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	<entry>
		<id>https://en.wiki.ryzom.com/w/index.php?title=Weapon_lesson&amp;diff=34487</id>
		<title>Weapon lesson</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/w/index.php?title=Weapon_lesson&amp;diff=34487"/>
				<updated>2020-02-24T06:12:47Z</updated>
		
		<summary type="html">&lt;p&gt;Ashgan: Created page with &amp;quot;== Melee Weapons. How to chose yours? == ''Transcript of the tutorial given by Naveruss on January 4, 2020.''  oren pyr! I’ll talk about weapon and explain how it works.  ==...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Melee Weapons. How to chose yours? ==&lt;br /&gt;
''Transcript of the tutorial given by Naveruss on January 4, 2020.''&lt;br /&gt;
&lt;br /&gt;
oren pyr! I’ll talk about weapon and explain how it works.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
Ideally, the weapon should be of the highest possible level in relation to what you can carry.&lt;br /&gt;
&lt;br /&gt;
''Note: The maximum level you can carry is equal to your strength+10. Similarly, your maximum strength can reach your highest level in fighting+15.''&lt;br /&gt;
&lt;br /&gt;
However, a poorly made weapon can be less effective than a lower level weapon that is properly made.&lt;br /&gt;
The same is true for quality, a supreme weapon may be less effective than a choice weapon.&lt;br /&gt;
Below are the characteristics of two two-handed swords of the same level, one supreme but poorly made and one of choice but properly made.&lt;br /&gt;
&lt;br /&gt;
https://ryzom.eu.org/static/img/cours/dull_weapons2_FR.png https://ryzom.eu.org/static/img/cours/dull_weapons1_FR.png&lt;br /&gt;
&lt;br /&gt;
===Characteristics to be checked===&lt;br /&gt;
&lt;br /&gt;
Now we'll look at the most important features of the weapon.&lt;br /&gt;
&lt;br /&gt;
First of all, you should know that a weapon can be used to hit both mobs (PvE) and homins (PvP), but for the moment we're only interested in mobs.&lt;br /&gt;
&lt;br /&gt;
Against animals, the most important thing will be to do as much damage as possible, taking into account the '''damage per hit''' and the number of '''hits per minute'''.&lt;br /&gt;
It is important to know that the damage varies from one weapon to another, maces and axes being the most violent, then come swords and spears.&lt;br /&gt;
Then, the bonuses of '''parry''' and '''dodge''' improve your defense, they are moderately important, especially if you are in team with a healer.&lt;br /&gt;
Likewise, the opposing parry and dodge modifiers are of less importance against beasts, as they usually combine with a weak parry or dodge.&lt;br /&gt;
However, against homins, these latter characteristics gain in importance, but I won't elaborate on this.&lt;br /&gt;
&lt;br /&gt;
'''To sum up, you need to favour your weapon's damage per minute first, then all the dodge and parry modifiers after that.'''&lt;br /&gt;
&lt;br /&gt;
===One- or two-handed weapons?===&lt;br /&gt;
&lt;br /&gt;
Now we're going to talk about the differences between one-handed and two-handed weapons.&lt;br /&gt;
&lt;br /&gt;
'''Two-handed weapons''' do more damage per minute and offer better parry bonuses for you and against your opponent.&lt;br /&gt;
It can be interesting, when starting out, to start by practicing using a good big two-handed weapon, such as an axe or mace.&lt;br /&gt;
&lt;br /&gt;
'''A one-handed weapon''' will be less offensive but will allow you to use a shield or a buckler to improve your defense (or possibly a dagger in the case of the sword).&lt;br /&gt;
One-handed weapons also offer better dodge modifiers.&lt;br /&gt;
&lt;br /&gt;
'''In summary, if you have a choice, then use two-handed weapons against parrying mobs, and one-handed weapons against dodging mobs.'''&lt;br /&gt;
&lt;br /&gt;
===What kind of damage?===&lt;br /&gt;
'''&lt;br /&gt;
Slashing weapons''' can cause hemorrhaging, and thus damage bonuses, and most animals are vulnerable to slash.&lt;br /&gt;
&lt;br /&gt;
'''Blunt weapons''' are used to slow down opponents' attacks, and thus limit the damage received. However, fewer animals are susceptible to them.&lt;br /&gt;
&lt;br /&gt;
'''Piercing weapons''' can override your opponent's protection. Therefore, despite their lower damage, they are formidable against heavily protected enemies.&lt;br /&gt;
&lt;br /&gt;
''Note: Pikes and spears are primarily used for PvP or against certain resistant mobs such as vorax or kipucka. So it's not a priority to master them at the beginning.''&lt;br /&gt;
&lt;br /&gt;
=== What in the left hand? ===&lt;br /&gt;
&lt;br /&gt;
One last point that we are going to address, when you have a weapon in one hand, what should you choose between a shield, a buckler or a dagger for the left hand?&lt;br /&gt;
&lt;br /&gt;
If you want to maximise your parry, take a shield.&lt;br /&gt;
&lt;br /&gt;
Conversely, if you want to maximize your dodge, take a rondache, or a dagger if you already have a sword or dagger in the other hand.&lt;br /&gt;
&lt;br /&gt;
===What to look for in the system information?====&lt;br /&gt;
&lt;br /&gt;
Either you are told that you have not hit your target, in which case you do not do any damage, or you hit, in which case, the net damage inflicted is indicated, and in brackets, the raw damage before subtracting the reduction to damage due to the enemy's resistance.&lt;br /&gt;
