cannot normally be hit with your Atkus training.&lt;br /&gt;
&lt;br /&gt;
=====Befriend and Morph=====&lt;br /&gt;
Learning to befriend a creature is the second level of studies. Unlike the first step, this one is considered a major challenge, as it requires a relatively huge amount of &amp;quot;lasties&amp;quot;. It&#039;s estimated to be around 1,000 kills to learn the ways of the specific creature (reports show that it varies from 800-1200).&lt;br /&gt;
Needless to say, this operation requires a lot of time, during which you will progressively get messages about your current studies, which will update and tell you, how close you are to complete them. The closer you are, the more frequent the messages will appear.&lt;br /&gt;
&lt;br /&gt;
The ranger community has created, over time, a list of these updates, including the exact amount of &amp;quot;lasties&amp;quot; left corresponding to the right message.&lt;br /&gt;
&lt;br /&gt;
Moreover, a ranger will have to invest a considerable amount of ranks in this operation, including training with Duvin, Splash and Respin. Every monster is quite unique, so choosing the right monster to befriend can sometimes be quite difficult.&lt;br /&gt;
To begin studying the ways of a certain creature, just use again the command /use /study. If you have already learned the movements, you will automatically start the next level - creature befriend.&lt;br /&gt;
You cannot begin studying a befriend until you first have learned a creature&#039;s movements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once done studying the ways of a monster, you will be able to befriend it (/useitem beltofthewild /befriend (creature name)), which will basically turn the closest example of that specific creature, into a friendly ally, fighting on your side against all hostiles.&lt;br /&gt;
Note: You can only befriend a monster if you can actually see it; it&#039;s not enough to know it&#039;s somewhere in the same snell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Befriending monsters can be used on the battlefield as a very valuable resource, especially during escapes or quick exits, but also while normally fighting a large amount of hostiles.&lt;br /&gt;
A downside of this action is that it takes up a huge amount of energy to perform it, varying, depending on the monster&#039;s level (ie a strong monster requires a lot more energy to befriend, than a weaker one).&lt;br /&gt;
&lt;br /&gt;
Note: You may befriend as many monsters as you like, as long as you have enough energy reserves to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How to move &amp;quot;it&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
Your &amp;quot;friend&amp;quot; will always try stick to you, circling around, protecting it&#039;s master, but a ranger may also choose to directly control the beast with the command: /useitem beltofthewild /control.&lt;br /&gt;
&lt;br /&gt;
Note: The controlled monster will follow your cursor&#039;s movement, so watch out where you point it, as you still have control over your own character, and he/she will move along too!&lt;br /&gt;
Re-use the same command to toggle this ability off.&lt;br /&gt;
&lt;br /&gt;
Should you no longer want to keep your &amp;quot;friend&amp;quot;, you may simply release it back into the wild: /useitem beltofthewild /release&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Studying the ways of a monster is the second step, required to begin learning how to shapeshift into one (also commonly referred as &amp;quot;morphing&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Morphing is the final level of studies. It involves killing another 1.000 monsters of the same kind, learning everything there is to know about it. When done with your training, you will have killed so many creatures, that you can even assume the shape of one, with all its stats - strengths and weaknesses, by using the command: /useitem beltofthewild /shape (creature name)&lt;br /&gt;
Note: Recent tests and studies about morphs showed that a ranger may only assume the maximum amount of a monsters&#039;s ranks/stats equal to 1.8x his own ones.&lt;br /&gt;
Means if you have 100 atkus, and the monster has a natural atkus of 200, when morphed you will only receive an 80 atkus bonus, for a total of 180. This applies to all other stats too, except Troilus; his cap is at 6x.&lt;br /&gt;
This last technique is especially useful in combat, as you can gain temporarily abilities you normally don&#039;t possess - even running speed.&lt;br /&gt;
&lt;br /&gt;
=====Management of Studies=====&lt;br /&gt;
When you first become a Ranger, you can only study one creature at a time. In order to initiate a new study, you must first abandon your old one with the &amp;lt;tt&amp;gt;/use /study /abandon &amp;lt;creature name&amp;gt;&amp;lt;/tt&amp;gt; command. By completing the following tasks, you can earn three additional study slots:&lt;br /&gt;
