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	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Badwall_adventures&amp;diff=296</id>
		<title>Badwall adventures</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Badwall_adventures&amp;diff=296"/>
		<updated>2025-03-17T12:20:29Z</updated>

		<summary type="html">&lt;p&gt;Yandere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The upheavals in Miesbohl, also called Badwall, have reached a point where central authorities can barely issue orders anymore. Multiple changes in mayoral leadership have severely weakened the city&#039;s former main contracting authority, the city magistrate.&lt;br /&gt;
&lt;br /&gt;
It is a time of uncertainty, but also a time of opportunity!&lt;br /&gt;
&lt;br /&gt;
Brave individuals, groups of adventurers, free associations, as well as contractually organized companies, may come together to pursue their own goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;In terms of gameplay, so many loose ends and storylines have emerged over the past three years that they are now available for players to resolve on their own initiative.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Available Opportunities...&lt;br /&gt;
&lt;br /&gt;
== The Zealots&#039; Monastery ==&lt;br /&gt;
Located in Liangranapo, this retreat serves as a refuge for the allies of the Albweavers. Situated south of a depression where the city of Otosan-Uchi was relocated via the Isawa-Tomo Portal, this mountain fortress is likely just as heavily fortified and undermined as Brennglob itself, beneath which the city of the Albweavers once lay.&lt;br /&gt;
&lt;br /&gt;
;Sub-Adventures&lt;br /&gt;
* Finding additional entrances (Lvl 1+)&lt;br /&gt;
* Fighting to reclaim the main entrance (Lvl 6+)&lt;br /&gt;
* Exploring the dungeon itself (DIY Hecto-dungeon Lvl 6-9)&lt;br /&gt;
&lt;br /&gt;
==Otosan-Uchi==&lt;br /&gt;
The city and fortress of Otosan-Uchi, the throne seat of the Jade Emperor of the Hantei Dynasty, has sent Daidoji-Uji, the Crane diplomat, to demand supplies and food shipments from the lords of Brennglob. &#039;&#039;These storylines are available only until September 2025.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Sub-Adventures&lt;br /&gt;
* Purchase, logistics, and delivery of the required goods by wealthy players (10,000 GM+)&lt;br /&gt;
* Conquering the weakened city (PCs with their own troops, possibly Chainmail)&lt;br /&gt;
* Closing or returning the Isawa-Tomo Portal, located in Schattenried (Lvl 6+, requires jade)&lt;br /&gt;
* Preparing the defense of Brennglob and Miesbohl (Lvl 1-21)&lt;br /&gt;
&lt;br /&gt;
==Schattenried==&lt;br /&gt;
This corrupted section of the former Krötenried has, due to the sacrilege of Calamize and the influence of the opened Isawa-Tomo Portal, become part of the Shadowlands. It harbors vile Oni and servants of Fu-Leng, but also powerful artifacts and relics, including the Isawa-Tomo Portal itself and the infamous Tomb of Iuchiban.&lt;br /&gt;
&lt;br /&gt;
;Sub-Adventures&lt;br /&gt;
* General exploration (Lvl 1+, but jade required)&lt;br /&gt;
* Tomb of Iuchiban (classic L5R module, trap dungeon, Lvl 5+, high player skill required)&lt;br /&gt;
* Reversing/closing the Isawa-Tomo Portal (Lvl 6+)&lt;br /&gt;
&lt;br /&gt;
==The High Road to Elredd and the Krötenried==&lt;br /&gt;
Due to Goldmund Oohia&#039;s minions, land routes between Miesbohl and Elredd remain blocked. Anyone who can reopen them will bring prosperity not only to the two regions but also to themselves.&lt;br /&gt;
&lt;br /&gt;
;Sub-Adventures&lt;br /&gt;
* &#039;&#039;&#039;The Dyes of the Albweavers:&#039;&#039;&#039; Precious dyes worth tens of thousands of gold pieces remain stored in Brennglob. If a caravan can be safely transported to Elredd, great profits await, along with a signal that trade has resumed. (Lvl 1-20)&lt;br /&gt;
* &#039;&#039;&#039;Fortresses:&#039;&#039;&#039; Several fortresses (1917 - Giant Scorpions, 1416 - Earth Dragon Family, 1614 - Hida Sukune’s Tower, 1317 - Abandoned Torii Homestead, 1325 - 12-Headed Hydra, 1827 - ???) line and guard the High Road. Many are now inhabited only by monsters. Are there brave lords and ladies willing to claim these strongholds as their own keeps, wizard towers, or main residences? (Name level)&lt;br /&gt;
* &#039;&#039;&#039;Ruins of Hochflanberg:&#039;&#039;&#039; Various factions have settled in these city ruins (1013), scavenging for loot and slowly regaining strength. This is heavily inspired by &#039;&#039;Ruins of Adventure&#039;&#039; aka &#039;&#039;Pools of Radiance&#039;&#039; from the Goldbox series. (Lvl 1-6)&lt;br /&gt;
** &#039;&#039;&#039;Known Factions:&#039;&#039;&#039;&lt;br /&gt;
*** Refugees of Wee-Jas have taken over a temple&lt;br /&gt;
*** A humanoid warlord has made the city fortress of Sokol his headquarters&lt;br /&gt;
**** unexplored areas &amp;amp; factions!&lt;br /&gt;
* &#039;&#039;&#039;The Broken Torii:&#039;&#039;&#039; Beneath a ruined shrine was the lair of a goblin spider, now defeated along with its foolish offspring. However, most of the former shrine complex remains unexplored. Heavily built but partially disrupted geomantic structures suggest something ghostly was or should have been imprisoned here… (DIY Dungeon, Lvl 5-7)&lt;br /&gt;
&lt;br /&gt;
==Against Goldmund==&lt;br /&gt;
Goldmund Oohia’s vile schemes have repeatedly thrown the region into chaos. Strike against him and his followers!&lt;br /&gt;
&lt;br /&gt;
;Sub-Adventures&lt;br /&gt;
* &#039;&#039;&#039;Find and eliminate Goldmund’s henchmen and operatives within Badwall’s society!&#039;&#039;&#039; (Detective adventure Lvl 1-5)&lt;br /&gt;
* &#039;&#039;&#039;Decapitation Strike:&#039;&#039;&#039; Locate Goldmund’s headquarters somewhere in the wilderness between Miesbohl and Elredd and cut off the snake’s head. (Raid/Scry &amp;amp; Die Lvl 7+)&lt;br /&gt;
* &#039;&#039;&#039;Form Your Own Gang:&#039;&#039;&#039; Anyone who wants to make a name as a thief or assassin in Miesbohl must sooner or later break Goldmund’s dominance. Establish an independent thieves&#039; district, including organization and guild. (DIY/MEU from Name level -1)&lt;br /&gt;
&lt;br /&gt;
==Bad Times for Badwall==&lt;br /&gt;
The city itself has suffered severely in terms of organization and economy.&lt;br /&gt;
&lt;br /&gt;
;Sub-Adventures&lt;br /&gt;
* Become mayor (City adventure Lvl 1-21)&lt;br /&gt;
* Establish your own shop or business (City adventure Lvl 1-7)&lt;br /&gt;
* Break the Chocobo monopoly (Thieves&#039; adventure Lvl 1-4)&lt;br /&gt;
* Protect the Chocobo monopoly (City adventure Lvl 3-5)&lt;br /&gt;
* Rebuild the city guard (City adventure Lvl 1-21)&lt;br /&gt;
* Travel with or for Magister Al Capone aboard the city’s Liburnian ships &#039;&#039;Alrike&#039;&#039; and &#039;&#039;Svenja&#039;&#039; to explore new trade routes, resources, and allies for Badwall. Or crew (and name!) the newly captured flagship from the Scarlet Brotherhood and engage in privateering against them. (Sea exploration Lvl 1-21)&lt;br /&gt;
&lt;br /&gt;
==The Jackal King==&lt;br /&gt;
The Jackal King has withdrawn after signing an agreement with the Anubis Temple. Does anyone still wish to pursue them to prevent their wild interdimensional conquest plans? (Wilderness module with final dungeon, Lvl 6-8, possibly Chainmail)&lt;br /&gt;
&lt;br /&gt;
==The Underglob==&lt;br /&gt;
Beneath Brennglob lies an entrance to the Underworld, the mythical subterranean realm. (Underdark hexploration, Lvl 6-21)&lt;br /&gt;
&lt;br /&gt;
==Kiefholz==&lt;br /&gt;
Recently, talking giant beavers and various shady characters have been seen in the logging town. The true tomb of the warlord has never been found.&lt;br /&gt;
&lt;br /&gt;
;Sub-Adventures&lt;br /&gt;
* Explore the western forest areas (Wilderness and detective adventure Lvl 1-3)&lt;br /&gt;
* Investigate the shady characters (Scout adventure Lvl 1-3)&lt;br /&gt;
* Find the true tomb of the warlord (No-artpunk module, Lvl 2-5)&lt;br /&gt;
&lt;br /&gt;
==The Eternal Hunting Grounds==&lt;br /&gt;
A portal to the Plane of the Eternal Hunting Grounds was found in the latrine of St. Cuthbert’s. Hunt and feast on divine game, meet cosmic beings, but beware eternal curses and the risk of being nailed to the sky...&lt;br /&gt;
&lt;br /&gt;
(Planar adventure, exploration, scouting, or heist, Lvl ???)&lt;br /&gt;
&lt;br /&gt;
[[de:Miesbohlabenteuer]]&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Badwall_adventures&amp;diff=295</id>
		<title>Badwall adventures</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Badwall_adventures&amp;diff=295"/>
		<updated>2025-03-17T12:19:37Z</updated>

		<summary type="html">&lt;p&gt;Yandere: /* Schattenried */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The upheavals in Miesbohl, also called Badwall, have reached a point where central authorities can barely issue orders anymore. Multiple changes in mayoral leadership have severely weakened the city&#039;s former main contracting authority, the city magistrate.&lt;br /&gt;
&lt;br /&gt;
It is a time of uncertainty, but also a time of opportunity!&lt;br /&gt;
&lt;br /&gt;
Brave individuals, groups of adventurers, free associations, as well as contractually organized companies, may come together to pursue their own goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;In terms of gameplay, so many loose ends and storylines have emerged over the past three years that they are now available for players to resolve on their own initiative.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Available Opportunities...&lt;br /&gt;
&lt;br /&gt;
== The Zealots&#039; Monastery ==&lt;br /&gt;
Located in Liangranapo, this retreat serves as a refuge for the allies of the Albweavers. Situated south of a depression where the city of Otosan-Uchi was relocated via the Isawa-Tomo Portal, this mountain fortress is likely just as heavily fortified and undermined as Brennglob itself, beneath which the city of the Albweavers once lay.&lt;br /&gt;
&lt;br /&gt;
;Sub-Adventures&lt;br /&gt;
* Finding additional entrances (Lvl 1+)&lt;br /&gt;
* Fighting to reclaim the main entrance (Lvl 6+)&lt;br /&gt;
* Exploring the dungeon itself (DIY Hecto-dungeon Lvl 6-9)&lt;br /&gt;
&lt;br /&gt;
==Otosan-Uchi==&lt;br /&gt;
The city and fortress of Otosan-Uchi, the throne seat of the Jade Emperor of the Hantei Dynasty, has sent Daidoji-Uji, the Crane diplomat, to demand supplies and food shipments from the lords of Brennglob. &#039;&#039;These storylines are available only until September 2025.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Sub-Adventures&lt;br /&gt;
* Purchase, logistics, and delivery of the required goods by wealthy players (10,000 GM+)&lt;br /&gt;
* Conquering the weakened city (PCs with their own troops, possibly Chainmail)&lt;br /&gt;
* Closing or returning the Isawa-Tomo Portal, located in Schattenried (Lvl 6+, requires jade)&lt;br /&gt;
* Preparing the defense of Brennglob and Miesbohl (Lvl 1-21)&lt;br /&gt;
&lt;br /&gt;
==Schattenried==&lt;br /&gt;
This corrupted section of the former Krötenried has, due to the sacrilege of Calamize and the influence of the opened Isawa-Tomo Portal, become part of the Shadowlands. It harbors vile Oni and servants of Fu-Leng, but also powerful artifacts and relics, including the Isawa-Tomo Portal itself and the infamous Tomb of Iuchiban.&lt;br /&gt;
&lt;br /&gt;
;Sub-Adventures&lt;br /&gt;
* General exploration (Lvl 1+, but jade required)&lt;br /&gt;
* Tomb of Iuchiban (classic L5R module, trap dungeon, Lvl 5+, high player skill required)&lt;br /&gt;
* Reversing/closing the Isawa-Tomo Portal (Lvl 6+)&lt;br /&gt;
&lt;br /&gt;
==The High Road to Elredd and the Krötenried==&lt;br /&gt;
Due to Goldmund Oohia&#039;s minions, land routes between Miesbohl and Elredd remain blocked. Anyone who can reopen them will bring prosperity not only to the two regions but also to themselves.&lt;br /&gt;
&lt;br /&gt;
;Sub-Adventures&lt;br /&gt;
* &#039;&#039;&#039;The Dyes of the Albweavers:&#039;&#039;&#039; Precious dyes worth tens of thousands of gold pieces remain stored in Brennglob. If a caravan can be safely transported to Elredd, great profits await, along with a signal that trade has resumed. (Lvl 1-20)&lt;br /&gt;
* &#039;&#039;&#039;Fortresses:&#039;&#039;&#039; Several fortresses (1917 - Giant Scorpions, 1416 - Earth Dragon Family, 1614 - Hida Sukune’s Tower, 1317 - Abandoned Torii Homestead, 1325 - 12-Headed Hydra, 1827 - ???) line and guard the High Road. Many are now inhabited only by monsters. Are there brave lords and ladies willing to claim these strongholds as their own keeps, wizard towers, or main residences? (Name level)&lt;br /&gt;
* &#039;&#039;&#039;Ruins of Hochflanberg:&#039;&#039;&#039; Various factions have settled in these city ruins (1013), scavenging for loot and slowly regaining strength. This is heavily inspired by &#039;&#039;Ruins of Adventure&#039;&#039; aka &#039;&#039;Pools of Radiance&#039;&#039; from the Goldbox series. (Lvl 1-6)&lt;br /&gt;
** &#039;&#039;&#039;Known Factions:&#039;&#039;&#039;&lt;br /&gt;
*** Refugees of Wee-Jas have taken over a temple&lt;br /&gt;
*** A humanoid warlord has made the city fortress of Sokol his headquarters&lt;br /&gt;
**** unexplored areas &amp;amp; factions!&lt;br /&gt;
* &#039;&#039;&#039;The Broken Torii:&#039;&#039;&#039; Beneath a ruined shrine was the lair of a goblin spider, now defeated along with its foolish offspring. However, most of the former shrine complex remains unexplored. Heavily built but partially disrupted geomantic structures suggest something ghostly was or should have been imprisoned here… (DIY Dungeon, Lvl 5-7)&lt;br /&gt;
&lt;br /&gt;
==Against Goldmund==&lt;br /&gt;
Goldmund Oohia’s vile schemes have repeatedly thrown the region into chaos. Strike against him and his followers!&lt;br /&gt;
&lt;br /&gt;
;Sub-Adventures&lt;br /&gt;
* &#039;&#039;&#039;Find and eliminate Goldmund’s henchmen and operatives within Badwall’s society!&#039;&#039;&#039; (Detective adventure Lvl 1-5)&lt;br /&gt;
* &#039;&#039;&#039;Decapitation Strike:&#039;&#039;&#039; Locate Goldmund’s headquarters somewhere in the wilderness between Miesbohl and Elredd and cut off the snake’s head. (Raid/Scry &amp;amp; Die Lvl 7+)&lt;br /&gt;
* &#039;&#039;&#039;Form Your Own Gang:&#039;&#039;&#039; Anyone who wants to make a name as a thief or assassin in Miesbohl must sooner or later break Goldmund’s dominance. Establish an independent thieves&#039; district, including organization and guild. (DIY/MEU from Name level -1)&lt;br /&gt;
&lt;br /&gt;
==Bad Times for Badwall==&lt;br /&gt;
The city itself has suffered severely in terms of organization and economy.&lt;br /&gt;
&lt;br /&gt;
;Sub-Adventures&lt;br /&gt;
* Become mayor (City adventure Lvl 1-21)&lt;br /&gt;
* Establish your own shop or business (City adventure Lvl 1-7)&lt;br /&gt;
* Break the Chocobo monopoly (Thieves&#039; adventure Lvl 1-4)&lt;br /&gt;
* Protect the Chocobo monopoly (City adventure Lvl 3-5)&lt;br /&gt;
* Rebuild the city guard (City adventure Lvl 1-21)&lt;br /&gt;
* Travel with or for Magister Al Capone aboard the city’s Liburnian ships &#039;&#039;Alrike&#039;&#039; and &#039;&#039;Svenja&#039;&#039; to explore new trade routes, resources, and allies for Badwall. Or crew (and name!) the newly captured flagship from the Scarlet Brotherhood and engage in privateering against them. (Sea exploration Lvl 1-21)&lt;br /&gt;
&lt;br /&gt;
==The Jackal King==&lt;br /&gt;
The Jackal King has withdrawn after signing an agreement with the Anubis Temple. Does anyone still wish to pursue them to prevent their wild interdimensional conquest plans? (Wilderness module with final dungeon, Lvl 6-8, possibly Chainmail)&lt;br /&gt;
&lt;br /&gt;
==The Underglob==&lt;br /&gt;
Beneath Brennglob lies an entrance to the Underworld, the mythical subterranean realm. (Underdark hexploration, Lvl 6-21)&lt;br /&gt;
&lt;br /&gt;
==Kiefholz==&lt;br /&gt;
Recently, talking giant beavers and various shady characters have been seen in the logging town. The true tomb of the warlord has never been found.&lt;br /&gt;
&lt;br /&gt;
;Sub-Adventures&lt;br /&gt;
* Explore the western forest areas (Wilderness and detective adventure Lvl 1-3)&lt;br /&gt;
* Investigate the shady characters (Scout adventure Lvl 1-3)&lt;br /&gt;
* Find the true tomb of the warlord (No-artpunk module, Lvl 2-5)&lt;br /&gt;
&lt;br /&gt;
==The Eternal Hunting Grounds==&lt;br /&gt;
A portal to the Plane of the Eternal Hunting Grounds was found in the latrine of St. Cuthbert’s. Hunt and feast on divine game, meet cosmic beings, but beware eternal curses and the risk of being nailed to the sky...&lt;br /&gt;
&lt;br /&gt;
(Planar adventure, exploration, scouting, or heist, Lvl ???)&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Badwall_adventures&amp;diff=294</id>
		<title>Badwall adventures</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Badwall_adventures&amp;diff=294"/>
		<updated>2025-03-17T12:19:22Z</updated>

