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		<id>http://noric.space/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Noric</id>
		<title>Heretical Apocalypse - User contributions [en]</title>
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		<updated>2026-04-23T19:26:06Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://noric.space/wiki/index.php/Heal_Staves</id>
		<title>Heal Staves</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Heal_Staves"/>
				<updated>2018-05-20T01:52:05Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are several staffs of healing that heal all of the players in the room. Wands, on the other hand, can only be used on individual players.&lt;br /&gt;
&lt;br /&gt;
==Staff of Healing==&lt;br /&gt;
&lt;br /&gt;
Loads in [[The Citadel of NaeraMae]] on Branae.  From @: 2u, open gate, 2s, 3e, c eth e, 2e, 3s,c eth e, dispel and kill Branae.&lt;br /&gt;
&lt;br /&gt;
==Horn of Life==&lt;br /&gt;
&lt;br /&gt;
Loads in [[The Citadel of NaeraMae]] on Osrava. From Branae: 1w, 3s,c eth w, steal horn Osrava (or dispel and kill Osrava).&lt;br /&gt;
&lt;br /&gt;
==Book of Herbal Lore==&lt;br /&gt;
&lt;br /&gt;
Loads in [[The Village of Ruellia]] on petitioner.&lt;br /&gt;
*From entrance: d, n, n, w, n. 2. n, d, e, n, e, e (You should be at &amp;quot;bottom of waterfall&amp;quot;), n (illusion), search, n, kill Lychnis, and get the snare, s, s, w, u, 6n, 4e to &amp;quot;Beside the Valley Walls&amp;quot;, search, e, u, n, n, w, u, n, w, w to &amp;quot;An Icy Intersection&amp;quot;.&lt;br /&gt;
*This next part is annoying. Occasionally, at random, you will fall off the ledge . If that happens, go d, s, s, 6e, and start over at &amp;quot;Beside the Valley Walls&amp;quot;.&lt;br /&gt;
*n, n, e, n, u, e, n, n, n, w, n. After that sequence, you will be safe from falling anymore.&lt;br /&gt;
*n, e, u, n, n, d, w, n, d, n, n, n, e, n to &amp;quot;Before Some Gates&amp;quot;.&lt;br /&gt;
**The guards will block you. Kill them or charm them and move 1 room south open gate, n, w, w, n, w, n, n, 4e, n, n, 3e, s, open door, e dispel and kill petitioner for the book.&lt;br /&gt;
&lt;br /&gt;
==Staff of Red and White==&lt;br /&gt;
&lt;br /&gt;
Loads in [[Vanlarra]] on withered ghouls (CPK).&lt;br /&gt;
&lt;br /&gt;
From recall go all north, open gate, go all north, open door(s), go all north (should be at stairwell).Search, ENTER CPK DOWN, then go south, east and west exits both have withered ghouls, kill them they load the staves. Go west or east again depending on the exit, then south and then west or east, there will be more ghouls. Kill them for staves. There should be 4 ghouls total per pop each loading a staff. Repop is every 30 mins.&lt;br /&gt;
&lt;br /&gt;
==Pearls==&lt;br /&gt;
&lt;br /&gt;
Loads in [[Pirate Ship]] on various pirates in the zone.&lt;br /&gt;
&lt;br /&gt;
==Orb of Life==&lt;br /&gt;
&lt;br /&gt;
Loads in [[Catacombs of Toshi]] on the Queen Ants in the lower chambers.&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;br /&gt;
&lt;br /&gt;
==Rhino horn==&lt;br /&gt;
Not a healing staff. Loads in forbidden forest:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: a rhinoceros horn [horn rhinoceros]&lt;br /&gt;
Item Type: STAFF   Effects: NoBits&lt;br /&gt;
Equipable Location(s): TAKE HOLD &lt;br /&gt;
Weight: 5     Value: 1     Level Restriction: 0&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 44.98&lt;br /&gt;
Level 26 spell of Strength.  Holds 2 charges and has 2 charges left.&lt;br /&gt;
Affects:&lt;br /&gt;
    +1 to HITROLL&lt;br /&gt;
    +0 to DAMROLL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Help_Building</id>
		<title>Help Building</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Help_Building"/>
				<updated>2017-04-29T15:36:21Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: Created page with &amp;quot;&amp;lt;pre&amp;gt; BUILDING BUILD_APP BUILDING_APP &amp;quot;BUILD_APP&amp;quot; &amp;quot;BUILD APPLICATION&amp;quot; BUILDER BUILDER_APP  ***Please note that building is a *writing* position. It is not a &amp;quot;cool-eq-making&amp;quot; p...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
BUILDING BUILD_APP BUILDING_APP &amp;quot;BUILD_APP&amp;quot; &amp;quot;BUILD APPLICATION&amp;quot; BUILDER BUILDER_APP&lt;br /&gt;
&lt;br /&gt;
***Please note that building is a *writing* position. It is not a&lt;br /&gt;
&amp;quot;cool-eq-making&amp;quot; position (you do get to make your eq with WOM approval of&lt;br /&gt;
the stats, but it is not the main point of building a zone). If you don't&lt;br /&gt;
like coming up with creative, fun stories and writing them, you probably&lt;br /&gt;
won't like being a builder.***&lt;br /&gt;
&lt;br /&gt;
 1.) Are you at least 18 years of age or older?&lt;br /&gt;
&lt;br /&gt;
 2.) List your mortal name and levels achieved in Medievia. If you have&lt;br /&gt;
     more than one include them all.&lt;br /&gt;
&lt;br /&gt;
 3.) Have you ever had a Medievia character purged before? If so, what&lt;br /&gt;
     was the character's name and why was it purged?&lt;br /&gt;
&lt;br /&gt;
 4.) How long have you played Medievia?&lt;br /&gt;
&lt;br /&gt;
 5.) What is your native language and what country do you currently reside&lt;br /&gt;
     in? What other languages can you speak fluently? Note that having&lt;br /&gt;
     English as a second language in no way counts against you on the&lt;br /&gt;
     application.&lt;br /&gt;
&lt;br /&gt;
 6.) Provide a 2+ paragraph story that gives a good idea of your zone's&lt;br /&gt;
     theme and plot. It is ideal for this to resemble an ANNOUNCEMENT zone&lt;br /&gt;
     story (type ANNINDEX and read back issues of zone openings for ideas).&lt;br /&gt;
     Please do not write a story that Vryce or any other god is a key figure&lt;br /&gt;
     in. Please do not write about other worlds, galaxies, aliens, Satan,&lt;br /&gt;
     Greek or Roman mythology, or anything else that does not fit in with&lt;br /&gt;
     the current theme of Medievia. If you wish to write about elves, dwarves,&lt;br /&gt;
     or other characters everyone is familiar with from Tolkien's stories,&lt;br /&gt;
     please come up with something original.&lt;br /&gt;
&lt;br /&gt;
 7.) Provide a brief walkthrough for your zone. (Some possible questions&lt;br /&gt;
     to ask yourself and provide information for are: What happens once the&lt;br /&gt;
     player arrives there? Do they simply kill mobs to get xp? Do they do a&lt;br /&gt;
     complicated eq run? Do they solve puzzles or complete unusual quests?&lt;br /&gt;
     What mobs do they interract with?)&lt;br /&gt;
&lt;br /&gt;
 8.) List 3-5 of the main &amp;quot;characters&amp;quot; of your zone. These should be&lt;br /&gt;
     mobs that the player will interact with. What are their names?&lt;br /&gt;
     What are they like? What have they done, and what do they plan&lt;br /&gt;
     to do? An example might be &amp;quot;Jiano, the Egunian lyre player.&amp;quot; You&lt;br /&gt;
     could talk about how Jiano is in love with Siezonna, the daughter&lt;br /&gt;
     of the king, and how they plan to turn themselves into fish before&lt;br /&gt;
     jumping out of the tower window into the moat. Then describe how&lt;br /&gt;
     King Lergmoz issues a bounty on Jiano's head, and that the player&lt;br /&gt;
     can choose to assist either Jiano and Siezonna or King Lergmoz, and&lt;br /&gt;
     whichever they choose determines what equipment they get from the&lt;br /&gt;
     zone. Try to make mobs interesting so that the player will feel more&lt;br /&gt;
     immersed within your zone. Show how your mobs will seem real to&lt;br /&gt;
     the player, rather than just saying, &amp;quot;A king asks you to find his&lt;br /&gt;
     daughter because she ran away&amp;quot;. The details are what make a zone&lt;br /&gt;
     interesting.&lt;br /&gt;
&lt;br /&gt;
 9.) Create 5 sample room descriptions. These do not need to include&lt;br /&gt;
     exits, just the description. See the guidelines below for room&lt;br /&gt;
     descriptions. Anyone not following these guidelines will have their&lt;br /&gt;
     writing disqualified.&lt;br /&gt;
&lt;br /&gt;
10.) A list of proc ideas (special procedures) if you have any. This is&lt;br /&gt;
     optional, and you are welcome to provide only one or two as a sample&lt;br /&gt;
     of your ideas.&lt;br /&gt;
&lt;br /&gt;
11.) Level range (what level of player your zone is for). You can check&lt;br /&gt;
     past zone opening ANNOUNCEMENTs from the ANNOUNCEMENTINDEX for&lt;br /&gt;
     examples (the level is usually listed at the bottom of the zone&lt;br /&gt;
     announcement). *DO NOT* plan for your first zone to be a zone for&lt;br /&gt;
     heroes please. High level equipment zones are best left to builders&lt;br /&gt;
     who have some experience, so if you want an equipment zone try and&lt;br /&gt;
     plan it for lower level players.&lt;br /&gt;
&lt;br /&gt;
12.) Estimated number of rooms. We rarely allow zones above 300 rooms. A&lt;br /&gt;
     good range is somewhere between 150-250.&lt;br /&gt;
&lt;br /&gt;
13.) Amount of time you plan to spend on your zone per week.&lt;br /&gt;
&lt;br /&gt;
14.) List 5 or so (each) sample mob and object names. You don't have to&lt;br /&gt;
     write an entire mob or object's stats, just give examples of what&lt;br /&gt;
     they will be called. (Such as &amp;quot;Lord Agimon of House Shinasu&amp;quot; or&lt;br /&gt;
     &amp;quot;a decrepit old adventurer&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
15.) Any past experience in building. (Most builders are hired with no&lt;br /&gt;
     previous experience, so don't feel under-qualified if you have none).&lt;br /&gt;
&lt;br /&gt;
16.) Describe your education to us. This may be high school, college,&lt;br /&gt;
     or your own personal studies. What subjects interest you the&lt;br /&gt;
     most?&lt;br /&gt;
&lt;br /&gt;
17.) 1-2 paragraphs explaining why you wish to build a zone for&lt;br /&gt;
     Medievia.&lt;br /&gt;
&lt;br /&gt;
A sample building application exists under HELP APPLICATION_EXAMPLE. It gives&lt;br /&gt;
a better idea of what kind of things we are looking for, although we do not&lt;br /&gt;
necessarily want applications exactly like the example.&lt;br /&gt;
&lt;br /&gt;
Room description guidelines:&lt;br /&gt;
&lt;br /&gt;
Each of the 5 room descriptions should be a minimum of 3 lines and/or 3&lt;br /&gt;
sentences. We recommend they be around 5 lines long. Descriptions should all&lt;br /&gt;
be different, and contain details of the surroundings in that room. We&lt;br /&gt;
strongly recommend that you omit the use of the words &amp;quot;you&amp;quot; and &amp;quot;your&amp;quot; for&lt;br /&gt;
the sample descriptions. However, if you wish to try using them, the criteria&lt;br /&gt;
is as follows:&lt;br /&gt;
&lt;br /&gt;
Do not tell people how they think, how they feel (emotionally), how they&lt;br /&gt;
act, or what they say. This means you can say &amp;quot;The hot air from the&lt;br /&gt;
lava-drenched chasm stings your eyes.&amp;quot; but you cannot say &amp;quot;The bubbling lava&lt;br /&gt;
pits fill your heart with fear.&amp;quot; The reason for this is that the player&lt;br /&gt;
may not be scared. Try to show people what something is like rather than&lt;br /&gt;
tell them. Provide details about the room to get the reaction from a&lt;br /&gt;
player that you want. A room description that says &amp;quot;You stand here&lt;br /&gt;
wondering why these walls were built.&amp;quot; may be entirely untrue. The player&lt;br /&gt;
could be sitting in the room, not standing, and they may not be thinking&lt;br /&gt;
about the walls at all. Describing the area or landscape is usually a much&lt;br /&gt;
better approach than trying to narrate a player's adventures for them. Let&lt;br /&gt;
the player come to their own conclusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BUILDING_TIPS &amp;quot;BUILDING TIPS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
How to plan a fantastic zone and get your zone proposal approved.&lt;br /&gt;
&lt;br /&gt;
A lot of people email me asking what kind of features I look for in an&lt;br /&gt;
application and zone proposal, so I have written this help file for people&lt;br /&gt;
who want to research before they take a shot at building a zone.&lt;br /&gt;
&lt;br /&gt;
There are many elements that make up a high quality zone. This help file&lt;br /&gt;
attempts to cover as many helpful details as possible.&lt;br /&gt;
&lt;br /&gt;
1.) Theme&lt;br /&gt;
&lt;br /&gt;
 The theme of your zone sets the stage for all the elements throughout&lt;br /&gt;
 your zone. It also plays a large part in how interesting your zone will&lt;br /&gt;
 be to players. Try to think of a creative and detailed theme that will&lt;br /&gt;
 set your zone apart from others. Carbon copy ideas of existing zones, or&lt;br /&gt;
 lazy attempts at coming up with a theme are easy to spot and will affect&lt;br /&gt;
 what players (and gods) think of your idea. Here are some examples of&lt;br /&gt;
 good themes vs. boring themes:&lt;br /&gt;
&lt;br /&gt;
 - A forest zone filled with bears. = boring&lt;br /&gt;
 - A forest zone filled with a species of bears that has evolved so that&lt;br /&gt;
   it can talk and form social groups, leaders, and culture. = interesting&lt;br /&gt;
 - A forest zone filled with several different species of evolved animals&lt;br /&gt;
   that have formed social statuses and cultures and are at war with each&lt;br /&gt;
   other for ownership of the forest. Players have to choose a side and&lt;br /&gt;
   fight for them to solve the zone. Not only that but the trees have&lt;br /&gt;
   evolved into partially mobile wood nymph species and sometimes come to&lt;br /&gt;
   life and move around, changing the layout of the zone and how you solve&lt;br /&gt;
   it. There are a few small ground dwellings hidden in the forest where&lt;br /&gt;
   ground dwarves who protect the forest live and they provide clues about&lt;br /&gt;
   the zone and have nice eq. In one area there is a pond with a water&lt;br /&gt;
   spirit that grants wishes if you help bring peace to the forest instead&lt;br /&gt;
   of fighting the war. = very interesting&lt;br /&gt;
&lt;br /&gt;
 or&lt;br /&gt;
&lt;br /&gt;
 - A city on the edge of a large lake. = boring&lt;br /&gt;
 - A city on the edge of a large lake that was recently invaded by a small&lt;br /&gt;
   species of dragons that travel in herds. = interesting&lt;br /&gt;
 - A city on the edge of a large lake recently invaded by a horse-sized&lt;br /&gt;
   dragon species that travels in herds and players may choose to assist&lt;br /&gt;
   the dragons and be rewarded for their evil deeds with gold, or they may&lt;br /&gt;
   assist the citizens and be rewarded in equipment and goods from the&lt;br /&gt;
   city. Their choice affects their alignment. There are multiple&lt;br /&gt;
   sub-plots throughout the zone of citizens and dragons who need special&lt;br /&gt;
   things done for them, and many clues you must solve to make your way&lt;br /&gt;
   throughout the zone. = very interesting&lt;br /&gt;
&lt;br /&gt;
 These are only examples of detailed themes. There are endless possibilities.&lt;br /&gt;
 Please try to be creative and original!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.) Mobs&lt;br /&gt;
&lt;br /&gt;
 Once you have developed a theme you should plan to have mobs to fit&lt;br /&gt;
 it. The more detailed you make each mob the more interesting your zone&lt;br /&gt;
 will be. Mobs that have well-thought out names, personalities, and&lt;br /&gt;
 histories are more interesting than generic creatures to kill. Builders&lt;br /&gt;
 have choices of making mobs talk, adding clues throughout their zone, and&lt;br /&gt;
 many other tools in order to round out their zone's characters. Many&lt;br /&gt;
 builders have a habit of planning 2 or 3 &amp;quot;boss&amp;quot; mobs for a zone, and then&lt;br /&gt;
 filling the rest of the zone up with generic xp mobs. There is no reason&lt;br /&gt;
 not to have personalities for many of your mobiles! Here are examples of&lt;br /&gt;
 boring mobs vs. interesting mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 - Boring mob: a bear&lt;br /&gt;
 - Interesting mob: a shaggy bear with a large scar on its side&lt;br /&gt;
&lt;br /&gt;
 The second mob growls and complains of being attacked by an alligator.&lt;br /&gt;
&lt;br /&gt;
 - Boring mob: a citizen&lt;br /&gt;
 - Interesting mob: Jakory, the town fiddler&lt;br /&gt;
&lt;br /&gt;
 Jackory will give you the key to a tower in the musician's square if you&lt;br /&gt;
 return his fiddle to him.&lt;br /&gt;
&lt;br /&gt;
 - Boring mob: a small dragon&lt;br /&gt;
 - Interesting mob: a lithe dragon the size of a horse&lt;br /&gt;
&lt;br /&gt;
 The second mob does not take damage from fireshields and has a tendency&lt;br /&gt;
 to flee during battle.&lt;br /&gt;
&lt;br /&gt;
 - Boring mob: a cook&lt;br /&gt;
 - Interesting mob: Martynor, the King's Chef&lt;br /&gt;
&lt;br /&gt;
 Martynor proudly talks about the time he caught a spy trying to poison&lt;br /&gt;
 the King's food, and how he was given a reward of 15 of the King's finest&lt;br /&gt;
 chickens for the deed.&lt;br /&gt;
&lt;br /&gt;
 Whether it has a proc, story, or simply has an interesting name, mobs do&lt;br /&gt;
 not have to be boring.&lt;br /&gt;
&lt;br /&gt;
3.) Objects&lt;br /&gt;
&lt;br /&gt;
 Objects do not have to be boring, and they don't have to be max stat&lt;br /&gt;
 equipment either. Many builders make the mistake of not loading smaller&lt;br /&gt;
 items of equipment to round out their zone. Sure, you can't have every&lt;br /&gt;
 item you load in your zone have fantastic stats, but it is more fun to an&lt;br /&gt;
 xper when they can examine the items on corpses to see if they are of&lt;br /&gt;
 worth to them, or to collect newbie eq for their clannies. Sometimes&lt;br /&gt;
 objects may just be for looks and have no stats at all.&lt;br /&gt;
&lt;br /&gt;
 Objects are more fun when they are creatively named and have look at&lt;br /&gt;
 descriptions. If players constantly look at your items and &amp;quot;see nothing&lt;br /&gt;
 special&amp;quot;, they begin to think there isn't much special about your&lt;br /&gt;
 zone. Put clues in your objects! Make visually appealing descriptions of&lt;br /&gt;
 their features. Add adjectives to their names. Here are some examples of&lt;br /&gt;
&lt;br /&gt;
 boring and interesting objects:&lt;br /&gt;
&lt;br /&gt;
 - Boring object: a hammer&lt;br /&gt;
 - Interesting object: a primitive hammer carved from granite&lt;br /&gt;
&lt;br /&gt;
 The description of this object lends clues to the primitive nature of the&lt;br /&gt;
 people who live in the zone's caves.&lt;br /&gt;
&lt;br /&gt;
 - Boring object: a flower&lt;br /&gt;
 - Interesting object: a sweet-scented sprig of oleander&lt;br /&gt;
&lt;br /&gt;
 If the player puts oleander in the tea of the evil wizard it poisons him&lt;br /&gt;
 and frees the citizens of the zone.&lt;br /&gt;
&lt;br /&gt;
 - Boring object: a chainmail shirt&lt;br /&gt;
 - Interesting object: a chainmail shirt made from links of hyranthium&lt;br /&gt;
&lt;br /&gt;
 When you run the zone you find out that hyranthium is a unique metal&lt;br /&gt;
 found in the mines and the source of the city's economy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4.) Map&lt;br /&gt;
&lt;br /&gt;
 You don't have to have made your map before you apply to become a&lt;br /&gt;
 builder, but it is a good idea to at least have an idea of what it will&lt;br /&gt;
 be like. Graph paper is an excellent way to plan out your zone. Use each&lt;br /&gt;
 square as a room in your zone, and draw each level separately. It's a&lt;br /&gt;
 good idea to mark rooms that connect for different levels. Once you have&lt;br /&gt;
 your map, count your rooms. Whereas we don't require you send a map to&lt;br /&gt;
 apply to build, we do prefer you know approximately how many rooms you&lt;br /&gt;
 wish to use. Don't go overboard! If your zone is over 250-300 rooms it is&lt;br /&gt;
 probably too big! Try to scale down to be under this range. Most good&lt;br /&gt;
 zones are between 80-250 rooms. This is the size of zone that is easiest&lt;br /&gt;
 to balance, and contains the most interest for players. Remember that big&lt;br /&gt;
 isn't always better!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5.) Story&lt;br /&gt;
&lt;br /&gt;
 When you write the story for your zone, be sure to check out ANNINDEX to&lt;br /&gt;
 find back issues of zone openings as examples. The type of story we want&lt;br /&gt;
 to see is a well developed one similar to those you see in the news. Good&lt;br /&gt;
 stories contain interesting details and are fun to read, kind of like a&lt;br /&gt;
 short story. It doesn't have to be LONG, but it should be creative and&lt;br /&gt;
 detailed. Many good stories only need 1 or 2 paragraphs to draw the reader&lt;br /&gt;
 in, whereas some take a lot more to cover all the details of the zone's&lt;br /&gt;
 history. Be wary of making your story TOO long since this can bore the&lt;br /&gt;
 reader.&lt;br /&gt;
&lt;br /&gt;
 The best stories:&lt;br /&gt;
&lt;br /&gt;
 - Give information about the setting of the zone (forest, lake, castle,&lt;br /&gt;
   city, mountain, swamp...)&lt;br /&gt;
 - Provide details about the zone's history (What happened there before&lt;br /&gt;
   the player heard about it?)&lt;br /&gt;
 - Give background on at least one of the zone's mobs (evil wizard taking&lt;br /&gt;
   over, trapped princess, etc.)&lt;br /&gt;
 - Tell the player why they want to go there (solve a mystery, do a good&lt;br /&gt;
   deed, etc.)&lt;br /&gt;
 - Don't give away the zone secrets, tell just enough to get the player&lt;br /&gt;
   interested but not enough to spoil the surprise. In a zone proposal it&lt;br /&gt;
   is okay to say &amp;quot;This is what happens once they get to the zone&amp;quot; and&lt;br /&gt;
   give a run-through of the way the zone is written.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6.) Room Descriptions&lt;br /&gt;
&lt;br /&gt;
 Be *sure* to read the help at the bottom of Help BUILD_APP on room&lt;br /&gt;
 description guidelines. We have high standards for writing and your room&lt;br /&gt;
 description entries are a major element of your application. If you turn&lt;br /&gt;
 in something that looks like you just threw it together in a hurry, we&lt;br /&gt;
 are going to think of you as someone who either can't write, or doesn't&lt;br /&gt;
 take the time to write well. We don't want bad writers! Also, be sure to&lt;br /&gt;
 proofread your descriptions and use a spell checker if you are bad with&lt;br /&gt;
 spelling. If it looks like you cared about your work, it will make us&lt;br /&gt;
 care about your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7.) Procs (also known as Special Procedures)&lt;br /&gt;
&lt;br /&gt;
 These are optional, and you don't really need many for your application&lt;br /&gt;
 if you do decide to include them. However, we highly recommend that you&lt;br /&gt;
 plan to have them in your final zone. All you have to do is design them,&lt;br /&gt;
 a programmer will code them for you once your zone nears completion.&lt;br /&gt;
 Pretty much anything is possible for procs, there is very little we&lt;br /&gt;
 cannot do, or cannot adapt into something equally as good. The question&lt;br /&gt;
 is whether or not the rest of your zone is well enough planned and&lt;br /&gt;
 executed to warrant having a programmer spend their time coding it&lt;br /&gt;
&lt;br /&gt;
 for you. So for those of you who want to know &amp;quot;is this possible?&amp;quot; the&lt;br /&gt;
 answer is &amp;quot;yes, if your zone is worth it&amp;quot;. If you follow the guidelines&lt;br /&gt;
 above for the other elements of a zone, it is very likely that your zone&lt;br /&gt;
 is worth the extra effort on our part.&lt;br /&gt;
&lt;br /&gt;
 What are procs? Procs are deviations from normal game code. You can do&lt;br /&gt;
 all kinds of things with procs. For example, if you wanted a particular&lt;br /&gt;
 mob to be a coward, you could have a proc where it would shriek &amp;quot;AHHH&lt;br /&gt;
 DON'T KILL ME!!!&amp;quot; and run away from the player that attacked it. Ideally&lt;br /&gt;
 procs have to do with solving the zone, or provide clues for the&lt;br /&gt;
 zone. Sometimes small procs are added to give extra character or detail&lt;br /&gt;
 to a zone. You can make procs have to do with opening a door, killing a&lt;br /&gt;
 mob, finding something secret in a room, etc. Your imagination is the&lt;br /&gt;
 limit!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GENERAL INFORMATION:&lt;br /&gt;
&lt;br /&gt;
Anybody can be a builder. Often people think they must know how to code&lt;br /&gt;
to build a zone, but all you have to be able to do is read instructions&lt;br /&gt;
and fill in the blanks. Rooms are created online with an easy to use set&lt;br /&gt;
of commands that all have extensive help files. Mobs, objects, and&lt;br /&gt;
&lt;br /&gt;
zonefiles are created offline using an editor and all you have to do is&lt;br /&gt;
fill in the blanks to create in it. You also are not required to comply&lt;br /&gt;
to a strict schedule, we work with you to make your building schedule&lt;br /&gt;
fit the time you have available. If you are creative, step forward and&lt;br /&gt;
contribute to Medievia's zones! There is nothing holding you back.&lt;br /&gt;
&lt;br /&gt;
To wrap this up here is an abbreviated list of the elements that make a&lt;br /&gt;
great zone proposal. Good luck!&lt;br /&gt;
&lt;br /&gt;
 1.) An exciting and detailed theme&lt;br /&gt;
 2.) Interesting mobiles&lt;br /&gt;
 3.) Unusual and well-placed objects&lt;br /&gt;
 4.) A solid idea of how many rooms will be needed&lt;br /&gt;
 5.) A creative and intriguing story&lt;br /&gt;
 6.) Well-written room descriptions&lt;br /&gt;
 7.) Innovative special procedures (procs)&lt;br /&gt;
&lt;br /&gt;
Send zone proposals to builderapp@medievia.com as a text email. Do&lt;br /&gt;
not send attached files.&lt;br /&gt;
&lt;br /&gt;
We hire new builders regularly every 1-3 months from the best applications&lt;br /&gt;
we have received.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See Also: BUILD_APP APPLICATION BUILDER_FAQ JOBS&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Help_Grammar</id>
		<title>Help Grammar</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Help_Grammar"/>
				<updated>2017-04-29T15:34:30Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: Created page with &amp;quot;&amp;lt;pre&amp;gt; GRAMMAR GRAMMAR_INDEX ENGLISH                  M     E     D     I     E     V     I     A                                                Grammar Help Files...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
GRAMMAR GRAMMAR_INDEX ENGLISH&lt;br /&gt;
                 M     E     D     I     E     V     I     A                &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                             Grammar Help Files&lt;br /&gt;
&lt;br /&gt;
                             APOSTROPHE&lt;br /&gt;
                             AS&lt;br /&gt;
                             BACKGROUND&lt;br /&gt;
                             COLLECTIVE&lt;br /&gt;
                             COMMAS&lt;br /&gt;
                             &amp;quot;DANGLING MODIFIER&amp;quot;&lt;br /&gt;
                             GRAMMAR_TERMS&lt;br /&gt;
                             HERE&lt;br /&gt;
                             HYPHENS&lt;br /&gt;
                             IE&lt;br /&gt;
                             JUSTIFY&lt;br /&gt;
                             &amp;quot;RUNON SENTENCE&amp;quot;&lt;br /&gt;
                             SEMICOLONS&lt;br /&gt;
                             SPELLING&lt;br /&gt;
                             STYLESHEET&lt;br /&gt;
                             SUDDENLY&lt;br /&gt;
                             SYNONYM&lt;br /&gt;
                             TENSES&lt;br /&gt;
                             THEY&lt;br /&gt;
                             THATWHICH&lt;br /&gt;
                             WHOM&lt;br /&gt;
                             WORDS&lt;br /&gt;
                             YOU&lt;br /&gt;
&lt;br /&gt;
Please note that grammar help files are now accessed with HELP *or*&lt;br /&gt;
WIZHELP, and can be accessed by both gods and mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
APOSTROPHE APOSTROPHES&lt;br /&gt;
&lt;br /&gt;
The apostrophe character ' is used for two purposes in English: first, &lt;br /&gt;
before the letter S when forming a possessive, and second, to indicate the &lt;br /&gt;
removal of letters in a contraction.&lt;br /&gt;
&lt;br /&gt;
Possessives:&lt;br /&gt;
   Use an apostrophe and an S at the end of a singular noun or proper noun &lt;br /&gt;
   to make it possessive. This applies to ALL singular nouns or proper nouns, &lt;br /&gt;
   even those that end with S, X, Z, etc.&lt;br /&gt;
&lt;br /&gt;
   Examples:&lt;br /&gt;
   the child's pet&lt;br /&gt;
   the enchantress's chamber&lt;br /&gt;
   Xilaos's office&lt;br /&gt;
&lt;br /&gt;
   Use the apostrophe *after* the S if the noun or proper noun is plural, &lt;br /&gt;
   unless it is a plural (like &amp;quot;children&amp;quot; or &amp;quot;women&amp;quot;) that doesn't end in S.&lt;br /&gt;
&lt;br /&gt;
   Examples:&lt;br /&gt;
   the children's home&lt;br /&gt;
   the enchantresses' wands&lt;br /&gt;
   the clans' rankings&lt;br /&gt;
&lt;br /&gt;
   Note that the possessive forms of a PRONOUN will not follow this rule. &lt;br /&gt;
   The words his, her, hers, its, their, theirs, our, ours, my, and mine &lt;br /&gt;
   are possessive pronouns and do not contain apostrophes. The word &amp;quot;it's&amp;quot; &lt;br /&gt;
   is a contraction, not a possessive pronoun; &amp;quot;it's&amp;quot; always means &amp;quot;it is&amp;quot; &lt;br /&gt;
   or &amp;quot;it has.&amp;quot; See HELP WORDS for more on that specific issue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contractions:&lt;br /&gt;
   In a contraction, two words are combined to form one, like &amp;quot;do not&amp;quot; &lt;br /&gt;
   combined to form &amp;quot;don't&amp;quot; or &amp;quot;they will&amp;quot; combined to form &amp;quot;they'll.&amp;quot; In &lt;br /&gt;
   a contraction a few letters are removed and replaced with an apostrophe. &lt;br /&gt;
   The apostrophe always goes where the removed letters would be.&lt;br /&gt;
&lt;br /&gt;
   Examples:&lt;br /&gt;
   Don't go in there! (&amp;quot;Do not&amp;quot; -&amp;gt; remove the second O -&amp;gt; &amp;quot;Don't&amp;quot;)&lt;br /&gt;
   She wouldn't do that. (&amp;quot;would not&amp;quot; -&amp;gt; remove the second O -&amp;gt; &amp;quot;wouldn't&amp;quot;)&lt;br /&gt;
   They're sure to win. (&amp;quot;They are&amp;quot; -&amp;gt; remove the A -&amp;gt; &amp;quot;They're&amp;quot;)&lt;br /&gt;
   It'll be soon. (&amp;quot;It will&amp;quot; -&amp;gt; remove W and I -&amp;gt; &amp;quot;It'll&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
   Please do not use contractions in room descriptions or names, as they &lt;br /&gt;
   are informal and tend to look out of place. It is of course fine to use &lt;br /&gt;
   them in mob gossips, procs that have mobs talking, and other places &lt;br /&gt;
   where you are relating conversation, not formal description.&lt;br /&gt;
&lt;br /&gt;
See Also: GRAMMAR_INDEX STYLESHEET WORDS &amp;quot;PARTS OF SPEECH&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AS&lt;br /&gt;
&lt;br /&gt;
The word AS is a conjunction (see help &amp;quot;PARTS OF SPEECH&amp;quot;) that has two &lt;br /&gt;
meanings. One of the meanings is &amp;quot;while,&amp;quot; where two things happen at once, &lt;br /&gt;
and the other is &amp;quot;because,&amp;quot; where one thing happens *due to* another.&lt;br /&gt;
&lt;br /&gt;
When AS means &amp;quot;while,&amp;quot; there should be no comma before AS.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
   She gnawed on her fingernails nervously as she waited.&lt;br /&gt;
   The current got much stronger as we moved downstream.&lt;br /&gt;
   Your footsteps make a sticky, squelching sound as you walk south.&lt;br /&gt;
&lt;br /&gt;
When AS means &amp;quot;because,&amp;quot; there SHOULD be a comma before AS.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
   It is difficult to see down the corridor, as it is dark.&lt;br /&gt;
   The dragon hoards his gold jealously, as he knows others are after it.&lt;br /&gt;
   She wanted to leave soon, as she did not want to be late.&lt;br /&gt;
&lt;br /&gt;
See Also: &amp;quot;PARTS OF SPEECH&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BACKGROUND&lt;br /&gt;
&lt;br /&gt;
Care should be taken when mentioning living creatures that could be&lt;br /&gt;
construed as mobiles in a room description. Players expect to be able to&lt;br /&gt;
kill living things, so explanations should be made in cases where they&lt;br /&gt;
cannot do so.&lt;br /&gt;
&lt;br /&gt;
Some creatures are okay to mention in room descriptions without&lt;br /&gt;
explanations on why they cannot be killed. Examples of this type of mob&lt;br /&gt;
are very small animals or insects. Animals larger than a cat should be&lt;br /&gt;
explained.  &lt;br /&gt;
&lt;br /&gt;
Explaining why a creature/person is not available to be killed can be done&lt;br /&gt;
in many different ways. One of the easiest ways is putting the living&lt;br /&gt;
thing so far in the distance (the background) that the player is not close&lt;br /&gt;
enough to kill it. Make sure to use words that indicate the animal or&lt;br /&gt;
person is far away.&lt;br /&gt;
&lt;br /&gt;
Example: In the distance, an old, wrinkled washer-woman trudges along with&lt;br /&gt;
         her basket of clothes.&lt;br /&gt;
Example: The brown fur of a large bear is visible from across the meadow.&lt;br /&gt;
&lt;br /&gt;
Another method is putting obstructions between the player and the living&lt;br /&gt;
being.&lt;br /&gt;
&lt;br /&gt;
Example: The form of an agile deer can be seen between the screen of tall&lt;br /&gt;
         oak trees.&lt;br /&gt;
Example: A large wall with a window set in its center separates the shoppers&lt;br /&gt;
         from the watchful store owner. He peers from behind the small &lt;br /&gt;
         opening, viewing all that takes place inside the store.&lt;br /&gt;
&lt;br /&gt;
Magic can also be used to explain unkillable creatures in a description.&lt;br /&gt;
Using creatures that have been frozen into statues, or a protected area&lt;br /&gt;
where no damage can be done are acceptable ways to explain creatures in&lt;br /&gt;
descriptions. Be cautious if you want other mobs to be killed there that&lt;br /&gt;
it explains where the protected area is.&lt;br /&gt;
&lt;br /&gt;
Example: A giant leopard lounges in the protective branches of an&lt;br /&gt;
         enchanted tree, its posture reflecting how relaxed and secure it&lt;br /&gt;
         feels there.&lt;br /&gt;
&lt;br /&gt;
Plural groups of creatures such as crowds on busy streets are another&lt;br /&gt;
acceptable method. Be sure not to single out creatures when using this&lt;br /&gt;
method, or they become too close to mobs.&lt;br /&gt;
&lt;br /&gt;
Example: The street bustles with the daily routines of sailors, shoppers,&lt;br /&gt;
         horse carts, and children playing.&lt;br /&gt;
Example: A large herd of cattle fills the field inside the fence, and&lt;br /&gt;
         individual cattle mill around lazily.&lt;br /&gt;
&lt;br /&gt;
*Bad* Example: A herd of cattle fills the field inside the fence.  A&lt;br /&gt;
               large, red bull with ivory horns snorts angrily and paws&lt;br /&gt;
               the ground. (The red bull is too defined and should be a&lt;br /&gt;
               mob)&lt;br /&gt;
&lt;br /&gt;
Other methods may be used as well. These are simply examples of ways to&lt;br /&gt;
use this kind of detail in descriptions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
COLLECTIVE &amp;quot;COLLECTIVE NOUNS&amp;quot; &amp;quot;COLLECTIVE NOUN&amp;quot; COLLECTIVE_NOUN COLLECTIVE_NOUNS&lt;br /&gt;
&lt;br /&gt;
A collective noun is a word that defines a group of objects. Other terms used &lt;br /&gt;
for the same or similar concept are &amp;quot;mass noun&amp;quot; or &amp;quot;group noun.&amp;quot; The term &lt;br /&gt;
&amp;quot;collective noun&amp;quot; is also used for the words that describe groups of &lt;br /&gt;
animals, like a pride of lions or a murder of crows.&lt;br /&gt;
&lt;br /&gt;
Examples of collective nouns that often appear in zone writing on Medievia:&lt;br /&gt;
&lt;br /&gt;
group      collection    herd&lt;br /&gt;
pair       crowd         pile&lt;br /&gt;
set        family        lot&lt;br /&gt;
series     class         team&lt;br /&gt;
variety    line          wave&lt;br /&gt;
&lt;br /&gt;
The grammatical issue with collective nouns is whether to use a singular or &lt;br /&gt;
plural verb when a collective noun is the subject of a sentence. The &lt;br /&gt;
confusion arises because collective nouns are almost always followed by the &lt;br /&gt;
word &amp;quot;of&amp;quot; and a plural noun. The subject of the verb is the collective noun, &lt;br /&gt;
not the noun after &amp;quot;of,&amp;quot; so sometimes it can seem difficult to figure out &lt;br /&gt;
why your ZE is making a correction to what you wrote.&lt;br /&gt;
&lt;br /&gt;
Medievia's rule is to use a singular verb when the collective noun is preceded &lt;br /&gt;
by &amp;quot;the&amp;quot; and a plural noun when the collective noun is preceded by &amp;quot;a.&amp;quot; Still, &lt;br /&gt;
there are exceptions (most notably, &amp;quot;series&amp;quot; and &amp;quot;variety&amp;quot;), and your ZE's &lt;br /&gt;
judgment should be followed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
Wrong:&lt;br /&gt;
The variety of flowers are impressive.&lt;br /&gt;
Right:&lt;br /&gt;
The variety of flowers &amp;lt;is&amp;gt; impressive.&lt;br /&gt;
    (collective noun: the variety)&lt;br /&gt;
    &lt;br /&gt;
Wrong:&lt;br /&gt;
The collection of vases and bottles fill the room.&lt;br /&gt;
Right:&lt;br /&gt;
The collection of vases and bottles &amp;lt;fills&amp;gt; the room.&lt;br /&gt;
    (collective noun: the collection)&lt;br /&gt;
&lt;br /&gt;
Wrong:&lt;br /&gt;
A pair of soldiers is guarding the gate.&lt;br /&gt;
Right:&lt;br /&gt;
A pair of soldiers &amp;lt;are&amp;gt; guarding the gate.&lt;br /&gt;
    (collective noun: a pair)&lt;br /&gt;
&lt;br /&gt;
If this doesn't make sense, please ask your ZE to point out examples in your &lt;br /&gt;
own zone. Also, as with some other common issues (see HELP THEY), it may be &lt;br /&gt;
best to rephrase the sentence to avoid using the collective noun at all.&lt;br /&gt;
&lt;br /&gt;
Read this blog post for the same consensus rule put differently.&lt;br /&gt;
http://theslot.blogspot.com/2006/07/yeah-what-they-said.html&lt;br /&gt;
&lt;br /&gt;
See Also: GRAMMAR_INDEX THEY&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
COMMA COMMAS CTB_COMMA CTB_COMMAS&lt;br /&gt;
&lt;br /&gt;
Commas are used to separate words, phrases, and clauses. As it applies to &lt;br /&gt;
writing rooms, mobs, and objects for Medievia, this usually comes up in &lt;br /&gt;
the following situations:&lt;br /&gt;
&lt;br /&gt;
* Use commas to separate items in a list.&lt;br /&gt;
&lt;br /&gt;
Right: She bought waybread, cloaks, and rope.&lt;br /&gt;
Wrong: The walls have paintings sculptures and detailed carvings.&lt;br /&gt;
       The walls have paintings, sculptures and detailed carvings.&lt;br /&gt;
&lt;br /&gt;
Please note that there SHOULD be a comma before the conjunction (e.g., &lt;br /&gt;
and, or, but) in the list. This is called a &amp;quot;serial comma,&amp;quot; and this rule &lt;br /&gt;
is followed in most formal writing, for the sake of consistency and &lt;br /&gt;
clarity. You will not see this comma in newspapers, which follow different &lt;br /&gt;
style rules, but you should use it in the game.&lt;br /&gt;
&lt;br /&gt;
* Use commas before the conjunction in a compound sentence.&lt;br /&gt;
&lt;br /&gt;
Right: I bought a wagon, and I walked to Trellor.&lt;br /&gt;
Wrong: He killed the vampire but he did not loot it.&lt;br /&gt;
&lt;br /&gt;
More examples of this can be found in Help &amp;quot;RUNON SENTENCE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use commas to separate two or more adjectives that describe the same &lt;br /&gt;
subject.&lt;br /&gt;
&lt;br /&gt;
Right: intricate, beautiful carvings&lt;br /&gt;
       long, flowing hair&lt;br /&gt;
       thick, soft rug&lt;br /&gt;
Wrong: intricate beautiful carvings&lt;br /&gt;
       long flowing hair&lt;br /&gt;
       thick soft rug&lt;br /&gt;
&lt;br /&gt;
Exception: When the second adjective is the *color* or the *material* of &lt;br /&gt;
the subject, it reads much more clearly without a comma.&lt;br /&gt;
&lt;br /&gt;
Right: the icy blue glacier&lt;br /&gt;
       a thin red carpet&lt;br /&gt;
       my old wool cloak&lt;br /&gt;
       these cold stone walls&lt;br /&gt;
Wrong: the chilly, white snow&lt;br /&gt;
       a moth-eaten, green overcoat&lt;br /&gt;
       many old, adobe houses&lt;br /&gt;
       her thick, brown hair&lt;br /&gt;
&lt;br /&gt;
Please see this blog post from a professional newspaper copy editor for &lt;br /&gt;
more details on the order of adjectives:&lt;br /&gt;
http://weblogs.baltimoresun.com/news/mcintyre/blog/2009/03/this_is_not_a_rule.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use commas to set off descriptive phrases (also called adjective &lt;br /&gt;
clauses).&lt;br /&gt;
&lt;br /&gt;
Right: My cousin, the Duke of Leicester, is coming to visit.&lt;br /&gt;
       This castle, also called the Fort of Despair, has been abandoned.&lt;br /&gt;
