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		<updated>2026-04-06T22:50:22Z</updated>
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	<entry>
		<id>https://ember-online.com/wiki/index.php?title=Category:Lore&amp;diff=526</id>
		<title>Category:Lore</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=Category:Lore&amp;diff=526"/>
				<updated>2017-02-04T09:53:04Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gods ==&lt;br /&gt;
* [[Lore:Aerotes|Aerotes]]&lt;br /&gt;
* [[Lore:Dunsel|Dunsel]]&lt;br /&gt;
* [[Lore:Javn|Javn]]&lt;br /&gt;
* [[Lore:Orasic|Orasic]]&lt;br /&gt;
* [[Lore:Vaendac|Vaendac]]&lt;br /&gt;
&lt;br /&gt;
== Religious History ==&lt;br /&gt;
* [[Lore:Creation_Myth|Creation Myth]]&lt;br /&gt;
* [[Lore:Gods_of_Ciruin|Gods of Ciruin]]&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=Category:Lore&amp;diff=525</id>
		<title>Category:Lore</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=Category:Lore&amp;diff=525"/>
				<updated>2017-02-04T09:51:25Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: /* Gods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Gods ==&lt;br /&gt;
* [[Lore:Aerotes|Aerotes]]&lt;br /&gt;
* [[Lore:Dunsel|Dunsel]]&lt;br /&gt;
* [[Lore:Javn|Javn]]&lt;br /&gt;
* [[Lore:Orasic|Orasic]]&lt;br /&gt;
* [[Lore:Vaendac|Vaendac]]&lt;br /&gt;
* [[Lore:Gods_of_Ciruin|Gods of Ciruin]]&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=Lore:Gods_of_Ciruin&amp;diff=524</id>
		<title>Lore:Gods of Ciruin</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=Lore:Gods_of_Ciruin&amp;diff=524"/>
				<updated>2017-02-04T09:49:57Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains in-character information. Whether your character knows any or all of this information depends on whether or not they pay attention to religious studies.&lt;br /&gt;
&lt;br /&gt;
== The Gods of Ciruin ==&lt;br /&gt;
&lt;br /&gt;
In the beginning, there was only battle and destruction, the two clashing so fiercely that the earth flowed as liquid fire, while the skies cried out with raging thunder. Many who would lay eyes upon the pair would believe them the bitterest of rivals, but in truth, the pair were lovers, for there could be no battle without destruction, yet not even the bravest could conquer death. And from their turbulent union were born three children.&lt;br /&gt;
&lt;br /&gt;
Orasic, the eldest of the three and their only daughter, lay her eyes upon the never ending war, and she gave herself into silence, believing that alone could bring them peace. Her silence became manifest in the seas that spread across the land, cooling the fires of the world, but still it did not stop the thunder’s rage. Peace alone was not enough.&lt;br /&gt;
&lt;br /&gt;
Javn, second child and eldest son, looked upon the destruction being wrought against the world, and gave himself to creation, believing that only life could combat death. His devotion to creation became the plants, animals, and even the people that called the cooled earth home, but still the battle was not ended. Life was no more effective than was peace.&lt;br /&gt;
&lt;br /&gt;
Dunsel, the youngest of the three, looked upon his mothers’ warlike ways that refused to be calmed by his siblings, and he wept, openly and with horror. His sorrow alone shrouded the world in the blackest of nights, and in that night did terror reign until battle and destruction saw the error of their ways.&lt;br /&gt;
&lt;br /&gt;
Bravery gave peace to the nightmares, while sorrow destroyed much of life’s work. Creation repaired what destruction wrought, while death left a horrifying silence in its wake, leaving peace to calm the battle that waged even still. And so the delicate balance of the gods was struck, and the people of their world were safe. But not for long… &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beyond their world, their lay a kingdom spanning an entire continent of land, populated by powerful sorcerers and even stronger dragons. This kingdom, known to its people as Omaclara, had long since destroyed or assimilated any who would oppose them, and in their safety, they worshipped their draconian god, known to them as The Justicar. The great dragon was told to bring order to the land, laying a harsh justice upon those who would break their laws while blessing those who upheld them.&lt;br /&gt;
&lt;br /&gt;
Long forgotten by Omaclara was The Trickster, whose domain of treachery and madness was believed to be stamped out with their followers. But not every reference to this god was destroyed, and so long as even a single person believed, The Trickster would remain. Soon there would be none to worship even The Justicar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The elements tore across the land that would become Ciruin. Life upon it should have ended, but while the gods brought a physical death to the people of Omaclara, their spirits lingered, enraged at those who tore their flesh from them, and the draconian people who called it home fell victim not even to that. Ciruin was born, but at a terrible cost, one that struck fear even into the hearts of the gods, who had truly believed the world to be empty. But the gods could not undo the destruction they had wrought, and so Ciruin was given life, and Omaclara was left, its buildings in ruins and its people gone, but they were not forgotten, nor would they forgive.&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=Lore:Gods_of_Ciruin&amp;diff=523</id>
		<title>Lore:Gods of Ciruin</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=Lore:Gods_of_Ciruin&amp;diff=523"/>
				<updated>2017-02-04T09:47:48Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the beginning, there was only battle and destruction, the two clashing so fiercely that the earth flowed as liquid fire, while the skies cried out with raging thunder. Many who would lay eyes upon the pair would believe them the bitterest of rivals, but in truth, the pair were lovers, for there could be no battle without destruction, yet not even the bravest could conquer death. And from their turbulent union were born three children.&lt;br /&gt;
&lt;br /&gt;
Orasic, the eldest of the three and their only daughter, lay her eyes upon the never ending war, and she gave herself into silence, believing that alone could bring them peace. Her silence became manifest in the seas that spread across the land, cooling the fires of the world, but still it did not stop the thunder’s rage. Peace alone was not enough.&lt;br /&gt;
&lt;br /&gt;
Javn, second child and eldest son, looked upon the destruction being wrought against the world, and gave himself to creation, believing that only life could combat death. His devotion to creation became the plants, animals, and even the people that called the cooled earth home, but still the battle was not ended. Life was no more effective than was peace.&lt;br /&gt;
&lt;br /&gt;
Dunsel, the youngest of the three, looked upon his mothers’ warlike ways that refused to be calmed by his siblings, and he wept, openly and with horror. His sorrow alone shrouded the world in the blackest of nights, and in that night did terror reign until battle and destruction saw the error of their ways.&lt;br /&gt;
&lt;br /&gt;
Bravery gave peace to the nightmares, while sorrow destroyed much of life’s work. Creation repaired what destruction wrought, while death left a horrifying silence in its wake, leaving peace to calm the battle that waged even still. And so the delicate balance of the gods was struck, and the people of their world were safe. But not for long… &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beyond their world, their lay a kingdom spanning an entire continent of land, populated by powerful sorcerers and even stronger dragons. This kingdom, known to its people as Omaclara, had long since destroyed or assimilated any who would oppose them, and in their safety, they worshipped their draconian god, known to them as The Justicar. The great dragon was told to bring order to the land, laying a harsh justice upon those who would break their laws while blessing those who upheld them.&lt;br /&gt;
&lt;br /&gt;
Long forgotten by Omaclara was The Trickster, whose domain of treachery and madness was believed to be stamped out with their followers. But not every reference to this god was destroyed, and so long as even a single person believed, The Trickster would remain. Soon there would be none to worship even The Justicar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The elements tore across the land that would become Ciruin. Life upon it should have ended, but while the gods brought a physical death to the people of Omaclara, their spirits lingered, enraged at those who tore their flesh from them, and the draconian people who called it home fell victim not even to that. Ciruin was born, but at a terrible cost, one that struck fear even into the hearts of the gods, who had truly believed the world to be empty. But the gods could not undo the destruction they had wrought, and so Ciruin was given life, and Omaclara was left, its buildings in ruins and its people gone, but they were not forgotten, nor would they forgive.&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=Lore:Gods_of_Ciruin&amp;diff=522</id>
		<title>Lore:Gods of Ciruin</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=Lore:Gods_of_Ciruin&amp;diff=522"/>
				<updated>2017-02-04T09:47:14Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: Created page with &amp;quot;In the beginning, there was only battle and destruction, the two clashing so fiercely that the earth flowed as liquid fire, while the skies cried out with raging thunder. Many...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the beginning, there was only battle and destruction, the two clashing so fiercely that the earth flowed as liquid fire, while the skies cried out with raging thunder. Many who would lay eyes upon the pair would believe them the bitterest of rivals, but in truth, the pair were lovers, for there could be no battle without destruction, yet not even the bravest could conquer death. And from their turbulent union were born three children.&lt;br /&gt;