		<summary type="html">&lt;p&gt;Yandere: Created page with &amp;quot;The upheavals in Miesbohl, also called Badwall, have reached a point where central authorities can barely issue orders anymore. Multiple changes in mayoral leadership have severely weakened the city&amp;#039;s former main contracting authority, the city magistrate.  It is a time of uncertainty, but also a time of opportunity!  Brave individuals, groups of adventurers, free associations, as well as contractually organized companies, may come together to pursue their own goals.  &amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The upheavals in Miesbohl, also called Badwall, have reached a point where central authorities can barely issue orders anymore. Multiple changes in mayoral leadership have severely weakened the city&#039;s former main contracting authority, the city magistrate.&lt;br /&gt;
&lt;br /&gt;
It is a time of uncertainty, but also a time of opportunity!&lt;br /&gt;
&lt;br /&gt;
Brave individuals, groups of adventurers, free associations, as well as contractually organized companies, may come together to pursue their own goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;In terms of gameplay, so many loose ends and storylines have emerged over the past three years that they are now available for players to resolve on their own initiative.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Available Opportunities...&lt;br /&gt;
&lt;br /&gt;
== The Zealots&#039; Monastery ==&lt;br /&gt;
Located in Liangranapo, this retreat serves as a refuge for the allies of the Albweavers. Situated south of a depression where the city of Otosan-Uchi was relocated via the Isawa-Tomo Portal, this mountain fortress is likely just as heavily fortified and undermined as Brennglob itself, beneath which the city of the Albweavers once lay.&lt;br /&gt;
&lt;br /&gt;
;Sub-Adventures&lt;br /&gt;
* Finding additional entrances (Lvl 1+)&lt;br /&gt;
* Fighting to reclaim the main entrance (Lvl 6+)&lt;br /&gt;
* Exploring the dungeon itself (DIY Hecto-dungeon Lvl 6-9)&lt;br /&gt;
&lt;br /&gt;
==Otosan-Uchi==&lt;br /&gt;
The city and fortress of Otosan-Uchi, the throne seat of the Jade Emperor of the Hantei Dynasty, has sent Daidoji-Uji, the Crane diplomat, to demand supplies and food shipments from the lords of Brennglob. &#039;&#039;These storylines are available only until September 2025.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Sub-Adventures&lt;br /&gt;
* Purchase, logistics, and delivery of the required goods by wealthy players (10,000 GM+)&lt;br /&gt;
* Conquering the weakened city (PCs with their own troops, possibly Chainmail)&lt;br /&gt;
* Closing or returning the Isawa-Tomo Portal, located in Schattenried (Lvl 6+, requires jade)&lt;br /&gt;
* Preparing the defense of Brennglob and Miesbohl (Lvl 1-21)&lt;br /&gt;
&lt;br /&gt;
==Schattenried==&lt;br /&gt;
This corrupted section of the former Krötenried has, due to the sacrilege of Calamize and the influence of the opened Isawa-Tomo Portal, become part of the Shadowlands. It harbors vile Oni and servants of Fu-Leng, but also powerful artifacts and relics, including the Isawa-Tomo Portal itself and the infamous Tomb of Iuchiban.&lt;br /&gt;
&lt;br /&gt;
;Sub-Adventures&lt;br /&gt;
* General exploration (Lvl 1+, but jade required)&lt;br /&gt;
* Tomb of Iuchiban (classic L5R module, trap dungeon, Lvl 5+, high player skill required)&lt;br /&gt;
* Reversing/closing the Isawa-Tomo Portal (Lvl 6+)&lt;br /&gt;
&lt;br /&gt;
==The High Road to Elredd and the Krötenried&lt;br /&gt;
Due to Goldmund Oohia&#039;s minions, land routes between Miesbohl and Elredd remain blocked. Anyone who can reopen them will bring prosperity not only to the two regions but also to themselves.&lt;br /&gt;
&lt;br /&gt;
;Sub-Adventures&lt;br /&gt;
* &#039;&#039;&#039;The Dyes of the Albweavers:&#039;&#039;&#039; Precious dyes worth tens of thousands of gold pieces remain stored in Brennglob. If a caravan can be safely transported to Elredd, great profits await, along with a signal that trade has resumed. (Lvl 1-20)&lt;br /&gt;
* &#039;&#039;&#039;Fortresses:&#039;&#039;&#039; Several fortresses (1917 - Giant Scorpions, 1416 - Earth Dragon Family, 1614 - Hida Sukune’s Tower, 1317 - Abandoned Torii Homestead, 1325 - 12-Headed Hydra, 1827 - ???) line and guard the High Road. Many are now inhabited only by monsters. Are there brave lords and ladies willing to claim these strongholds as their own keeps, wizard towers, or main residences? (Name level)&lt;br /&gt;
* &#039;&#039;&#039;Ruins of Hochflanberg:&#039;&#039;&#039; Various factions have settled in these city ruins (1013), scavenging for loot and slowly regaining strength. This is heavily inspired by &#039;&#039;Ruins of Adventure&#039;&#039; aka &#039;&#039;Pools of Radiance&#039;&#039; from the Goldbox series. (Lvl 1-6)&lt;br /&gt;
** &#039;&#039;&#039;Known Factions:&#039;&#039;&#039;&lt;br /&gt;
*** Refugees of Wee-Jas have taken over a temple&lt;br /&gt;
*** A humanoid warlord has made the city fortress of Sokol his headquarters&lt;br /&gt;
**** unexplored areas &amp;amp; factions!&lt;br /&gt;
* &#039;&#039;&#039;The Broken Torii:&#039;&#039;&#039; Beneath a ruined shrine was the lair of a goblin spider, now defeated along with its foolish offspring. However, most of the former shrine complex remains unexplored. Heavily built but partially disrupted geomantic structures suggest something ghostly was or should have been imprisoned here… (DIY Dungeon, Lvl 5-7)&lt;br /&gt;
&lt;br /&gt;
==Against Goldmund==&lt;br /&gt;
Goldmund Oohia’s vile schemes have repeatedly thrown the region into chaos. Strike against him and his followers!&lt;br /&gt;
&lt;br /&gt;
;Sub-Adventures&lt;br /&gt;
* &#039;&#039;&#039;Find and eliminate Goldmund’s henchmen and operatives within Badwall’s society!&#039;&#039;&#039; (Detective adventure Lvl 1-5)&lt;br /&gt;
* &#039;&#039;&#039;Decapitation Strike:&#039;&#039;&#039; Locate Goldmund’s headquarters somewhere in the wilderness between Miesbohl and Elredd and cut off the snake’s head. (Raid/Scry &amp;amp; Die Lvl 7+)&lt;br /&gt;
* &#039;&#039;&#039;Form Your Own Gang:&#039;&#039;&#039; Anyone who wants to make a name as a thief or assassin in Miesbohl must sooner or later break Goldmund’s dominance. Establish an independent thieves&#039; district, including organization and guild. (DIY/MEU from Name level -1)&lt;br /&gt;
&lt;br /&gt;
==Bad Times for Badwall==&lt;br /&gt;
The city itself has suffered severely in terms of organization and economy.&lt;br /&gt;
&lt;br /&gt;
;Sub-Adventures&lt;br /&gt;
* Become mayor (City adventure Lvl 1-21)&lt;br /&gt;
* Establish your own shop or business (City adventure Lvl 1-7)&lt;br /&gt;
* Break the Chocobo monopoly (Thieves&#039; adventure Lvl 1-4)&lt;br /&gt;
* Protect the Chocobo monopoly (City adventure Lvl 3-5)&lt;br /&gt;
* Rebuild the city guard (City adventure Lvl 1-21)&lt;br /&gt;
* Travel with or for Magister Al Capone aboard the city’s Liburnian ships &#039;&#039;Alrike&#039;&#039; and &#039;&#039;Svenja&#039;&#039; to explore new trade routes, resources, and allies for Badwall. Or crew (and name!) the newly captured flagship from the Scarlet Brotherhood and engage in privateering against them. (Sea exploration Lvl 1-21)&lt;br /&gt;
&lt;br /&gt;
==The Jackal King==&lt;br /&gt;
The Jackal King has withdrawn after signing an agreement with the Anubis Temple. Does anyone still wish to pursue them to prevent their wild interdimensional conquest plans? (Wilderness module with final dungeon, Lvl 6-8, possibly Chainmail)&lt;br /&gt;
&lt;br /&gt;
==The Underglob==&lt;br /&gt;
Beneath Brennglob lies an entrance to the Underworld, the mythical subterranean realm. (Underdark hexploration, Lvl 6-21)&lt;br /&gt;
&lt;br /&gt;
==Kiefholz==&lt;br /&gt;
Recently, talking giant beavers and various shady characters have been seen in the logging town. The true tomb of the warlord has never been found.&lt;br /&gt;
&lt;br /&gt;
;Sub-Adventures&lt;br /&gt;
* Explore the western forest areas (Wilderness and detective adventure Lvl 1-3)&lt;br /&gt;
* Investigate the shady characters (Scout adventure Lvl 1-3)&lt;br /&gt;
* Find the true tomb of the warlord (No-artpunk module, Lvl 2-5)&lt;br /&gt;
&lt;br /&gt;
==The Eternal Hunting Grounds==&lt;br /&gt;
A portal to the Plane of the Eternal Hunting Grounds was found in the latrine of St. Cuthbert’s. Hunt and feast on divine game, meet cosmic beings, but beware eternal curses and the risk of being nailed to the sky...&lt;br /&gt;
&lt;br /&gt;
(Planar adventure, exploration, scouting, or heist, Lvl ???)&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Template:Class_type&amp;diff=293</id>
		<title>Template:Class type</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Template:Class_type&amp;diff=293"/>
		<updated>2024-11-15T07:54:38Z</updated>

		<summary type="html">&lt;p&gt;Yandere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span class=&amp;quot;inline-icon&amp;quot;&amp;gt;{{nowrap|{{#switch:{{uc:{{{1|}}}}}&lt;br /&gt;
|FIG|RAN|PAL|BAR=&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{svg|FarbeKÄM|alt=Fighters as well as {{sub class|{{{1|}}}}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#switch:{{{text|0}}}|1|3=&amp;amp;#32;[[fighter]]{{{2|s}}}|2=&amp;amp;#32;warrior classes|4=&amp;amp;#32;[[strength|exceptional strength]]|5=&amp;amp;#32;[[{{{1}}}]]|#default=}}&lt;br /&gt;
|CLE|DRU|BRD|HIR=&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{svg|FarbeKLE|alt=Clerics as well as {{sub class|{{{1|}}}}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#switch:{{{text|0}}}|1|3=&amp;amp;#32;[[cleric]]{{{2|s}}}|2=&amp;amp;#32;priest classes|4=&amp;amp;#32;[[priestly  magic|priestly{{{2| magic}}}]]|5=&amp;amp;#32;[[{{{1}}}]]|#default=}}&lt;br /&gt;
|MAU|ILU|PSI|WIT=&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{svg|FarbeZAK|alt=Magic-users as well as {{sub class|{{{1|}}}}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#switch:{{{text|0}}}|1|3=&amp;amp;#32;[[magic-user]]{{{2|s}}}|2=&amp;amp;#32;scholar classes|4=&amp;amp;#32;[[scholastic magic|scholastic{{{2| magic}}}]]|5=&amp;amp;#32;[[{{{1}}}]]|#default=}}&lt;br /&gt;
|THI|ASS|MON|JES=&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{svg|FarbeDYB|alt=Thiefs as well as {{sub class|{{{1|}}}}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#switch:{{{text|0}}}|1|3=&amp;amp;#32;[[thief]]{{{2|s}}}|2=&amp;amp;#32;rogue classes|4=&amp;amp;#32;[[thief skill|thief skill{{{2|s}}}]]|5=&amp;amp;#32;[[{{{1}}}]]|#default=}}&lt;br /&gt;
}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{{text|0}}}|1|&amp;amp;#32;as well as {{sub class|{{{1|}}}}}|}}&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;Suits for class types. &lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! colspan=2 | Classes&lt;br /&gt;
! rowspan=2 | Suit&amp;lt;br/&amp;gt;(Tarot)&lt;br /&gt;
|-&lt;br /&gt;
! Basic !! Sub&lt;br /&gt;
|-&lt;br /&gt;
| MAU || ILU, PSI, WIT || align=left | Club (Staves)  &lt;br /&gt;
|-&lt;br /&gt;
| FIG || RAN, PAL, BAR || align=left | Spades (Swords) &lt;br /&gt;
|-&lt;br /&gt;
| CLE || DRU, BRD, HIR || align=left | Hearts (Cups)   &lt;br /&gt;
|-&lt;br /&gt;
| THI || ASS, MoN, JES|| align=left | Diamonds (Coins)   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Result with text=...&lt;br /&gt;
Default for text is 0.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! &#039;&#039;text&#039;&#039; &lt;br /&gt;
! colspan=4 | Result&lt;br /&gt;
|-&lt;br /&gt;
! 0&lt;br /&gt;
|width=25%|{{Class type|MAU|text=0}}&lt;br /&gt;
|width=25%|{{Class type|FIG|text=0}}&lt;br /&gt;
|width=25%|{{Class type|CLE|text=0}}&lt;br /&gt;
|width=25%|{{Class type|THI|text=0}}&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| {{Class type|MAU|text=1}} || {{Class type|FIG|text=1}} || {{Class type|CLE|text=1}} &lt;br /&gt;
|| {{Class type|THI|text=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| {{Class type|MAU|text=2}} || {{Class type|FIG|text=2}} || {{Class type|CLE|text=2}} &lt;br /&gt;
|| {{Class type|THI|text=2}}&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{Class type|MAU|text=3}} || {{Class type|FIG|text=3}} || {{Class type|CLE|text=3}} &lt;br /&gt;
|| {{Class type|THI|text=3}}&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| {{Class type|MAU|text=4}} || {{Class type|FIG|text=4}} || {{Class type|CLE|text=4}} &lt;br /&gt;
|| {{Class type|THI|text=4}}&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Class templates]]&amp;lt;noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Reaction&amp;diff=292</id>
		<title>Reaction</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Reaction&amp;diff=292"/>
		<updated>2024-11-15T02:43:20Z</updated>

		<summary type="html">&lt;p&gt;Yandere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft|Reaction}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{InfoboxRules&lt;br /&gt;
|german=Reaktion&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
If the adventuring party attempts to parley or negotiate with the other side during an encounter and there is no compelling reason for combat, the Game Master may randomly determine the other side&#039;s &#039;&#039;&#039;reaction&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Roll a d% and try to take the circumstances and the overall situation into account. Compare the total result with the entries on the table.&lt;br /&gt;
&lt;br /&gt;
If a party member is the one who speaks first, their reaction bonus (or penalty!) is taken into account.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=The adventuring party encounters tipsy gnomes.&lt;br /&gt;
|text=Alrik, Nora, Bryn and Kassandra are taking a stroll among the houseboats in Fix at night. A group of drunk, rowdy gnomes are blocking their way and want to try to persuade Bryn to give them his wine. Bryn ([[CHA]]{{P}}16) wants to keep his wine and move on with his friends without being bothered, so he starts talking to the gnomes. The Game Master wants to use a reaction roll to determine how the gnomes react to Bryn. She rolls a d% and gets a 9. Since Bryn can be quite likable and convincing, he gets a {{bonus|25%}} on the die roll because of his CHA, for a total of 34. The Game Master also thinks that the gnomes have been rather cheerfully drunk up to now, so she adds another 10 to the roll, for a total of 44: Irritable. The gnomes now stop trying to talk Bryn out of his wine, but are a bit irritable about the way they are being treated here: &amp;quot;We are not some random hirelings that you can boss around, we just wanted to have a nice chat!&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
Depending on the situation, further modifiers may come into play (see [[loyalty]]).&lt;br /&gt;
&lt;br /&gt;
{{Reaction roll}}&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Reaction&amp;diff=291</id>
		<title>Reaction</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Reaction&amp;diff=291"/>
		<updated>2024-11-15T02:41:56Z</updated>

		<summary type="html">&lt;p&gt;Yandere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft|Reaction}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{InfoboxRules&lt;br /&gt;
|german=Reaktion&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
If the adventuring party attempts to parley or negotiate with the other side during an encounter and there is no compelling reason for combat, the Game Master may randomly determine the other side&#039;s &#039;&#039;&#039;reaction&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Roll a d% and try to take the circumstances and the overall situation into account. Compare the total result with the entries on the table.&lt;br /&gt;
&lt;br /&gt;
If a party member is the one who speaks first, their reaction bonus (or penalty!) is taken into account.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=The adventuring party encounters tipsy gnomes.&lt;br /&gt;
|text=Alrik, Nora, Bryn and Kassandra are taking a stroll among the houseboats in Fix at night. A group of drunk, rowdy gnomes are blocking their way and want to try to persuade Bryn to give them his wine. Bryn (CHA 16) wants to keep his wine and move on with his friends without being bothered, so he starts talking to the gnomes. The Game Master wants to use a reaction roll to determine how the gnomes react to Bryn. She rolls a d% and gets a 9. Since Bryn can be quite likable and convincing, he gets a {{bonus|25%}} on the die roll because of his CHA, for a total of 34. The Game Master also thinks that the gnomes have been rather cheerfully drunk up to now, so she adds another 10 to the roll, for a total of 44: Irritable. The gnomes now stop trying to talk Bryn out of his wine, but are a bit irritable about the way they are being treated here: &amp;quot;We are not some random hirelings that you can boss around, we just wanted to have a nice chat!&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
Depending on the situation, further modifiers may come into play (see [[loyalty]]).&lt;br /&gt;
&lt;br /&gt;
{{Reaction roll}}&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Template:Space/unit&amp;diff=290</id>
		<title>Template:Space/unit</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Template:Space/unit&amp;diff=290"/>
		<updated>2024-11-15T02:40:05Z</updated>

		<summary type="html">&lt;p&gt;Yandere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#replace:{{#ifeq:{{{kon|1}}}|1|{{{1|}}}|{{#expr:{{{1|}}}*{{{kon|1}}}^{{{exp|1}}} round 3}}}}|.|,}}&amp;amp;nbsp;{{#switch:{{{exp|1}}}|3={{#if:{{{2|}}}|cubic&amp;amp;#32;|[[cubic]]&amp;amp;#32;}}|2=square&amp;amp;#32;|1=|#default=Hyper-{{{exp|}}}&amp;amp;#32;}}{{#ifeq:{{{aoe|0}}}|1|inside&amp;amp;#32;|{{#ifeq:{{{wild|0}}}|1|outside&amp;amp;#32;|}}}}{{{2|space{{#ifeq:{{{1|}}}|1||s}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;Helper template for [[:Template:Space]]&lt;br /&gt;
[[Category:Unit templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Template:Space&amp;diff=289</id>
		<title>Template:Space</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Template:Space&amp;diff=289"/>
		<updated>2024-11-15T02:39:35Z</updated>

		<summary type="html">&lt;p&gt;Yandere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#ifeq:{{{nobr|0}}}|1||{{#ifeq:{{{wild|{{{aoe|0}}}}}}|1||&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;+&amp;quot; data-collapsetext=&amp;quot;−&amp;quot;&amp;gt;}}}}{{#if:{{{pre|}}}|{{{pre}}}&amp;amp;#32;}}{{#if:{{{is|}}}|{{IS|{{{is}}}}}}}{{Space/unit|{{{1|}}}|aoe={{{aoe|}}}|wild={{{wild|}}}|exp={{{exp|1}}}}}{{{2|}}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{{wild|{{{aoe|0}}}}}}|1|&amp;lt;small&amp;gt;(&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{Space/unit|{{{1|}}}|{{#ifeq:{{{wild|0}}}|1|yards|feet}}|exp={{{exp|1}}}|kon=10}}{{S}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{Space/unit|{{{1|}}}|meter|exp={{{exp|1}}}|kon={{#ifeq:{{{wild|0}}}|1|9|3}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;)&amp;lt;/small&amp;gt;|&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{#ifeq:{{{nobr|0}}}|1|&amp;lt;small&amp;gt;(|&amp;lt;div class=&amp;quot;mw-collapsible-content stats-container&amp;quot;&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;small&amp;gt;}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Space/unit|{{{1|}}}|feet|exp={{{exp|1}}}|kon=10}}{{S}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Space/unit|{{{1|}}}|meter|exp={{{exp|1}}}|kon=3}} &#039;&#039;[Inside]&#039;&#039;&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{#ifeq:{{{nobr|0}}}|1|,&amp;amp;#32;|&amp;lt;/small&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;small&amp;gt;}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Space/unit|{{{1|}}}|yards|exp={{{exp|1}}}|kon=10}}{{S}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Space/unit|{{{1|}}}|meter|exp={{{exp|1}}}|kon=9}} &#039;&#039;[Outside]&#039;&#039;&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{#ifeq:{{{nobr|0}}}|1|)|&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;/small&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;Uses [[:Template:Space/unit]]&lt;br /&gt;
&lt;br /&gt;
*default call: &amp;lt;pre&amp;gt;{{Space|&amp;lt;No of spaces&amp;gt;}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
*in-text use:&lt;br /&gt;
:&amp;lt;pre&amp;gt;{{Space|&amp;lt;No of spaces&amp;gt;|nobr=1}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
:just inside scale (e.g. aoe effects)&lt;br /&gt;
:&amp;lt;pre&amp;gt;{{Space|&amp;lt;No of spaces&amp;gt;|aoe=1}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
:just outside scale&lt;br /&gt;
:&amp;lt;pre&amp;gt;{{Space|&amp;lt;No of spaces&amp;gt;|wild=1}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
*square or cubic: &amp;lt;pre&amp;gt;{{Space|&amp;lt;No of spaces&amp;gt;|exp=2}}&amp;lt;/pre&amp;gt;&amp;lt;pre&amp;gt;{{Space|&amp;lt;No of spaces&amp;gt;|exp=3}}&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[Category:Unit templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Encounter&amp;diff=288</id>
		<title>Encounter</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Encounter&amp;diff=288"/>
		<updated>2024-11-15T02:38:43Z</updated>

		<summary type="html">&lt;p&gt;Yandere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Alrik handicraft|Encounter}}&lt;br /&gt;
{{InfoboxRules&lt;br /&gt;
|german=Begegnung&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
An {{blink|encounter}} may occur in the [[dungeon]] or outdoors between two or more parties. The type of encounter depends on the specific circumstances of the adventure. Some encounters are peaceful, others quickly escalate into combat, and sometimes the situation is less compelling.&lt;br /&gt;
&lt;br /&gt;
The Game Master may use the following [[procedure]] for encounters:&lt;br /&gt;
# Determine [[surprise]] (1d6)&lt;br /&gt;
# Determine distance: Usually, the distance between the parties is 6d4 squares at the beginning of the encounter. If one party is surprised, the result of the die that determined the surprise is subtracted from the number of squares of the distance rolled.&lt;br /&gt;
# Determine the [[reaction]]s of the parties (1d%)&lt;br /&gt;
&lt;br /&gt;
{{Example&lt;br /&gt;
|title=The adventuring party encounters tipsy gnomes.&lt;br /&gt;
|text=Nora, Bryn and Kassandra are taking a stroll among the houseboats in Fix at night. A group of drunk, rowdy gnomes are blocking their way and want to try to persuade Bryn to give them his wine. Alrik&#039;s party, incl. Nora are surprised: they rolled a 2 on a d6 to determine surprise. The gnomes are not surprised. So the GM determines the encounter distance using 6d4 minus 2: they roll a 17&amp;amp;minus;2=15. Therefore, both parties start {{space|15|wild=1}} apart when they first notice each other.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Template:Space/unit&amp;diff=287</id>
		<title>Template:Space/unit</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Template:Space/unit&amp;diff=287"/>
		<updated>2024-11-15T02:38:19Z</updated>

		<summary type="html">&lt;p&gt;Yandere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#replace:{{#ifeq:{{{kon|1}}}|1|{{{1|}}}|{{#expr:{{{1|}}}*{{{kon|1}}}^{{{exp|1}}} round 3}}}}|.|,}}&amp;amp;nbsp;{{#switch:{{{exp|1}}}|3={{#if:{{{2|}}}|cubic&amp;amp;#32;|[[cubic]]&amp;amp;#32;}}|2=square&amp;amp;#32;|1=|#default=Hyper-{{{exp|}}}&amp;amp;#32;}}{{#ifeq:{{{aoe|0}}}|1|inside&amp;amp;#32;|{{#ifeq:{{{wild|0}}}|1|outside&amp;amp;#32;|}}}}{{{2|field{{#ifeq:{{{1|}}}|1||s}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;Helper template for [[:Template:Space]]&lt;br /&gt;
[[Category:Unit templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Template:Space&amp;diff=286</id>
		<title>Template:Space</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Template:Space&amp;diff=286"/>
		<updated>2024-11-15T02:38:01Z</updated>

		<summary type="html">&lt;p&gt;Yandere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#ifeq:{{{nobr|0}}}|1||{{#ifeq:{{{wild|{{{aoe|0}}}}}}|1||&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;+&amp;quot; data-collapsetext=&amp;quot;−&amp;quot;&amp;gt;}}}}{{#if:{{{pre|}}}|{{{pre}}}&amp;amp;#32;}}{{#if:{{{is|}}}|{{IS|{{{is}}}}}}}{{Space/unit|{{{1|}}}|aoe={{{aoe|}}}|wild={{{wild|}}}|exp={{{exp|1}}}}}{{{2|}}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{{wild|{{{aoe|0}}}}}}|1|&amp;lt;small&amp;gt;(&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{Space/unit|{{{1|}}}|{{#ifeq:{{{wild|0}}}|1|yards|feet}}|exp={{{exp|1}}}|kon=10}}{{S}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{Space/unit|{{{1|}}}|meter|exp={{{exp|1}}}|kon={{#ifeq:{{{wild|0}}}|1|9|3}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;)&amp;lt;/small&amp;gt;|&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{#ifeq:{{{nobr|0}}}|1|&amp;lt;small&amp;gt;(|&amp;lt;div class=&amp;quot;mw-collapsible-content stats-container&amp;quot;&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;small&amp;gt;}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Space/unit|{{{1|}}}|feet|exp={{{exp|1}}}|kon=10}}{{S}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Space/unit|{{{1|}}}|meter|exp={{{exp|1}}}|kon=3}} &#039;&#039;[Inside]&#039;&#039;&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{#ifeq:{{{nobr|0}}}|1|,&amp;amp;#32;|&amp;lt;/small&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;small&amp;gt;}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Space/unit|{{{1|}}}|yards|exp={{{exp|1}}}|kon=10}}{{S}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Space/unit|{{{1|}}}|meter|exp={{{exp|1}}}|kon=9}} &#039;&#039;[Outside]&#039;&#039;&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{#ifeq:{{{nobr|0}}}|1|)|&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;/small&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;Uses [[:Template:Space/unit]]&lt;br /&gt;
&lt;br /&gt;
*default call: &amp;lt;pre&amp;gt;{{Space|&amp;lt;No of fields&amp;gt;}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
*in-text use:&lt;br /&gt;
:&amp;lt;pre&amp;gt;{{Space|&amp;lt;No of fields&amp;gt;|nobr=1}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
:just inside scale (e.g. aoe effects)&lt;br /&gt;
:&amp;lt;pre&amp;gt;{{Space|&amp;lt;No of fields&amp;gt;|aoe=1}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
:just outside scale&lt;br /&gt;
:&amp;lt;pre&amp;gt;{{Space|&amp;lt;No of fields&amp;gt;|wild=1}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
*square or cubic: &amp;lt;pre&amp;gt;{{Space|&amp;lt;No of fields&amp;gt;|exp=2}}&amp;lt;/pre&amp;gt;&amp;lt;pre&amp;gt;{{Space|&amp;lt;No of fields&amp;gt;|exp=3}}&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[Category:Unit templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Template:Space/unit&amp;diff=284</id>
		<title>Template:Space/unit</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Template:Space/unit&amp;diff=284"/>
		<updated>2024-11-15T02:37:03Z</updated>