&lt;br /&gt;
*2nd slot - Train with the 4 hidden Ranger trainers, 1 rank each.&lt;br /&gt;
*3rd slot - Comple 1 of 3 difficult hunting challenges.&lt;br /&gt;
*4th slot - Comple the remaining 2 out of 3 difficult hunting challenges.&lt;br /&gt;
&lt;br /&gt;
If you wish to know which challenges are key to adding study slots please ask a Ranger.&lt;br /&gt;
&lt;br /&gt;
You can check the status of current (as well as completed) studies with the &amp;lt;tt&amp;gt;/useitem beltofthewild /reflect&amp;lt;/tt&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
=====Which Creatures to Study=====&lt;br /&gt;
Choosing good creatures to study is important as the decision is permanent. How to choose the &#039;&#039;right&#039;&#039; ones to study is a matter of personal preference mainly but there are a few guidelines. First, stick to creatures that are challenging to you. As you&#039;ll see below it&#039;s not &amp;quot;free&amp;quot; to study creature&#039;s movements, so make every rank count by studying creatures you vanquish or have trouble killing solo. Second, study to morph creatures that give you abilities you would like, such as very fast troilus or faster than normal movement speed.&lt;br /&gt;
&lt;br /&gt;
==Duvin Costs and Family Bonuses==&lt;br /&gt;
&lt;br /&gt;
Duvin Beastlore is a special ranger trainer that gives Rangers the ability to study creatures. Duvin ranks are &amp;quot;spent&amp;quot; with each completed study. If you have 20 ranks in Duvin, and spend 15 ranks on studies, you have 5 remaining ranks to spend. When you run out, new studies cannot be completed until more Duvin is trained.&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, the following Duvin costs apply:&lt;br /&gt;
*5 ranks for Movements&lt;br /&gt;
*10 ranks for Befriend&lt;br /&gt;
*5 ranks for Morph&lt;br /&gt;
&lt;br /&gt;
All of the creatures in the world are divided into a handful of different families. Becoming familiar with these families is important for two reasons.&lt;br /&gt;
#You gain a 10% Gossamer bonus against all members of a family for each set of Movements learned, up to a maximum of 50%. If you have studied the movements of Grey Arachnoids, you will receive a 10% Gossamer bonus against all Arachnoids.&lt;br /&gt;
#You receive a 1 rank discount for each study within the same family, down to a minimum cost of 1 Duvin. For example, learning movements for Jade Arachnoids after already learning them for Grey and Striped &#039;noids will only cost 3 ranks instead of the original 5. This discount applies to Befriends and Morphs as well -- learning a 3rd Arachnoid Befriend costs 8 Duvin ranks rather than 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(documentation needed on how to tell creatures are in what family)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ranger Abilities==&lt;br /&gt;
&lt;br /&gt;
=====The Gossamer=====&lt;br /&gt;
Although the Gossamer can be equipped by any class, Fighters that have qualified for its use can train in its use for the following benefits:&lt;br /&gt;
&lt;br /&gt;
*Balance conservation on killing blows&lt;br /&gt;
*&amp;quot;Trample&amp;quot; kills&lt;br /&gt;
&lt;br /&gt;
Balance conservation means the Fighter doesn&#039;t use 100% of his normal swing&#039;s worth of balance to deliver a killing blow. Sometimes a small amount of balance is saved, other times a massive amount is saved, often depending on how many ranks are invested. This feature makes the Gossamer exceptionally useful to high Darkus Fighters, as well as any situations where a Fighter is killing lots of junk.&lt;br /&gt;
&lt;br /&gt;
Trample kills are when, upon delivering the killing blow to a creature, the Fighter is able to recover from his swing much more quickly. Normally there is a ~1 second pause when attacking a monster, but this time can be greatly shortened with trample kills. With enough training, Fighters will often recover so quickly that they appear to simply walk through an enemy.&lt;br /&gt;
&lt;br /&gt;
Rangers get additional benefits depending on which &amp;quot;tier&amp;quot; of study their enemy falls into. For every rank of Gossamer trained...&lt;br /&gt;
&lt;br /&gt;
*Movements bonus: +2 Atkus &amp;amp; Darkus&lt;br /&gt;
*50% family bonus: +1 Atkus &amp;amp; Darkus&lt;br /&gt;
*40% family bonus: +0.8 Atkus &amp;amp; Darkus&lt;br /&gt;
*30% family bonus: +0.6 Atkus &amp;amp; Darkus&lt;br /&gt;
*20% family bonus: +0.4 Atkus &amp;amp; Darkus&lt;br /&gt;
*10% family bonus: +0.2 Atkus &amp;amp; Darkus&lt;br /&gt;
&lt;br /&gt;