&lt;br /&gt;
Orasic, the eldest of the three and their only daughter, lay her eyes upon the never ending war, and she gave herself into silence, believing that alone could bring them peace. Her silence became manifest in the seas that spread across the land, cooling the fires of the world, but still it did not stop the thunder’s rage. Peace alone was not enough.&lt;br /&gt;
&lt;br /&gt;
Javn, second child and eldest son, looked upon the destruction being wrought against the world, and gave himself to creation, believing that only life could combat death. His devotion to creation became the plants, animals, and even the people that called the cooled earth home, but still the battle was not ended. Life was no more effective than was peace.&lt;br /&gt;
&lt;br /&gt;
Dunsel, the youngest of the three, looked upon his mothers’ warlike ways that refused to be calmed by his siblings, and he wept, openly and with horror. His sorrow alone shrouded the world in the blackest of nights, and in that night did terror reign until battle and destruction saw the error of their ways.&lt;br /&gt;
&lt;br /&gt;
Bravery gave peace to the nightmares, while sorrow destroyed much of life’s work. Creation repaired what destruction wrought, while death left a horrifying silence in its wake, leaving peace to calm the battle that waged even still. And so the delicate balance of the gods was struck, and the people of their world were safe. But not for long… &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beyond their world, their lay a kingdom spanning an entire continent of land, populated by powerful sorcerers and even stronger dragons. This kingdom, known to its people as Omaclara, had long since destroyed or assimilated any who would oppose them, and in their safety, they worshipped their draconian god, known to them as The Justicar. The great dragon was told to bring order to the land, laying a harsh justice upon those who would break their laws while blessing those who upheld them.&lt;br /&gt;
&lt;br /&gt;
Long forgotten by Omaclara was The Trickster, whose domain of treachery and madness was believed to be stamped out with their followers. But not every reference to this god was destroyed, and so long as even a single person believed, The Trickster would remain. Soon there would be none to worship even The Justicar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The elements tore across the land that would become Ciruin. Life upon it should have ended, but while the gods brought a physical death to the people of Omaclara, their spirits lingered, enraged at those who tore their flesh from them, and the draconian people who called it home fell victim not even to that. Ciruin was born, but at a terrible cost, one that struck fear even into the hearts of the gods, who had truly believed the world to be empty. But the gods could not undo the destruction they had wrought, and so Ciruin was given life, and Omaclara was left, its buildings in ruins and its people gone, but they were not forgotten, nor would they forgive.&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=New_Player_Guide&amp;diff=145</id>
		<title>New Player Guide</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=New_Player_Guide&amp;diff=145"/>
				<updated>2016-11-12T21:12:39Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a new player on Ember Online, we imagine you may have a number of questions to help you decide how you want to dive into the game. The goal of this page is to give you the information you may need to get you into the game, and to tell you how you can find any other information you might need to influence the decisions you make in game.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Ember Online is very much in active development, meaning things are often being added to, updated, and indeed, may occasionally break. Our staff are quick about fixing reported bugs, but we do rely on people to report them as they’re found, which you can do through the forums, the link to which can be found on the website you downloaded the game client from.&lt;br /&gt;
&lt;br /&gt;
The game is set in the kingdom of Alderra on the continent of Ciruin. While much of Alderra is forested, with cities and roads settled in clearings either natural or man-made, much of southern Alderra has been cleared by loggers, and has become a vast and unforgiving wasteland. To the northeast is a large, impressive mountain range, which separates Alderra from its violent, war-loving neighbor, Omaclara.&lt;br /&gt;
&lt;br /&gt;
When beginning in the game, players may pick from one of twelve races, twelve classes, and may follow one of five deities. Each of these choices will have an impact upon your character’s performance, and while there is no “best” combination, each choice should be carefully considered, as these cannot be changed without starting a new character from scratch. While playing the game, you may come to realize some players aren’t quite so friendly as others, and they may lead you astray, or even attempt to kill you. Let’s hope you know how to run…&lt;br /&gt;
&lt;br /&gt;
== The Races of Ciruin ==&lt;br /&gt;
There are twelve races available to pick during character creation, each with their own strengths, weaknesses, and special abilities. Your chosen race may also determine which class you wish to choose, as classes have specific stat requirements that not every race will be able to meet.&lt;br /&gt;
&lt;br /&gt;
* ''Dark Elves'' are stronger than their surface dwelling cousins, but aren’t quite as intelligent, wise, or agile, or as resistant to magic. They have the added benefit of being able to see in dark rooms.&lt;br /&gt;
&lt;br /&gt;
* ''Drakebloods'' are strong, agile, and sturdy, but not very intelligent or wise, and have no resistance to magic. They can also see in the dark, and have a natural bonus to their armor.&lt;br /&gt;
&lt;br /&gt;
* ''Dwarves'' are strong, sturdy, and wise, with moderate magic resistance and passive spell negation. They have slightly increased health regeneration, can see in the dark, and a small natural bonus to armor.&lt;br /&gt;
&lt;br /&gt;
* ''Elementals'' are intelligent, sturdy, and wise, with a natural ability to absorb hostile magic and impressive resistance to magic.&lt;br /&gt;
&lt;br /&gt;
* ''Elves'' are intelligent, agile, wise, and beautiful, with higher resistance to magic than their underground cousins.&lt;br /&gt;
&lt;br /&gt;
* ''Gnomes'' are intelligent, agile, and wise, with the highest resistance to magic of all the options, but with the smallest health pool.&lt;br /&gt;
&lt;br /&gt;
* ''Goblins'' are strong, agile, and sturdy, but lack in resistance to magic. They can see in the dark, and recover from poisons faster than other races.&lt;br /&gt;
&lt;br /&gt;
* ''Half-Elves'' are stronger and sturdier than full elves, and more agile than humans, at the cost of some of their elven resistance to magic.&lt;br /&gt;
&lt;br /&gt;
* ''Halflings'' are intelligent and incredibly agile, though not very sturdy, with moderate resistance to magic.&lt;br /&gt;
&lt;br /&gt;
* ''Half-Orcs'' are incredibly strong and sturdy, but aren’t very intelligent, agile, or wise. They have minimal resistance to magic, but recover health three times as fast as most other races, and have reduced cooldown times.&lt;br /&gt;
&lt;br /&gt;
* ''Humans'' don’t excel at in any aspect, but are also not lacking in any aspect either, with a moderate resistance to magic backing them up.&lt;br /&gt;
&lt;br /&gt;
* ''Saurians'' are strong and agile, but not intelligent or wise, with minimal resistance to magic and a natural bonus to their armor.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Your character's stats will determine how they perform in game, and should be considered carefully during character creation, since they can't be changed without deleting your character and starting over from scratch. Every stat provides useful benefits to every class, but some will be more important to some classes than others will, and you should consider your play style when determining what will be the best for you.&lt;br /&gt;
&lt;br /&gt;
* '''Strength (STR)''' determines your attack power with melee attacks.&lt;br /&gt;
* '''Agility (AGI)''' determines your ability to land melee attacks, and to avoid being hit by them.&lt;br /&gt;
* '''Endurance (END)''' is one of the factors in determining your health.&lt;br /&gt;
* '''Intelligence (INT)''' determines your spell power for magic users, your ability to find hidden players and NPCs, and a hidden character's ability to remain hidden when being searched for.&lt;br /&gt;
* '''Wisdom (WIS)''' is one of the factors in determining your mana pool, and along with your race and class, determines your resistance to hostile spells.&lt;br /&gt;
* '''Charisma (CHR)''' is how charismatic your character is, and plays a role in the amount of health and mana all classes have.&lt;br /&gt;
&lt;br /&gt;
As you can see, every stat will play a role with every class in the game, so there won't be a way to make a &amp;quot;perfect&amp;quot; character. You will have to think about how you wish to balance your stat points during character creation to create the best character for your play style.&lt;br /&gt;
&lt;br /&gt;
== Playable Classes ==&lt;br /&gt;
There are twelve classes players can choose from, which, like races, all have their own strengths and weaknesses that would need to be overcome. They also have their own experience requirements to reach the maximum, as well as different skill sets that will help in however you choose to play them. While it’s possible to look at classes as the standard RPG roles of DPS, heals, and tank, the classes are very versatile, and can be built differently to fit different roles. The information here is just a brief overview of what each class can do, as well as which stats are important to them.&lt;br /&gt;
&lt;br /&gt;
=== Assassin ===&lt;br /&gt;
* Important Stats: Strength, Agility&lt;br /&gt;
* Exp to 25: 400 million&lt;br /&gt;
* Weapons: Dagger, Sword&lt;br /&gt;
* Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet, Shield&lt;br /&gt;