		<summary type="html">&lt;p&gt;Yandere: Yandere moved page Template:Field/unit to Template:Space/unit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#replace:{{#ifeq:{{{kon|1}}}|1|{{{1|}}}|{{#expr:{{{1|}}}*{{{kon|1}}}^{{{exp|1}}} round 3}}}}|.|,}}&amp;amp;nbsp;{{#switch:{{{exp|1}}}|3={{#if:{{{2|}}}|cubic&amp;amp;#32;|[[cubic]]&amp;amp;#32;}}|2=square&amp;amp;#32;|1=|#default=Hyper-{{{exp|}}}&amp;amp;#32;}}{{#ifeq:{{{aoe|0}}}|1|inside&amp;amp;#32;|{{#ifeq:{{{wild|0}}}|1|outside&amp;amp;#32;|}}}}{{{2|field{{#ifeq:{{{1|}}}|1||s}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;Helper template for [[:Template:Field]]&lt;br /&gt;
[[Category:Unit templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Template:Space&amp;diff=282</id>
		<title>Template:Space</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Template:Space&amp;diff=282"/>
		<updated>2024-11-15T02:37:03Z</updated>

		<summary type="html">&lt;p&gt;Yandere: Yandere moved page Template:Field to Template:Space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#ifeq:{{{nobr|0}}}|1||{{#ifeq:{{{wild|{{{aoe|0}}}}}}|1||&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;+&amp;quot; data-collapsetext=&amp;quot;−&amp;quot;&amp;gt;}}}}{{#if:{{{pre|}}}|{{{pre}}}&amp;amp;#32;}}{{#if:{{{is|}}}|{{IS|{{{is}}}}}}}{{Field/unit|{{{1|}}}|aoe={{{aoe|}}}|wild={{{wild|}}}|exp={{{exp|1}}}}}{{{2|}}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{{wild|{{{aoe|0}}}}}}|1|&amp;lt;small&amp;gt;(&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{Field/unit|{{{1|}}}|{{#ifeq:{{{wild|0}}}|1|yards|feet}}|exp={{{exp|1}}}|kon=10}}{{S}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{Field/unit|{{{1|}}}|meter|exp={{{exp|1}}}|kon={{#ifeq:{{{wild|0}}}|1|9|3}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;)&amp;lt;/small&amp;gt;|&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{#ifeq:{{{nobr|0}}}|1|&amp;lt;small&amp;gt;(|&amp;lt;div class=&amp;quot;mw-collapsible-content stats-container&amp;quot;&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;small&amp;gt;}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Field/unit|{{{1|}}}|feet|exp={{{exp|1}}}|kon=10}}{{S}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Field/unit|{{{1|}}}|meter|exp={{{exp|1}}}|kon=3}} &#039;&#039;[Inside]&#039;&#039;&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{#ifeq:{{{nobr|0}}}|1|,&amp;amp;#32;|&amp;lt;/small&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;small&amp;gt;}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Field/unit|{{{1|}}}|yards|exp={{{exp|1}}}|kon=10}}{{S}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Field/unit|{{{1|}}}|meter|exp={{{exp|1}}}|kon=9}} &#039;&#039;[Outside]&#039;&#039;&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{#ifeq:{{{nobr|0}}}|1|)|&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;/small&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;Uses [[:Template:Field/unit]]&lt;br /&gt;
&lt;br /&gt;
*default call: &amp;lt;pre&amp;gt;{{Field|&amp;lt;No of fields&amp;gt;}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
*in-text use:&lt;br /&gt;
:&amp;lt;pre&amp;gt;{{Field|&amp;lt;No of fields&amp;gt;|nobr=1}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
:just inside scale (e.g. aoe effects)&lt;br /&gt;
:&amp;lt;pre&amp;gt;{{Field|&amp;lt;No of fields&amp;gt;|aoe=1}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
:just outside scale&lt;br /&gt;
:&amp;lt;pre&amp;gt;{{Field|&amp;lt;No of fields&amp;gt;|wild=1}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
*square or cubic: &amp;lt;pre&amp;gt;{{Field|&amp;lt;No of fields&amp;gt;|exp=2}}&amp;lt;/pre&amp;gt;&amp;lt;pre&amp;gt;{{Field|&amp;lt;No of fields&amp;gt;|exp=3}}&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[Category:Unit templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Sixth_sense&amp;diff=281</id>
		<title>Sixth sense</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Sixth_sense&amp;diff=281"/>
		<updated>2024-11-15T02:33:44Z</updated>

		<summary type="html">&lt;p&gt;Yandere: /* Monsters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft}}&lt;br /&gt;
{{InfoboxRules&lt;br /&gt;
|german=Sechster Sinn&lt;br /&gt;
}}&lt;br /&gt;
As they grow in experience, characters develop a &#039;&#039;&#039;sixth sense&#039;&#039;&#039; enabling them to detect [[invisibl]]e enemies or objects. This ability is applicable against the [[thief skill]] to &amp;quot;hide in shadows&amp;quot; as well as against magical invisibility. Such characters may even notice that they have been targeted by a scrying spell such as &#039;&#039;[[clairvoyance]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Probabilities==&lt;br /&gt;
It is only possible to develop this almost superhuman sense from 7th level and up. In addition to the character&#039;s general experience, their intelligence will also contribute to their ability to detect such invisible dangers.&lt;br /&gt;
&lt;br /&gt;
If both level and intelligence are known, the probability that invisibility detection will be activated can be determined based on the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Level&lt;br /&gt;
! colspan=8 | Intelligence (d%)&lt;br /&gt;
|-&lt;br /&gt;
! {{nowrap|0-1}} !! {{nowrap|2-4}} !! {{nowrap|5-7}} !! {{nowrap|8-10}} !! {{nowrap|11-12}} !! {{nowrap|13-14}} !! {{nowrap|15-16}} !! 17+&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &amp;amp;mdash; || &amp;amp;mdash; || &amp;amp;mdash; || &amp;amp;mdash; || &amp;amp;mdash; || &amp;amp;mdash; || &amp;amp;mdash; || 05 &lt;br /&gt;
|-&lt;br /&gt;
| 8 || &amp;amp;mdash; || &amp;amp;mdash; || &amp;amp;mdash; || &amp;amp;mdash; || &amp;amp;mdash; || &amp;amp;mdash; || 05 || 15 &lt;br /&gt;
|-&lt;br /&gt;
| 9 || &amp;amp;mdash; || &amp;amp;mdash; || &amp;amp;mdash; || &amp;amp;mdash; || &amp;amp;mdash; || 05 || 15 || 25 &lt;br /&gt;
|-&lt;br /&gt;
| 10 || &amp;amp;mdash; || &amp;amp;mdash; || &amp;amp;mdash; || &amp;amp;mdash; || 05 || 15 || 25 || 35 &lt;br /&gt;
|-&lt;br /&gt;
| 11 || &amp;amp;mdash; || &amp;amp;mdash; || &amp;amp;mdash; || 05 || 15 || 25 || 35 || 45 &lt;br /&gt;
|-&lt;br /&gt;
| 12 || &amp;amp;mdash; || &amp;amp;mdash; || 05 || 15 || 25 || 35 || 45 || 55 &lt;br /&gt;
|-&lt;br /&gt;
| 13 || &amp;amp;mdash; || 05 || 15 || 25 || 35 || 45 || 55 || 65 &lt;br /&gt;
|-&lt;br /&gt;
| 14 || 05 || 15 || 25 || 35 || 45 || 55 || 65 || 80 &lt;br /&gt;
|-&lt;br /&gt;
| 15+ || 15 || 25 || 35 || 45 || 55 || 65 || 80 || 95 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
[[Monster]]s can develop this ability as well, simply based on their [[hit dice]] instead of level. {{:Monster/intelligence}}&lt;br /&gt;
&lt;br /&gt;
Some monsters have particularly acute perception. The game master should treat such monsters as more intelligent or as of higher level than they actually are for the purposes of detection of invisibility.&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Template:MINT/U&amp;diff=280</id>
		<title>Template:MINT/U</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Template:MINT/U&amp;diff=280"/>
		<updated>2024-11-15T02:33:04Z</updated>

		<summary type="html">&lt;p&gt;Yandere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#ifeq:{{{i|0}}}|1|&amp;lt;i&amp;gt;}}{{#switch:{{{1|}}}&lt;br /&gt;
|0=None&lt;br /&gt;
|1=Animal&lt;br /&gt;
|4=Semi&lt;br /&gt;
|7=Low&lt;br /&gt;
|10=Average&lt;br /&gt;
|12=Very&lt;br /&gt;
|14=High&lt;br /&gt;
|16=Exceptional&lt;br /&gt;
|18=Genius&lt;br /&gt;
|+=Superhuman&lt;br /&gt;
|#default=&#039;&#039;&#039;Wrong upper bound&#039;&#039;&#039;}}{{#ifeq:{{{i|0}}}|1|&amp;lt;/i&amp;gt;}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[Monster]]-[[INT]] upper bound&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! INT !! M-INT&lt;br /&gt;
|-&lt;br /&gt;
| align=center| 0 || {{MINT/U|0}}&lt;br /&gt;
|-&lt;br /&gt;
| align=center| 1 || {{MINT/U|1}}&lt;br /&gt;
|-&lt;br /&gt;
| align=center| 4 || {{MINT/U|4}}&lt;br /&gt;
|-&lt;br /&gt;
| align=center| 7 || {{MINT/U|7}}&lt;br /&gt;
|-&lt;br /&gt;
| align=center| 10 || {{MINT/U|10}}&lt;br /&gt;
|-&lt;br /&gt;
| align=center| 12 || {{MINT/U|12}}&lt;br /&gt;
|-&lt;br /&gt;
| align=center| 14 || {{MINT/U|14}}&lt;br /&gt;
|-&lt;br /&gt;
| align=center| 16 || {{MINT/U|16}}&lt;br /&gt;
|-&lt;br /&gt;
| align=center| 18 || {{MINT/U|18}}&lt;br /&gt;
|-&lt;br /&gt;
| align=center| + || {{MINT/U|+}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other values result in: {{MINT/U}}.&lt;br /&gt;
[[Category:Monster templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Template:MINT/L&amp;diff=279</id>
		<title>Template:MINT/L</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Template:MINT/L&amp;diff=279"/>
		<updated>2024-11-15T02:32:55Z</updated>

		<summary type="html">&lt;p&gt;Yandere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#ifeq:{{{i|0}}}|1|&amp;lt;i&amp;gt;}}{{#switch:{{{1|}}}&lt;br /&gt;
|0=None&lt;br /&gt;
|1=Animal&lt;br /&gt;
|2=Semi&lt;br /&gt;
|5=Low&lt;br /&gt;
|8=Average&lt;br /&gt;
|11=Very&lt;br /&gt;
|13=High&lt;br /&gt;
|15=Exceptional&lt;br /&gt;
|17=Genius&lt;br /&gt;
|19=Superhuman&lt;br /&gt;
|#default=&#039;&#039;&#039;Wrong lower bound&#039;&#039;&#039;}}{{#ifeq:{{{i|0}}}|1|&amp;lt;/i&amp;gt;}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[Monster]]-[[INT]] lower bound&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! INT !! M-INT&lt;br /&gt;
|-&lt;br /&gt;
| align=center| 0 || {{MINT/L|0}}&lt;br /&gt;
|-&lt;br /&gt;
| align=center| 1 || {{MINT/L|1}}&lt;br /&gt;
|-&lt;br /&gt;
| align=center| 2 || {{MINT/L|2}}&lt;br /&gt;
|-&lt;br /&gt;
| align=center| 5 || {{MINT/L|5}}&lt;br /&gt;
|-&lt;br /&gt;
| align=center| 8 || {{MINT/L|8}}&lt;br /&gt;
|-&lt;br /&gt;
| align=center| 11 || {{MINT/L|11}}&lt;br /&gt;
|-&lt;br /&gt;
| align=center| 13 || {{MINT/L|13}}&lt;br /&gt;
|-&lt;br /&gt;
| align=center| 15 || {{MINT/L|15}}&lt;br /&gt;
|-&lt;br /&gt;
| align=center| 17 || {{MINT/L|17}}&lt;br /&gt;
|-&lt;br /&gt;
| align=center| 19 || {{MINT/L|19}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other values result in: {{MINT/L}}.&lt;br /&gt;
[[Category:Monster templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Template:Rank_with_level&amp;diff=276</id>
		<title>Template:Rank with level</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Template:Rank_with_level&amp;diff=276"/>
		<updated>2024-11-14T10:32:22Z</updated>

		<summary type="html">&lt;p&gt;Yandere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Class&lt;br /&gt;
! colspan=9 | Level to reach spell rank&lt;br /&gt;
|-&lt;br /&gt;
{{HeadSR|9}}&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Magic-user]] &lt;br /&gt;
|style=&amp;quot;width:2.1em;&amp;quot;| 1 &lt;br /&gt;
|style=&amp;quot;width:2.1em;&amp;quot;| 3 &lt;br /&gt;
|style=&amp;quot;width:2.1em;&amp;quot;| 5 &lt;br /&gt;
|style=&amp;quot;width:2.1em;&amp;quot;| 7 &lt;br /&gt;
|style=&amp;quot;width:2.1em;&amp;quot;| 9 &lt;br /&gt;
|style=&amp;quot;width:2.1em;&amp;quot;| 12 &lt;br /&gt;
|style=&amp;quot;width:2.1em;&amp;quot;| 14 &lt;br /&gt;
|style=&amp;quot;width:2.1em;&amp;quot;| 16 &lt;br /&gt;
|style=&amp;quot;width:2.1em;&amp;quot;| 18&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Witch]]&lt;br /&gt;
| 1 &lt;br /&gt;
| 3 &lt;br /&gt;
| 5 &lt;br /&gt;
| 7 &lt;br /&gt;
| 9 &lt;br /&gt;
| 12 &lt;br /&gt;
| 14 &lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Illusionist]]&lt;br /&gt;
| 1 &lt;br /&gt;
| 3 &lt;br /&gt;
| 5 &lt;br /&gt;
| 7 &lt;br /&gt;
| 10 &lt;br /&gt;
| 12 &lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Jester]] &lt;br /&gt;
| 4 &lt;br /&gt;
| 6 &lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Ranger]] &lt;br /&gt;
| 9 &lt;br /&gt;
| 13&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;[[Category:Level-up templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Template:Rank_with_level&amp;diff=275</id>
		<title>Template:Rank with level</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Template:Rank_with_level&amp;diff=275"/>
		<updated>2024-11-14T10:31:31Z</updated>

		<summary type="html">&lt;p&gt;Yandere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Class&lt;br /&gt;
! colspan=9 | Level to reach spell rank&lt;br /&gt;
|-&lt;br /&gt;
{{HeadSR|9}}&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Magic-user]] &lt;br /&gt;
|style=&amp;quot;width:2.1em;&amp;quot;| 1 &lt;br /&gt;
|style=&amp;quot;width:2.1em;&amp;quot;| 3 &lt;br /&gt;
|style=&amp;quot;width:2.1em;&amp;quot;| 5 &lt;br /&gt;
|style=&amp;quot;width:2.1em;&amp;quot;| 7 &lt;br /&gt;
|style=&amp;quot;width:2.1em;&amp;quot;| 9 &lt;br /&gt;
|style=&amp;quot;width:2.1em;&amp;quot;| 12 &lt;br /&gt;
|style=&amp;quot;width:2.1em;&amp;quot;| 14 &lt;br /&gt;
|style=&amp;quot;width:2.1em;&amp;quot;| 16 &lt;br /&gt;
|style=&amp;quot;width:2.1em;&amp;quot;| 18&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Witch]]&lt;br /&gt;
| 1 &lt;br /&gt;
| 3 &lt;br /&gt;
| 5 &lt;br /&gt;
| 7 &lt;br /&gt;
| 9 &lt;br /&gt;
| 12 &lt;br /&gt;
| 14 &lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Illusionist]]&lt;br /&gt;
| 1 &lt;br /&gt;
| 3 &lt;br /&gt;
| 5 &lt;br /&gt;
| 7 &lt;br /&gt;
| 10 &lt;br /&gt;
| 12 &lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Jester]] &lt;br /&gt;
| 4 &lt;br /&gt;
| 6 &lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Ranger]] &lt;br /&gt;
| 9 &lt;br /&gt;
| 13&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Template:Rank_with_level&amp;diff=274</id>
		<title>Template:Rank with level</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Template:Rank_with_level&amp;diff=274"/>
		<updated>2024-11-14T10:29:52Z</updated>

		<summary type="html">&lt;p&gt;Yandere: Created page with &amp;quot;{| class=wikitable style=&amp;quot;text-align:center;&amp;quot; ! rowspan=2 | Class ! colspan=9 | Level to reach spell rank |- {{HeadSR|9}} |- |align=left|Magic-user || 1 || 3 || 5 || 7 || 9 || 12 || 14 || 16 || 18 |- |align=left|Witch || 1 || 3 || 5 || 7 || 9 || 12 || 14 || 16 |- |align=left|Illusionist || 1 || 3 || 5 || 7 || 10 || 12 || 14 |- |align=left|Jester || 4 || 6 || 8 |- |align=left|Ranger || 9 || 13 |}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Class&lt;br /&gt;
! colspan=9 | Level to reach spell rank&lt;br /&gt;
|-&lt;br /&gt;
{{HeadSR|9}}&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Magic-user]] || 1 || 3 || 5 || 7 || 9 || 12 || 14 || 16 || 18&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Witch]] || 1 || 3 || 5 || 7 || 9 || 12 || 14 || 16&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Illusionist]] || 1 || 3 || 5 || 7 || 10 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Jester]] || 4 || 6 || 8&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Ranger]] || 9 || 13&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=273</id>
		<title>Learning new spells</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=273"/>
		<updated>2024-11-14T10:29:41Z</updated>

		<summary type="html">&lt;p&gt;Yandere: /* Method A: When leveling up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft|Learning new spells}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{InfoboxRules&lt;br /&gt;
|german=Erlernen neuer Zauber&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learning new spells&#039;&#039;&#039; is an important issue for {{class type|MAU|text=4| spellcasters}} such as [[magic-user]]s or [[illusionist]]s. When playing such a [[class]], the following two questions arise: when are you allowed to learn new spells, and which spells can you learn.&lt;br /&gt;
&lt;br /&gt;
==When do you learn new spells?==&lt;br /&gt;
Magic-users start with four 1st-level spells in their spellbook. One of these spells is &#039;&#039;[[read magic]]&#039;&#039;, two more are chosen at random, and the last is freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
Illusionists begin with four 1st-level spells in their spellbook. Two of these spells are chosen at random, and the other two are freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
The randomly selected known spells are determined by rolling on the list of 1st level magic-user spells or illusionist spells. Illusionists roll a d12, magic users roll to determine a random number from 1-30 (see [[simulated dice]]).&lt;br /&gt;
&lt;br /&gt;
When magic-users or illusionists gain a level, they gain another spell of their choice. It is advisable to choose a spell of the highest permitted level.&lt;br /&gt;
&lt;br /&gt;
If a magic-user or illusionist comes across a spell scroll or the spellbook of a spellcaster of the same class, all spells can be copied, provided the spellcaster copying them can learn them. To do this, magic-users must use the read magic spell. Spell scrolls are destroyed during the copying process, but spellbooks are not. Copying consumes time, materials, money, and other resources, depending on the campaign. One probable cost is that each spell would require a special ink made of rare, symbolically and magically resonant ingredients. The more powerful a spell, the more exotic the ingredients would tend to be. In the course of their campaign, the GM can of course also abstract the acquisition of the ingredients and production of the ink and assign a price in gold to the ink depending on the level of the spell. At the same time, acquiring the ink ingredients for a particularly powerful spell or spellcaster can be an adventure in itself.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Ink recipe for &#039;&#039;[[read magic]]&#039;&#039;&lt;br /&gt;
|text=&lt;br /&gt;
*2 mL of ink from a giant squid&lt;br /&gt;
*1 eagle feather&lt;br /&gt;
*dust of crushed crystals&lt;br /&gt;
*100 mL tears of fatigue&lt;br /&gt;
When the sun is at its highest point, the eagle feather must be slowly boiled in the tears of fatigue in a bronze vessel for five hours. This brew is strained with the utmost care and finally mixed with the ink and the crystal dust at the new moon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Procedure to determine the availability and price of ink for &#039;&#039;[[write]]&#039;&#039;&lt;br /&gt;
|text=In small towns there is a 10% chance that the required ink will be available in an apothecary or alchemical laboratory. In cities this probability is doubled, i.e. 20%. The available ink is enough for 2-4 entries in the spellbook. It costs between {{ep|400}} and {{ep|1000}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When creating a character, magic-users and illusionists receive their first spellbook for free. Each spell requires as many pages as its level and each spellbook has a hundred pages. When the spellbook is full, a new, empty book must be purchased. To do this, purchase a &amp;quot;Spellbook (empty)&amp;quot; as indicated under equipment.&lt;br /&gt;
&lt;br /&gt;
==What spells can you learn?==&lt;br /&gt;
&lt;br /&gt;
*[[Arkane spell]]s (Classes: [[Ranger]], [[Magic-user]])&lt;br /&gt;
*[[Phantasmic spell]]s (Classes: [[Illusionist]], [[Jester]])&lt;br /&gt;
*{{aha}} [[Heathen spell]]s (Classes: [[Witch]])&lt;br /&gt;
&lt;br /&gt;
There are several methods for determining which spells you can learn. Method A describes a procedure that is used when leveling up; Method B describes a procedure that is used whenever a specific spell is available in a transferable form.&lt;br /&gt;
For both methods, the following three numbers must be determined first based on intelligence and using the following table:&lt;br /&gt;
# Probability of learning new spells (d%)&lt;br /&gt;
# Known spells per level (minimum)&lt;br /&gt;
# Known spells per level (maximum)&lt;br /&gt;
&lt;br /&gt;
==Method A: When leveling up==&lt;br /&gt;
Which spells can be learned is determined during character creation and when leveling up, provided a new spellcasting level has been unlocked:&lt;br /&gt;
&lt;br /&gt;
{{rank with level}}&lt;br /&gt;
&lt;br /&gt;
Then you go through the list of arcane or illusionist spells of the appropriate level in any order and roll d% to see if the spell could be learned if the opportunity arises.&lt;br /&gt;
&lt;br /&gt;
As soon as you reach the maximum number of spells you can know per level, you stop. All remaining spells cannot be learned. Therefore, it is best to roll the dice first in an attempt to learn the specific spells you would like to learn.&lt;br /&gt;
&lt;br /&gt;
Rerolling is only permitted if your intelligence score increases, or if you have rolled through the entire list and the minimum number of spells known per level has not been reached. In this case, you repeat the process until the minimum number of spells known per level has been reached.&lt;br /&gt;
&lt;br /&gt;
Thus you have now determined which spells you could learn if given the opportunity. When such opportunity arises is explained in the previous section.&lt;br /&gt;
&lt;br /&gt;
==Method B: By transfer==&lt;br /&gt;
Whenever the character has the spell at hand, you can determine whether they understand it, be it in the form of a scroll or a (certainly legally acquired) spellbook of another person. To determine that, a d% is rolled and compared with the probability of understanding new spells in the [[intelligence]] table. It is assumed that the spell is transferred if it can be understood. If it is not understood, such failure is recorded. A further attempt is only permitted if the character has already tried to understand all spells of the respective level once and the minimum number of known spells per level has not yet been reached. If the maximum number of known spells per level has been reached, the character cannot transfer any more spells of this level into their spellbook.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Alrik the Preppy (MAU3, INT17)&lt;br /&gt;
|text=Alrik has accidentally found a spell scroll in the depths of his robes containing the spell charm person and wants to transfer it to his spellbook. Because Alrik is practically a genius, he can learn up to 14 1st level spells and store them in his spellbooks. At the moment he only knows 8, so knowing a ninth spell would be no problem. He casts the spell read magic to read the spell. Alrik has a 75% chance of understanding a new spell. Alrik&#039;s player rolls a 65 with the d% and Alrik can now transfer the spell to his spellbook. The spell scroll is destroyed in the process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Rosella from the Fraundorfer Institute (MAU1, INT15)&lt;br /&gt;
|text=Rosella has come into possession of a former colleague&#039;s spellbook and wants to copy friends into her own spellbook. She already knows 6 first-level spells and tries to understand the new spell, using read magic to do so. Rosella&#039;s player rolls an 89% and Rosella fails to understand the spell. Rosella&#039;s player makes a note of this, and further attempts to learn friends are not permitted until Rosella, after unsuccessfully attempting to learn all other first-level spells, still only knows 6 spells or fewer, which is the minimum number of known spells per level for a spellcaster with Intelligence of 15.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=272</id>
		<title>Learning new spells</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=272"/>
		<updated>2024-11-14T07:40:08Z</updated>