Wrong: The trip to Trellor a major city is long.&lt;br /&gt;
       The desk which is made of wood has several drawers.&lt;br /&gt;
&lt;br /&gt;
A comma should be used to set off all dispensable clauses (the ones that &lt;br /&gt;
start with &amp;quot;which&amp;quot;). See Help THATWHICH.&lt;br /&gt;
&lt;br /&gt;
A comma should be used to set off a descriptive clause that has a verb &lt;br /&gt;
ending in 'ing.' This is a common mistake in rooms.&lt;br /&gt;
&lt;br /&gt;
Right: The stairs creak softly, adding to the sound of your footsteps.&lt;br /&gt;
       Our clan kept moving up in rankings, making us all proud.&lt;br /&gt;
       Blood trickles down the wall, its smell causing you to gag.&lt;br /&gt;
Wrong: The streets wind unpredictably making mapping impossible.&lt;br /&gt;
       The glowing orb hangs in the air providing illumination.&lt;br /&gt;
       A strange tapping sound comes from below echoing in the dark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use commas after adverbial clauses at the start of a sentence if the &lt;br /&gt;
phrase is directly followed by a noun.&lt;br /&gt;
&lt;br /&gt;
Right: To the east, the castle looms.&lt;br /&gt;
       After lunch, I went to the catacombs.&lt;br /&gt;
       When she asked for help, the whole clan responded.&lt;br /&gt;
Wrong: In the mountains goats and big-horned sheep live.&lt;br /&gt;
       Before we looted him he had a full set.&lt;br /&gt;
       If you want help you have to ask for it.&lt;br /&gt;
&lt;br /&gt;
Note: Do NOT use a comma if the adverbial clause at the start of the &lt;br /&gt;
sentence is directly followed by a verb.&lt;br /&gt;
&lt;br /&gt;
Right: To the east looms a castle.&lt;br /&gt;
       From far away came the sounds of screaming.&lt;br /&gt;
       On the wall hung many portraits.&lt;br /&gt;
Wrong: In the desert, scurry many small lizards.&lt;br /&gt;
       Through the cave, blows a cold, stinging wind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* A comma may be used to separate two actions performed by the same &lt;br /&gt;
subject (a compound predicate) if the two actions are separated by the &lt;br /&gt;
conjunction 'but.' Do not use a comma if the conjunction is 'and.'&lt;br /&gt;
&lt;br /&gt;
Right: He joined her by the water fountain, but will not leave her.&lt;br /&gt;
       They put on their armor and went to find the dragon.&lt;br /&gt;
&lt;br /&gt;
Note: This comma is optional, which is why I'm listing it last here. It &lt;br /&gt;
can add clarity to the sentence, because the tendency when speaking is to &lt;br /&gt;
pause naturally before the word 'but.'&lt;br /&gt;
&lt;br /&gt;
Please feel free to contact your ZE if you'd like an exhaustive, detailed &lt;br /&gt;
explanation of this or any other grammar issue.&lt;br /&gt;
&lt;br /&gt;
See Also: GRAMMAR_INDEX&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;DANGLING MODIFIER&amp;quot; &amp;quot;MISPLACED MODIFIER&amp;quot; DANGLING MODIFIER MODIFIERS MISPLACED&lt;br /&gt;
&lt;br /&gt;
This is a VERY COMMON error. Please let your ZE know if you need any help &lt;br /&gt;
identifying, understanding, or correcting misplaced modifiers in your own &lt;br /&gt;
writing. Once you understand what they are, you'll be surprised how easy &lt;br /&gt;
they are to fix.&lt;br /&gt;
&lt;br /&gt;
The issue of dangling and misplaced modifiers arises when the subject of &lt;br /&gt;
an adjective phrase (see help &amp;quot;PARTS OF SPEECH&amp;quot;) isn't where it's supposed &lt;br /&gt;
to be in the sentence. A dangling modifier is a phrase whose subject isn't &lt;br /&gt;
in the sentence anywhere at all. A misplaced modifier is a phrase whose &lt;br /&gt;
*intended* subject isn't the same as its *actual* subject, based on the &lt;br /&gt;
structure of the sentence.&lt;br /&gt;
&lt;br /&gt;
MISPLACED MODIFIERS &lt;br /&gt;
&lt;br /&gt;
Examples of misplaced modifiers appear in &amp;lt;&amp;gt; in the sentences below:&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;Polished daily&amp;gt;, the servants take good care of the castle stonework.&lt;br /&gt;
   &amp;lt;As blue as the summer sky&amp;gt;, I picked a handful of forget-me-nots.&lt;br /&gt;
   &amp;lt;Condemned to imprisonment&amp;gt;, all hope was lost to the captured men.&lt;br /&gt;
   &amp;lt;Heavy and solid&amp;gt;, the noise the armor made echoed in the corridor.&lt;br /&gt;
&lt;br /&gt;
As you can see, these sentences make sense and are grammatically correct, &lt;br /&gt;
but their modifiers are modifying the wrong words. Their *intended* &lt;br /&gt;
meanings are not the same as their *actual* meanings.&lt;br /&gt;
&lt;br /&gt;
The actual meanings of the modifiers are listed below:&lt;br /&gt;
&lt;br /&gt;
   The servants are polished daily.&lt;br /&gt;
   I am as blue as the summer sky.&lt;br /&gt;
   Hope was condemned to imprisonment.&lt;br /&gt;
   The noise was heavy and solid.&lt;br /&gt;
&lt;br /&gt;
The *intended* meanings, however, were these:&lt;br /&gt;
&lt;br /&gt;
   The castle stonework is polished daily.&lt;br /&gt;
   The forget-me-nots were as blue as the summer sky.&lt;br /&gt;
   The captured men were condemned to imprisonment.&lt;br /&gt;
   The armor was heavy and solid.&lt;br /&gt;
&lt;br /&gt;
Therefore we need to rephrase those sentences to make their meanings clear. &lt;br /&gt;
There are two ways to do this. You can rephrase the whole sentence in a &lt;br /&gt;
new way (example #1), or you can keep the modifier but change its subject &lt;br /&gt;
to the right one (example #2). Which solution is better depends on the &lt;br /&gt;
sentence and on what sort of sound or effect you're going for. The techniques &lt;br /&gt;
in example #1 might work better for straightforward description, while &lt;br /&gt;
example #2's sentences might sound more poetic and rhythmic.&lt;br /&gt;
&lt;br /&gt;
Example #1:&lt;br /&gt;
   The servants polish the castle stonework daily.&lt;br /&gt;
   The forget-me-nots I picked were as blue as the summer sky.&lt;br /&gt;
   The men were condemned to imprisonment; all hope was lost.&lt;br /&gt;
   The heavy, solid armor made noise that echoed in the corridor.&lt;br /&gt;
&lt;br /&gt;
Example #2:&lt;br /&gt;
   Polished daily by the servants, the castle stonework shines.&lt;br /&gt;
   As blue as the summer sky, the forget-me-nots seemed to smile at me.&lt;br /&gt;
   Condemned to imprisonment, the men knew all hope was lost.&lt;br /&gt;
   Heavy and solid, the noisy armor echoed through the corridor.&lt;br /&gt;
&lt;br /&gt;
Here's one last example. This is from an actual newspaper story about poor &lt;br /&gt;
cleaning practices at a major city zoo.&lt;br /&gt;
&lt;br /&gt;
   Mice were seen scurrying in the enclosures holding apes and orangutans.&lt;br /&gt;
&lt;br /&gt;
As you can see, &amp;quot;holding apes and orangutans&amp;quot; is a misplaced modifier &lt;br /&gt;
here, too, even though it's at the *end* of the sentence, not the beginning. &lt;br /&gt;
It's meant to modify &amp;quot;enclosures,&amp;quot; but its actual function is to modify &lt;br /&gt;
&amp;quot;mice.&amp;quot; This makes it sound like the mice were holding apes and orangutans. &lt;br /&gt;
This is just a funny example to show you why misplaced modifiers should be &lt;br /&gt;
fixed, and how it can actually be fun to learn to recognize them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DANGLING MODIFIERS ARE LESS COMMON. YOU CAN SKIP THIS PART MAYBE.&lt;br /&gt;
&lt;br /&gt;
Examples of dangling modifiers appear in &amp;lt;&amp;gt; in the sentences below:&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;Only three days old&amp;gt;, the puppy's sense of smell was undeveloped.&lt;br /&gt;
   &amp;lt;Wearing a red blazer&amp;gt;, my dad's tie matched his outfit well.&lt;br /&gt;
&lt;br /&gt;
As you can see, these sentences *seem* to make sense but don't, not &lt;br /&gt;
really. &amp;quot;Only three days old&amp;quot; describes the puppy, but the puppy isn't the &lt;br /&gt;
subject of the sentence. The sense of smell is. &amp;quot;Wearing a red blazer&amp;quot; &lt;br /&gt;
describes my dad, but he isn't in the sentence either. Only his tie is. &lt;br /&gt;
The sense of smell and the tie are not the *intended* subjects of these &lt;br /&gt;
phrases, but they are the *actual* subjects because of where they are in &lt;br /&gt;
the sentences.&lt;br /&gt;
&lt;br /&gt;
To fix this, you simply rephrase the sentence. Example #1 shows the best &lt;br /&gt;
solution: rewriting the whole thing to be simpler and clearer. Or you can &lt;br /&gt;
keep the structure of the sentence and rearrange to get the modifier in &lt;br /&gt;
the right place (example #2). &lt;br /&gt;
&lt;br /&gt;
Example #1:&lt;br /&gt;
   The puppy was only three days old, so its sense of smell was undeveloped.&lt;br /&gt;
   My dad was wearing a red blazer and a tie that matched.&lt;br /&gt;
&lt;br /&gt;
Example #2:&lt;br /&gt;
   Only three days old, the puppy had an undeveloped sense of smell.&lt;br /&gt;
   Since the puppy was only three days old, its sense of smell was undeveloped.&lt;br /&gt;
   Wearing a red blazer, my dad chose a tie that matched the outfit well.&lt;br /&gt;
   My dad was wearing a red blazer, so his tie matched his outfit well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please feel free to contact your ZE if you'd like an exhaustive, detailed &lt;br /&gt;
explanation of this or any other grammar issue.&lt;br /&gt;
&lt;br /&gt;
See Also: COMMAS GRAMMAR_INDEX &amp;quot;PARTS OF SPEECH&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GRAMMAR_TERMS &amp;quot;PARTS OF SPEECH&amp;quot; NOUN ADJECTIVE ADVERB PRONOUN PREPOSITION&lt;br /&gt;
&lt;br /&gt;
This file is intended as a glossary for some of the other grammar files, &lt;br /&gt;
in case you find terms you're not familiar with. A good dictionary, or a &lt;br /&gt;
copy of The Elements of Style, is an invaluable resource, but here is a &lt;br /&gt;
quick rundown.&lt;br /&gt;
&lt;br /&gt;
Adjective:&lt;br /&gt;
    An adjective describes (modifies) a noun. They are words like colors,&lt;br /&gt;
    sizes, and other qualities of a person, place, or thing.&lt;br /&gt;
&lt;br /&gt;
    Examples of adjectives are in &amp;lt;&amp;gt; below:&lt;br /&gt;
        the &amp;lt;blue&amp;gt; sky&lt;br /&gt;
        his &amp;lt;smelly&amp;gt; &amp;lt;old&amp;gt; coat&lt;br /&gt;
        the &amp;lt;colossal&amp;gt; mountain&lt;br /&gt;
        her &amp;lt;overgrown&amp;gt; garden&lt;br /&gt;
&lt;br /&gt;
    When two or more words are combined to form an adjective, they should&lt;br /&gt;
    be separated with a hyphen, unless the first word is an adverb ending&lt;br /&gt;
    in LY. Examples of this appear in Help HYPHENS.&lt;br /&gt;
&lt;br /&gt;
Adverb:&lt;br /&gt;
    An adverb describes (modifies) a verb, an adjective, or another &lt;br /&gt;
    adverb. They are words that describe intensity, duration, or other&lt;br /&gt;
    qualities of an action, or which intensify or add precision to an&lt;br /&gt;
    adjective or another adverb.&lt;br /&gt;
&lt;br /&gt;
    Examples of adverbs describing verbs are in &amp;lt;&amp;gt; below:&lt;br /&gt;
        he ran &amp;lt;quickly&amp;gt;&lt;br /&gt;
        she shouted &amp;lt;loudly&amp;gt;&lt;br /&gt;
    Examples of adverbs describing adjectives are in &amp;lt;&amp;gt; below:&lt;br /&gt;
        his horse was &amp;lt;extremely&amp;gt; tired&lt;br /&gt;
        the city was &amp;lt;incredibly&amp;gt; far away&lt;br /&gt;
    Examples of adverbs describing other adverbs are in &amp;lt;&amp;gt; below:&lt;br /&gt;
        he ran &amp;lt;very&amp;gt; quickly&lt;br /&gt;
        she shouted &amp;lt;unncessarily&amp;gt; loudly&lt;br /&gt;
&lt;br /&gt;
Noun:&lt;br /&gt;
    A noun is, quite simply, a person, a place, or a thing. Nouns that &lt;br /&gt;
    refer to generalities are called 'common nouns', and nouns that refer &lt;br /&gt;
    to specific ideas are 'proper nouns.' Proper nouns are almost always &lt;br /&gt;
    capitalized. Nouns that consist of more than one word are called &lt;br /&gt;
    compound nouns. Compound nouns are sometimes two distinct words (like &lt;br /&gt;
    &amp;quot;Aramingo Avenue&amp;quot; below), sometimes hyphenated (like gold-digger), and &lt;br /&gt;
    sometimes combined into a single word (like broadsword).&lt;br /&gt;
&lt;br /&gt;
    Examples of common nouns are in &amp;lt;&amp;gt; below:&lt;br /&gt;
        the &amp;lt;dog&amp;gt; ran down the &amp;lt;street&amp;gt;&lt;br /&gt;
        her &amp;lt;clan&amp;gt; removed an inactive &amp;lt;member&amp;gt;&lt;br /&gt;
        their &amp;lt;religion&amp;gt; included strange &amp;lt;rituals&amp;gt;&lt;br /&gt;
    Examples of proper nouns are in &amp;lt;&amp;gt; below:&lt;br /&gt;
        my dog &amp;lt;Spot&amp;gt; ran down &amp;lt;Aramingo Avenue&amp;gt;&lt;br /&gt;
        &amp;lt;Clan 86&amp;gt; removed &amp;lt;Thrasne&amp;gt;&lt;br /&gt;
        the priests of &amp;lt;Riverton&amp;gt; worship the sun&lt;br /&gt;
&lt;br /&gt;
Preposition:&lt;br /&gt;
    A preposition is a word that directs the action of a verb. There are &lt;br /&gt;
    a limited number of prepositions in English (between forty and fifty, &lt;br /&gt;
    I can never remember), and they are usually very small words.&lt;br /&gt;
&lt;br /&gt;
    Examples of prepositions are in &amp;lt;&amp;gt; below:&lt;br /&gt;
&lt;br /&gt;
        his sword was &amp;lt;in&amp;gt; its sheath&lt;br /&gt;
        the pen rolled &amp;lt;underneath&amp;gt; the desk&lt;br /&gt;
        he lost his hero flag &amp;lt;at&amp;gt; the end &amp;lt;of&amp;gt; February&lt;br /&gt;
        &amp;lt;above&amp;gt; and &amp;lt;beyond&amp;gt; the call &amp;lt;of&amp;gt; duty&lt;br /&gt;
&lt;br /&gt;
    The dependent clause that begins with and supports a preposition is&lt;br /&gt;
    called a &amp;quot;prepositional phrase.&amp;quot; Using the same examples as above,&lt;br /&gt;
    each prepositional phrase is in &amp;lt;&amp;gt; below:&lt;br /&gt;
&lt;br /&gt;
        his sword was &amp;lt;in its sheath&amp;gt;&lt;br /&gt;
        the pen rolled &amp;lt;underneath the desk&amp;gt;&lt;br /&gt;
        he lost his hero flag &amp;lt;at the end&amp;gt; &amp;lt;of February&amp;gt;&lt;br /&gt;
        &amp;lt;above and beyond the call&amp;gt; &amp;lt;of duty&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    Usually, if a word can be inserted into the following sentence and&lt;br /&gt;
    still make some kind of sense, it is a preposition:&lt;br /&gt;
&lt;br /&gt;
         &amp;quot;I sat _______ the chair.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    All prepositions -- examples: around, at, on, under, underneath, &lt;br /&gt;
    beneath, atop, near, over, across, below, in, into, through, against, &lt;br /&gt;
    behind, toward, inside, throughout, between, etc. -- will fit into &lt;br /&gt;
    this sentence, although they may not make perfect sense. Just imagine &lt;br /&gt;
    a really flexible chair.&lt;br /&gt;
&lt;br /&gt;
Pronoun:&lt;br /&gt;
    A pronoun is a word that takes the place of a noun. You could use a &lt;br /&gt;
    person or thing's full name every time you refer to it, but instead, &lt;br /&gt;
    you use a pronoun to make your speech or writing sound much more &lt;br /&gt;
    natural and eased. The English language has a very small number of &lt;br /&gt;
    pronouns; examples are he, she, it, they, we, us, you, I, me, etc.&lt;br /&gt;
&lt;br /&gt;
    Pronouns can also be possessive; examples are his, her, hers, its, &lt;br /&gt;
    their, our, your, my, etc.&lt;br /&gt;
&lt;br /&gt;
    These sentences do not contain pronouns:&lt;br /&gt;
        Kostia says Kostia has had a hard day.&lt;br /&gt;
        Riverton's walls surround Riverton on all sides.&lt;br /&gt;
        The shopkeeper telepathed the player that the shopkeeper would buy &lt;br /&gt;
            the sword.&lt;br /&gt;
&lt;br /&gt;
    Examples of pronouns are in &amp;lt;&amp;gt; below:&lt;br /&gt;
        Kostia says &amp;lt;she&amp;gt; has had a hard day.&lt;br /&gt;
        Riverton's walls surround &amp;lt;it&amp;gt; on all sides.&lt;br /&gt;
        The dog scratched at &amp;lt;its&amp;gt; fleas.&lt;br /&gt;
        The shopkeeper telepathed &amp;lt;me&amp;gt; that &amp;lt;he&amp;gt; would buy &amp;lt;it&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
    In order for the sentence to be clear, it must be established what the &lt;br /&gt;
    pronoun refers to. &amp;quot;He said he was there,&amp;quot; for example, doesn't make &lt;br /&gt;
    sense unless we know who &amp;quot;he&amp;quot; is and where &amp;quot;there&amp;quot; is. That's why the &lt;br /&gt;
    sentence should make it clear. In the sentence &amp;quot;John said he was at &lt;br /&gt;
    Riverton,&amp;quot; for example, it is clear that &amp;quot;he&amp;quot; is John. The word &amp;quot;John&amp;quot; &lt;br /&gt;
    is called the antecedent; it defines what the pronoun refers to.&lt;br /&gt;
&lt;br /&gt;
    A pronoun always refers back to another noun, its antecedent. Pronouns &lt;br /&gt;
    have two senses, objective and subjective. Objective pronouns are being &lt;br /&gt;
    acted UPON. Verbs or prepositions are &amp;quot;pointed at&amp;quot; them. Subjective &lt;br /&gt;
    pronouns are DOING something. They are what's doing the action of the &lt;br /&gt;
    verb.&lt;br /&gt;
&lt;br /&gt;
    Objective sense includes HE SHE WE I. The subjective is HIM HER US ME.&lt;br /&gt;
&lt;br /&gt;
    This means that HIM is used when the word is the object of the verb, the&lt;br /&gt;
    thing being acted upon, or the word a preposition is pointed at. HE is&lt;br /&gt;
    used when the word is acting by itself or acting upon something else. &lt;br /&gt;
&lt;br /&gt;
    Unfortunately, as always in English, there are exceptions. One huge &lt;br /&gt;
    exception whenever you're dealing with pronouns is that if the verb is a &lt;br /&gt;
    form of &amp;quot;to be,&amp;quot; the objective pronoun takes the subjective form. This &lt;br /&gt;
    means that you should answer the phone &amp;quot;This is she,&amp;quot; not &amp;quot;This is her.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
    The verbs that are forms of &amp;quot;to be&amp;quot; are AM IS ARE WAS WERE BE BEING BEEN.&lt;br /&gt;
&lt;br /&gt;
Verb:&lt;br /&gt;
    A verb is an action word, referring to something that a noun is doing. &lt;br /&gt;
    They can either be transitive or intransitive. Transitive verbs &lt;br /&gt;
    always take an object. You do them TO something. Intransitive verbs &lt;br /&gt;
    do not require an object. You just do them. There are a few verbs in &lt;br /&gt;
    English that can be used either as transitive verbs or intransitive; &lt;br /&gt;
    examples of these are grow, remain, stay, seem, smell, and feel.&lt;br /&gt;
&lt;br /&gt;
    The tense of a verb determines when the action is occurring. Past &lt;br /&gt;
    tense verbs (like was, were, climbed, saw) tell you that the action &lt;br /&gt;
    has already been completed. Present tense verbs (like is, are, climb, &lt;br /&gt;
    see) tell you that the action is occurring right now. Future tense &lt;br /&gt;
    verbs (like will climb, will see, will be) tell you that the action &lt;br /&gt;
    has not yet occurred, and are often made up of the word &amp;quot;will&amp;quot; &lt;br /&gt;
    followed by another verb.&lt;br /&gt;
&lt;br /&gt;
    Examples of transitive verbs are in &amp;lt;&amp;gt; below:&lt;br /&gt;
        she &amp;lt;planted&amp;gt; the seed&lt;br /&gt;
        the dog &amp;lt;gnaws&amp;gt; on a bone&lt;br /&gt;
        the brambles &amp;lt;will tear&amp;gt; his robe&lt;br /&gt;
    Examples of intransitive verbs are in &amp;lt;&amp;gt; below:&lt;br /&gt;
        my horse &amp;lt;collapses&amp;gt;&lt;br /&gt;
        the child &amp;lt;grew&amp;gt;&lt;br /&gt;
        in his grave he &amp;lt;will lie&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conjunction:&lt;br /&gt;
    A conjunction is a word that connects clauses or words, either &lt;br /&gt;
    grouping them together or separating them. By far, the most common &lt;br /&gt;
    conjunctions in English are AND, OR, and BUT. Other conjunctions &lt;br /&gt;
    include since, because, while, and some uses of &amp;quot;as&amp;quot; and &amp;quot;for.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    Examples of conjunctions are in &amp;lt;&amp;gt; below:&lt;br /&gt;
        Baenlyrs &amp;lt;and&amp;gt; xeurns &amp;lt;and&amp;gt; gnoll lords, oh my!&lt;br /&gt;
        We went to Demonforge, &amp;lt;but&amp;gt; she didn't.&lt;br /&gt;
        I haven't felt the same &amp;lt;since&amp;gt; my clan disbanded.&lt;br /&gt;
        I was late, &amp;lt;for&amp;gt; I ran into a mobfaction.&lt;br /&gt;
&lt;br /&gt;
Subject and Predicate:&lt;br /&gt;
&lt;br /&gt;
    Every sentence can be divided into two main parts, the subject and the &lt;br /&gt;
    predicate. At its simplest, a sentence describes a single action &lt;br /&gt;
    taking place. The subject is who or what is acting, and the predicate &lt;br /&gt;
    is the action itself.&lt;br /&gt;
&lt;br /&gt;
    The following simple sentences have the subject on the left side of &lt;br /&gt;
    the dividing || mark and the predicate on the right.&lt;br /&gt;
&lt;br /&gt;
        Kostia || appears with a blinding flash of light.&lt;br /&gt;
        That stupid baenylr || bit me!&lt;br /&gt;
        My friend || got removed from his clan.&lt;br /&gt;
&lt;br /&gt;
    More complex sentences can have &amp;quot;compound&amp;quot; subjects or predicates, &lt;br /&gt;
    meaning more than one entity is acting (compound subject) or more &lt;br /&gt;
    than one action is taking place (compound predicate).&lt;br /&gt;
&lt;br /&gt;
    Compound subjects:&lt;br /&gt;
&lt;br /&gt;
        Ozymandias, Vryce, and Nykaul || answer the discipline emails.&lt;br /&gt;
        Isolated zones and uninhabited islands || dot the distant oceans.&lt;br /&gt;
        Covered wagons and packhorses || are some of the options for TRs.&lt;br /&gt;
&lt;br /&gt;
    Compound predicates:&lt;br /&gt;
&lt;br /&gt;
        Navigators on the road || tell you where zones are, but aren't mobs.&lt;br /&gt;
        My prompt || showed hitpoints in blue and showed mana in red.&lt;br /&gt;
        One of her clannies || phased her and resurrected her.&lt;br /&gt;
&lt;br /&gt;
    Compound subject AND compound predicate:&lt;br /&gt;
&lt;br /&gt;
        Savitar and Rapscallion || are MUD clients and run on a Mac.&lt;br /&gt;
        New players, but not heroes, || can use RECALL and can quit anywhere.&lt;br /&gt;
        Subject and predicate || are complicated words but simple concepts.&lt;br /&gt;
&lt;br /&gt;
    Sometimes the subject comes AFTER the predicate, producing a poetic &lt;br /&gt;
    or old-fashioned sound for a sentence:&lt;br /&gt;
&lt;br /&gt;
        Lovely and talented was || the beautiful young pianist.&lt;br /&gt;
        Gave me a good scare, did || that Halloween costume.&lt;br /&gt;
&lt;br /&gt;
Clause:&lt;br /&gt;
    A clause is a group of words that function as a unit. Clauses come in &lt;br /&gt;
    two varieties, dependent and independent. An independent clause is &lt;br /&gt;
    just a fancy name for a sentence. It doesn't need any help to become &lt;br /&gt;
    complete; it can stand on its own. A dependent clause cannot stand on &lt;br /&gt;
    its own; it can be a part of a sentence, or a descriptive phrase. It &lt;br /&gt;
    behaves like one word, though it is made up of more than one. &lt;br /&gt;
    Therefore, a dependent clause is referred to by the part of speech it &lt;br /&gt;
    serves as.&lt;br /&gt;
&lt;br /&gt;
    Examples of ADJECTIVE CLAUSES are in &amp;lt;&amp;gt; below:&lt;br /&gt;
&lt;br /&gt;
        The &amp;lt;tall, thin, and stealthy&amp;gt; thief picked my pocket.&lt;br /&gt;
        To the east, &amp;lt;far off in the distance,&amp;gt; you see a pillar of smoke.&lt;br /&gt;
        My computer is behaving in &amp;lt;an entirely unacceptable&amp;gt; manner.&lt;br /&gt;
&lt;br /&gt;
    Examples of ADVERBIAL CLAUSES are in &amp;lt;&amp;gt; below:&lt;br /&gt;
&lt;br /&gt;
        You see a large house bustling &amp;lt;with activity and the sound of music.&amp;gt;&lt;br /&gt;
        Players fly &amp;lt;even faster&amp;gt; with the DH flag and the Draconian Charm.&lt;br /&gt;
&lt;br /&gt;
    Dependent clauses can also be referred to as &amp;quot;subject clauses&amp;quot; or &lt;br /&gt;
    &amp;quot;predicate clauses.&amp;quot; This is basically the same as saying &lt;br /&gt;
    &amp;quot;subject&amp;quot; or &amp;quot;predicate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Objects:&lt;br /&gt;
    When the action of a verb is directed at or through something or &lt;br /&gt;
    someone, the verb takes an object. There are two kinds of objects, &lt;br /&gt;
    direct and indirect. The direct object is the primary goal, &lt;br /&gt;
    that which receives the immediate action of the verb, just like a &lt;br /&gt;
    spell you cast. The indirect object is the secondary goal or &lt;br /&gt;
    recipient of the action, like the player or mob who is the target of &lt;br /&gt;
    your spell.&lt;br /&gt;
&lt;br /&gt;
    Example: In the sentence &amp;quot;I read my daughter a story&amp;quot; the verb is &lt;br /&gt;
    &amp;quot;read.&amp;quot; The immediate action of the verb &amp;quot;read&amp;quot; is &amp;quot;a story.&amp;quot; That's &lt;br /&gt;
    the direct object. The secondary recipient of the action is &amp;quot;my &lt;br /&gt;
    daughter,&amp;quot; who is having the story read to her.&lt;br /&gt;
&lt;br /&gt;
    More examples:&lt;br /&gt;
    Direct objects are in &amp;lt;&amp;gt; and indirect objects are in []:&lt;br /&gt;
&lt;br /&gt;
        Syltheana gives [Ozymandias] &amp;lt;a thick turkey leg&amp;gt;.&lt;br /&gt;
        Did I ever tell [you] &amp;lt;that story&amp;gt;?&lt;br /&gt;
        The command is cast &amp;lt;magic missile&amp;gt; [janitor].&lt;br /&gt;
&lt;br /&gt;
    Direct objects can appear in sentences without indirect objects, but &lt;br /&gt;
    not the other way around. You can say &amp;quot;I gave the turkey.&amp;quot; but not &lt;br /&gt;
    &amp;quot;I gave you.&amp;quot; You need to specify what you gave.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please feel free to contact your ZE if you'd like an exhaustive, detailed &lt;br /&gt;
explanation of this or any other grammar issue.&lt;br /&gt;
&lt;br /&gt;
See Also: GRAMMAR_INDEX READLIST GRAMMAR_WORDS HYPHENS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HERE&lt;br /&gt;
&lt;br /&gt;
If you can write your sentence without the word &amp;quot;here,&amp;quot; DO IT. Avoid phrases &lt;br /&gt;
that add nothing to your descriptions, like &amp;quot;can be seen here.&amp;quot; Use strong &lt;br /&gt;
verb phrases like &amp;quot;trembles on the ground&amp;quot; instead of lame redundancies like &lt;br /&gt;
&amp;quot;is here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
See Also: GRAMMAR_INDEX STYLESHEET&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HYPHEN HYPHENS HYPHENATION CTB_HYPHENS&lt;br /&gt;
&lt;br /&gt;
The hyphen character ( - ) is used to connect words that are used&lt;br /&gt;
together in certain circumstances. As it applies to writing rooms, mobs&lt;br /&gt;
and objects for Medievia, this usually comes up in the following&lt;br /&gt;
situations:&lt;br /&gt;
&lt;br /&gt;
* Use hyphens to connect certain prefixes.&lt;br /&gt;
&lt;br /&gt;
Most prefixes do not require a hyphen to connect them to the word they&lt;br /&gt;
modify. There is no hyphen after prefixes like mis, non, un, dis, over.&lt;br /&gt;
Other prefixes, such as anti-, self-, ex- and all-, do require a hyphen.&lt;br /&gt;
&lt;br /&gt;
Right: disconnect, misuse, uncooperative&lt;br /&gt;
Wrong: mis-understand, over-throw, un-usual&lt;br /&gt;
&lt;br /&gt;
Right: ex-husband, all-knowing, anti-aircraft&lt;br /&gt;
Wrong: prochoice, expresident, selfassured&lt;br /&gt;
&lt;br /&gt;
* Use hyphens to connect hyphenated compounds.&lt;br /&gt;
&lt;br /&gt;
When two or more words are combined to form one word, one concept, they&lt;br /&gt;
are often hyphenated. If you put two words together to create one&lt;br /&gt;
adjective before a noun, use a hyphen between them.&lt;br /&gt;
&lt;br /&gt;
Right: red-veined petals, fast-paced battle, ten-foot-wide door&lt;br /&gt;
Wrong: softshelled crab, long term commitment, twenty mile road&lt;br /&gt;
&lt;br /&gt;
Further explanation: 'fifteen-foot-tall bridge' would be correct, but &lt;br /&gt;
'the bridge is fifteen-feet tall' is incorrect. This is because &lt;br /&gt;
'fifteen-foot-tall' is combining words into one thought, while the &lt;br /&gt;
other is using each word as a description on its own.&lt;br /&gt;
&lt;br /&gt;
The exception to this is when the first word is an adverb that ends with&lt;br /&gt;
the letters LY. Since nothing is ever that simple, the exception to the&lt;br /&gt;
exception is words that end in LY but are adjectives, not adverbs.&lt;br /&gt;
Examples of some of these adjectives are holy, deadly, ugly, sickly, &lt;br /&gt;
slovenly, burly, and unearthly.&lt;br /&gt;
&lt;br /&gt;
Right: badly decomposed corpse, deadly-looking sword, highly esteemed king&lt;br /&gt;
Wrong: thickly-coated walls, closely-cropped beard, thinly-veiled threat&lt;br /&gt;
&lt;br /&gt;
Since it comes up a LOT on Medievia, I feel I should point out that&lt;br /&gt;
&amp;quot;leather-bound&amp;quot; and &amp;quot;leatherbound&amp;quot; are both correct. Sometimes it looks&lt;br /&gt;
nicer without the hyphen.&lt;br /&gt;
&lt;br /&gt;
When these hyphenated compound adjectives are used in room names, &lt;br /&gt;
capitalize both halves of the phrase. &amp;quot;Blood-Stained,&amp;quot; not &amp;quot;Blood-stained.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Use hyphens to spell out long numbers.&lt;br /&gt;
&lt;br /&gt;
In room, mob and object descriptions, numbers look much better spelled&lt;br /&gt;
out. Numbers between 21 and 99, inclusive, should be written with&lt;br /&gt;
hyphens, whether they are part of a larger number or standing alone.&lt;br /&gt;
Hundreds are not hyphenated.&lt;br /&gt;
&lt;br /&gt;
Right: ninety-nine, five hundred forty-seven, sixty-three&lt;br /&gt;
Wrong: 99, five-hundred forty seven, sixtythree&lt;br /&gt;
&lt;br /&gt;
Please feel free to contact your ZE if you'd like an exhaustive, detailed &lt;br /&gt;
explanation of this or any other grammar issue.&lt;br /&gt;
&lt;br /&gt;
See Also: GRAMMAR_INDEX ROOM NAME&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IE EG SEIZE SIEZE SEIGE SIEGE WIERD WEIRD &lt;br /&gt;
&lt;br /&gt;
There are two parts to HELP IE.&lt;br /&gt;
&lt;br /&gt;
1. The phrase &amp;quot;i.e.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Please do not use the Latin abbreviations &amp;quot;i.e.&amp;quot; or &amp;quot;e.g.&amp;quot; in any writing &lt;br /&gt;
on Medievia. The abbreviation &amp;quot;i.e.&amp;quot; means, literally, &amp;quot;that is,&amp;quot; so you &lt;br /&gt;
can replace it with the words &amp;quot;that is&amp;quot; or the phrase &amp;quot;in other words.&amp;quot; The &lt;br /&gt;
abbreviation &amp;quot;e.g.&amp;quot; means &amp;quot;for example,&amp;quot; so you can replace it with &amp;quot;for &lt;br /&gt;
example,&amp;quot; &amp;quot;such as,&amp;quot; or &amp;quot;like,&amp;quot; among other synonyms.&lt;br /&gt;
&lt;br /&gt;
2. Words commonly misspelled with &amp;quot;ie&amp;quot; and &amp;quot;ei&amp;quot; in them&lt;br /&gt;
&lt;br /&gt;
Correct:     Incorrect:&lt;br /&gt;
weird        wierd&lt;br /&gt;
siege        seige&lt;br /&gt;
sieve        sieve&lt;br /&gt;
seize        sieze&lt;br /&gt;
&lt;br /&gt;
These are words that do not obviously follow the tried-and-true rule of &amp;quot;i &lt;br /&gt;
before e, except after c, or when the sound is an a, as in neighbor and &lt;br /&gt;
weigh.&amp;quot; These words include science, conscience, either, etc. Remember &lt;br /&gt;
that you have a spellchecker any time you are on the game. Typing SPELL &lt;br /&gt;
WORD WEIRD will always tell you if you're right.&lt;br /&gt;
&lt;br /&gt;
See Also: WORDS STYLESHEET&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
JUSTIFY JUSTIFIED&lt;br /&gt;
&lt;br /&gt;
All room descriptions and other text entered into the game (such as CLANTOWN &lt;br /&gt;
MOBS) should be justified, meaning the lines should be 80 characters or &lt;br /&gt;
fewer, and there should be no double spaces between words or sentences.&lt;br /&gt;
&lt;br /&gt;
You don't have to justify your text by hand. The &amp;quot;J&amp;quot; command in the EDITOR &lt;br /&gt;
does this for you. Gods can also use the level 32+ command LJUST to do it &lt;br /&gt;
without entering the editor.&lt;br /&gt;
&lt;br /&gt;
It is strongly recommended that you justify not only text in rooms and &lt;br /&gt;
mobs, but also your POLITICS message if you are a candidate, your posts to &lt;br /&gt;
&amp;quot;BULLETIN BOARDS&amp;quot;, CLANNEWS posts, and MUDMAILS you send, especially those &lt;br /&gt;
that will be forwarded to gods. It makes long text much easier to read.&lt;br /&gt;
&lt;br /&gt;
See Also: CTB_INDEX EDITOR MUDMAIL CLANNEWS POLITICS BOARD (wizhelp) LJUST&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
RUNON &amp;quot;RUNON SENTENCE&amp;quot; &amp;quot;RUN-ON SENTENCE&amp;quot; CTB_RUNON HOWEVER&lt;br /&gt;
&lt;br /&gt;
A run-on sentence is a sentence made up of two independent clauses that&lt;br /&gt;
are joined only by a comma. Every independent clause needs to have a&lt;br /&gt;
subject and a verb. In the sentence &amp;quot;John went to the store.&amp;quot; the subject&lt;br /&gt;
is &amp;quot;John&amp;quot; and the verb is &amp;quot;went.&amp;quot; When you construct a sentence from two&lt;br /&gt;
or more independent clauses, they need to be separated by a semicolon&lt;br /&gt;
(;) or a comma AND a conjunction. Examples of conjunctions are and, or,&lt;br /&gt;
but, since, because, yet and others. The word &amp;quot;however&amp;quot; is NOT a&lt;br /&gt;
conjunction.&lt;br /&gt;
&lt;br /&gt;
Writing run-on sentences is an easy mistake to make, because while they&lt;br /&gt;
are not grammatically correct, they may sound like natural speech.&lt;br /&gt;
&lt;br /&gt;
Here are some examples to demonstrate run-on sentences and how to fix&lt;br /&gt;
them.&lt;br /&gt;
&lt;br /&gt;
Wrong:&lt;br /&gt;
The desert is covered with a layer of sand, it seems to go on forever.&lt;br /&gt;
High overhead, the sky is a strange gray color, clouds obscure the sun.&lt;br /&gt;
You are on a tiny island in the ocean, water surrounds you on all sides.&lt;br /&gt;
&lt;br /&gt;
These are all run-on sentences because they are made up of two&lt;br /&gt;
independent clauses separated only by a comma. There are three simple ways&lt;br /&gt;
to fix this.&lt;br /&gt;
&lt;br /&gt;
1.) Change the comma to a semicolon.&lt;br /&gt;
Right:&lt;br /&gt;
The desert is covered with a layer of sand; it seems to go on forever.&lt;br /&gt;
&lt;br /&gt;
2.) Insert a conjunction after the comma.&lt;br /&gt;
Right:&lt;br /&gt;
High overhead, the sky is a strange gray color, and clouds obscure the&lt;br /&gt;
sun.&lt;br /&gt;
&lt;br /&gt;
3.) Split the sentence into two separate sentences.&lt;br /&gt;
Right:&lt;br /&gt;
You are on a tiny island in the ocean. Water surrounds you on all sides.&lt;br /&gt;
&lt;br /&gt;
A common cause of run-on sentences is the use of &amp;quot;however&amp;quot; as a&lt;br /&gt;
conjunction. &amp;quot;However&amp;quot; is an adverb, and cannot be used to separate&lt;br /&gt;
independent clauses.&lt;br /&gt;
&amp;quot;However&amp;quot; should never be used at the beginning of a sentence.&lt;br /&gt;
&lt;br /&gt;
Wrong:&lt;br /&gt;
The mountain slope is rocky and steep, however the trail is clear.&lt;br /&gt;
The mountain slope is rocky and steep. However, the trail is clear.&lt;br /&gt;
&lt;br /&gt;
Right:&lt;br /&gt;
The mountain slope is rocky and steep; however, the trail is clear.&lt;br /&gt;
The mountain slope is rocky and steep, but the trail is clear.&lt;br /&gt;
&lt;br /&gt;
Other adverbs that commonly cause this error include then, also,&lt;br /&gt;
meanwhile, still, nevertheless and others.&lt;br /&gt;
&lt;br /&gt;
Please feel free to contact your ZE if you'd like an exhaustive, detailed &lt;br /&gt;
explanation of this or any other grammar issue.&lt;br /&gt;
&lt;br /&gt;
See Also: GRAMMAR_INDEX SEMICOLONS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SEMICOLONS&lt;br /&gt;
&lt;br /&gt;
This grammar help file deals with the correct use of the semicolon. For &lt;br /&gt;
information on how to type the semicolon character (;) in MudMaster, &lt;br /&gt;
please see Help SEMICOLON.&lt;br /&gt;
&lt;br /&gt;
A semicolon looks like this...&lt;br /&gt;
&lt;br /&gt;
;&lt;br /&gt;
&lt;br /&gt;
You can type one without MudMaster assuming it's a command separator by &lt;br /&gt;
typing a backslash before it. See Help SEMICOLON for more information.&lt;br /&gt;
&lt;br /&gt;
Semicolons are mostly used to separate and connect two independent clauses &lt;br /&gt;
that have been combined into a single sentence. An independent clause is a &lt;br /&gt;
set of words that could function on its own as a complete sentence (it has &lt;br /&gt;
a subject and a verb). Semicolons are also used to separate the items in &lt;br /&gt;
a list that follows a colon when the items in the list contain commas so &lt;br /&gt;
that separating them with commas causes confusion. As it applies to &lt;br /&gt;
writing rooms, mobs, and objects for Medievia, the semicolon usually comes &lt;br /&gt;
up in the following two situations:&lt;br /&gt;
&lt;br /&gt;
* Use semicolons to separate two parts of a compound sentence, as an &lt;br /&gt;
alternative to using a comma and a conjunction.&lt;br /&gt;
&lt;br /&gt;
Right: We bought wagons; we walked to Trellor.&lt;br /&gt;
&lt;br /&gt;
Wrong: We bought wagons; walked to Trellor.&lt;br /&gt;
       We bought wagons; and walked to Trellor.&lt;br /&gt;
       We bought wagons; and we walked to Trellor.&lt;br /&gt;
&lt;br /&gt;
A compound sentence is made up of two independent clauses linked by either &lt;br /&gt;
a semicolon or a comma and a conjunction. Either clause could stand on its &lt;br /&gt;
own as a sentence. &amp;quot;We bought wagons. We walked to Trellor.&amp;quot; is perfectly &lt;br /&gt;
correct, but linking these two sentences into one is preferred because of &lt;br /&gt;
the close relationship between them. Two sentences that are not really &lt;br /&gt;
related, such as &amp;quot;I poured myself a glass of iced tea. I like cheese.&amp;quot; &lt;br /&gt;
should not be linked together into a compound sentence.&lt;br /&gt;
&lt;br /&gt;
There's a very subjective judgment here, deciding whether the appropriate &lt;br /&gt;
solution is using a semicolon, using a comma and a conjunction, or &lt;br /&gt;
splitting the sentence into two separate sentences. Your ZE will make &lt;br /&gt;
suggestions. Often, reading the sentence out loud to yourself can help. &lt;br /&gt;
If the two parts of the sentence say contradictory things, or if they are &lt;br /&gt;
explaining two things happening at specific times, or if they are showing &lt;br /&gt;
cause and effect, the use of a conjunction (like &amp;quot;but,&amp;quot; &amp;quot;since,&amp;quot; &amp;quot;as,&amp;quot; or &lt;br /&gt;
&amp;quot;while&amp;quot;) is probably warranted. If the two parts are saying the same thing &lt;br /&gt;
in two different ways, a semicolon is probably the way to go. If the two &lt;br /&gt;
parts are unrelated or particularly complex, it's best to split them into &lt;br /&gt;
two separate sentences, just to give the reader a place to pause and &lt;br /&gt;
think.&lt;br /&gt;
&lt;br /&gt;
When a reader encounters a period (a full stop), the natural reaction is &lt;br /&gt;
to pause, and usually to take a full breath. You can see this if you read &lt;br /&gt;
out loud to yourself. When a reader encounters a semicolon, the natural &lt;br /&gt;
reaction is to pause, and perhaps to inhale, but not to stop entirely. At &lt;br /&gt;
a comma, there is only a slight pause, so a conjunction is used to add &lt;br /&gt;
extra 'time' before the next part of the sentence. This hierarchy among &lt;br /&gt;
the lengths of the reading pauses correlates directly to the use of the &lt;br /&gt;
punctuation. If you want your reader to pause for a breath, whether that &lt;br /&gt;
pause is intended to make the reader think or simply to give him or her a &lt;br /&gt;
break, use a period and start a new sentence. If you want your reader to &lt;br /&gt;
pause while the sentence starts in a different direction, use a semicolon.&lt;br /&gt;
&lt;br /&gt;
More examples of this can be found in Help &amp;quot;RUNON SENTENCE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Use semicolons to separate items in a list following a colon, when the &lt;br /&gt;
items in the list can't be separated with commas without confusion.&lt;br /&gt;
&lt;br /&gt;
Right: The mural shows four groups: a knight, his squire, and his horse; a &lt;br /&gt;
       princess and her handmaidens; a king, his bearers, and his &lt;br /&gt;
       man-at-arms; and a queen and her lady-in-waiting.&lt;br /&gt;
&lt;br /&gt;
Wrong: The mural shows four groups: a knight, his squire, and his horse, a &lt;br /&gt;
       princess and her handmaidens, a king, his bearers, and his &lt;br /&gt;
       man-at-arms, and a queen and her lady-in-waiting.&lt;br /&gt;
&lt;br /&gt;
As you can see, in the &amp;quot;Wrong&amp;quot; example it is impossible to tell where one &lt;br /&gt;
group ends and the next begins. The use of semicolons makes these &lt;br /&gt;
distinctions clear, while still allowing the correct use of commas &lt;br /&gt;
to separate the items within each group. This creates an easy-to- &lt;br /&gt;
understand hierarchy for dividing the sentence into parts: first, the &lt;br /&gt;