There&#039;s one more bonus to Rangers that makes the Gossamer particularly powerful to them. Any unnecessary Atkus that the Gossamer would have provided gets conserved. For example, say Ranger Bob has 250 Atkus and 100 Gossamer. He is attacking an Orga Rage, and has studied its movements. His natural Atkus is plenty to hit the Rage, so instead of the Gossamer providing 200 Atkus and Darkus, it only gives him 200 Darkus. This in turn makes the balance cost of his attacks a lot lower than it would be otherwise.&lt;br /&gt;
&lt;br /&gt;
=====Heartwood Charm=====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(documentation needed)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Shapeshifting=====&lt;br /&gt;
While shape-shifted the ranger takes on most, but not all characteristics, of the creature the ranger morphed into. As of storm v481 the characteristics (stats) of the creature the ranger morphed into are based on the basic abilities of the ranger (sans morph). Stats such as Atkus are limited to 1.8 times the rangers natural Atkus. For example: if a ranger naturally has 200 lessons of Atkus, but the monster he/she learned has 600 Atkus, when morphed, he/she will only get 200*1.8 which translates to 360 Atkus. This cap is to prevent rangers from learning creatures way beyond their natural abilities and alway using that form when fighting creatures well above their level. &lt;br /&gt;
&lt;br /&gt;
The cap applies to other stats such as Darkus, Regia and Balthus. Troilus also has a capped multiplier, but it is much higher than the other cap. Histia works differently though. With Histia, the creatures maximum health is the cap, but any additional health the ranger gets as part of the morph is added to the ranger&#039;s maximum capacity, not the current health of the ranger. For instance, if a ranger has 100 natural Histia and Morphs into a creature with 200 Histia, the ranger would appear as that creature down to half of its health. The ranger could then be healed or troilus to the 200 Histia limit, but when the ranger reverts back to his or her natural form that extra health is discarded.&lt;br /&gt;
&lt;br /&gt;
The maximum speed at which a shapeshifted ranger moves is either increased or decreased based on the speed of the creature&#039;s shape the ranger assumes. So, a ranger morphed into stinging beetle would move faster than his or her natural form: while one morphed into a scavenger bird would move much slower.&lt;br /&gt;
&lt;br /&gt;
However, swing rate is unaffected by shapeshifting. So, even though a giant carnivorous plankton (GCP) swings much faster than an exile can swing, a ranger who obtains this shapeshift would still only be able to swing at his or her natural rate.&lt;br /&gt;
&lt;br /&gt;
=====Tracking=====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(documentation needed)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Spirit Management=====&lt;br /&gt;
Spirit energy is used for almost all ranger abilities, so it is very important to understand how and when it is used. With training, Rangers can increase both their spirit pool and the rate at which spirit energy is replenished.&lt;br /&gt;
&lt;br /&gt;
When a ranger hits a studied creature with the Gossamer, a little bit of energy (the third bar) is used and converted into the Atkus and Darkus bonuses. The more Gossamer training one has the more spirit is used up in each hit. &lt;br /&gt;
&lt;br /&gt;
The use of the &#039;&#039;&#039;Heartwood Charm&#039;&#039;&#039; drains spirit energy as well, but after an initial cost the ranger&#039;s energy trickles down slowly while the ranger is running faster. The longer the ranger uses the charm the faster energy is used up.&lt;br /&gt;
&lt;br /&gt;
Morphing using the &#039;&#039;&#039;Belt of the Wild&#039;&#039;&#039; works much the same way as the Heartwood Charm in terms of spirit costs, except instead of using energy faster as the ranger is morphed the spirit drain is a constant trickle.&lt;br /&gt;
&lt;br /&gt;
The Belt of the Wild can also be used to activate the befriend ability which allows the ranger to control one or more creatures he or she has learned to befriend. The tougher the creature the faster energy is used to control it. Also, the more creatures controlled the faster energy is drained as well.&lt;br /&gt;
&lt;br /&gt;
The last ability of the Belt that uses energy is tracking learned creatures, which drains spirit energy at a constant rate as well. (The belt can also be used to check what creatures are being studied, what have been studied, and can also evaluate the progress of a would-be ranger&#039;s progress for no energy costs.) &lt;br /&gt;
&lt;br /&gt;
Use of the [[Shieldstone]] drains energy the fastest, with most ranger only able to use it a few seconds. Some rangers have trained up this ability to seem to last much longer however.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ranger Trainers==&lt;br /&gt;