		<summary type="html">&lt;p&gt;Yandere: Undo revision 271 by Yandere (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft|Learning new spells}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{InfoboxRules&lt;br /&gt;
|german=Erlernen neuer Zauber&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learning new spells&#039;&#039;&#039; is an important issue for {{class type|MAU|text=4| spellcasters}} such as [[magic-user]]s or [[illusionist]]s. When playing such a [[class]], the following two questions arise: when are you allowed to learn new spells, and which spells can you learn.&lt;br /&gt;
&lt;br /&gt;
==When do you learn new spells?==&lt;br /&gt;
Magic-users start with four 1st-level spells in their spellbook. One of these spells is &#039;&#039;[[read magic]]&#039;&#039;, two more are chosen at random, and the last is freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
Illusionists begin with four 1st-level spells in their spellbook. Two of these spells are chosen at random, and the other two are freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
The randomly selected known spells are determined by rolling on the list of 1st level magic-user spells or illusionist spells. Illusionists roll a d12, magic users roll to determine a random number from 1-30 (see [[simulated dice]]).&lt;br /&gt;
&lt;br /&gt;
When magic-users or illusionists gain a level, they gain another spell of their choice. It is advisable to choose a spell of the highest permitted level.&lt;br /&gt;
&lt;br /&gt;
If a magic-user or illusionist comes across a spell scroll or the spellbook of a spellcaster of the same class, all spells can be copied, provided the spellcaster copying them can learn them. To do this, magic-users must use the read magic spell. Spell scrolls are destroyed during the copying process, but spellbooks are not. Copying consumes time, materials, money, and other resources, depending on the campaign. One probable cost is that each spell would require a special ink made of rare, symbolically and magically resonant ingredients. The more powerful a spell, the more exotic the ingredients would tend to be. In the course of their campaign, the GM can of course also abstract the acquisition of the ingredients and production of the ink and assign a price in gold to the ink depending on the level of the spell. At the same time, acquiring the ink ingredients for a particularly powerful spell or spellcaster can be an adventure in itself.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Ink recipe for &#039;&#039;[[read magic]]&#039;&#039;&lt;br /&gt;
|text=&lt;br /&gt;
*2 mL of ink from a giant squid&lt;br /&gt;
*1 eagle feather&lt;br /&gt;
*dust of crushed crystals&lt;br /&gt;
*100 mL tears of fatigue&lt;br /&gt;
When the sun is at its highest point, the eagle feather must be slowly boiled in the tears of fatigue in a bronze vessel for five hours. This brew is strained with the utmost care and finally mixed with the ink and the crystal dust at the new moon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Procedure to determine the availability and price of ink for &#039;&#039;[[write]]&#039;&#039;&lt;br /&gt;
|text=In small towns there is a 10% chance that the required ink will be available in an apothecary or alchemical laboratory. In cities this probability is doubled, i.e. 20%. The available ink is enough for 2-4 entries in the spellbook. It costs between {{ep|400}} and {{ep|1000}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When creating a character, magic-users and illusionists receive their first spellbook for free. Each spell requires as many pages as its level and each spellbook has a hundred pages. When the spellbook is full, a new, empty book must be purchased. To do this, purchase a &amp;quot;Spellbook (empty)&amp;quot; as indicated under equipment.&lt;br /&gt;
&lt;br /&gt;
==What spells can you learn?==&lt;br /&gt;
&lt;br /&gt;
*[[Arkane spell]]s (Classes: [[Ranger]], [[Magic-user]])&lt;br /&gt;
*[[Phantasmic spell]]s (Classes: [[Illusionist]], [[Jester]])&lt;br /&gt;
*{{aha}} [[Heathen spell]]s (Classes: [[Witch]])&lt;br /&gt;
&lt;br /&gt;
There are several methods for determining which spells you can learn. Method A describes a procedure that is used when leveling up; Method B describes a procedure that is used whenever a specific spell is available in a transferable form.&lt;br /&gt;
For both methods, the following three numbers must be determined first based on intelligence and using the following table:&lt;br /&gt;
# Probability of learning new spells (d%)&lt;br /&gt;
# Known spells per level (minimum)&lt;br /&gt;
# Known spells per level (maximum)&lt;br /&gt;
&lt;br /&gt;
==Method A: When leveling up==&lt;br /&gt;
Which spells can be learned is determined during character creation and when leveling up, provided a new spellcasting level has been unlocked:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Class&lt;br /&gt;
! colspan=9 | Level to reach spell rank&lt;br /&gt;
|-&lt;br /&gt;
{{HeadSR|9}}&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Magic-user]] || 1 || 3 || 5 || 7 || 9 || 12 || 14 || 16 || 18&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Witch]] || 1 || 3 || 5 || 7 || 9 || 12 || 14 || 16&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Illusionist]] || 1 || 3 || 5 || 7 || 10 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Jester]] || 4 || 6 || 8&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Ranger]] || 9 || 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Then you go through the list of arcane or illusionist spells of the appropriate level in any order and roll d% to see if the spell could be learned if the opportunity arises.&lt;br /&gt;
&lt;br /&gt;
As soon as you reach the maximum number of spells you can know per level, you stop. All remaining spells cannot be learned. Therefore, it is best to roll the dice first in an attempt to learn the specific spells you would like to learn.&lt;br /&gt;
&lt;br /&gt;
Rerolling is only permitted if your intelligence score increases, or if you have rolled through the entire list and the minimum number of spells known per level has not been reached. In this case, you repeat the process until the minimum number of spells known per level has been reached.&lt;br /&gt;
&lt;br /&gt;
Thus you have now determined which spells you could learn if given the opportunity. When such opportunity arises is explained in the previous section.&lt;br /&gt;
&lt;br /&gt;
==Method B: By transfer==&lt;br /&gt;
Whenever the character has the spell at hand, you can determine whether they understand it, be it in the form of a scroll or a (certainly legally acquired) spellbook of another person. To determine that, a d% is rolled and compared with the probability of understanding new spells in the [[intelligence]] table. It is assumed that the spell is transferred if it can be understood. If it is not understood, such failure is recorded. A further attempt is only permitted if the character has already tried to understand all spells of the respective level once and the minimum number of known spells per level has not yet been reached. If the maximum number of known spells per level has been reached, the character cannot transfer any more spells of this level into their spellbook.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Alrik the Preppy (MAU3, INT17)&lt;br /&gt;
|text=Alrik has accidentally found a spell scroll in the depths of his robes containing the spell charm person and wants to transfer it to his spellbook. Because Alrik is practically a genius, he can learn up to 14 1st level spells and store them in his spellbooks. At the moment he only knows 8, so knowing a ninth spell would be no problem. He casts the spell read magic to read the spell. Alrik has a 75% chance of understanding a new spell. Alrik&#039;s player rolls a 65 with the d% and Alrik can now transfer the spell to his spellbook. The spell scroll is destroyed in the process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Rosella from the Fraundorfer Institute (MAU1, INT15)&lt;br /&gt;
|text=Rosella has come into possession of a former colleague&#039;s spellbook and wants to copy friends into her own spellbook. She already knows 6 first-level spells and tries to understand the new spell, using read magic to do so. Rosella&#039;s player rolls an 89% and Rosella fails to understand the spell. Rosella&#039;s player makes a note of this, and further attempts to learn friends are not permitted until Rosella, after unsuccessfully attempting to learn all other first-level spells, still only knows 6 spells or fewer, which is the minimum number of known spells per level for a spellcaster with Intelligence of 15.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=271</id>
		<title>Learning new spells</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=271"/>
		<updated>2024-11-14T07:39:16Z</updated>

		<summary type="html">&lt;p&gt;Yandere: /* Method A: When leveling up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft|Learning new spells}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{InfoboxRules&lt;br /&gt;
|german=Erlernen neuer Zauber&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learning new spells&#039;&#039;&#039; is an important issue for {{class type|MAU|text=4| spellcasters}} such as [[magic-user]]s or [[illusionist]]s. When playing such a [[class]], the following two questions arise: when are you allowed to learn new spells, and which spells can you learn.&lt;br /&gt;
&lt;br /&gt;
==When do you learn new spells?==&lt;br /&gt;
Magic-users start with four 1st-level spells in their spellbook. One of these spells is &#039;&#039;[[read magic]]&#039;&#039;, two more are chosen at random, and the last is freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
Illusionists begin with four 1st-level spells in their spellbook. Two of these spells are chosen at random, and the other two are freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
The randomly selected known spells are determined by rolling on the list of 1st level magic-user spells or illusionist spells. Illusionists roll a d12, magic users roll to determine a random number from 1-30 (see [[simulated dice]]).&lt;br /&gt;
&lt;br /&gt;
When magic-users or illusionists gain a level, they gain another spell of their choice. It is advisable to choose a spell of the highest permitted level.&lt;br /&gt;
&lt;br /&gt;
If a magic-user or illusionist comes across a spell scroll or the spellbook of a spellcaster of the same class, all spells can be copied, provided the spellcaster copying them can learn them. To do this, magic-users must use the read magic spell. Spell scrolls are destroyed during the copying process, but spellbooks are not. Copying consumes time, materials, money, and other resources, depending on the campaign. One probable cost is that each spell would require a special ink made of rare, symbolically and magically resonant ingredients. The more powerful a spell, the more exotic the ingredients would tend to be. In the course of their campaign, the GM can of course also abstract the acquisition of the ingredients and production of the ink and assign a price in gold to the ink depending on the level of the spell. At the same time, acquiring the ink ingredients for a particularly powerful spell or spellcaster can be an adventure in itself.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Ink recipe for &#039;&#039;[[read magic]]&#039;&#039;&lt;br /&gt;
|text=&lt;br /&gt;
*2 mL of ink from a giant squid&lt;br /&gt;
*1 eagle feather&lt;br /&gt;
*dust of crushed crystals&lt;br /&gt;
*100 mL tears of fatigue&lt;br /&gt;
When the sun is at its highest point, the eagle feather must be slowly boiled in the tears of fatigue in a bronze vessel for five hours. This brew is strained with the utmost care and finally mixed with the ink and the crystal dust at the new moon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Procedure to determine the availability and price of ink for &#039;&#039;[[write]]&#039;&#039;&lt;br /&gt;
|text=In small towns there is a 10% chance that the required ink will be available in an apothecary or alchemical laboratory. In cities this probability is doubled, i.e. 20%. The available ink is enough for 2-4 entries in the spellbook. It costs between {{ep|400}} and {{ep|1000}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When creating a character, magic-users and illusionists receive their first spellbook for free. Each spell requires as many pages as its level and each spellbook has a hundred pages. When the spellbook is full, a new, empty book must be purchased. To do this, purchase a &amp;quot;Spellbook (empty)&amp;quot; as indicated under equipment.&lt;br /&gt;
&lt;br /&gt;
==What spells can you learn?==&lt;br /&gt;
&lt;br /&gt;
*[[Arkane spell]]s (Classes: [[Ranger]], [[Magic-user]])&lt;br /&gt;
*[[Phantasmic spell]]s (Classes: [[Illusionist]], [[Jester]])&lt;br /&gt;
*{{aha}} [[Heathen spell]]s (Classes: [[Witch]])&lt;br /&gt;
&lt;br /&gt;
There are several methods for determining which spells you can learn. Method A describes a procedure that is used when leveling up; Method B describes a procedure that is used whenever a specific spell is available in a transferable form.&lt;br /&gt;
For both methods, the following three numbers must be determined first based on intelligence and using the following table:&lt;br /&gt;
# Probability of learning new spells (d%)&lt;br /&gt;
# Known spells per level (minimum)&lt;br /&gt;
# Known spells per level (maximum)&lt;br /&gt;
&lt;br /&gt;
==Method A: When leveling up==&lt;br /&gt;
Which spells can be learned is determined during character creation and when leveling up, provided a new spellcasting level has been unlocked:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Class&lt;br /&gt;
! colspan=9 | Level to reach spell rank&lt;br /&gt;
|-&lt;br /&gt;
{{HeadSR|9}}&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Magic-user]] || {{IS|0}}1 || {{IS|0}}3 || {{IS|0}}5 || {{IS|0}}7 || {{IS|0}}9 || 12 || 14 || 16 || 18&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Witch]] || {{IS|0}}1 || {{IS|0}}3 || {{IS|0}}5 || {{IS|0}}7 || {{IS|0}}9 || 12 || 14 || 16&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Illusionist]] || {{IS|0}}1 || {{IS|0}}3 || {{IS|0}}5 || {{IS|0}}7 || 10 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Jester]] || {{IS|0}}4 || {{IS|0}}6 || {{IS|0}}8&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Ranger]] || {{IS|0}}9 || 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Then you go through the list of arcane or illusionist spells of the appropriate level in any order and roll d% to see if the spell could be learned if the opportunity arises.&lt;br /&gt;
&lt;br /&gt;
As soon as you reach the maximum number of spells you can know per level, you stop. All remaining spells cannot be learned. Therefore, it is best to roll the dice first in an attempt to learn the specific spells you would like to learn.&lt;br /&gt;
&lt;br /&gt;
Rerolling is only permitted if your intelligence score increases, or if you have rolled through the entire list and the minimum number of spells known per level has not been reached. In this case, you repeat the process until the minimum number of spells known per level has been reached.&lt;br /&gt;
&lt;br /&gt;
Thus you have now determined which spells you could learn if given the opportunity. When such opportunity arises is explained in the previous section.&lt;br /&gt;
&lt;br /&gt;
==Method B: By transfer==&lt;br /&gt;
Whenever the character has the spell at hand, you can determine whether they understand it, be it in the form of a scroll or a (certainly legally acquired) spellbook of another person. To determine that, a d% is rolled and compared with the probability of understanding new spells in the [[intelligence]] table. It is assumed that the spell is transferred if it can be understood. If it is not understood, such failure is recorded. A further attempt is only permitted if the character has already tried to understand all spells of the respective level once and the minimum number of known spells per level has not yet been reached. If the maximum number of known spells per level has been reached, the character cannot transfer any more spells of this level into their spellbook.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Alrik the Preppy (MAU3, INT17)&lt;br /&gt;
|text=Alrik has accidentally found a spell scroll in the depths of his robes containing the spell charm person and wants to transfer it to his spellbook. Because Alrik is practically a genius, he can learn up to 14 1st level spells and store them in his spellbooks. At the moment he only knows 8, so knowing a ninth spell would be no problem. He casts the spell read magic to read the spell. Alrik has a 75% chance of understanding a new spell. Alrik&#039;s player rolls a 65 with the d% and Alrik can now transfer the spell to his spellbook. The spell scroll is destroyed in the process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Rosella from the Fraundorfer Institute (MAU1, INT15)&lt;br /&gt;
|text=Rosella has come into possession of a former colleague&#039;s spellbook and wants to copy friends into her own spellbook. She already knows 6 first-level spells and tries to understand the new spell, using read magic to do so. Rosella&#039;s player rolls an 89% and Rosella fails to understand the spell. Rosella&#039;s player makes a note of this, and further attempts to learn friends are not permitted until Rosella, after unsuccessfully attempting to learn all other first-level spells, still only knows 6 spells or fewer, which is the minimum number of known spells per level for a spellcaster with Intelligence of 15.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=270</id>
		<title>Learning new spells</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=270"/>
		<updated>2024-11-14T05:18:16Z</updated>

		<summary type="html">&lt;p&gt;Yandere: /* What spells can you learn? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft|Learning new spells}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{InfoboxRules&lt;br /&gt;
|german=Erlernen neuer Zauber&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learning new spells&#039;&#039;&#039; is an important issue for {{class type|MAU|text=4| spellcasters}} such as [[magic-user]]s or [[illusionist]]s. When playing such a [[class]], the following two questions arise: when are you allowed to learn new spells, and which spells can you learn.&lt;br /&gt;
&lt;br /&gt;
==When do you learn new spells?==&lt;br /&gt;
Magic-users start with four 1st-level spells in their spellbook. One of these spells is &#039;&#039;[[read magic]]&#039;&#039;, two more are chosen at random, and the last is freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
Illusionists begin with four 1st-level spells in their spellbook. Two of these spells are chosen at random, and the other two are freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
The randomly selected known spells are determined by rolling on the list of 1st level magic-user spells or illusionist spells. Illusionists roll a d12, magic users roll to determine a random number from 1-30 (see [[simulated dice]]).&lt;br /&gt;
&lt;br /&gt;
When magic-users or illusionists gain a level, they gain another spell of their choice. It is advisable to choose a spell of the highest permitted level.&lt;br /&gt;
&lt;br /&gt;
If a magic-user or illusionist comes across a spell scroll or the spellbook of a spellcaster of the same class, all spells can be copied, provided the spellcaster copying them can learn them. To do this, magic-users must use the read magic spell. Spell scrolls are destroyed during the copying process, but spellbooks are not. Copying consumes time, materials, money, and other resources, depending on the campaign. One probable cost is that each spell would require a special ink made of rare, symbolically and magically resonant ingredients. The more powerful a spell, the more exotic the ingredients would tend to be. In the course of their campaign, the GM can of course also abstract the acquisition of the ingredients and production of the ink and assign a price in gold to the ink depending on the level of the spell. At the same time, acquiring the ink ingredients for a particularly powerful spell or spellcaster can be an adventure in itself.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Ink recipe for &#039;&#039;[[read magic]]&#039;&#039;&lt;br /&gt;
|text=&lt;br /&gt;
*2 mL of ink from a giant squid&lt;br /&gt;
*1 eagle feather&lt;br /&gt;
*dust of crushed crystals&lt;br /&gt;
*100 mL tears of fatigue&lt;br /&gt;
When the sun is at its highest point, the eagle feather must be slowly boiled in the tears of fatigue in a bronze vessel for five hours. This brew is strained with the utmost care and finally mixed with the ink and the crystal dust at the new moon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Procedure to determine the availability and price of ink for &#039;&#039;[[write]]&#039;&#039;&lt;br /&gt;
|text=In small towns there is a 10% chance that the required ink will be available in an apothecary or alchemical laboratory. In cities this probability is doubled, i.e. 20%. The available ink is enough for 2-4 entries in the spellbook. It costs between {{ep|400}} and {{ep|1000}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When creating a character, magic-users and illusionists receive their first spellbook for free. Each spell requires as many pages as its level and each spellbook has a hundred pages. When the spellbook is full, a new, empty book must be purchased. To do this, purchase a &amp;quot;Spellbook (empty)&amp;quot; as indicated under equipment.&lt;br /&gt;
&lt;br /&gt;
==What spells can you learn?==&lt;br /&gt;
&lt;br /&gt;
*[[Arkane spell]]s (Classes: [[Ranger]], [[Magic-user]])&lt;br /&gt;
*[[Phantasmic spell]]s (Classes: [[Illusionist]], [[Jester]])&lt;br /&gt;
*{{aha}} [[Heathen spell]]s (Classes: [[Witch]])&lt;br /&gt;
&lt;br /&gt;
There are several methods for determining which spells you can learn. Method A describes a procedure that is used when leveling up; Method B describes a procedure that is used whenever a specific spell is available in a transferable form.&lt;br /&gt;
For both methods, the following three numbers must be determined first based on intelligence and using the following table:&lt;br /&gt;
# Probability of learning new spells (d%)&lt;br /&gt;
# Known spells per level (minimum)&lt;br /&gt;
# Known spells per level (maximum)&lt;br /&gt;
&lt;br /&gt;
==Method A: When leveling up==&lt;br /&gt;
Which spells can be learned is determined during character creation and when leveling up, provided a new spellcasting level has been unlocked:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Class&lt;br /&gt;
! colspan=9 | Level to reach spell rank&lt;br /&gt;
|-&lt;br /&gt;
{{HeadSR|9}}&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Magic-user]] || 1 || 3 || 5 || 7 || 9 || 12 || 14 || 16 || 18&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Witch]] || 1 || 3 || 5 || 7 || 9 || 12 || 14 || 16&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Illusionist]] || 1 || 3 || 5 || 7 || 10 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Jester]] || 4 || 6 || 8&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Ranger]] || 9 || 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Then you go through the list of arcane or illusionist spells of the appropriate level in any order and roll d% to see if the spell could be learned if the opportunity arises.&lt;br /&gt;
&lt;br /&gt;
As soon as you reach the maximum number of spells you can know per level, you stop. All remaining spells cannot be learned. Therefore, it is best to roll the dice first in an attempt to learn the specific spells you would like to learn.&lt;br /&gt;
&lt;br /&gt;
Rerolling is only permitted if your intelligence score increases, or if you have rolled through the entire list and the minimum number of spells known per level has not been reached. In this case, you repeat the process until the minimum number of spells known per level has been reached.&lt;br /&gt;
&lt;br /&gt;
Thus you have now determined which spells you could learn if given the opportunity. When such opportunity arises is explained in the previous section.&lt;br /&gt;
&lt;br /&gt;
==Method B: By transfer==&lt;br /&gt;
Whenever the character has the spell at hand, you can determine whether they understand it, be it in the form of a scroll or a (certainly legally acquired) spellbook of another person. To determine that, a d% is rolled and compared with the probability of understanding new spells in the [[intelligence]] table. It is assumed that the spell is transferred if it can be understood. If it is not understood, such failure is recorded. A further attempt is only permitted if the character has already tried to understand all spells of the respective level once and the minimum number of known spells per level has not yet been reached. If the maximum number of known spells per level has been reached, the character cannot transfer any more spells of this level into their spellbook.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Alrik the Preppy (MAU3, INT17)&lt;br /&gt;
|text=Alrik has accidentally found a spell scroll in the depths of his robes containing the spell charm person and wants to transfer it to his spellbook. Because Alrik is practically a genius, he can learn up to 14 1st level spells and store them in his spellbooks. At the moment he only knows 8, so knowing a ninth spell would be no problem. He casts the spell read magic to read the spell. Alrik has a 75% chance of understanding a new spell. Alrik&#039;s player rolls a 65 with the d% and Alrik can now transfer the spell to his spellbook. The spell scroll is destroyed in the process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Rosella from the Fraundorfer Institute (MAU1, INT15)&lt;br /&gt;
|text=Rosella has come into possession of a former colleague&#039;s spellbook and wants to copy friends into her own spellbook. She already knows 6 first-level spells and tries to understand the new spell, using read magic to do so. Rosella&#039;s player rolls an 89% and Rosella fails to understand the spell. Rosella&#039;s player makes a note of this, and further attempts to learn friends are not permitted until Rosella, after unsuccessfully attempting to learn all other first-level spells, still only knows 6 spells or fewer, which is the minimum number of known spells per level for a spellcaster with Intelligence of 15.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=269</id>
		<title>Learning new spells</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=269"/>
		<updated>2024-11-14T05:17:33Z</updated>