You will also find your opponent's parry or dodge information allowing you to adapt your weapon for one- or two-handed weapons.&lt;/div&gt;</summary>
		<author><name>Ashgan</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/w/index.php?title=Market/MiniLesson&amp;diff=34486</id>
		<title>Market/MiniLesson</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/w/index.php?title=Market/MiniLesson&amp;diff=34486"/>
				<updated>2020-02-24T06:05:48Z</updated>
		
		<summary type="html">&lt;p&gt;Ashgan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Trad|EN=Market/MiniLesson|FR=Commerce/MinimarketCours}} &lt;br /&gt;
&lt;br /&gt;
Announce https://app.ryzom.com/app_forum/index.php?page=post/view/198247 and more on https://app.ryzom.com/app_forum/index.php?page=post/view/198163&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The lesson ==&lt;br /&gt;
* [[amp_lesson|amplificator lesson by Scooby]]&lt;br /&gt;
* [[Armor,_how_does_it_work%3F|armor lesson by An-thik’al]]&lt;br /&gt;
* [[weapon_lesson|weapon lesson by Naveruss]]&lt;br /&gt;
&lt;br /&gt;
[[File:Lesson 2020-01-04 21-25-28.png|thumb|The lesson on weapons, by Neveruss]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Fireworks and market ==&lt;br /&gt;
&lt;br /&gt;
[[File:Minimarket 2020-01-04 22-02-39 the market is open.png|thumb|The market is open]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[Category:Community hosted events]]&lt;/div&gt;</summary>
		<author><name>Ashgan</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/w/index.php?title=Market/MiniLesson&amp;diff=34319</id>
		<title>Market/MiniLesson</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/w/index.php?title=Market/MiniLesson&amp;diff=34319"/>
				<updated>2020-01-17T08:34:37Z</updated>
		
		<summary type="html">&lt;p&gt;Ashgan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Trad|EN=Market/MiniLesson|FR=Commerce/MinimarketCours}} &lt;br /&gt;
&lt;br /&gt;
Announce https://app.ryzom.com/app_forum/index.php?page=post/view/198247 and more on https://app.ryzom.com/app_forum/index.php?page=post/view/198163&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The lesson ==&lt;br /&gt;
* [[amp_lesson|amplificator lesson by Scooby]]&lt;br /&gt;
* [[Armor,_how_does_it_work%3F|armor lesson by An-thik’al]]&lt;br /&gt;
&lt;br /&gt;
[[File:Lesson 2020-01-04 21-25-28.png|thumb|The lesson on weapons, by Neveruss]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Fireworks and market ==&lt;br /&gt;
&lt;br /&gt;
[[File:Minimarket 2020-01-04 22-02-39 the market is open.png|thumb|The market is open]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[Category:Community hosted events]]&lt;/div&gt;</summary>
		<author><name>Ashgan</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/w/index.php?title=Armor,_how_does_it_work%3F&amp;diff=34314</id>
		<title>Armor, how does it work?</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/w/index.php?title=Armor,_how_does_it_work%3F&amp;diff=34314"/>
				<updated>2020-01-15T13:41:38Z</updated>
		
		<summary type="html">&lt;p&gt;Ashgan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Trad&lt;br /&gt;
|DE=&lt;br /&gt;
|EN=Armor, how does it work?&lt;br /&gt;
|ES=&lt;br /&gt;
|FR=Cours armures&lt;br /&gt;
|RU=&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
transcript from An-thik’al course, Tria, Medis 9, 3e CA 2605 (19th October 2019) &lt;br /&gt;
=Armor, how does it work?=&lt;br /&gt;
&lt;br /&gt;
We could discuss indefinitely the cut, the color, the style...&lt;br /&gt;
But, if you look closer, Atysian outfits fall into 3 categories:&lt;br /&gt;
&lt;br /&gt;
* Light armor&lt;br /&gt;
* Medium armor&lt;br /&gt;
* Heavy armor&lt;br /&gt;
&lt;br /&gt;
==Armor for what?==&lt;br /&gt;
&lt;br /&gt;
===Which armor to choose and how to distinguish them?===&lt;br /&gt;
The easiest way is to select a part from your inventory or equipment tab and click on &amp;quot;info&amp;quot; in the pop-up menu that appears. &lt;br /&gt;
&lt;br /&gt;
https://ryzom.eu.org/static/img/cours/light_armor_EN.png https://ryzom.eu.org/static/img/cours/medium_armor_EN.png https://ryzom.eu.org/static/img/cours/heavy_armor_EN.png&lt;br /&gt;
&lt;br /&gt;
Here are the important features to consider:&lt;br /&gt;
====Absorption of physical damage====&lt;br /&gt;
&lt;br /&gt;
Armor is primarily used to protect you.&lt;br /&gt;
It protects you from physical attacks from an enemy, but not magical attacks!&lt;br /&gt;
&lt;br /&gt;
This protection is defined by the characteristic &amp;quot;Protection factor&amp;quot; in percentage.&lt;br /&gt;
An armor with a protection factor of 30% can therefore, in theory, reduce the physical damage of an enemy by 30%.&lt;br /&gt;
&lt;br /&gt;
'''''It is therefore necessary, a priori, to favour armour with a high percentage of protection.'''''&lt;br /&gt;
&lt;br /&gt;
In addition, physical attacks can be of three types:&lt;br /&gt;
* Sharp (ex PVE: clopper / ex. PVP: sword)&lt;br /&gt;
* Perforating (e. g. PVE: kirosta / e. g. PVP: spade)&lt;br /&gt;
* Blunt (e. g. PVE : bodoc / e. g. PVP : mass)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On your armor piece you will find 3 values of maximum damage absorption, one for each type of damage.&lt;br /&gt;
It is necessary to combine both protection factor (in %) and absorption (in point), taking the lower of the two results.&lt;br /&gt;