* Skills: Autosneak, Backstab, Dual Wield, Hide, Track&lt;br /&gt;
&lt;br /&gt;
Assassins can backstab by attacking with a dagger while hidden, dealing four times their regular damage. Assassins begin as Rogues until level 8, and then become Slayers at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
* Important Stats: Strength, Agility&lt;br /&gt;
* Exp to 25: 325 million&lt;br /&gt;
* Weapons: Blunt, Dagger, Staff, Sword&lt;br /&gt;
* Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet, Shield&lt;br /&gt;
* Skills: Dual Wield, Rage&lt;br /&gt;
&lt;br /&gt;
Barbarians can enter rage after two successful hits against a target, which grants them more damage per hit at the cost of losing some accuracy with each successful attack while in rage; rage status is reset on a miss or when moving. Barbarians start as Fighters until level 8, and then become Berserkers at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
* Important Stats: Strength, Charisma&lt;br /&gt;
* Exp to 25: 330 million&lt;br /&gt;
* Weapons: Blunt, Dagger, Instrument, Staff, Sword&lt;br /&gt;
* Armors: Cloth, Light, Medium, Light Helmet&lt;br /&gt;
* Skills: Cure, Shell, Songs&lt;br /&gt;
&lt;br /&gt;
Bards are the performers of the land, using their songs and spells to aid themselves and their allies in battle; you need an instrument to play a song. Bards start as Rogues until level 8, and become Minstrels at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* Important Stats: Intelligence, Wisdom&lt;br /&gt;
* Exp to 25: 300 million&lt;br /&gt;
* Weapons: Blunt, Staff&lt;br /&gt;
* Armors: Cloth, Light, Medium, Heavy, Light Helmet, Heavy Helmet, Shield&lt;br /&gt;
* Skills: Aid, Bless, Cure, Heal, Ray, Remedy, Smite, Soulbind&lt;br /&gt;
&lt;br /&gt;
Clerics use their connections to their gods to cast powerful healing spells, keeping both themselves and their allies alive with the power of their faith. Clerics start as Healers at level 8, and become Priests at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
* Important Stats: Intelligence, Wisdom&lt;br /&gt;
* Exp to 25: 350 million&lt;br /&gt;
* Weapons: Blunt, Staff&lt;br /&gt;
* Armors: Cloth, Light, Medium&lt;br /&gt;
* Skills: Cure, Faeriefire, Haste, Morph, Nourish, Ray, Remedy&lt;br /&gt;
&lt;br /&gt;
Druids make use of their powerful connection to nature not only to heal their allies, but to change their shape and deal devastating damage. Druids begin as Healers until level 8, and become Elder Druids at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Knight ===&lt;br /&gt;
* Important Stats: Strength, Charisma&lt;br /&gt;
* Exp to 25: 300 million&lt;br /&gt;
* Weapons: Blunt, Dagger, Staff, Sword&lt;br /&gt;
* Armors: Cloth, Light, Medium, Heavy, Light Helmet, Heavy Helmet, Shield&lt;br /&gt;
* Skills: Taunt&lt;br /&gt;
&lt;br /&gt;
Knights use their heavy armor and abilities to provide a distraction for their allies, able to shrug off hits that would cripple some others. Knights begin as Fighters until level 8, and become Cavaliers at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
* Important Stats: Strength, Agility&lt;br /&gt;
* Exp to 25: 375 million&lt;br /&gt;
* Weapons: Staff&lt;br /&gt;
* Armors: Cloth, Light&lt;br /&gt;
* Skills: Dual Wield, Roundhouse Kick&lt;br /&gt;
&lt;br /&gt;
Monks wear very little in the way of armor, but are light on their feet and fast enough to throw in an extra attack when using a second weapon; they also deliver a devastating roundhouse kick after every two successful hits in a row, dealing twice the normal damage. Monks begin as Fighters until level 8, and become Ninjas at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Necromancer ===&lt;br /&gt;
* Important Stats: Intelligence, Wisdom&lt;br /&gt;
* Exp to 25: 400 million&lt;br /&gt;
* Weapons: Dagger, Staff&lt;br /&gt;
* Armors: Cloth, Light Helmet&lt;br /&gt;
* Skills: Beam, Blind, Leech, Rot, Stoneskin, Undead&lt;br /&gt;
&lt;br /&gt;
Necromancers are powerful mages who use their connection to death to drain health from their foes, and even drain their own health to heal an undead minion. Necromancers begin as Mages until level 8, and become Death Mages at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
* Important Stats: Strength, Intelligence&lt;br /&gt;
* Exp to 25: 325 million&lt;br /&gt;
* Weapons: Blunt, Dagger, Staff, Sword&lt;br /&gt;
* Armors: Cloth, Light, Medium, Heavy, Light Helmet, Heavy Helmet, Shield&lt;br /&gt;
* Skills: Cure, Heal, Protect, Remedy, Sight, Smite&lt;br /&gt;
&lt;br /&gt;
Paladins are strong in their faith, turning their devotion to their gods outward into the need to shield their allies from all harm, taking damage in their place. Paladins begin as Fighters until level 8, and become Guardians at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
* Important Stats: Agility, Charisma&lt;br /&gt;
* Exp to 25: 325 million&lt;br /&gt;
* Weapons: Blunt, Bow, Dagger, Staff, Sword&lt;br /&gt;
* Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet&lt;br /&gt;
* Skills: Pets, Track&lt;br /&gt;
&lt;br /&gt;
Rangers excel at finding those lost in the woods, using their pets and their natural skill to fight those who wish to upset the balance of nature. Rangers begin as Fighters until level 8, and become Stalkers at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
* Important Stats: Intelligence, Wisdom&lt;br /&gt;
* Exp to 25: 375 million&lt;br /&gt;
* Weapons: Staff&lt;br /&gt;
* Armors: Cloth, Light Helmet&lt;br /&gt;
* Skills: Beam, Blast, Enchant, Golem, Power, Sap, Stoneskin&lt;br /&gt;
&lt;br /&gt;
Sorcerers are wielders of the arcane arts, and can use them to devastating effect, damaging opponents and strengthening themselves and their allies. Sorcerers begin as Mages until level 8, and become Enchanters at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Thief ===&lt;br /&gt;
* Important Stats: Intelligence, Agility&lt;br /&gt;
* Exp to 25: 300 million&lt;br /&gt;
* Weapons: Dagger&lt;br /&gt;
* Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet, Shield&lt;br /&gt;
* Skills: Autosneak, Backstab, Hide, Steal&lt;br /&gt;
&lt;br /&gt;
Thieves are sneaky, and make a habit of relieving things of the coins in their pockets; when wielding a dagger, thieves can also backstab by attacking when hidden, dealing three times their usual damage. Thieves begin as rogues until level 8, then become Brigands at level 25.&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=Main_Page&amp;diff=144</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=Main_Page&amp;diff=144"/>
				<updated>2016-11-12T19:57:11Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Welcome to the Ember Online Wiki!===&lt;br /&gt;
'''The purpose of this wiki is to provide information about the races, classes, areas and items of [http://ember-online.com Ember Online] , as well as to provide tips and guidance for its players.  Any unrelated material will be removed.'''&lt;br /&gt;
&lt;br /&gt;
'''The game is currently in the development phase so any information found here is subject to change.'''&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
* '''[[New_Player_Guide|New Player Guide]]''' - '''New to Ember Online? Start here!'''&lt;br /&gt;
* '''[[Atlas|Atlas and Maps]]''' - '''list of Cities, Leveling Areas and Oad Areas.'''&lt;br /&gt;
* '''[[Bestiary]]''' - ''' Information on monsters and NPCs.'''&lt;br /&gt;
* '''[[Commands]]''' - '''A guide to in-game commands.'''&lt;br /&gt;
* '''[[Classes]]''' - '''Information about all classes.'''&lt;br /&gt;
* '''[[Races]]''' - '''Information about all races.'''&lt;br /&gt;
* '''[[Building]]''' - '''Information on how to build and script.'''&lt;br /&gt;
* '''[[Equipment]]''' - '''Basic information on available equipment'''&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=New_Player_Guide&amp;diff=143</id>
		<title>New Player Guide</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=New_Player_Guide&amp;diff=143"/>
				<updated>2016-11-09T19:52:10Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a new player on Ember Online, we imagine you may have a number of questions to help you decide how you want to dive into the game. The goal of this page is to give you the information you may need to get you into the game, and to tell you how you can find any other information you might need to influence the decisions you make in game.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Ember Online is very much in active development, meaning things are often being added to, updated, and indeed, may occasionally break. Our staff are quick about fixing reported bugs, but we do rely on people to report them as they’re found, which you can do through the forums, the link to which can be found on the website you downloaded the game client from.&lt;br /&gt;
&lt;br /&gt;
The game is set in the kingdom of Alderra on the continent of Ciruin. While much of Alderra is forested, with cities and roads settled in clearings either natural or man-made, much of southern Alderra has been cleared by loggers, and has become a vast and unforgiving wasteland. To the northeast is a large, impressive mountain range, which separates Alderra from its violent, war-loving neighbor, Omaclara.&lt;br /&gt;
&lt;br /&gt;
When beginning in the game, players may pick from one of twelve races, twelve classes, and may follow one of five deities. Each of these choices will have an impact upon your character’s performance, and while there is no “best” combination, each choice should be carefully considered, as these cannot be changed without starting a new character from scratch. While playing the game, you may come to realize some players aren’t quite so friendly as others, and they may lead you astray, or even attempt to kill you. Let’s hope you know how to run…&lt;br /&gt;
&lt;br /&gt;
== The Races of Ciruin ==&lt;br /&gt;
There are twelve races available to pick during character creation, each with their own strengths, weaknesses, and special abilities. Your chosen race may also determine which class you wish to choose, as classes have specific stat requirements that not every race will be able to meet.&lt;br /&gt;