		<summary type="html">&lt;p&gt;Yandere: /* When do you learn new spells? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft|Learning new spells}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{InfoboxRules&lt;br /&gt;
|german=Erlernen neuer Zauber&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learning new spells&#039;&#039;&#039; is an important issue for {{class type|MAU|text=4| spellcasters}} such as [[magic-user]]s or [[illusionist]]s. When playing such a [[class]], the following two questions arise: when are you allowed to learn new spells, and which spells can you learn.&lt;br /&gt;
&lt;br /&gt;
==When do you learn new spells?==&lt;br /&gt;
Magic-users start with four 1st-level spells in their spellbook. One of these spells is &#039;&#039;[[read magic]]&#039;&#039;, two more are chosen at random, and the last is freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
Illusionists begin with four 1st-level spells in their spellbook. Two of these spells are chosen at random, and the other two are freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
The randomly selected known spells are determined by rolling on the list of 1st level magic-user spells or illusionist spells. Illusionists roll a d12, magic users roll to determine a random number from 1-30 (see [[simulated dice]]).&lt;br /&gt;
&lt;br /&gt;
When magic-users or illusionists gain a level, they gain another spell of their choice. It is advisable to choose a spell of the highest permitted level.&lt;br /&gt;
&lt;br /&gt;
If a magic-user or illusionist comes across a spell scroll or the spellbook of a spellcaster of the same class, all spells can be copied, provided the spellcaster copying them can learn them. To do this, magic-users must use the read magic spell. Spell scrolls are destroyed during the copying process, but spellbooks are not. Copying consumes time, materials, money, and other resources, depending on the campaign. One probable cost is that each spell would require a special ink made of rare, symbolically and magically resonant ingredients. The more powerful a spell, the more exotic the ingredients would tend to be. In the course of their campaign, the GM can of course also abstract the acquisition of the ingredients and production of the ink and assign a price in gold to the ink depending on the level of the spell. At the same time, acquiring the ink ingredients for a particularly powerful spell or spellcaster can be an adventure in itself.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Ink recipe for &#039;&#039;[[read magic]]&#039;&#039;&lt;br /&gt;
|text=&lt;br /&gt;
*2 mL of ink from a giant squid&lt;br /&gt;
*1 eagle feather&lt;br /&gt;
*dust of crushed crystals&lt;br /&gt;
*100 mL tears of fatigue&lt;br /&gt;
When the sun is at its highest point, the eagle feather must be slowly boiled in the tears of fatigue in a bronze vessel for five hours. This brew is strained with the utmost care and finally mixed with the ink and the crystal dust at the new moon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Procedure to determine the availability and price of ink for &#039;&#039;[[write]]&#039;&#039;&lt;br /&gt;
|text=In small towns there is a 10% chance that the required ink will be available in an apothecary or alchemical laboratory. In cities this probability is doubled, i.e. 20%. The available ink is enough for 2-4 entries in the spellbook. It costs between {{ep|400}} and {{ep|1000}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When creating a character, magic-users and illusionists receive their first spellbook for free. Each spell requires as many pages as its level and each spellbook has a hundred pages. When the spellbook is full, a new, empty book must be purchased. To do this, purchase a &amp;quot;Spellbook (empty)&amp;quot; as indicated under equipment.&lt;br /&gt;
&lt;br /&gt;
==What spells can you learn?==&lt;br /&gt;
&lt;br /&gt;
*[[Arkane spell]]s (Classes: [[Ranger]], [[Magic-user]])&lt;br /&gt;
*[[Phantasmic spell]]s (Classes: [[Illusionist]], [[Jester]])&lt;br /&gt;
*{{aha}} [[Heathen spell]]s (Classes: [[Witch]])&lt;br /&gt;
&lt;br /&gt;
There are several methods for determining which spells you can learn. Method A describes a procedure that is used when leveling up; Method B describes a procedure that is used whenever a specific spell is available in a transferable form.&lt;br /&gt;
For both methods, the following three numbers must be determined first based on intelligence and using the following table:&lt;br /&gt;
# Probability of learning new spells (d%)&lt;br /&gt;
# Known Spells per level (minimum)&lt;br /&gt;
# Known spells per level (maximum)&lt;br /&gt;
&lt;br /&gt;
==Method A: When leveling up==&lt;br /&gt;
Which spells can be learned is determined during character creation and when leveling up, provided a new spellcasting level has been unlocked:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Class&lt;br /&gt;
! colspan=9 | Level to reach spell rank&lt;br /&gt;
|-&lt;br /&gt;
{{HeadSR|9}}&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Magic-user]] || 1 || 3 || 5 || 7 || 9 || 12 || 14 || 16 || 18&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Witch]] || 1 || 3 || 5 || 7 || 9 || 12 || 14 || 16&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Illusionist]] || 1 || 3 || 5 || 7 || 10 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Jester]] || 4 || 6 || 8&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Ranger]] || 9 || 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Then you go through the list of arcane or illusionist spells of the appropriate level in any order and roll d% to see if the spell could be learned if the opportunity arises.&lt;br /&gt;
&lt;br /&gt;
As soon as you reach the maximum number of spells you can know per level, you stop. All remaining spells cannot be learned. Therefore, it is best to roll the dice first in an attempt to learn the specific spells you would like to learn.&lt;br /&gt;
&lt;br /&gt;
Rerolling is only permitted if your intelligence score increases, or if you have rolled through the entire list and the minimum number of spells known per level has not been reached. In this case, you repeat the process until the minimum number of spells known per level has been reached.&lt;br /&gt;
&lt;br /&gt;
Thus you have now determined which spells you could learn if given the opportunity. When such opportunity arises is explained in the previous section.&lt;br /&gt;
&lt;br /&gt;
==Method B: By transfer==&lt;br /&gt;
Whenever the character has the spell at hand, you can determine whether they understand it, be it in the form of a scroll or a (certainly legally acquired) spellbook of another person. To determine that, a d% is rolled and compared with the probability of understanding new spells in the [[intelligence]] table. It is assumed that the spell is transferred if it can be understood. If it is not understood, such failure is recorded. A further attempt is only permitted if the character has already tried to understand all spells of the respective level once and the minimum number of known spells per level has not yet been reached. If the maximum number of known spells per level has been reached, the character cannot transfer any more spells of this level into their spellbook.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Alrik the Preppy (MAU3, INT17)&lt;br /&gt;
|text=Alrik has accidentally found a spell scroll in the depths of his robes containing the spell charm person and wants to transfer it to his spellbook. Because Alrik is practically a genius, he can learn up to 14 1st level spells and store them in his spellbooks. At the moment he only knows 8, so knowing a ninth spell would be no problem. He casts the spell read magic to read the spell. Alrik has a 75% chance of understanding a new spell. Alrik&#039;s player rolls a 65 with the d% and Alrik can now transfer the spell to his spellbook. The spell scroll is destroyed in the process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Rosella from the Fraundorfer Institute (MAU1, INT15)&lt;br /&gt;
|text=Rosella has come into possession of a former colleague&#039;s spellbook and wants to copy friends into her own spellbook. She already knows 6 first-level spells and tries to understand the new spell, using read magic to do so. Rosella&#039;s player rolls an 89% and Rosella fails to understand the spell. Rosella&#039;s player makes a note of this, and further attempts to learn friends are not permitted until Rosella, after unsuccessfully attempting to learn all other first-level spells, still only knows 6 spells or fewer, which is the minimum number of known spells per level for a spellcaster with Intelligence of 15.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Category:Level-up_templates&amp;diff=268</id>
		<title>Category:Level-up templates</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Category:Level-up_templates&amp;diff=268"/>
		<updated>2024-11-14T05:14:29Z</updated>

		<summary type="html">&lt;p&gt;Yandere: Created page with &amp;quot;Category:Templates&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Template:HeadSR&amp;diff=267</id>
		<title>Template:HeadSR</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Template:HeadSR&amp;diff=267"/>
		<updated>2024-11-14T05:14:12Z</updated>

		<summary type="html">&lt;p&gt;Yandere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#ifeq:{{{span|0}}}|1|!{{#if:{{{W|}}}|rowspan=2{{!}}W{{RefMaxW|{{{W}}}}}!!}}colspan={{{1|7}}}{{!}}{{#if:{{{2|}}}|{{{2}}}&amp;lt;br/&amp;gt;}}{{{text|spell}}} rank|{{#sub:!1!!2!!3!!4!!5!!6!!7!!8!!9|0|{{#expr:3*{{{1|7}}}-1}}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Spell rank header&lt;br /&gt;
[[Category:Level-up templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Template:HeadSR&amp;diff=266</id>
		<title>Template:HeadSR</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Template:HeadSR&amp;diff=266"/>
		<updated>2024-11-14T05:13:57Z</updated>

		<summary type="html">&lt;p&gt;Yandere: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;{{#ifeq:{{{span|0}}}|1|!{{#if:{{{W|}}}|rowspan=2{{!}}W{{RefMaxW|{{{W}}}}}!!}}colspan={{{1|7}}}{{!}}{{#if:{{{2|}}}|{{{2}}}&amp;lt;br/&amp;gt;}}{{{text|spell}}} rank|{{#sub:!1!!2!!3!!4!!5!!6!!7!!8!!9|0|{{#expr:3*{{{1|7}}}-1}}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt; Spell rank header Kategorie:Level-up templates&amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#ifeq:{{{span|0}}}|1|!{{#if:{{{W|}}}|rowspan=2{{!}}W{{RefMaxW|{{{W}}}}}!!}}colspan={{{1|7}}}{{!}}{{#if:{{{2|}}}|{{{2}}}&amp;lt;br/&amp;gt;}}{{{text|spell}}} rank|{{#sub:!1!!2!!3!!4!!5!!6!!7!!8!!9|0|{{#expr:3*{{{1|7}}}-1}}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Spell rank header&lt;br /&gt;
[[Kategorie:Level-up templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=265</id>
		<title>Learning new spells</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=265"/>
		<updated>2024-11-14T05:12:33Z</updated>

		<summary type="html">&lt;p&gt;Yandere: /* Method A: When leveling up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft|Learning new spells}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{InfoboxRules&lt;br /&gt;
|german=Erlernen neuer Zauber&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learning new spells&#039;&#039;&#039; is an important issue for {{class type|MAU|text=4| spellcasters}} such as [[magic-user]]s or [[illusionist]]s. When playing such a [[class]], the following two questions arise: when are you allowed to learn new spells, and which spells can you learn.&lt;br /&gt;
&lt;br /&gt;
==When do you learn new spells?==&lt;br /&gt;
Magic-users start with four 1st-level spells in their spellbook. One of these spells is &#039;&#039;[[read magic]]&#039;&#039;, two more are chosen at random, and the last is freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
Illusionists begin with four 1st-level spells in their spellbook. Two of these spells are chosen at random, and the other two are freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
The randomly selected known spells are determined by rolling on the list of 1st level magic-user spells or illusionist spells. Illusionists roll a d12, magic users roll to determine a random number from 1-30 (see [[simulated dice]]).&lt;br /&gt;
&lt;br /&gt;
When magic-users or illusionists gain a level, they gain another spell of their choice. It is advisable to choose a spell of the highest permitted level.&lt;br /&gt;
&lt;br /&gt;
If a magic-user or illusionist comes across a spell scroll or the spellbook of a spellcaster of the same class, all spells can be copied, provided the spellcaster copying them can learn them. To do this, magic-users must use the read magic spell. Spell scrolls are destroyed during the copying process, but spellbooks are not. Copying consumes time, materials, money, and other resources, depending on the campaign. One probable cost is that each spell would require a special ink made of rare, symbolically and magically resonant ingredients. The more powerful a spell, the more exotic the ingredients would tend to be. In the course of their campaign, the GM can of course also abstract the acquisition of the ingredients and production of the ink and assign a price in gold to the ink depending on the level of the spell. At the same time, acquiring the ink ingredients for a particularly powerful spell or spellcaster can be an adventure in itself.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Ink Recipe for &#039;&#039;[[read magic]]&#039;&#039;&lt;br /&gt;
|text=&lt;br /&gt;
*2 mL of ink from a giant squid&lt;br /&gt;
*1 eagle feather&lt;br /&gt;
*dust of crushed crystals&lt;br /&gt;
*100 mL tears of fatigue&lt;br /&gt;
When the sun is at its highest point, the eagle feather must be slowly boiled in the tears of fatigue in a bronze vessel for five hours. This brew is strained with the utmost care and finally mixed with the ink and the crystal dust at the new moon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Procedure to determine the availability and price of ink for &#039;&#039;[[write]]&#039;&#039;&lt;br /&gt;
|text=In small towns there is a 10% chance that the required ink will be available in an apothecary or alchemical laboratory. In cities this probability is doubled, i.e. 20%. The available ink is enough for 2-4 entries in the spellbook. It costs between {{ep|400}} and {{ep|1000}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When creating a character, magic-users and illusionists receive their first spellbook for free. Each spell requires as many pages as its level and each spellbook has a hundred pages. When the spellbook is full, a new, empty book must be purchased. To do this, purchase a &amp;quot;Spellbook (empty)&amp;quot; as indicated under equipment.&lt;br /&gt;
&lt;br /&gt;
==What spells can you learn?==&lt;br /&gt;
&lt;br /&gt;
*[[Arkane spell]]s (Classes: [[Ranger]], [[Magic-user]])&lt;br /&gt;
*[[Phantasmic spell]]s (Classes: [[Illusionist]], [[Jester]])&lt;br /&gt;
*{{aha}} [[Heathen spell]]s (Classes: [[Witch]])&lt;br /&gt;
&lt;br /&gt;
There are several methods for determining which spells you can learn. Method A describes a procedure that is used when leveling up; Method B describes a procedure that is used whenever a specific spell is available in a transferable form.&lt;br /&gt;
For both methods, the following three numbers must be determined first based on intelligence and using the following table:&lt;br /&gt;
# Probability of learning new spells (d%)&lt;br /&gt;
# Known Spells per level (minimum)&lt;br /&gt;
# Known spells per level (maximum)&lt;br /&gt;
&lt;br /&gt;
==Method A: When leveling up==&lt;br /&gt;
Which spells can be learned is determined during character creation and when leveling up, provided a new spellcasting level has been unlocked:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Class&lt;br /&gt;
! colspan=9 | Level to reach spell rank&lt;br /&gt;
|-&lt;br /&gt;
{{HeadSR|9}}&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Magic-user]] || 1 || 3 || 5 || 7 || 9 || 12 || 14 || 16 || 18&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Witch]] || 1 || 3 || 5 || 7 || 9 || 12 || 14 || 16&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Illusionist]] || 1 || 3 || 5 || 7 || 10 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Jester]] || 4 || 6 || 8&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Ranger]] || 9 || 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Then you go through the list of arcane or illusionist spells of the appropriate level in any order and roll d% to see if the spell could be learned if the opportunity arises.&lt;br /&gt;
&lt;br /&gt;
As soon as you reach the maximum number of spells you can know per level, you stop. All remaining spells cannot be learned. Therefore, it is best to roll the dice first in an attempt to learn the specific spells you would like to learn.&lt;br /&gt;
&lt;br /&gt;
Rerolling is only permitted if your intelligence score increases, or if you have rolled through the entire list and the minimum number of spells known per level has not been reached. In this case, you repeat the process until the minimum number of spells known per level has been reached.&lt;br /&gt;
&lt;br /&gt;
Thus you have now determined which spells you could learn if given the opportunity. When such opportunity arises is explained in the previous section.&lt;br /&gt;
&lt;br /&gt;
==Method B: By transfer==&lt;br /&gt;
Whenever the character has the spell at hand, you can determine whether they understand it, be it in the form of a scroll or a (certainly legally acquired) spellbook of another person. To determine that, a d% is rolled and compared with the probability of understanding new spells in the [[intelligence]] table. It is assumed that the spell is transferred if it can be understood. If it is not understood, such failure is recorded. A further attempt is only permitted if the character has already tried to understand all spells of the respective level once and the minimum number of known spells per level has not yet been reached. If the maximum number of known spells per level has been reached, the character cannot transfer any more spells of this level into their spellbook.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Alrik the Preppy (MAU3, INT17)&lt;br /&gt;
|text=Alrik has accidentally found a spell scroll in the depths of his robes containing the spell charm person and wants to transfer it to his spellbook. Because Alrik is practically a genius, he can learn up to 14 1st level spells and store them in his spellbooks. At the moment he only knows 8, so knowing a ninth spell would be no problem. He casts the spell read magic to read the spell. Alrik has a 75% chance of understanding a new spell. Alrik&#039;s player rolls a 65 with the d% and Alrik can now transfer the spell to his spellbook. The spell scroll is destroyed in the process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Rosella from the Fraundorfer Institute (MAU1, INT15)&lt;br /&gt;
|text=Rosella has come into possession of a former colleague&#039;s spellbook and wants to copy friends into her own spellbook. She already knows 6 first-level spells and tries to understand the new spell, using read magic to do so. Rosella&#039;s player rolls an 89% and Rosella fails to understand the spell. Rosella&#039;s player makes a note of this, and further attempts to learn friends are not permitted until Rosella, after unsuccessfully attempting to learn all other first-level spells, still only knows 6 spells or fewer, which is the minimum number of known spells per level for a spellcaster with Intelligence of 15.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=264</id>
		<title>Learning new spells</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=264"/>
		<updated>2024-11-14T05:12:05Z</updated>