colon; then the semicolons; then the commas.&lt;br /&gt;
&lt;br /&gt;
Please feel free to contact your ZE if you'd like an exhaustive, detailed &lt;br /&gt;
explanation of this or any other grammar issue.&lt;br /&gt;
&lt;br /&gt;
See Also: COMMA &amp;quot;RUNON SENTENCE&amp;quot; GRAMMAR_INDEX &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SPELLING&lt;br /&gt;
&lt;br /&gt;
Checking for misspelled words can be difficult on Medievia, so a good&lt;br /&gt;
method is to paste your room descriptions and other zone texts into&lt;br /&gt;
another word program equipped with a spell checker. Proofreaders also&lt;br /&gt;
help when checking for spelling, but do not always catch everything.&lt;br /&gt;
&lt;br /&gt;
Please don't depend 100% on the built-in spellchecker on the game. The &lt;br /&gt;
dictionary in the in-game spellchecker is by no means complete. If you're &lt;br /&gt;
unsure about how to correctly use or spell a word, simply ask for help. &lt;br /&gt;
ZEs and other gods are always available to answer these questions.&lt;br /&gt;
&lt;br /&gt;
Medievia uses Americanized spellings of English words. Although some older &lt;br /&gt;
zones may have British spellings, we don't allow this anymore. The ZE &lt;br /&gt;
staff is made up of Americans trained in American English, and we simply &lt;br /&gt;
don't have the ability to give you our best editing services in British &lt;br /&gt;
English.&lt;br /&gt;
&lt;br /&gt;
Examples of British spelling&lt;br /&gt;
       American   |   British&lt;br /&gt;
        color     =   colour&lt;br /&gt;
        theater   =   theatre&lt;br /&gt;
        center    =   centre&lt;br /&gt;
        story     =   storey&lt;br /&gt;
        armor     =   armour&lt;br /&gt;
        practice  =   practise&lt;br /&gt;
&lt;br /&gt;
There are endless other instances of usage and spelling where British and &lt;br /&gt;
American English differ. If you are not a NATIVE SPEAKER of American &lt;br /&gt;
English, just write naturally, and your ZE will help you with corrections.&lt;br /&gt;
&lt;br /&gt;
The only exception is that British and &amp;quot;archaic&amp;quot; spellings may be used in &lt;br /&gt;
lookats and objects like old books, handwritten notes from characters in &lt;br /&gt;
your zone, and so on. There is room for creativity, and your ZE can help you &lt;br /&gt;
with this as well.&lt;br /&gt;
&lt;br /&gt;
See Also: GRAMMAR_INDEX BRULES2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STYLE STYLESHEET &amp;quot;STYLE SHEET&amp;quot; STT&lt;br /&gt;
&lt;br /&gt;
A stylesheet is a list of preferred spellings and usages specific to a &lt;br /&gt;
publication or organization. For instance, one newspaper or magazine might &lt;br /&gt;
have a rule that the word &amp;quot;website&amp;quot; should be written as &amp;quot;Website,&amp;quot; while &lt;br /&gt;
another uses &amp;quot;web site&amp;quot; as two words with a space. While it is unrealistic &lt;br /&gt;
to expect that all publications and organizations will use the same &lt;br /&gt;
spellings and usages when more than one is acceptable, it is essential &lt;br /&gt;
that within a publication or organization, the usages be CONSISTENT.&lt;br /&gt;
&lt;br /&gt;
To that end, this style sheet lists common words with more than one &lt;br /&gt;
spelling, and common usage dilemmas, with the preferred one indicated. &lt;br /&gt;
We'll call this &amp;quot;Medievia style.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is a work in progress, and always will be. Contact Damonius &lt;br /&gt;
(damonius@medievia.com) with ideas for additions, clarifications, and &lt;br /&gt;
whatever else you can think of. ZEs, especially, are encouraged to submit &lt;br /&gt;
ideas for inclusion on this list. Remember to look things up in Strunk &amp;amp; &lt;br /&gt;
White (The Elements of Style) or Edit Yourself by Bruce Ross-Larson, if &lt;br /&gt;
you have them, whenever necessary.&lt;br /&gt;
&lt;br /&gt;
You can download an Elements of Style &amp;quot;cheatsheet&amp;quot; at this URL:&lt;br /&gt;
http://lesliesrussell.blogsome.com/2004/12/13/the-elements-of-style-cheat-sheet/&lt;br /&gt;
&lt;br /&gt;
If that link stops working (again) the PDF is also available at:&lt;br /&gt;
http://www.kostia.net/pics/eoscs.pdf&lt;br /&gt;
&lt;br /&gt;
Styles are listed in alphabetical order to make it easier to find what &lt;br /&gt;
you're looking for.&lt;br /&gt;
&lt;br /&gt;
Note that most grammar rules go out the window when you're writing mob &lt;br /&gt;
gossips. Mobs can say whatever they want to, just like people do.&lt;br /&gt;
&lt;br /&gt;
---ABC&lt;br /&gt;
&lt;br /&gt;
aging (not ageing)&lt;br /&gt;
and (in a list, DO use the comma before the conjunction)&lt;br /&gt;
anyway, any way: one word when it means &amp;quot;regardless,&amp;quot; as in &amp;quot;I did it &lt;br /&gt;
                 anyway&amp;quot;; two words when it follows a preposition, as in &lt;br /&gt;
                 &amp;quot;Did it hurt in any way&amp;quot;; two words when it means &amp;quot;whatever &lt;br /&gt;
                 method,&amp;quot; as in &amp;quot;Do it any way you can&amp;quot;&lt;br /&gt;
&lt;br /&gt;
benefited (not benefitted)&lt;br /&gt;
blond (&amp;quot;blonde&amp;quot; is feminine. &amp;quot;blonde woman&amp;quot; but &amp;quot;blond hair&amp;quot;)&lt;br /&gt;
blood-red: hyphenate when an adjective, like &amp;quot;blood-red cloth&amp;quot;; do not &lt;br /&gt;
           hyphenate when after a verb, as in &amp;quot;the shield is blood red&amp;quot;&lt;br /&gt;
           [[As always, ZEs have leeway to rule as they see fit on this]]&lt;br /&gt;
breastplate (one word)&lt;br /&gt;
burned (not burnt. &amp;quot;burnt&amp;quot; may be used as an adjective only)&lt;br /&gt;
&lt;br /&gt;
cast iron (never hyphenate)&lt;br /&gt;
centimeter: don't use; use inches/feet/etc., not metric measurements&lt;br /&gt;
chainmail (one word)&lt;br /&gt;
complement means &amp;quot;go well with,&amp;quot; as &amp;quot;the red flowers complement the brick&amp;quot;&lt;br /&gt;
complement as a noun means &amp;quot;enough to make a whole,&amp;quot; as &amp;quot;a full complement&amp;quot;&lt;br /&gt;
compliment means &amp;quot;praise&amp;quot; or &amp;quot;admiration.&amp;quot; (the more common usage of the two)&lt;br /&gt;
crisscross, crisscrossing (never hyphenate)&lt;br /&gt;
crystal-clear: hyphenate when an adjective, like &amp;quot;crystal-clear water&amp;quot;; do &lt;br /&gt;
               not hyphenate when after a verb, as in &amp;quot;the fountain runs &lt;br /&gt;
               crystal clear&amp;quot;&lt;br /&gt;
&lt;br /&gt;
---DEF&lt;br /&gt;
&lt;br /&gt;
defense (not defence - use American spellings)&lt;br /&gt;
definite, definitely (commonly misspelled; there is no A in this word!)&lt;br /&gt;
dialogue (not dialog)&lt;br /&gt;
directions - do not capitalize! (north, south, northeast, southwest)&lt;br /&gt;
disc (&amp;quot;disk&amp;quot; is more modern, implying computer disks)&lt;br /&gt;
draconic - means &amp;quot;of the dragons&amp;quot; - please never use &amp;quot;dragonic&amp;quot;; &lt;br /&gt;
           &amp;quot;draconian&amp;quot; has a separate meaning referring to harsh laws&lt;br /&gt;
&lt;br /&gt;
e.g. means &amp;quot;for example&amp;quot; - use &amp;quot;for example&amp;quot; instead to avoid confusion&lt;br /&gt;
earned (not earnt)&lt;br /&gt;
east (not East)&lt;br /&gt;
echoes (not echos)&lt;br /&gt;
embedded (not imbedded)&lt;br /&gt;
enroll (not enrol - use American spellings)&lt;br /&gt;
etc. - do not use in rooms if possible; use a synonym, like &amp;quot;and so on&amp;quot;&lt;br /&gt;
&lt;br /&gt;
fae (please NEVER capitalize references to rae and fae)&lt;br /&gt;
fall (the season - not Fall)&lt;br /&gt;
&lt;br /&gt;
---GHI&lt;br /&gt;
&lt;br /&gt;
gods/god (please use lowercase when referring to Medievia staff members &lt;br /&gt;
         and when referring to &amp;quot;the gods&amp;quot; in zone stories)&lt;br /&gt;
gray/grey (either one is acceptable; up to the builder 100%)&lt;br /&gt;
griffon (preferred) or gryphon - please never use &amp;quot;griffin&amp;quot; or others&lt;br /&gt;
&lt;br /&gt;
hatred (please do not use the verb &amp;quot;hate&amp;quot; as a noun)&lt;br /&gt;
have been: keep together, treat as an infinitive, don't split. Wrong: may &lt;br /&gt;
           have once been. Right: may once have been. Goes for &amp;quot;has been&amp;quot; too &lt;br /&gt;
heroes (not heros)&lt;br /&gt;
hoard means &amp;quot;to greedily save,&amp;quot; like &amp;quot;to hoard gold,&amp;quot; or that which is &lt;br /&gt;
      greedily saved, like &amp;quot;the dragon's hoard of gold&amp;quot;&lt;br /&gt;
horde means &amp;quot;large group,&amp;quot; like &amp;quot;a horde of trolls&amp;quot;&lt;br /&gt;
&lt;br /&gt;
i.e. means &amp;quot;that is&amp;quot; - use &amp;quot;that is&amp;quot; instead to avoid confusion.&lt;br /&gt;
&lt;br /&gt;
---JKL&lt;br /&gt;
&lt;br /&gt;
jet-black: hyphenate when an adjective, like &amp;quot;jet-black hair&amp;quot;; do not &lt;br /&gt;
           hyphenate when an object, as in &amp;quot;her hair is jet black&amp;quot;&lt;br /&gt;
judgment (not judgement)&lt;br /&gt;
&lt;br /&gt;
lamppost (not lamp post, not lamp-post)&lt;br /&gt;
lean-to (not leanto)&lt;br /&gt;
leaned (not leant)&lt;br /&gt;
learned (not learnt)&lt;br /&gt;
leatherbound (leather-bound also acceptable, but prefer one word)&lt;br /&gt;
&lt;br /&gt;
---MNO&lt;br /&gt;
&lt;br /&gt;
manmade (not man-made)&lt;br /&gt;
medium-sized (not medium sized, not medium-size, not medium size)&lt;br /&gt;
metric system: don't use; use inches/gallons/miles, not metric measurements&lt;br /&gt;
minuscule (commonly misspelled; remember &amp;quot;minus&amp;quot; not &amp;quot;minis&amp;quot;)&lt;br /&gt;
multicolored, multifaceted: no hyphen after multi unless the next letter is &lt;br /&gt;
                            a vowel, as in &amp;quot;multi-use&amp;quot; or &amp;quot;multi-element&amp;quot;&lt;br /&gt;
&lt;br /&gt;
non (do not use a hyphen after the prefix in most cases: nonexistent)&lt;br /&gt;
nonetheless (one word, not &amp;quot;none the less&amp;quot;)&lt;br /&gt;
north (not North)&lt;br /&gt;
numbers: Spell them out!! Very large numbers should be made imprecise to &lt;br /&gt;
         enable this. One, ten, fifty, seventy-three, six thousand. If &lt;br /&gt;
         precise numbers are absolutely necessary, use numerals for &lt;br /&gt;
         numbers over 100: &amp;quot;7,813&amp;quot; not &amp;quot;seven thousand, eight hundred &lt;br /&gt;
         thirteen.&amp;quot; Spelling out numbers is almost always preferred.&lt;br /&gt;
&lt;br /&gt;
o'clock (spell out the time; &amp;quot;eleven o'clock&amp;quot; not &amp;quot;11 o'clock&amp;quot; not 11:00)&lt;br /&gt;
outward (not outwards)&lt;br /&gt;
&lt;br /&gt;
---PQR&lt;br /&gt;
&lt;br /&gt;
plantlife (one word, no hyphen, no space, not plant life, not plant-life)&lt;br /&gt;
platemail (one word)&lt;br /&gt;
pre-existing (hyphenate after the prefix &amp;quot;pre&amp;quot; when the next letter is a vowel)&lt;br /&gt;
privilege (commonly misspelled - note there is no D in this word!)&lt;br /&gt;
&lt;br /&gt;
quotation marks: Periods and commas go INSIDE the quotation marks.&lt;br /&gt;
                 Other punctuation like ? ! : ; -- () goes outside. &lt;br /&gt;
&lt;br /&gt;
rae (please NEVER capitalize references to rae and fae)&lt;br /&gt;
royal blue (never hyphenate)&lt;br /&gt;
&lt;br /&gt;
---STU&lt;br /&gt;
&lt;br /&gt;
seasons - do not capitalize &amp;quot;spring,&amp;quot; &amp;quot;summer,&amp;quot; &amp;quot;winter,&amp;quot; and &amp;quot;fall&amp;quot;&lt;br /&gt;
sizable (not sizeable)&lt;br /&gt;
skeptic, skeptical (not sceptical)&lt;br /&gt;
south (not South)&lt;br /&gt;
spelled (not spelt)&lt;br /&gt;
spilled (not spilt)&lt;br /&gt;
spring (the season - not Spring)&lt;br /&gt;
stained glass window (not stained-glass window)&lt;br /&gt;
summer (not Summer)&lt;br /&gt;
&lt;br /&gt;
that (essential clauses do NOT get commas; see Help THATWHICH)&lt;br /&gt;
through (never &amp;quot;thru&amp;quot; or other modern slangy words)&lt;br /&gt;
toward (not towards)&lt;br /&gt;
transferred/transferring (two Rs not one)&lt;br /&gt;
traveled (not travelled)&lt;br /&gt;
traveler (not traveller)&lt;br /&gt;
traveling (not travelling)&lt;br /&gt;
&lt;br /&gt;
un (do not use a hyphen after the prefix in most cases: untouched)&lt;br /&gt;
unmistakable (not unmistakeable)&lt;br /&gt;
&lt;br /&gt;
---VWXYZ&lt;br /&gt;
&lt;br /&gt;
well cared for (never hyphenate; it's impossible to make it clear)&lt;br /&gt;
well-: hyphenate when an adjective, like &amp;quot;well-kept house&amp;quot;;&lt;br /&gt;
       DO NOT hyphenate when immediately following &amp;quot;is&amp;quot; or &amp;quot;was,&amp;quot; as in&lt;br /&gt;
            &amp;quot;the house is well kept&amp;quot;; &lt;br /&gt;
       DO hyphenate when immediately following &amp;quot;has been&amp;quot; or &amp;quot;looks&amp;quot; or&lt;br /&gt;
            similar verbs, as in &amp;quot;the house appears well-kept&amp;quot;;&lt;br /&gt;
       DO hyphenate when modified by an adverb, as in &amp;quot;the house has been&lt;br /&gt;
            painstakingly well-kept&amp;quot;&lt;br /&gt;
       [[As always, ZEs have leeway to rule as they see fit on this]]&lt;br /&gt;
west (not West)&lt;br /&gt;
which (dispensable clauses DO get commas; see Help THATWHICH)&lt;br /&gt;
winter (not Winter)&lt;br /&gt;
worshipper (usually we would spell this worshiper, but it looks better with PP)&lt;br /&gt;
wrought iron (never hyphenate)&lt;br /&gt;
&lt;br /&gt;
See Also: GRAMMAR_INDEX&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SUDDENLY SUDDEN OBVIOUSLY&lt;br /&gt;
&lt;br /&gt;
As help YOU and other files make clear, room descriptions are permanent, &lt;br /&gt;
and your goal in writing them is to describe what the player can see or &lt;br /&gt;
sense--no matter what else he or she may be doing.&lt;br /&gt;
&lt;br /&gt;
Therefore, sudden events in a room description are just as bad as a room &lt;br /&gt;
description that tells a player what he or she is thinking or feeling. &lt;br /&gt;
&lt;br /&gt;
Some words and phrases should be avoided in descriptions because they&lt;br /&gt;
indicate a brief and quick action, and room descriptions are permanent and&lt;br /&gt;
constant.&lt;br /&gt;
&lt;br /&gt;
-suddenly&lt;br /&gt;
-all of a sudden&lt;br /&gt;
-instantly&lt;br /&gt;
-without warning&lt;br /&gt;
-all at once&lt;br /&gt;
-as soon as you enter&lt;br /&gt;
&lt;br /&gt;
Remember that your room description must make sense even if the player has &lt;br /&gt;
been sitting there for an hour. It must make sense whether the player &lt;br /&gt;
entered it from the east or the west. It must make sense if the player &lt;br /&gt;
phased or was summoned into the room. And it must make sense if all the &lt;br /&gt;
mobs are dead.&lt;br /&gt;
&lt;br /&gt;
Use &amp;quot;ZONE ECHOES&amp;quot; and entrance/exit descriptions (see wizhelp EDITROOM_E) &lt;br /&gt;
for recurring or entry/exit-related events in rooms. Do not put them in &lt;br /&gt;
the description.&lt;br /&gt;
&lt;br /&gt;
It's fine to use words like &amp;quot;obvious&amp;quot; or &amp;quot;sudden&amp;quot; in ways that aren't &lt;br /&gt;
related to instant events. For example, you could say there is an &amp;quot;obvious&amp;quot; &lt;br /&gt;
scar on the blade of an axe. You could say a cliff has a &amp;quot;sudden&amp;quot; drop-off &lt;br /&gt;
at the edge of a waterfall. These are things that would not change or &lt;br /&gt;
stop being true, no matter how the player got to the room or how long he &lt;br /&gt;
or she stayed there.&lt;br /&gt;
&lt;br /&gt;
See Also: GRAMMAR_INDEX YOU&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SYNONYM&lt;br /&gt;
&lt;br /&gt;
A synonym is a word or phrase that means the same thing, or nearly the&lt;br /&gt;
same thing, as another word or phrase. &lt;br /&gt;
&lt;br /&gt;
Writing that uses the same word over and over is tedious and needs the use&lt;br /&gt;
of synonyms. An easy way to find them is through a thesaurus. If you do&lt;br /&gt;
not have one, use the following website:&lt;br /&gt;
&lt;br /&gt;
http://www.m-w.com/&lt;br /&gt;
&lt;br /&gt;
PLEASE do not use dictionary.com. It lists synonyms that are imprecise &lt;br /&gt;
and outright wrong. It includes words that are archaic or misdefined, and &lt;br /&gt;
are not appropriate or usable. It is not a good resource, and it's an ugly &lt;br /&gt;
site to boot. You will never win an argument with your ZE if something on&lt;br /&gt;
dictionary.com is the source of your reasoning. We hate this site. -Kostia&lt;br /&gt;
&lt;br /&gt;
Please note that the thesaurus will usually list the most exact synoynms&lt;br /&gt;
first, and less precise ones later. Make sure to look up and become&lt;br /&gt;
familiar with any synonyms you use, so that you can avoid misusing a&lt;br /&gt;
word. Just because the thesaurus lists it doesn't mean it's necessarily&lt;br /&gt;
correct for your particular description.&lt;br /&gt;
&lt;br /&gt;
In most cases, if you use a word (other than small ones such as &amp;quot;the&amp;quot; or&lt;br /&gt;
&amp;quot;a&amp;quot;) more than 2 times in the same few sentences it is too much. Even&lt;br /&gt;
words like &amp;quot;a&amp;quot; and &amp;quot;the&amp;quot; can be overused. Avoid beginning all your&lt;br /&gt;
sentences with &amp;quot;The such and such&amp;quot; or &amp;quot;A such and such&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you have any questions, talk to a proofreader for assistance.&lt;br /&gt;
&lt;br /&gt;
See Also: GRAMMAR_INDEX&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TENSES TENSE&lt;br /&gt;
&lt;br /&gt;
This file is mainly for ZEs, but builders interested in grammar terms may &lt;br /&gt;
find it useful. You need to be familiar with help GRAMMAR_TERMS and help &lt;br /&gt;
&amp;quot;PARTS OF SPEECH&amp;quot; before much of this will make sense.&lt;br /&gt;
&lt;br /&gt;
Verbs take a tense in order to communicate when the action is taking &lt;br /&gt;
place. These tenses might also be referred to as &amp;quot;inflections.&amp;quot; The most &lt;br /&gt;
common tenses are past and present, but as you'll see if you read on, &lt;br /&gt;
there are many others. Those of you who have studied a foreign language -- &lt;br /&gt;
especially Latin -- will find many of these terms familiar. Learning to &lt;br /&gt;
apply them to English may seem strange at first, but I've always felt that &lt;br /&gt;
once you know how to label and refer to something, the thing itself &lt;br /&gt;
becomes more clear. This is why there is a science of taxonomy and &lt;br /&gt;
classification. Anyway, moving on.&lt;br /&gt;
&lt;br /&gt;
Throughout these definitions, I use a term called &amp;quot;time of reference.&amp;quot; The &lt;br /&gt;
time of reference comes from the context of the sentence. If you're &lt;br /&gt;
talking in 2003 about things that happened in 2001, 2001 is your time of &lt;br /&gt;
reference. If you're talking in August about things that will happen in &lt;br /&gt;
December, December is your time of reference. If you're talking on Monday &lt;br /&gt;
about things that are happening on Monday, Monday is your time of &lt;br /&gt;
reference. I hope to clarify this through examples.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;time of speaking&amp;quot; is just what it sounds like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Present Tense&lt;br /&gt;
&lt;br /&gt;
    Verbs in the present tense describe action that occurs now. The time &lt;br /&gt;
    of reference and the time of speaking are the same. Present tense &lt;br /&gt;
    verbs do not end in &amp;quot;ing&amp;quot; -- those are progressive tenses, found later &lt;br /&gt;
    in this file.&lt;br /&gt;
&lt;br /&gt;
    Examples of present tense verbs appear in &amp;lt;brackets&amp;gt;:&lt;br /&gt;
        I &amp;lt;give&amp;gt; up!&lt;br /&gt;
        The horse &amp;lt;walks&amp;gt; into the stable.&lt;br /&gt;
        There &amp;lt;is&amp;gt; a pie on your face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Past Tense&lt;br /&gt;
&lt;br /&gt;
    Verbs in the past tense describe action that is completed. The time of &lt;br /&gt;
    reference is before the time of speaking.&lt;br /&gt;
&lt;br /&gt;
    Examples of past tense verbs appear in &amp;lt;brackets&amp;gt;:&lt;br /&gt;
        I &amp;lt;gave&amp;gt; up!&lt;br /&gt;
        The horse &amp;lt;walked&amp;gt; into the stable.&lt;br /&gt;
        There &amp;lt;was&amp;gt; a pie on your face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Future Tense&lt;br /&gt;
&lt;br /&gt;
    Verbs in the future tense describe action that has not happened yet. &lt;br /&gt;
    The time of speaking is before the time of reference. In English, we &lt;br /&gt;
    have to use &amp;quot;will&amp;quot; or &amp;quot;shall&amp;quot; to make a verb future tense.&lt;br /&gt;
&lt;br /&gt;
    Examples of future tense verbs appear in &amp;lt;brackets&amp;gt;:&lt;br /&gt;
        I &amp;lt;will give&amp;gt; up!&lt;br /&gt;
        The horse &amp;lt;will walk&amp;gt; into the stable.&lt;br /&gt;
        There &amp;lt;will be&amp;gt; a pie on your face very soon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now it gets more interesting.&lt;br /&gt;
&lt;br /&gt;
Present Perfect Tense&lt;br /&gt;
&lt;br /&gt;
    Verbs in the present perfect tense describe *ongoing* action that is &lt;br /&gt;
    completed. The time of speaking and the time of reference are the &lt;br /&gt;
    same: &amp;quot;now.&amp;quot; In English, we need the words &amp;quot;has&amp;quot; or &amp;quot;have&amp;quot; to make a &lt;br /&gt;
    verb into the present perfect tense. Usually this is action that has &lt;br /&gt;
    *just* been completed.&lt;br /&gt;
&lt;br /&gt;
    Examples of present perfect verbs appear in &amp;lt;brackets&amp;gt;:&lt;br /&gt;
        I &amp;lt;have given&amp;gt; up!&lt;br /&gt;
        The horse &amp;lt;has walked&amp;gt; into the stable.&lt;br /&gt;
        A pie &amp;lt;has appeared&amp;gt; on your face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Past Perfect Tense&lt;br /&gt;
&lt;br /&gt;
    Verbs in the past perfect tense describe action that was ongoing, but &lt;br /&gt;
    was completed by the time of reference, which is before the time of &lt;br /&gt;
    speaking. In English, we use the word &amp;quot;had&amp;quot; to make a verb past perfect.&lt;br /&gt;
    This tense comes up a lot when telling stories, as you relate one &lt;br /&gt;
    occurrence in the narrative to the next. The phrase &amp;quot;by that time&amp;quot; might &lt;br /&gt;
    follow these phrases.&lt;br /&gt;
&lt;br /&gt;
    This tense is also known as the &amp;quot;pluperfect,&amp;quot; an older Latin term.&lt;br /&gt;
&lt;br /&gt;
    Examples of past perfect verbs appear in &amp;lt;brackets&amp;gt;:&lt;br /&gt;
        I &amp;lt;had given&amp;gt; up!&lt;br /&gt;
        The horse &amp;lt;had walked&amp;gt; into the stable.&lt;br /&gt;
        A pie &amp;lt;had been&amp;gt; on your face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Future Perfect Tense&lt;br /&gt;
&lt;br /&gt;
    Verbs in the future perfect tense describe action that will be &lt;br /&gt;
    completed by the time of reference, which is in the future. In English &lt;br /&gt;
    we use &amp;quot;will have&amp;quot; to denote this. Often, the phrase &amp;quot;by that time&amp;quot; or &lt;br /&gt;
    &amp;quot;by the time [something else occurs]&amp;quot; shows up. This would be an &lt;br /&gt;
    upcoming event, like a deadline.&lt;br /&gt;
&lt;br /&gt;
    Examples of future perfect verbs appear in &amp;lt;brackets&amp;gt;:&lt;br /&gt;
        I &amp;lt;will have given&amp;gt; up!&lt;br /&gt;
        The horse &amp;lt;will have walked&amp;gt; into the stable.&lt;br /&gt;
        A pie &amp;lt;will have been thrown&amp;gt; at your face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to understand the progressive tenses, you need to understand the &lt;br /&gt;
word &amp;quot;participle.&amp;quot; A participle is a verb ending in 'ing'. Often they can &lt;br /&gt;
be used as adjectives as well as nouns, as in &amp;quot;the screaming woman&amp;quot; or &lt;br /&gt;
&amp;quot;a burning fire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Present Progressive Tense&lt;br /&gt;
&lt;br /&gt;
    Verbs in the present progressive tense describe action that is &lt;br /&gt;
    ongoing, and is *still* ongoing at the time of reference (which is &lt;br /&gt;
    the same as the time of speaking). As you can see in the sentence you &lt;br /&gt;
    just read, in English we put &amp;quot;is&amp;quot; and &amp;quot;ing&amp;quot; around these verbs.&lt;br /&gt;
&lt;br /&gt;
    Sometimes &amp;quot;is _____ing&amp;quot; is referred to as a &amp;quot;present participle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    Examples of present progressive verbs appear in &amp;lt;brackets&amp;gt;:&lt;br /&gt;
        I &amp;lt;am giving&amp;gt; up!&lt;br /&gt;
        The horse &amp;lt;is walking&amp;gt; into the stable.&lt;br /&gt;
        A pie &amp;lt;is sticking&amp;gt; to your face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Past Progresive Tense&lt;br /&gt;
&lt;br /&gt;
    Verbs in the past progressive tense describe ongoing action that was &lt;br /&gt;
    still ongoing at the time of reference. The time of reference was &lt;br /&gt;
    before the time of speaking. In English we use &amp;quot;was&amp;quot; and &amp;quot;ing&amp;quot; around &lt;br /&gt;
    these verbs.&lt;br /&gt;
&lt;br /&gt;
    Sometimes &amp;quot;was ______ing&amp;quot; is referred to as a &amp;quot;past participle.&amp;quot; A &lt;br /&gt;
    &amp;quot;perfect participle&amp;quot; (an old term) is the same thing.&lt;br /&gt;
&lt;br /&gt;
    Examples of past progressive verbs appear in &amp;lt;brackets&amp;gt;:&lt;br /&gt;
        I &amp;lt;was giving&amp;gt; up!&lt;br /&gt;
        The horse &amp;lt;was walking&amp;gt; into the stable.&lt;br /&gt;
        A pie &amp;lt;was flying&amp;gt; towards your face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Future Progressive&lt;br /&gt;
&lt;br /&gt;
    Verbs in the future progressive tense describe action that hasn't &lt;br /&gt;
    happened yet (or may have started) but will be ongoing (or *still* &lt;br /&gt;
    ongoing) at the time of reference. The time of reference is in the &lt;br /&gt;
    future, after the time of speaking. In English we denote these verbs &lt;br /&gt;
    with &amp;quot;will be&amp;quot; and &amp;quot;ing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
    Examples of future progressive verbs appear in &amp;lt;brackets&amp;gt;:&lt;br /&gt;
        I &amp;lt;will be giving&amp;gt; up!&lt;br /&gt;
        The horse &amp;lt;will be walking&amp;gt; into the stable.&lt;br /&gt;
        A pie &amp;lt;will be flying&amp;gt; towards your face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I hope this helps. Let me know if you want to learn about crap like &lt;br /&gt;
subjunctive mood and passive voice. I'm not up for it right now. :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See Also: &amp;quot;PARTS OF SPEECH&amp;quot; GRAMMAR_TERMS GRAMMAR_INDEX&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
THEIR &amp;quot;HE SHE&amp;quot; HESHE THEY THEM&lt;br /&gt;
&lt;br /&gt;
The word &amp;quot;they&amp;quot; is plural. It is not a synonym for &amp;quot;he or she.&amp;quot; When you use &lt;br /&gt;
a pronoun, it refers back to a noun. That noun is called the antecedent. &lt;br /&gt;
The antecedent of they or their must always be plural.&lt;br /&gt;
&lt;br /&gt;
Builders: Never use &amp;quot;they&amp;quot; in an exit/entrance message when you mean &amp;quot;he &lt;br /&gt;
or she,&amp;quot; &amp;quot;them&amp;quot; when you mean &amp;quot;him or her,&amp;quot; or &amp;quot;their&amp;quot; when you mean &amp;quot;his &lt;br /&gt;
or her.&amp;quot; The variables for these are %e, %m, and %s. They will &lt;br /&gt;
automatically use the right gender for the person (or mob) passing through &lt;br /&gt;
the exit. See wizhelp VIEWEXITS.&lt;br /&gt;
&lt;br /&gt;
When you put together a sentence like &amp;quot;To each their own&amp;quot; or &amp;quot;Everyone &lt;br /&gt;
rose to their feet,&amp;quot; you are using their (a plural pronoun) to refer back &lt;br /&gt;
to &amp;quot;each&amp;quot; or &amp;quot;everyone&amp;quot; (a singular pronoun). Another example is something &lt;br /&gt;
I found in an editing newsletter, of all places: &amp;quot;In my opinion, a good &lt;br /&gt;
copyeditor is worth their weight in gold.&amp;quot; Eek!&lt;br /&gt;
&lt;br /&gt;
We'll use the following sentence as an example for fixing this error.&lt;br /&gt;
&lt;br /&gt;
***A zone builder uses medbuild when they upload their rooms.***&lt;br /&gt;
&lt;br /&gt;
As you can see, the plural pronouns &amp;quot;they&amp;quot; and &amp;quot;their&amp;quot; are used to refer &lt;br /&gt;
back to the singular noun &amp;quot;builder.&amp;quot; There are five ways to fix this &lt;br /&gt;
problem.&lt;br /&gt;
&lt;br /&gt;
1.) Change the subject and the verb to plural to match the pronoun(s).&lt;br /&gt;
    &amp;gt; Zone builders use medbuild when they upload their rooms.&lt;br /&gt;
&lt;br /&gt;
2.) If you know the actual subject, change the whole sentence to be about &lt;br /&gt;
    that specific subject.&lt;br /&gt;
    &amp;gt; Damonius uses medbuild when he uploads his rooms.&lt;br /&gt;
&lt;br /&gt;
3.) Change the sentence to the second person (&amp;quot;you&amp;quot;), so it's in the &lt;br /&gt;
    imperative voice, giving an order to the listener/reader, or to the &lt;br /&gt;
    first person, so the speaker is doing the actions.&lt;br /&gt;
    &amp;gt; Use medbuild to upload your rooms.&lt;br /&gt;
    &amp;gt; I use medbuild when I upload my rooms.&lt;br /&gt;
&lt;br /&gt;
4.) Rephrase the sentence without pronouns. This can mean repeating the &lt;br /&gt;
    subject or removing the pronouns and making sure the sentence is still &lt;br /&gt;
    clear. It can also mean using the passive voice.&lt;br /&gt;
    &amp;gt; A zone builder uses medbuild to upload rooms.&lt;br /&gt;
    &amp;gt; Zone builders' rooms are uploaded using medbuild.&lt;br /&gt;
&lt;br /&gt;
5.) Change the plural pronouns to forms of &amp;quot;he and she.&amp;quot; Change the verbs to &lt;br /&gt;
    singular to match. This is awkward, obviously, and it's a last resort.&lt;br /&gt;
    &amp;gt; A zone builder uses medbuild when he or she uploads his or her rooms.&lt;br /&gt;
&lt;br /&gt;
See HELP COLLECTIVE for information on plural/singular when using collective &lt;br /&gt;
nouns like &amp;quot;group,&amp;quot; &amp;quot;series,&amp;quot; &amp;quot;variety,&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
Please feel free to contact your ZE if you'd like an exhaustive, detailed &lt;br /&gt;
explanation of this or any other grammar issue.&lt;br /&gt;
&lt;br /&gt;
See Also: GRAMMAR_INDEX COLLECTIVE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
THATWHICH THAT WHICH&lt;br /&gt;
&lt;br /&gt;
When to use 'that' and when to use 'which' is a common dilemma for writers &lt;br /&gt;
in all walks of life. To know which word to use, you need to understand &lt;br /&gt;
the difference between two types of clauses: essential and dispensable. &lt;br /&gt;
Some grammar books refer to these as restrictive and nonrestrictive, or &lt;br /&gt;
limiting and commenting, or defining and informing, but we'll use &lt;br /&gt;
'essential' and 'dispensable' for our purposes, as I believe these terms &lt;br /&gt;
make it clearer how these clauses function. To review what a clause is, &lt;br /&gt;
see Help &amp;quot;PARTS OF SPEECH&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
***&lt;br /&gt;
Essential clauses:&lt;br /&gt;
***&lt;br /&gt;
&lt;br /&gt;
Essential clauses are set off with the word THAT and do NOT have commas &lt;br /&gt;
around them.&lt;br /&gt;
&lt;br /&gt;
This type of adjective clause describes the subject in a way that makes it &lt;br /&gt;
clear which subject is being referred to. It can be removed from the &lt;br /&gt;
sentence without affecting its grammatical structure, but removing it DOES &lt;br /&gt;
affect the sentence's overall meaning.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
The dog &amp;lt;that lives next door&amp;gt; barked all night.&lt;br /&gt;
   This essential clause makes it clear which dog you're mad at. &lt;br /&gt;
&lt;br /&gt;
The dog barked all night.&lt;br /&gt;
   If the essential clause is removed, there is not enough information &lt;br /&gt;
   left to know what happened. There are thousands of dogs.&lt;br /&gt;
&lt;br /&gt;
The book &amp;lt;that I wrote&amp;gt; was a best-seller.&lt;br /&gt;
   This essential clause makes it clear which book sold well.&lt;br /&gt;
&lt;br /&gt;
The book was a best-seller.&lt;br /&gt;
   If the essential clause is removed, there is not enough information &lt;br /&gt;
   left to know what happened. There are thousands of best-selling books.&lt;br /&gt;
&lt;br /&gt;
***&lt;br /&gt;
Dispensable clauses:&lt;br /&gt;
***&lt;br /&gt;
&lt;br /&gt;
Dispensable clauses are set off with the word WHICH and DO have commas&lt;br /&gt;
around them.&lt;br /&gt;
&lt;br /&gt;
This type of adjective clause describes the subject in a way that gives &lt;br /&gt;
additional, optional information. It may make it clearer what's going on, &lt;br /&gt;
but it can usually be removed from the sentence without compromising the &lt;br /&gt;
overall meaning.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
Our dog, &amp;lt;which has brown fur,&amp;gt; barked all night.&lt;br /&gt;
   This dispensable clause gives you extra information about the dog, but &lt;br /&gt;
   doesn't make it any clearer what happened. &lt;br /&gt;
&lt;br /&gt;
Our dog barked all night.&lt;br /&gt;
   If the dispensable clause is removed, the sentence is still clear. You &lt;br /&gt;
   know from the word &amp;quot;Our&amp;quot; which dog is being referred to, so no other &lt;br /&gt;
   information is necessary.&lt;br /&gt;
&lt;br /&gt;
My book, &amp;lt;which was published in 1999,&amp;gt; was a best-seller.&lt;br /&gt;
   This dispensable clause tells you something about the book, but it &lt;br /&gt;
   isn't necessary in order to understand which book sold well.&lt;br /&gt;
&lt;br /&gt;
My book was a best-seller.&lt;br /&gt;
   If the dispensable clause is removed, the sentence is still complete. &lt;br /&gt;
   You don't need to know when the book was published in order to know &lt;br /&gt;
   what's being said.&lt;br /&gt;
&lt;br /&gt;
***&lt;br /&gt;
Further examples:&lt;br /&gt;
***&lt;br /&gt;
&lt;br /&gt;
Essential clauses:&lt;br /&gt;
&lt;br /&gt;
The house that is down the block is for sale.&lt;br /&gt;
The cheese that is in the refrigerator is expired.&lt;br /&gt;
The bicycle that I got for Christmas is blue.&lt;br /&gt;
&lt;br /&gt;
Note that often the &amp;quot;that is&amp;quot; part is actually cumbersome and &lt;br /&gt;
unnecessary, and you can rephrase the sentence, removing the whole &lt;br /&gt;
comma issue.&lt;br /&gt;
&lt;br /&gt;
The house down the block is for sale.&lt;br /&gt;
The cheese in the refrigerator is expired.&lt;br /&gt;
The bicycle I got for Christmas is blue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dispensable clauses:&lt;br /&gt;
&lt;br /&gt;
The house down the block, which is the Smiths', is for sale.&lt;br /&gt;
The cheese in the refrigerator, which is Stilton, is expired.&lt;br /&gt;
The bicycle I got for Christmas, which is a Huffy, is blue.&lt;br /&gt;
&lt;br /&gt;
Note that these dispensable clauses have been added to the above sentences &lt;br /&gt;
to provide extra information above and beyond the identifying information. &lt;br /&gt;
Removing these clauses does not make the sentences any less clear.&lt;br /&gt;
&lt;br /&gt;
Just as with the essential clauses above, the &amp;quot;which is&amp;quot; part can be &lt;br /&gt;
removed, but since this is still a dispensable clause, the commas have to &lt;br /&gt;
remain.&lt;br /&gt;
&lt;br /&gt;
The house down the block, the Smiths', is for sale.&lt;br /&gt;
The cheese in the refrigerator, Stilton, is expired.&lt;br /&gt;
The bicycle I got for Christmas, a Huffy, is blue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please feel free to contact your ZE if you'd like an exhaustive, detailed &lt;br /&gt;
explanation of this or any other grammar issue.&lt;br /&gt;
&lt;br /&gt;
See Also: GRAMMAR_INDEX COMMAS &amp;quot;PARTS OF SPEECH&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WHOMWHO WHOM&lt;br /&gt;
&lt;br /&gt;
The words &amp;quot;whom&amp;quot; and &amp;quot;who&amp;quot; are pronouns like &amp;quot;us&amp;quot; and &amp;quot;we.&amp;quot; A pronoun always&lt;br /&gt;
refers back to another noun, its antecedent. Pronouns have two senses, &lt;br /&gt;
objective and subjective. Objective pronouns are being acted UPON. Verbs or &lt;br /&gt;
prepositions are &amp;quot;pointed at&amp;quot; them. Subjective pronouns are DOING something. &lt;br /&gt;
They are what's doing the action of the verb.&lt;br /&gt;
&lt;br /&gt;
The objective sense is WHOM. The subjective is WHO.&lt;br /&gt;
&lt;br /&gt;
This means that WHOM is used when the word is the object of the verb, the &lt;br /&gt;
thing being acted upon, or the word a preposition is pointed at. WHO is used &lt;br /&gt;
when the word is acting by itself or acting upon something else. The same is &lt;br /&gt;
true of WHOMEVER and WHOEVER, for when the antecedent is unknown or multiple.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  Kostia is the one who wrote the zone. - WHO is the subject of the verb &lt;br /&gt;
                                          WROTE.&lt;br /&gt;
  Who will freeze that player?          - WHO is the subject of the verb &lt;br /&gt;
                                          WILL FREEZE.&lt;br /&gt;
  Whoever asks first gets it.           - WHOEVER is the subject of the verb &lt;br /&gt;
                                          ASKS.&lt;br /&gt;
  Whom did you give it to?              - WHOM is the object of the &lt;br /&gt;
                                          preposition TO and the verb GIVE.&lt;br /&gt;
  I gave it to whomever.                - WHOMEVER is the object of the &lt;br /&gt;
                                          preposition TO.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, as always in English, there are exceptions. One huge &lt;br /&gt;
exception whenever you're dealing with pronouns is that if the verb is a &lt;br /&gt;
form of &amp;quot;to be,&amp;quot; the objective pronoun takes the subjective form. This means &lt;br /&gt;
that while &amp;quot;love whom you want to love&amp;quot; is correct, the right follow-up is  &lt;br /&gt;
&amp;quot;be who you want to be.&amp;quot; This is also discussed in help PREPOSITION.&lt;br /&gt;
&lt;br /&gt;
Obviously the usage of WHOM usually sounds pretentious and overscholarly &lt;br /&gt;
(pedantic). In modern writing, casual writing, and especially writing for a &lt;br /&gt;
young and short-attention-spanned audience like Medievia's, it's best to &lt;br /&gt;
avoid it entirely. These examples and rules are here to help show you when &lt;br /&gt;
it is formally correct.&lt;br /&gt;
&lt;br /&gt;
See Also: GRAMMAR_INDEX&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GRAMMAR_WORDS GRAMMAR_WORD WORDS CTB_WORDS&lt;br /&gt;
&lt;br /&gt;
Lots of words that sound the same and mean similar things are easily&lt;br /&gt;
confused. I hope some of these reminders will help builders avoid&lt;br /&gt;
common mistakes and cut down on those tfixes!&lt;br /&gt;
&lt;br /&gt;
An *awesome* website with lots of explanations of commonly confused and &lt;br /&gt;
misused words: http://www.cjr.org/tools/lc/index.asp#archives&lt;br /&gt;
&lt;br /&gt;
The second half of the book &amp;quot;Edit Yourself&amp;quot; also has a lot of these. It's &lt;br /&gt;
available at Amazon at this link: http://tinyurl.com/53ulq&lt;br /&gt;
&lt;br /&gt;
AFFECT/EFFECT&lt;br /&gt;
&amp;quot;Affect&amp;quot; means to have an influence on or to act on.&lt;br /&gt;
        The card affected him in a way that I would not have guessed.&lt;br /&gt;
&amp;quot;Effects&amp;quot; occur as a result of something, brought on by something else.&lt;br /&gt;
        The potion had an immediate effect on the player.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Affect&amp;quot; is a verb, or action. Both &amp;quot;Action&amp;quot; and &amp;quot;Affect&amp;quot; start with A.&lt;br /&gt;
&amp;quot;Effect&amp;quot; is a noun, the end product. Both &amp;quot;End Product&amp;quot; and &amp;quot;Effect&amp;quot; start &lt;br /&gt;
with E.&lt;br /&gt;
Another mnemonic is the word VANE. Verb: Affect, Noun: Effect.&lt;br /&gt;
&lt;br /&gt;
There are exceptions; you can effect change, or effect a revolution, as in &lt;br /&gt;
cause them to occur. This is very rarely used in writing for Medievia. In &lt;br /&gt;
the social sciences and medicine, a subject's state of health can be &lt;br /&gt;
referred to as an &amp;quot;affect,&amp;quot; which is a use that makes it a noun. We use &lt;br /&gt;
this meaning when we have spell and equipment affects.&lt;br /&gt;
&lt;br /&gt;
But 99% of the time in writing descriptions, &amp;quot;affect&amp;quot; is the verb and &lt;br /&gt;
&amp;quot;effect&amp;quot; is the noun. If you're clear on the difference between a verb and &lt;br /&gt;
a noun, which is in help &amp;quot;PARTS OF SPEECH&amp;quot; and basic elementary English &lt;br /&gt;
education, you'll be fine with this one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EMIT/EMANATE/EXUDE&lt;br /&gt;
See Help EMIT.&lt;br /&gt;
&lt;br /&gt;
FURTHER/FARTHER&lt;br /&gt;
&amp;quot;Farther&amp;quot; should be used when you mean actual, physical distance.&lt;br /&gt;
        The smell of blood lessens the farther you get from the&lt;br /&gt;