&lt;br /&gt;
''Example:''&lt;br /&gt;
A bodoc (blunt damage) hits me with a blow in the chest that makes 607 points of damage.&lt;br /&gt;
&lt;br /&gt;
https://ryzom.eu.org/static/img/cours/armor_damage_EN.png&lt;br /&gt;
&lt;br /&gt;
the maximum blunt damage absorption rate is 446 on my armor: I can reduce the attack by 446 points maximum.&lt;br /&gt;
&lt;br /&gt;
https://ryzom.eu.org/static/img/cours/armor_resist_EN.png&lt;br /&gt;
&lt;br /&gt;
But the protection factor of my armor is 53.4%, or 324 points: so I reduce the attack by 324 points.&lt;br /&gt;
I therefore collect 283 damage points.&lt;br /&gt;
&lt;br /&gt;
These three absorption rates are related to the quality of my armor.&lt;br /&gt;
The higher the quality of the armor, the higher the numbers.&lt;br /&gt;
&lt;br /&gt;
'''''It is necessary to privilege an armor with the highest quality.'''''&lt;br /&gt;
&lt;br /&gt;
The percentage of protection (excluding boost) changes according to the type of armor:&lt;br /&gt;
* 45% ~ 55% for heavy armors&lt;br /&gt;
* 30% ~ 45% for medium armor&lt;br /&gt;
* 10% ~ 25% for light armors&lt;br /&gt;
&lt;br /&gt;
====Action malus====&lt;br /&gt;
&lt;br /&gt;
From this perspective, you might think the best armor is heavy armor.&lt;br /&gt;
That's forgetting the action penalty.&lt;br /&gt;
&lt;br /&gt;
This malus increases for each action the consumption of life, sap, stamina and focus.&lt;br /&gt;
For a mage, it also reduces the range of a spell.&lt;br /&gt;
&lt;br /&gt;
* Light armor: no malus.&lt;br /&gt;
* Medium armor: 5% malus per piece: total 25% for a complete armor set.&lt;br /&gt;
* Heavy armor: 20% malus per piece: total 120% malus for a complete armor set.&lt;br /&gt;
&lt;br /&gt;
'''''Armor that minimizes the malus of action should be preferred.'''''&lt;br /&gt;
&lt;br /&gt;
The malus of action is in opposition to the protection factor.&lt;br /&gt;
The choice of armor will depend on how you fight. &lt;br /&gt;
&lt;br /&gt;
* Heavy armor that favors the protection factor for close combat, e. g. tank.&lt;br /&gt;
* Light armor that reduces the malus of action for a mage who attacks from a distance and never goes close (e. g. group with tank)&lt;br /&gt;
* Medium armor can be a good compromise depending on the circumstances: second tank, shooting weapon, hand to hand mage....&lt;br /&gt;
&lt;br /&gt;
A harvester will prefer light armor to minimize his consumption in focus.&lt;br /&gt;
&lt;br /&gt;
'''''The choice between light, medium or heavy armor depends on what you want to promote:&lt;br /&gt;
minimize the &amp;quot;malus of action&amp;quot; or maximize the &amp;quot;protection factor&amp;quot;.'''''&lt;br /&gt;
&lt;br /&gt;
====Life Bonus and Generic Bonus====&lt;br /&gt;
&lt;br /&gt;
Armor parts add a life bonus depending on their type:&lt;br /&gt;
* light armor: 0&lt;br /&gt;
* medium armor: quality/2&lt;br /&gt;
* heavy armor: quality&lt;br /&gt;
&lt;br /&gt;
In addition to this automatic life bonus, the craftsman can when making an armor element add a generic life, focus, stamina or sap bonus of a maximum value of &amp;quot;quality/2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In general, the generic &amp;quot;life&amp;quot; bonus is a good choice. Otherwise:&lt;br /&gt;
* harvesters will prefer a focus bonus.&lt;br /&gt;
* the mages will prefer a sap bonus.&lt;br /&gt;
* melee fighters will prefer an endurance bonus.&lt;br /&gt;
&lt;br /&gt;
You can also mix these bonuses generally with a life part.&lt;br /&gt;
&lt;br /&gt;
===Defense Mode===&lt;br /&gt;
&lt;br /&gt;
There are 2 modes of defence: parry or dodge.&lt;br /&gt;
&lt;br /&gt;
You can select the mode from your options bar.&lt;br /&gt;
&lt;br /&gt;
https://ryzom.eu.org/static/img/cours/parry_EN.png https://ryzom.eu.org/static/img/cours/parry_small.png&lt;br /&gt;
&lt;br /&gt;
https://ryzom.eu.org/static/img/cours/dodge_EN.png https://ryzom.eu.org/static/img/cours/dodge_small.png&lt;br /&gt;
&lt;br /&gt;
You will find your dodge or parry values in the identity screen, press P.&lt;br /&gt;
Your personal parry or dodge value changes according to your level:&lt;br /&gt;
Dodge = your maximum level in magic or melee, or your maximum level/2 in drilling or crafts.&lt;br /&gt;
Parry = your maximum level in melee with the equipped weapon.&lt;br /&gt;
We are always looking to maximize this value.&lt;br /&gt;
&lt;br /&gt;
The choice of a defense mode, parry or dodge, therefore depends on your level and the weapon and armor you're wearing.&lt;br /&gt;
&lt;br /&gt;
It should be noted that each piece of armor brings a parry or dodge bonus as follows:&lt;br /&gt;
* Light Armor - Dodge: 1 to 2 / Parry: 0 to 1&lt;br /&gt;
* Medium armor - Dodge: -1 to 1 / Parry: 0 to 2&lt;br /&gt;
* Heavy armor - Dodge: -3 to 0   / Parry: 0 to 3&lt;br /&gt;
&lt;br /&gt;
We try to maximize one of the two bonuses, and most often we will talk:&lt;br /&gt;
* full dodge light armor: 2 x 5 pieces = +10 dodge in addition to your basic dodge&lt;br /&gt;
* full parade heavy armor: 3 x 6 pieces = +18 parry in addition to your basic parry&lt;br /&gt;
&lt;br /&gt;
===Max quality I can wear===&lt;br /&gt;
&lt;br /&gt;
Finally, how do I know if I can wear an armor piece?&lt;br /&gt;
&lt;br /&gt;
If the armor is grayed out in the inventory or a purchase or exchange interface, you do not have the required characteristics, namely:&lt;br /&gt;