		<summary type="html">&lt;p&gt;Yandere: /* Method A: When leveling up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft|Learning new spells}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{InfoboxRules&lt;br /&gt;
|german=Erlernen neuer Zauber&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learning new spells&#039;&#039;&#039; is an important issue for {{class type|MAU|text=4| spellcasters}} such as [[magic-user]]s or [[illusionist]]s. When playing such a [[class]], the following two questions arise: when are you allowed to learn new spells, and which spells can you learn.&lt;br /&gt;
&lt;br /&gt;
==When do you learn new spells?==&lt;br /&gt;
Magic-users start with four 1st-level spells in their spellbook. One of these spells is &#039;&#039;[[read magic]]&#039;&#039;, two more are chosen at random, and the last is freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
Illusionists begin with four 1st-level spells in their spellbook. Two of these spells are chosen at random, and the other two are freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
The randomly selected known spells are determined by rolling on the list of 1st level magic-user spells or illusionist spells. Illusionists roll a d12, magic users roll to determine a random number from 1-30 (see [[simulated dice]]).&lt;br /&gt;
&lt;br /&gt;
When magic-users or illusionists gain a level, they gain another spell of their choice. It is advisable to choose a spell of the highest permitted level.&lt;br /&gt;
&lt;br /&gt;
If a magic-user or illusionist comes across a spell scroll or the spellbook of a spellcaster of the same class, all spells can be copied, provided the spellcaster copying them can learn them. To do this, magic-users must use the read magic spell. Spell scrolls are destroyed during the copying process, but spellbooks are not. Copying consumes time, materials, money, and other resources, depending on the campaign. One probable cost is that each spell would require a special ink made of rare, symbolically and magically resonant ingredients. The more powerful a spell, the more exotic the ingredients would tend to be. In the course of their campaign, the GM can of course also abstract the acquisition of the ingredients and production of the ink and assign a price in gold to the ink depending on the level of the spell. At the same time, acquiring the ink ingredients for a particularly powerful spell or spellcaster can be an adventure in itself.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Ink Recipe for &#039;&#039;[[read magic]]&#039;&#039;&lt;br /&gt;
|text=&lt;br /&gt;
*2 mL of ink from a giant squid&lt;br /&gt;
*1 eagle feather&lt;br /&gt;
*dust of crushed crystals&lt;br /&gt;
*100 mL tears of fatigue&lt;br /&gt;
When the sun is at its highest point, the eagle feather must be slowly boiled in the tears of fatigue in a bronze vessel for five hours. This brew is strained with the utmost care and finally mixed with the ink and the crystal dust at the new moon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Procedure to determine the availability and price of ink for &#039;&#039;[[write]]&#039;&#039;&lt;br /&gt;
|text=In small towns there is a 10% chance that the required ink will be available in an apothecary or alchemical laboratory. In cities this probability is doubled, i.e. 20%. The available ink is enough for 2-4 entries in the spellbook. It costs between {{ep|400}} and {{ep|1000}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When creating a character, magic-users and illusionists receive their first spellbook for free. Each spell requires as many pages as its level and each spellbook has a hundred pages. When the spellbook is full, a new, empty book must be purchased. To do this, purchase a &amp;quot;Spellbook (empty)&amp;quot; as indicated under equipment.&lt;br /&gt;
&lt;br /&gt;
==What spells can you learn?==&lt;br /&gt;
&lt;br /&gt;
*[[Arkane spell]]s (Classes: [[Ranger]], [[Magic-user]])&lt;br /&gt;
*[[Phantasmic spell]]s (Classes: [[Illusionist]], [[Jester]])&lt;br /&gt;
*{{aha}} [[Heathen spell]]s (Classes: [[Witch]])&lt;br /&gt;
&lt;br /&gt;
There are several methods for determining which spells you can learn. Method A describes a procedure that is used when leveling up; Method B describes a procedure that is used whenever a specific spell is available in a transferable form.&lt;br /&gt;
For both methods, the following three numbers must be determined first based on intelligence and using the following table:&lt;br /&gt;
# Probability of learning new spells (d%)&lt;br /&gt;
# Known Spells per level (minimum)&lt;br /&gt;
# Known spells per level (maximum)&lt;br /&gt;
&lt;br /&gt;
==Method A: When leveling up==&lt;br /&gt;
Which spells can be learned is determined during character creation and when leveling up, provided a new spellcasting level has been unlocked:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Klasse&lt;br /&gt;
! colspan=9 | Stufe zum Erreichen des Zaubergrads&lt;br /&gt;
|-&lt;br /&gt;
{{HeadSR|9}}&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Magic-user]] || 1 || 3 || 5 || 7 || 9 || 12 || 14 || 16 || 18&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Witch]] || 1 || 3 || 5 || 7 || 9 || 12 || 14 || 16&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Illusionist]] || 1 || 3 || 5 || 7 || 10 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Jester]] || 4 || 6 || 8&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Ranger]] || 9 || 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Then you go through the list of arcane or illusionist spells of the appropriate level in any order and roll d% to see if the spell could be learned if the opportunity arises.&lt;br /&gt;
&lt;br /&gt;
As soon as you reach the maximum number of spells you can know per level, you stop. All remaining spells cannot be learned. Therefore, it is best to roll the dice first in an attempt to learn the specific spells you would like to learn.&lt;br /&gt;
&lt;br /&gt;
Rerolling is only permitted if your intelligence score increases, or if you have rolled through the entire list and the minimum number of spells known per level has not been reached. In this case, you repeat the process until the minimum number of spells known per level has been reached.&lt;br /&gt;
&lt;br /&gt;
Thus you have now determined which spells you could learn if given the opportunity. When such opportunity arises is explained in the previous section.&lt;br /&gt;
&lt;br /&gt;
==Method B: By transfer==&lt;br /&gt;
Whenever the character has the spell at hand, you can determine whether they understand it, be it in the form of a scroll or a (certainly legally acquired) spellbook of another person. To determine that, a d% is rolled and compared with the probability of understanding new spells in the [[intelligence]] table. It is assumed that the spell is transferred if it can be understood. If it is not understood, such failure is recorded. A further attempt is only permitted if the character has already tried to understand all spells of the respective level once and the minimum number of known spells per level has not yet been reached. If the maximum number of known spells per level has been reached, the character cannot transfer any more spells of this level into their spellbook.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Alrik the Preppy (MAU3, INT17)&lt;br /&gt;
|text=Alrik has accidentally found a spell scroll in the depths of his robes containing the spell charm person and wants to transfer it to his spellbook. Because Alrik is practically a genius, he can learn up to 14 1st level spells and store them in his spellbooks. At the moment he only knows 8, so knowing a ninth spell would be no problem. He casts the spell read magic to read the spell. Alrik has a 75% chance of understanding a new spell. Alrik&#039;s player rolls a 65 with the d% and Alrik can now transfer the spell to his spellbook. The spell scroll is destroyed in the process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Rosella from the Fraundorfer Institute (MAU1, INT15)&lt;br /&gt;
|text=Rosella has come into possession of a former colleague&#039;s spellbook and wants to copy friends into her own spellbook. She already knows 6 first-level spells and tries to understand the new spell, using read magic to do so. Rosella&#039;s player rolls an 89% and Rosella fails to understand the spell. Rosella&#039;s player makes a note of this, and further attempts to learn friends are not permitted until Rosella, after unsuccessfully attempting to learn all other first-level spells, still only knows 6 spells or fewer, which is the minimum number of known spells per level for a spellcaster with Intelligence of 15.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=263</id>
		<title>Learning new spells</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=263"/>
		<updated>2024-11-14T05:11:36Z</updated>

		<summary type="html">&lt;p&gt;Yandere: /* Method A: When leveling up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft|Learning new spells}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{InfoboxRules&lt;br /&gt;
|german=Erlernen neuer Zauber&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learning new spells&#039;&#039;&#039; is an important issue for {{class type|MAU|text=4| spellcasters}} such as [[magic-user]]s or [[illusionist]]s. When playing such a [[class]], the following two questions arise: when are you allowed to learn new spells, and which spells can you learn.&lt;br /&gt;
&lt;br /&gt;
==When do you learn new spells?==&lt;br /&gt;
Magic-users start with four 1st-level spells in their spellbook. One of these spells is &#039;&#039;[[read magic]]&#039;&#039;, two more are chosen at random, and the last is freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
Illusionists begin with four 1st-level spells in their spellbook. Two of these spells are chosen at random, and the other two are freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
The randomly selected known spells are determined by rolling on the list of 1st level magic-user spells or illusionist spells. Illusionists roll a d12, magic users roll to determine a random number from 1-30 (see [[simulated dice]]).&lt;br /&gt;
&lt;br /&gt;
When magic-users or illusionists gain a level, they gain another spell of their choice. It is advisable to choose a spell of the highest permitted level.&lt;br /&gt;
&lt;br /&gt;
If a magic-user or illusionist comes across a spell scroll or the spellbook of a spellcaster of the same class, all spells can be copied, provided the spellcaster copying them can learn them. To do this, magic-users must use the read magic spell. Spell scrolls are destroyed during the copying process, but spellbooks are not. Copying consumes time, materials, money, and other resources, depending on the campaign. One probable cost is that each spell would require a special ink made of rare, symbolically and magically resonant ingredients. The more powerful a spell, the more exotic the ingredients would tend to be. In the course of their campaign, the GM can of course also abstract the acquisition of the ingredients and production of the ink and assign a price in gold to the ink depending on the level of the spell. At the same time, acquiring the ink ingredients for a particularly powerful spell or spellcaster can be an adventure in itself.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Ink Recipe for &#039;&#039;[[read magic]]&#039;&#039;&lt;br /&gt;
|text=&lt;br /&gt;
*2 mL of ink from a giant squid&lt;br /&gt;
*1 eagle feather&lt;br /&gt;
*dust of crushed crystals&lt;br /&gt;
*100 mL tears of fatigue&lt;br /&gt;
When the sun is at its highest point, the eagle feather must be slowly boiled in the tears of fatigue in a bronze vessel for five hours. This brew is strained with the utmost care and finally mixed with the ink and the crystal dust at the new moon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Procedure to determine the availability and price of ink for &#039;&#039;[[write]]&#039;&#039;&lt;br /&gt;
|text=In small towns there is a 10% chance that the required ink will be available in an apothecary or alchemical laboratory. In cities this probability is doubled, i.e. 20%. The available ink is enough for 2-4 entries in the spellbook. It costs between {{ep|400}} and {{ep|1000}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When creating a character, magic-users and illusionists receive their first spellbook for free. Each spell requires as many pages as its level and each spellbook has a hundred pages. When the spellbook is full, a new, empty book must be purchased. To do this, purchase a &amp;quot;Spellbook (empty)&amp;quot; as indicated under equipment.&lt;br /&gt;
&lt;br /&gt;
==What spells can you learn?==&lt;br /&gt;
&lt;br /&gt;
*[[Arkane spell]]s (Classes: [[Ranger]], [[Magic-user]])&lt;br /&gt;
*[[Phantasmic spell]]s (Classes: [[Illusionist]], [[Jester]])&lt;br /&gt;
*{{aha}} [[Heathen spell]]s (Classes: [[Witch]])&lt;br /&gt;
&lt;br /&gt;
There are several methods for determining which spells you can learn. Method A describes a procedure that is used when leveling up; Method B describes a procedure that is used whenever a specific spell is available in a transferable form.&lt;br /&gt;
For both methods, the following three numbers must be determined first based on intelligence and using the following table:&lt;br /&gt;
# Probability of learning new spells (d%)&lt;br /&gt;
# Known Spells per level (minimum)&lt;br /&gt;
# Known spells per level (maximum)&lt;br /&gt;
&lt;br /&gt;
==Method A: When leveling up==&lt;br /&gt;
Which spells can be learned is determined during character creation and when leveling up, provided a new spellcasting level has been unlocked:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Klasse&lt;br /&gt;
! colspan=9 | Stufe zum Erreichen des Zaubergrads&lt;br /&gt;
|-&lt;br /&gt;
{{KopfZG|9}}&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Magic-user]] || 1 || 3 || 5 || 7 || 9 || 12 || 14 || 16 || 18&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Witch]] || 1 || 3 || 5 || 7 || 9 || 12 || 14 || 16&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Illusionist]] || 1 || 3 || 5 || 7 || 10 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Jester]] || 4 || 6 || 8&lt;br /&gt;
|-&lt;br /&gt;
|align=left|[[Ranger]] || 9 || 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Then you go through the list of arcane or illusionist spells of the appropriate level in any order and roll d% to see if the spell could be learned if the opportunity arises.&lt;br /&gt;
&lt;br /&gt;
As soon as you reach the maximum number of spells you can know per level, you stop. All remaining spells cannot be learned. Therefore, it is best to roll the dice first in an attempt to learn the specific spells you would like to learn.&lt;br /&gt;
&lt;br /&gt;
Rerolling is only permitted if your intelligence score increases, or if you have rolled through the entire list and the minimum number of spells known per level has not been reached. In this case, you repeat the process until the minimum number of spells known per level has been reached.&lt;br /&gt;
&lt;br /&gt;
Thus you have now determined which spells you could learn if given the opportunity. When such opportunity arises is explained in the previous section.&lt;br /&gt;
&lt;br /&gt;
==Method B: By transfer==&lt;br /&gt;
Whenever the character has the spell at hand, you can determine whether they understand it, be it in the form of a scroll or a (certainly legally acquired) spellbook of another person. To determine that, a d% is rolled and compared with the probability of understanding new spells in the [[intelligence]] table. It is assumed that the spell is transferred if it can be understood. If it is not understood, such failure is recorded. A further attempt is only permitted if the character has already tried to understand all spells of the respective level once and the minimum number of known spells per level has not yet been reached. If the maximum number of known spells per level has been reached, the character cannot transfer any more spells of this level into their spellbook.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Alrik the Preppy (MAU3, INT17)&lt;br /&gt;
|text=Alrik has accidentally found a spell scroll in the depths of his robes containing the spell charm person and wants to transfer it to his spellbook. Because Alrik is practically a genius, he can learn up to 14 1st level spells and store them in his spellbooks. At the moment he only knows 8, so knowing a ninth spell would be no problem. He casts the spell read magic to read the spell. Alrik has a 75% chance of understanding a new spell. Alrik&#039;s player rolls a 65 with the d% and Alrik can now transfer the spell to his spellbook. The spell scroll is destroyed in the process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Rosella from the Fraundorfer Institute (MAU1, INT15)&lt;br /&gt;
|text=Rosella has come into possession of a former colleague&#039;s spellbook and wants to copy friends into her own spellbook. She already knows 6 first-level spells and tries to understand the new spell, using read magic to do so. Rosella&#039;s player rolls an 89% and Rosella fails to understand the spell. Rosella&#039;s player makes a note of this, and further attempts to learn friends are not permitted until Rosella, after unsuccessfully attempting to learn all other first-level spells, still only knows 6 spells or fewer, which is the minimum number of known spells per level for a spellcaster with Intelligence of 15.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=262</id>
		<title>Learning new spells</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=262"/>
		<updated>2024-11-14T05:10:53Z</updated>

		<summary type="html">&lt;p&gt;Yandere: /* What spells can you learn? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft|Learning new spells}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{InfoboxRules&lt;br /&gt;
|german=Erlernen neuer Zauber&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learning new spells&#039;&#039;&#039; is an important issue for {{class type|MAU|text=4| spellcasters}} such as [[magic-user]]s or [[illusionist]]s. When playing such a [[class]], the following two questions arise: when are you allowed to learn new spells, and which spells can you learn.&lt;br /&gt;
&lt;br /&gt;
==When do you learn new spells?==&lt;br /&gt;
Magic-users start with four 1st-level spells in their spellbook. One of these spells is &#039;&#039;[[read magic]]&#039;&#039;, two more are chosen at random, and the last is freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
Illusionists begin with four 1st-level spells in their spellbook. Two of these spells are chosen at random, and the other two are freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
The randomly selected known spells are determined by rolling on the list of 1st level magic-user spells or illusionist spells. Illusionists roll a d12, magic users roll to determine a random number from 1-30 (see [[simulated dice]]).&lt;br /&gt;
&lt;br /&gt;
When magic-users or illusionists gain a level, they gain another spell of their choice. It is advisable to choose a spell of the highest permitted level.&lt;br /&gt;
&lt;br /&gt;
If a magic-user or illusionist comes across a spell scroll or the spellbook of a spellcaster of the same class, all spells can be copied, provided the spellcaster copying them can learn them. To do this, magic-users must use the read magic spell. Spell scrolls are destroyed during the copying process, but spellbooks are not. Copying consumes time, materials, money, and other resources, depending on the campaign. One probable cost is that each spell would require a special ink made of rare, symbolically and magically resonant ingredients. The more powerful a spell, the more exotic the ingredients would tend to be. In the course of their campaign, the GM can of course also abstract the acquisition of the ingredients and production of the ink and assign a price in gold to the ink depending on the level of the spell. At the same time, acquiring the ink ingredients for a particularly powerful spell or spellcaster can be an adventure in itself.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Ink Recipe for &#039;&#039;[[read magic]]&#039;&#039;&lt;br /&gt;
|text=&lt;br /&gt;
*2 mL of ink from a giant squid&lt;br /&gt;
*1 eagle feather&lt;br /&gt;
*dust of crushed crystals&lt;br /&gt;
*100 mL tears of fatigue&lt;br /&gt;
When the sun is at its highest point, the eagle feather must be slowly boiled in the tears of fatigue in a bronze vessel for five hours. This brew is strained with the utmost care and finally mixed with the ink and the crystal dust at the new moon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Procedure to determine the availability and price of ink for &#039;&#039;[[write]]&#039;&#039;&lt;br /&gt;
|text=In small towns there is a 10% chance that the required ink will be available in an apothecary or alchemical laboratory. In cities this probability is doubled, i.e. 20%. The available ink is enough for 2-4 entries in the spellbook. It costs between {{ep|400}} and {{ep|1000}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When creating a character, magic-users and illusionists receive their first spellbook for free. Each spell requires as many pages as its level and each spellbook has a hundred pages. When the spellbook is full, a new, empty book must be purchased. To do this, purchase a &amp;quot;Spellbook (empty)&amp;quot; as indicated under equipment.&lt;br /&gt;
&lt;br /&gt;
==What spells can you learn?==&lt;br /&gt;
&lt;br /&gt;
*[[Arkane spell]]s (Classes: [[Ranger]], [[Magic-user]])&lt;br /&gt;
*[[Phantasmic spell]]s (Classes: [[Illusionist]], [[Jester]])&lt;br /&gt;
*{{aha}} [[Heathen spell]]s (Classes: [[Witch]])&lt;br /&gt;
&lt;br /&gt;
There are several methods for determining which spells you can learn. Method A describes a procedure that is used when leveling up; Method B describes a procedure that is used whenever a specific spell is available in a transferable form.&lt;br /&gt;
For both methods, the following three numbers must be determined first based on intelligence and using the following table:&lt;br /&gt;
# Probability of learning new spells (d%)&lt;br /&gt;
# Known Spells per level (minimum)&lt;br /&gt;
# Known spells per level (maximum)&lt;br /&gt;
&lt;br /&gt;
==Method A: When leveling up==&lt;br /&gt;
Which spells can be learned is determined during character creation and when leveling up, provided a new spellcasting level has been unlocked:&lt;br /&gt;
&lt;br /&gt;
*For magic-users at levels 1, 3, 5, 7, 9, 12, 14, 16 &amp;amp; 18&lt;br /&gt;
*For illusionists at levels 1, 3, 5, 7, 10, 12 &amp;amp; 14&lt;br /&gt;
*For rangers at levels 9 &amp;amp; 13&lt;br /&gt;
&lt;br /&gt;
Then you go through the list of arcane or illusionist spells of the appropriate level in any order and roll d% to see if the spell could be learned if the opportunity arises.&lt;br /&gt;
&lt;br /&gt;
As soon as you reach the maximum number of spells you can know per level, you stop. All remaining spells cannot be learned. Therefore, it is best to roll the dice first in an attempt to learn the specific spells you would like to learn.&lt;br /&gt;
&lt;br /&gt;
Rerolling is only permitted if your intelligence score increases, or if you have rolled through the entire list and the minimum number of spells known per level has not been reached. In this case, you repeat the process until the minimum number of spells known per level has been reached.&lt;br /&gt;
&lt;br /&gt;
Thus you have now determined which spells you could learn if given the opportunity. When such opportunity arises is explained in the previous section.&lt;br /&gt;
&lt;br /&gt;
==Method B: By transfer==&lt;br /&gt;
Whenever the character has the spell at hand, you can determine whether they understand it, be it in the form of a scroll or a (certainly legally acquired) spellbook of another person. To determine that, a d% is rolled and compared with the probability of understanding new spells in the [[intelligence]] table. It is assumed that the spell is transferred if it can be understood. If it is not understood, such failure is recorded. A further attempt is only permitted if the character has already tried to understand all spells of the respective level once and the minimum number of known spells per level has not yet been reached. If the maximum number of known spells per level has been reached, the character cannot transfer any more spells of this level into their spellbook.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Alrik the Preppy (MAU3, INT17)&lt;br /&gt;
|text=Alrik has accidentally found a spell scroll in the depths of his robes containing the spell charm person and wants to transfer it to his spellbook. Because Alrik is practically a genius, he can learn up to 14 1st level spells and store them in his spellbooks. At the moment he only knows 8, so knowing a ninth spell would be no problem. He casts the spell read magic to read the spell. Alrik has a 75% chance of understanding a new spell. Alrik&#039;s player rolls a 65 with the d% and Alrik can now transfer the spell to his spellbook. The spell scroll is destroyed in the process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Rosella from the Fraundorfer Institute (MAU1, INT15)&lt;br /&gt;
|text=Rosella has come into possession of a former colleague&#039;s spellbook and wants to copy friends into her own spellbook. She already knows 6 first-level spells and tries to understand the new spell, using read magic to do so. Rosella&#039;s player rolls an 89% and Rosella fails to understand the spell. Rosella&#039;s player makes a note of this, and further attempts to learn friends are not permitted until Rosella, after unsuccessfully attempting to learn all other first-level spells, still only knows 6 spells or fewer, which is the minimum number of known spells per level for a spellcaster with Intelligence of 15.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=261</id>
		<title>Learning new spells</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=261"/>
		<updated>2024-11-14T05:10:36Z</updated>