&lt;br /&gt;
* ''Dark Elves'' are stronger than their surface dwelling cousins, but aren’t quite as intelligent, wise, or agile, or as resistant to magic. They have the added benefit of being able to see in dark rooms.&lt;br /&gt;
&lt;br /&gt;
* ''Drakebloods'' are strong, agile, and sturdy, but not very intelligent or wise, and have no resistance to magic. They can also see in the dark, and have a natural bonus to their armor.&lt;br /&gt;
&lt;br /&gt;
* ''Dwarves'' are strong, sturdy, and wise, with moderate magic resistance and passive spell negation. They have slightly increased health regeneration, can see in the dark, and a small natural bonus to armor.&lt;br /&gt;
&lt;br /&gt;
* ''Elementals'' are intelligent, sturdy, and wise, with a natural ability to absorb hostile magic and impressive resistance to magic.&lt;br /&gt;
&lt;br /&gt;
* ''Elves'' are intelligent, agile, wise, and beautiful, with higher resistance to magic than their underground cousins.&lt;br /&gt;
&lt;br /&gt;
* ''Gnomes'' are intelligent, agile, and wise, with the highest resistance to magic of all the options, but with the smallest health pool.&lt;br /&gt;
&lt;br /&gt;
* ''Goblins'' are strong, agile, and sturdy, but lack in resistance to magic. They can see in the dark, and recover from poisons faster than other races.&lt;br /&gt;
&lt;br /&gt;
* ''Half-Elves'' are stronger and sturdier than full elves, and more agile than humans, at the cost of some of their elven resistance to magic.&lt;br /&gt;
&lt;br /&gt;
* ''Halflings'' are intelligent and incredibly agile, though not very sturdy, with moderate resistance to magic.&lt;br /&gt;
&lt;br /&gt;
* ''Half-Orcs'' are incredibly strong and sturdy, but aren’t very intelligent, agile, or wise. They have minimal resistance to magic, but recover health three times as fast as most other races, and have reduced cooldown times.&lt;br /&gt;
&lt;br /&gt;
* ''Humans'' don’t excel at in any aspect, but are also not lacking in any aspect either, with a moderate resistance to magic backing them up.&lt;br /&gt;
&lt;br /&gt;
* ''Saurians'' are strong and agile, but not intelligent or wise, with minimal resistance to magic and a natural bonus to their armor.&lt;br /&gt;
&lt;br /&gt;
== Playable Classes ==&lt;br /&gt;
There are twelve classes players can choose from, which, like races, all have their own strengths and weaknesses that would need to be overcome. They also have their own experience requirements to reach the maximum, as well as different skill sets that will help in however you choose to play them. While it’s possible to look at classes as the standard RPG roles of DPS, heals, and tank, the classes are very versatile, and can be built differently to fit different roles. The information here is just a brief overview of what each class can do; for more in depth information, please see the linked page on the wiki for that class.&lt;br /&gt;
&lt;br /&gt;
=== Assassin ===&lt;br /&gt;
* Exp to 25: 400 million&lt;br /&gt;
* Weapons: Dagger, Sword&lt;br /&gt;
* Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet, Shield&lt;br /&gt;
* Skills: Autosneak, Backstab, Dual Wield, Hide, Track&lt;br /&gt;
&lt;br /&gt;
Assassins can backstab by attacking with a dagger while hidden, dealing four times their regular damage. Assassins begin as Rogues until level 8, and then become Slayers at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
* Exp to 25: 325 million&lt;br /&gt;
* Weapons: Blunt, Dagger, Staff, Sword&lt;br /&gt;
* Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet, Shield&lt;br /&gt;
* Skills: Dual Wield, Rage&lt;br /&gt;
&lt;br /&gt;
Barbarians can enter rage after two successful hits against a target, which grants them more damage per hit at the cost of losing some accuracy with each successful attack while in rage; rage status is reset on a miss or when moving. Barbarians start as Fighters until level 8, and then become Berserkers at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
* Exp to 25: 330 million&lt;br /&gt;
* Weapons: Blunt, Dagger, Instrument, Staff, Sword&lt;br /&gt;
* Armors: Cloth, Light, Medium, Light Helmet&lt;br /&gt;
* Skills: Cure, Shell, Songs&lt;br /&gt;
&lt;br /&gt;
Bards are the performers of the land, using their songs and spells to aid themselves and their allies in battle; you need an instrument to play a song. Bards start as Rogues until level 8, and become Minstrels at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* Exp to 25: 300 million&lt;br /&gt;
* Weapons: Blunt, Staff&lt;br /&gt;
* Armors: Cloth, Light, Medium, Heavy, Light Helmet, Heavy Helmet, Shield&lt;br /&gt;
* Skills: Aid, Bless, Cure, Heal, Ray, Remedy, Smite, Soulbind&lt;br /&gt;
&lt;br /&gt;
Clerics use their connections to their gods to cast powerful healing spells, keeping both themselves and their allies alive with the power of their faith. Clerics start as Healers at level 8, and become Priests at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
* Exp to 25: 350 million&lt;br /&gt;
* Weapons: Blunt, Staff&lt;br /&gt;
* Armors: Cloth, Light, Medium&lt;br /&gt;
* Skills: Cure, Faeriefire, Haste, Morph, Nourish, Ray, Remedy&lt;br /&gt;
&lt;br /&gt;
Druids make use of their powerful connection to nature not only to heal their allies, but to change their shape and deal devastating damage. Druids begin as Healers until level 8, and become Elder Druids at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Knight ===&lt;br /&gt;
* Exp to 25: 300 million&lt;br /&gt;
* Weapons: Blunt, Dagger, Staff, Sword&lt;br /&gt;
* Armors: Cloth, Light, Medium, Heavy, Light Helmet, Heavy Helmet, Shield&lt;br /&gt;
* Skills: Taunt&lt;br /&gt;
&lt;br /&gt;
Knights use their heavy armor and abilities to provide a distraction for their allies, able to shrug off hits that would cripple some others. Knights begin as Fighters until level 8, and become Cavaliers at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
* Exp to 25: 375 million&lt;br /&gt;
* Weapons: Staff&lt;br /&gt;
* Armors: Cloth, Light&lt;br /&gt;
* Skills: Dual Wield, Roundhouse Kick&lt;br /&gt;
&lt;br /&gt;
Monks wear very little in the way of armor, but are light on their feet and fast enough to throw in an extra attack when using a second weapon; they also deliver a devastating roundhouse kick after every two successful hits in a row, dealing twice the normal damage. Monks begin as Fighters until level 8, and become Ninjas at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Necromancer ===&lt;br /&gt;
* Exp to 25: 400 million&lt;br /&gt;
* Weapons: Dagger, Staff&lt;br /&gt;
* Armors: Cloth, Light Helmet&lt;br /&gt;
* Skills: Beam, Blind, Leech, Rot, Stoneskin, Undead&lt;br /&gt;
&lt;br /&gt;
Necromancers are powerful mages who use their connection to death to drain health from their foes, and even drain their own health to heal an undead minion. Necromancers begin as Mages until level 8, and become Death Mages at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
* Exp to 25: 325 million&lt;br /&gt;
* Weapons: Blunt, Dagger, Staff, Sword&lt;br /&gt;
* Armors: Cloth, Light, Medium, Heavy, Light Helmet, Heavy Helmet, Shield&lt;br /&gt;
* Skills: Cure, Heal, Protect, Remedy, Sight, Smite&lt;br /&gt;
&lt;br /&gt;
Paladins are strong in their faith, turning their devotion to their gods outward into the need to shield their allies from all harm, taking damage in their place. Paladins begin as Fighters until level 8, and become Guardians at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
* Exp to 25: 325 million&lt;br /&gt;
* Weapons: Blunt, Bow, Dagger, Staff, Sword&lt;br /&gt;
* Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet&lt;br /&gt;
* Skills: Pets, Track&lt;br /&gt;
&lt;br /&gt;
Rangers excel at finding those lost in the woods, using their pets and their natural skill to fight those who wish to upset the balance of nature. Rangers begin as Fighters until level 8, and become Stalkers at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
* Exp to 25: 375 million&lt;br /&gt;
* Weapons: Staff&lt;br /&gt;
* Armors: Cloth, Light Helmet&lt;br /&gt;
* Skills: Beam, Blast, Enchant, Golem, Power, Sap, Stoneskin&lt;br /&gt;
&lt;br /&gt;
Sorcerers are wielders of the arcane arts, and can use them to devastating effect, damaging opponents and strengthening themselves and their allies. Sorcerers begin as Mages until level 8, and become Enchanters at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Thief ===&lt;br /&gt;
* Exp to 25: 300 million&lt;br /&gt;
* Weapons: Dagger&lt;br /&gt;
* Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet, Shield&lt;br /&gt;
* Skills: Autosneak, Backstab, Hide, Steal&lt;br /&gt;
&lt;br /&gt;
Thieves are sneaky, and make a habit of relieving things of the coins in their pockets; when wielding a dagger, thieves can also backstab by attacking when hidden, dealing three times their usual damage. Thieves begin as rogues until level 8, then become Brigands at level 25.&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=New_Player_Guide&amp;diff=142</id>
		<title>New Player Guide</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=New_Player_Guide&amp;diff=142"/>
				<updated>2016-11-09T19:09:38Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: Created page with &amp;quot;As a new player on Ember Online, we imagine you may have a number of questions to help you decide how you want to dive into the game. The goal of this page is to give you the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a new player on Ember Online, we imagine you may have a number of questions to help you decide how you want to dive into the game. The goal of this page is to give you the information you may need to get you into the game, and to tell you how you can find any other information you might need to influence the decisions you make in game.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Ember Online is very much in active development, meaning things are often being added to, updated, and indeed, may occasionally break. Our staff are quick about fixing reported bugs, but we do rely on people to report them as they’re found, which you can do through the forums, the link to which can be found on the website you downloaded the game client from.&lt;br /&gt;