* Light armor: maximum level + 25.&lt;br /&gt;
* Medium armor: constitution x 1.5.&lt;br /&gt;
* Heavy armor: constitution + 10.&lt;br /&gt;
&lt;br /&gt;
see https://app.ryzom.com/app_forum/index.php?page=post%2Fview%2F197776&amp;amp;lang=en&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Event]][[Category:Craft]]&lt;/div&gt;</summary>
		<author><name>Ashgan</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/w/index.php?title=Armor,_how_does_it_work%3F&amp;diff=34313</id>
		<title>Armor, how does it work?</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/w/index.php?title=Armor,_how_does_it_work%3F&amp;diff=34313"/>
				<updated>2020-01-15T13:40:47Z</updated>
		
		<summary type="html">&lt;p&gt;Ashgan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Trad&lt;br /&gt;
|DE=&lt;br /&gt;
|EN=Armor, how does it work?&lt;br /&gt;
|ES=&lt;br /&gt;
|FR=Cours armures&lt;br /&gt;
|RU=&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
transcript from An-thik’al course, Tria, Medis 9, 3e CA 2605 (19th October 2019) &lt;br /&gt;
=Armor, how does it work?=&lt;br /&gt;
&lt;br /&gt;
We could discuss indefinitely the cut, the color, the style...&lt;br /&gt;
But, if you look closer, Atysian outfits fall into 3 categories:&lt;br /&gt;
&lt;br /&gt;
* Light armor&lt;br /&gt;
* Medium armor&lt;br /&gt;
* Heavy armor&lt;br /&gt;
&lt;br /&gt;
==Armor for what?==&lt;br /&gt;
&lt;br /&gt;
===Which armor to choose and how to distinguish them?===&lt;br /&gt;
The easiest way is to select a part from your inventory or equipment tab and click on &amp;quot;info&amp;quot; in the pop-up menu that appears. &lt;br /&gt;
&lt;br /&gt;
https://ryzom.eu.org/static/img/cours/light_armor_EN.png https://ryzom.eu.org/static/img/cours/medium_armor_EN.png https://ryzom.eu.org/static/img/cours/heavy_armor_EN.png&lt;br /&gt;
&lt;br /&gt;
Here are the important features to consider:&lt;br /&gt;
====Absorption of physical damage====&lt;br /&gt;
&lt;br /&gt;
Armor is primarily used to protect you.&lt;br /&gt;
It protects you from physical attacks from an enemy, but not magical attacks!&lt;br /&gt;
&lt;br /&gt;
This protection is defined by the characteristic &amp;quot;Protection factor&amp;quot; in percentage.&lt;br /&gt;
An armor with a protection factor of 30% can therefore, in theory, reduce the physical damage of an enemy by 30%.&lt;br /&gt;
&lt;br /&gt;
'''''It is therefore necessary, a priori, to favour armour with a high percentage of protection.'''''&lt;br /&gt;
&lt;br /&gt;
In addition, physical attacks can be of three types:&lt;br /&gt;
* Sharp (ex PVE: clopper / ex. PVP: sword)&lt;br /&gt;
* Perforating (e. g. PVE: kirosta / e. g. PVP: spade)&lt;br /&gt;
* Blunt (e. g. PVE : bodoc / e. g. PVP : mass)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On your armor piece you will find 3 values of maximum damage absorption, one for each type of damage.&lt;br /&gt;
It is necessary to combine both protection factor (in %) and absorption (in point), taking the lower of the two results.&lt;br /&gt;
&lt;br /&gt;
''Example:''&lt;br /&gt;
A bodoc (blunt damage) hits me with a blow in the chest that makes 607 points of damage.&lt;br /&gt;
&lt;br /&gt;
https://ryzom.eu.org/static/img/cours/armor_damage_EN.png&lt;br /&gt;
&lt;br /&gt;
the maximum blunt damage absorption rate is 446 on my armor: I can reduce the attack by 446 points maximum.&lt;br /&gt;
&lt;br /&gt;
https://ryzom.eu.org/static/img/cours/armor_resist_EN.png&lt;br /&gt;
&lt;br /&gt;
But the protection factor of my armor is 53.4%, or 324 points: so I reduce the attack by 324 points.&lt;br /&gt;
I therefore collect 283 damage points.&lt;br /&gt;
&lt;br /&gt;
These three absorption rates are related to the quality of my armor.&lt;br /&gt;
The higher the quality of the armor, the higher the numbers.&lt;br /&gt;
&lt;br /&gt;
'''''It is necessary to privilege an armor with the highest quality.'''''&lt;br /&gt;
&lt;br /&gt;
The percentage of protection (excluding boost) changes according to the type of armor:&lt;br /&gt;
* 45% ~ 55% for heavy armors&lt;br /&gt;
* 30% ~ 45% for medium armor&lt;br /&gt;
* 10% ~ 25% for light armors&lt;br /&gt;
&lt;br /&gt;
====Action malus====&lt;br /&gt;
&lt;br /&gt;
From this perspective, you might think the best armor is heavy armor.&lt;br /&gt;
That's forgetting the action penalty.&lt;br /&gt;
&lt;br /&gt;
This malus increases for each action the consumption of life, sap, stamina and focus.&lt;br /&gt;
For a mage, it also reduces the range of a spell.&lt;br /&gt;
&lt;br /&gt;
* Light armor: no malus.&lt;br /&gt;
* Medium armor: 5% malus per piece: total 25% for a complete armor set.&lt;br /&gt;
* Heavy armor: 20% malus per piece: total 120% malus for a complete armor set.&lt;br /&gt;
&lt;br /&gt;
'''''Armor that minimizes the malus of action should be preferred.'''''&lt;br /&gt;
&lt;br /&gt;
The malus of action is in opposition to the protection factor.&lt;br /&gt;
The choice of armor will depend on how you fight. &lt;br /&gt;
&lt;br /&gt;
* Heavy armor that favors the protection factor for close combat, e. g. tank.&lt;br /&gt;
* Light armor that reduces the malus of action for a mage who attacks from a distance and never goes close (e. g. group with tank)&lt;br /&gt;