		<summary type="html">&lt;p&gt;Yandere: /* What spells can you learn? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft|Learning new spells}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{InfoboxRules&lt;br /&gt;
|german=Erlernen neuer Zauber&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learning new spells&#039;&#039;&#039; is an important issue for {{class type|MAU|text=4| spellcasters}} such as [[magic-user]]s or [[illusionist]]s. When playing such a [[class]], the following two questions arise: when are you allowed to learn new spells, and which spells can you learn.&lt;br /&gt;
&lt;br /&gt;
==When do you learn new spells?==&lt;br /&gt;
Magic-users start with four 1st-level spells in their spellbook. One of these spells is &#039;&#039;[[read magic]]&#039;&#039;, two more are chosen at random, and the last is freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
Illusionists begin with four 1st-level spells in their spellbook. Two of these spells are chosen at random, and the other two are freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
The randomly selected known spells are determined by rolling on the list of 1st level magic-user spells or illusionist spells. Illusionists roll a d12, magic users roll to determine a random number from 1-30 (see [[simulated dice]]).&lt;br /&gt;
&lt;br /&gt;
When magic-users or illusionists gain a level, they gain another spell of their choice. It is advisable to choose a spell of the highest permitted level.&lt;br /&gt;
&lt;br /&gt;
If a magic-user or illusionist comes across a spell scroll or the spellbook of a spellcaster of the same class, all spells can be copied, provided the spellcaster copying them can learn them. To do this, magic-users must use the read magic spell. Spell scrolls are destroyed during the copying process, but spellbooks are not. Copying consumes time, materials, money, and other resources, depending on the campaign. One probable cost is that each spell would require a special ink made of rare, symbolically and magically resonant ingredients. The more powerful a spell, the more exotic the ingredients would tend to be. In the course of their campaign, the GM can of course also abstract the acquisition of the ingredients and production of the ink and assign a price in gold to the ink depending on the level of the spell. At the same time, acquiring the ink ingredients for a particularly powerful spell or spellcaster can be an adventure in itself.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Ink Recipe for &#039;&#039;[[read magic]]&#039;&#039;&lt;br /&gt;
|text=&lt;br /&gt;
*2 mL of ink from a giant squid&lt;br /&gt;
*1 eagle feather&lt;br /&gt;
*dust of crushed crystals&lt;br /&gt;
*100 mL tears of fatigue&lt;br /&gt;
When the sun is at its highest point, the eagle feather must be slowly boiled in the tears of fatigue in a bronze vessel for five hours. This brew is strained with the utmost care and finally mixed with the ink and the crystal dust at the new moon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Procedure to determine the availability and price of ink for &#039;&#039;[[write]]&#039;&#039;&lt;br /&gt;
|text=In small towns there is a 10% chance that the required ink will be available in an apothecary or alchemical laboratory. In cities this probability is doubled, i.e. 20%. The available ink is enough for 2-4 entries in the spellbook. It costs between {{ep|400}} and {{ep|1000}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When creating a character, magic-users and illusionists receive their first spellbook for free. Each spell requires as many pages as its level and each spellbook has a hundred pages. When the spellbook is full, a new, empty book must be purchased. To do this, purchase a &amp;quot;Spellbook (empty)&amp;quot; as indicated under equipment.&lt;br /&gt;
&lt;br /&gt;
==What spells can you learn?==&lt;br /&gt;
&lt;br /&gt;
*[[Arkane spell]]s (Classes: [[Ranger]], [[Magic-user]])&lt;br /&gt;
*[[Phantasmic spell]]s (Klassen: [[Illusionist]], [[Jester]])&lt;br /&gt;
*{{aha}} [[Heathen spell]]s (Klassen: [[Witch]])&lt;br /&gt;
&lt;br /&gt;
There are several methods for determining which spells you can learn. Method A describes a procedure that is used when leveling up; Method B describes a procedure that is used whenever a specific spell is available in a transferable form.&lt;br /&gt;
For both methods, the following three numbers must be determined first based on intelligence and using the following table:&lt;br /&gt;
# Probability of learning new spells (d%)&lt;br /&gt;
# Known Spells per level (minimum)&lt;br /&gt;
# Known spells per level (maximum)&lt;br /&gt;
&lt;br /&gt;
==Method A: When leveling up==&lt;br /&gt;
Which spells can be learned is determined during character creation and when leveling up, provided a new spellcasting level has been unlocked:&lt;br /&gt;
&lt;br /&gt;
*For magic-users at levels 1, 3, 5, 7, 9, 12, 14, 16 &amp;amp; 18&lt;br /&gt;
*For illusionists at levels 1, 3, 5, 7, 10, 12 &amp;amp; 14&lt;br /&gt;
*For rangers at levels 9 &amp;amp; 13&lt;br /&gt;
&lt;br /&gt;
Then you go through the list of arcane or illusionist spells of the appropriate level in any order and roll d% to see if the spell could be learned if the opportunity arises.&lt;br /&gt;
&lt;br /&gt;
As soon as you reach the maximum number of spells you can know per level, you stop. All remaining spells cannot be learned. Therefore, it is best to roll the dice first in an attempt to learn the specific spells you would like to learn.&lt;br /&gt;
&lt;br /&gt;
Rerolling is only permitted if your intelligence score increases, or if you have rolled through the entire list and the minimum number of spells known per level has not been reached. In this case, you repeat the process until the minimum number of spells known per level has been reached.&lt;br /&gt;
&lt;br /&gt;
Thus you have now determined which spells you could learn if given the opportunity. When such opportunity arises is explained in the previous section.&lt;br /&gt;
&lt;br /&gt;
==Method B: By transfer==&lt;br /&gt;
Whenever the character has the spell at hand, you can determine whether they understand it, be it in the form of a scroll or a (certainly legally acquired) spellbook of another person. To determine that, a d% is rolled and compared with the probability of understanding new spells in the [[intelligence]] table. It is assumed that the spell is transferred if it can be understood. If it is not understood, such failure is recorded. A further attempt is only permitted if the character has already tried to understand all spells of the respective level once and the minimum number of known spells per level has not yet been reached. If the maximum number of known spells per level has been reached, the character cannot transfer any more spells of this level into their spellbook.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Alrik the Preppy (MAU3, INT17)&lt;br /&gt;
|text=Alrik has accidentally found a spell scroll in the depths of his robes containing the spell charm person and wants to transfer it to his spellbook. Because Alrik is practically a genius, he can learn up to 14 1st level spells and store them in his spellbooks. At the moment he only knows 8, so knowing a ninth spell would be no problem. He casts the spell read magic to read the spell. Alrik has a 75% chance of understanding a new spell. Alrik&#039;s player rolls a 65 with the d% and Alrik can now transfer the spell to his spellbook. The spell scroll is destroyed in the process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Rosella from the Fraundorfer Institute (MAU1, INT15)&lt;br /&gt;
|text=Rosella has come into possession of a former colleague&#039;s spellbook and wants to copy friends into her own spellbook. She already knows 6 first-level spells and tries to understand the new spell, using read magic to do so. Rosella&#039;s player rolls an 89% and Rosella fails to understand the spell. Rosella&#039;s player makes a note of this, and further attempts to learn friends are not permitted until Rosella, after unsuccessfully attempting to learn all other first-level spells, still only knows 6 spells or fewer, which is the minimum number of known spells per level for a spellcaster with Intelligence of 15.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=260</id>
		<title>Learning new spells</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=260"/>
		<updated>2024-11-14T05:03:01Z</updated>

		<summary type="html">&lt;p&gt;Yandere: /* When do you learn new spells? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft|Learning new spells}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{InfoboxRules&lt;br /&gt;
|german=Erlernen neuer Zauber&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learning new spells&#039;&#039;&#039; is an important issue for {{class type|MAU|text=4| spellcasters}} such as [[magic-user]]s or [[illusionist]]s. When playing such a [[class]], the following two questions arise: when are you allowed to learn new spells, and which spells can you learn.&lt;br /&gt;
&lt;br /&gt;
==When do you learn new spells?==&lt;br /&gt;
Magic-users start with four 1st-level spells in their spellbook. One of these spells is &#039;&#039;[[read magic]]&#039;&#039;, two more are chosen at random, and the last is freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
Illusionists begin with four 1st-level spells in their spellbook. Two of these spells are chosen at random, and the other two are freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
The randomly selected known spells are determined by rolling on the list of 1st level magic-user spells or illusionist spells. Illusionists roll a d12, magic users roll to determine a random number from 1-30 (see [[simulated dice]]).&lt;br /&gt;
&lt;br /&gt;
When magic-users or illusionists gain a level, they gain another spell of their choice. It is advisable to choose a spell of the highest permitted level.&lt;br /&gt;
&lt;br /&gt;
If a magic-user or illusionist comes across a spell scroll or the spellbook of a spellcaster of the same class, all spells can be copied, provided the spellcaster copying them can learn them. To do this, magic-users must use the read magic spell. Spell scrolls are destroyed during the copying process, but spellbooks are not. Copying consumes time, materials, money, and other resources, depending on the campaign. One probable cost is that each spell would require a special ink made of rare, symbolically and magically resonant ingredients. The more powerful a spell, the more exotic the ingredients would tend to be. In the course of their campaign, the GM can of course also abstract the acquisition of the ingredients and production of the ink and assign a price in gold to the ink depending on the level of the spell. At the same time, acquiring the ink ingredients for a particularly powerful spell or spellcaster can be an adventure in itself.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Ink Recipe for &#039;&#039;[[read magic]]&#039;&#039;&lt;br /&gt;
|text=&lt;br /&gt;
*2 mL of ink from a giant squid&lt;br /&gt;
*1 eagle feather&lt;br /&gt;
*dust of crushed crystals&lt;br /&gt;
*100 mL tears of fatigue&lt;br /&gt;
When the sun is at its highest point, the eagle feather must be slowly boiled in the tears of fatigue in a bronze vessel for five hours. This brew is strained with the utmost care and finally mixed with the ink and the crystal dust at the new moon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Procedure to determine the availability and price of ink for &#039;&#039;[[write]]&#039;&#039;&lt;br /&gt;
|text=In small towns there is a 10% chance that the required ink will be available in an apothecary or alchemical laboratory. In cities this probability is doubled, i.e. 20%. The available ink is enough for 2-4 entries in the spellbook. It costs between {{ep|400}} and {{ep|1000}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When creating a character, magic-users and illusionists receive their first spellbook for free. Each spell requires as many pages as its level and each spellbook has a hundred pages. When the spellbook is full, a new, empty book must be purchased. To do this, purchase a &amp;quot;Spellbook (empty)&amp;quot; as indicated under equipment.&lt;br /&gt;
&lt;br /&gt;
==What spells can you learn?==&lt;br /&gt;
&lt;br /&gt;
*Arcane Spells (Classes: Ranger, Magic-user)&lt;br /&gt;
*Illusionist Spells (Classes: Illusionist, Jester*)&lt;br /&gt;
&lt;br /&gt;
There are several methods for determining which spells you can learn. Method A describes a procedure that is used when leveling up; Method B describes a procedure that is used whenever a specific spell is available in a transferable form.&lt;br /&gt;
For both methods, the following three numbers must be determined first based on intelligence and using the following table:&lt;br /&gt;
# Probability of learning new spells (d%)&lt;br /&gt;
# Known Spells per level (minimum)&lt;br /&gt;
# Known spells per level (maximum)&lt;br /&gt;
&lt;br /&gt;
==Method A: When leveling up==&lt;br /&gt;
Which spells can be learned is determined during character creation and when leveling up, provided a new spellcasting level has been unlocked:&lt;br /&gt;
&lt;br /&gt;
*For magic-users at levels 1, 3, 5, 7, 9, 12, 14, 16 &amp;amp; 18&lt;br /&gt;
*For illusionists at levels 1, 3, 5, 7, 10, 12 &amp;amp; 14&lt;br /&gt;
*For rangers at levels 9 &amp;amp; 13&lt;br /&gt;
&lt;br /&gt;
Then you go through the list of arcane or illusionist spells of the appropriate level in any order and roll d% to see if the spell could be learned if the opportunity arises.&lt;br /&gt;
&lt;br /&gt;
As soon as you reach the maximum number of spells you can know per level, you stop. All remaining spells cannot be learned. Therefore, it is best to roll the dice first in an attempt to learn the specific spells you would like to learn.&lt;br /&gt;
&lt;br /&gt;
Rerolling is only permitted if your intelligence score increases, or if you have rolled through the entire list and the minimum number of spells known per level has not been reached. In this case, you repeat the process until the minimum number of spells known per level has been reached.&lt;br /&gt;
&lt;br /&gt;
Thus you have now determined which spells you could learn if given the opportunity. When such opportunity arises is explained in the previous section.&lt;br /&gt;
&lt;br /&gt;
==Method B: By transfer==&lt;br /&gt;
Whenever the character has the spell at hand, you can determine whether they understand it, be it in the form of a scroll or a (certainly legally acquired) spellbook of another person. To determine that, a d% is rolled and compared with the probability of understanding new spells in the [[intelligence]] table. It is assumed that the spell is transferred if it can be understood. If it is not understood, such failure is recorded. A further attempt is only permitted if the character has already tried to understand all spells of the respective level once and the minimum number of known spells per level has not yet been reached. If the maximum number of known spells per level has been reached, the character cannot transfer any more spells of this level into their spellbook.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Alrik the Preppy (MAU3, INT17)&lt;br /&gt;
|text=Alrik has accidentally found a spell scroll in the depths of his robes containing the spell charm person and wants to transfer it to his spellbook. Because Alrik is practically a genius, he can learn up to 14 1st level spells and store them in his spellbooks. At the moment he only knows 8, so knowing a ninth spell would be no problem. He casts the spell read magic to read the spell. Alrik has a 75% chance of understanding a new spell. Alrik&#039;s player rolls a 65 with the d% and Alrik can now transfer the spell to his spellbook. The spell scroll is destroyed in the process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Rosella from the Fraundorfer Institute (MAU1, INT15)&lt;br /&gt;
|text=Rosella has come into possession of a former colleague&#039;s spellbook and wants to copy friends into her own spellbook. She already knows 6 first-level spells and tries to understand the new spell, using read magic to do so. Rosella&#039;s player rolls an 89% and Rosella fails to understand the spell. Rosella&#039;s player makes a note of this, and further attempts to learn friends are not permitted until Rosella, after unsuccessfully attempting to learn all other first-level spells, still only knows 6 spells or fewer, which is the minimum number of known spells per level for a spellcaster with Intelligence of 15.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=259</id>
		<title>Learning new spells</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=259"/>
		<updated>2024-11-13T17:46:21Z</updated>

		<summary type="html">&lt;p&gt;Yandere: /* When do you learn new spells? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft|Learning new spells}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{InfoboxRules&lt;br /&gt;
|german=Erlernen neuer Zauber&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learning new spells&#039;&#039;&#039; is an important issue for {{class type|MAU|text=4| spellcasters}} such as [[magic-user]]s or [[illusionist]]s. When playing such a [[class]], the following two questions arise: when are you allowed to learn new spells, and which spells can you learn.&lt;br /&gt;
&lt;br /&gt;
==When do you learn new spells?==&lt;br /&gt;
Magic-users start with four 1st-level spells in their spellbook. One of these spells is &#039;&#039;[[read magic]]&#039;&#039;, two more are chosen at random, and the last is freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
Illusionists begin with four 1st-level spells in their spellbook. Two of these spells are chosen at random, and the other two are freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
The randomly selected known spells are determined by rolling on the list of 1st level magic-user spells or illusionist spells. Illusionists roll a d12, magic users roll to determine a random number from 1-30 (see [[simulated dice]]).&lt;br /&gt;
&lt;br /&gt;
When magic-users or illusionists gain a level, they gain another spell of their choice. It is advisable to choose a spell of the highest permitted level.&lt;br /&gt;
&lt;br /&gt;
If a magic-user or illusionist comes across a spell scroll or the spellbook of a spellcaster of the same class, all spells can be copied, provided the spellcaster copying them can learn them. To do this, magic-users must use the read magic spell. Spell scrolls are destroyed during the copying process, but spellbooks are not. Copying consumes time, materials, money, and other resources, depending on the campaign. One probable cost is that each spell would require a special ink made of rare, symbolically and magically resonant ingredients. The more powerful a spell, the more exotic the ingredients would tend to be. In the course of their campaign, the GM can of course also abstract the acquisition of the ingredients and production of the ink and assign a price in gold to the ink depending on the level of the spell. At the same time, acquiring the ink ingredients for a particularly powerful spell or spellcaster can be an adventure in itself.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Ink Recipe for read magic&lt;br /&gt;
|text=&lt;br /&gt;
2 mL of ink from a giant squid&lt;br /&gt;
1 eagle feather&lt;br /&gt;
dust of crushed crystals&lt;br /&gt;
100 mL tears of fatigue&lt;br /&gt;
When the sun is at its highest point, the eagle feather must be slowly boiled in the tears of fatigue in a bronze vessel for five hours. This brew is strained with the utmost care and finally mixed with the ink and the crystal dust at the new moon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Procedure to determine the availability and price of ink for write&lt;br /&gt;
|text=In small towns there is a 10% chance that the required ink will be available in an apothecary or alchemical laboratory. In cities this probability is doubled, i.e. 20%. The available ink is enough for 2-4 entries in the spellbook. It costs between {{ep|400}} and {{ep|1000}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When creating a character, magic-users and illusionists receive their first spellbook for free. Each spell requires as many pages as its level and each spellbook has a hundred pages. When the spellbook is full, a new, empty book must be purchased. To do this, purchase a &amp;quot;Spellbook (empty)&amp;quot; as indicated under equipment.&lt;br /&gt;
&lt;br /&gt;
==What spells can you learn?==&lt;br /&gt;
&lt;br /&gt;
*Arcane Spells (Classes: Ranger, Magic-user)&lt;br /&gt;
*Illusionist Spells (Classes: Illusionist, Jester*)&lt;br /&gt;
&lt;br /&gt;
There are several methods for determining which spells you can learn. Method A describes a procedure that is used when leveling up; Method B describes a procedure that is used whenever a specific spell is available in a transferable form.&lt;br /&gt;
For both methods, the following three numbers must be determined first based on intelligence and using the following table:&lt;br /&gt;
# Probability of learning new spells (d%)&lt;br /&gt;
# Known Spells per level (minimum)&lt;br /&gt;
# Known spells per level (maximum)&lt;br /&gt;
&lt;br /&gt;
==Method A: When leveling up==&lt;br /&gt;
Which spells can be learned is determined during character creation and when leveling up, provided a new spellcasting level has been unlocked:&lt;br /&gt;
&lt;br /&gt;
*For magic-users at levels 1, 3, 5, 7, 9, 12, 14, 16 &amp;amp; 18&lt;br /&gt;
*For illusionists at levels 1, 3, 5, 7, 10, 12 &amp;amp; 14&lt;br /&gt;
*For rangers at levels 9 &amp;amp; 13&lt;br /&gt;
&lt;br /&gt;
Then you go through the list of arcane or illusionist spells of the appropriate level in any order and roll d% to see if the spell could be learned if the opportunity arises.&lt;br /&gt;
&lt;br /&gt;
As soon as you reach the maximum number of spells you can know per level, you stop. All remaining spells cannot be learned. Therefore, it is best to roll the dice first in an attempt to learn the specific spells you would like to learn.&lt;br /&gt;
&lt;br /&gt;
Rerolling is only permitted if your intelligence score increases, or if you have rolled through the entire list and the minimum number of spells known per level has not been reached. In this case, you repeat the process until the minimum number of spells known per level has been reached.&lt;br /&gt;
&lt;br /&gt;
Thus you have now determined which spells you could learn if given the opportunity. When such opportunity arises is explained in the previous section.&lt;br /&gt;
&lt;br /&gt;
==Method B: By transfer==&lt;br /&gt;
Whenever the character has the spell at hand, you can determine whether they understand it, be it in the form of a scroll or a (certainly legally acquired) spellbook of another person. To determine that, a d% is rolled and compared with the probability of understanding new spells in the [[intelligence]] table. It is assumed that the spell is transferred if it can be understood. If it is not understood, such failure is recorded. A further attempt is only permitted if the character has already tried to understand all spells of the respective level once and the minimum number of known spells per level has not yet been reached. If the maximum number of known spells per level has been reached, the character cannot transfer any more spells of this level into their spellbook.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Alrik the Preppy (MAU3, INT17)&lt;br /&gt;
|text=Alrik has accidentally found a spell scroll in the depths of his robes containing the spell charm person and wants to transfer it to his spellbook. Because Alrik is practically a genius, he can learn up to 14 1st level spells and store them in his spellbooks. At the moment he only knows 8, so knowing a ninth spell would be no problem. He casts the spell read magic to read the spell. Alrik has a 75% chance of understanding a new spell. Alrik&#039;s player rolls a 65 with the d% and Alrik can now transfer the spell to his spellbook. The spell scroll is destroyed in the process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Rosella from the Fraundorfer Institute (MAU1, INT15)&lt;br /&gt;
|text=Rosella has come into possession of a former colleague&#039;s spellbook and wants to copy friends into her own spellbook. She already knows 6 first-level spells and tries to understand the new spell, using read magic to do so. Rosella&#039;s player rolls an 89% and Rosella fails to understand the spell. Rosella&#039;s player makes a note of this, and further attempts to learn friends are not permitted until Rosella, after unsuccessfully attempting to learn all other first-level spells, still only knows 6 spells or fewer, which is the minimum number of known spells per level for a spellcaster with Intelligence of 15.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=258</id>
		<title>Learning new spells</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=258"/>
		<updated>2024-11-13T17:20:47Z</updated>

		<summary type="html">&lt;p&gt;Yandere: /* What spells can you learn? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft|Learning new spells}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{InfoboxRules&lt;br /&gt;
|german=Erlernen neuer Zauber&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learning new spells&#039;&#039;&#039; is an important issue for {{class type|MAU|text=4| spellcasters}} such as [[magic-user]]s or [[illusionist]]s. When playing such a [[class]], the following two questions arise: when are you allowed to learn new spells, and which spells can you learn.&lt;br /&gt;
&lt;br /&gt;
==When do you learn new spells?==&lt;br /&gt;
Magic-users start with four 1st-level spells in their spellbook. One of these spells is &#039;&#039;[[read magic]]&#039;&#039;, two more are chosen at random, and the last is freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
Illusionists begin with four 1st-level spells in their spellbook. Two of these spells are chosen at random, and the other two are freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
The randomly selected known spells are determined by rolling on the list of 1st level magic-user spells or illusionist spells. Illusionists roll a d12, magic users roll to determine a random number from 1-30 (see simulated dice).&lt;br /&gt;
&lt;br /&gt;
When magic-users or illusionists gain a level, they gain another spell of their choice. It is advisable to choose a spell of the highest permitted level.&lt;br /&gt;
&lt;br /&gt;
If a magic-user or illusionist comes across a spell scroll or the spellbook of a spellcaster of the same class, all spells can be copied, provided the spellcaster copying them can learn them. To do this, magic-users must use the read magic spell. Spell scrolls are destroyed during the copying process, but spellbooks are not. Copying consumes time, materials, money, and other resources, depending on the campaign. One probable cost is that each spell would require a special ink made of rare, symbolically and magically resonant ingredients. The more powerful a spell, the more exotic the ingredients would tend to be. In the course of their campaign, the GM can of course also abstract the acquisition of the ingredients and production of the ink and assign a price in gold to the ink depending on the level of the spell. At the same time, acquiring the ink ingredients for a particularly powerful spell or spellcaster can be an adventure in itself.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Ink Recipe for read magic&lt;br /&gt;
|text=&lt;br /&gt;
2 mL of ink from a giant squid&lt;br /&gt;
1 eagle feather&lt;br /&gt;
dust of crushed crystals&lt;br /&gt;
100 mL tears of fatigue&lt;br /&gt;
When the sun is at its highest point, the eagle feather must be slowly boiled in the tears of fatigue in a bronze vessel for five hours. This brew is strained with the utmost care and finally mixed with the ink and the crystal dust at the new moon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Procedure to determine the availability and price of ink for write&lt;br /&gt;
|text=In small towns there is a 10% chance that the required ink will be available in an apothecary or alchemical laboratory. In cities this probability is doubled, i.e. 20%. The available ink is enough for 2-4 entries in the spellbook. It costs between {{ep|400}} and {{ep|1000}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When creating a character, magic-users and illusionists receive their first spellbook for free. Each spell requires as many pages as its level and each spellbook has a hundred pages. When the spellbook is full, a new, empty book must be purchased. To do this, purchase a &amp;quot;Spellbook (empty)&amp;quot; as indicated under equipment.&lt;br /&gt;
&lt;br /&gt;
==What spells can you learn?==&lt;br /&gt;
&lt;br /&gt;
*Arcane Spells (Classes: Ranger, Magic-user)&lt;br /&gt;
*Illusionist Spells (Classes: Illusionist, Jester*)&lt;br /&gt;
&lt;br /&gt;
There are several methods for determining which spells you can learn. Method A describes a procedure that is used when leveling up; Method B describes a procedure that is used whenever a specific spell is available in a transferable form.&lt;br /&gt;
For both methods, the following three numbers must be determined first based on intelligence and using the following table:&lt;br /&gt;
# Probability of learning new spells (d%)&lt;br /&gt;
# Known Spells per level (minimum)&lt;br /&gt;
# Known spells per level (maximum)&lt;br /&gt;
&lt;br /&gt;
==Method A: When leveling up==&lt;br /&gt;
Which spells can be learned is determined during character creation and when leveling up, provided a new spellcasting level has been unlocked:&lt;br /&gt;
&lt;br /&gt;
*For magic-users at levels 1, 3, 5, 7, 9, 12, 14, 16 &amp;amp; 18&lt;br /&gt;
*For illusionists at levels 1, 3, 5, 7, 10, 12 &amp;amp; 14&lt;br /&gt;
*For rangers at levels 9 &amp;amp; 13&lt;br /&gt;
&lt;br /&gt;
Then you go through the list of arcane or illusionist spells of the appropriate level in any order and roll d% to see if the spell could be learned if the opportunity arises.&lt;br /&gt;
&lt;br /&gt;
As soon as you reach the maximum number of spells you can know per level, you stop. All remaining spells cannot be learned. Therefore, it is best to roll the dice first in an attempt to learn the specific spells you would like to learn.&lt;br /&gt;
&lt;br /&gt;
Rerolling is only permitted if your intelligence score increases, or if you have rolled through the entire list and the minimum number of spells known per level has not been reached. In this case, you repeat the process until the minimum number of spells known per level has been reached.&lt;br /&gt;
&lt;br /&gt;
Thus you have now determined which spells you could learn if given the opportunity. When such opportunity arises is explained in the previous section.&lt;br /&gt;
&lt;br /&gt;
==Method B: By transfer==&lt;br /&gt;
Whenever the character has the spell at hand, you can determine whether they understand it, be it in the form of a scroll or a (certainly legally acquired) spellbook of another person. To determine that, a d% is rolled and compared with the probability of understanding new spells in the [[intelligence]] table. It is assumed that the spell is transferred if it can be understood. If it is not understood, such failure is recorded. A further attempt is only permitted if the character has already tried to understand all spells of the respective level once and the minimum number of known spells per level has not yet been reached. If the maximum number of known spells per level has been reached, the character cannot transfer any more spells of this level into their spellbook.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Alrik the Preppy (MAU3, INT17)&lt;br /&gt;
|text=Alrik has accidentally found a spell scroll in the depths of his robes containing the spell charm person and wants to transfer it to his spellbook. Because Alrik is practically a genius, he can learn up to 14 1st level spells and store them in his spellbooks. At the moment he only knows 8, so knowing a ninth spell would be no problem. He casts the spell read magic to read the spell. Alrik has a 75% chance of understanding a new spell. Alrik&#039;s player rolls a 65 with the d% and Alrik can now transfer the spell to his spellbook. The spell scroll is destroyed in the process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Rosella from the Fraundorfer Institute (MAU1, INT15)&lt;br /&gt;
|text=Rosella has come into possession of a former colleague&#039;s spellbook and wants to copy friends into her own spellbook. She already knows 6 first-level spells and tries to understand the new spell, using read magic to do so. Rosella&#039;s player rolls an 89% and Rosella fails to understand the spell. Rosella&#039;s player makes a note of this, and further attempts to learn friends are not permitted until Rosella, after unsuccessfully attempting to learn all other first-level spells, still only knows 6 spells or fewer, which is the minimum number of known spells per level for a spellcaster with Intelligence of 15.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Template:Num&amp;diff=257</id>
		<title>Template:Num</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Template:Num&amp;diff=257"/>
		<updated>2024-11-13T17:19:24Z</updated>