        butcher shop.&lt;br /&gt;
&amp;quot;Further&amp;quot; is for more abstract things, not real-world objects.&lt;br /&gt;
        We won't know the answer to that until we do further&lt;br /&gt;
        research.&lt;br /&gt;
&lt;br /&gt;
IT'S/ITS&lt;br /&gt;
&amp;quot;It's&amp;quot; is a contraction of &amp;quot;it is&amp;quot; and always means &amp;quot;it is&amp;quot; or &amp;quot;it has.&amp;quot;&lt;br /&gt;
        I can't use this dagger, it's (it is) anti-good.&lt;br /&gt;
&amp;quot;Its&amp;quot; is the possessive form of &amp;quot;it&amp;quot; for when something owns something else.&lt;br /&gt;
        The elephant waved its trunk around.&lt;br /&gt;
When in doubt, try replacing IT'S with IT IS. If that doesn't work,&lt;br /&gt;
you should be using ITS.&lt;br /&gt;
&lt;br /&gt;
RISE/RAISE&lt;br /&gt;
&amp;quot;Rise&amp;quot; means to get up, to increase one's altitude, to go up.&lt;br /&gt;
        The stench rises from the dungeon. I rise from bed. The sun rises.&lt;br /&gt;
&amp;quot;Raise&amp;quot; means to BRING something ELSE up, often as a metaphor.&lt;br /&gt;
        She was raised by her mother. I raise sunflowers. Pull the rope to &lt;br /&gt;
        raise the dumbwaiter to this floor. Raise your hand to answer.&lt;br /&gt;
This difference (also key to lie vs. lay) is in the distinction between a &lt;br /&gt;
transitive verb (one that can take a direct object; a verb like raise or &lt;br /&gt;
lay) and an intransitive verb (one that acts on its own; a verb like rise &lt;br /&gt;
or lie). Some verbs (like remain, stay, grow, feel, smell, and seem) can &lt;br /&gt;
be either transitive or intransitive. See Help &amp;quot;PARTS OF SPEECH&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
LIE/LAY&lt;br /&gt;
&amp;quot;Lie&amp;quot; means to lie down, or for something that's lying someplace.&lt;br /&gt;
        A small note lies on the table. I'm going to lie down for a&lt;br /&gt;
        nap.&lt;br /&gt;
&amp;quot;Lay&amp;quot; means to PUT something ELSE on a surface.&lt;br /&gt;
        I'm going to lay the sword on the table.&lt;br /&gt;
I know this one is a real mind-twister. One way to think about it:&lt;br /&gt;
use LIE when the thing or person is lying down. Use LAY when&lt;br /&gt;
the thing that's BEING laid down is something ELSE, like an object&lt;br /&gt;
you're holding.&lt;br /&gt;
Please see Help &amp;quot;PARTS OF SPEECH&amp;quot; and read about transitive and &lt;br /&gt;
intransitive verbs for more information on this. Lay is transitive, and &lt;br /&gt;
lie is intransitive.&lt;br /&gt;
&lt;br /&gt;
THEN/THAN&lt;br /&gt;
&amp;quot;Then&amp;quot; is used when you're talking about time or sequence.&lt;br /&gt;
        I killed the vampire, then I did a little dance.&lt;br /&gt;
&amp;quot;Than&amp;quot; is for comparing one thing to another.&lt;br /&gt;
        Mount Vryce is taller than Castle Medievia.&lt;br /&gt;
&lt;br /&gt;
THERE/THEY'RE/THEIR&lt;br /&gt;
&amp;quot;There&amp;quot; is used to refer to a particular place or location.&lt;br /&gt;
        Was that you I saw in link yesterday? Why were you there?&lt;br /&gt;
&amp;quot;They're&amp;quot; is a contraction of &amp;quot;they are&amp;quot; and always means &amp;quot;they are.&amp;quot;&lt;br /&gt;
        They're (they are) going to run Bloodstone today.&lt;br /&gt;
&amp;quot;Their&amp;quot; is the possessive form of &amp;quot;they&amp;quot; for when more than one person owns something.&lt;br /&gt;
        The guards were angry and drew their swords.&lt;br /&gt;
The word THEY'RE can always be replaced with THEY ARE.&lt;br /&gt;
&lt;br /&gt;
TO/TOO/TWO&lt;br /&gt;
&amp;quot;Too&amp;quot; means exactly the same thing as &amp;quot;also&amp;quot; or &amp;quot;additionally.&amp;quot;&lt;br /&gt;
        We were running a ruby lair, so we asked if she'd like to&lt;br /&gt;
        come too.&lt;br /&gt;
&amp;quot;To&amp;quot; is a preposition, directing action towards something.&lt;br /&gt;
        We're going to the war room, then we're going to go combing.&lt;br /&gt;
&amp;quot;Two&amp;quot; is the spelling of the number 2.&lt;br /&gt;
        There are two guards at the entrance to the Cathedral.&lt;br /&gt;
&lt;br /&gt;
WHOSE/WHO'S&lt;br /&gt;
&amp;quot;Who's&amp;quot; is only used as a contraction of &amp;quot;who is&amp;quot; or &amp;quot;who has.&amp;quot;&lt;br /&gt;
        I need a summon to Medievia. Who's near there? Who's been&lt;br /&gt;
        near there lately?&lt;br /&gt;
&amp;quot;Whose&amp;quot; is the possessive form of &amp;quot;who.&amp;quot;&lt;br /&gt;
        Whose satyr's flute is this?&lt;br /&gt;
The word WHO'S can always be replaced with WHO IS or WHO HAS. It is never &lt;br /&gt;
correct to use WHO'S when referring to ownership.&lt;br /&gt;
&lt;br /&gt;
YOU'RE/YOUR&lt;br /&gt;
&amp;quot;You're&amp;quot; is a contraction of &amp;quot;you are&amp;quot; and always means &amp;quot;you are.&amp;quot;&lt;br /&gt;
        You're a great backstabber! Your damroll must be about a&lt;br /&gt;
        hundred!&lt;br /&gt;
&amp;quot;Your&amp;quot; is the possessive form of &amp;quot;you&amp;quot; for when you own something.&lt;br /&gt;
        Your dagger of fire sure is pretty. Can I use it when you're&lt;br /&gt;
        not?&lt;br /&gt;
The word YOU'RE can always be replaced with YOU ARE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PEAK/PEEK&lt;br /&gt;
&amp;quot;Peak&amp;quot; is always a noun. It refers to the highest point of something, &lt;br /&gt;
        usually the top of a mountain.&lt;br /&gt;
&amp;quot;Peek&amp;quot; can be a verb or a noun. As a verb, it means to take a quick look, &lt;br /&gt;
        often without the knowledge of the person you're looking at. As a &lt;br /&gt;
        noun, it refers to the look you're taking.&lt;br /&gt;
&lt;br /&gt;
Before reaching the peak, he took a peek down and got vertigo.&lt;br /&gt;
After he climbed to the peak of the mountain, he peeked into the cave.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
COMPRISE/COMPOSE&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Comprise&amp;quot; means &amp;quot;make up&amp;quot; or &amp;quot;be made up of.&amp;quot;&lt;br /&gt;
&amp;quot;Compose&amp;quot; means &amp;quot;make up.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Compose&amp;quot; can NEVER mean &amp;quot;is made up of.&amp;quot; Only &amp;quot;comprise&amp;quot; can do that.&lt;br /&gt;
&lt;br /&gt;
Short Version of Rule:&lt;br /&gt;
For most intents and purposes, &amp;quot;comprise&amp;quot; and &amp;quot;compose&amp;quot; mean the same &lt;br /&gt;
thing. Please take care to be consistent and clear in your writing when &lt;br /&gt;
you choose to use them. It is always your priority to be clear! When in &lt;br /&gt;
doubt, simply use the phrases &amp;quot;make up&amp;quot; or &amp;quot;is made up of,&amp;quot; which are &lt;br /&gt;
always clearer to your reader.&lt;br /&gt;
&lt;br /&gt;
Or, better, be DESCRIPTIVE. Don't say &amp;quot;The table is composed of oak&amp;quot; when &lt;br /&gt;
you could say &amp;quot;An intricately carved oak table dominates the room.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Long Version of Rule:&lt;br /&gt;
Traditionally &amp;quot;comprise&amp;quot; has been considered subtly different from &lt;br /&gt;
&amp;quot;compose,&amp;quot; in that it was considered incorrect to use &amp;quot;comprise&amp;quot; to mean &lt;br /&gt;
&amp;quot;make up.&amp;quot; It was considered correct to say:&lt;br /&gt;
   The team comprises nine players.&lt;br /&gt;
   The team is comprised of nine players.&lt;br /&gt;
   Nine players compose the team.&lt;br /&gt;
   The team is composed of nine players.&lt;br /&gt;
   The team is made up of nine players.&lt;br /&gt;
   Nine players make up the team.&lt;br /&gt;
&lt;br /&gt;
--but incorrect to say &amp;quot;Nine players comprise the team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I (Kostia) have enforced this in years past, but I have just decided that &lt;br /&gt;
it is bullshit. I'm backed up by the Merriam-Webster dictionary, which &lt;br /&gt;
says sense 3 (&amp;quot;compose&amp;quot;) of the word &amp;quot;comprise&amp;quot; is in common use for over &lt;br /&gt;
100 years and should be fine. Good enough for me.&lt;br /&gt;
&lt;br /&gt;
STILL, PLEASE NOTE: It is always better to be clear! When in doubt, simply &lt;br /&gt;
use the phrases &amp;quot;make up&amp;quot; or &amp;quot;is made up of,&amp;quot; which are always clearer to &lt;br /&gt;
your reader, or use details and exciting words to avoid &amp;quot;crutch&amp;quot; words &lt;br /&gt;
like these completely.&lt;br /&gt;
&lt;br /&gt;
See Also: GRAMMAR_INDEX EMIT &amp;quot;PARTS OF SPEECH&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
YOU YOUR YOURSELF &amp;quot;YOU RULES&amp;quot; CTB_YOU&lt;br /&gt;
&lt;br /&gt;
The rule about &amp;quot;you&amp;quot; is this: Do not tell players how they think, how they&lt;br /&gt;
act, how they feel, or what they say. Do not assume a player's actions or &lt;br /&gt;
reactions or opinions.&lt;br /&gt;
&lt;br /&gt;
The main exception, and one way to see if your use of &amp;quot;you&amp;quot; is okay, is to &lt;br /&gt;
see if it's one of the five senses. &amp;quot;You see a wide bridge upstream&amp;quot; is fine &lt;br /&gt;
(sight). &amp;quot;You hear birds fluttering in the high trees&amp;quot; is fine (hearing). &lt;br /&gt;
&amp;quot;You smell fresh roses throughout the mansion&amp;quot; is fine (scent). &amp;quot;You feel a &lt;br /&gt;
soft breeze through the open door&amp;quot; is fine (touch). &lt;br /&gt;
&lt;br /&gt;
Metaphorical uses of the senses are also okay. So &amp;quot;You can taste death on &lt;br /&gt;
the air, as though some essence of the damned fills the field&amp;quot; is great.&lt;br /&gt;
&lt;br /&gt;
If these sensory events are at all extreme they should be created as procs.&lt;br /&gt;
Rocks crushing a player's foot or wind blowing players off a path are examples. &lt;br /&gt;
These go beyond sensory observations to things that actually move or hurt the &lt;br /&gt;
player.&lt;br /&gt;
&lt;br /&gt;
*Incorrect* usages of &amp;quot;you&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-You puke at the sight of the bloody corpse on the ground.&lt;br /&gt;
-The sight of the bloody corpse on the ground makes you want to puke.&lt;br /&gt;
-You think to yourself how sad it is there is a bloody corpse of a girl&lt;br /&gt;
 on the ground.&lt;br /&gt;
-You say to yourself, &amp;quot;who killed this girl, this is terrible!&amp;quot;.&lt;br /&gt;
-You see the bloody corpse on the ground and want to run away in terror.&lt;br /&gt;
-You smile joyously at the antics of the frolicking horses.&lt;br /&gt;
-The antics of the frolicking horses makes you smile to yourself.&lt;br /&gt;
-You feel excited at the prospect of opening the mysterious, ancient&lt;br /&gt;
 tomb.&lt;br /&gt;
-The intense heat of the chamber burns all of your hair into an ashy&lt;br /&gt;
 crisp.&lt;br /&gt;
-A huge rock falls on your foot and flattens it.&lt;br /&gt;
-The smell of the dragons breath burns your eyes out of their sockets.&lt;br /&gt;
&lt;br /&gt;
So what are examples of &amp;quot;you&amp;quot; that are okay for room descriptions? Here&lt;br /&gt;
are some correct uses:&lt;br /&gt;
&lt;br /&gt;
-Loose rocks tumble off the cliff near your feet.&lt;br /&gt;
-The acrid smell of the swamp gas burns your eyes.&lt;br /&gt;
-You see steep, towering mountains to the west and a peaceful stream to&lt;br /&gt;
 the east. &lt;br /&gt;
-The tunnel is so cramped that the walls squeeze your chest, making it&lt;br /&gt;
 difficult for you to breathe. (if it is actually suffocating it should&lt;br /&gt;
 be a proc)&lt;br /&gt;
-You cannot see past your body which is completely blocking the tunnel's&lt;br /&gt;
 passage.&lt;br /&gt;
-The intense heat of the chamber chars the tips of your hair, filling the&lt;br /&gt;
 room with an offensive odor.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Chateau_Vondarkla</id>
		<title>Chateau Vondarkla</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Chateau_Vondarkla"/>
				<updated>2016-12-22T01:42:35Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--Pode Page--&lt;br /&gt;
First of all to start the run you need to go to south ent into cpk and walk around collecting the roots on the ground. Gnarled root of deadwood tree is key others u can just eat to get rid of them. &lt;br /&gt;
&lt;br /&gt;
Then you need a costume approx dirs from cpk ent 2n w n w n w all n w all n all w(through 2 illus exits otw) s, 2w, s. &lt;br /&gt;
Go in there and &amp;quot;talk priestess i am here to help you&amp;quot;, she will give you costume now back track almost to zone ent, &lt;br /&gt;
dirs from zone ent to next part are 2n w n 4w(this is !mob room btw) unlock west and wear costume before you move w &lt;br /&gt;
or you will be ported out of the zone(only the form leader needs to wear costume to bring whole form in). &lt;br /&gt;
I suggest when you are leading this you do this part on your own and have form wait at prompt then have them solo because otherwise the vines will trip everyone up at random and get whole form engaged, so just get to !mob room and tell form to solo 2n w n 4w and follow you. &lt;br /&gt;
Then all west til locked door, you can remove costume for now, north all w shield room and c str. &lt;br /&gt;
There are 2 mobs south Ayura and Xia both are disable, I usually hands them and blind one of them it doesn't matter which cos you need to ice them both(unless it quaked but I will come back to that). &lt;br /&gt;
As a general rule it's best not to room spell in this area because there are super hiddens that if hit, &lt;br /&gt;
fireshield every mob in the room(you can faerie fog b4 hand and see if the salamanders are there but trust me it's jus best to do one at a time). &lt;br /&gt;
Ice them both and loot then unlock harp o harp get all harp. then n, 2e, s, shield room if any agro mobs here just ice them(but don't room!). &lt;br /&gt;
Unlock west and blind asuti then flee and your next target west is foleus, remember to hands in case he's formed to asuti, iceshielded mob isn't too tough, loot. &lt;br /&gt;
From foleus e, s, trap here open west and lure chupa east( for peace of mind u can trap e and 2 e and sit form 2e so chup has 2 room of traps to hit) then go ice rynitia or w/e its called and loot.&lt;br /&gt;
Added (04 Dec 2012, 5:44 PM)&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Ok the next part you need to go to west entrance so have one person stay in zone while the rest get inside the west ent to prevent zone from popping etc. Have them go 1e inside w ent and shield room, in case gardener walks in. Once form is ready get fireball gloves on cos the next 7 mobs are weak to fire(trust me I tested it). Go s, recite sheet and a spirit will appear dis it and fireball firestorm w/e, when it dies get fragment on ground. 1e repeat, 1e repeat, 1e repeat, 2n repeat 1w repeat, 2w repeat. You should have seven fragments(you can't dis the 2 fireshielded spirits). &lt;br /&gt;
&lt;br /&gt;
Now from west ent all east open door all e search 2s, e, buy heart, s all e past door, shield room, if mobs in this room go 1w etc. Have form tick and port out go through south ent and get costume and go to butler room with costume on form is 3s of u go grab them and take them past butler 1w, wear normal eq and c str again(I hear there is a way to do this without leader porting and getting costume again but I don't know it). &lt;br /&gt;
&lt;br /&gt;
1.vond &lt;br /&gt;
&lt;br /&gt;
Up all s, shield room, solo on and trap north then all north search (no key), vond loads in this 2x2 area, missile it and run back to form, it breaks traps so be quick when you see it trap run 2n and shield room, then back to form have staves ready and a cleric ready to shared ideally. Vond is a ho and fucks you up, however, the heart should be held at all times ideally by form leader to prevent you being doomed, when you engage vond use held vond while holding heart and it will stop it proccing for 1-2 rounds, if it misses(she scoffs) it has a short wait time to re use, if it hits you will notice cos it gives an obvious message I forget what, then you can't re use for 2-3 rounds, so use it often but don't spam cos it's annoying :p. Anyway I recommend faerie fog in this room and make sure no salamanders because you will need to room when vond ports. If there are salas jus do this but everyone 1 e of here, or wherever it's not a big area. so jus pound it, she will port at pretty awful or there about and when she does 3 griffons will appear, blockers but not too tough, ice them then search one of there corpses to get a claw, jus sac corpse til u can't sac one to find out which one has it. She also drops a key on the floor when she ports so grab that. 1.vond done!!!&lt;br /&gt;
&lt;br /&gt;
Spiritic note: Apparently Griffons that 1.vond spawns on port do not infact have a key. -&amp;gt;&amp;gt; TO UPDATE -&amp;gt; griffon claw drops from 2.vond griffons, and used as comp for key when you buy key in west ent.&lt;br /&gt;
&lt;br /&gt;
Added (04 Dec 2012, 5:45 PM)&lt;br /&gt;
---------------------------------------------&lt;br /&gt;
2.vond &lt;br /&gt;
&lt;br /&gt;
Assuming you are in the room i recommended go 1n, all w, 1n, shield room, w of here is 2.vond. Same deal as 1.vond except that they nerfed it so she now starts at grimaces as opposed to full so it's easy, make her port, unlock pulpit open pulpit get all pulpit(you don't neeed to make her port if you are just doing tuft, jus do the pulpit part and leave her be). Now have 1 person stay in zone here while the rest get inside west entrance, once all gathered inside west ent go all e, 2s, e buy key,w,n,search, down(POINT A), get shim pile,2n,e,hold shim,pry tile, s(!mob room). Ok this is just for a tuft run, down from here in the cpk area just like nem lord !magic most mobs break traps so I don't usually bother trapping shit, but I know some people stil ike to so your choice, find nalfia stabbers go hp mode and stab it, fshielded and lots of agro mobs chances are you will die once or twice so have cleric ready with ben, when nalfia dies its slippery key so whoever got it from down go all e 1n search e e s s d w w d(High movement rooms !sneak and agro mobs I recommend an alias for this part because if you flee chances are you will hit deathtrap and it's jus a pain in the ass, need to have someone summon you out from outside the zone or just die and come back, anyway alias I made works 90% of the time: /al {phoenix} {down;yy;chug jug;e;e;n;chug jug;chug jug;e;chug jug;e;s;chug jug;chug jug;s;chug jug;d;chug jug;w;chug jug &lt;br /&gt;
;w;chug jug;d} and good luck). When you get there it's 2x2 area i recommend faerie fog to find out where the super hiddens are and lure phoenix to a room without them cos it likes to blind you and it's handy to be able to room. Isn't too tought plague ice. Ok that is your run done if you are just doing tuft. &lt;br /&gt;
&lt;br /&gt;
3.vond &lt;br /&gt;
&lt;br /&gt;
From POINT A above go all s, all e, unlock e and vond is in the 2x2 area e. Can try to lure it however you see fit but like 2.vond it was nerfed and starts half dead so jus pound it, same deal with heart. Once it's dead the pouch on her has vials one of which is a striking vial the others are the cure for doom which you pass out to form, vond can load pretty meh eq 5dr legs or hp inf cler legs(best I've seen is 35/2 but it's usually 10/2), several other doors around just unlock and look at the mobs, nothing worthwhile imo, muffle prof robe an item that casts fale foot 1 charge etc, just useless shit really. Also the door you unlock for 3.vond you can search here for hidden s, all w mob loads hp/mana cleric quiver. &lt;br /&gt;
&lt;br /&gt;
Think that's everything. Not really worth running past tuft and doesn't give very many eq pts either, I heard from Seraphyr a while ago that it's going to be revamped but I doubt that will happen anytime soon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simple Tuft Walkthrough&lt;br /&gt;
------------------------&lt;br /&gt;
&lt;br /&gt;
1. get root as above&lt;br /&gt;
2. get costume&lt;br /&gt;
3. probably dont' need to do Ayura which gives music sheets for ghosts which get heart, since you can skip heart and do 1.vond directly&lt;br /&gt;
4. ice Xia for key (skip Ayura)&lt;br /&gt;
5. ice Foleus for, mithril key on a length of chain, used from staircase 2w 1n for search (pulpit west from search)&lt;br /&gt;
6. Rynthia loads coathanger - used to search all east from West entrance&lt;br /&gt;
7. ice 1.vond, as above&lt;br /&gt;
8. ignore 2.vond, and get pulpit key -&amp;gt; silk tome&lt;br /&gt;
9. Silk tome used to search to open down, W N of the 'buy key' mob&lt;br /&gt;
10. d from silk tome search, get shim pile as above&lt;br /&gt;
11. ice nalfia as above&lt;br /&gt;
12. ice phoenix as above if tufts loaded&lt;br /&gt;
&lt;br /&gt;
Open questions&lt;br /&gt;
---------------&lt;br /&gt;
When unlocking 3.vond, i.e. unl door east, you search south to an eq mob with cleric quiver. Zocuten says that this search is unlocked, but it was locked when we tried it and unsure of key. HARP from case unlocks it. Scry Mias/Darfen who are behind this locked door.&lt;br /&gt;
- locked search on north balcony in east side. -&amp;gt; LEADS to 1.vond area, another way to reach it. How to unlock this?? This may prevent you from having to ice Xia and Foleus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
c loc wristcuff&lt;br /&gt;
&lt;br /&gt;
EQ list&lt;br /&gt;
Vondarkla&lt;br /&gt;
an ivory and bamboo bracelet - emage edrain bracelet&lt;br /&gt;
a pale lotus flower - nothing, just a flower&lt;br /&gt;
a stained leather pouch - 10 stones waist - contains striking potion and blood potion to cure doom&lt;br /&gt;
the scourge of Vondarkla - 6d7 thief/war long weapon&lt;br /&gt;
some patent leather greaves - DARK - ~5 hp/ 2 infl_cleric legs, !G&lt;br /&gt;
garter - 5dr/-hp thief legs - DARK&lt;br /&gt;
Phoenix&lt;br /&gt;
relic of immolation - mage lvl 27 - dark&lt;br /&gt;
tuft - can load 0/1/2 - dark&lt;br /&gt;
Captive&lt;br /&gt;
??&lt;br /&gt;
on Ground in Captive's cell&lt;br /&gt;
a spiked wristcuff - c loc wristcuff - max we've seen: 5dr/0ss/-4mana&lt;br /&gt;
Dach&lt;br /&gt;
??&lt;br /&gt;
On Ground in Dach's cell&lt;br /&gt;
??&lt;br /&gt;
Mias&lt;br /&gt;
a gossamer dancing dress - Lev(28) Loc(about) AG AN AM AT AC noegg hps(20) hr(2) dr(1) Cond(pristine - 185 Days)&lt;br /&gt;
Darfen&lt;br /&gt;
a spectral quiver of the Lunar Dragon - Lev(28) Loc(about) AW AM AT fragile hps(15) mana(24) Cond(pristine - 185 Days)&lt;br /&gt;
Kleo&lt;br /&gt;
a gryphon's-crest sword&lt;br /&gt;
a heavy jar of bath salts&lt;br /&gt;
Lakla&lt;br /&gt;
a blue and gold robe of the Lunar Dragon - Lev(26) Loc(body) AG AN AW AM AT nodrop fragile nounegg mana(40) ss(-1) SKL/SPL: Muffle (proficiency manacost +12%) Cond(pristine - 176 Days)&lt;br /&gt;
Nyat&lt;br /&gt;
??&lt;br /&gt;
Kelent &lt;br /&gt;
a pewter pendant of the Lunar Dragon&lt;br /&gt;
Draeth&lt;br /&gt;
an embroidered shroud of the Blue Moon&lt;br /&gt;
a small sphere wrapped in the flesh of the undead, attached to a stick&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/The_Gloumewood_Farm</id>
		<title>The Gloumewood Farm</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/The_Gloumewood_Farm"/>
				<updated>2016-02-21T04:04:24Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Zone&lt;br /&gt;
| Designer             = Ardothica&lt;br /&gt;
| Rooms                = 141&lt;br /&gt;
| Re-Pop Time           = 45 mins&lt;br /&gt;
| PK Type              = LPK NPK&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Milk that heals you when you drink jug =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; 1. get brass milk jug off farmhand in barn hay mound&lt;br /&gt;
&lt;br /&gt;
; 2. fill jug&lt;br /&gt;
: find dairy cow, trap it&lt;br /&gt;
: hold jug, milk cow jug; random chance of &amp;quot;The cow moos with pleasure as you milk it like an expert.&amp;quot; or &amp;quot;The cow seems to have taken offense at something you have done. It turns on you and attacks!&amp;quot;&lt;br /&gt;
: flee if cow attacks. don't ice cow.&lt;br /&gt;
: takes about 10 successful milks to fill the jug.&lt;br /&gt;
; 3. drink the milk&lt;br /&gt;
: Four drinks empty the jug. Each drink heals for about 25-50, it's approximately a cure serious. It's worse than potions and only really useful when potions are banned, such as in belt champs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
You drink the milk.&lt;br /&gt;
An aura of blue energy surrounds you, healing your wounds.&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Explore =&lt;br /&gt;
&lt;br /&gt;
Objectives&lt;br /&gt;
-01- Raid the chicken coop&lt;br /&gt;
-02- Flirt with the farmer's daughter&lt;br /&gt;
-03- Fetch some fresh milk&lt;br /&gt;
-04- Explore an underground lake&lt;br /&gt;
-05- Discover Magdono's stash&lt;br /&gt;
-06- Steal the witch's cookbook&lt;br /&gt;
-07- Brew a bubbly Flames of Infinity potion&lt;br /&gt;
-08- Eradicate the lybicats and save the fairies&lt;br /&gt;
-09- Eradicate the lybicats and save the fairies&lt;br /&gt;
-10- Eradicate the lybicats and save the fairies&lt;br /&gt;
-11- Prove your mettle to the Queen of the Forest Fairies&lt;br /&gt;
&lt;br /&gt;
Keys List&lt;br /&gt;
- a key to the farm from fist farmhand (for) Door at Entrance&lt;br /&gt;
- shiny key from pants on clothesline (for) Door to Farmhouse&lt;br /&gt;
- a needle from haystack (for) Barn&lt;br /&gt;
- the coop key from Aitrilla in the Farmhouse (for) the Chicken Coop&lt;br /&gt;
- a mossy key from Osiquine (kill a black cat 9 times from forest level 1) (for) Decrepit House&lt;br /&gt;
- An iron key from the Decrepit House, open drawer, search drawer (for) chest in upper level of Decrepit House&lt;br /&gt;
&lt;br /&gt;
Walkthrough&lt;br /&gt;
&lt;br /&gt;
- BEFORE STARTING THIS EXPLORE: make sure you and all of your formies can teleport or have menthol potions (can be purchased in Trellor)&lt;br /&gt;
- BEFORE STARTING THIS EXPLORE: &amp;quot;cast locate jug&amp;quot;. The &amp;quot;brass milk jug&amp;quot; doesn't load frequently, and you can't complete the explore without it!&lt;br /&gt;
- BEFORE STARTING THIS EXPLORE: &amp;quot;cast locate jar&amp;quot;. The &amp;quot;a jar of magnesium powder&amp;quot; loads most of the time, but not always, and you can't complete the explore without it!&lt;br /&gt;
- NOTE: You have to kill 30+ evil mobs (can create align issues) that need to be dispelled and that trip a lot. Will be much easier if you have a tank and a caster than completing solo.&lt;br /&gt;
&lt;br /&gt;
- ENTER THE FARM: At entrance, kill farmhand for &amp;quot;a key to the farm&amp;quot;, and unlock gate, OR pick gate, and open gate, go 3 east to bridge.&lt;br /&gt;
&lt;br /&gt;
- GET THE FARMHOUSE KEY: From bridge: e; s; /5 search pants; get key pants&lt;br /&gt;
&lt;br /&gt;
- OBJECTIVE 05: from the pants: /2 n; /3 e; unl door north; open door n; n; /10 search; u&lt;br /&gt;
&lt;br /&gt;
- OBJECTIVE 01: if you are lucky, when you enter the hidden up in the above step, Aitrilla will follow you up. Either in the attic room or the entry room of the farmhouse, kill Aitrilla for &amp;quot;the coop key&amp;quot;. Then from the entrance to the farmhouse, go: /2 w; all s; unl door; open door; s&lt;br /&gt;
&lt;br /&gt;
- OBJECTIVE 02: go to the haystack in the northeast corner of the zone (e, n from ent to farmhouse), and go: u; d; get needle; u; w; e; /4-5 s; w; unl doors south; open doors south (ent to barn); all south; u (not shown); n&lt;br /&gt;
&lt;br /&gt;
- OBJECTIVE 03: in the barn loft where you are in the step above, kill the farmhand that has the &amp;quot;brass milk jug&amp;quot;. leave the barn, and look around in between the bridge, coop, farmhouse, and barn for &amp;quot;a black and white dairy cow&amp;quot;, hold the &amp;quot;brass milk jug&amp;quot;, and type &amp;quot;MILK COW&amp;quot;. blind the cow and flee if she attacks, then come back and try again.&lt;br /&gt;
&lt;br /&gt;
- OBJECTIVE 04: from the bridge, go: /2 w (to the well); turn handle (lowers well bucket); all down; e (hidden). this is cramped so send one formie at a time.&lt;br /&gt;
&lt;br /&gt;
- PREP FOR OBJECTIVE 07: from the bridge, go: e; n; w (not shown), then walk north/south looking for red river newts. kill the newts, then search corpse till &amp;quot;the eyes of a river newt&amp;quot; appear, and get &amp;quot;the eyes of a river newt&amp;quot; from the corpse. from the door to the farmhouse (outside), go: w (to the tree); u; kill snake; search corpse till &amp;quot;the scales of a black snake&amp;quot; appear, and get &amp;quot;the scales of a black snake&amp;quot; from the corpse.&lt;br /&gt;
&lt;br /&gt;
- GETTING INTO NPK AREA: from the door to the farmhouse (outside), go: w; n; e; type &amp;quot;ENTER RING&amp;quot;; get full, get invis, sneak, and spell up; type &amp;quot;PRAY&amp;quot;. You will be ported to the forest level 1. If you are in a form, you will all probably be transported to separate locations. It might be best to tell them all to stay there and you walk around and pick them up. There are a lot of hidden mobs here. Walk around and look for your form members and get everyone together.&lt;br /&gt;
&lt;br /&gt;
- MORE PREP FOR OBJECTIVE 07: on forest level 1, find this room on the eastern side of the forest: &amp;quot;A Dark and Gloomy Forest&amp;quot; (Desc: You are at the bottom of a steep cliff. By staying close to its base, you could make your way along the trail to the north. Other paths lead into the dense undergrowth to the west and south. A feral odor, pungent and sour, nearly overwhelms your senses. It seems to be emanating from the rocky eastern wall.) You will go east (hidden), From there, get full, get invis, sneak, and spell up, because you have to fight in a gas-filled tunnel that will eat your hps. go: e (hidden); and kill bat, then search corpse till &amp;quot;a pair of leathery bat’s wings&amp;quot; appear, and get &amp;quot;a pair of leathery bat’s wings&amp;quot; from the corpse. then go back west out of the gas tunnel. remember where this tunnel is at - you'll be back later to prep for objective 11.&lt;br /&gt;
&lt;br /&gt;
- KEY FOR OBJECTIVES 06 &amp;amp; 07: walk around forest level 1 looking for “a black cat” (hidden - i used &amp;quot;look black&amp;quot; to find it). Try to get full and spelled up and clear out any lybicats from the room before you engage the black cat. The cat has nine lives, so you have to kill it nine times, at which point, Osquine pops out and attacks. Kill Osquine for &amp;quot;a mossy key&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
- OBJECTIVES 06 and 07: in the middle of forest level 1, you'll find an e; n; n; path that takes you to the door of the Decrepit House, where you will complete objectives 06 and 07. unl door n; open door n; n; open door e; e; open drawer; /5 search drawer; get all drawer (to get &amp;quot;an iron key&amp;quot; and &amp;quot;a jar of magnesium powder&amp;quot;). w; /10 search; u (revealed by search); unl crate; get all crate; unl chest; get all chest; d; unl door n; open door n; get stick cauldron; hold stick; put magnesium (&amp;quot;a jar of magnesium powder&amp;quot;) cauldron; put eyes (&amp;quot;the eyes of a river newt&amp;quot;) cauldron; put wings (&amp;quot;a pair of leathery bat’s wings&amp;quot;) cauldron; put scales (&amp;quot;the scales of a black snake&amp;quot;) cauldron. When you &amp;quot;look in cauldron&amp;quot;, you should see 4 things:&lt;br /&gt;
&amp;quot;a jar of magnesium powder&amp;quot;&lt;br /&gt;
&amp;quot;the eyes of a river newt&amp;quot; - note: you might have two of these in your inventory. MAKE SURE ONLY ONE of these is in the cauldron&lt;br /&gt;
&amp;quot;a pair of leathery bat’s wings&amp;quot;&lt;br /&gt;
&amp;quot;the scales of a black snake&amp;quot;&lt;br /&gt;
Type &amp;quot;STIR&amp;quot;; get potion cauldron. NOTE: The components don’t last long, so you need to make the potion as soon as you can after popping them or this wont work; it's why this explore WT is written in this order, instead of doing objectives 08, 09, 10, and 11 before this. Also, if you screw up the potion, the components will likely pop again before the explore timer expires so complete the rest of the explore, and leave the zone, giving you time to get the components to repop and get them again and try objectives 06 and 07 again.&lt;br /&gt;
&lt;br /&gt;
- OBJECTIVES 08, 09, 10 - FOREST LEVEL 1: walk around forest level 1 and kill all the lybicats. most will need to be dispelled. they are fairly easy to dispel, plaugue, and blind, but note that they trip a lot and can inflict moderate damage - if solo, blind them and take 1-2 at a time so you aren't tripped to death. Once you have killed all the lybicats on forest level 1, proceed to next step.&lt;br /&gt;
&lt;br /&gt;
- OBJECTIVE 11: on forest level 1, find this room on the eastern side of the forest: &amp;quot;A Dark and Gloomy Forest&amp;quot; (Desc: You are at the bottom of a steep cliff. By staying close to its base, you could make your way along the trail to the north. Other paths lead into the dense undergrowth to the west and south. A feral odor, pungent and sour, nearly overwhelms your senses. It seems to be emanating from the rocky eastern wall.) You will go east (hidden), From there, get full, get invis, sneak, and spell up, go: /3 e (hidden); u (hidden); dispel plauge and kill Tyssa; /5 search corpse; get all corpse (make sure you got &amp;quot;Tyssa’s bloody heart&amp;quot;). From Tyssa go: d; /3 w; s, w, s, d, s, w, n. Here is Ohnalia, the Queen of the Forest Fairies. Give Tyssa’s Heart to Ohnalia. She drops eq when you do this, so get all.&lt;br /&gt;
&lt;br /&gt;
- OBJECTIVES 08, 09, 10 - FOREST LEVEL 2: walk around forest level 2 and kill all the lybicats.&lt;br /&gt;
&lt;br /&gt;
NOTES FROM TWO OTHER WALKTHROUGHS FOUND ON THE WEB&lt;br /&gt;
&lt;br /&gt;
Brew a bubbly Flames of Infinity potion&lt;br /&gt;
&lt;br /&gt;
You get a book entitled &amp;quot;The Joy of Potions&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When you &amp;quot;look book&amp;quot;, you see:&lt;br /&gt;
&lt;br /&gt;
This well-used book has a dark leather cover and yellowed pages. Bookmarks of&lt;br /&gt;
all sizes are in numerous places throughout the book. Several pages are&lt;br /&gt;
dog-eared as well. Opening to the index, you see that four of the entries are&lt;br /&gt;
underlined:&lt;br /&gt;
The Serpent's Fire………..page 15&lt;br /&gt;
The Leech's Kiss………….page 47&lt;br /&gt;
The Flames of Infinity…….page 61&lt;br /&gt;
The Vermin's Breath……….page 89&lt;br /&gt;
&lt;br /&gt;
When you &amp;quot;look 61&amp;quot; you see:&lt;br /&gt;
&lt;br /&gt;
Turning to page 61, you see an eight-lined poem. It reads:&lt;br /&gt;
From fire to fire&lt;br /&gt;
Makes a harmonious base,&lt;br /&gt;
Add both of the eyes&lt;br /&gt;
From a waterlizard's face.&lt;br /&gt;
Into the cauldron&lt;br /&gt;
Mix leathery wings,&lt;br /&gt;
Last to be stirred&lt;br /&gt;
Are the scaly rings.&lt;br /&gt;
&lt;br /&gt;
The jars you get&lt;br /&gt;
&lt;br /&gt;
Gloumewood Farm Walkthrough by Malthae&lt;br /&gt;
&lt;br /&gt;
Basic Walkthrough with a little EQ:&lt;br /&gt;
This zone has some excellent XP as well, so kill things along the way.&lt;br /&gt;
At Entrance, kill farmhand, take a key to the farm. Also keep an eye out for the farmhands with a fistful of nails. (door is pickable too)&lt;br /&gt;
Unlock/open the door E, and&lt;br /&gt;
go 4 E, 1 S&lt;br /&gt;
Search Pants, get key pants, this is the shiny key&lt;br /&gt;
go 2 N, 3 E, unlock door N,&lt;br /&gt;
go N and kill Aitrilla,&lt;br /&gt;
she loads the coop key and Aitrilla's ring (lvl 14 +2str +2dam)&lt;br /&gt;
Go S, W, N, E&lt;br /&gt;
Type ENTER RING then PRAY and you will be ported to the forest level 1&lt;br /&gt;
If you are in a form, you will all probably be transported to separate locations. It might be best to tell them all to stay there and you walk around and pick them up.&lt;br /&gt;
There are a lot of hidden mobs here. You need to find the mob &amp;quot;a black cat&amp;quot; but do not take a DOWN exit yet, stay on this level.&lt;br /&gt;
Try to clear out any lybicats from the room before you engage the cat.&lt;br /&gt;
Once you engage, just keep tripping. You have to kill the cat nine times, then Osquine pops out, as long as you keep them down, they aren't to hard. Osquine loads:&lt;br /&gt;
Osiquine's hooded black cloak Lvl 15 Loc About Multislot Head AG AN AC AT AW Mana 30 SS -1&lt;br /&gt;
and either:&lt;br /&gt;
Osiquine's Staff of Maleficence Lvl 16 Loc Wield AG AN AC AT AW Smite-Good Long Mana 35 Armor -20 5d6&lt;br /&gt;
or:&lt;br /&gt;
Osiquine's Staff of Virtue Lvl 16 Loc Wield AE AN AC AT AW Smite-Evil Long Mana 35 Armor -20 5d6&lt;br /&gt;
and a mossy key.&lt;br /&gt;
&lt;br /&gt;
Now you need to find this room on the eastern side of the forest:&lt;br /&gt;
A Dark and Gloomy Forest&lt;br /&gt;
You are at the bottom of a steep cliff. By staying close to its base, you could&lt;br /&gt;
make your way along the trail to the north. Other paths lead into the dense&lt;br /&gt;
undergrowth to the west and south. A feral odor, pungent and sour, nearly&lt;br /&gt;
overwhelms your senses. It seems to be emanating from the rocky eastern wall.&lt;br /&gt;
&lt;br /&gt;
It has an illusionary E exit.&lt;br /&gt;
Go 3 E, UP&lt;br /&gt;
Kill Tyssa, the leader of the lybicats (Dispellable)&lt;br /&gt;
Tyssa loads:&lt;br /&gt;
Tyssa's skin Loc ABOUT Lvl 17 +3 DR +1 STR +1 SS&lt;br /&gt;
&lt;br /&gt;
Search her corpse and also get:&lt;br /&gt;
Tyssa's bloody claws Lvl 20 Loc Feet Hands AC AM HR -2 DR 3&lt;br /&gt;
and&lt;br /&gt;
Tyssa's bloody heart Lvl 13 Loc Hold AG HP 25 Con 2&lt;br /&gt;
&lt;br /&gt;
From Tyssa, go D, 3 W, S, W, S, W, D, S, W, N&lt;br /&gt;
Here is Ohnalia, the Queen of the Forest Fairies, she's got a pretty cool res wand.&lt;br /&gt;
Now, there are two ways you can do this:&lt;br /&gt;
1. Kill Ohnalia and loot her. (Dissable Sanc, Perma Iceshield)&lt;br /&gt;
2. Give Tyssa's Heart to Ohnalia and she will gladly give you her wand and gown for free. She drops it and gives you a nice sanc too =)&lt;br /&gt;
&lt;br /&gt;
Ohnalia's wand Item Type: WAND Lvl:10 Level 31 spell of resurrect. Holds 1 charges and has 1 charges left. Affects: -3 to SAVING_ROD&lt;br /&gt;
&lt;br /&gt;
a tiny gown of woven orchid petals Lvl 10 Loc Body Mana 25&lt;br /&gt;
&lt;br /&gt;
There are so many secrets to this zone! I'll post most of them in a separate file.&lt;br /&gt;
&lt;br /&gt;
Gloumewood Farm, The&lt;br /&gt;
&lt;br /&gt;
Current user: anonymous&lt;br /&gt;
&lt;br /&gt;
You are: Home / Zone walk-throughs / Gloumewood Farm, The&lt;br /&gt;
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Medievia.com - Do you DARE enter?&lt;br /&gt;
Some of the material on this web site is copyrighted by Medievia.com, Inc.&lt;br /&gt;
&lt;br /&gt;
Submitted By: Malthae&lt;br /&gt;
&lt;br /&gt;
This zone has some excellent XP as well, so kill things along the way.&lt;br /&gt;
Walk-through&lt;br /&gt;
&lt;br /&gt;
At Entrance, kill farmhand, take a key to the farm. Also keep an eye out for the farmhands with a fistful of nails. (door is pickable too) Unlock/open the door E, and go 4 E, 1 S.&lt;br /&gt;
&lt;br /&gt;
Search Pants, get key pants, this is the shiny key go 2 N, 3 E, unlock door N, go N and kill Aitrilla, she loads the coop key and Aitrilla’s ring (lvl 14 +2str +2dam).&lt;br /&gt;
&lt;br /&gt;
Go S, W, N, E Type ENTER RING then PRAY and you will be ported to the forest level 1 If you are in a form, you will all probably be transported to separate locations. It might be best to tell them all to stay there and you walk around and pick them up.&lt;br /&gt;
&lt;br /&gt;
There are a lot of hidden mobs here. You need to find the mob “a black cat” but do not take a DOWN exit yet, stay on this level.&lt;br /&gt;
&lt;br /&gt;
Try to clear out any lybicats from the room before you engage the cat. Once you engage, just keep tripping. You have to kill the cat nine times, then Osquine pops out, as long as you keep them down, they aren’t to hard. Osquine loads:&lt;br /&gt;
&lt;br /&gt;
Osiquine’s hooded black cloak Lvl 15 Loc About Multislot Head AG AN AC AT AW Mana 30 SS -1&lt;br /&gt;
&lt;br /&gt;
and either: Osiquine’s Staff of Maleficence Lvl 16 Loc Wield AG AN AC AT AW Smite-Good Long Mana 35 Armor -20 5d6&lt;br /&gt;
&lt;br /&gt;
or:&lt;br /&gt;
&lt;br /&gt;
Osiquine’s Staff of Virtue Lvl 16 Loc Wield AE AN AC AT AW Smite-Evil Long Mana 35 Armor -20 5d6 and a mossy key.&lt;br /&gt;
&lt;br /&gt;
Now you need to find this room on the eastern side of the forest:&lt;br /&gt;
&lt;br /&gt;
A Dark and Gloomy Forest&lt;br /&gt;
&lt;br /&gt;
You are at the bottom of a steep cliff. By staying close to its base, you could make your way along the trail to the north. Other paths lead into the dense undergrowth to the west and south. A feral odor, pungent and sour, nearly overwhelms your senses. It seems to be emanating from the rocky eastern wall.&lt;br /&gt;
&lt;br /&gt;
It has an illusionary E exit. Go 3 E, UP Kill Tyssa, the leader of the lybicats (Dispellable)&lt;br /&gt;
&lt;br /&gt;
Tyssa loads:&lt;br /&gt;
&lt;br /&gt;
Tyssa’s skin Loc ABOUT Lvl 17 +3 DR +1 STR +1 SS&lt;br /&gt;
&lt;br /&gt;
Search her corpse and also get:&lt;br /&gt;
&lt;br /&gt;
Tyssa’s bloody claws Lvl 20 Loc Feet Hands AC AM HR -2 DR 3&lt;br /&gt;
&lt;br /&gt;
and&lt;br /&gt;
&lt;br /&gt;
Tyssa’s bloody heart Lvl 13 Loc Hold AG HP 25 Con 2&lt;br /&gt;
&lt;br /&gt;
From Tyssa, go D, 3 W, S, W, S, W, D, S, W, N.&lt;br /&gt;
&lt;br /&gt;
Here is Ohnalia, the Queen of the Forest Fairies, she’s got a pretty cool res wand.&lt;br /&gt;
&lt;br /&gt;
Now, there are two ways you can do this:&lt;br /&gt;