* Medium armor can be a good compromise depending on the circumstances: second tank, shooting weapon, hand to hand mage....&lt;br /&gt;
&lt;br /&gt;
A harvester will prefer light armor to minimize his consumption in focus.&lt;br /&gt;
&lt;br /&gt;
'''''The choice between light, medium or heavy armor depends on what you want to promote:&lt;br /&gt;
minimize the &amp;quot;malus of action&amp;quot; or maximize the &amp;quot;protection factor&amp;quot;.'''''&lt;br /&gt;
&lt;br /&gt;
====Life Bonus and Generic Bonus====&lt;br /&gt;
&lt;br /&gt;
Armor parts add a life bonus depending on their type:&lt;br /&gt;
* light armor: 0&lt;br /&gt;
* medium armor: quality/2&lt;br /&gt;
* heavy armor: quality&lt;br /&gt;
&lt;br /&gt;
In addition to this automatic life bonus, the craftsman can when making an armor element add a generic life, focus, stamina or sap bonus of a maximum value of &amp;quot;quality/2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In general, the generic &amp;quot;life&amp;quot; bonus is a good choice. Otherwise:&lt;br /&gt;
* harvesters will prefer a focus bonus.&lt;br /&gt;
* the mages will prefer a sap bonus.&lt;br /&gt;
* melee fighters will prefer an endurance bonus.&lt;br /&gt;
&lt;br /&gt;
You can also mix these bonuses generally with a life part.&lt;br /&gt;
&lt;br /&gt;
===Defense Mode===&lt;br /&gt;
&lt;br /&gt;
There are 2 modes of defence: parry or dodge.&lt;br /&gt;
&lt;br /&gt;
You can select the mode from your options bar.&lt;br /&gt;
https://ryzom.eu.org/static/img/cours/parry_EN.png https://ryzom.eu.org/static/img/cours/parry_small.png&lt;br /&gt;
&lt;br /&gt;
https://ryzom.eu.org/static/img/cours/dodge_EN.png https://ryzom.eu.org/static/img/cours/dodge_small.png&lt;br /&gt;
&lt;br /&gt;
You will find your dodge or parry values in the identity screen, press P.&lt;br /&gt;
Your personal parry or dodge value changes according to your level:&lt;br /&gt;
Dodge = your maximum level in magic or melee, or your maximum level/2 in drilling or crafts.&lt;br /&gt;
Parry = your maximum level in melee with the equipped weapon.&lt;br /&gt;
We are always looking to maximize this value.&lt;br /&gt;
&lt;br /&gt;
The choice of a defense mode, parry or dodge, therefore depends on your level and the weapon and armor you're wearing.&lt;br /&gt;
&lt;br /&gt;
It should be noted that each piece of armor brings a parry or dodge bonus as follows:&lt;br /&gt;
* Light Armor - Dodge: 1 to 2 / Parry: 0 to 1&lt;br /&gt;
* Medium armor - Dodge: -1 to 1 / Parry: 0 to 2&lt;br /&gt;
* Heavy armor - Dodge: -3 to 0   / Parry: 0 to 3&lt;br /&gt;
&lt;br /&gt;
We try to maximize one of the two bonuses, and most often we will talk:&lt;br /&gt;
* full dodge light armor: 2 x 5 pieces = +10 dodge in addition to your basic dodge&lt;br /&gt;
* full parade heavy armor: 3 x 6 pieces = +18 parry in addition to your basic parry&lt;br /&gt;
&lt;br /&gt;
===Max quality I can wear===&lt;br /&gt;
&lt;br /&gt;
Finally, how do I know if I can wear an armor piece?&lt;br /&gt;
&lt;br /&gt;
If the armor is grayed out in the inventory or a purchase or exchange interface, you do not have the required characteristics, namely:&lt;br /&gt;
* Light armor: maximum level + 25.&lt;br /&gt;
* Medium armor: constitution x 1.5.&lt;br /&gt;
* Heavy armor: constitution + 10.&lt;br /&gt;
&lt;br /&gt;
see https://app.ryzom.com/app_forum/index.php?page=post%2Fview%2F197776&amp;amp;lang=en&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Event]][[Category:Craft]]&lt;/div&gt;</summary>
		<author><name>Ashgan</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/w/index.php?title=Market/MiniLesson&amp;diff=34312</id>
		<title>Market/MiniLesson</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/w/index.php?title=Market/MiniLesson&amp;diff=34312"/>
				<updated>2020-01-15T13:29:02Z</updated>
		
		<summary type="html">&lt;p&gt;Ashgan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Trad|EN=Market/MiniLesson|FR=Commerce/MinimarketCours}} &lt;br /&gt;
&lt;br /&gt;
Announce https://app.ryzom.com/app_forum/index.php?page=post/view/198247 and more on https://app.ryzom.com/app_forum/index.php?page=post/view/198163&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The lesson ==&lt;br /&gt;
* [[amp_lesson|amplificator lesson by Scooby]]&lt;br /&gt;
* [[Armor,_how_does_it_work%3F|armor lesson byAn-thik’al]]&lt;br /&gt;
&lt;br /&gt;
[[File:Lesson 2020-01-04 21-25-28.png|thumb|The lesson on weapons, by Neveruss]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Fireworks and market ==&lt;br /&gt;
&lt;br /&gt;
[[File:Minimarket 2020-01-04 22-02-39 the market is open.png|thumb|The market is open]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[Category:Community hosted events]]&lt;/div&gt;</summary>
		<author><name>Ashgan</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/w/index.php?title=Amp_lesson&amp;diff=34311</id>
		<title>Amp lesson</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/w/index.php?title=Amp_lesson&amp;diff=34311"/>
				<updated>2020-01-15T13:26:19Z</updated>
		
		<summary type="html">&lt;p&gt;Ashgan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;transcript from Scooby's course,  Quinteth, Folially 29, 4e CA 2604 (24th august 2019)&lt;br /&gt;
&lt;br /&gt;
=How to choose a good magic amplifier?=&lt;br /&gt;
A simple tutorial for low level homins.&lt;br /&gt;
&lt;br /&gt;
You will tell me, a magic amplifier must be supreme! No, not necessarily.....…&lt;br /&gt;