&lt;br /&gt;
====Duvin Beastlore====  &lt;br /&gt;
&amp;quot;I can teach you to study the ways of various creatures.&amp;quot; &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;tt&amp;gt;• Your study of creatures is progressing.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Duvin is necessary to study creatures. Each Gossamer rank provides a fraction of a Duvin rank.&lt;br /&gt;
&lt;br /&gt;
====Respin Verminbane====&lt;br /&gt;
&amp;quot;I can teach you to channel energy from the world more efficiently.&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;tt&amp;gt;• You learn to channel energy from the world more efficiently.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Respin is like Respia for Rangers. He controls the rate at which you regain Spirit.&lt;br /&gt;
&lt;br /&gt;
====Splash O&#039;Sul====&lt;br /&gt;
&amp;quot;I can teach you to store energy channeled from the world around you.&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;tt&amp;gt;• Your ability to store energy from the world improves.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Splash is like Sespus for Rangers. He increases your spirit pool.&lt;br /&gt;
&lt;br /&gt;
====Tra&#039;Kning====&lt;br /&gt;
&amp;lt;tt&amp;gt;• Your understanding of tracking grows.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tra&#039;Kning teaches Rangers how to track creatures they have studied. A minimum of 7 ranks is required to track. Many rangers do not train beyond the minimum.&lt;br /&gt;
&lt;br /&gt;
====Bangus Anmash====&lt;br /&gt;
&amp;quot;I can teach you a balanced combat approach which kills monsters quickly.&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;tt&amp;gt;• Your combat ability improves.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bangus is a combo trainer like Evus. He is about 31% more rank efficient than training all of his components individually. Here&#039;s a rough breakdown of his components:&lt;br /&gt;
* Darkus (a lot)&lt;br /&gt;
* Balthus (a lot)&lt;br /&gt;
* Regia (a lot)&lt;br /&gt;
* Troilus (some)&lt;br /&gt;
* Atkus (some)&lt;br /&gt;
* Histia (a tiny amount)&lt;br /&gt;
&lt;br /&gt;
====Farly Buff====&lt;br /&gt;
&amp;quot;I can toughen you up so you can survive being chewed on.&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;tt&amp;gt;• You seem tougher.&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Farly Buff is a combo trainer like Evus. He is about 20% more rank efficient than training all of his components individually. Here&#039;s a rough breakdown of his components:&lt;br /&gt;
* Troilus (mostly)&lt;br /&gt;
* Histia (a lot)&lt;br /&gt;
* Detha (some)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Atkus conservation and the Gossamer Blade==&lt;br /&gt;
As of version 618, there will be some changes ot the gossamer blades Atkus bonus. Currently, the blade conserves atkus by only expending enough to hit a creature, and charging the ranger for that balance. However it will be changed to a 3 times charge on balance when you use the extra Atkus a goss gives you, with a slight exception &#039;&#039;(see below)&#039;&#039;. The following post is from Eldon, a CL GM:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You should have a &#039;&#039;&#039;&#039;&#039;/use /nerf&#039;&#039;&#039;&#039;&#039; command on your goss (it will be undocumented) next update. It turns on a proposed nerf. &#039;&#039;&#039;&#039;&#039;/use /nerf&#039;&#039;&#039;&#039;&#039; again will turn it off. The nerf is really pretty simple, and is rather severe, but it feels about &amp;quot;right&amp;quot; to me from limited testing.&lt;br /&gt;
&lt;br /&gt;
How it works: once atkus is conserved, we multiply the amount of atkus bonus you get by three, or set it to the maximum bonus, whichever is lower. (Numbers are subject to change.)&lt;br /&gt;
&lt;br /&gt;
The result of this is things you can already hit without the gossamer will cost the same amount of balance. Things you can barely hit will cost more (and training atkus will actually make those monsters cost less to swing at, since you&#039;re spending 3x as much atkus as you actually needed). And things you have trouble hitting will always cost the max bonus of the goss&lt;br /&gt;
&lt;br /&gt;
This is where you&#039;re really going to feel it. On things that say, take 200 atkus more than you have, instead of just costing 200 it will end up costing you 600.&lt;br /&gt;
&lt;br /&gt;
By the way, some people felt that they whiffed a little more on creatures they needed the goss bonus to hit. Some theorized atkus conservation might have been taking away a little too much atkus, leaving you with a slightly higher chance to miss. I&#039;ve never tested if that was true, but if it was the case, this change should stop that entirely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