&lt;br /&gt;
1. Kill Ohnalia and loot her.&lt;br /&gt;
&lt;br /&gt;
2. Give Tyssa’s Heart to Ohnalia and she will gladly give you her wand and gown for free.&lt;br /&gt;
&lt;br /&gt;
Ohnalia’s wand Item Type: WAND Lvl:10 Level 31 spell of resurrect.&lt;br /&gt;
&lt;br /&gt;
Holds 1 charges and has 1 charges left. Affects: -3 to SAVING_ROD&lt;br /&gt;
&lt;br /&gt;
a tiny gown of woven orchid petals Lvl 10 Loc Body Mana 25&lt;br /&gt;
Secrets&lt;br /&gt;
Keys List&lt;br /&gt;
&lt;br /&gt;
a key to the farm from fist farmhand—&amp;gt; Door at Entrance&lt;br /&gt;
shiny key from pants on clothesline—-&amp;gt; Door to Farmhouse&lt;br /&gt;
a needle from haystack—&amp;gt; Barn&lt;br /&gt;
the coop key from Aitrilla in the Farmhouse—&amp;gt; the Chicken Coop&lt;br /&gt;
a mossy key from Osiquine (kill a black cat 9 times from forest level 1)—&amp;gt; Decrepit House&lt;br /&gt;
An iron key from the Decrepit House, open drawer, search drawer—&amp;gt; chest in upper level of Decrepit House&lt;br /&gt;
&lt;br /&gt;
Kiss the frog!&lt;br /&gt;
&lt;br /&gt;
a strange frog——Level 1 of the forest, near the dead end just E of the Decrepit House, wanders a lot though.&lt;br /&gt;
&lt;br /&gt;
find it, kiss it: he’ll give you an egg.&lt;br /&gt;
&lt;br /&gt;
Hold egg, use egg, and you’ll get one of a few things:&lt;br /&gt;
a 35tick sanc&lt;br /&gt;
a treasure&lt;br /&gt;
the key to Kukdheuda&lt;br /&gt;
a terrible stench (eeewww)&lt;br /&gt;
and maybe a couple other things.&lt;br /&gt;
also search the corpses of the chickens in the farm to get a unfertilized egg that when used cast’s cure critic on you&lt;br /&gt;
Milk the cows!&lt;br /&gt;
&lt;br /&gt;
A strapping farmhand in the top of the barn loads a brass milk jug. Kill him and take it.&lt;br /&gt;
Find a black and white dairy cow, hold the jug and type MILK COW blind the cow then flee if he attacks Cure Critic milk!&lt;br /&gt;
The Joy Of Potions!&lt;br /&gt;
&lt;br /&gt;
You have to search the corpses of different animals to get the components to make these awesome potions.&lt;br /&gt;
&lt;br /&gt;
After you get the mossy key from Osquine go to the down exit. from the down exit, go N, N, W, N, E, N, unlock door N, go N E open drawer, search drawer, get all drawer.&lt;br /&gt;
&lt;br /&gt;
go W, search for UP, go UP Unlock chest, g a chest.&lt;br /&gt;
&lt;br /&gt;
open crate, g a crate (base components for the potions) go D, N to the cauldron.&lt;br /&gt;
&lt;br /&gt;
The components and the potions don’t last long, so it’s hard to judge their usefulness, but they are friggin awesome no doubt. To make each potion, put the components in the cauldron.&lt;br /&gt;
&lt;br /&gt;
Get the stick from the cauldron&lt;br /&gt;
&lt;br /&gt;
type STIR&lt;br /&gt;
&lt;br /&gt;
—————————————————————————————&lt;br /&gt;
&lt;br /&gt;
This well-used book has a dark leather cover and yellowed pages. Bookmarks of all sizes are in numerous places throughout the book. Several pages are dog-eared as well. Opening to the index, you see that four of the entries are underlined:&lt;br /&gt;
&lt;br /&gt;
The Serpent’s Fire………..page 15&lt;br /&gt;
The Leech’s Kiss………….page 47&lt;br /&gt;
The Flames of Infinity…….page 61&lt;br /&gt;
The Vermin’s Breath……….page 89&lt;br /&gt;
&lt;br /&gt;
—————————————————————————————&lt;br /&gt;
&lt;br /&gt;
The Serpent’s Fire………..page 15&lt;br /&gt;
Turning to page 15, you see an eight-lined poem. It reads:&lt;br /&gt;
&lt;br /&gt;
From the sky to the fire (a small jar of pure rainwater – from the crate in the Decrepit House) You shall start with this, Adding the part That doth make the hiss. (a slithering black snake – the forked tongue of a snake from snake in the tree next to the well)&lt;br /&gt;
And two of the bumps From that which does hop, (a dark green toad – the wart of a toad , under the bridge) And the foot of a fowl (A large hen – a chicken’s foot) Before you may stop.&lt;br /&gt;
&lt;br /&gt;
[ pristine] a hefty, gnarled stick, capped with a skull&lt;br /&gt;
[ pristine] a small jar of pure rainwater&lt;br /&gt;
! [ pristine] a chicken’s foot&lt;br /&gt;
[ pristine] the wart of a toad&lt;br /&gt;
! [ pristine] the forked tongue of a snake&lt;br /&gt;
! [ pristine] the wart of a toad&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
Object: the Serpent’s Fire potion [vial potion serpent fire]&lt;br /&gt;
Item Type: POTION Effects: NOEGG FRAGILE&lt;br /&gt;
Equipable Location(s): TAKE&lt;br /&gt;
Weight: 1 Value: 1 Level Restriction: 0&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 0&lt;br /&gt;
Level 21 spells of fireshield&lt;br /&gt;
Affects:&lt;br /&gt;
-2 to SAVING_BREATH&lt;br /&gt;
&lt;br /&gt;
—————————————————————————————&lt;br /&gt;
&lt;br /&gt;
The Leech’s Kiss………….page 47&lt;br /&gt;
&lt;br /&gt;
Turning to page 47, you see an eight-lined poem. It reads:&lt;br /&gt;
From the earth to the fire&lt;br /&gt;
With a powder so fine, (a cracked jar filled with rich soil – from the crate in the Decrepit House)&lt;br /&gt;
Next come the bloodworms, (Leeches down the well, “turn handle” to get down there, need to collect nine of them)&lt;br /&gt;
Of these you add nine.&lt;br /&gt;
An amphibious orb (eye’s of a water newt – on the river go around from the bridge)&lt;br /&gt;
Is stirred in the brew,&lt;br /&gt;
And finally the death leaves, (hemlock leaves – 2nd level of the forest, g a bush)&lt;br /&gt;
In the cauldron put too.&lt;br /&gt;
&lt;br /&gt;
! [ pristine] a handful of hemlock leaves&lt;br /&gt;
[ pristine] a cracked jar filled with rich soil&lt;br /&gt;
! [ pristine] the eyes of a river newt&lt;br /&gt;
! [ pristine] (9) the flesh of a leech&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
Object: the Leech’s Kiss potion [vial potion leech kiss]&lt;br /&gt;
Item Type: POTION Effects: NOEGG FRAGILE&lt;br /&gt;
Equipable Location(s): TAKE&lt;br /&gt;
Weight: 1 Value: 1 Level Restriction: 0&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 0&lt;br /&gt;
Level 31 spells of phantasmal image&lt;br /&gt;
Affects:&lt;br /&gt;
-1 to SAVING_SPELL&lt;br /&gt;
—————————————————————————————&lt;br /&gt;
&lt;br /&gt;
The Flames of Infinity…….page 61&lt;br /&gt;
Turning to page 61, you see an eight-lined poem. It reads:&lt;br /&gt;
&lt;br /&gt;
From fire to fire (a jar of magnesium powder – from the crate in the Decrepit House)&lt;br /&gt;
Makes a harmonious base,&lt;br /&gt;
Add both of the eyes&lt;br /&gt;
From a waterlizard’s face. (eye’s of a water newt – on the river go around from the bridge)&lt;br /&gt;
Into the cauldron&lt;br /&gt;
Mix leathery wings, (a cave bat – a pair of leathery bat’s wings near&lt;br /&gt;
Tyssa’s cave hidden E in level 1 of the forest)&lt;br /&gt;
Last to be stirred&lt;br /&gt;
Are the scaly rings. (a slithering black snake – The scales of a black snake, in the tree)&lt;br /&gt;
&lt;br /&gt;
a steaming cauldron (here) :&lt;br /&gt;
X! [ pristine] the scales of a black snake&lt;br /&gt;
[ pristine] a jar of magnesium powder&lt;br /&gt;
! [ pristine] a pair of leathery bat’s wings&lt;br /&gt;
! [excellent] the eyes of a river newt&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
Object: the Flames of Infinity potion [vial potion flames infinity]&lt;br /&gt;
Item Type: POTION Effects: NOEGG FRAGILE&lt;br /&gt;
Equipable Location(s): TAKE&lt;br /&gt;
Weight: 1 Value: 1 Level Restriction: 0&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 0&lt;br /&gt;
Level 25 spells of faerie fire, fireshield, demonfire&lt;br /&gt;
Affects:&lt;br /&gt;
-2 to SAVING_BREATH&lt;br /&gt;
—————————————————————————————&lt;br /&gt;
&lt;br /&gt;
The Vermin’s Breath……….page 89&lt;br /&gt;
&lt;br /&gt;
Turning to page 89, you see an eight-lined poem. It reads:&lt;br /&gt;
&lt;br /&gt;
From the sea to the fire (a leaky jar of seawater – from the crate in the Decrepit House)&lt;br /&gt;
Is the base of the brew,&lt;br /&gt;
A triad of rat tails ( a massive black rat – 3 of a rat’s tail in barn, needle from haystack is key)&lt;br /&gt;
Are put in the stew.&lt;br /&gt;
Plucked from a thornbush (a thorn-filled rosebush – a beautiful rose from the Flower Garden)&lt;br /&gt;
Fragrant petals of flowers,&lt;br /&gt;
Cooked with the fowl’s feet (A large hen – a chicken’s foot)&lt;br /&gt;
&lt;br /&gt;
To unleash its powers.&lt;br /&gt;
[ pristine] a chicken’s foot&lt;br /&gt;
! [ pristine] (3) a rat’s tail&lt;br /&gt;
! [ pristine] a hefty, gnarled stick, capped with a skull&lt;br /&gt;
! [ pristine] a leaky jar of seawater&lt;br /&gt;
[ pristine] a beautiful rose&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
Object: the Vermin’s Breath potion [vial potion vermin breath]&lt;br /&gt;
Item Type: POTION Effects: NOEGG FRAGILE&lt;br /&gt;
Equipable Location(s): TAKE&lt;br /&gt;
Weight: 1 Value: 1 Level Restriction: 0&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 0&lt;br /&gt;
Level 31 spells of heal, heal&lt;br /&gt;
Affects:&lt;br /&gt;
+10 to HIT_POINTS&lt;br /&gt;
—————————————————————————————&lt;br /&gt;
&lt;br /&gt;
*Misc: Get Aitrilla’s diary from the drawer in her room, search it.&lt;br /&gt;
UNSOLVED MYSTERIES!&lt;br /&gt;
&lt;br /&gt;
I can’t figure out how to open the gates all E from ent. You can go on the other side in the bottom of the forest…&lt;br /&gt;
&lt;br /&gt;
I can’t seem to open the chest in the attic of the farmhouse. The mirror and crates and chest, all similar to the Decrepit House in the forest…&lt;br /&gt;
&lt;br /&gt;
There is a blank paper from the drawer in the Decrepit House…I have a hunch that this is important. Maybe a missing page from the Joy of Potions? There are so many components yet to use =)&lt;br /&gt;
&lt;br /&gt;
There is also a hidden E in the well…don’t know what that is for.&lt;br /&gt;
&lt;br /&gt;
Comments&lt;br /&gt;
Deschain&lt;br /&gt;
on 2005.09.05 - 19:01:22&lt;br /&gt;
&lt;br /&gt;
The key for the gate all east from entrance is in the overalls of one of the farmhands.&lt;br /&gt;
Yorak&lt;br /&gt;
on 2005.08.13 - 07:23:46&lt;br /&gt;
&lt;br /&gt;
the hidden east is just a few more under ground rooms with 6 faeries, good for quick alignment or xp during a firestorm&lt;br /&gt;
Noelio&lt;br /&gt;
on 2005.07.22 - 22:53:01&lt;br /&gt;
&lt;br /&gt;
The strage bone key from the egg unlocks both Kuk and the chest in the attick of the farmhouse. Just thought I’d clear that one up.&lt;br /&gt;
Zyrin&lt;br /&gt;
on 2005.07.11 - 03:23:36&lt;br /&gt;
&lt;br /&gt;
Using the Fertilized Egg sometimes gives you a key. That key can unlock the chest in the attic. Inside the chest is 800k-1m gold. And I’m not sure but I think it’s the same key for Kukdheuda. So you’ll want to choose what to do. Although I may be wrong. Perhaps it drops two diffrent keys?&lt;br /&gt;
akin&lt;br /&gt;
on 2005.07.09 - 16:36:07&lt;br /&gt;
&lt;br /&gt;
the hidden E in the well if for more leech from what I can tell&lt;br /&gt;
&lt;br /&gt;
[[Category: Zone Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/The_Sealed_Caves</id>
		<title>The Sealed Caves</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/The_Sealed_Caves"/>
				<updated>2016-02-05T03:02:34Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Done By: Zandar&lt;br /&gt;
&lt;br /&gt;
Some Rules of the Zone:&lt;br /&gt;
&lt;br /&gt;
1) You should always try to sneak, most of the mobs are aggressive and can see invisible. Some mobs only appear aggressive if you sit down (the Hounds near Pyramid room).&lt;br /&gt;
&lt;br /&gt;
2) Go to each of the numbers to fight the guardians for runestones. IF there are any mobiles in the guardian areas (passed the portal that locks you in to each area) you MUST kill those mobiles and re-enter that guardian's area or the guardian will not appear. Make sure each member of your formation is with you when you kill a guardian so each one gets the runestone (it's automatic). You must collect all 6 runestones, then find your way to a teleport room. (Note: Most guardian's exit to a rune/teleport room).&lt;br /&gt;
&lt;br /&gt;
3) When in the Second section you cannot cast word of recall. You may phase in from the outside. You cannot teleport unless you are in a room that is marked with a T or you are in a room that says there are runes on the ceiling (type: look runes).&lt;br /&gt;
&lt;br /&gt;
4) All the equipment gives 0 points so until that is fixed or otherwise, this zone is not worth running for points.&lt;br /&gt;
&lt;br /&gt;
5) There are no keys except the runestone guardians, so you can effectively ignore any other special mobiles (e.g. the champion).&lt;br /&gt;
&lt;br /&gt;
6) After a runestone has been obtained, the guardian's area will become locked (inaccessible). So if you try to bank someone that already has a few runestones you WILL have to wait until a repop to obtain the rest of the runestones.&lt;br /&gt;
&lt;br /&gt;
7) Once you do get all 6 runestones and are teleported to the final area, the runestones will 'crumble'.&lt;br /&gt;
&lt;br /&gt;
Cavilla's Daughter, Cavilla Wanders You cannot phase into or out of this section. You also cannot summon. These rooms prevent teleportation (unless you are in the room marked with a T).&lt;br /&gt;
&lt;br /&gt;
Cavilla is a high level mage, not dispelable. It casts frost shards for the most part. Cavilla's Daughter is a high level cleric. It does hammer of faith but is by far easier than Cavilla herself. Mai is tripable and bashable. It doesn't seem to have healing ability either.&lt;br /&gt;
&lt;br /&gt;
Cavilla loads the Essence of Cavilla. (UNDEFINED type, unknown usage) Mai loads several AE hr/dr eq. Most recent:&lt;br /&gt;
&lt;br /&gt;
Polished Bronze Gauntlets: AE hr/dr hands&lt;br /&gt;
Bracelet: AE hr/dr wrist&lt;br /&gt;
Arms: AE hr/dr&lt;br /&gt;
Snow Point: 6d6 hr/dr BSER&lt;br /&gt;
&lt;br /&gt;
This walkthrough is a little incomplete, I do not have a full equipment list for the zone. Special Thanks to Gushoda who helped me defeat the zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Eq List ==&lt;br /&gt;
&lt;br /&gt;
=== Cavilla ===&lt;br /&gt;
&lt;br /&gt;
 essence of Cavilla  - used in Shadowclaw recipe&lt;br /&gt;
&lt;br /&gt;
=== Maiyella ===&lt;br /&gt;
&lt;br /&gt;
 Maiyella, Cavilla's daughter and &amp;quot;treasure&amp;quot; was imprisoned by a paranoid&lt;br /&gt;
 Cavilla long ago to prevent her from usurping her rule. She is a striking&lt;br /&gt;
 woman with an athletic build and proud features.&lt;br /&gt;
 Maiyella, Cavilla's treasure is in excellent condition.&lt;br /&gt;
 &lt;br /&gt;
 Maiyella, Cavilla's treasure is using:&lt;br /&gt;
 &amp;lt;worn on hands&amp;gt;      X [ pristine] polished bronze gauntlets&lt;br /&gt;
 &amp;lt;worn on arms&amp;gt;       X [ pristine] the arms of the Maharini&lt;br /&gt;
 &amp;lt;worn about waist&amp;gt;   X [ pristine] a short length of white silk cord..glowing with a pale aura&lt;br /&gt;
 &amp;lt;worn around wrist&amp;gt;  X [ pristine] the Maharini's bracelet&lt;br /&gt;
 &amp;lt;wielded&amp;gt;              [ pristine] Snow Point..It glows blue!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Zone Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Fortress_Shadowclaw</id>
		<title>Fortress Shadowclaw</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Fortress_Shadowclaw"/>
				<updated>2016-02-05T02:59:42Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Zone&lt;br /&gt;
| Designer             = Ilvir&lt;br /&gt;
| Rooms                = 147&lt;br /&gt;
| Re-Pop Time           = 25 mins&lt;br /&gt;
| PK Type              = LPK&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Explore Walkthrough==&lt;br /&gt;
===Explore Notes===&lt;br /&gt;
&lt;br /&gt;
  Exploration designer: Celylia&lt;br /&gt;
  Max XP: 12,000,000&lt;br /&gt;
  Suggested Level:&lt;br /&gt;
&lt;br /&gt;
- Defeat Hallandur, captain of the first and second lines&lt;br /&gt;
 - From ent e,u,w,all s,e&lt;br /&gt;
&lt;br /&gt;
- Bring down Amrod, captain of the third and fourth lines&lt;br /&gt;
 - From ent e,2u,w,all s,e&lt;br /&gt;
&lt;br /&gt;
- Eliminate Frocca, captain of the fifth and sixth lines&lt;br /&gt;
 - From ent e,3u,w,all s,n,w&lt;br /&gt;
&lt;br /&gt;
- Vanquish Taurendil, captain of the seventh and eighth lines&lt;br /&gt;
 - From ent e 4u,w,s,all w.&lt;br /&gt;
&lt;br /&gt;
- Silence Balur, captain of the ninth and tenth lines&lt;br /&gt;
 - From ent e, 5u,w,all s&lt;br /&gt;
&lt;br /&gt;
- Defeat Ventaur, commander of the fortress&lt;br /&gt;
 - From ent e, 5u,w,n,e&lt;br /&gt;
&lt;br /&gt;
- Assassinate Taylist, captain of the eleventh and twelfth lines&lt;br /&gt;
 - From ent e, 6u,w,s,all w&lt;br /&gt;
&lt;br /&gt;
- Exterminate Calime, the stunningly attractive mage of the fortress&lt;br /&gt;
 - From ent e, 6u,w,s,s,e, in this room&lt;br /&gt;
&lt;br /&gt;
- Defeat the sinister creatures summoned from beyond the pale&lt;br /&gt;
 - Kill 10 of &amp;quot;The Red Eye&amp;quot; from ent,e, 8u, load on this floor&lt;br /&gt;
&lt;br /&gt;
- Triumph over Kregora, High Priest of Shadowclaw&lt;br /&gt;
 - From ent e, 8u,w,all s, search,s to &amp;quot;Kregora's Chamber&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- End the reign of Shadowclaw&lt;br /&gt;
 - From Kregora's Chamber&amp;quot; 4n,e,search,n,u,u,&lt;br /&gt;
&lt;br /&gt;
- Subdue the evil that is Hamentor&lt;br /&gt;
 - From Kregora's Chamber&amp;quot; 4n,e,search,n,u,u,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
==Smith shop==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the smith sells 3 items&lt;br /&gt;
  [Price] Item&lt;br /&gt;
  [150000] a polished hide of scales, studden with blue timmerite&lt;br /&gt;
    The smith telepaths you, 'I require Samoth Hide and a lot of timmerite in order to forge that for you.&lt;br /&gt;
    a polished hide of scales, studded with blue timmerite - Lev(10) Loc(body) AC-ap(15) hps(15) armor(-10) [Notweak]&lt;br /&gt;
         - Samoth hide from sealed caves &lt;br /&gt;
         - x15 timmerite from dray'mar &lt;br /&gt;
   [150000] the Sight of Cavilla - Lev(29) Loc(light) AN AW AC hps(23) ss(-1) Cond(pristine - 185 Days) [Unsure of base]&lt;br /&gt;
    The smith telepaths you, 'I require an onyx eye and the essence of Cavilla in order to forge that for you.'&lt;br /&gt;
  [100000] a belt of polished demon hide - Lev(25) Loc(waist) AC-ap(7) AE AN AT   sta(2) hps(18) Cond(pristine - 185 Days) [Unsure of base]&lt;br /&gt;
    The smith telepaths you, 'I require Samoth Hide and a few spider webs (x3) in order to forge that for you.'.&lt;br /&gt;
&lt;br /&gt;
 a silvery spiderweb - on ground in sealed&lt;br /&gt;
 a dust covered spiderweb - on ground in sealed&lt;br /&gt;
 a flickering eye, carved from onyx in Outer Sanctum. in sealed caves&lt;br /&gt;
 the scaly hide of Samoth - Samoth wanders in watery tunnel in NW portion of sealed caves&lt;br /&gt;
&lt;br /&gt;
==Additional notes==&lt;br /&gt;
 Notes:&lt;br /&gt;
  jailer has &amp;quot;a wrought iron key&amp;quot;&lt;br /&gt;
  Athugavia, war chief of Shadowclaw's forces has &amp;quot;a tiny key&amp;quot;&lt;br /&gt;
  Ventaur, commander of the fortress has &amp;quot;an iron key&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Zone Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Main_Page</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Main_Page"/>
				<updated>2015-06-14T21:15:12Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Welcome to Heretical Apocalypse!'''&lt;br /&gt;
&lt;br /&gt;
This site is intended to be for both Clan 17 - Heretical Apocalypse - and used as a general resource for [http://www.medievia.com Medievia] players.&lt;br /&gt;
 &lt;br /&gt;
None of the old sites are actively maintained, and it can be difficult to find accurate information as things change. WE WANT TO CHANGE THIS.&lt;br /&gt;
&lt;br /&gt;
If you'd like to contribute, please contact Merellie or Spiritic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;What's New?&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Special:Newestpages/-/10}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Strong&amp;gt;What Needs Work?&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can find a list of incomplete posts [http://noric.org/wiki/index.php/Category:Incomplete here]. If you would like to contribute additional information for these, please contact Merellie.&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Player:Noric</id>
		<title>Player:Noric</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Player:Noric"/>
				<updated>2015-02-12T01:05:47Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: Created page with &amp;quot;aka Spiritic. Noric was purged in 2002 or so. The pfile was deleted and no longer exists. The only record of noric is &amp;quot;bloodline khaoric&amp;quot;.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;aka Spiritic. Noric was purged in 2002 or so. The pfile was deleted and no longer exists. The only record of noric is &amp;quot;bloodline khaoric&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Archery</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Archery"/>
				<updated>2014-11-20T15:58:11Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: /* Operating with very few arrows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Started with Archery ==&lt;br /&gt;
&lt;br /&gt;
I just want to shoot!&lt;br /&gt;
&lt;br /&gt;
# wield a nemesis crossbow&lt;br /&gt;
# wear a quiver&lt;br /&gt;
# put 1 bolt in the quiver&lt;br /&gt;
# be in the back row of your formation&lt;br /&gt;
# have somebody in the front row of your form, directly ahead of you, and in the same room&lt;br /&gt;
&lt;br /&gt;
You will now shoot bolts from your nemesis crossbow, up to twice per round.&lt;br /&gt;
&lt;br /&gt;
== Arrowhelper script ==&lt;br /&gt;
&lt;br /&gt;
See Arrowhelper.mm in [[Scripts]] to help reload your quiver.&lt;br /&gt;
&lt;br /&gt;
== How Archery Works ==&lt;br /&gt;
&lt;br /&gt;
'''Who should use Archery?'''&lt;br /&gt;
&lt;br /&gt;
Every cleric and mage should have an archery mode. The best thieves will have archery too. Warriors never use archery (despite having the archery skill.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How do arrows (and bolts) work?'''&lt;br /&gt;
&lt;br /&gt;
Bows use arrows. Crossbows use bolts. When you shoot an arrow (or bolt), it stays in your inventory. If the arrow was in a quiver, it gets moved to your inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Why do I need a quiver?'''&lt;br /&gt;
&lt;br /&gt;
If you have no quiver (or no arrows/bolts in your quiver), you will only shoot once per round. You need a quiver with arrows/bolts to shoot twice per round. Bows that magically create arrows, such as the nemesis crossbow or valentines day quest bow, still need a quiver containing one arrow (or bolt) to shoot twice per round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What's reloading and why do I need to do it?'''&lt;br /&gt;
&lt;br /&gt;
As you shoot twice per round, arrows (or bolts) are moved from your quiver into your inventory. When your quiver is empty, you only shoot once per round. See [[#Arrowhelper_script|Arrowhelper Script]] to help you reload.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Why do I want lots of arrows?'''&lt;br /&gt;
&lt;br /&gt;
Reloading your quiver is annoying. If you forget to reload, your damage drops in half when shooting only once per round. Even if you reload perfectly, it takes away from time spent shockwaving or healing. Having lots of arrows means reloading less. However, having lots of bad arrows means you'll do low damage. It's a balance between reloading often and using your best arrows. In a perfect world, everybody would have 20 fletching arrows :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I only have a few arrows?'''&lt;br /&gt;
&lt;br /&gt;
If you have less than four arrows (or bolts) total in your inventory + quiver, you will often receive the message &amp;quot;You find no projectiles to use.&amp;quot; and get zero attacks that round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I'm blind?'''&lt;br /&gt;
&lt;br /&gt;
Unlike melee weapons, you always get zero attacks with a bow when blind. When blind, you receive this message: &amp;quot;Cannot see your weapon to load it&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What's the ARCHERY skill?'''&lt;br /&gt;
&lt;br /&gt;
Warrior skill. You need it. Help ARCHERY. This skill provides a massive bonus to hitroll for all missile attacks. If you're not a warrior, you can practice at the multiclass warrior trainer on Bloodstone island.&lt;br /&gt;
&lt;br /&gt;
== Archery Damage ==&lt;br /&gt;
&lt;br /&gt;
'''What's the formula for archery damage?'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Arrow Average Damage * Bow Multiplier * Archery Proficiency * Hit Rate&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Arrow Average Damage'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: an arrow of bone [arrow bone]&lt;br /&gt;
Item Type: MISSILE   Effects: NoBits&lt;br /&gt;
Equipable Location(s): TAKE &lt;br /&gt;
Weight: 1     Value: 532     Level Restriction: 26&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: Infinity&lt;br /&gt;
Damage Dice of 5d8&lt;br /&gt;
Affects:&lt;br /&gt;
    +2 to DAMROLL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bone arrow has an average damage of &amp;lt;math&amp;gt;5 * (8+1)/2 + 2 = 24.5&amp;lt;/math&amp;gt;. Note: damroll on the arrow is the only damroll that affects archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bow Multiplier'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: Maleficence, the bow of the wicked [maleficence bow wicked]&lt;br /&gt;
Item Type: FIRE WEAPON   Effects: INVISIBLE BLESS ANTI-GOOD ANTI-NEUTRAL NO-DONATE NO-SACRIFICE  NO-DROP  NO-AUCTION &lt;br /&gt;
Equipable Location(s): TAKE WIELD &lt;br /&gt;
Weight: 15     Value: 1     Level Restriction: 30&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Class Restrictions: TWO_HANDED &lt;br /&gt;
Damage Dice of 9d4 and modifies missile damage by 3.0&lt;br /&gt;
Affects:&lt;br /&gt;
    +30 to MANA&lt;br /&gt;
    +3 to HITROLL&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +5% to archery (proficiency)&lt;br /&gt;
    +3% to Shockwave (proficiency)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaking it down:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;modifies missile damage by 3.0&amp;lt;/code&amp;gt; means the bow multiplier is 3.0. Arrow damage is multiplied by 3.0.&lt;br /&gt;
* &amp;lt;code&amp;gt;Damage Dice of 9d4&amp;lt;/code&amp;gt; means the bow functions as a 9d4 melee weapon when you aren't in the back row with a formie infront of you. 9d4 has no bearing whatsoever on the archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Archery Proficiency'''&lt;br /&gt;
&lt;br /&gt;
Archery proficiency refers to any item with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +5% to archery (proficiency)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you have multiple items, sum the proficiencies to get your total. Every 1% proficiency is a 1% increase in total archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hit Rate'''&lt;br /&gt;
&lt;br /&gt;
Just like melee weapons, you arrows can miss and do zero damage. You receive the ''&amp;quot;Your arrow misses&amp;quot;'' message. To avoid missing, increase your hitroll. Archery uses the hitroll on your &amp;quot;Score S&amp;quot; to determine if you hit or not. No amount of hitroll is too much - top bow modes usually run 60+ hitroll. Hitroll from all sources affects archery: your eq, the BLESS spell and the target's ac.&lt;br /&gt;
&lt;br /&gt;
Always blind large mobs so you hit more. A blind mob is worth +40 hitroll. Faerie fire is worth +15 hitroll.&lt;br /&gt;
&lt;br /&gt;
Archery success affects hit rate:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +10% to archery (success)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We're not sure exactly how archery success stacks up, but it should be treated as a hitroll bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Which stats have no effect on archery damage?'''&lt;br /&gt;
&lt;br /&gt;
* The bow &amp;lt;code&amp;gt;Damage Dice of 9d4&amp;lt;/code&amp;gt; has no effect on archery damage. This is for when the bow is treated as a melee weapon, eg if you are unformed.&lt;br /&gt;
* Damroll from any equipment, including the bow. Only damroll on the arrow itself affects archery damage. Bone arrow is +2dr, this affects archery damage. Your bow has +10dr? It won't affect archery damage. You wearing a nemesis ring with +6dr? Won't affect archery damage.&lt;br /&gt;
&lt;br /&gt;
== Example Archery Mode ==&lt;br /&gt;
&lt;br /&gt;
Say you're using:&lt;br /&gt;
&lt;br /&gt;
* a quiver full of bone arrows. Each arrow has average damage 24.5&lt;br /&gt;
* a Maleficence bow, multiplier 3.0&lt;br /&gt;
* 2x slate wristguards, each giving +10% archery proficiency and success. Total +20% success, +20% prof&lt;br /&gt;
&lt;br /&gt;
Then your average damage per arrow hit is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;24.5 * 3.0 * 1.2 = 88.2&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you'll do an average of 88.2 damage per hit. How often you miss is determined by your hitroll, and the +20% archery success will help too. (Archery proficiency affects damage, success affects hit rate.)&lt;br /&gt;
&lt;br /&gt;
== Archery Eq ==&lt;br /&gt;
&lt;br /&gt;
=== Starter Bows ===&lt;br /&gt;
&lt;br /&gt;
* nemesis crossbow - it has very low average damage&lt;br /&gt;
* pallens bow&lt;br /&gt;
* valentines quest bow&lt;br /&gt;
&lt;br /&gt;
=== Top-tier Bows ===&lt;br /&gt;
&lt;br /&gt;
* cleric relic bow from Apsu&lt;br /&gt;
* lyr crossbow&lt;br /&gt;
* neut align: arcus from sevoseth&lt;br /&gt;
* evil align: mal from vanlarra eggtokens&lt;br /&gt;
* good align: fid from vanlarra eggtokens&lt;br /&gt;
&lt;br /&gt;
=== Starter Arrows ===&lt;br /&gt;
&lt;br /&gt;
* ?? starter bolt for crossbow&lt;br /&gt;
* 20 avg damage, gray slate arrow from wittermark, steal off elves&lt;br /&gt;
* 22 avg damage, black arrow from caverns of eternal darkness, ice centaurs in first cpk area&lt;br /&gt;
* 22 avg damage, black metal arrow from fgs, steal off giant meazels&lt;br /&gt;
* 24.5 avg damage, bone arrow from glabrezu in bloodstone&lt;br /&gt;
&lt;br /&gt;
=== Top-tier Arrows ===&lt;br /&gt;
&lt;br /&gt;
* 35 avg damage, lyr crossbow quarrel. Note: these quarrels proc to deteriorate themselves. I think they lose 3.5avg damage each proc until they aren't much better than wittermark arrows. Ask Halabarad.&lt;br /&gt;
* 36 avg damage, fletching arrow, see [[Sevoseth]]&lt;br /&gt;
* Also from Sevoseth: life drain arrow, arrow that procs muffle, arrow that will plague undead mobs (such as ruby dragons)&lt;br /&gt;
&lt;br /&gt;
=== Quivers ===&lt;br /&gt;
&lt;br /&gt;
* starter quiver off elves in alendora&lt;br /&gt;
* for cleric, hp/mana lunar quiver from vondarkla&lt;br /&gt;
* a quiver crafted of electrum - Lev(26) Loc(about)  nodrop no-auction hr(4) Cond(pristine - Infinity Days), from bloodstone&lt;br /&gt;
* fgs quiver&lt;br /&gt;
&lt;br /&gt;
=== Archery Eq ===&lt;br /&gt;
&lt;br /&gt;
You want your bow mode to have hitroll, mana and archery proficiencies. Damroll does not affect archery damage.&lt;br /&gt;
&lt;br /&gt;
'''Nobits'''&lt;br /&gt;
&lt;br /&gt;
* a slate wristguard - Lev(25) Loc(wrist) AC-ap(2)  noegg nodrop fragile no-auction mana(30) hr(3) SKL/SPL: archery (proficiency success +10%) Cond(pristine - 365 Days) - Elnissa shop 170m gold&lt;br /&gt;
* a dead rat carcass - Lev(15) Loc(light)  nodrop no-auction mana(18) hr(3) Cond(pristine - 185 Days) - pirate ship on swashbucklers&lt;br /&gt;
* a pair of masterfully woven mittens of green and red wool - Lev(20) Loc(hands)  nostore mana(20) hr(4) Cond(scratched - 90 Days) - Shadmire on Samrah&lt;br /&gt;
&lt;br /&gt;
'''Evil'''&lt;br /&gt;
&lt;br /&gt;
* Thanos's bracelet of fire - Lev(27) Loc(waist) AC-ap(0) AG AN nodrop no-auction hr(6) hps(-7) SKL/SPL: throw (success +7%) archery (success +7%) Cond(scratched - 90 Days), den on thanos&lt;br /&gt;
* a black onyx tiara - Lev(24) Loc(head) AC-ap(1) AG nodrop mana(46) hr(4) SKL/SPL: archery (success +9%) bash (susceptibility +7%) Cond(pristine - Infinity Days) - swamp on Widow Queen&lt;br /&gt;
* the hand of Vecna - Lev(28) Loc(hands) AG AN nodrop no-auction mana(45) hr(5) Cond(pristine - Infinity Days), bloodstone on vecna&lt;br /&gt;
* a serpent arm band - Lev(22) Loc(arms) AC-ap(1) AG AN nodrop no-auction mana(43) hr(4) Cond(pristine - 171 Days), fire giants master mage&lt;br /&gt;
* the taurus eye of a shadow dragon - Lev(24) Loc(light) AG AN hr(6) sbr(-2) SKL/SPL: dodge (success +5%) Cond(worn down - 52 Days) - swamp on shadow dragon&lt;br /&gt;
* a dark ebony spinneret - Lev(24) Loc(hold) AG nodrop hr(8) SKL/SPL: Poison (proficiency +3%) Poison (susceptibility -5%) Cond(pristine - 185 Days) - E'urdin&lt;br /&gt;
&lt;br /&gt;
'''Neut'''&lt;br /&gt;
&lt;br /&gt;
* a dark ebony spinneret - Lev(24) Loc(hold) AG nodrop hr(8) SKL/SPL: Poison (proficiency +3%) Poison (susceptibility -5%) Cond(pristine - 185 Days) - E'urdin&lt;br /&gt;
* a sparkling emerald gemstone - Lev(27) Loc(light) AE nodrop mana(47) hr(4) Cond(pristine - 185 Days) - mystical on green dragon&lt;br /&gt;
* a black onyx tiara - Lev(24) Loc(head) AC-ap(1) AG nodrop mana(46) hr(4) SKL/SPL: archery (success +9%) bash (susceptibility +7%) Cond(pristine - Infinity Days) - swamp on Widow Queen&lt;br /&gt;
&lt;br /&gt;
'''Good'''&lt;br /&gt;
&lt;br /&gt;
* a sparkling emerald gemstone - Lev(27) Loc(light) AE nodrop mana(47) hr(4) Cond(pristine - 185 Days) - mystical on green dragon&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
=== Operating with very few arrows ===&lt;br /&gt;
&lt;br /&gt;
Say you're fighting a ruby dragon, which is undead, and you want to plague it, but you only have two undeath arrows from Sevoseth. If you use only two arrows, you'll get the &amp;quot;cannot find projectiles&amp;quot; message. Instead:&lt;br /&gt;
&lt;br /&gt;
# put x3 regular arrows in your inventory&lt;br /&gt;
# put x2 undeath arrows in your quiver&lt;br /&gt;
# reload your quiver every round&lt;br /&gt;
&lt;br /&gt;
You will now shoot almost entirely undeath arrows, despite having only two of them. This is because archery tends to take arrows from your quiver or top of your inventory, and arrows go to the top of your inventory from your quiver.&lt;br /&gt;
&lt;br /&gt;
=== Underwater Archery ===&lt;br /&gt;
&lt;br /&gt;
Regular archery works underwater, but there's special underwater archery that does huge damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;5.5 * 55 * 1.2 = 363&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can do 363 avg damage per hit with 2x slates, leviathan relic speargun and yew spears. You need a harpoon holster from reef, yew spears from underocean, and the relic from leviathan in lattyrna:&lt;br /&gt;
&lt;br /&gt;
Harpoon holster from reef (TBD walkthrough to get it):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: a leather harpoon holster [holster harpoon]&lt;br /&gt;
Item Type: MISSILE CONTAINER   Effects: NO-DONATE NO-SACRIFICE NO-DROP NO-AUCTION &lt;br /&gt;
Equipable Location(s): TAKE WAIST &lt;br /&gt;
Weight: 3     Value: 7200     Level Restriction: 0&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Available Weight: 46 stones&lt;br /&gt;
Nothing&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yew spears from underocean. They load in random mob corpses, like sanc orbs, and det in 24 hours. Yews do 10d10 damage, average of 55. Next best arrow is Fletching at 36 avg damage. TBD - id a yew spear&lt;br /&gt;
&lt;br /&gt;
Leviathan relic. Has 10 charges and lasts ten days, a long time for a relic. Go to lattyrna, find palace, ice Poseidon for key, unlock grate e 2d from poseidon, all d, all s to leviathan. Relic loads DARK. Use guards / nymphs as charmies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: a relic of flotsam [relic flotsam]&lt;br /&gt;
Item Type: RELIC   Effects: DARK INVISIBLE ANTI-GOOD NO-DONATE NO-SACRIFICE NO-DROP  FRAGILE NO-AUCTION NO-QUEST &lt;br /&gt;
Equipable Location(s): TAKE HOLD &lt;br /&gt;
Weight: 4     Value: 1     Level Restriction: 28&lt;br /&gt;
The object is visibly worn down with major wear.&lt;br /&gt;
Days Left: 4&lt;br /&gt;
Has 10 charges left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relic speargun made from Leviathan relic:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: the speargun of merman fury [speargun merman fury]&lt;br /&gt;
Item Type: FIRE WEAPON   Effects: HUM ANTI-GOOD NO_RENT NO_RELOAD BONDS NO-QUEST FORGED &lt;br /&gt;
Equipable Location(s): TAKE WIELD &lt;br /&gt;
Weight: 14     Value: 100     Level Restriction: 30&lt;br /&gt;
Bound To: Spiritic&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Class Restrictions: TWO_HANDED &lt;br /&gt;
Damage Dice of 6d6 and modifies missile damage by 5.5&lt;br /&gt;
Affects:&lt;br /&gt;
    +5 to DAMROLL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TBD there is a mini speargun relic on a princess in Ryvaera. It has a lower level restriction and bow multiplier. Good align useable.&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;br /&gt;
[[Category: Original Content]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Archery</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Archery"/>
				<updated>2014-11-20T15:55:24Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: /* Archery Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Started with Archery ==&lt;br /&gt;
&lt;br /&gt;
I just want to shoot!&lt;br /&gt;
&lt;br /&gt;
# wield a nemesis crossbow&lt;br /&gt;
# wear a quiver&lt;br /&gt;
# put 1 bolt in the quiver&lt;br /&gt;
# be in the back row of your formation&lt;br /&gt;
# have somebody in the front row of your form, directly ahead of you, and in the same room&lt;br /&gt;
&lt;br /&gt;
You will now shoot bolts from your nemesis crossbow, up to twice per round.&lt;br /&gt;
&lt;br /&gt;
== Arrowhelper script ==&lt;br /&gt;
&lt;br /&gt;
See Arrowhelper.mm in [[Scripts]] to help reload your quiver.&lt;br /&gt;
&lt;br /&gt;
== How Archery Works ==&lt;br /&gt;
&lt;br /&gt;
'''Who should use Archery?'''&lt;br /&gt;
&lt;br /&gt;
Every cleric and mage should have an archery mode. The best thieves will have archery too. Warriors never use archery (despite having the archery skill.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How do arrows (and bolts) work?'''&lt;br /&gt;
&lt;br /&gt;
Bows use arrows. Crossbows use bolts. When you shoot an arrow (or bolt), it stays in your inventory. If the arrow was in a quiver, it gets moved to your inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Why do I need a quiver?'''&lt;br /&gt;
&lt;br /&gt;
If you have no quiver (or no arrows/bolts in your quiver), you will only shoot once per round. You need a quiver with arrows/bolts to shoot twice per round. Bows that magically create arrows, such as the nemesis crossbow or valentines day quest bow, still need a quiver containing one arrow (or bolt) to shoot twice per round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What's reloading and why do I need to do it?'''&lt;br /&gt;
&lt;br /&gt;
As you shoot twice per round, arrows (or bolts) are moved from your quiver into your inventory. When your quiver is empty, you only shoot once per round. See [[#Arrowhelper_script|Arrowhelper Script]] to help you reload.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Why do I want lots of arrows?'''&lt;br /&gt;
&lt;br /&gt;
Reloading your quiver is annoying. If you forget to reload, your damage drops in half when shooting only once per round. Even if you reload perfectly, it takes away from time spent shockwaving or healing. Having lots of arrows means reloading less. However, having lots of bad arrows means you'll do low damage. It's a balance between reloading often and using your best arrows. In a perfect world, everybody would have 20 fletching arrows :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I only have a few arrows?'''&lt;br /&gt;
&lt;br /&gt;
If you have less than four arrows (or bolts) total in your inventory + quiver, you will often receive the message &amp;quot;You find no projectiles to use.&amp;quot; and get zero attacks that round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I'm blind?'''&lt;br /&gt;
&lt;br /&gt;
Unlike melee weapons, you always get zero attacks with a bow when blind. When blind, you receive this message: &amp;quot;Cannot see your weapon to load it&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What's the ARCHERY skill?'''&lt;br /&gt;
&lt;br /&gt;
Warrior skill. You need it. Help ARCHERY. This skill provides a massive bonus to hitroll for all missile attacks. If you're not a warrior, you can practice at the multiclass warrior trainer on Bloodstone island.&lt;br /&gt;
&lt;br /&gt;
== Archery Damage ==&lt;br /&gt;
&lt;br /&gt;
'''What's the formula for archery damage?'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Arrow Average Damage * Bow Multiplier * Archery Proficiency * Hit Rate&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Arrow Average Damage'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: an arrow of bone [arrow bone]&lt;br /&gt;
Item Type: MISSILE   Effects: NoBits&lt;br /&gt;
Equipable Location(s): TAKE &lt;br /&gt;
Weight: 1     Value: 532     Level Restriction: 26&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: Infinity&lt;br /&gt;
Damage Dice of 5d8&lt;br /&gt;
Affects:&lt;br /&gt;
    +2 to DAMROLL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bone arrow has an average damage of &amp;lt;math&amp;gt;5 * (8+1)/2 + 2 = 24.5&amp;lt;/math&amp;gt;. Note: damroll on the arrow is the only damroll that affects archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bow Multiplier'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: Maleficence, the bow of the wicked [maleficence bow wicked]&lt;br /&gt;