&lt;br /&gt;
First of all, you must know the maximum '''quality''' of the amps you can wear: Intelligence + 10. You will find your level of intelligence in Identity (key P).&lt;br /&gt;
&lt;br /&gt;
The quality number of the amp you want to buy is displayed in the lower right corner of the amplifier icon.&lt;br /&gt;
&lt;br /&gt;
https://ryzom.eu.org/static/img/cours/capture1en.jpg&lt;br /&gt;
&lt;br /&gt;
'''Quality''' of the magic amplifiers: '''Intelligence + 10''' (Intel max = highest magic level + 25)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''An amp can only amplify spells whose level is less than or equal to the quality of the amp, hence the interest of getting amps of a level greater than or equal to the highest spell you can cast.''&lt;br /&gt;
&lt;br /&gt;
A right click on your amps, info and you will have... the informations on your amps.&lt;br /&gt;
&lt;br /&gt;
https://ryzom.eu.org/static/img/cours/capture2en.jpg&lt;br /&gt;
&lt;br /&gt;
* '''The icon''' of the object (weapon, armor, loot...) has a different background depending on the origin: Tryker (blue), Fyros (orange yellow), Matis (green), Zorai (violet)&lt;br /&gt;
* '''Hit points''': when your amp reaches 1 hit point, you no longer have an amp.&lt;br /&gt;
* '''Sap Charge''': this is the maximum charge your amp can have in sap crystals to enchant spells. We will see about that later.&lt;br /&gt;
* '''Skill, damage, hits per minutes'''...... up to magic bonuses, these features have no interest on amps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will focus on the important things:&lt;br /&gt;
&lt;br /&gt;
https://ryzom.eu.org/static/img/cours/capture3en.jpg&lt;br /&gt;
&lt;br /&gt;
That's when things get interesting. We must look at the '''magic bonus''' and therefore, the '''percentages of speed and power''' of the spell. The higher the power, the more the spell is amplified, and the higher the percentage of speed, the faster your spell will start.&lt;br /&gt;
''&lt;br /&gt;
For low levels, an ampli is considered as good when it has minimum '''83 % - 84 %''' in seep and power on the branch you want to train (Elemental, Offensive affliction, Heal, Defensive affliction).&lt;br /&gt;
It is obvious, it is better that your amps increase your spells by 100%, rather than 50% (for information, the 83% zone corresponds to an amp made with mostly excellent materials, the amps with mostly supreme materials will be around 97%)''&lt;br /&gt;
&lt;br /&gt;
'''The higher the percentages, the better your amps will be!'''&lt;br /&gt;
&lt;br /&gt;
At the beginning, only elemental and heal are important, you will raise the offensive and defensive affliction much later: they do not inflict any damage (except in the case of madness), so they are not very worthwhile initially.&lt;br /&gt;
&lt;br /&gt;
It is possible to have either percentages for a specific magic branch, or for absolutely all branches (very convenient).&lt;br /&gt;
&lt;br /&gt;
And if you know the crafter and you smile at him, he can sign a beautiful message for you, in the crafter's message.…&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
As with all weapons, you can enchant your amplifiers:&lt;br /&gt;
right click on a spell, Life Gift for example&lt;br /&gt;
* crystallize&lt;br /&gt;
* take your crystallised spell&lt;br /&gt;
* in your inventory, find the spell you just crystallized and do a &amp;quot;enchant right hand&amp;quot;. Obviously, you have to wear your amp to enchant the right hand of your amp (you will see a number in the top left corner on the icon of your amp, which corresponds to the sap load).&lt;br /&gt;
* recharge your amps with sap crystals or sap charges (which you can buy with faction points from the federal merchant in Fairhaven for example)&lt;br /&gt;
* to use the spell, use the stanza (or brick) &amp;quot;Use Item Enchantment&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Enchantments are very useful to quickly heal a team member for example. You can alternate with a classic life spell, which will help you to bring up your teammate's life very quickly. Be careful, remember to recharge your amps everytime with sap crystals.&lt;br /&gt;
&lt;br /&gt;
On your amp info, you can see what spell you have enchanted:&lt;br /&gt;
&lt;br /&gt;
https://ryzom.eu.org/static/img/cours/capture4en.jpg&lt;/div&gt;</summary>
		<author><name>Ashgan</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/w/index.php?title=Amp_lesson&amp;diff=34310</id>
		<title>Amp lesson</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/w/index.php?title=Amp_lesson&amp;diff=34310"/>
				<updated>2020-01-15T13:25:34Z</updated>
		
		<summary type="html">&lt;p&gt;Ashgan: Created page with &amp;quot;transcript from Scooby's course,  Quinteth, Folially 29, 4e CA 2604 (24th august 2019)  =How to choose a good magic amplifier?= A simple tutorial for low level homins.  You wi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;transcript from Scooby's course,  Quinteth, Folially 29, 4e CA 2604 (24th august 2019)&lt;br /&gt;
&lt;br /&gt;
=How to choose a good magic amplifier?=&lt;br /&gt;
A simple tutorial for low level homins.&lt;br /&gt;
&lt;br /&gt;
You will tell me, a magic amplifier must be supreme! No, not necessarily.....…&lt;br /&gt;
&lt;br /&gt;