		<summary type="html">&lt;p&gt;Yandere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch:{{{1|}}}|H=½|T=⅓|Q=¼&lt;br /&gt;
|#default={{#replace:{{formatnum:{{#explode:{{{1|}}}|+|0}}}}|,|{{P}}}}{{#if:{{#pos:{{{1|}}}|+}}|+{{#explode:{{{1|}}}|+|1}}}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;Formats numbers.&lt;br /&gt;
&lt;br /&gt;
Values of H, T &amp;amp; Q are formatted as ½, ⅓ &amp;amp; ¼ respectively.&lt;br /&gt;
&lt;br /&gt;
Here is the category that tracks incorrect usage of this template: [[:Category:Pages with non-numeric formatnum arguments]].&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Template:Num&amp;diff=256</id>
		<title>Template:Num</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Template:Num&amp;diff=256"/>
		<updated>2024-11-13T17:19:15Z</updated>

		<summary type="html">&lt;p&gt;Yandere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch:{{{1|}}}|H=½|T=⅓|Q=¼&lt;br /&gt;
|#default={{#replace:{{formatnum:{{#explode:{{{1|}}}|+|0}}}}|,|{{P}}}}{{#if:{{#pos:{{{1|}}}|+}}|+{{#explode:{{{1|}}}|+|1}}}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;Formats numbers.&lt;br /&gt;
&lt;br /&gt;
Values of H, T &amp;amp; Q are formatted as ½, ⅓ &amp;amp; ¼ respectively.&lt;br /&gt;
&lt;br /&gt;
Here is the category that tracks incorrect usage of this template: [[:Category:Pages with non-numeric formatnum arguments]]&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Category:Pages_with_non-numeric_formatnum_arguments&amp;diff=255</id>
		<title>Category:Pages with non-numeric formatnum arguments</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Category:Pages_with_non-numeric_formatnum_arguments&amp;diff=255"/>
		<updated>2024-11-13T17:18:40Z</updated>

		<summary type="html">&lt;p&gt;Yandere: Yandere moved page Pages with non-numeric formatnum arguments to Category:Pages with non-numeric formatnum arguments without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__HIDDENCAT__&lt;br /&gt;
[[Category:Maintanance]]&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Category:Pages_with_non-numeric_formatnum_arguments&amp;diff=254</id>
		<title>Category:Pages with non-numeric formatnum arguments</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Category:Pages_with_non-numeric_formatnum_arguments&amp;diff=254"/>
		<updated>2024-11-13T17:18:21Z</updated>

		<summary type="html">&lt;p&gt;Yandere: Created page with &amp;quot;__HIDDENCAT__ Category:Maintanance&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__HIDDENCAT__&lt;br /&gt;
[[Category:Maintanance]]&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Template:Num&amp;diff=253</id>
		<title>Template:Num</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Template:Num&amp;diff=253"/>
		<updated>2024-11-13T17:18:00Z</updated>

		<summary type="html">&lt;p&gt;Yandere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch:{{{1|}}}|H=½|T=⅓|Q=¼&lt;br /&gt;
|#default={{#replace:{{formatnum:{{#explode:{{{1|}}}|+|0}}}}|,|{{P}}}}{{#if:{{#pos:{{{1|}}}|+}}|+{{#explode:{{{1|}}}|+|1}}}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;Formats numbers.&lt;br /&gt;
&lt;br /&gt;
Values of H, T &amp;amp; Q are formatted as ½, ⅓ &amp;amp; ¼ respectively.&lt;br /&gt;
&lt;br /&gt;
Here is the category that tracks incorrect usage of this template: [[:Pages with non-numeric formatnum arguments]]&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=252</id>
		<title>Learning new spells</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Learning_new_spells&amp;diff=252"/>
		<updated>2024-11-13T17:17:18Z</updated>

		<summary type="html">&lt;p&gt;Yandere: /* When do you learn new spells? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft|Learning new spells}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{InfoboxRules&lt;br /&gt;
|german=Erlernen neuer Zauber&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learning new spells&#039;&#039;&#039; is an important issue for {{class type|MAU|text=4| spellcasters}} such as [[magic-user]]s or [[illusionist]]s. When playing such a [[class]], the following two questions arise: when are you allowed to learn new spells, and which spells can you learn.&lt;br /&gt;
&lt;br /&gt;
==When do you learn new spells?==&lt;br /&gt;
Magic-users start with four 1st-level spells in their spellbook. One of these spells is &#039;&#039;[[read magic]]&#039;&#039;, two more are chosen at random, and the last is freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
Illusionists begin with four 1st-level spells in their spellbook. Two of these spells are chosen at random, and the other two are freely selected by the player.&lt;br /&gt;
&lt;br /&gt;
The randomly selected known spells are determined by rolling on the list of 1st level magic-user spells or illusionist spells. Illusionists roll a d12, magic users roll to determine a random number from 1-30 (see simulated dice).&lt;br /&gt;
&lt;br /&gt;
When magic-users or illusionists gain a level, they gain another spell of their choice. It is advisable to choose a spell of the highest permitted level.&lt;br /&gt;
&lt;br /&gt;
If a magic-user or illusionist comes across a spell scroll or the spellbook of a spellcaster of the same class, all spells can be copied, provided the spellcaster copying them can learn them. To do this, magic-users must use the read magic spell. Spell scrolls are destroyed during the copying process, but spellbooks are not. Copying consumes time, materials, money, and other resources, depending on the campaign. One probable cost is that each spell would require a special ink made of rare, symbolically and magically resonant ingredients. The more powerful a spell, the more exotic the ingredients would tend to be. In the course of their campaign, the GM can of course also abstract the acquisition of the ingredients and production of the ink and assign a price in gold to the ink depending on the level of the spell. At the same time, acquiring the ink ingredients for a particularly powerful spell or spellcaster can be an adventure in itself.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Ink Recipe for read magic&lt;br /&gt;
|text=&lt;br /&gt;
2 mL of ink from a giant squid&lt;br /&gt;
1 eagle feather&lt;br /&gt;
dust of crushed crystals&lt;br /&gt;
100 mL tears of fatigue&lt;br /&gt;
When the sun is at its highest point, the eagle feather must be slowly boiled in the tears of fatigue in a bronze vessel for five hours. This brew is strained with the utmost care and finally mixed with the ink and the crystal dust at the new moon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Procedure to determine the availability and price of ink for write&lt;br /&gt;
|text=In small towns there is a 10% chance that the required ink will be available in an apothecary or alchemical laboratory. In cities this probability is doubled, i.e. 20%. The available ink is enough for 2-4 entries in the spellbook. It costs between {{ep|400}} and {{ep|1000}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When creating a character, magic-users and illusionists receive their first spellbook for free. Each spell requires as many pages as its level and each spellbook has a hundred pages. When the spellbook is full, a new, empty book must be purchased. To do this, purchase a &amp;quot;Spellbook (empty)&amp;quot; as indicated under equipment.&lt;br /&gt;
&lt;br /&gt;
==What spells can you learn?==&lt;br /&gt;
&lt;br /&gt;
Arcane Spells (Classes: Ranger, Magic-user )&lt;br /&gt;
Illusionist Spells (Classes: Illusionist, Jester*)&lt;br /&gt;
&lt;br /&gt;
There are several methods for determining which spells you can learn. Method A describes a procedure that is used when leveling up; Method B describes a procedure that is used whenever a specific spell is available in a transferable form.&lt;br /&gt;
For both methods, the following three numbers must be determined first based on intelligence and using the following table:&lt;br /&gt;
# Probability of learning new spells (d%)&lt;br /&gt;
# Known Spells per level (minimum)&lt;br /&gt;
# Known spells per level (maximum)&lt;br /&gt;
&lt;br /&gt;
==Method A: When leveling up==&lt;br /&gt;
Which spells can be learned is determined during character creation and when leveling up, provided a new spellcasting level has been unlocked:&lt;br /&gt;
&lt;br /&gt;
*For magic-users at levels 1, 3, 5, 7, 9, 12, 14, 16 &amp;amp; 18&lt;br /&gt;
*For illusionists at levels 1, 3, 5, 7, 10, 12 &amp;amp; 14&lt;br /&gt;
*For rangers at levels 9 &amp;amp; 13&lt;br /&gt;
&lt;br /&gt;
Then you go through the list of arcane or illusionist spells of the appropriate level in any order and roll d% to see if the spell could be learned if the opportunity arises.&lt;br /&gt;
&lt;br /&gt;
As soon as you reach the maximum number of spells you can know per level, you stop. All remaining spells cannot be learned. Therefore, it is best to roll the dice first in an attempt to learn the specific spells you would like to learn.&lt;br /&gt;
&lt;br /&gt;
Rerolling is only permitted if your intelligence score increases, or if you have rolled through the entire list and the minimum number of spells known per level has not been reached. In this case, you repeat the process until the minimum number of spells known per level has been reached.&lt;br /&gt;
&lt;br /&gt;
Thus you have now determined which spells you could learn if given the opportunity. When such opportunity arises is explained in the previous section.&lt;br /&gt;
&lt;br /&gt;
==Method B: By transfer==&lt;br /&gt;
Whenever the character has the spell at hand, you can determine whether they understand it, be it in the form of a scroll or a (certainly legally acquired) spellbook of another person. To determine that, a d% is rolled and compared with the probability of understanding new spells in the [[intelligence]] table. It is assumed that the spell is transferred if it can be understood. If it is not understood, such failure is recorded. A further attempt is only permitted if the character has already tried to understand all spells of the respective level once and the minimum number of known spells per level has not yet been reached. If the maximum number of known spells per level has been reached, the character cannot transfer any more spells of this level into their spellbook.&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Alrik the Preppy (MAU3, INT17)&lt;br /&gt;
|text=Alrik has accidentally found a spell scroll in the depths of his robes containing the spell charm person and wants to transfer it to his spellbook. Because Alrik is practically a genius, he can learn up to 14 1st level spells and store them in his spellbooks. At the moment he only knows 8, so knowing a ninth spell would be no problem. He casts the spell read magic to read the spell. Alrik has a 75% chance of understanding a new spell. Alrik&#039;s player rolls a 65 with the d% and Alrik can now transfer the spell to his spellbook. The spell scroll is destroyed in the process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Example|title=Rosella from the Fraundorfer Institute (MAU1, INT15)&lt;br /&gt;
|text=Rosella has come into possession of a former colleague&#039;s spellbook and wants to copy friends into her own spellbook. She already knows 6 first-level spells and tries to understand the new spell, using read magic to do so. Rosella&#039;s player rolls an 89% and Rosella fails to understand the spell. Rosella&#039;s player makes a note of this, and further attempts to learn friends are not permitted until Rosella, after unsuccessfully attempting to learn all other first-level spells, still only knows 6 spells or fewer, which is the minimum number of known spells per level for a spellcaster with Intelligence of 15.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Template:Num&amp;diff=251</id>
		<title>Template:Num</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Template:Num&amp;diff=251"/>
		<updated>2024-11-13T17:15:54Z</updated>

		<summary type="html">&lt;p&gt;Yandere: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;{{#switch:{{{1|}}}|H=½|T=⅓|Q=¼ |#default={{#replace:{{formatnum:{{#explode:{{{1|}}}|+|0}}}}|,|{{P}}}}{{#if:{{#pos:{{{1|}}}|+}}|+{{#explode:{{{1|}}}|+|1}}}} }}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;Formats numbers.  Values of H, T &amp;amp; Q are formatted as ½, ⅓ &amp;amp; ¼ respectively.  Here is the category that tracks incorrect usage of this template: :Kategorie:Seiten mit nicht-numerischen formatnum-Argumenten Category:Templates&amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch:{{{1|}}}|H=½|T=⅓|Q=¼&lt;br /&gt;
|#default={{#replace:{{formatnum:{{#explode:{{{1|}}}|+|0}}}}|,|{{P}}}}{{#if:{{#pos:{{{1|}}}|+}}|+{{#explode:{{{1|}}}|+|1}}}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;Formats numbers.&lt;br /&gt;
&lt;br /&gt;
Values of H, T &amp;amp; Q are formatted as ½, ⅓ &amp;amp; ¼ respectively.&lt;br /&gt;
&lt;br /&gt;
Here is the category that tracks incorrect usage of this template: [[:Kategorie:Seiten mit nicht-numerischen formatnum-Argumenten]]&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Template:Ep&amp;diff=250</id>
		<title>Template:Ep</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Template:Ep&amp;diff=250"/>
		<updated>2024-11-13T17:13:04Z</updated>

		<summary type="html">&lt;p&gt;Yandere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#if:{{{1|}}}|{{#if:{{{mult|}}}|{{{mult|}}}&amp;amp;times;|}}{{num|{{{1}}}}}&amp;amp;nbsp;}}&amp;lt;abbr title=&amp;quot;electrum pieces&amp;quot;&amp;gt;ep&amp;lt;/abbr&amp;gt;{{#if:{{{1|}}}|&amp;amp;#32;{{nowrap|({{#if:{{{mult|}}}|{{{mult|}}}&amp;amp;times;|}}{{num|{{#expr:{{{1}}}/2}}}} {{gp}})}}}}&amp;lt;noinclude&amp;gt;[[Category:Tooltip templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Template:Gp&amp;diff=249</id>
		<title>Template:Gp</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Template:Gp&amp;diff=249"/>
		<updated>2024-11-13T17:12:20Z</updated>

		<summary type="html">&lt;p&gt;Yandere: Created page with &amp;quot;&amp;lt;abbr title=&amp;quot;gold pieces&amp;quot;&amp;gt;gp&amp;lt;/abbr&amp;gt;&amp;lt;noinclude&amp;gt;Category:Tooltip templates&amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;abbr title=&amp;quot;gold pieces&amp;quot;&amp;gt;gp&amp;lt;/abbr&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Tooltip templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Category:Tooltip_templates&amp;diff=248</id>
		<title>Category:Tooltip templates</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Category:Tooltip_templates&amp;diff=248"/>
		<updated>2024-11-13T17:11:22Z</updated>

		<summary type="html">&lt;p&gt;Yandere: Created page with &amp;quot;Category:Templates&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Template:Ep&amp;diff=247</id>
		<title>Template:Ep</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Template:Ep&amp;diff=247"/>
		<updated>2024-11-13T17:11:07Z</updated>

		<summary type="html">&lt;p&gt;Yandere: Created page with &amp;quot;{{#if:{{{1|}}}|{{#if:{{{mult|}}}|{{{mult|}}}&amp;amp;times;|}}{{num|{{{1}}}}}&amp;amp;nbsp;}}&amp;lt;abbr title=&amp;quot;elektrum pieces&amp;quot;&amp;gt;ep&amp;lt;/abbr&amp;gt;{{#if:{{{1|}}}|&amp;amp;#32;{{nowrap|({{#if:{{{mult|}}}|{{{mult|}}}&amp;amp;times;|}}{{num|{{#expr:{{{1}}}/2}}}} {{gp}})}}}}&amp;lt;noinclude&amp;gt;Category:Tooltip templates&amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#if:{{{1|}}}|{{#if:{{{mult|}}}|{{{mult|}}}&amp;amp;times;|}}{{num|{{{1}}}}}&amp;amp;nbsp;}}&amp;lt;abbr title=&amp;quot;elektrum pieces&amp;quot;&amp;gt;ep&amp;lt;/abbr&amp;gt;{{#if:{{{1|}}}|&amp;amp;#32;{{nowrap|({{#if:{{{mult|}}}|{{{mult|}}}&amp;amp;times;|}}{{num|{{#expr:{{{1}}}/2}}}} {{gp}})}}}}&amp;lt;noinclude&amp;gt;[[Category:Tooltip templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Category:Pages_using_DynamicPageList_parser_function&amp;diff=246</id>
		<title>Category:Pages using DynamicPageList parser function</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Category:Pages_using_DynamicPageList_parser_function&amp;diff=246"/>
		<updated>2024-11-13T17:08:11Z</updated>

		<summary type="html">&lt;p&gt;Yandere: Created page with &amp;quot;__HIDDENCAT__ Category:Maintanance&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__HIDDENCAT__&lt;br /&gt;
[[Category:Maintanance]]&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Alrik:Handicraft&amp;diff=245</id>
		<title>Alrik:Handicraft</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Alrik:Handicraft&amp;diff=245"/>
		<updated>2024-11-13T17:07:52Z</updated>

		<summary type="html">&lt;p&gt;Yandere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft}}&lt;br /&gt;
{{Alrik}} originally started as a translation of OSRIC™.&lt;br /&gt;
&lt;br /&gt;
{{Alrik authors}}&lt;br /&gt;
&lt;br /&gt;
What follows are additional {{Alrik}} rules, clarifications and thoughts, i.e. rules not found in the original English version of OSRIC™.&lt;br /&gt;
&lt;br /&gt;
==General Handicraft==&lt;br /&gt;
{{German/Header}}&lt;br /&gt;
{{German|InfoboxRules|Rules|cat=Alrik handicraft}}&lt;br /&gt;
{{German/Footer|cat=Alrik handicraft}}&lt;br /&gt;
&lt;br /&gt;
==ADDKON campaign rules: Wild Coast==&lt;br /&gt;
SNIP&lt;br /&gt;
&lt;br /&gt;
==Psi==&lt;br /&gt;
SNIP&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Alrik:Handicraft&amp;diff=244</id>
		<title>Alrik:Handicraft</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Alrik:Handicraft&amp;diff=244"/>
		<updated>2024-11-13T17:07:37Z</updated>

		<summary type="html">&lt;p&gt;Yandere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft}}&lt;br /&gt;
{{Alrik}} originally started as a translation of OSRIC™.&lt;br /&gt;
&lt;br /&gt;
{{Alrik authors}}&lt;br /&gt;
&lt;br /&gt;
What follows are additional {{Alrik}} rules, clarifications and thoughts, i.e. rules not found in the original English version of OSRIC™.&lt;br /&gt;
&lt;br /&gt;
==General Handicraft==&lt;br /&gt;
{{German/Header}}&lt;br /&gt;
{{German|InfoboxRules|Rules|cat=Alrik handicraft}}&lt;br /&gt;
{{German/Footer|cat=Alrik handicraft}}&lt;br /&gt;
&lt;br /&gt;
==ADDKON campaign rules: Wild Coast==&lt;br /&gt;
&lt;br /&gt;
==Psi==&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
	<entry>
		<id>https://en.alrik.snafu.zone/index.php?title=Alrik:Handicraft&amp;diff=243</id>
		<title>Alrik:Handicraft</title>
		<link rel="alternate" type="text/html" href="https://en.alrik.snafu.zone/index.php?title=Alrik:Handicraft&amp;diff=243"/>
		<updated>2024-11-13T17:07:22Z</updated>

		<summary type="html">&lt;p&gt;Yandere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alrik handicraft}}&lt;br /&gt;
{{Alrik}} originally started as a translation of OSRIC.&lt;br /&gt;
&lt;br /&gt;
{{Alrik authors}}&lt;br /&gt;
&lt;br /&gt;
What follows are additional {{Alrik}} rules, clarifications and thoughts, i.e. rules not found in the original English version of OSRIC.&lt;br /&gt;
&lt;br /&gt;
==General Handicraft==&lt;br /&gt;
{{German/Header}}&lt;br /&gt;
{{German|InfoboxRules|Rules|cat=Alrik handicraft}}&lt;br /&gt;
{{German/Footer|cat=Alrik handicraft}}&lt;br /&gt;
&lt;br /&gt;
==ADDKON campaign rules: Wild Coast==&lt;br /&gt;
&lt;br /&gt;
==Psi==&lt;/div&gt;</summary>
		<author><name>Yandere</name></author>
	</entry>
</feed>