discussion on this topic is currently here: &lt;br /&gt;
http://www.vagilemind.com/clanlord/viewtopic.php?p=127204#p127204&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Where to go from here==&lt;br /&gt;
&lt;br /&gt;
Rangers, particularly those new to the class, can request access to the [http://games.groups.yahoo.com/group/clranger/ Clan Lord Rangers yahoogroup] for much more information by contacting Ogant.&lt;br /&gt;
&lt;br /&gt;
See the [[Ranger Macros]] page for handy macros.&lt;br /&gt;
&lt;br /&gt;
As some first hints how to proceed from here it might be a good advise that you don&#039;t rush with your decissions what to study first but try to find out which Ranger Type you are or want to become.&lt;br /&gt;
Basically there are 3 different types of Rangers but of course there are also mixtures of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morphing Ranger&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Ranger is probably the easiest to notice as you will see them in their morphed shapes often when hunting with them.&lt;br /&gt;
They pull their strength out of the Bonus of the creatures they can shapeshift into - but maybe not with their complete strength which is limited to 1.8x of the rangers stats rank wise.&lt;br /&gt;
When Morphed the Ranger also gets the weaknesses of the morphed creep. For example the most taging morphs are weak in their defense and/or Histia.&lt;br /&gt;
Pure Morphing Rangers do not need insane amounts of Duvin to study every creature family, but they will need a fair amount of the Spirit trainers Splash (total spirit pool) and Respin (spirit recovery) to keep morphed long enough. As the Duvin costs per learned morph decrease with every study within the same family you might see some exiles sticking to morphs in one or two families even if there might be another suitable morph.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard study Ranger&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This type of Ranger usually has a fair amount of Gossamer ranks to get benefits from.&lt;br /&gt;
You might see this type of Ranger asking for lasties on hunts when there&#039;s a good brick or rod within the group and then having a hard time getting the last hit on ~10 creatures for their Bonus and then ending with the Ranger saying &amp;quot;done&amp;quot; and slizing through the same creature in the future ;-)&lt;br /&gt;
The studies help this type of Ranger to hit the harder creatures within the same family as well as being able to hit the studied creature itself much more easily. This type of Ranger is probably the most common and often supported with a taging or &amp;quot;lasty-supporting&amp;quot; morph.&lt;br /&gt;
This Ranger Type won&#039;t need too much Splash and Respin - unless needed for aiding morphs and will be an area specialist once he is set up and will do good damage on dangerous creatures which will minimize the fail of a group hunting there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Easy study Ranger&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This type of Ranger needs a lot of Gossamer ranks to support his fighting style. Usually he studies some of the weakest creatures within a family (which is done quickly and doesn&#039;t need too much or any help at all) and is set for the most areas already even when he did never visit it yet. He pulls his strength from the family bonus given through his studies and might add additional hard studies if he still has problems hitting the creatures.&lt;br /&gt;
Basically this Type of Ranger does not need too much Splash but some Respin might be needed to compensate the Spirit drain when swinging with the Gossamer ranks needed.&lt;br /&gt;
If this Ranger type decides to add a morph you might be warned that he probably can 1-2 hit his study (unless it&#039;s a very high study).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Growing as a Ranger ==&lt;br /&gt;
&lt;br /&gt;
Be aware that Rangers decide in the now and live with their decissions the rest of their life. You can&#039;t undo studies (yet ^^) and thus many studies that seems reasonable now might be not in 1 year, 2 years, 5 years...&lt;br /&gt;
But also take into account that every decission you made might have accelerated you with what you was aiming for. So make your own decissions and don&#039;t be too shy to ask other Rangers what they think about your plans. Some might warn you to not do something but in the end it is you who has the vision and go to realize it!&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
	</entry>
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