First of all, you must know the maximum [b]quality[/b] of the amps you can wear: Intelligence + 10. You will find your level of intelligence in Identity (key P).&lt;br /&gt;
&lt;br /&gt;
The quality number of the amp you want to buy is displayed in the lower right corner of the amplifier icon.&lt;br /&gt;
&lt;br /&gt;
https://ryzom.eu.org/static/img/cours/capture1en.jpg&lt;br /&gt;
&lt;br /&gt;
'''Quality''' of the magic amplifiers: '''Intelligence + 10''' (Intel max = highest magic level + 25)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''An amp can only amplify spells whose level is less than or equal to the quality of the amp, hence the interest of getting amps of a level greater than or equal to the highest spell you can cast.''&lt;br /&gt;
&lt;br /&gt;
A right click on your amps, info and you will have... the informations on your amps.&lt;br /&gt;
&lt;br /&gt;
https://ryzom.eu.org/static/img/cours/capture2en.jpg&lt;br /&gt;
&lt;br /&gt;
* '''The icon''' of the object (weapon, armor, loot...) has a different background depending on the origin: Tryker (blue), Fyros (orange yellow), Matis (green), Zorai (violet)&lt;br /&gt;
* '''Hit points''': when your amp reaches 1 hit point, you no longer have an amp.&lt;br /&gt;
* '''Sap Charge''': this is the maximum charge your amp can have in sap crystals to enchant spells. We will see about that later.&lt;br /&gt;
* '''Skill, damage, hits per minutes'''...... up to magic bonuses, these features have no interest on amps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will focus on the important things:&lt;br /&gt;
&lt;br /&gt;
https://ryzom.eu.org/static/img/cours/capture3en.jpg&lt;br /&gt;
&lt;br /&gt;
That's when things get interesting. We must look at the '''magic bonus''' and therefore, the '''percentages of speed and power''' of the spell. The higher the power, the more the spell is amplified, and the higher the percentage of speed, the faster your spell will start.&lt;br /&gt;
''&lt;br /&gt;
For low levels, an ampli is considered as good when it has minimum '''83 % - 84 %''' in seep and power on the branch you want to train (Elemental, Offensive affliction, Heal, Defensive affliction).&lt;br /&gt;
It is obvious, it is better that your amps increase your spells by 100%, rather than 50% (for information, the 83% zone corresponds to an amp made with mostly excellent materials, the amps with mostly supreme materials will be around 97%)''&lt;br /&gt;
&lt;br /&gt;
'''The higher the percentages, the better your amps will be!'''&lt;br /&gt;
&lt;br /&gt;
At the beginning, only elemental and heal are important, you will raise the offensive and defensive affliction much later: they do not inflict any damage (except in the case of madness), so they are not very worthwhile initially.&lt;br /&gt;
&lt;br /&gt;
It is possible to have either percentages for a specific magic branch, or for absolutely all branches (very convenient).&lt;br /&gt;
&lt;br /&gt;
And if you know the crafter and you smile at him, he can sign a beautiful message for you, in the crafter's message.…&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
As with all weapons, you can enchant your amplifiers:&lt;br /&gt;
right click on a spell, Life Gift for example&lt;br /&gt;
* crystallize&lt;br /&gt;
* take your crystallised spell&lt;br /&gt;
* in your inventory, find the spell you just crystallized and do a &amp;quot;enchant right hand&amp;quot;. Obviously, you have to wear your amp to enchant the right hand of your amp (you will see a number in the top left corner on the icon of your amp, which corresponds to the sap load).&lt;br /&gt;
* recharge your amps with sap crystals or sap charges (which you can buy with faction points from the federal merchant in Fairhaven for example)&lt;br /&gt;
* to use the spell, use the stanza (or brick) &amp;quot;Use Item Enchantment&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Enchantments are very useful to quickly heal a team member for example. You can alternate with a classic life spell, which will help you to bring up your teammate's life very quickly. Be careful, remember to recharge your amps everytime with sap crystals.&lt;br /&gt;
&lt;br /&gt;
On your amp info, you can see what spell you have enchanted:&lt;br /&gt;
&lt;br /&gt;
https://ryzom.eu.org/static/img/cours/capture4en.jpg&lt;/div&gt;</summary>
		<author><name>Ashgan</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/w/index.php?title=Market/MiniLesson&amp;diff=34309</id>
		<title>Market/MiniLesson</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/w/index.php?title=Market/MiniLesson&amp;diff=34309"/>
				<updated>2020-01-15T13:15:47Z</updated>
		
		<summary type="html">&lt;p&gt;Ashgan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Trad|EN=Market/MiniLesson|FR=Commerce/MinimarketCours}} &lt;br /&gt;
&lt;br /&gt;
Announce https://app.ryzom.com/app_forum/index.php?page=post/view/198247 and more on https://app.ryzom.com/app_forum/index.php?page=post/view/198163&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The lesson ==&lt;br /&gt;
* [[amp_lesson|amplificator lesson by Scooby]]&lt;br /&gt;
* [[armor_lesson|armor lesson byAn-thik’al]]&lt;br /&gt;
&lt;br /&gt;
[[File:Lesson 2020-01-04 21-25-28.png|thumb|The lesson on weapons, by Neveruss]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Fireworks and market ==&lt;br /&gt;
&lt;br /&gt;