&lt;br /&gt;
The game is set in the kingdom of Alderra on the continent of Ciruin. While much of Alderra is forested, with cities and roads settled in clearings either natural or man-made, much of southern Alderra has been cleared by loggers, and has become a vast and unforgiving wasteland. To the northeast is a large, impressive mountain range, which separates Alderra from its violent, war-loving neighbor, Omaclara.&lt;br /&gt;
&lt;br /&gt;
When beginning in the game, players may pick from one of twelve races, twelve classes, and may follow one of five deities. Each of these choices will have an impact upon your character’s performance, and while there is no “best” combination, each choice should be carefully considered, as these cannot be changed without starting a new character from scratch. While playing the game, you may come to realize some players aren’t quite so friendly as others, and they may lead you astray, or even attempt to kill you. Let’s hope you know how to run…&lt;br /&gt;
&lt;br /&gt;
== The Races of Ciruin ==&lt;br /&gt;
There are twelve races available to pick during character creation, each with their own strengths, weaknesses, and special abilities. Your chosen race may also determine which class you wish to choose, as classes have specific stat requirements that not every race will be able to meet.&lt;br /&gt;
&lt;br /&gt;
* ''Dark Elves'' are stronger than their surface dwelling cousins, but aren’t quite as intelligent, wise, or agile, or as resistant to magic. They have the added benefit of being able to see in dark rooms.&lt;br /&gt;
&lt;br /&gt;
* ''Drakebloods'' are strong, agile, and sturdy, but not very intelligent or wise, and have no resistance to magic. They can also see in the dark, and have a natural bonus to their armor.&lt;br /&gt;
&lt;br /&gt;
* ''Dwarves'' are strong, sturdy, and wise, with moderate magic resistance and passive spell negation. They have slightly increased health regeneration, can see in the dark, and a small natural bonus to armor.&lt;br /&gt;
&lt;br /&gt;
* ''Elementals'' are intelligent, sturdy, and wise, with a natural ability to absorb hostile magic and impressive resistance to magic.&lt;br /&gt;
&lt;br /&gt;
* ''Elves'' are intelligent, agile, wise, and beautiful, with higher resistance to magic than their underground cousins.&lt;br /&gt;
&lt;br /&gt;
* ''Gnomes'' are intelligent, agile, and wise, with the highest resistance to magic of all the options, but with the smallest health pool.&lt;br /&gt;
&lt;br /&gt;
* ''Goblins'' are strong, agile, and sturdy, but lack in resistance to magic. They can see in the dark, and recover from poisons faster than other races.&lt;br /&gt;
&lt;br /&gt;
* ''Half-Elves'' are stronger and sturdier than full elves, and more agile than humans, at the cost of some of their elven resistance to magic.&lt;br /&gt;
&lt;br /&gt;
* ''Halflings'' are intelligent and incredibly agile, though not very sturdy, with moderate resistance to magic.&lt;br /&gt;
&lt;br /&gt;
* ''Half-Orcs'' are incredibly strong and sturdy, but aren’t very intelligent, agile, or wise. They have minimal resistance to magic, but recover health three times as fast as most other races, and have reduced cooldown times.&lt;br /&gt;
&lt;br /&gt;
* ''Humans'' don’t excel at in any aspect, but are also not lacking in any aspect either, with a moderate resistance to magic backing them up.&lt;br /&gt;
&lt;br /&gt;
* ''Saurians'' are strong and agile, but not intelligent or wise, with minimal resistance to magic and a natural bonus to their armor.&lt;br /&gt;
&lt;br /&gt;
== Playable Classes ==&lt;br /&gt;
There are twelve classes players can choose from, which, like races, all have their own strengths and weaknesses that would need to be overcome. They also have their own experience requirements to reach the maximum, as well as different skill sets that will help in however you choose to play them. While it’s possible to look at classes as the standard RPG roles of DPS, heals, and tank, the classes are very versatile, and can be built differently to fit different roles. The information here is just a brief overview of what each class can do; for more in depth information, please see the linked page on the wiki for that class.&lt;br /&gt;
&lt;br /&gt;
=== Assassin ===&lt;br /&gt;
* Exp to 25: 400 million&lt;br /&gt;
* Weapons: Dagger, Sword&lt;br /&gt;
* Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet, Shield&lt;br /&gt;
* Skills: Autosneak, Backstab, Dual Wield, Hide, Track&lt;br /&gt;
&lt;br /&gt;
Assassins can backstab by attacking with a dagger while hidden, dealing four times their regular damage. Assassins begin as Rogues until level 8, and then become Slayers at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
* Exp to 25: 325 million&lt;br /&gt;
* Weapons: Blunt, Dagger, Staff, Sword&lt;br /&gt;
* Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet, Shield&lt;br /&gt;
* Skills: Dual Wield, Rage&lt;br /&gt;
&lt;br /&gt;
Barbarians can enter rage after two successful hits against a target, which grants them more damage per hit at the cost of losing some accuracy with each successful attack while in rage; rage status is reset on a miss or when moving. Barbarians start as Fighters until level 8, and then become Berserkers at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
* Exp to 25: 330 million&lt;br /&gt;
* Weapons: Blunt, Dagger, Instrument, Staff, Sword&lt;br /&gt;
* Armors: Cloth, Light, Medium, Light Helmet&lt;br /&gt;
* Skills: Cure, Shell, Songs&lt;br /&gt;
&lt;br /&gt;
Bards are the performers of the land, using their songs and spells to aid themselves and their allies in battle; you need an instrument to play a song. Bards start as Rogues until level 8, and become Minstrels at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* Exp to 25: 300 million&lt;br /&gt;
* Weapons: Blunt, Staff&lt;br /&gt;
* Armors: Cloth, Light, Medium, Heavy, Light Helmet, Heavy Helmet, Shield&lt;br /&gt;
* Skills: Aid, Bless, Cure, Heal, Ray, Remedy, Souldbind&lt;br /&gt;
&lt;br /&gt;
Clerics use their connections to their gods to cast powerful healing spells, keeping both themselves and their allies alive with the power of their faith. Clerics start as Healers at level 8, and become Priests at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
* Exp to 25: 350 million&lt;br /&gt;
* Weapons: Blunt, Staff&lt;br /&gt;
* Armors: Cloth, Light, Medium&lt;br /&gt;
* Skills: Cure, Faeriefire, Haste, Morph, Nourish, Ray, Remedy&lt;br /&gt;
&lt;br /&gt;
Druids make use of their powerful connection to nature not only to heal their allies, but to change their shape and deal devastating damage. Druids begin as Healers until level 8, and become Elder Druids at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Knight ===&lt;br /&gt;
* Exp to 25: 300 million&lt;br /&gt;
* Weapons: Blunt, Dagger, Staff, Sword&lt;br /&gt;
* Armors: Cloth, Light, Medium, Heavy, Light Helmet, Heavy Helmet, Shield&lt;br /&gt;
* Skills: Taunt&lt;br /&gt;
&lt;br /&gt;
Knights use their heavy armor and abilities to provide a distraction for their allies, able to shrug off hits that would cripple some others. Knights begin as Fighters until level 8, and become Cavaliers at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
* Exp to 25: 375 million&lt;br /&gt;
* Weapons: Staff&lt;br /&gt;
* Armors: Cloth, Light&lt;br /&gt;
* Skills: Dual Wield, Roundhouse Kick&lt;br /&gt;
&lt;br /&gt;
Monks wear very little in the way of armor, but are light on their feet and fast enough to throw in an extra attack when using a second weapon; they also deliver a devastating roundhouse kick after every two successful hits in a row, dealing twice the normal damage. Monks begin as Fighters until level 8, and become Ninjas at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Necromancer ===&lt;br /&gt;
* Exp to 25: 400 million&lt;br /&gt;
* Weapons: Dagger, Staff&lt;br /&gt;
* Armors: Cloth, Light Helmet&lt;br /&gt;
* Skills: Beam, Blind, Leech, Rot, Stoneskin, Undead&lt;br /&gt;
&lt;br /&gt;
Necromancers are powerful mages who use their connection to death to drain health from their foes, and even drain their own health to heal an undead minion. Necromancers begin as Mages until level 8, and become Death Mages at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
* Exp to 25: 325 million&lt;br /&gt;
* Weapons: Blunt, Dagger, Staff, Sword&lt;br /&gt;
* Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet, Shield&lt;br /&gt;
* Skills: Cure, Heal, Protect, Remedy, Sight&lt;br /&gt;
&lt;br /&gt;
Paladins are strong in their faith, turning their devotion to their gods outward into the need to shield their allies from all harm, taking damage in their place. Paladins begin as Fighters until level 8, and become Guardians at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
* Exp to 25: 325 million&lt;br /&gt;
* Weapons: Blunt, Bow, Dagger, Staff, Sword&lt;br /&gt;
* Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet&lt;br /&gt;
* Skills: Pets, Track&lt;br /&gt;
&lt;br /&gt;
Rangers excel at finding those lost in the woods, using their pets and their natural skill to fight those who wish to upset the balance of nature. Rangers begin as Fighters until level 8, and become Stalkers at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
* Exp to 25: 375 million&lt;br /&gt;
* Weapons: Staff&lt;br /&gt;
* Armors: Cloth, Light Helmet&lt;br /&gt;
* Skills: Beam, Blast, Enchant, Golem, Power, Sap, Stoneskin&lt;br /&gt;
&lt;br /&gt;
Sorcerers are wielders of the arcane arts, and can use them to devastating effect, damaging opponents and strengthening themselves and their allies. Sorcerers begin as Mages until level 8, and become Enchanters at level 25.&lt;br /&gt;
&lt;br /&gt;
=== Thief ===&lt;br /&gt;
* Exp to 25: 300 million&lt;br /&gt;
* Weapons: Dagger&lt;br /&gt;
* Armors: Cloth, Light, Medium, Light Helmet, Heavy Helmet, Shield&lt;br /&gt;
* Skills: Autosneak, Backstab, Hide, Steal&lt;br /&gt;
&lt;br /&gt;