Item Type: FIRE WEAPON   Effects: INVISIBLE BLESS ANTI-GOOD ANTI-NEUTRAL NO-DONATE NO-SACRIFICE  NO-DROP  NO-AUCTION &lt;br /&gt;
Equipable Location(s): TAKE WIELD &lt;br /&gt;
Weight: 15     Value: 1     Level Restriction: 30&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Class Restrictions: TWO_HANDED &lt;br /&gt;
Damage Dice of 9d4 and modifies missile damage by 3.0&lt;br /&gt;
Affects:&lt;br /&gt;
    +30 to MANA&lt;br /&gt;
    +3 to HITROLL&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +5% to archery (proficiency)&lt;br /&gt;
    +3% to Shockwave (proficiency)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaking it down:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;modifies missile damage by 3.0&amp;lt;/code&amp;gt; means the bow multiplier is 3.0. Arrow damage is multiplied by 3.0.&lt;br /&gt;
* &amp;lt;code&amp;gt;Damage Dice of 9d4&amp;lt;/code&amp;gt; means the bow functions as a 9d4 melee weapon when you aren't in the back row with a formie infront of you. 9d4 has no bearing whatsoever on the archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Archery Proficiency'''&lt;br /&gt;
&lt;br /&gt;
Archery proficiency refers to any item with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +5% to archery (proficiency)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you have multiple items, sum the proficiencies to get your total. Every 1% proficiency is a 1% increase in total archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hit Rate'''&lt;br /&gt;
&lt;br /&gt;
Just like melee weapons, you arrows can miss and do zero damage. You receive the ''&amp;quot;Your arrow misses&amp;quot;'' message. To avoid missing, increase your hitroll. Archery uses the hitroll on your &amp;quot;Score S&amp;quot; to determine if you hit or not. No amount of hitroll is too much - top bow modes usually run 60+ hitroll. Hitroll from all sources affects archery: your eq, the BLESS spell and the target's ac.&lt;br /&gt;
&lt;br /&gt;
Always blind large mobs so you hit more. A blind mob is worth +40 hitroll. Faerie fire is worth +15 hitroll.&lt;br /&gt;
&lt;br /&gt;
Archery success affects hit rate:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +10% to archery (success)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We're not sure exactly how archery success stacks up, but it should be treated as a hitroll bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Which stats have no effect on archery damage?'''&lt;br /&gt;
&lt;br /&gt;
* The bow &amp;lt;code&amp;gt;Damage Dice of 9d4&amp;lt;/code&amp;gt; has no effect on archery damage. This is for when the bow is treated as a melee weapon, eg if you are unformed.&lt;br /&gt;
* Damroll from any equipment, including the bow. Only damroll on the arrow itself affects archery damage. Bone arrow is +2dr, this affects archery damage. Your bow has +10dr? It won't affect archery damage. You wearing a nemesis ring with +6dr? Won't affect archery damage.&lt;br /&gt;
&lt;br /&gt;
== Example Archery Mode ==&lt;br /&gt;
&lt;br /&gt;
Say you're using:&lt;br /&gt;
&lt;br /&gt;
* a quiver full of bone arrows. Each arrow has average damage 24.5&lt;br /&gt;
* a Maleficence bow, multiplier 3.0&lt;br /&gt;
* 2x slate wristguards, each giving +10% archery proficiency and success. Total +20% success, +20% prof&lt;br /&gt;
&lt;br /&gt;
Then your average damage per arrow hit is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;24.5 * 3.0 * 1.2 = 88.2&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you'll do an average of 88.2 damage per hit. How often you miss is determined by your hitroll, and the +20% archery success will help too. (Archery proficiency affects damage, success affects hit rate.)&lt;br /&gt;
&lt;br /&gt;
== Archery Eq ==&lt;br /&gt;
&lt;br /&gt;
=== Starter Bows ===&lt;br /&gt;
&lt;br /&gt;
* nemesis crossbow - it has very low average damage&lt;br /&gt;
* pallens bow&lt;br /&gt;
* valentines quest bow&lt;br /&gt;
&lt;br /&gt;
=== Top-tier Bows ===&lt;br /&gt;
&lt;br /&gt;
* cleric relic bow from Apsu&lt;br /&gt;
* lyr crossbow&lt;br /&gt;
* neut align: arcus from sevoseth&lt;br /&gt;
* evil align: mal from vanlarra eggtokens&lt;br /&gt;
* good align: fid from vanlarra eggtokens&lt;br /&gt;
&lt;br /&gt;
=== Starter Arrows ===&lt;br /&gt;
&lt;br /&gt;
* ?? starter bolt for crossbow&lt;br /&gt;
* 20 avg damage, gray slate arrow from wittermark, steal off elves&lt;br /&gt;
* 22 avg damage, black arrow from caverns of eternal darkness, ice centaurs in first cpk area&lt;br /&gt;
* 22 avg damage, black metal arrow from fgs, steal off giant meazels&lt;br /&gt;
* 24.5 avg damage, bone arrow from glabrezu in bloodstone&lt;br /&gt;
&lt;br /&gt;
=== Top-tier Arrows ===&lt;br /&gt;
&lt;br /&gt;
* 35 avg damage, lyr crossbow quarrel. Note: these quarrels proc to deteriorate themselves. I think they lose 3.5avg damage each proc until they aren't much better than wittermark arrows. Ask Halabarad.&lt;br /&gt;
* 36 avg damage, fletching arrow, see [[Sevoseth]]&lt;br /&gt;
* Also from Sevoseth: life drain arrow, arrow that procs muffle, arrow that will plague undead mobs (such as ruby dragons)&lt;br /&gt;
&lt;br /&gt;
=== Quivers ===&lt;br /&gt;
&lt;br /&gt;
* starter quiver off elves in alendora&lt;br /&gt;
* for cleric, hp/mana lunar quiver from vondarkla&lt;br /&gt;
* a quiver crafted of electrum - Lev(26) Loc(about)  nodrop no-auction hr(4) Cond(pristine - Infinity Days), from bloodstone&lt;br /&gt;
* fgs quiver&lt;br /&gt;
&lt;br /&gt;
=== Archery Eq ===&lt;br /&gt;
&lt;br /&gt;
You want your bow mode to have hitroll, mana and archery proficiencies. Damroll does not affect archery damage.&lt;br /&gt;
&lt;br /&gt;
'''Nobits'''&lt;br /&gt;
&lt;br /&gt;
* a slate wristguard - Lev(25) Loc(wrist) AC-ap(2)  noegg nodrop fragile no-auction mana(30) hr(3) SKL/SPL: archery (proficiency success +10%) Cond(pristine - 365 Days) - Elnissa shop 170m gold&lt;br /&gt;
* a dead rat carcass - Lev(15) Loc(light)  nodrop no-auction mana(18) hr(3) Cond(pristine - 185 Days) - pirate ship on swashbucklers&lt;br /&gt;
* a pair of masterfully woven mittens of green and red wool - Lev(20) Loc(hands)  nostore mana(20) hr(4) Cond(scratched - 90 Days) - Shadmire on Samrah&lt;br /&gt;
&lt;br /&gt;
'''Evil'''&lt;br /&gt;
&lt;br /&gt;
* Thanos's bracelet of fire - Lev(27) Loc(waist) AC-ap(0) AG AN nodrop no-auction hr(6) hps(-7) SKL/SPL: throw (success +7%) archery (success +7%) Cond(scratched - 90 Days), den on thanos&lt;br /&gt;
* a black onyx tiara - Lev(24) Loc(head) AC-ap(1) AG nodrop mana(46) hr(4) SKL/SPL: archery (success +9%) bash (susceptibility +7%) Cond(pristine - Infinity Days) - swamp on Widow Queen&lt;br /&gt;
* the hand of Vecna - Lev(28) Loc(hands) AG AN nodrop no-auction mana(45) hr(5) Cond(pristine - Infinity Days), bloodstone on vecna&lt;br /&gt;
* a serpent arm band - Lev(22) Loc(arms) AC-ap(1) AG AN nodrop no-auction mana(43) hr(4) Cond(pristine - 171 Days), fire giants master mage&lt;br /&gt;
* the taurus eye of a shadow dragon - Lev(24) Loc(light) AG AN hr(6) sbr(-2) SKL/SPL: dodge (success +5%) Cond(worn down - 52 Days) - swamp on shadow dragon&lt;br /&gt;
* a dark ebony spinneret - Lev(24) Loc(hold) AG nodrop hr(8) SKL/SPL: Poison (proficiency +3%) Poison (susceptibility -5%) Cond(pristine - 185 Days) - E'urdin&lt;br /&gt;
&lt;br /&gt;
'''Neut'''&lt;br /&gt;
&lt;br /&gt;
* a dark ebony spinneret - Lev(24) Loc(hold) AG nodrop hr(8) SKL/SPL: Poison (proficiency +3%) Poison (susceptibility -5%) Cond(pristine - 185 Days) - E'urdin&lt;br /&gt;
* a sparkling emerald gemstone - Lev(27) Loc(light) AE nodrop mana(47) hr(4) Cond(pristine - 185 Days) - mystical on green dragon&lt;br /&gt;
* a black onyx tiara - Lev(24) Loc(head) AC-ap(1) AG nodrop mana(46) hr(4) SKL/SPL: archery (success +9%) bash (susceptibility +7%) Cond(pristine - Infinity Days) - swamp on Widow Queen&lt;br /&gt;
&lt;br /&gt;
'''Good'''&lt;br /&gt;
&lt;br /&gt;
* a sparkling emerald gemstone - Lev(27) Loc(light) AE nodrop mana(47) hr(4) Cond(pristine - 185 Days) - mystical on green dragon&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
=== Operating with very few arrows ===&lt;br /&gt;
&lt;br /&gt;
Say you're fighting a ruby dragon, which is undead, and you want to plague it, but you only have two undeath arrows from Sevoseth. If you use only two arrows, you'll get the &amp;quot;cannot find projectiles&amp;quot; message. Instead:&lt;br /&gt;
&lt;br /&gt;
# put x3 regular arrows in your inventory&lt;br /&gt;
# put x2 undeath arrows in your quiver&lt;br /&gt;
# reload your quiver every round&lt;br /&gt;
&lt;br /&gt;
You will now shoot almost entirely undeath arrows, despite having only two of them. Because archery tends to take arrows from your quiver or top of your inventory, and arrows go to the top of your inventory from your quiver.&lt;br /&gt;
&lt;br /&gt;
=== Underwater Archery ===&lt;br /&gt;
&lt;br /&gt;
Regular archery works underwater, but there's special underwater archery that does huge damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;5.5 * 55 * 1.2 = 363&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can do 363 avg damage per hit with 2x slates, leviathan relic speargun and yew spears. You need a harpoon holster from reef, yew spears from underocean, and the relic from leviathan in lattyrna:&lt;br /&gt;
&lt;br /&gt;
Harpoon holster from reef (TBD walkthrough to get it):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: a leather harpoon holster [holster harpoon]&lt;br /&gt;
Item Type: MISSILE CONTAINER   Effects: NO-DONATE NO-SACRIFICE NO-DROP NO-AUCTION &lt;br /&gt;
Equipable Location(s): TAKE WAIST &lt;br /&gt;
Weight: 3     Value: 7200     Level Restriction: 0&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Available Weight: 46 stones&lt;br /&gt;
Nothing&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yew spears from underocean. They load in random mob corpses, like sanc orbs, and det in 24 hours. Yews do 10d10 damage, average of 55. Next best arrow is Fletching at 36 avg damage. TBD - id a yew spear&lt;br /&gt;
&lt;br /&gt;
Leviathan relic. Has 10 charges and lasts ten days, a long time for a relic. Go to lattyrna, find palace, ice Poseidon for key, unlock grate e 2d from poseidon, all d, all s to leviathan. Relic loads DARK. Use guards / nymphs as charmies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: a relic of flotsam [relic flotsam]&lt;br /&gt;
Item Type: RELIC   Effects: DARK INVISIBLE ANTI-GOOD NO-DONATE NO-SACRIFICE NO-DROP  FRAGILE NO-AUCTION NO-QUEST &lt;br /&gt;
Equipable Location(s): TAKE HOLD &lt;br /&gt;
Weight: 4     Value: 1     Level Restriction: 28&lt;br /&gt;
The object is visibly worn down with major wear.&lt;br /&gt;
Days Left: 4&lt;br /&gt;
Has 10 charges left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relic speargun made from Leviathan relic:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: the speargun of merman fury [speargun merman fury]&lt;br /&gt;
Item Type: FIRE WEAPON   Effects: HUM ANTI-GOOD NO_RENT NO_RELOAD BONDS NO-QUEST FORGED &lt;br /&gt;
Equipable Location(s): TAKE WIELD &lt;br /&gt;
Weight: 14     Value: 100     Level Restriction: 30&lt;br /&gt;
Bound To: Spiritic&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Class Restrictions: TWO_HANDED &lt;br /&gt;
Damage Dice of 6d6 and modifies missile damage by 5.5&lt;br /&gt;
Affects:&lt;br /&gt;
    +5 to DAMROLL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TBD there is a mini speargun relic on a princess in Ryvaera. It has a lower level restriction and bow multiplier. Good align useable.&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;br /&gt;
[[Category: Original Content]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/User:Noric</id>
		<title>User:Noric</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/User:Noric"/>
				<updated>2014-11-13T16:33:30Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: /* Wiki articles to write */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Wiki articles to write =&lt;br /&gt;
&lt;br /&gt;
* How to be good&lt;br /&gt;
* list of cpk items&lt;br /&gt;
* warrior guide&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Category:Original_Content</id>
		<title>Category:Original Content</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Category:Original_Content"/>
				<updated>2014-11-13T16:32:58Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: Created page with &amp;quot;Original Content are modern articles written specifically for this wiki.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Original Content are modern articles written specifically for this wiki.&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Archery</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Archery"/>
				<updated>2014-11-13T16:28:18Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Started with Archery ==&lt;br /&gt;
&lt;br /&gt;
I just want to shoot!&lt;br /&gt;
&lt;br /&gt;
# wield a nemesis crossbow&lt;br /&gt;
# wear a quiver&lt;br /&gt;
# put 1 bolt in the quiver&lt;br /&gt;
# be in the back row of your formation&lt;br /&gt;
# have somebody in the front row of your form, directly ahead of you, and in the same room&lt;br /&gt;
&lt;br /&gt;
You will now shoot bolts from your nemesis crossbow, up to twice per round.&lt;br /&gt;
&lt;br /&gt;
== Arrowhelper script ==&lt;br /&gt;
&lt;br /&gt;
See Arrowhelper.mm in [[Scripts]] to help reload your quiver.&lt;br /&gt;
&lt;br /&gt;
== How Archery Works ==&lt;br /&gt;
&lt;br /&gt;
'''Who should use Archery?'''&lt;br /&gt;
&lt;br /&gt;
Every cleric and mage should have an archery mode. The best thieves will have archery too. Warriors never use archery (despite having the archery skill.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How do arrows (and bolts) work?'''&lt;br /&gt;
&lt;br /&gt;
Bows use arrows. Crossbows use bolts. When you shoot an arrow (or bolt), it stays in your inventory. If the arrow was in a quiver, it gets moved to your inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Why do I need a quiver?'''&lt;br /&gt;
&lt;br /&gt;
If you have no quiver (or no arrows/bolts in your quiver), you will only shoot once per round. You need a quiver with arrows/bolts to shoot twice per round. Bows that magically create arrows, such as the nemesis crossbow or valentines day quest bow, still need a quiver containing one arrow (or bolt) to shoot twice per round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What's reloading and why do I need to do it?'''&lt;br /&gt;
&lt;br /&gt;
As you shoot twice per round, arrows (or bolts) are moved from your quiver into your inventory. When your quiver is empty, you only shoot once per round. See [[#Arrowhelper_script|Arrowhelper Script]] to help you reload.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Why do I want lots of arrows?'''&lt;br /&gt;
&lt;br /&gt;
Reloading your quiver is annoying. If you forget to reload, your damage drops in half when shooting only once per round. Even if you reload perfectly, it takes away from time spent shockwaving or healing. Having lots of arrows means reloading less. However, having lots of bad arrows means you'll do low damage. It's a balance between reloading often and using your best arrows. In a perfect world, everybody would have 20 fletching arrows :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I only have a few arrows?'''&lt;br /&gt;
&lt;br /&gt;
If you have less than four arrows (or bolts) total in your inventory + quiver, you will often receive the message &amp;quot;You find no projectiles to use.&amp;quot; and get zero attacks that round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I'm blind?'''&lt;br /&gt;
&lt;br /&gt;
Unlike melee weapons, you always get zero attacks with a bow when blind. When blind, you receive this message: &amp;quot;Cannot see your weapon to load it&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What's the ARCHERY skill?'''&lt;br /&gt;
&lt;br /&gt;
Warrior skill. You need it. Help ARCHERY. This skill provides a massive bonus to hitroll for all missile attacks. If you're not a warrior, you can practice at the multiclass warrior trainer on Bloodstone island.&lt;br /&gt;
&lt;br /&gt;
== Archery Damage ==&lt;br /&gt;
&lt;br /&gt;
'''What's the formula for archery damage?'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Arrow Average Damage * Bow Multiplier * Archery Proficiency * Hit Rate&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Arrow Average Damage'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: an arrow of bone [arrow bone]&lt;br /&gt;
Item Type: MISSILE   Effects: NoBits&lt;br /&gt;
Equipable Location(s): TAKE &lt;br /&gt;
Weight: 1     Value: 532     Level Restriction: 26&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: Infinity&lt;br /&gt;
Damage Dice of 5d8&lt;br /&gt;
Affects:&lt;br /&gt;
    +2 to DAMROLL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bone arrow has an average damage of &amp;lt;math&amp;gt;5 * (8+1)/2 + 2 = 24.5&amp;lt;/math&amp;gt;. Note: damroll on the arrow is the only damroll that affects archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bow Multiplier'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: Maleficence, the bow of the wicked [maleficence bow wicked]&lt;br /&gt;
Item Type: FIRE WEAPON   Effects: INVISIBLE BLESS ANTI-GOOD ANTI-NEUTRAL NO-DONATE NO-SACRIFICE  NO-DROP  NO-AUCTION &lt;br /&gt;
Equipable Location(s): TAKE WIELD &lt;br /&gt;
Weight: 15     Value: 1     Level Restriction: 30&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Class Restrictions: TWO_HANDED &lt;br /&gt;
Damage Dice of 9d4 and modifies missile damage by 3.0&lt;br /&gt;
Affects:&lt;br /&gt;
    +30 to MANA&lt;br /&gt;
    +3 to HITROLL&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +5% to archery (proficiency)&lt;br /&gt;
    +3% to Shockwave (proficiency)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaking it down:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;modifies missile damage by 3.0&amp;lt;/code&amp;gt; means the bow multiplier is 3.0. Arrow damage is multiplied by 3.0.&lt;br /&gt;
* &amp;lt;code&amp;gt;Damage Dice of 9d4&amp;lt;/code&amp;gt; means the bow functions as a 9d4 melee weapon when you aren't in the back row with a formie infront of you. 9d4 has no bearing whatsoever on the archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Archery Proficiency'''&lt;br /&gt;
&lt;br /&gt;
Archery proficiency refers to any item with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +5% to archery (proficiency)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you have multiple items, sum the proficiencies to get your total. Every 1% proficiency is a 1% increase in total archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hit Rate'''&lt;br /&gt;
&lt;br /&gt;
Just like melee weapons, you arrows can miss and do zero damage. You receive the ''&amp;quot;Your arrow misses&amp;quot;'' message. To avoid missing, increase your hitroll. Archery uses the hitroll on your &amp;quot;Score S&amp;quot; to determine if you hit or not. No amount of hitroll is too much - top bow modes usually run 60+ hitroll. Hitroll from all sources affects archery: your eq, the BLESS spell and the target's ac.&lt;br /&gt;
&lt;br /&gt;
Always blind large mobs so you hit more. A blind mob is worth +40 hitroll. Faerie fire is worth +15 hitroll.&lt;br /&gt;
&lt;br /&gt;
Archery success affects hit rate:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +10% to archery (success)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We're not sure exactly how archery success stacks up, but it should be treated as a hitroll bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Which stats have no effect on archery damage?'''&lt;br /&gt;
&lt;br /&gt;
* The bow &amp;lt;code&amp;gt;Damage Dice of 9d4&amp;lt;/code&amp;gt; has no effect on archery damage. This is for when the bow is treated as a melee weapon, eg if you are unformed.&lt;br /&gt;
* Damroll from any equipment, including the bow. Only damroll on the arrow itself affects archery. Bone arrow is +2dr, this affects archery. Your bow has +10dr? It won't affect archery. You wearing a nemesis ring with +6dr? Won't affect archery.&lt;br /&gt;
&lt;br /&gt;
== Example Archery Mode ==&lt;br /&gt;
&lt;br /&gt;
Say you're using:&lt;br /&gt;
&lt;br /&gt;
* a quiver full of bone arrows. Each arrow has average damage 24.5&lt;br /&gt;
* a Maleficence bow, multiplier 3.0&lt;br /&gt;
* 2x slate wristguards, each giving +10% archery proficiency and success. Total +20% success, +20% prof&lt;br /&gt;
&lt;br /&gt;
Then your average damage per arrow hit is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;24.5 * 3.0 * 1.2 = 88.2&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you'll do an average of 88.2 damage per hit. How often you miss is determined by your hitroll, and the +20% archery success will help too. (Archery proficiency affects damage, success affects hit rate.)&lt;br /&gt;
&lt;br /&gt;
== Archery Eq ==&lt;br /&gt;
&lt;br /&gt;
=== Starter Bows ===&lt;br /&gt;
&lt;br /&gt;
* nemesis crossbow - it has very low average damage&lt;br /&gt;
* pallens bow&lt;br /&gt;
* valentines quest bow&lt;br /&gt;
&lt;br /&gt;
=== Top-tier Bows ===&lt;br /&gt;
&lt;br /&gt;
* cleric relic bow from Apsu&lt;br /&gt;
* lyr crossbow&lt;br /&gt;
* neut align: arcus from sevoseth&lt;br /&gt;
* evil align: mal from vanlarra eggtokens&lt;br /&gt;
* good align: fid from vanlarra eggtokens&lt;br /&gt;
&lt;br /&gt;
=== Starter Arrows ===&lt;br /&gt;
&lt;br /&gt;
* ?? starter bolt for crossbow&lt;br /&gt;
* 20 avg damage, gray slate arrow from wittermark, steal off elves&lt;br /&gt;
* 22 avg damage, black arrow from caverns of eternal darkness, ice centaurs in first cpk area&lt;br /&gt;
* 22 avg damage, black metal arrow from fgs, steal off giant meazels&lt;br /&gt;
* 24.5 avg damage, bone arrow from glabrezu in bloodstone&lt;br /&gt;
&lt;br /&gt;
=== Top-tier Arrows ===&lt;br /&gt;
&lt;br /&gt;
* 35 avg damage, lyr crossbow quarrel. Note: these quarrels proc to deteriorate themselves. I think they lose 3.5avg damage each proc until they aren't much better than wittermark arrows. Ask Halabarad.&lt;br /&gt;
* 36 avg damage, fletching arrow, see [[Sevoseth]]&lt;br /&gt;
* Also from Sevoseth: life drain arrow, arrow that procs muffle, arrow that will plague undead mobs (such as ruby dragons)&lt;br /&gt;
&lt;br /&gt;
=== Quivers ===&lt;br /&gt;
&lt;br /&gt;
* starter quiver off elves in alendora&lt;br /&gt;
* for cleric, hp/mana lunar quiver from vondarkla&lt;br /&gt;
* a quiver crafted of electrum - Lev(26) Loc(about)  nodrop no-auction hr(4) Cond(pristine - Infinity Days), from bloodstone&lt;br /&gt;
* fgs quiver&lt;br /&gt;
&lt;br /&gt;
=== Archery Eq ===&lt;br /&gt;
&lt;br /&gt;
You want your bow mode to have hitroll, mana and archery proficiencies. Damroll does not affect archery damage.&lt;br /&gt;
&lt;br /&gt;
'''Nobits'''&lt;br /&gt;
&lt;br /&gt;
* a slate wristguard - Lev(25) Loc(wrist) AC-ap(2)  noegg nodrop fragile no-auction mana(30) hr(3) SKL/SPL: archery (proficiency success +10%) Cond(pristine - 365 Days) - Elnissa shop 170m gold&lt;br /&gt;
* a dead rat carcass - Lev(15) Loc(light)  nodrop no-auction mana(18) hr(3) Cond(pristine - 185 Days) - pirate ship on swashbucklers&lt;br /&gt;
* a pair of masterfully woven mittens of green and red wool - Lev(20) Loc(hands)  nostore mana(20) hr(4) Cond(scratched - 90 Days) - Shadmire on Samrah&lt;br /&gt;
&lt;br /&gt;
'''Evil'''&lt;br /&gt;
&lt;br /&gt;
* Thanos's bracelet of fire - Lev(27) Loc(waist) AC-ap(0) AG AN nodrop no-auction hr(6) hps(-7) SKL/SPL: throw (success +7%) archery (success +7%) Cond(scratched - 90 Days), den on thanos&lt;br /&gt;
* a black onyx tiara - Lev(24) Loc(head) AC-ap(1) AG nodrop mana(46) hr(4) SKL/SPL: archery (success +9%) bash (susceptibility +7%) Cond(pristine - Infinity Days) - swamp on Widow Queen&lt;br /&gt;
* the hand of Vecna - Lev(28) Loc(hands) AG AN nodrop no-auction mana(45) hr(5) Cond(pristine - Infinity Days), bloodstone on vecna&lt;br /&gt;
* a serpent arm band - Lev(22) Loc(arms) AC-ap(1) AG AN nodrop no-auction mana(43) hr(4) Cond(pristine - 171 Days), fire giants master mage&lt;br /&gt;
* the taurus eye of a shadow dragon - Lev(24) Loc(light) AG AN hr(6) sbr(-2) SKL/SPL: dodge (success +5%) Cond(worn down - 52 Days) - swamp on shadow dragon&lt;br /&gt;
* a dark ebony spinneret - Lev(24) Loc(hold) AG nodrop hr(8) SKL/SPL: Poison (proficiency +3%) Poison (susceptibility -5%) Cond(pristine - 185 Days) - E'urdin&lt;br /&gt;
&lt;br /&gt;
'''Neut'''&lt;br /&gt;
&lt;br /&gt;
* a dark ebony spinneret - Lev(24) Loc(hold) AG nodrop hr(8) SKL/SPL: Poison (proficiency +3%) Poison (susceptibility -5%) Cond(pristine - 185 Days) - E'urdin&lt;br /&gt;
* a sparkling emerald gemstone - Lev(27) Loc(light) AE nodrop mana(47) hr(4) Cond(pristine - 185 Days) - mystical on green dragon&lt;br /&gt;
* a black onyx tiara - Lev(24) Loc(head) AC-ap(1) AG nodrop mana(46) hr(4) SKL/SPL: archery (success +9%) bash (susceptibility +7%) Cond(pristine - Infinity Days) - swamp on Widow Queen&lt;br /&gt;
&lt;br /&gt;
'''Good'''&lt;br /&gt;
&lt;br /&gt;
* a sparkling emerald gemstone - Lev(27) Loc(light) AE nodrop mana(47) hr(4) Cond(pristine - 185 Days) - mystical on green dragon&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
=== Operating with very few arrows ===&lt;br /&gt;
&lt;br /&gt;
Say you're fighting a ruby dragon, which is undead, and you want to plague it, but you only have two undeath arrows from Sevoseth. If you use only two arrows, you'll get the &amp;quot;cannot find projectiles&amp;quot; message. Instead:&lt;br /&gt;
&lt;br /&gt;
# put x3 regular arrows in your inventory&lt;br /&gt;
# put x2 undeath arrows in your quiver&lt;br /&gt;
# reload your quiver every round&lt;br /&gt;
&lt;br /&gt;
You will now shoot almost entirely undeath arrows, despite having only two of them. Because archery tends to take arrows from your quiver or top of your inventory, and arrows go to the top of your inventory from your quiver.&lt;br /&gt;
&lt;br /&gt;
=== Underwater Archery ===&lt;br /&gt;
&lt;br /&gt;
Regular archery works underwater, but there's special underwater archery that does huge damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;5.5 * 55 * 1.2 = 363&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can do 363 avg damage per hit with 2x slates, leviathan relic speargun and yew spears. You need a harpoon holster from reef, yew spears from underocean, and the relic from leviathan in lattyrna:&lt;br /&gt;
&lt;br /&gt;
Harpoon holster from reef (TBD walkthrough to get it):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: a leather harpoon holster [holster harpoon]&lt;br /&gt;
Item Type: MISSILE CONTAINER   Effects: NO-DONATE NO-SACRIFICE NO-DROP NO-AUCTION &lt;br /&gt;
Equipable Location(s): TAKE WAIST &lt;br /&gt;
Weight: 3     Value: 7200     Level Restriction: 0&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Available Weight: 46 stones&lt;br /&gt;
Nothing&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yew spears from underocean. They load in random mob corpses, like sanc orbs, and det in 24 hours. Yews do 10d10 damage, average of 55. Next best arrow is Fletching at 36 avg damage. TBD - id a yew spear&lt;br /&gt;
&lt;br /&gt;
Leviathan relic. Has 10 charges and lasts ten days, a long time for a relic. Go to lattyrna, find palace, ice Poseidon for key, unlock grate e 2d from poseidon, all d, all s to leviathan. Relic loads DARK. Use guards / nymphs as charmies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: a relic of flotsam [relic flotsam]&lt;br /&gt;
Item Type: RELIC   Effects: DARK INVISIBLE ANTI-GOOD NO-DONATE NO-SACRIFICE NO-DROP  FRAGILE NO-AUCTION NO-QUEST &lt;br /&gt;
Equipable Location(s): TAKE HOLD &lt;br /&gt;
Weight: 4     Value: 1     Level Restriction: 28&lt;br /&gt;
The object is visibly worn down with major wear.&lt;br /&gt;
Days Left: 4&lt;br /&gt;
Has 10 charges left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relic speargun made from Leviathan relic:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: the speargun of merman fury [speargun merman fury]&lt;br /&gt;
Item Type: FIRE WEAPON   Effects: HUM ANTI-GOOD NO_RENT NO_RELOAD BONDS NO-QUEST FORGED &lt;br /&gt;
Equipable Location(s): TAKE WIELD &lt;br /&gt;
Weight: 14     Value: 100     Level Restriction: 30&lt;br /&gt;
Bound To: Spiritic&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Class Restrictions: TWO_HANDED &lt;br /&gt;
Damage Dice of 6d6 and modifies missile damage by 5.5&lt;br /&gt;
Affects:&lt;br /&gt;
    +5 to DAMROLL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TBD there is a mini speargun relic on a princess in Ryvaera. It has a lower level restriction and bow multiplier.&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;br /&gt;
[[Category: Original Content]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/How_To_Avoid_Dying_In_CPK</id>
		<title>How To Avoid Dying In CPK</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/How_To_Avoid_Dying_In_CPK"/>
				<updated>2014-11-13T16:28:02Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
How to avoid dying in CPK, By Trithalos&lt;br /&gt;
&lt;br /&gt;
== ENTER CHAOTIC PlayerKill Area (Loot Limit: Unlimited, Level Loss Chance 100%)? (y/n) ==&lt;br /&gt;
&lt;br /&gt;
Long ago, growing up and hero’ing in the Order of Eternal Champions town I listened, bugged, and asked as many questions as I could regarding CPK. Back then they were the most powerful EQ town and allied to one of the most powerful CPK groups, Mythrandir's 88 and Urimar’s 68. In effect I had a great “childhood environment” to learn a lot of the aspects of med. Many players put up with my childlike questions and provided a great catalyst to improve my med play. Players like Elander, Jabari, Mythion, Taloc, Therac and Keirgar to name a few. I also bore the brunt of a Tharspasm on multiple occasions as he was not a fan of my casual willingness to try new things without having a clue of what I was doing.&lt;br /&gt;
&lt;br /&gt;
The base set of knowledge I gained there allowed me to enter situations with a different perspective, granted large room for experimentation, and drastically improved my gameplay and knowledge. This set of knowledge has enabled me to control my CPK environment. To date, these rules have never failed to keep me alive. All of my CPK deaths were either a direct acceptance of the risk of a dice roll or a failure to respect these rules. Analysis of my infamous 3bil death in Castiack to Aimon and Lycanthu's tech setup follows this article. &lt;br /&gt;
&lt;br /&gt;
With that said, before hitting YES at the prompt, I recommend the following:&lt;br /&gt;
&lt;br /&gt;
=== Principles: ===&lt;br /&gt;
&lt;br /&gt;
1)      Being good at CPK and being good at NOT getting CPKED are two very different things.&lt;br /&gt;
&lt;br /&gt;
Being good at avoiding death will allow you more opportunities to learn how to kill others. Not to mention enjoyment of the bonus rewards CPK areas have to offer.  What would you do with an invulnerability suit?&lt;br /&gt;
&lt;br /&gt;
2)      Before entering CPK you should have the following things in order&lt;br /&gt;
&lt;br /&gt;
a.      Purpose&lt;br /&gt;
&lt;br /&gt;
b.      Directions&lt;br /&gt;
&lt;br /&gt;
c.      An Escape plan&lt;br /&gt;
&lt;br /&gt;
d.      Sanctuary is far less important than the above 3.&lt;br /&gt;
 &lt;br /&gt;
3)      Upon leaving CPK you should take a quick reflection. Did anyone see you? Are you auctioning equipment right after running it? Who’s aware of your activity? Are you becoming predictable? Are you making yourself a target?&lt;br /&gt;
&lt;br /&gt;
4)      Get to know the zone’s choke points.&lt;br /&gt;
&lt;br /&gt;
Anything which inhibits your movement is a choke point. Mobs that take a while to kill, anti-Flee rooms, move drain, blocker mobs, doors you must go through. All of these areas for pause are where CPK’ers will focus on setting traps at.&lt;br /&gt;
&lt;br /&gt;
5)      Get to know the zone’s hidden mobiles keywords.&lt;br /&gt;
&lt;br /&gt;
If you know all the mobs and where they can hide and where they don’t this will allows you a great advantage explained later.&lt;br /&gt;
&lt;br /&gt;
6)      Get to know the zone’s agro mobs and detects.&lt;br /&gt;
&lt;br /&gt;
Is the mob aggressive? Can it see invis? Can it see hiddens? Test it out by standing in the room invis and then hidden. Mobs which can detect invis and hiddens are called stake busters. Rock Toads and Ogre Warriors will attack any hidden player therefore any hidden in their room likely isn’t a player and if it is, they’ll have to move or get hit.&lt;br /&gt;
&lt;br /&gt;
7)      Learn all the door keywords and if they are searchable or not.&lt;br /&gt;
&lt;br /&gt;
=== There’s a big risk difference in the following hidden doors. ===&lt;br /&gt;
&lt;br /&gt;
1)      Rathernols trapdoor in bloodstone&lt;br /&gt;
&lt;br /&gt;
2)      Castiack Wall&lt;br /&gt;
&lt;br /&gt;
3)      Fire Giants Picture&lt;br /&gt;
&lt;br /&gt;
Feel free to mud mail me your guesses or answers for the answer.&lt;br /&gt;
 &lt;br /&gt;
=== Rules ===&lt;br /&gt;
1)      Before entering the zone, “c sense presence” a known mob which always loads. If it doesn’t show up, it’s either dead or the zone isn’t popped. If the zone isn’t popped, no one can be inside. Try a different mob to be sure.&lt;br /&gt;
&lt;br /&gt;
2)      If the zone is popped, we should assume someone is here or has been here. We will use helm everywhere, even non-cpk rooms. Using a helm is superior to casting for multiple reasons. NEVER ENTER A ROOM BLIND. Assume any room you don’t see has at least 2 hidden players in it spamming your name. There’s a reason a cpker will have a totally base set worth 12mil but will make sure they buy a 60mil hf helm.&lt;br /&gt;
&lt;br /&gt;
a.       It’s less lag.&lt;br /&gt;
&lt;br /&gt;
b.      It can’t be fumbled.&lt;br /&gt;
&lt;br /&gt;
c.       It’s 0 mana.&lt;br /&gt;
&lt;br /&gt;
d.      You can do it while engaged.&lt;br /&gt;
&lt;br /&gt;
Always helm then move back to digest what you saw. No reason to be a stationary target counting hidden when if they are players, they may have helmed you as well and will come running.&lt;br /&gt;
&lt;br /&gt;
3)      Scout everything possible before beginning to kill mobs. Don’t waste time killing mobile 1 and 2 only to find out mob 3 is blocked by a stake. May as well scout first then run. There’s been a few times I’ve been on a stake where because the person failed to scout and assumed they were safe since they’d been in the zone for 30 minutes and dropped their guard. Other CPK’ers historically have failed to scout an entire zone and setup their own stake a few rooms away from a rival group. These situations always lead to a slaughter.&lt;br /&gt;
&lt;br /&gt;
Also if you scout before killing, and you find someone, you can leave without them ever knowing what you were going to do. The less the enemy knows, the better.&lt;br /&gt;
&lt;br /&gt;
Before scouting, make sure you have sanc, manashield, and maximum images. A high level mage scout is pretty much impossible for a stake to deal with.&lt;br /&gt;
&lt;br /&gt;
When scouting, you are navigating through the zone assessing and processing hiddens. Assessing a hidden means, “should it be there?” and processing means, “is it the probable mob or is it a player.” The following tips will allow you to do this effectively.&lt;br /&gt;
&lt;br /&gt;
4)      If you see a hidden, say at turn in fg, type “consider meazle”. You’ll get a confirmation back that it’s either easy for you to kill and is indeed a meazle. Or it will miss which means the hidden is not a meazle and probably a player. If there’s 2 hiddens in the room, you only need to consider 2.meazle. You don’t have to check each one. Some people use emotes like “high5 meazle” and you can do that too if that’s your style. Make sure to move while doing this and stack commands. {e;e;con 2.mea;w;w;w} &lt;br /&gt;
&lt;br /&gt;
If two people are spamming trip in a room, the most “points” they can cover are 2. There’s a total of about 16 ‘pulses’ between trip lag. Leaving you with 14 open windows to get your two commands off, consider, and move, if you stack it. Let’s say they do hit a trip, if you have 8 images, that’s a 1 in 9 chance it hits you. Even if it does get to your player, trip is a 50-60% success rate. Total all of this up and if you stacked commands it’s a less than 1% chance of being hit. Go ahead, do the math. {.0083} Ambush brings this up because it’s irrelevant to images but no one has thieves these days.&lt;br /&gt;
&lt;br /&gt;
5)      If you see a hidden and it’s in a spot where only a certain # can load, like the well in estate, you can sense p 4.reaver, if it’s alive, you can safely say all the hiddens are the normal expected reavers. If not, you know the reavers have been killed and replaced with players.&lt;br /&gt;
&lt;br /&gt;
6)      If you see a hidden in an area where if a player were to hide, they’d have to be invis due to wandering mobs, you can dispel your detect invis and see if the hiddens still show up on helm. If they don’t, you know it’s an invis player.&lt;br /&gt;
&lt;br /&gt;
7)      Always open a door with the least amount of lag necessary and move as you do so. Pick door, move 4 rooms, check where, was anyone on the other side spamming open door, south? Go back, open the door, move out of the way, did anyone flinch? Go back, helm what was past the door, any hiddens? &lt;br /&gt;
&lt;br /&gt;
8)      If you must search open a door, do so with a formation and put yourself in the back row so you cannot be tripped and if the enemy tries to bash they’ll only hit the guy in the front row. They’ll have to hands and that’s one less person trying to stun you! Get a charmy or a buddy to help. If you have a buddy, the form leader should walk in, the other guy should search, and the formleader should immediately run out of the way and hit “where” incase enemies are on the other side are waiting to move when it opens. If you can’t get a charmy or a formy, you can hide at the door for 3 minutes and then search it open and run away and hit “where”. Chances are the enemy will drop their guard if you disappear from where for a while. However, this is still risky as you may fail your hide and be on the entire time. &lt;br /&gt;
&lt;br /&gt;
9)      Watch where. The entire time you’re in, you should be checking where every 4th round or so. Every “where” attempt is a scan at trying to find someone trying to rush you. Note just because you only see someone on for 3 seconds, doesn’t mean they are far away. They could have shadowed successfully to within 3 rooms of you.&lt;br /&gt;
&lt;br /&gt;
10)   Always be moving. The more distance you cover the more your enemy has to cover. The more they have to cover, the more risk they have at being spotted by you.&lt;br /&gt;
&lt;br /&gt;
11)   Always sacrifice your corpses. Enemies like to “c loc corpse” to see the room names of where you’ve been and try to grasp where you’re going next. Don’t tip your hand.&lt;br /&gt;
&lt;br /&gt;
12)   When killing things, helm periodically for “hiddens” which suddenly move closer to you.  A player may be lucky enough to dodge your “where” but they still can’t avoid the helm.&lt;br /&gt;
&lt;br /&gt;
13)   After icing a mob, immediately move out of the room, check where, then go back to loot. Sometimes players will camp close by and try to cherry pick you after a mob. Either way, known mob locations are ‘hot spots’ or “choke points” we mentioned earlier and should be treated with extreme caution.&lt;br /&gt;
&lt;br /&gt;
14)   Minimize your time in CPK. Try to obtain your objective as fast as possible while obeying the rules. The longer you stay the more likely someone will spot you. The more you get spotted, the more likely they’ll try to sculpt a plan to hit you. Also, If you’re known for being quick you’ll force the enemy to be hasty and screw up. &lt;br /&gt;
&lt;br /&gt;
15)   Escape with a menthol potion. Make a macro to “quaff menthol” so you can hit it as soon as you see someone pop on where, or as soon as a player engages you, or if a mob is about to kill you. Don’t flee, don’t c word, just hit your macro and menthol out of there. No other command is safer.&lt;br /&gt;
&lt;br /&gt;
a.      Quaff menthol can’t be fumbled. Believe it or not, fumbling “c teleport” or “c word” has lead to the stripping of many great players.&lt;br /&gt;
&lt;br /&gt;
b.      You can quaff a menthol while sitting, resting, any status. The only spell you can cast while sitting in combat is recall and transport. This is important as trip/bash put you into a sitting status until a melee successfully hits you causing you to stand up. This gives you an advantage because the beginning to all trip traps are only a few people engaging you which means it isn't likely a melee will pop you up. They also cannot trip a sitting person. So you could be sitting, not in lag, while enemies are getting &amp;quot;You cannot trip because target is already down.&amp;quot; but not able to cast c tele because &amp;quot;You cannot cast this while sitting&amp;quot; and your opportunity to escape is missed when Rzael changes from trip and lands a bash on you.&lt;br /&gt;
&lt;br /&gt;
c.      No mana? No problem.&lt;br /&gt;
&lt;br /&gt;
d.      Muffled? No problem.&lt;br /&gt;
&lt;br /&gt;
e.      nstore a menthol in your inventory and make sure it’s there before you go in.&lt;br /&gt;
&lt;br /&gt;
f.      Make sure your macro works.&lt;br /&gt;
&lt;br /&gt;
g.       Practice it. Sounds silly but when you get surprised panic can set in quick and lots of people have typed q maethol where they should have safely ported out med instead processed, “You do not have that item.” Or “You must be confuse.” And then were tripped before their next command went through.&lt;br /&gt;