[[File:Minimarket 2020-01-04 22-02-39 the market is open.png|thumb|The market is open]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[Category:Community hosted events]]&lt;/div&gt;</summary>
		<author><name>Ashgan</name></author>	</entry>

	<entry>
		<id>https://en.wiki.ryzom.com/w/index.php?title=Market&amp;diff=29394</id>
		<title>Market</title>
		<link rel="alternate" type="text/html" href="https://en.wiki.ryzom.com/w/index.php?title=Market&amp;diff=29394"/>
				<updated>2019-06-05T11:15:27Z</updated>
		
		<summary type="html">&lt;p&gt;Ashgan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trad|EN=Market|FR=Commerce}} &lt;br /&gt;
There's several markets on Atys. &lt;br /&gt;
If you are looking for NPC [[Merchant]]s ([[Hawker]], in town [[User_Manual#Merchants]]) or trainers that's not the place.&lt;br /&gt;
&lt;br /&gt;
Players can organize black market and mini-markets. [https://atys.wiki.ryzom.com/wiki/Category:Market All images are on Common, in the Market category] &amp;lt;ref&amp;gt;To add an image in the Market Gallery, import the file, then in Summary paste the code '''&amp;lt;nowiki&amp;gt;[[Category:Market]]&amp;lt;/nowiki&amp;gt;''' with some explanation about the image.&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* On '''Black Market''' you will find very nice and expense stuffs (already crafted, as armor and weapons), it's a auction sale. See for ex in 2019 [https://app.ryzom.com/app_forum/index.php?page=topic/view/29475/6 '''Player 22. Marché Noir'''] the April 28th 2019.&lt;br /&gt;
[[File:Marche noir 2019-04.png|thumb|center]]&lt;br /&gt;
* While '''mini-maket''' are much more to help youngs homins, with moderate prices.  '''Date''': Tria, Floris 9, 3e CA 2603 (May 25th 2019)&lt;br /&gt;
[[File:Minimarket1 couv 2019-05-25.png|thumb|center|The Mini Market, on the FairHaven's beach]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{quotation|Official Forums &amp;lt;ref&amp;gt;https://app.ryzom.com/app_forum/index.php?page=topic/view/29698/1&amp;amp;post195211&amp;lt;/ref&amp;gt;|&lt;br /&gt;
&lt;br /&gt;
Ba’Naer Liffan is desperate. Although he has served his best byrh to Ashgan and Kyriann, the mugs are losing their original freshness for nothing; the two trykers are engaged in an exciting discussion.&amp;lt;br /&amp;gt;&lt;br /&gt;
« The problem is here, Kyriann. When young refugees arrive on the Mainland, they don’t know who to contact. And so, they face the dangers with poor quality equipment. On the other side, we have the resources to make good quality equipment at a reasonable cost but we can't find a buyer because we don't know who to sell it to.&amp;lt;br /&amp;gt;&lt;br /&gt;
- You're right, Ashgan, it wouldn't take much for the two of them to meet. I suggest we talk about it to Nair-Governor, she'll probably have some good ideas! »&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poster on the walls of all cities and the Ranger camp'''&lt;br /&gt;
&lt;br /&gt;
Lordoy ad toll, Woren siloy!&lt;br /&gt;
&lt;br /&gt;
We invite all homins to the first edition of the Fairhaven Little Ones Market.&lt;br /&gt;
This market is primarily for young refugees who have just arrived from Silan or are about to leave it.&lt;br /&gt;
&lt;br /&gt;
It will offer at very reasonable prices quality equipment to help them progress and discover the New Lands.&lt;br /&gt;
We will offer a wide range of equipment up to the 11th circle (Q 50 to 110) and for all training purposes.&lt;br /&gt;
&lt;br /&gt;
To be sure to find what you need, you can also place an order by sending us an Izam. [OOC] In response to this post on the forum or by Izam express to Ashgan who centralizes requests.[/OOC]&lt;br /&gt;
&lt;br /&gt;
If you don’t have the TP to reach Fairhaven, don’t hesitate to contact Ashgan or Craftjenn, they could organize trek to give you the TP.&lt;br /&gt;
&lt;br /&gt;
We are therefore waiting for you, starting from 8h - Tria, Floris 9, 3e CA 2603* on Fairhaven beach.&lt;br /&gt;
&lt;br /&gt;
Don't forget to empty your bags before arriving, you will leave well loaded!&lt;br /&gt;
&lt;br /&gt;
'''Ashgan, Craftjenn, Kyriann and all the « Marché des Petits » collective.'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some of the crafter's names: Kyriann, Ashgan, Craftjenn and Jenn, Caellan, Azazor and Naveruss, Soleya, Ashuleila, Kiwalie, Bastien, Balkhog...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Minimarket1 orga 2019-05-25.png|The organizing team: Kyriann, Ashgan, Craftjenn.&lt;br /&gt;
Artisannes de 2019-05-25 22-31.png|Kiwalie, Ashu et Craftjenn (the last one much less talented than the other two.)&lt;br /&gt;
Minimarket Caellan 2019-05-25 22-33-34.png|Our reporter had a hard time taking this lucio (the smoke stinging her eyes, her tears preventing her from seeing well...)&lt;br /&gt;
Azazor de 2019-05-25 22-27-58.png|Azazor and Naveruss&lt;br /&gt;
Minimarket Chat de 2019-05-25 22-37-06.png|A happy mess!!!!! there was even a fight at the end (about barrels?)&lt;br /&gt;
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Archives:&amp;lt;br /&amp;gt;&lt;br /&gt;
See too [[Event:Fairhaven Faire]].&lt;br /&gt;
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[[Category:Community hosted events]]&lt;/div&gt;</summary>
		<author><name>Ashgan</name></author>	</entry>

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