Thieves are sneaky, and make a habit of relieving things of the coins in their pockets; when wielding a dagger, thieves can also backstab by attacking when hidden, dealing three times their usual damage. Thieves begin as rogues until level 8, then become Brigands at level 25.&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=Lore:Creation_Myth&amp;diff=40</id>
		<title>Lore:Creation Myth</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=Lore:Creation_Myth&amp;diff=40"/>
				<updated>2016-05-31T12:33:53Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: /* The Creation of Ciruin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains in-character information. Whether your character knows any or all of this information depends on whether or not they pay attention to religious studies.&lt;br /&gt;
&lt;br /&gt;
== The Creation of Ciruin ==&lt;br /&gt;
Most hear the word “apocalypse”, and they think of the nothingness that follows – everything they’d known before gone in less than the span of a heartbeat. But for the people of a place long gone, their apocalypse came first in a slow trickle, only to become a flood faster than anything could be done to stop it. The people of the old world fought amongst themselves, divided by such fickle traits as their birthplace and the crown they bent their knee to, and all the while, the gods they paid their lip service to – mere mortals who had taken up the mantle of divinity – watched, not only content, but even amused as their creations destroyed themselves.&lt;br /&gt;
&lt;br /&gt;
From the shadows of their divine plane, lesser divines not yet entrusted their own world watched in horror as the old world fell to murder and corruption, and they hatched a plan to stop their betters from destroying not only the world they should be protecting, but also any that may get in the way. The eldest of these lesser gods, following the advice of a being that refused to identify itself, took a single, still burning ember from a forge long destroyed by the people, and from that single shard of the old world, the gods forged a new land in the place they had been directed, the force of the magic required barring the previous divines from interfering in their creation.&lt;br /&gt;
&lt;br /&gt;
This new land, called Ciruin, was populated by those of the old world who had grown weary of the war, and those gifted with salvation by the gods flourished where before they wished for nothing but a quick death in battle, as opposed to the slow death caused by disease, famine, or infection. But people, being as they are, could not be satisfied with a world where there was no conflict, and the gods were powerless to stop the survivors as they, too, fell to war amongst themselves. The survivors fought until they had brought themselves nearly to the brink of extinction, until a single mage, along with their army, sent word to the other factions that a tourney would be held, and the people were to unite under the winner’s banner.&lt;br /&gt;
&lt;br /&gt;
This mage was called Alderra, and while the other factions sent their strongest warriors to fight in their leaders’ stead, Alderra fought in her own name, and her power proved the better. Alderra, however, was mortally wounded in the tourney, and appointed her second in command as the leader of the kingdom the united factions would build before she, too, succumbed to her wounds. The faction leaders kept their word, and so the kingdom was built, given the name of Alderra in memory of the mage who lead them to peace.&lt;br /&gt;
&lt;br /&gt;
The peace would last for only a decade before being shattered in a particularly brutal fashion by a seemingly endless army of enraged specters, attacking and killing indiscriminately until, just as suddenly as they appeared, they vanished, only to appear again only months later. The kingdom’s priests implored the gods to save them, and the gods blessed the weapons of the soldiers, allowing them to fight back against these spectral attackers, eventually driving them out of the kingdom entirely. These spectres took their toll on the kingdom, however, and they would prove that they weren’t gone for good, forcing the kingdom of Alderra to remain on its toes.&lt;br /&gt;
&lt;br /&gt;
One hundred and twenty five years after its creation, the story of how the gods made Ciruin from a shard of the old world has passed into myth, the kingdom is uneasily awaiting another attack from the mysterious spectres, and the gods have become quite pleased with their creations. The fate of Ciruin, now in the hands of its people rather than its gods, is yet to be decided.&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=Lore:Creation_Myth&amp;diff=36</id>
		<title>Lore:Creation Myth</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=Lore:Creation_Myth&amp;diff=36"/>
				<updated>2016-05-30T16:09:59Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains in-character information. Whether your character knows any or all of this information depends on whether or not they pay attention to religious studies.&lt;br /&gt;
&lt;br /&gt;
== The Creation of Ciruin ==&lt;br /&gt;
Most hear the word “apocalypse”, and they think of the nothingness that follows – everything they’d known before gone in less than the span of a heartbeat. But for the people of a place long gone, their apocalypse came first in a slow trickle, only to become a flood faster than anything could be done to stop it. The people of the old world fought amongst themselves, divided by such fickle traits as their birthplace and the crown they bent their knee to, and all the while, the gods they paid their lip service to – mere mortals who had taken up the mantle of divinity – watched, not only content, but even amused as their creations destroyed themselves.&lt;br /&gt;
&lt;br /&gt;
From the shadows of their divine plane, lesser divines not yet entrusted their own world watched in horror as the old world fell to murder and corruption, and they hatched a plan to stop their betters from destroying not only the world they should be protecting, but also any that may get in the way. The eldest of these lesser gods, following the advice of a being that refused to identify itself, took a single, still burning ember from a forge long destroyed by the people, and from that single shard of the old world, the gods forged a new land in the place they had been directed, the force of the magic required barring the previous divines from interfering in their creation.&lt;br /&gt;
&lt;br /&gt;
This new land, called Ciruin, was populated by those of the old world who had grown weary of the war, and those gifted with salvation by the gods flourished where before they wished for nothing but a quick death in battle, as opposed to the slow death caused by disease, famine, or infection. But people, being as they are, could not be satisfied with a world where there was no conflict, and the gods were powerless to stop the survivors as they, too, fell to war amongst themselves. The survivors fought until they had brought themselves nearly to the brink of extinction, until a single mage, along with their army, sent word to the other factions that a tourney would be held, and the people were to unite under the winner’s banner.&lt;br /&gt;
&lt;br /&gt;
This mage was called Alderra, and while the other factions sent their strongest warriors to fight in their leaders’ stead, Alderra fought in her own name, and her power proved the better. Alderra, however, was mortally wounded in the tourney, and appointed her second in command as the leader of the kingdom the united factions would build before she, too, succumbed to her wounds. The faction leaders kept their word, and so the kingdom was build, given the name of Alderra in memory of the mage who lead them to peace.&lt;br /&gt;
&lt;br /&gt;
The peace would last for only a decade before being shattered in a particularly brutal fashion by a seemingly endless army of enraged specters, attacking and killing indiscriminately until, just as suddenly as they appeared, they vanished, only to appear again only months later. The kingdom’s priests implored the gods to save them, and the gods blessed the weapons of the soldiers, allowing them to fight back against these spectral attackers, eventually driving them out of the kingdom entirely. These spectres took their toll on the kingdom, however, and they would prove that they weren’t gone for good, forcing the kingdom of Alderra to remain on its toes.&lt;br /&gt;
&lt;br /&gt;
One hundred and twenty five years after its creation, the story of how the gods made Ciruin from a shard of the old world has passed into myth, the kingdom is uneasily awaiting another attack from the mysterious spectres, and the gods have become quite pleased with their creations. The fate of Ciruin, now in the hands of its people rather than its gods, is yet to be decided.&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=Lore:Creation_Myth&amp;diff=35</id>
		<title>Lore:Creation Myth</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=Lore:Creation_Myth&amp;diff=35"/>
				<updated>2016-05-30T16:04:14Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: Created page with &amp;quot;This page contains in-character information. Whether your character knows any or all of this information depends on whether or not they pay attention to religious studies.  ==...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains in-character information. Whether your character knows any or all of this information depends on whether or not they pay attention to religious studies.&lt;br /&gt;
&lt;br /&gt;
== The Creation of Ciruin ==&lt;br /&gt;
Most hear the word “apocalypse”, and they think of the nothingness that follows – everything they’d known before gone in less than the span of a heartbeat. But for the people of a place long gone, their apocalypse came first in a slow trickle, only to become a flood faster than anything could be done to stop it. The people of the old world fought amongst themselves, divided by such fickle traits as their birthplace and the crown they bent their knee to, and all the while, the gods they paid their lip service to – mere mortals who had taken up the mantle of divinity – watched, not only content, but even amused as their creations destroyed themselves.&lt;br /&gt;