&lt;br /&gt;
16)     Have wimpy set to 255.  If you wimpy, it will require them to take action and risk messing it up. You could engage a mob and wimpy again. Some rooms don't tell players which way you fled when wimpying. So players have to check multiple rooms. You may get a mob ice instead of a player death. They may Footfall the stab. All of these chances add up and are in your favor. There is no downside to having wimpy on when trying to avoid a stake. The only downside to wimpy is if you are actively fighting another player and they want to try to get mobiles to get you to flee when you don't want to.&lt;br /&gt;
&lt;br /&gt;
17)     Set rescue so enemies can't rescue you. It puts you in a state of lag and could get you stabbed at the same time. This was put in after the Elander/Jabari/Agria vs Cymoril/Daedalus/Dredarius 3v3 where both sides used rescue to put the enemy in a vulnerable position.&lt;br /&gt;
&lt;br /&gt;
18)     Set form so enemies can't spam follow you to stop you from stacking commands.&lt;br /&gt;
&lt;br /&gt;
19)     You can't set donation, it's never happened, but in theory someone can spam &amp;quot;donation 1 trithalos 10000000000&amp;quot;. I imagine if someone got cpked because of this V would purge them.&lt;br /&gt;
&lt;br /&gt;
To recap. None of this has anything to do with fighting another player this is only stake avoidance and death protection. This is a lot of work but by following it, it makes you nearly invincible. Having a another player with you doubles your odds of seeing someone on where and makes it safer to walk around as stakers will have to worry about which person to spam and how to get a hands off.&lt;br /&gt;
&lt;br /&gt;
== Analysis of the 3bil death in Castiack ==&lt;br /&gt;
&lt;br /&gt;
Link to full log from my POV is here: [[Media:Trithalos-stripped-castiack.txt|Trithalos stripped in Castiack]]&lt;br /&gt;
&lt;br /&gt;
Background:&lt;br /&gt;
Basically, I watch the zone for a bit after restart and notice the beginnings of what appears a stake. Suspicious movement of the enemy troops around Castiack. This is shortly after a restart but not immediately after. I then leave the area as we had no one setup or ready with the intent of checking back. We do an assessment and agree we can't hit their full force so we decide to try to wait until their interest in Castiack diminishes and people leave their stake. This was during a time when more than 2 people could hide in the same room. So it is likely they could put 16 in 1 room but 30 minutes later only have 8.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
Carl ::: in 30min want to rush :::&lt;br /&gt;
Dredarius chats k marking clock'&lt;br /&gt;
Carl ::: think they  have that much patience :::&lt;br /&gt;
Dredarius chats 30 mins then we kill'&lt;br /&gt;
Carl ::: for a 120-18 man stake :::&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So we wait.&lt;br /&gt;
&lt;br /&gt;
Chojan than appears on where. Not a direct member of the enemy town and I personally didn't know the alts of his being Sichad, who was in enemy town. He didn't fly in, just appeared.&lt;br /&gt;
&lt;br /&gt;
Most of my team has stopped paying attention as it's been a while so I work with Tildabuilda to take action thinking Chojan will hit the 53 stake if it's there.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
Carl ::: lets see if he gets litup :::&lt;br /&gt;
Carl ::: tilda u in range? :::&lt;br /&gt;
Pete (814) uh yeah&lt;br /&gt;
Dredarius chats i'm here'&lt;br /&gt;
Carl ::: k gonna mal trans if they hit chojan :::&lt;br /&gt;
Carl ::: we'll sneak in ::&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After a while Chojan doesn't get hit, dropping my suspicion of a stake.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
Sean chats why didnt we rush castiack again'&lt;br /&gt;
Carl ::: cuz they had guestimated 12-18 :::&lt;br /&gt;
Sean chats oh'&lt;br /&gt;
Sean chats good enough reason'&lt;br /&gt;
Carl ::: didn't see much interest cept for 5 of us :::&lt;br /&gt;
Carl ::: hm or castiack isn't staked at all :::&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And I begin shadowing in going directly to the last mob in the zone, Queen Fiona, as he's been on where with more than enough time to get that far. Being careful I helm and con any hiddens on my path in.&lt;br /&gt;
&lt;br /&gt;
I then find Fiona unopened and make the false assumption:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
Carl ::: k no stake =p :::&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
as all the remaining areas they could have staked, to my knowledge, were seen by me. The only places left that I hadn't helmed, have mobs which can see hidden and invis, &amp;quot;stake busters&amp;quot;. Meaning they'd have to keep SR's up and lure mobs away. It didn't occur to me that Chojan would be the person keeping SR's up and mobs away. So I dropped my guard.&lt;br /&gt;
&lt;br /&gt;
I also wait at Fiona and didn't time it. It was over 10 minutes, a very suspiciously long time. In ignorant cockiness I shadow to Dannon, that's also not opened. I then shadow to harpy savenger. While I'm doing this, Tilda reports Nyeddan is around him. This would be unusual activity for him which should have perked my interest. &lt;br /&gt;
&lt;br /&gt;
So far two things should have caused me to just leave: Chojan, not running the zone in a timely fashion, being on where for 30+ minutes. The stake I was so convinced was there, suddenly not being there nor showing up anywhere else in the game. The players were still missing. Nyeddan appearing in a spot out of his norm, which also is a spot to rush Castiack from.&lt;br /&gt;
&lt;br /&gt;
At this point I'm checking the very first mob which takes 2 minutes to run yet in the 30+ minutes Chojan has been here, he should be beyond that by now. &lt;br /&gt;
&lt;br /&gt;
Let's review my current status:&lt;br /&gt;
# Purpose  - Fail. As soon as it was apparent Chocjan didn't hit their stake and was also not running the zone, I no longer had a purpose.&lt;br /&gt;
# Direction - Fail. I know all the directions in castiack like the back of my hand. But I did not review this with my team or keep them up to date on my location, so not all of us knew directions.&lt;br /&gt;
# Escape Plan - Fail. I thoroughly thought through the escape plan by giving  a poetry, an ec in, and tasked him w/ porting me I never thought of a an escape plan involving only myself.&lt;br /&gt;
# Sanctuary - Success. I am sanct'ed. But it turns out not to make a bit of difference except keeping me alive for maybe 2 more rounds.&lt;br /&gt;
# Choke Points - Success. I knew these well. This is ok.&lt;br /&gt;
# Hidden Mobile Keywords - Success. I knew these as fog/faerie which is correct.&lt;br /&gt;
# Mob aggros and detects - Success. I knew these as well &lt;br /&gt;
# Door keywords and behavior - Success. &lt;br /&gt;
&lt;br /&gt;
Rules: &lt;br /&gt;
# Sense P - I did this long before the log started. Part of the sensing the stake was there.&lt;br /&gt;
# Assuming someone is there and helming everywhere. Double Failure. I incorrectly assumed there wasn't a stake and I helmed everywhere EXCEPT the last room I entered.&lt;br /&gt;
# Scouting w/ precautions. Failure. I was not imaged. I also did not scout the first place first and got comfortable, assuming no stake due to the passed time and Chojan.&lt;br /&gt;
# Consider mobiles. Failure. Once I got to Fiona, I incorrectly assumed there wasn't a stake and only helmed, never conned from then on. &lt;br /&gt;
# Sense p total hidden mobs. Not applicable&lt;br /&gt;
# Use detect tricks to figure out if the hidden is invisible. Failure. Unsure if it would have mattered.&lt;br /&gt;
# Open door w/ least lag possible. Success.&lt;br /&gt;
# Searching Doors w/ form. Not applicable.&lt;br /&gt;
# Watch where. Success!&lt;br /&gt;
# Always be moving. Failure. After helming the unusually large group of hiddens I choose to stand still and chat, &amp;quot;uh&amp;quot; &lt;br /&gt;
# Sac Corpses. Not applicable.&lt;br /&gt;
# Helm while fighting. Not applicable.&lt;br /&gt;
# Move after icing. Not applicable.&lt;br /&gt;
# Minimize time in CPK. Failure. I stayed in for well beyond any reasonable timeframe. This allowed my enemy to setup even more forces to support the stake. With the 10 they had in the stake, they were able to see me shadowing around.&lt;br /&gt;
# Escape with menthol. Failure. I tried to, &amp;quot;c word&amp;quot;.&lt;br /&gt;
# Wimpy 255 on. Failure.&lt;br /&gt;
# Set Rescue/Set Form - Not applicable in this time period. &lt;br /&gt;
&lt;br /&gt;
The hit: &lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
[TAGGED!][S]&amp;lt;769hp 1451m 610mv 100br&amp;gt; s&lt;br /&gt;
w&lt;br /&gt;
hide&lt;br /&gt;
A Large Foyer Leading Into the Dining Hall&lt;br /&gt;
It is pitch black...&lt;br /&gt;
Obvious exits:&lt;br /&gt;
West   - Darkness...&lt;br /&gt;
    (0)  (0)&lt;br /&gt;
[TAGGED!][S]&amp;lt;769hp 1451m 608mv 100br&amp;gt; &lt;br /&gt;
Pete (814) nyeddan on where around us carl&lt;br /&gt;
&lt;br /&gt;
A Luxurious Dining Hall&lt;br /&gt;
It is pitch black...&lt;br /&gt;
You sense a hidden life form in the room.&lt;br /&gt;
You sense a hidden life form in the room.&lt;br /&gt;
Obvious exits:&lt;br /&gt;
East   - Darkness...&lt;br /&gt;
South  - A Timeworn Kitchenette&lt;br /&gt;
    (0)  (0)&lt;br /&gt;
[TAGGED!][S]&amp;lt;769hp 1451m 606mv 75br&amp;gt; chug jug&lt;br /&gt;
A suit of copper dragonhide mail's colors swirl and blend to match your surroundings.&lt;br /&gt;
    (0)  (0)&lt;br /&gt;
[TAGGED!][S]&amp;lt;769hp 1451m 606mv 75br&amp;gt; chug jug&lt;br /&gt;
chug jug&lt;br /&gt;
You chug the eggnog.&lt;br /&gt;
You feel a surge of invigoration run through your body.&lt;br /&gt;
You feel drunk.&lt;br /&gt;
    (0)  (0)&lt;br /&gt;
[TAGGED!][S]&amp;lt;769hp 1451m 610mv 75br&amp;gt; You chug the eggnog.&lt;br /&gt;
You feel a surge of invigoration run through your body.&lt;br /&gt;
You feel drunk.&lt;br /&gt;
    (0)  (0)&lt;br /&gt;
[TAGGED!][S]&amp;lt;769hp 1451m 610mv 88br&amp;gt; &lt;br /&gt;
You chug the eggnog.&lt;br /&gt;
You feel a surge of invigoration run through your body.&lt;br /&gt;
You feel drunk.&lt;br /&gt;
    (0)  (0)&lt;br /&gt;
[TAGGED!][S]&amp;lt;769hp 1451m 610mv 88br&amp;gt; uh s&lt;br /&gt;
You shudder as the death knight takes control of your body and glares south.&lt;br /&gt;
You inhale and concentrate.....&lt;br /&gt;
A Timeworn Kitchenette&lt;br /&gt;
You sense a hidden life form in the room.&lt;br /&gt;
You sense a hidden life form in the room.&lt;br /&gt;
You sense a hidden life form in the room.&lt;br /&gt;
You sense a hidden life form in the room.&lt;br /&gt;
You sense a hidden life form in the room.&lt;br /&gt;
Obvious exits:&lt;br /&gt;
North  - Darkness...&lt;br /&gt;
East   - A Well Stocked Pantry&lt;br /&gt;
    (0)  (0)&lt;br /&gt;
[TAGGED!][S]&amp;lt;769hp 1451m 610mv 88br&amp;gt; &lt;br /&gt;
Aimonsorcio trips you and you fall down!&lt;br /&gt;
Aimonsorcio slowly fades into existence.&lt;br /&gt;
Xyrolix joins the fight!&lt;br /&gt;
Xyrolix slowly fades into existence.&lt;br /&gt;
    (0)  (0)&lt;br /&gt;
[TAGGED!][S]&amp;lt;769hp 1451m 610mv 100br&amp;gt; &lt;br /&gt;
Carl ::: uh :::&lt;br /&gt;
&lt;br /&gt;
c wor&lt;br /&gt;
&lt;br /&gt;
Aimonsorcio is in excellent condition. (100%)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So. Even after I failed some of the purpose statements and could have avoided this. I still had a chance to live if I obeyed the rules:&lt;br /&gt;
&lt;br /&gt;
#       Helmed before I moved. I went s, w, without helming. This walked me into two hiddens. I helmed the next room and gave pause as it was an abnormally large amount, but I should have helmed the first. &lt;br /&gt;
#       When I entered, there were two hiddens, both spamming my name continuously, I successfully executed 5 commands. None of them being &amp;quot;consider&amp;quot; to verify if they are mobs. I could have easily considered, walked out, known there was a stake.&lt;br /&gt;
&lt;br /&gt;
There could have been a larger chance for my escape if I:&lt;br /&gt;
#       I was imaged. Since I wasn't his trip was directly on me instead of a chance at my images. Therefore instead of a 7% chance to hit through images, he had a 60% chance and won. (Had I used consider, he never would have had a chance to trip me or my non-existant images)&lt;br /&gt;
#       Set wimpy. Staying in same room makes it impossible for them to mess up killing me on flee. &lt;br /&gt;
#       I tried to c word instead of menthol. It's possible I could have wimpied and the menthol fire before they got me. Not likely with that many people, but possible. Had Aimon not been formed with Xyrolix, I would have been sitting and his trip wouldn't have fired, increasing my chance for escape.&lt;br /&gt;
#       Verified that my &amp;quot;porter&amp;quot; knew directions and where I was heading before hand instead of retroactively.&lt;br /&gt;
&lt;br /&gt;
Things that would have made it less painful:&lt;br /&gt;
#       Don't enter CPK with redudant items you don't fully own. 4 CI Pholes, 2 CI helms, etc.&lt;br /&gt;
&lt;br /&gt;
[[Category: CPK]]&lt;br /&gt;
[[Category: Original Content]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Underocean_Trading</id>
		<title>Underocean Trading</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Underocean_Trading"/>
				<updated>2014-11-13T16:27:39Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Overview'''&lt;br /&gt;
&lt;br /&gt;
There are currently 5 tradeposts open under the ocean.  You can fly almost directly above them and type FLY DROP.  Make sure you have an Aquoderm's lung (to breathe water) and a Kraken's swim bladder (hold it to move uu and dd 10 rooms at a time).  You can buy these in Med City: enter cleric, 4e, 2s, e.  When you fly drop, dd to the tradepost; it will appear to be on top of a pillar.&lt;br /&gt;
&lt;br /&gt;
The only freight type that can travel underwater is the giant snail, purchasable at the underocean posts for 2 million gold.  This guide will not attempt to cover the basics of moving around in the underocean; see the game help files for a pretty good explanation of that.&lt;br /&gt;
&lt;br /&gt;
To get back to your freight if you leave, you can FLY FREIGHT and FLY DROP.&lt;br /&gt;
&lt;br /&gt;
USEFUL MAPS:&lt;br /&gt;
&lt;br /&gt;
http://www.medievia.com/images/livemaps/underoceantopography.gif&lt;br /&gt;
&lt;br /&gt;
www.medievia.com/images/livemaps/ventsinfo.jpg&lt;br /&gt;
&lt;br /&gt;
Underwater, you can c sense weather to see your approximate location.  You should be heading towards a point on the continent where there is a road adjacent to the ocean; ideal locations are Med City, Trellor, and Derah.  When you leave the underocean with your snail, it will act like a wagon train on land, and you can move it to any land tradepost like usual.  The idea is that you take a snail from a UO post to a land post, sell your goods and buy new goods, and haul them back to the UO post.  The land --&amp;gt; UO trip is usually worth much more, but you can't buy a snail on land.&lt;br /&gt;
&lt;br /&gt;
On the topography map above, you can see a chain of broken underwater &amp;quot;highways&amp;quot; running circularly around the continent.  When you're on one of these raised highways with your freight, you can move VERY quickly, so you should spend as much time at &amp;quot;Highway Depth&amp;quot; as possible.&lt;br /&gt;
&lt;br /&gt;
The difficult part is getting from highway segment to highway segment.  This involves moving through 20-30 rooms on the ocean floor, which is full of dangerous bottom feeders which have low hp but will kill you very quickly.  There are two ways to do this successfully:&lt;br /&gt;
&lt;br /&gt;
1) Flee a lot and spam past them.  I recommend setting an alias to {flee;uu}; this will move you 10 rooms above your previous location, where you can heal up.  Note that you selfheal for about 400 hp near the bottom, lightning spells are super effective, and acid blast doesn't work (use tremor).  Killing bottom feeders is fine, but avoid killing the random fish/shark packs at all costs.  When you kill fish, the game sends stronger, more aggressive fish after you.  Do not kill fish.  Really.&lt;br /&gt;
&lt;br /&gt;
2) The ocean floor is divided into regions known as &amp;quot;vents&amp;quot; (see vent map above).  In each region, there's a small corridor leading straight down into the ocean floor.  The vent shaft is filled with very dangerous mobs, but it's possible to move to the bottom via math and dd spamming.  Heroes can &amp;quot;claim&amp;quot; a vent and &amp;quot;tame&amp;quot; the colored region on the map, removing the bottom feeders.  The ideal UO TR will stay on the highways as much as possible and only travel through tamed ocean otherwise.  This feature is not in yet, so you're actually stuck with option 1 until something changes.&lt;br /&gt;
&lt;br /&gt;
There are 4 types of UO mobfaction coming, but they're not in yet.&lt;br /&gt;
&lt;br /&gt;
I did my first UO TR in about 2.5 hours, and made 13 mil.  It can probably be optimized because I had no idea what I was doing, but most of that time was spent fleeing and healing.  Until UO taming is in, this isn't really a viable way to make money.  The longer runs are actually worth quite a bit (upwards of 60 mil), but they require moving your snail across the continent at wagon train speed, which you don't want to do solo.  It's probably extremely profitable if you can get a full form who knows how to do the UO segments.&lt;br /&gt;
&lt;br /&gt;
Worth noting is that your formation doesn't automatically follow you underwater.  Both the form leader and the follower need to mount seahorses (they spawn randomly and swim up to you).  The leader moves, and everyone else spams nn.  When you type nn, the game moves you in the direction of your formation leader.  Once there's a clear path (highways + tamed underocean), the leader can quickly spam through the underocean segment with everyone else spamming nn.  As long as nobody gets confused or AFKs or kills fish, this means you can get out of the ocean and onto land extremely quickly.  Please leave the fish alone.  They'll quite possibly kill you before you leave the tradepost if you linger for too long and the form starts killing them.  If this happens, you need to leave the area for 20-30 minutes until the DM &amp;quot;forgets&amp;quot; your terrible mistake.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Basic Valuing Aliases'''&lt;br /&gt;
&lt;br /&gt;
/alias {valvryce} {value straedust snail;value fraedust snail;value serpentblood snail;value sharkblood snail;value krakenblood snail}{}&lt;br /&gt;
&lt;br /&gt;
/alias {valmal} {value sharkteeth snail;value sulfur snail;value stingraytails snail;value seasnakevenom snail}{}&lt;br /&gt;
&lt;br /&gt;
/alias {valsol} {value sirensong snail;value mermaidhair snail;value aquamarines snail;value starfish snail}{}&lt;br /&gt;
&lt;br /&gt;
/alias {valjakob} {value seadragoneggs snail;value serpenteggs snail;value krakeneggs snail;value aquodermeggs snail}{}&lt;br /&gt;
&lt;br /&gt;
/alias {valleaf} {value coral snail;value basalt snail;value ventrock snail;value magicrocks snail}{}&lt;br /&gt;
&lt;br /&gt;
/alias {valuo} {valjakob;valvryce;valmal;valsol;valleaf}{}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tradeposts, Tradegoods, Coordinates and Fly Directions'''&lt;br /&gt;
&lt;br /&gt;
Jakob's Mountain Monument Trading   X 0950 Y 0050 Depth 209 fly n 95 w 5  &lt;br /&gt;
&lt;br /&gt;
(by pship) valjakob&lt;br /&gt;
&lt;br /&gt;
seadragoneggs&lt;br /&gt;
&lt;br /&gt;
serpenteggs&lt;br /&gt;
&lt;br /&gt;
krakeneggs&lt;br /&gt;
&lt;br /&gt;
aquodermeggs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vryce's Necromancer Trading Shop    X 0100 Y 0150 Depth 189 fly n 85 w 90 &lt;br /&gt;
&lt;br /&gt;
(northwest) valvryce&lt;br /&gt;
&lt;br /&gt;
straedust&lt;br /&gt;
&lt;br /&gt;
fraedust&lt;br /&gt;
&lt;br /&gt;
serpentblood&lt;br /&gt;
&lt;br /&gt;
sharkblood&lt;br /&gt;
&lt;br /&gt;
krakenblood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Malevolent Trading                  X 0111 Y 1700 Depth 208 fly s 70 w 89&lt;br /&gt;
&lt;br /&gt;
(southwest) valmal&lt;br /&gt;
&lt;br /&gt;
sharkteeth&lt;br /&gt;
&lt;br /&gt;
sulfur&lt;br /&gt;
&lt;br /&gt;
stingraytails&lt;br /&gt;
&lt;br /&gt;
seasnakevenom&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Soleil's Sunny Shop of Trade    X 1900 Y 1900 Depth 209 fly s 90 e 90&lt;br /&gt;
&lt;br /&gt;
(southeast) valsol&lt;br /&gt;
&lt;br /&gt;
sirensong&lt;br /&gt;
&lt;br /&gt;
mermaidhair&lt;br /&gt;
&lt;br /&gt;
aquamarines&lt;br /&gt;
&lt;br /&gt;
starfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Giant Leaf Trading Market           X 1900 Y 0100 Depth 209 fly n 90 e 90&lt;br /&gt;
&lt;br /&gt;
(by trellor) valleaf&lt;br /&gt;
&lt;br /&gt;
coral&lt;br /&gt;
&lt;br /&gt;
basalt&lt;br /&gt;
&lt;br /&gt;
ventrock&lt;br /&gt;
&lt;br /&gt;
magicrocks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;br /&gt;
[[Category: Original Content]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/MediaWiki:Sidebar</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/MediaWiki:Sidebar"/>
				<updated>2014-11-13T16:27:17Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
**Category:Zone_Walkthroughs|Zone Walkthroughs&lt;br /&gt;
**Category:Autoquest_Walkthroughs|Autoquest Walkthroughs&lt;br /&gt;
**Catacomb_Riddles|Catacomb Riddles&lt;br /&gt;
**Logs|Logs&lt;br /&gt;
**Category:CPK|CPK Resources&lt;br /&gt;
**Category:Miscellaneous_Resources|Misc Resources&lt;br /&gt;
**Category:Medievia_Maps|Medievia Maps&lt;br /&gt;
**Category:Original_Content|Original Content&lt;br /&gt;
**Scripts|Scripts&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/The_Palace_Celestia</id>
		<title>The Palace Celestia</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/The_Palace_Celestia"/>
				<updated>2014-11-13T06:27:51Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: Created page with &amp;quot;{{Infobox Zone | Designer             = Miatrylle | Rooms                = 130 | Re-Pop Time           = 45 minutes | PK Type              = LPK NPK }}  = Explore Walkthrough...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Zone&lt;br /&gt;
| Designer             = Miatrylle&lt;br /&gt;
| Rooms                = 130&lt;br /&gt;
| Re-Pop Time           = 45 minutes&lt;br /&gt;
| PK Type              = LPK NPK&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Explore Walkthrough =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
From entrance follow path north into palace until up&lt;br /&gt;
2u 2n, kill kat, g key corp, 2s, 2d, 7s, 2w, n (hidden), unlock chest g all chest&lt;br /&gt;
return to first up near entrance to palace&lt;br /&gt;
2u 2n w (hidden) unlock cabinet g all cabinet&lt;br /&gt;
e 2s u s kill ronen g key corp s w (hidden) unlock chest g all chest&lt;br /&gt;
e 2n u e u   [altar]&lt;br /&gt;
d w n e (hidden)  [chapter]&lt;br /&gt;
return to first up near entrance to palace&lt;br /&gt;
2s 2e  [throne]&lt;br /&gt;
2w 2n all w all s all n look around [bath]&lt;br /&gt;
From zone entrance: 2e, d, wander this area and kill 5 demonesses&lt;br /&gt;
From down: n, all e, s, 2e, n, e (hidden), kill dark dragon&lt;br /&gt;
&lt;br /&gt;
AT NIGHT:&lt;br /&gt;
wander palace and kill 4 apparitions'&lt;br /&gt;
&lt;br /&gt;
By Xaaxacus&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Zone Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Underocean_Trading</id>
		<title>Underocean Trading</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Underocean_Trading"/>
				<updated>2014-11-12T09:09:00Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Overview'''&lt;br /&gt;
&lt;br /&gt;
There are currently 5 tradeposts open under the ocean.  You can fly almost directly above them and type FLY DROP.  Make sure you have an Aquoderm's lung (to breathe water) and a Kraken's swim bladder (hold it to move uu and dd 10 rooms at a time).  You can buy these in Med City: enter cleric, 4e, 2s, e.  When you fly drop, dd to the tradepost; it will appear to be on top of a pillar.&lt;br /&gt;
&lt;br /&gt;
The only freight type that can travel underwater is the giant snail, purchasable at the underocean posts for 2 million gold.  This guide will not attempt to cover the basics of moving around in the underocean; see the game help files for a pretty good explanation of that.&lt;br /&gt;
&lt;br /&gt;
To get back to your freight if you leave, you can FLY FREIGHT and FLY DROP.&lt;br /&gt;
&lt;br /&gt;
USEFUL MAPS:&lt;br /&gt;
&lt;br /&gt;
http://www.medievia.com/images/livemaps/underoceantopography.gif&lt;br /&gt;
&lt;br /&gt;
www.medievia.com/images/livemaps/ventsinfo.jpg&lt;br /&gt;
&lt;br /&gt;
Underwater, you can c sense weather to see your approximate location.  You should be heading towards a point on the continent where there is a road adjacent to the ocean; ideal locations are Med City, Trellor, and Derah.  When you leave the underocean with your snail, it will act like a wagon train on land, and you can move it to any land tradepost like usual.  The idea is that you take a snail from a UO post to a land post, sell your goods and buy new goods, and haul them back to the UO post.  The land --&amp;gt; UO trip is usually worth much more, but you can't buy a snail on land.&lt;br /&gt;
&lt;br /&gt;
On the topography map above, you can see a chain of broken underwater &amp;quot;highways&amp;quot; running circularly around the continent.  When you're on one of these raised highways with your freight, you can move VERY quickly, so you should spend as much time at &amp;quot;Highway Depth&amp;quot; as possible.&lt;br /&gt;
&lt;br /&gt;
The difficult part is getting from highway segment to highway segment.  This involves moving through 20-30 rooms on the ocean floor, which is full of dangerous bottom feeders which have low hp but will kill you very quickly.  There are two ways to do this successfully:&lt;br /&gt;
&lt;br /&gt;
1) Flee a lot and spam past them.  I recommend setting an alias to {flee;uu}; this will move you 10 rooms above your previous location, where you can heal up.  Note that you selfheal for about 400 hp near the bottom, lightning spells are super effective, and acid blast doesn't work (use tremor).  Killing bottom feeders is fine, but avoid killing the random fish/shark packs at all costs.  When you kill fish, the game sends stronger, more aggressive fish after you.  Do not kill fish.  Really.&lt;br /&gt;
&lt;br /&gt;
2) The ocean floor is divided into regions known as &amp;quot;vents&amp;quot; (see vent map above).  In each region, there's a small corridor leading straight down into the ocean floor.  The vent shaft is filled with very dangerous mobs, but it's possible to move to the bottom via math and dd spamming.  Heroes can &amp;quot;claim&amp;quot; a vent and &amp;quot;tame&amp;quot; the colored region on the map, removing the bottom feeders.  The ideal UO TR will stay on the highways as much as possible and only travel through tamed ocean otherwise.  This feature is not in yet, so you're actually stuck with option 1 until something changes.&lt;br /&gt;
&lt;br /&gt;
There are 4 types of UO mobfaction coming, but they're not in yet.&lt;br /&gt;
&lt;br /&gt;
I did my first UO TR in about 2.5 hours, and made 13 mil.  It can probably be optimized because I had no idea what I was doing, but most of that time was spent fleeing and healing.  Until UO taming is in, this isn't really a viable way to make money.  The longer runs are actually worth quite a bit (upwards of 60 mil), but they require moving your snail across the continent at wagon train speed, which you don't want to do solo.  It's probably extremely profitable if you can get a full form who knows how to do the UO segments.&lt;br /&gt;
&lt;br /&gt;
Worth noting is that your formation doesn't automatically follow you underwater.  Both the form leader and the follower need to mount seahorses (they spawn randomly and swim up to you).  The leader moves, and everyone else spams nn.  When you type nn, the game moves you in the direction of your formation leader.  Once there's a clear path (highways + tamed underocean), the leader can quickly spam through the underocean segment with everyone else spamming nn.  As long as nobody gets confused or AFKs or kills fish, this means you can get out of the ocean and onto land extremely quickly.  Please leave the fish alone.  They'll quite possibly kill you before you leave the tradepost if you linger for too long and the form starts killing them.  If this happens, you need to leave the area for 20-30 minutes until the DM &amp;quot;forgets&amp;quot; your terrible mistake.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Basic Valuing Aliases'''&lt;br /&gt;
&lt;br /&gt;
/alias {valvryce} {value straedust snail;value fraedust snail;value serpentblood snail;value sharkblood snail;value krakenblood snail}{}&lt;br /&gt;
&lt;br /&gt;
/alias {valmal} {value sharkteeth snail;value sulfur snail;value stingraytails snail;value seasnakevenom snail}{}&lt;br /&gt;
&lt;br /&gt;
/alias {valsol} {value sirensong snail;value mermaidhair snail;value aquamarines snail;value starfish snail}{}&lt;br /&gt;
&lt;br /&gt;
/alias {valjakob} {value seadragoneggs snail;value serpenteggs snail;value krakeneggs snail;value aquodermeggs snail}{}&lt;br /&gt;
&lt;br /&gt;
/alias {valleaf} {value coral snail;value basalt snail;value ventrock snail;value magicrocks snail}{}&lt;br /&gt;
&lt;br /&gt;
/alias {valuo} {valjakob;valvryce;valmal;valsol;valleaf}{}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tradeposts, Tradegoods, Coordinates and Fly Directions'''&lt;br /&gt;
&lt;br /&gt;
Jakob's Mountain Monument Trading   X 0950 Y 0050 Depth 209 fly n 95 w 5  &lt;br /&gt;
&lt;br /&gt;
(by pship) valjakob&lt;br /&gt;
&lt;br /&gt;
seadragoneggs&lt;br /&gt;
&lt;br /&gt;
serpenteggs&lt;br /&gt;
&lt;br /&gt;
krakeneggs&lt;br /&gt;
&lt;br /&gt;
aquodermeggs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vryce's Necromancer Trading Shop    X 0100 Y 0150 Depth 189 fly n 85 w 90 &lt;br /&gt;
&lt;br /&gt;
(northwest) valvryce&lt;br /&gt;
&lt;br /&gt;
straedust&lt;br /&gt;
&lt;br /&gt;
fraedust&lt;br /&gt;
&lt;br /&gt;
serpentblood&lt;br /&gt;
&lt;br /&gt;
sharkblood&lt;br /&gt;
&lt;br /&gt;
krakenblood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Malevolent Trading                  X 0111 Y 1700 Depth 208 fly s 70 w 89&lt;br /&gt;
&lt;br /&gt;
(southwest) valmal&lt;br /&gt;
&lt;br /&gt;
sharkteeth&lt;br /&gt;
&lt;br /&gt;
sulfur&lt;br /&gt;
&lt;br /&gt;
stingraytails&lt;br /&gt;
&lt;br /&gt;
seasnakevenom&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Soleil's Sunny Shop of Trade    X 1900 Y 1900 Depth 209 fly s 90 e 90&lt;br /&gt;
&lt;br /&gt;
(southeast) valsol&lt;br /&gt;
&lt;br /&gt;
sirensong&lt;br /&gt;
&lt;br /&gt;
mermaidhair&lt;br /&gt;
&lt;br /&gt;
aquamarines&lt;br /&gt;
&lt;br /&gt;
starfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Giant Leaf Trading Market           X 1900 Y 0100 Depth 209 fly n 90 e 90&lt;br /&gt;
&lt;br /&gt;
(by trellor) valleaf&lt;br /&gt;
&lt;br /&gt;
coral&lt;br /&gt;
&lt;br /&gt;
basalt&lt;br /&gt;
&lt;br /&gt;
ventrock&lt;br /&gt;
&lt;br /&gt;
magicrocks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Where_to_Find_Dragon_Scales</id>
		<title>Where to Find Dragon Scales</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Where_to_Find_Dragon_Scales"/>
				<updated>2014-11-05T19:03:43Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: /* Gem Scales &amp;amp; Marbles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are two ways to get dragon scales. &lt;br /&gt;
&lt;br /&gt;
#Loot them off a dragon, or &lt;br /&gt;
#Loot a marble and buy them from the Scales 'R Us store in Trellor&lt;br /&gt;
&lt;br /&gt;
==Element Scales &amp;amp; Marbles==&lt;br /&gt;
  &lt;br /&gt;
Jeweled Scales - Sagarmatha, Df2&amp;lt;br /&amp;gt;  &lt;br /&gt;
Glass Marble - Psion Cauldron, Df1  &amp;lt;br /&amp;gt; &lt;br /&gt;
Mist Scales - Mist Dragon, DWS   &amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal (Mist) Marble - Thanos Den   &amp;lt;br /&amp;gt;&lt;br /&gt;
Sea Scales - Mello   &amp;lt;br /&amp;gt;&lt;br /&gt;
Coral (Sea) Marble - Sonoria Reef   &amp;lt;br /&amp;gt;&lt;br /&gt;
Sulfur Scales - Sulfur Dragon, Fandi Isle &amp;lt;br /&amp;gt;  &lt;br /&gt;
Sulfur Marble - Plat Dragon, Coli   &amp;lt;br /&amp;gt;&lt;br /&gt;
Crystal Scales - Dragon, Alps &amp;amp; Dragon, D'lujik &amp;lt;br /&amp;gt;  &lt;br /&gt;
Crystal Marble - Aphissani, Lagoon Of Menace   &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Chromatic Scales &amp;amp; Marbles==&lt;br /&gt;
  &lt;br /&gt;
Blue Scales - Azure, Bloodstone   &amp;lt;br /&amp;gt;&lt;br /&gt;
Azure (Blue) Marble - Priest Chest, Bloodstone. Blue Wyrm, Pallens  &amp;lt;br /&amp;gt; &lt;br /&gt;
White Scales - Dragon, Alps   &amp;lt;br /&amp;gt;&lt;br /&gt;
Calcite (White) Marble - Liamnar, Vatos  &amp;lt;br /&amp;gt; &lt;br /&gt;
Red Scales - Dragon, Undead Forest - Southwest Corner Of Zone Kill Mage For (Wire Key) In Town Kill Lunatic For (Flute Key), Cross Barrier And Trap Down&lt;br /&gt;
Garnet (Red) Marble - Malkin, Tharhalas (Possible Lich In Estate And Lich In Fgs)  &amp;lt;br /&amp;gt;&lt;br /&gt;
Green Scales - Dragon, Mystical. Dragon, Eldricks   &amp;lt;br /&amp;gt;&lt;br /&gt;
Jade (Green) Marble - Jade Warrior, Bloodstone  &amp;lt;br /&amp;gt; &lt;br /&gt;
Black Scales - Dragon Asnor. Trineliske Reef   &amp;lt;br /&amp;gt;&lt;br /&gt;
Obsidian (Black) Marble - Dark Dragon, Celestia&lt;br /&gt;
  &lt;br /&gt;
 &lt;br /&gt;
==Gem Scales &amp;amp; Marbles==&lt;br /&gt;
   &lt;br /&gt;
Amethyst Scales - Dragon, Fgs  &amp;lt;br /&amp;gt;&lt;br /&gt;
Amethyst Marble - Death Wyvern, Bloodstone   &amp;lt;br /&amp;gt;&lt;br /&gt;
Sapphire Scales - Dragon, Castiack NE Quadrant In Ice Garden (No Doors Lock Anymore Except Ice Rose Queen)&amp;lt;br /&amp;gt;   &lt;br /&gt;
Sapphire Marble - Nameless Beast, Sevoseth  &amp;lt;br /&amp;gt;&lt;br /&gt;
Emerald Scales - Dragon, Reclasta (Wear Bandana) 10n 3e 3n 2w N (Y For Cpk) W N W (Now Out Of Cpk) Look Dragon  &amp;lt;br /&amp;gt;&lt;br /&gt;
Emerald Marble - Gorlok, Verigaard Requires Key From Tanova  &amp;lt;br /&amp;gt;&lt;br /&gt;
Topaz Scales - Dragon, Thunderhoume - N 3d N 3d Search D E N 3E 2D 5N W N 3W N 3D Open Gate D 2N D 2N E 2N 2D 3E Search N 2D Look Dragon &amp;lt;br /&amp;gt;&lt;br /&gt;
Topaz Marble - Chest, Ohala &amp;lt;br /&amp;gt;&lt;br /&gt;
Pearl Scales - Dragon, Warrens D 6N D 6W 6S D D (Y For Cpk) 2S 3W S D Look Dragon &amp;lt;br /&amp;gt;&lt;br /&gt;
Pearl Marble - Lockbox, E'urdin&lt;br /&gt;
&lt;br /&gt;
==Metallic Scales &amp;amp; Marbles==&lt;br /&gt;
  &lt;br /&gt;
Gold Scales - Dragon, Ely D1  &amp;lt;br /&amp;gt;&lt;br /&gt;
Gold Marble - Mistress Vond, Vond  &amp;lt;br /&amp;gt;&lt;br /&gt;
Brass Scales - Dragon, Rhaia Instead Of Going Up Yes To Hado Cpk Go East Yes To Dragon Apparently Can Load From 0-2 Scales. Charm Footsmen In CPK, Ice Alenus Bring Footsmen Up Mountain To Hit Dragon  &amp;lt;br /&amp;gt;&lt;br /&gt;
Brass Marble - Draelin, Egriel (Nighttime Only)  &amp;lt;br /&amp;gt;&lt;br /&gt;
Bronze Scales - Dragon, Lyr - from LPK room past cpk (Outside Rogue hideout) - d y s 2w e s, fol path  &amp;lt;br /&amp;gt;&lt;br /&gt;
Bronze Marble - Harpy Queen, Harpies Den  &amp;lt;br /&amp;gt;&lt;br /&gt;
Copper Scales - Dragon, Brookhaven - C W, All N, All W, Ice Janitor Southish For Key (Bar), C W, Unl/Open Grate, D, W, 4n, Up, S, W, N, W, U, N, D, N, E, E, U, N D, W Up Search, 2w is Copper Scales, Copper Dragon In Npk&amp;lt;br /&amp;gt;&lt;br /&gt;
Copper Marble - Mizdon, Yrg  &amp;lt;br /&amp;gt;&lt;br /&gt;
Silver Scales - Apsu, Tomb D1  &amp;lt;br /&amp;gt;&lt;br /&gt;
Silver Marble - Queen Bee, Hives&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Elnissa_Shop_Equipment</id>
		<title>Elnissa Shop Equipment</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Elnissa_Shop_Equipment"/>
				<updated>2014-11-04T18:43:02Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: Created page with &amp;quot;{{Incomplete}}  The &amp;quot;Elnissa Shop&amp;quot; is in the wilderness outside Elnissa. Unlike most shops, you have to go through a maze with aggro mobs to get to this shop.   == How to get...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Incomplete}}&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Elnissa Shop&amp;quot; is in the wilderness outside Elnissa. Unlike most shops, you have to go through a maze with aggro mobs to get to this shop. &lt;br /&gt;
&lt;br /&gt;
== How to get to Elnissa Shop ==&lt;br /&gt;
&lt;br /&gt;
    /alias {elnissashopflydirs} {/showme {fly elnissa, fly e 2 n 1, walk about 2s all e into zone}}&lt;br /&gt;
&lt;br /&gt;
== Shop Maze ==&lt;br /&gt;
&lt;br /&gt;
There's a maze inside the shop zone. If you hit mobs, go back to the starting point. These directions work, starting from all east:&lt;br /&gt;
&lt;br /&gt;
    /alias {elnissashopmaze} {/4 s;stat;stat;/2 w;e;n;stat;stat;e;s;stat;say plugh;stat;e} {spirZone}&lt;br /&gt;
&lt;br /&gt;
== Shop Eq ==&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Price] Item&lt;br /&gt;
[125000000] A tuft of flaming phoenix feathers.&lt;br /&gt;
[200000000] A scepter of bloodlust.&lt;br /&gt;
[10000000] A rod of drowning.&lt;br /&gt;
[250000000] An eternal Phoebic flame.&lt;br /&gt;
[170000000] A slate wristguard.&lt;br /&gt;
[30000000] A pendulum of duplicity.&lt;br /&gt;
[150000000] An adamantium breastplate.&lt;br /&gt;
[250000000] The gloves of the golem maker.&lt;br /&gt;
[75000000] A quickling skin leotard.&lt;br /&gt;
[65000000] A crystal of beacon fire.&lt;br /&gt;
&lt;br /&gt;
Thrungaar telepaths you, 'Calls forth a horde of bloodthirsty, damned creatures, it does. Steeped the rivers of Bloodstone, I'm told, it's good until the blood dries in -- oh -- another six months. If&lt;br /&gt;
 you buy it, you dare not use it down here if you know what's good for you.'.&lt;br /&gt;
Thrungaar telepaths you, 'a scepter of bloodlust - Lev(26) Loc(hold)  noegg fragile no-quest hps(20) '.&lt;br /&gt;
&lt;br /&gt;
Thrungaar telepaths you, 'It's a nifty little stave, mind you, but I myself like to keep things simple. When I want to drown a customer, I hold his head in the lake over there until he stops strugglin&lt;br /&gt;
g and floats away. Simple. Say, you wouldn't be complaining about my prices, would you?'.&lt;br /&gt;
Thrungaar telepaths you, 'a rod of drowning - Lev(21) Loc(hold) 10xSuffocate -   noegg fragile '.&lt;br /&gt;
&lt;br /&gt;
Thrungaar telepaths you, 'Being a native of the darkness, so to speak, I can vouch that this little gem can show you things that no other light can. The vestal beauty who sold it to me promised that i&lt;br /&gt;
t would burn for a year without need of replenishing.'.&lt;br /&gt;
Thrungaar telepaths you, 'an eternal Phoebic flame - Lev(25) Loc(light)  noegg fragile hps(20) hr(2) infspl(1) firevuln(-4) '.&lt;br /&gt;
&lt;br /&gt;
Thrungaar telepaths you, 'Apparently them archers find some use for these, although being down here and all, I wouldn't know. Requires annual replacement, but you can always come back -- that is, if a&lt;br /&gt;
nother avalanche doesn't come along and bury us again.'.&lt;br /&gt;
Thrungaar telepaths you, 'a slate wristguard - Lev(25) Loc(wrist) AC-ap(2)  noegg fragile mana(30) hr(3) SKL/SPL: archery (proficiency success +10%) '.&lt;br /&gt;
&lt;br /&gt;
Thrungaar telepaths you, 'A lost adventurer parted with this trinket, saying, &amp;quot;People all have two souls, two beings within them. The curse is in the realization.&amp;quot; Funny saying, that. Oh well -- he's &lt;br /&gt;
decaying in one of those twisty passages now, no doubt. I don't give this trinket much more than six months longer than him, for that matter.'.&lt;br /&gt;
Thrungaar telepaths you, 'a pendulum of duplicity - Lev(26) Loc(hold)  noegg fragile mana(30) SKL/SPL: Curse (susceptibility -15%) '.&lt;br /&gt;
&lt;br /&gt;
Thrungaar telepaths you, 'The enchantments on it might fade after a year or so, but for the time being, it'll serve you well in combat.'.&lt;br /&gt;
Thrungaar telepaths you, 'an adamantium breastplate - Lev(27) Loc(body) AC-ap(9) AM AT AC noegg fragile hps(40) ss(-1) srod(-2) SKL/SPL: rage (efficiency +20%) rage (proficiency +7%) '.&lt;br /&gt;
&lt;br /&gt;
Thrungaar telepaths you, 'Put 'em on and they'll conjure up a mighty fine set of stone armor, I might add. They'll stand up to unlimited use for a whole year.'.&lt;br /&gt;
Thrungaar telepaths you, 'the gloves of the golem maker - Lev(26) Loc(hands) AC-ap(8)  noegg fragile hps(25) dex(-3) SKL/SPL: Conjure Elemental (manacost -33%) '.&lt;br /&gt;
&lt;br /&gt;
Thrungaar telepaths you, 'Dwarves aren't known for their tailoring skill, but those quickling skins ought to hold together for a good year, I'd say.'.&lt;br /&gt;
Thrungaar telepaths you, 'a quickling skin leotard - Lev(24) Loc(body) AC-ap(3)  noegg fragile hps(30) SKL/SPL: Muffle (susceptibility -15%) dodge (success +10%) Malediction (susceptibility -10%) '.&lt;br /&gt;
&lt;br /&gt;
Thrungaar telepaths you, 'Dwarven stonemasonry can unleash the true power of the earth crystal, expanding its range and capacity. Alas, if only we could make them shatterproof.'.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;br /&gt;
[[Category: Equipment]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/New_Genesia_Component_Equipment</id>
		<title>New Genesia Component Equipment</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/New_Genesia_Component_Equipment"/>
				<updated>2014-11-04T18:38:42Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Incomplete}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map of where shops are in New Gen ==&lt;br /&gt;
&lt;br /&gt;