&lt;br /&gt;
From the shadows of their divine plane, lesser divines not yet entrusted their own world watched in horror as the old world fell to murder and corruption, and they hatched a plan to stop their betters from destroying not only the world they should be protecting, but also any that may get in the way. The eldest of these lesser gods, following the advice of a being that refused to identify itself, took a single, still burning ember from a forge long destroyed by the people, and from that single shard of the old world, the gods forged a new land in the place they had been directed, the force of the magic required barring the previous divines from interfering in their creation.&lt;br /&gt;
&lt;br /&gt;
This new land, called Ciruin, was populated by those of the old world who had grown weary of the war, and those gifted with salvation by the gods flourished where before they wished for nothing but a quick death in battle, as opposed to the slow death caused by disease, famine, or infection. But people, being as they are, could not be satisfied with a world where there was no conflict, and the gods were powerless to stop the survivors as they, too, fell to war amongst themselves. The survivors fought until they had brought themselves nearly to the brink of extinction, until a single mage, along with their army, sent word to the other factions that a tourney would be held, and the people were to unite under the winner’s banner.&lt;br /&gt;
&lt;br /&gt;
This mage was called Alderra, and while the other factions sent their strongest warriors to fight in their leaders’ stead, Alderra fought in her own name, and her power proved the better. Alderra, however, was mortally wounded in the tourney, and appointed her second in command as the leader of the kingdom the united factions would build before she, too, succumbed to her wounds. The faction leaders kept their word, and so the kingdom was build, given the name of Alderra in memory of the mage who lead them to peace.&lt;br /&gt;
&lt;br /&gt;
The peace would last for only a decade before being shattered in a particularly brutal fashion by a seemingly endless army of enraged specters, attacking and killing indiscriminately until, just as suddenly as they appeared, they vanished, only to appear again only months later. The kingdom’s priests implored the gods to save them, and the gods blessed the weapons of the soldiers, allowing them to fight back against these spectral attackers, eventually driving them out of the kingdom entirely. These spectres took their toll on the kingdom, however, and they would prove that they weren’t gone for good, forcing the kingdom of Alderra to remain on its toes.&lt;br /&gt;
&lt;br /&gt;
One hundred and twenty five years after its creation, the story of how the gods made Ciruin from a shard of the old world has passed into myth, the kingdom is uneasily awaiting another attack from the mysterious spectres, and the gods have become quite pleased with their creations. The fate of Ciruin, now in the hands of its people rather than its gods, is yet to be decided.&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=Lore:Vaendac&amp;diff=25</id>
		<title>Lore:Vaendac</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=Lore:Vaendac&amp;diff=25"/>
				<updated>2016-05-22T19:31:06Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The smell of rot is everywhere. It sits, thick and sweet, at the back of the throat, choking more effectively than any hand ever could. The air is wet, hot, and thick with dust, decay, even mold; and underneath it all, faint but unmistakeable once noticed, lightning charges the air, all mingling together until the atmosphere itself even seems to twitch.&lt;br /&gt;
&lt;br /&gt;
The smell is gone. Thunder cracks, and all at once, the air is cleared, though the idea seems to linger like an unpleasant fog. A woman stands where before, there had been nothing, her golden hair flowing like a river down her back, golden eyes and lovely, dark-skinned face seeming almost heartbroken. Her formal gown and matching cloak are the color of storm clouds, seeming to billow even though the air is oppressively still. But a change of the light comes with another change, the lovely maiden replaced by a rotten hag, gaping holes left in her skin exposing a grinning skull even through the saddened pout. Her clothing, too, has changed, from beautiful formal attire to mildewed burial gown, torn and rotted away in places. The rasping sounds of a dying breath speak a name against your cheek: '''Vaendac…'''&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=Lore:Orasic&amp;diff=24</id>
		<title>Lore:Orasic</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=Lore:Orasic&amp;diff=24"/>
				<updated>2016-05-22T19:31:02Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The waves lap carefully against the shore line, carrying the pinkish, seashell sand out to sea in their currents. Ocean spray rises from the more turbulent waves, bringing with it the smell of salt, of water, and a general feeling of peace as fish splash, whales breach, and crabs scuttle across the rocks. The occasional seagull squawks in the sky, dipping here and there to catch fish or crabs in their beaks.&lt;br /&gt;
&lt;br /&gt;
The ocean goes still, as do all of the animals that call it home. A woman stands with the ocean gently lapping around her calves, her black hair flowing around her light brown skin as if submerged in the sea, and her eyes the crystal clear blue of the sea, soft and twinkling in bright midday sunlight. Her clothing is simple, made of shark skin, and leaves much of her skin bare, while ocean mist seems to have draped itself around her form like a cloak, a simple seashell necklace seeming to hold it together. The gentle sea waves leave a word upon your skin: '''Orasic…'''&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=Lore:Javn&amp;diff=23</id>
		<title>Lore:Javn</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=Lore:Javn&amp;diff=23"/>
				<updated>2016-05-22T19:30:56Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The air screams with life. Bugs buzzing, birds chirping, animals of all sizes running around. The air smells of dirt, of applewood trees, of flowers and somehow, of sunshine, the scents pleasing to the senses and laying heavy on the tongue. Sunshine warms the skin enough to be comforting, almost enough to lull a person to sleep in the woodlands. Through it all, a gentle breeze blows rustles through the leaves, causing some to fall from their trees.&lt;br /&gt;
&lt;br /&gt;
The air goes still. The leaves that had been falling stop, and in their midst stands a man, short and slightly plump, dusted here and there with dirt with a smile upon his sun-touched skin. His hair is the color of healthy mahogany bark, his eyes the color of fresh spring grass, his armor made of living wood, grass, and his cloak formed of the leaves that had fallen from the trees. He stands in a ray of sunshine, flowers and spring grasses blooming at his feet. The sounds of the forest speak a name to you: '''Javn…'''&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=Lore:Dunsel&amp;diff=22</id>
		<title>Lore:Dunsel</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=Lore:Dunsel&amp;diff=22"/>
				<updated>2016-05-22T19:30:53Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The darkness is suffocating. It clings to the mouth, the nose, even skin covered by clothing, wrapped tight as if in a hug, cold chilling to the bone. Breath forms a mist in the air, a puff that rises into the air, only to dissolve into nothingness in the dark. Somewhere in the dark, a scratching sound echoes as if there are walls to rebound it, the echoes getting closer. Were the walls closing in? The sounds again, and from the other direction, a rumbling growl that echoes even further, getting louder instead of fading away into nothing. The walls move in closer, the scratching and growls grow louder.&lt;br /&gt;
&lt;br /&gt;
Silence. The darkness fades, but even so, a shadow remains, standing perfectly still, breath still misting before its face. Beneath the shadows is a man, shadows draped over his form like a cloak, the infinite darkness dotted here and there with what appear to be stars and pinned together with a small, faintly glowing moon, currently full. The light casts his face into frightening relief, the image added to by his eyes, an almost pleasant periwinkle ringed by a striking blue, staring out from a fringe of shaggy hair the color of an overcast midnight. Under the cloak, the man is willowy, nearly skeletal, his skin pale as death, energy as black as shadows crackling here and there around his hands where they stick out from the cloak. Bony fingers seem to trace a word across your skin: '''Dunsel…'''&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=Lore:Aerotes&amp;diff=21</id>
		<title>Lore:Aerotes</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=Lore:Aerotes&amp;diff=21"/>
				<updated>2016-05-22T19:30:49Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The fire crackled. It was a small fire, only a little larger than a cozy little campfire, but despite the crackling, there was nothing fueling it. It burned on its own, a tiny source of light, heat, even comfort in an otherwise empty void. The smoke wafting from the flames smelled of the heat of battle, sweat and steel and blood, and just underneath it all, the faint scents of honey wine and hickory smoke. With each soothing flicker, the flame seemed to grow, then recede, each growth outmatching its recession until the flame was a wild fire. The scents of honey and hickory smoke were gone.&lt;br /&gt;
&lt;br /&gt;
The fire was gone. In its place stood a woman, taller and more powerfully built even than some men, with hair the color of charcoal, pulled into a tight knot at the back of her head, and eyes the color of burning coals. Her armor is simple, made of tempered steel plate hammered by hand, covering from neck to foot with mail and leather showing at the joints. A large flamberge hangs from her back by intricately designed leather straps. The cloak hanging from her shoulders glows, similar to the fire that had announced her arrival, even flickering and crackling the same way, leaving the woman backlit in a way that made her stature seem even more intimidating, the glowing flame of her eyes leering almost angrily from the shadows of her dark-skinned face. She stands, regal, intimidating, while the sound of a crackling fire whispers in your ear: '''Aerotes…'''&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=Category:Lore&amp;diff=20</id>
		<title>Category:Lore</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=Category:Lore&amp;diff=20"/>
				<updated>2016-05-22T19:26:18Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: Created page with &amp;quot; == Gods == * Lore:Aerotes| * Lore:Dunsel| * Lore:Javn| * Lore:Orasic| *  Lore:Vaendac|&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Gods ==&lt;br /&gt;
* [[Lore:Aerotes|Aerotes]]&lt;br /&gt;
* [[Lore:Dunsel|Dunsel]]&lt;br /&gt;
* [[Lore:Javn|Javn]]&lt;br /&gt;
* [[Lore:Orasic|Orasic]]&lt;br /&gt;
*  [[Lore:Vaendac|Vaendac]]&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=Lore:Orasic&amp;diff=19</id>
		<title>Lore:Orasic</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=Lore:Orasic&amp;diff=19"/>
				<updated>2016-05-22T19:08:46Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: Created page with &amp;quot;The waves lap carefully against the shore line, carrying the pinkish, seashell sand out to sea in their currents. Ocean spray rises from the more turbulent waves, bringing wit...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The waves lap carefully against the shore line, carrying the pinkish, seashell sand out to sea in their currents. Ocean spray rises from the more turbulent waves, bringing with it the smell of salt, of water, and a general feeling of peace as fish splash, whales breach, and crabs scuttle across the rocks. The occasional seagull squawks in the sky, dipping here and there to catch fish or crabs in their beaks.&lt;br /&gt;
&lt;br /&gt;
The ocean goes still, as do all of the animals that call it home. A woman stands with the ocean gently lapping around her calves, her black hair flowing around her light brown skin as if submerged in the sea, and her eyes the crystal clear blue of the sea, soft and twinkling in bright midday sunlight. Her clothing is simple, made of shark skin, and leaves much of her skin bare, while ocean mist seems to have draped itself around her form like a cloak, a simple seashell necklace seeming to hold it together. The gentle sea waves leave a word upon your skin: '''Orasic…'''&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=Lore:Vaendac&amp;diff=18</id>
		<title>Lore:Vaendac</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=Lore:Vaendac&amp;diff=18"/>
				<updated>2016-05-22T19:07:37Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: Created page with &amp;quot;The smell of rot is everywhere. It sits, thick and sweet, at the back of the throat, choking more effectively than any hand ever could. The air is wet, hot, and thick with dus...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The smell of rot is everywhere. It sits, thick and sweet, at the back of the throat, choking more effectively than any hand ever could. The air is wet, hot, and thick with dust, decay, even mold; and underneath it all, faint but unmistakeable once noticed, lightning charges the air, all mingling together until the atmosphere itself even seems to twitch.&lt;br /&gt;
&lt;br /&gt;
The smell is gone. Thunder cracks, and all at once, the air is cleared, though the idea seems to linger like an unpleasant fog. A woman stands where before, there had been nothing, her golden hair flowing like a river down her back, golden eyes and lovely, dark-skinned face seeming almost heartbroken. Her formal gown and matching cloak are the color of storm clouds, seeming to billow even though the air is oppressively still. But a change of the light comes with another change, the lovely maiden replaced by a rotten hag, gaping holes left in her skin exposing a grinning skull even through the saddened pout. Her clothing, too, has changed, from beautiful formal attire to mildewed burial gown, torn and rotted away in places. The rasping sounds of a dying breath speak a name against your cheek: '''Vaendac…'''&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=Lore:Javn&amp;diff=17</id>
		<title>Lore:Javn</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=Lore:Javn&amp;diff=17"/>
				<updated>2016-05-22T19:04:42Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: Created page with &amp;quot;The air screams with life. Bugs buzzing, birds chirping, animals of all sizes running around. The air smells of dirt, of applewood trees, of flowers and somehow, of sunshine,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The air screams with life. Bugs buzzing, birds chirping, animals of all sizes running around. The air smells of dirt, of applewood trees, of flowers and somehow, of sunshine, the scents pleasing to the senses and laying heavy on the tongue. Sunshine warms the skin enough to be comforting, almost enough to lull a person to sleep in the woodlands. Through it all, a gentle breeze blows rustles through the leaves, causing some to fall from their trees.&lt;br /&gt;
&lt;br /&gt;
The air goes still. The leaves that had been falling stop, and in their midst stands a man, short and slightly plump, dusted here and there with dirt with a smile upon his sun-touched skin. His hair is the color of healthy mahogany bark, his eyes the color of fresh spring grass, his armor made of living wood, grass, and his cloak formed of the leaves that had fallen from the trees. He stands in a ray of sunshine, flowers and spring grasses blooming at his feet. The sounds of the forest speak a name to you: '''Javn…'''&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=Lore:Dunsel&amp;diff=16</id>
		<title>Lore:Dunsel</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=Lore:Dunsel&amp;diff=16"/>
				<updated>2016-05-22T19:01:57Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: Created page with &amp;quot;The darkness is suffocating. It clings to the mouth, the nose, even skin covered by clothing, wrapped tight as if in a hug, cold chilling to the bone. Breath forms a mist in t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The darkness is suffocating. It clings to the mouth, the nose, even skin covered by clothing, wrapped tight as if in a hug, cold chilling to the bone. Breath forms a mist in the air, a puff that rises into the air, only to dissolve into nothingness in the dark. Somewhere in the dark, a scratching sound echoes as if there are walls to rebound it, the echoes getting closer. Were the walls closing in? The sounds again, and from the other direction, a rumbling growl that echoes even further, getting louder instead of fading away into nothing. The walls move in closer, the scratching and growls grow louder.&lt;br /&gt;
&lt;br /&gt;
Silence. The darkness fades, but even so, a shadow remains, standing perfectly still, breath still misting before its face. Beneath the shadows is a man, shadows draped over his form like a cloak, the infinite darkness dotted here and there with what appear to be stars and pinned together with a small, faintly glowing moon, currently full. The light casts his face into frightening relief, the image added to by his eyes, an almost pleasant periwinkle ringed by a striking blue, staring out from a fringe of shaggy hair the color of an overcast midnight. Under the cloak, the man is willowy, nearly skeletal, his skin pale as death, energy as black as shadows crackling here and there around his hands where they stick out from the cloak. Bony fingers seem to trace a word across your skin: '''Dunsel…'''&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

	<entry>
		<id>https://ember-online.com/wiki/index.php?title=Lore:Aerotes&amp;diff=15</id>
		<title>Lore:Aerotes</title>
		<link rel="alternate" type="text/html" href="https://ember-online.com/wiki/index.php?title=Lore:Aerotes&amp;diff=15"/>
				<updated>2016-05-22T19:01:06Z</updated>
		
		<summary type="html">&lt;p&gt;Satsujin: Created page with &amp;quot;The fire crackled. It was a small fire, only a little larger than a cozy little campfire, but despite the crackling, there was nothing fueling it. It burned on its own, a tiny...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The fire crackled. It was a small fire, only a little larger than a cozy little campfire, but despite the crackling, there was nothing fueling it. It burned on its own, a tiny source of light, heat, even comfort in an otherwise empty void. The smoke wafting from the flames smelled of the heat of battle, sweat and steel and blood, and just underneath it all, the faint scents of honey wine and hickory smoke. With each soothing flicker, the flame seemed to grow, then recede, each growth outmatching its recession until the flame was a wild fire. The scents of honey and hickory smoke were gone.&lt;br /&gt;
&lt;br /&gt;
The fire was gone. In its place stood a woman, taller and more powerfully built even than some men, with hair the color of charcoal, pulled into a tight knot at the back of her head, and eyes the color of burning coals. Her armor is simple, made of tempered steel plate hammered by hand, covering from neck to foot with mail and leather showing at the joints. A large flamberge hangs from her back by intricately designed leather straps. The cloak hanging from her shoulders glows, similar to the fire that had announced her arrival, even flickering and crackling the same way, leaving the woman backlit in a way that made her stature seem even more intimidating, the glowing flame of her eyes leering almost angrily from the shadows of her dark-skinned face. She stands, regal, intimidating, while the sound of a crackling fire whispers in your ear: '''Aerotes…'''&lt;/div&gt;</summary>
		<author><name>Satsujin</name></author>	</entry>

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