Shops marked 1, 2, 3, 4. Town square east of c w:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
+-------------------------+&lt;br /&gt;
|        .#########1|     |&lt;br /&gt;
|        .#######.--+     |&lt;br /&gt;
|#+...+++.#######.--+     |&lt;br /&gt;
|f#################2|     |&lt;br /&gt;
|#+...+++.#######.--+     |&lt;br /&gt;
|#.      .#######.        |&lt;br /&gt;
|#.      .########        |&lt;br /&gt;
|#.      .#..#..#.        |&lt;br /&gt;
|#+      |#|+#+|#|        |&lt;br /&gt;
|#+      |3||#+|4|        |&lt;br /&gt;
|#+      +-++#++-+        |&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shop 1 ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Price] Item&lt;br /&gt;
[10000000] The billowing robes of the dragon priest.&lt;br /&gt;
[25000000] The cloak of the twilight assassin.&lt;br /&gt;
[5000000] A pair of dragonscale gloves, covered in frost.&lt;br /&gt;
[5000000] The handwraps of the thunderstorm's fury.&lt;br /&gt;
[25000000] The dragonscale belt of haste.&lt;br /&gt;
[15000000] The chainmail vest of echoing fury.&lt;br /&gt;
[50000000] A billowing cloak of red and gold scales.&lt;br /&gt;
[30000000] A razor-sharp set of red dragonscale bracers.&lt;br /&gt;
[40000000] The dragonscale breastplate of Remital.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq robes&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'I can make this robe using one copper dragonscale, one green dragonscale, and one emerald dragonscale.'.&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'the billowing robes of the dragon priest - Lev(30) Loc(about) AM AT AW AC-ap(6)    infcle(2) hps(30) SKL/SPL: Firestorm (proficiency +13%) Firestorm (manacost &lt;br /&gt;
-13%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq cloak&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'I need one brass dragonscale, one bronze dragonscale, and one black dragonscale to fashion this cloak.'.&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'the cloak of the twilight assassin - Lev(30) Loc(about) AG AE AW AM AC   hr(2) dr(2) infmel(1) mana(-50) SKL/SPL: hide (success +15%) ambush (success +10%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq frost&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'These icy gloves can be made from one white dragonscale and two sapphire dragonscales.'.&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'a pair of dragonscale gloves, covered in frost - Lev(30) Loc(hands) AN AW AT AC   mana(35) firevuln(3) SKL/SPL: Frost Shards (proficiency +19%) Frost Shards (s&lt;br /&gt;
uccess +25%) Frost Shards (manacost +30%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq handw&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'To harness the power of the storm, I need two topaz dragonscales, one copper dragonscale, and one pearl dragonscale.'.&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'the handwraps of the thunderstorm's fury - Lev(30) Loc(hands) AG AE AW AT AC   mana(35) litvuln(-3) SKL/SPL: Bolt of Lightning (proficiency +27%) Bolt of Light&lt;br /&gt;
ning (efficiency -13%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq haste&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'I need one amethyst dragonscale and two topaz dragonscales to fashion this belt.'.&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'the dragonscale belt of haste - Lev(28) Loc(waist) AM AC AC-ap(3)    hr(5) hr(0) infmel(2) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq fury&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'I can create this chainmail from one amethyst dragonscale and two sulfur dragonscales.'.&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'the chainmail vest of echoing fury - Lev(29) Loc(body) AM AC AT AC-ap(8)    hr(3) hr(3) holyvuln(-5) SKL/SPL: Malediction (susceptibility -9%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq defense&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'I'll need one set of gold dragonscales, two sets of red dragonscales, a tiny black scale, and three crystalline spider threads to fashion this cloak.'.&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'a billowing cloak of red and gold scales - Lev(30) Loc(about) AC-ap(10)   fragile sharpvuln(-4) bluntvuln(-4) holyvuln(-4) SKL/SPL: Shockwave (susceptibility -&lt;br /&gt;
4%) Dispel Magic (susceptibility -4%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq bracers&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'I'll need two sets of red dragonscales, two sets of pearl dragonscales, an Essence of Fire, and one tiny black scale to forge this.'.&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'a razor-sharp set of red dragonscale bracers - Lev(29) Loc(arms) AM AC AC-ap(6) AG AE   hr(5) dr(3) hps(-13) infmel(1) SKL/SPL: disarm (susceptibility -4%) Fro&lt;br /&gt;
st Shards (susceptibility +8%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq remital&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'I'll need two sets of red dragonscales, two sets of silver dragonscales, a sphere of dragon's blood, and a lump of acidic gel to forge this plate.'.&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'the dragonscale breastplate of Remital - Lev(29) Loc(body) AM AC AT AC-ap(12) AE AN   dr(2) infmel(1) firevuln(-4) SKL/SPL: Shockwave (susceptibility -5%) defe&lt;br /&gt;
nd (proficiency -10%) '.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shop 2 ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Price] Item&lt;br /&gt;
[10000000] A glowing, ethereal band.&lt;br /&gt;
[7000000] A tiny emerald band.&lt;br /&gt;
[15000000] A pretty hair ribbon, encrusted with gems.&lt;br /&gt;
[20000000] A silken dress, dripping with sapphires.&lt;br /&gt;
[8000000] A sulfur-streaked wristband.&lt;br /&gt;
[5000000] The globe of elemental focus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq band&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'Bring me two mist dragonscales and I can create that.'.&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'a glowing, ethereal band - Lev(29) Loc(fing) AG AN AW AT AC   mana(27) mana(27) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq 2.band&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'This is delicate work, and I will need two emerald and two crystal dragonscales.'.&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'a tiny emerald band - Lev(27) Loc(fing) AE AN AW AM AT   mana(27) mana(27) SKL/SPL: X-Heal (proficiency +5%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq ribbon&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'You'll look great with this after I forge it out of one sapphire dragonscale, one emerald dragonscale, and one topaz dragonscale.'.&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'a pretty hair ribbon, encrusted with gems - Lev(30) Loc(head) AE AN AW AM AC   dr(3) hr(3) SKL/SPL: Dispel Magic (susceptibility -8%) Malediction (susceptibi&lt;br /&gt;
lity -4%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq dress&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'I have all the materials for this except two sets of sapphire dragonscales.'.&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'a silken dress, dripping with sapphires - Lev(30) Loc(body) AC AT AW AC-ap(4) AE AN   mana(30) mana(30) hps(-5) SKL/SPL: Malediction (efficiency +3%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq wristband&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'I can make this out of one red dragonscale and two sulfur dragonscales.'.&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'a sulfur-streaked wristband - Lev(27) Loc(wrist) AM AT AW AC-ap(3) AG AE   hps(25) mana(0) firevuln(-3) SKL/SPL: Flamestrike (proficiency +13%) Flamestrike (&lt;br /&gt;
manacost +5%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq focus&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'For the power to be yours, I need to combine one dragonscale of each element. Crystal for earth, sulfur for fire, mist for air, sea for water, and the life of the mother of dragons.'.&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'the globe of elemental focus - Lev(31) Loc(hold) AW AT AC noegg  fragile firevuln(5) coldvuln(5) litvuln(5) holyvuln(5) SKL/SPL: Malediction (success +30%) '.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shop 3 ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Price] Item&lt;br /&gt;
[20000000] A sharp dragon's talon, fashioned into a shiv.&lt;br /&gt;
[25000000] Anathema, the hexer's curse.&lt;br /&gt;
[15000000] Spinesnapper.&lt;br /&gt;
[30000000] The dagger of the endless void.&lt;br /&gt;
[40000000] Nightfire, the crusader's fury.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpqvw]  inq talon&lt;br /&gt;
Kaagil the Weaponsmith telepaths you, 'I can make this from one bronze dragonscale, one silver dragonscale, and one white dragonscale.'.&lt;br /&gt;
Kaagil the Weaponsmith telepaths you, 'a sharp dragon's talon, fashioned into a shiv - Lev(30) Loc(wield) AM AC AW BSER 9d4 AG AE   hr(6) dr(1) infmel(1) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpqvw]  inq ana&lt;br /&gt;
Kaagil the Weaponsmith telepaths you, 'The dark magicks to create this can only come by combining two bronze dragonscales and two green dragonscales.'.&lt;br /&gt;
Kaagil the Weaponsmith telepaths you, 'Anathema, the hexer's curse - Lev(29) Loc(wield) AM AT AW 6d6 AG   hps(20) mana(30) SKL/SPL: Muffle (proficiency +8%) Blindness (proficiency +12%) Curse (proficiency +5%) Heal (proficiency -15%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpqvw]  inq spine&lt;br /&gt;
Kaagil the Weaponsmith telepaths you, 'This mighty weapon can only be made from one bronze dragonscale, two copper dragonscales, and one red dragonscale.'.&lt;br /&gt;
Kaagil the Weaponsmith telepaths you, 'Spinesnapper - Lev(31) Loc(wield) AM AC AT 2H 7d11 AG   dr(4) hr(8) infmel(3) SKL/SPL: parry (success -10%) bash (success +5%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpqvw]  inq void&lt;br /&gt;
Kaagil the Weaponsmith telepaths you, 'I need one mist dragonscale and two sulfur dragonscales to make this.'.&lt;br /&gt;
Kaagil the Weaponsmith telepaths you, 'the dagger of the endless void - Lev(30) Loc(wield) AM AC AW BSER 6d6 AG AN SG   hr(5) dr(3) infmel(1) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpqvw]  inq nightfire&lt;br /&gt;
Kaagil the Weaponsmith telepaths you, 'To forge this warhammer, I will need two brass dragonscales, one silver dragonscale, and one topaz dragonscale.'.&lt;br /&gt;
Kaagil the Weaponsmith telepaths you, 'Nightfire, the crusader's fury - Lev(31) Loc(wield) AM AC AT 8d8 AE AN  holy hr(7) dr(4) infmel(1) SKL/SPL: disarm (success -7%) '.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shop 4 ==&lt;br /&gt;
&lt;br /&gt;
This is a copy of the demonforge shop. It sells the same items for more gold. Travel to df to pay less. (Same components.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Price] Item&lt;br /&gt;
[3000000] A lizard scale mail tunic.&lt;br /&gt;
[45000000] The Helm of the High Forest.&lt;br /&gt;
[25000000] The dragonscale belt of Neumanaga.&lt;br /&gt;
[25000000] A gleaming shield of pure, black dragon scales.&lt;br /&gt;
[15000000] The Shining Blade of Neumanaga.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpqvw]  inq tunic&lt;br /&gt;
Rowan, the exile telepaths you, 'I will need a large heap of lizard scales to forge that.'.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpqvw]  inq helm&lt;br /&gt;
Rowan, the exile telepaths you, 'I will need three sets of black dragonscales and three sets of green dragonscales to forge that.'.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpqvw]  inq belt&lt;br /&gt;
Rowan, the exile telepaths you, 'I will need three sets of black dragonscales and one set of gold dragonscales to forge that.'.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpqvw]  inq shield&lt;br /&gt;
Rowan, the exile telepaths you, 'I will need five sets of black dragonscales to forge that.'.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpqvw]  inq blad&lt;br /&gt;
Rowan, the exile telepaths you, 'I will need a suitably powerful blade and hilt to forge that.'.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;br /&gt;
[[Category: Equipment]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/New_Genesia_Component_Equipment</id>
		<title>New Genesia Component Equipment</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/New_Genesia_Component_Equipment"/>
				<updated>2014-11-04T18:37:28Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: Created page with &amp;quot;{{Incomplete}}   == Map of where shops are in New Gen ==  Shops marked 1, 2, 3, 4. Town square east of c w:  &amp;lt;pre&amp;gt; +-------------------------+ |        .#########1|     | |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Incomplete}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map of where shops are in New Gen ==&lt;br /&gt;
&lt;br /&gt;
Shops marked 1, 2, 3, 4. Town square east of c w:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
+-------------------------+&lt;br /&gt;
|        .#########1|     |&lt;br /&gt;
|        .#######.--+     |&lt;br /&gt;
|#+...+++.#######.--+     |&lt;br /&gt;
|f#################2|     |&lt;br /&gt;
|#+...+++.#######.--+     |&lt;br /&gt;
|#.      .#######.        |&lt;br /&gt;
|#.      .########        |&lt;br /&gt;
|#.      .#..#..#.        |&lt;br /&gt;
|#+      |#|+#+|#|        |&lt;br /&gt;
|#+      |3||#+|4|        |&lt;br /&gt;
|#+      +-++#++-+        |&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shop 1 ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Price] Item&lt;br /&gt;
[10000000] The billowing robes of the dragon priest.&lt;br /&gt;
[25000000] The cloak of the twilight assassin.&lt;br /&gt;
[5000000] A pair of dragonscale gloves, covered in frost.&lt;br /&gt;
[5000000] The handwraps of the thunderstorm's fury.&lt;br /&gt;
[25000000] The dragonscale belt of haste.&lt;br /&gt;
[15000000] The chainmail vest of echoing fury.&lt;br /&gt;
[50000000] A billowing cloak of red and gold scales.&lt;br /&gt;
[30000000] A razor-sharp set of red dragonscale bracers.&lt;br /&gt;
[40000000] The dragonscale breastplate of Remital.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq robes&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'I can make this robe using one copper dragonscale, one green dragonscale, and one emerald dragonscale.'.&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'the billowing robes of the dragon priest - Lev(30) Loc(about) AM AT AW AC-ap(6)    infcle(2) hps(30) SKL/SPL: Firestorm (proficiency +13%) Firestorm (manacost &lt;br /&gt;
-13%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq cloak&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'I need one brass dragonscale, one bronze dragonscale, and one black dragonscale to fashion this cloak.'.&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'the cloak of the twilight assassin - Lev(30) Loc(about) AG AE AW AM AC   hr(2) dr(2) infmel(1) mana(-50) SKL/SPL: hide (success +15%) ambush (success +10%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq frost&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'These icy gloves can be made from one white dragonscale and two sapphire dragonscales.'.&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'a pair of dragonscale gloves, covered in frost - Lev(30) Loc(hands) AN AW AT AC   mana(35) firevuln(3) SKL/SPL: Frost Shards (proficiency +19%) Frost Shards (s&lt;br /&gt;
uccess +25%) Frost Shards (manacost +30%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq handw&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'To harness the power of the storm, I need two topaz dragonscales, one copper dragonscale, and one pearl dragonscale.'.&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'the handwraps of the thunderstorm's fury - Lev(30) Loc(hands) AG AE AW AT AC   mana(35) litvuln(-3) SKL/SPL: Bolt of Lightning (proficiency +27%) Bolt of Light&lt;br /&gt;
ning (efficiency -13%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq haste&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'I need one amethyst dragonscale and two topaz dragonscales to fashion this belt.'.&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'the dragonscale belt of haste - Lev(28) Loc(waist) AM AC AC-ap(3)    hr(5) hr(0) infmel(2) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq fury&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'I can create this chainmail from one amethyst dragonscale and two sulfur dragonscales.'.&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'the chainmail vest of echoing fury - Lev(29) Loc(body) AM AC AT AC-ap(8)    hr(3) hr(3) holyvuln(-5) SKL/SPL: Malediction (susceptibility -9%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq defense&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'I'll need one set of gold dragonscales, two sets of red dragonscales, a tiny black scale, and three crystalline spider threads to fashion this cloak.'.&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'a billowing cloak of red and gold scales - Lev(30) Loc(about) AC-ap(10)   fragile sharpvuln(-4) bluntvuln(-4) holyvuln(-4) SKL/SPL: Shockwave (susceptibility -&lt;br /&gt;
4%) Dispel Magic (susceptibility -4%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq bracers&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'I'll need two sets of red dragonscales, two sets of pearl dragonscales, an Essence of Fire, and one tiny black scale to forge this.'.&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'a razor-sharp set of red dragonscale bracers - Lev(29) Loc(arms) AM AC AC-ap(6) AG AE   hr(5) dr(3) hps(-13) infmel(1) SKL/SPL: disarm (susceptibility -4%) Fro&lt;br /&gt;
st Shards (susceptibility +8%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq remital&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'I'll need two sets of red dragonscales, two sets of silver dragonscales, a sphere of dragon's blood, and a lump of acidic gel to forge this plate.'.&lt;br /&gt;
Althalos, the blacksmith telepaths you, 'the dragonscale breastplate of Remital - Lev(29) Loc(body) AM AC AT AC-ap(12) AE AN   dr(2) infmel(1) firevuln(-4) SKL/SPL: Shockwave (susceptibility -5%) defe&lt;br /&gt;
nd (proficiency -10%) '.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
## Shop 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Price] Item&lt;br /&gt;
[10000000] A glowing, ethereal band.&lt;br /&gt;
[7000000] A tiny emerald band.&lt;br /&gt;
[15000000] A pretty hair ribbon, encrusted with gems.&lt;br /&gt;
[20000000] A silken dress, dripping with sapphires.&lt;br /&gt;
[8000000] A sulfur-streaked wristband.&lt;br /&gt;
[5000000] The globe of elemental focus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq band&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'Bring me two mist dragonscales and I can create that.'.&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'a glowing, ethereal band - Lev(29) Loc(fing) AG AN AW AT AC   mana(27) mana(27) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq 2.band&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'This is delicate work, and I will need two emerald and two crystal dragonscales.'.&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'a tiny emerald band - Lev(27) Loc(fing) AE AN AW AM AT   mana(27) mana(27) SKL/SPL: X-Heal (proficiency +5%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq ribbon&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'You'll look great with this after I forge it out of one sapphire dragonscale, one emerald dragonscale, and one topaz dragonscale.'.&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'a pretty hair ribbon, encrusted with gems - Lev(30) Loc(head) AE AN AW AM AC   dr(3) hr(3) SKL/SPL: Dispel Magic (susceptibility -8%) Malediction (susceptibi&lt;br /&gt;
lity -4%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq dress&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'I have all the materials for this except two sets of sapphire dragonscales.'.&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'a silken dress, dripping with sapphires - Lev(30) Loc(body) AC AT AW AC-ap(4) AE AN   mana(30) mana(30) hps(-5) SKL/SPL: Malediction (efficiency +3%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq wristband&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'I can make this out of one red dragonscale and two sulfur dragonscales.'.&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'a sulfur-streaked wristband - Lev(27) Loc(wrist) AM AT AW AC-ap(3) AG AE   hps(25) mana(0) firevuln(-3) SKL/SPL: Flamestrike (proficiency +13%) Flamestrike (&lt;br /&gt;
manacost +5%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpQvw]  inq focus&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'For the power to be yours, I need to combine one dragonscale of each element. Crystal for earth, sulfur for fire, mist for air, sea for water, and the life of the mother of dragons.'.&lt;br /&gt;
Kuel, the apprentice smith telepaths you, 'the globe of elemental focus - Lev(31) Loc(hold) AW AT AC noegg  fragile firevuln(5) coldvuln(5) litvuln(5) holyvuln(5) SKL/SPL: Malediction (success +30%) '.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
## Shop 3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Price] Item&lt;br /&gt;
[20000000] A sharp dragon's talon, fashioned into a shiv.&lt;br /&gt;
[25000000] Anathema, the hexer's curse.&lt;br /&gt;
[15000000] Spinesnapper.&lt;br /&gt;
[30000000] The dagger of the endless void.&lt;br /&gt;
[40000000] Nightfire, the crusader's fury.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpqvw]  inq talon&lt;br /&gt;
Kaagil the Weaponsmith telepaths you, 'I can make this from one bronze dragonscale, one silver dragonscale, and one white dragonscale.'.&lt;br /&gt;
Kaagil the Weaponsmith telepaths you, 'a sharp dragon's talon, fashioned into a shiv - Lev(30) Loc(wield) AM AC AW BSER 9d4 AG AE   hr(6) dr(1) infmel(1) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpqvw]  inq ana&lt;br /&gt;
Kaagil the Weaponsmith telepaths you, 'The dark magicks to create this can only come by combining two bronze dragonscales and two green dragonscales.'.&lt;br /&gt;
Kaagil the Weaponsmith telepaths you, 'Anathema, the hexer's curse - Lev(29) Loc(wield) AM AT AW 6d6 AG   hps(20) mana(30) SKL/SPL: Muffle (proficiency +8%) Blindness (proficiency +12%) Curse (proficiency +5%) Heal (proficiency -15%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpqvw]  inq spine&lt;br /&gt;
Kaagil the Weaponsmith telepaths you, 'This mighty weapon can only be made from one bronze dragonscale, two copper dragonscales, and one red dragonscale.'.&lt;br /&gt;
Kaagil the Weaponsmith telepaths you, 'Spinesnapper - Lev(31) Loc(wield) AM AC AT 2H 7d11 AG   dr(4) hr(8) infmel(3) SKL/SPL: parry (success -10%) bash (success +5%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpqvw]  inq void&lt;br /&gt;
Kaagil the Weaponsmith telepaths you, 'I need one mist dragonscale and two sulfur dragonscales to make this.'.&lt;br /&gt;
Kaagil the Weaponsmith telepaths you, 'the dagger of the endless void - Lev(30) Loc(wield) AM AC AW BSER 6d6 AG AN SG   hr(5) dr(3) infmel(1) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpqvw]  inq nightfire&lt;br /&gt;
Kaagil the Weaponsmith telepaths you, 'To forge this warhammer, I will need two brass dragonscales, one silver dragonscale, and one topaz dragonscale.'.&lt;br /&gt;
Kaagil the Weaponsmith telepaths you, 'Nightfire, the crusader's fury - Lev(31) Loc(wield) AM AC AT 8d8 AE AN  holy hr(7) dr(4) infmel(1) SKL/SPL: disarm (success -7%) '.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
## Shop 4&lt;br /&gt;
&lt;br /&gt;
This is a copy of the demonforge shop. It sells the same items for more gold. Travel to df to pay less. (Same components.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Price] Item&lt;br /&gt;
[3000000] A lizard scale mail tunic.&lt;br /&gt;
[45000000] The Helm of the High Forest.&lt;br /&gt;
[25000000] The dragonscale belt of Neumanaga.&lt;br /&gt;
[25000000] A gleaming shield of pure, black dragon scales.&lt;br /&gt;
[15000000] The Shining Blade of Neumanaga.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpqvw]  inq tunic&lt;br /&gt;
Rowan, the exile telepaths you, 'I will need a large heap of lizard scales to forge that.'.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpqvw]  inq helm&lt;br /&gt;
Rowan, the exile telepaths you, 'I will need three sets of black dragonscales and three sets of green dragonscales to forge that.'.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpqvw]  inq belt&lt;br /&gt;
Rowan, the exile telepaths you, 'I will need three sets of black dragonscales and one set of gold dragonscales to forge that.'.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpqvw]  inq shield&lt;br /&gt;
Rowan, the exile telepaths you, 'I will need five sets of black dragonscales to forge that.'.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;821hp 378m 610mv 100br -r&amp;gt; [sfiLpqvw]  inq blad&lt;br /&gt;
Rowan, the exile telepaths you, 'I will need a suitably powerful blade and hilt to forge that.'.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;br /&gt;
[[Category: Equipment]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Caravan_Component_Equipment</id>
		<title>Caravan Component Equipment</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Caravan_Component_Equipment"/>
				<updated>2014-11-04T18:34:21Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: /* A jewel-studded mitre, trimmed with gold thread */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Incomplete}}&lt;br /&gt;
&lt;br /&gt;
==Outside a Blacksmith's Wagon==&lt;br /&gt;
&lt;br /&gt;
===The Shadowy Belt of a Rogue===&lt;br /&gt;
&lt;br /&gt;
El'eia, an elven blacksmith telepaths you, 'the shadowy belt of a rogue - Lev(24) Loc(waist) AC-ap(3) AG AE AW AM AC   hr(7) ss(-1) SKL/SPL: dodge (success +7%) '.&lt;br /&gt;
&lt;br /&gt;
*a vampire's crown&lt;br /&gt;
*a set of blue dragonscales&lt;br /&gt;
*10m gold&lt;br /&gt;
&lt;br /&gt;
===The Seed of Nature===&lt;br /&gt;
&lt;br /&gt;
El'eia, an elven blacksmith telepaths you, 'the seed of nature - Lev(31) Loc(hold) AG AE AW AM AT   hps(30) srod(-1) SKL/SPL: Flamestrike (proficiency +29%) Call Lightning (proficiency +13%) Firestorm (proficiency +9%) Harm (proficiency -5%) '.&lt;br /&gt;
&lt;br /&gt;
*undetted pulsating blue brain&lt;br /&gt;
*2x pearl dragonscales&lt;br /&gt;
*8m gold&lt;br /&gt;
&lt;br /&gt;
===A Jug of Bright Green Liquid===&lt;br /&gt;
&lt;br /&gt;
El'eia, an elven blacksmith telepaths you, a jug of bright green liquid - Lev(0) Loc(hold)  fragile qprize nolocker nostore sta(4) Cond(pristine - 364 Days)&lt;br /&gt;
&lt;br /&gt;
*a set of crystal scales&lt;br /&gt;
*a dragon crystal&lt;br /&gt;
*a sharp crocodile tooth&lt;br /&gt;
*10m gold&lt;br /&gt;
&lt;br /&gt;
===Baggy Pants of Red Cloth===&lt;br /&gt;
&lt;br /&gt;
El'eia, an elven blacksmith telepaths you, 'baggy pants of red cloth - Lev(27) Loc(legs) AC AT AW     mana(40) srod(-1) SKL/SPL: Malediction (manacost -30%) Heal (proficiency -7%) '.&lt;br /&gt;
&lt;br /&gt;
*undetted fetters of delusion&lt;br /&gt;
*15m gold&lt;br /&gt;
&lt;br /&gt;
===The molten chainmail leggings of a fire giant===&lt;br /&gt;
&lt;br /&gt;
El'eia, an elven blacksmith telepaths you, 'the molten chainmail leggings of a fire giant - Lev(29) Loc(legs) AM AC AT AC-ap(9) AG AN   dr(4) infmel(1) coldvuln(3) SKL/SPL: Energy Drain (proficiency +10%) '.&lt;br /&gt;
&lt;br /&gt;
*2x crystal scales&lt;br /&gt;
*2x black scales&lt;br /&gt;
*10m gold&lt;br /&gt;
&lt;br /&gt;
===The signet ring of a holy crusader===&lt;br /&gt;
&lt;br /&gt;
El'eia, an elven blacksmith telepaths you, 'the signet ring of a holy crusader - Lev(28) Loc(fing) AM AC AT  AE AN   dr(4) mana(20) infmage(-1) SKL/SPL: Cure Critical (proficiency +5%) Dispel Evil (proficiency +8%) '.&lt;br /&gt;
&lt;br /&gt;
*2 specimens of hemlock&lt;br /&gt;
*well-enchanted thorax of a queen bee&lt;br /&gt;
*5m gold&lt;br /&gt;
&lt;br /&gt;
===A pair of delicate red crystal bracelets===&lt;br /&gt;
&lt;br /&gt;
*2x bracelets of diamond resonance&lt;br /&gt;
*20m gold&lt;br /&gt;
&lt;br /&gt;
===The staff of the healer===&lt;br /&gt;
&lt;br /&gt;
El'eia, an elven blacksmith telepaths you, 'the staff of the healer - Lev(31) Loc(wield) AM AT AW LNG 6d6 AE AN   hps(-50) mana(50) SKL/SPL: X-Heal (proficiency +6%) X-Cure Critical (proficiency +6%) '.&lt;br /&gt;
&lt;br /&gt;
*staff of the archmagi, nondetted&lt;br /&gt;
*shining ankh, nondetted&lt;br /&gt;
*25m gold&lt;br /&gt;
&lt;br /&gt;
===A sash stained with the blood of a heretic===&lt;br /&gt;
&lt;br /&gt;
El'eia, an elven blacksmith telepaths you, 'a sash stained with the blood of a heretic - Lev(31) Loc(waist) AM AT AW  AG AN   hps(35) srod(0) firevuln(-6) SKL/SPL: Demonfire (proficiency +9%) Dispel Magic (susceptibility -7%) Hammer of Faith (susceptibility +9%) X-Heal (proficiency -8%) '.&lt;br /&gt;
&lt;br /&gt;
*acidic gel&lt;br /&gt;
*nondetted fire diamond ring&lt;br /&gt;
*12m gold&lt;br /&gt;
&lt;br /&gt;
===The curved fang of an ancient ruby dragon===&lt;br /&gt;
&lt;br /&gt;
El'eia, an elven blacksmith telepaths you, 'the curved fang of an ancient ruby dragon - Lev(30) Loc(wield) AM AC BSER 9d4    hr(5) infmel(2) hps(-15) SKL/SPL: backstab (success +7%) '.&lt;br /&gt;
&lt;br /&gt;
*2x shredded scrolls&lt;br /&gt;
*a set of blue scales&lt;br /&gt;
*information about Karakoram's laboratory&lt;br /&gt;
*4m gold&lt;br /&gt;
&lt;br /&gt;
===A wristplate fashioned from a mithril and titanium alloy===&lt;br /&gt;
&lt;br /&gt;
El'eia, an elven blacksmith telepaths you, 'a wristplate fashioned from a mithril and titanium alloy - Lev(31) Loc(wrist) AM AC AT AC-ap(5) AG AE   hr(7) dr(1) infspl(-1) SKL/SPL: parry (success +5%) rage (efficiency +7%) rage (proficiency +2%) '.&lt;br /&gt;
&lt;br /&gt;
*a set of white scales&lt;br /&gt;
*nondetted longsword named Deliverance&lt;br /&gt;
*12m gold&lt;br /&gt;
&lt;br /&gt;
===The thorny buckler of an assassin===&lt;br /&gt;
&lt;br /&gt;
El'eia, an elven blacksmith telepaths you, 'the thorny buckler of an assassin - Lev(31) Loc(shield) AM AC AW AC-ap(4)    hr(7) hps(-15) holyvuln(-3) SKL/SPL: Malediction (susceptibility -6%) dodge (success +2%) '.&lt;br /&gt;
&lt;br /&gt;
*well-enchanted tome of power&lt;br /&gt;
*glass vial of blood&lt;br /&gt;
*10m gold&lt;br /&gt;
&lt;br /&gt;
===A charred and twisted ebony wand===&lt;br /&gt;
&lt;br /&gt;
El'eia, an elven blacksmith telepaths you, 'a charred and twisted ebony wand - Lev(27) Loc(hold) AW AT AC   ss(1) hps(-40) SKL/SPL: Malediction (success +20%) '.&lt;br /&gt;
&lt;br /&gt;
*Iona's crown&lt;br /&gt;
*Orb of Sanctity&lt;br /&gt;
*20m gold&lt;br /&gt;
&lt;br /&gt;
===The icy sphere of retribution===&lt;br /&gt;
&lt;br /&gt;
El'eia, an elven blacksmith telepaths you, 'the icy sphere of retribution - Lev(29) Loc(hold) AC AT AW     hps(-55) hps(-55) SKL/SPL: Shockwave (proficiency +8%) '.&lt;br /&gt;
&lt;br /&gt;
*specimen of pure glacial ice&lt;br /&gt;
*well-enchanted ringmail boots of the Deviant&lt;br /&gt;
*40m gold&lt;br /&gt;
&lt;br /&gt;
===A jewel-studded mitre, trimmed with gold thread===&lt;br /&gt;
&lt;br /&gt;
El'eia, an elven blacksmith telepaths you, 'a jewel-studded mitre, trimmed with gold thread - Lev(29) Loc(head) AM AT AW     mana(40) bluntvuln(-3) SKL/SPL: X-Heal (proficiency +8%) Harm (proficiency -50%) Hammer of Faith (proficiency -50%) Demonfire (proficiency -50%) '.&lt;br /&gt;
&lt;br /&gt;
*giant crown from Titan in Elysium&lt;br /&gt;
*diamond with the tears of Roabaz inside from Mellorian&lt;br /&gt;
*10m gold&lt;br /&gt;
&lt;br /&gt;
===The boots of a Barbegazian raider===&lt;br /&gt;
&lt;br /&gt;
El'eia, an elven blacksmith telepaths you, 'the boots of a Barbegazian raider - Lev(28) Loc(feet) AG AN AW AM AC   hr(5) dr(0) hps(-15) SKL/SPL: hide (success +7%) dodge (success +9%) '.&lt;br /&gt;
*well-enchanted blackstone ring&lt;br /&gt;
*one pale lotus flower&lt;br /&gt;
*15m gold&lt;br /&gt;
&lt;br /&gt;
===An exquisite pair of vermillion silk gloves===&lt;br /&gt;
&lt;br /&gt;
El'eia, an elven blacksmith telepaths you, 'an exquisite pair of vermillion silk gloves - Lev(25) Loc(hands) AC AT AW    fragile SKL/SPL: Fireball (proficiency +40%) Fireball (success +25%) Fireball (manacost +90%) Frost Shards (proficiency -50%) '.&lt;br /&gt;
&lt;br /&gt;
*sphere of fire&lt;br /&gt;
*cloak of flare-absorption&lt;br /&gt;
*10m gold&lt;br /&gt;
&lt;br /&gt;
===The golden chainmail gauntlets of a Vigilant guardsman===&lt;br /&gt;
&lt;br /&gt;
El'eia, an elven blacksmith telepaths you, 'the golden chainmail gauntlets of a Vigilant guardsman - Lev(29) Loc(hands) AM AT AW AC-ap(5) AE AN   hps(10) mana(37) SKL/SPL: Shared Life (manacost -25%) X-Heal (proficiency success +3%) Heal (proficiency success -5%) '.&lt;br /&gt;
&lt;br /&gt;
*undetted heavy platinum ring&lt;br /&gt;
*metamorph's brass coin&lt;br /&gt;
*15m gold&lt;br /&gt;
&lt;br /&gt;
==Next to the Caravan Leader's Wagon==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==An Alchemist's Stand==&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;br /&gt;
[[Category: Equipment]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Vanlarra_Component_Equipment</id>
		<title>Vanlarra Component Equipment</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Vanlarra_Component_Equipment"/>
				<updated>2014-11-04T18:17:00Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: Created page with &amp;quot;{{Incomplete}}  == Egg Tokens ==  Buy egg tokens south, west of Marious. It is suggested to keep your eggtokens as coppers, and upgrade to iron/mithril/diamond just before you...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Incomplete}}&lt;br /&gt;
&lt;br /&gt;
== Egg Tokens ==&lt;br /&gt;
&lt;br /&gt;
Buy egg tokens south, west of Marious. It is suggested to keep your eggtokens as coppers, and upgrade to iron/mithril/diamond just before you need to. Some items require coppers and you can't split an iron into five coppers.&lt;br /&gt;
&lt;br /&gt;
* 20 eggs = copper egg token&lt;br /&gt;
* 100 eggs = iron egg token&lt;br /&gt;
* 1k eggs = mithril egg token&lt;br /&gt;
* 10k eggs = diamond egg token&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Price] Item&lt;br /&gt;
[2000000] An alluring, black feather mask.&lt;br /&gt;
[3000000] A glowing dragon egg.&lt;br /&gt;
[1000000] The tunic of the dragon slayer.&lt;br /&gt;
[5000000] Marious's subterranean helm.&lt;br /&gt;
&lt;br /&gt;
Lyrae'a the Magii telepaths you, 'You'll be a hit at parties with this for just two mithril egg tokens and three tins of repaerdnim paste.'.&lt;br /&gt;
Lyrae'a the Magii telepaths you, 'an alluring, black feather mask - Lev(21) Loc(head)  fragile nounegg hps(20) mana(20) SKL/SPL: Charm Person (proficiency +30%) '.&lt;br /&gt;
&lt;br /&gt;
Lyrae'a the Magii telepaths you, 'This excellent-quality focusing stone can be yours for only one diamond egg token and one crystal dragon talon.'.&lt;br /&gt;
Lyrae'a the Magii telepaths you, 'a glowing dragon egg - Lev(27) Loc(hold) AW AT AC  fragile nounegg hps(-45) SKL/SPL: Malediction (success +10%) '.&lt;br /&gt;
&lt;br /&gt;
Lyrae'a the Magii telepaths you, 'For this tunic, you'll need to bring me two mithril egg tokens and three dreamweaver's drums.'.&lt;br /&gt;
the tunic of the dragon slayer - Type(Magic Regen) Lev(30) Loc(body) hps(40) armor(-20) sbr(-3) blunt_vuln(-3) Regen(Lev:25 Chgs:1) [Bloodbath] Cond(pristine-185)&lt;br /&gt;
&lt;br /&gt;
Lyrae'a the Magii telepaths you, 'I'll need an undetted Helm of the High Forest, five tins of repaerdnim paste, and six mithril egg tokens for this.'.&lt;br /&gt;
&lt;br /&gt;
[Price] Item&lt;br /&gt;
[2000000] Maleficence, the bow of the wicked.&lt;br /&gt;
[2000000] Fidelity, the bow of True-Heartedness.&lt;br /&gt;
&lt;br /&gt;
Aucia, the merchant telepaths you, 'I'll need one diamond egg token and eight dreamweaver's drums for this.'.&lt;br /&gt;
Aucia, the merchant telepaths you, 'Maleficence, the bow of the wicked - Lev(31) Loc(wield) 2H 9d4 missile by 3.0 AG AN   mana(30) hr(3) SKL/SPL: archery (proficiency +5%) Shockwave (proficiency +5%) '.&lt;br /&gt;
&lt;br /&gt;
Aucia, the merchant telepaths ycount eggou, 'I'll need one diamond egg token and a talon from a mammoth crystal dragon for this.'.&lt;br /&gt;
Aucia, the merchant telepaths you, 'Fidelity, the bow of True-Heartedness - Lev(30) Loc(wield) 2H 7d5 missile by 3.0 AE AN   hps(20) hr(7) SKL/SPL: archery (success +10%) throw (success +5%) '.&lt;br /&gt;
&lt;br /&gt;
[Price] Item&lt;br /&gt;
[2000000] A ring carved from pure sapphire.&lt;br /&gt;
[2000000] A pulsing, black carbon ring.&lt;br /&gt;
[5000000] A shiny mithril coin.&lt;br /&gt;
[5000000] A bright gold coin.&lt;br /&gt;
[5000000] A gleaming silver coin.&lt;br /&gt;
&lt;br /&gt;
Wyllius, the gentleman merchant telepaths you, 'I'm looking for four mithril egg tokens, four iron egg tokens, and two of the dreamweaver's rings for this.'.&lt;br /&gt;
Wyllius, the gentleman merchant telepaths you, 'a ring carved from pure sapphire - Lev(25) Loc(fing)    mana(45) '.&lt;br /&gt;
&lt;br /&gt;
Wyllius, the gentleman merchant telepaths you, 'I'm looking for four mithril egg tokens, four iron egg tokens, and two of the dreamweaver's rings for this.'.&lt;br /&gt;
Wyllius, the gentleman merchant telepaths you, 'a pulsing, black carbon ring - Lev(25) Loc(fing)    hr(3) dr(3) '.&lt;br /&gt;
&lt;br /&gt;
Wyllius, the gentleman merchant telepaths you, 'I'll trade you this wonderful coin for one diamond egg token and two mithril egg tokens.'.&lt;br /&gt;
&lt;br /&gt;
Wyllius, the gentleman merchant telepaths you, 'I'll trade you this wonderful coin for eight mithril egg tokens for this.'.&lt;br /&gt;
&lt;br /&gt;
Wyllius, the gentleman merchant telepaths you, 'I'll trade you this wonderful coin for four mithril egg tokens.'.&lt;br /&gt;
&lt;br /&gt;
[Price] Item&lt;br /&gt;
[5000000] A tuft of flaming phoenix feathers.&lt;br /&gt;
[3000000] A small spool of mithril thread.&lt;br /&gt;
[1000000] A lump of acidic gel.&lt;br /&gt;
[1000000] A dragon brain.&lt;br /&gt;
[1000000] The bloody talon of a blue wyrm.&lt;br /&gt;
[1000000] A large crystal talon.&lt;br /&gt;
&lt;br /&gt;
Fendrel telepaths you, 'You'll need to provide one diamond egg tokens for these tufts.'.&lt;br /&gt;
&lt;br /&gt;
Fendrel telepaths you, 'This exquisite component will cost you one diamond egg token.'.&lt;br /&gt;
&lt;br /&gt;
Fendrel telepaths you, 'I'm looking for one mithril egg token and five iron egg tokens for this reagent.'.&lt;br /&gt;
&lt;br /&gt;
Fendrel telepaths you, 'This rare item will cost you two mithril egg tokens.'.&lt;br /&gt;
&lt;br /&gt;
Fendrel telepaths you, 'I will trade you this for a crystal dragon talon.'.&lt;br /&gt;
&lt;br /&gt;
Fendrel telepaths you, 'I will trade you this for eight iron egg tokens, one tin of repaerdnim paste, five dreamweaver's drums, and five dreamweaver's rings.'.&lt;br /&gt;
&lt;br /&gt;
[Price] Item&lt;br /&gt;
[12000000] The blessed shield of Order.&lt;br /&gt;
[12000000] A ghostly, disembodied force.&lt;br /&gt;
[12000000] A swashbuckler's enchanted buckler.&lt;br /&gt;
[12000000] A heavy, titanium kite shield.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;945hp 183m 598mv 100br -r&amp;gt; [sfiLpQVW]  inq order&lt;br /&gt;
Jerrothar the metalsmith telepaths you, 'I'll need five mithril egg tokens and two dreamweaver rings for this.'.&lt;br /&gt;
Jerrothar the metalsmith telepaths you, 'the blessed shield of Order - Lev(30) Loc(shield) AM AT AW AC-ap(10)    hps(25) holyvuln(-3) bluntvuln(-3) infcle(1) SKL/SPL: Malediction (susceptibility -4%) &lt;br /&gt;
'.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;945hp 188m 610mv 100br -r&amp;gt; [sfiLpQVW]  inq force&lt;br /&gt;
Jerrothar the metalsmith telepaths you, 'I'll need five mithril egg tokens and three tins of repaerdnim paste for this.'.&lt;br /&gt;
Jerrothar the metalsmith telepaths you, 'a ghostly, disembodied force - Lev(30) Loc(shield) AC AT AW AC-ap(7)    mana(35) holyvuln(-3) sharpvuln(-3) infmage(1) SKL/SPL: Malediction (susceptibility -5%&lt;br /&gt;
) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;945hp 193m 610mv 100br -r&amp;gt; [sfiLpQVW]  inq buckler&lt;br /&gt;
Jerrothar the metalsmith telepaths you, 'I'll need five mithril egg tokens and four shadowy daggers for this.'.&lt;br /&gt;
Jerrothar the metalsmith telepaths you, 'a swashbuckler's enchanted buckler - Lev(30) Loc(shield) AM AC AW AC-ap(3)    hr(5) firevuln(-4) coldvuln(-4) SKL/SPL: dodge (success +5%) Shockwave (susceptib&lt;br /&gt;
ility -2%) '.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;945hp 197m 610mv 100br -r&amp;gt; [sfiLpQVW]  inq kite&lt;br /&gt;
Jerrothar the metalsmith telepaths you, 'I'll need five mithril egg tokens and two dreamweaver drums for this.'.&lt;br /&gt;
Jerrothar the metalsmith telepaths you, 'a heavy, titanium kite shield - Lev(30) Loc(shield) AM AC AT AC-ap(10)    hps(30) sharpvuln(-3) bluntvuln(-3) firevuln(-3) SKL/SPL: parry (success +7%) '.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;br /&gt;
[[Category: Equipment]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Archery</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Archery"/>
				<updated>2014-11-03T21:40:29Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: /* Archery Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Started with Archery ==&lt;br /&gt;
&lt;br /&gt;
I just want to shoot!&lt;br /&gt;
&lt;br /&gt;
# wield a nemesis crossbow&lt;br /&gt;
# wear a quiver&lt;br /&gt;
# put 1 bolt in the quiver&lt;br /&gt;
# be in the back row of your formation&lt;br /&gt;
# have somebody in the front row of your form, directly ahead of you, and in the same room&lt;br /&gt;
&lt;br /&gt;
You will now shoot bolts from your nemesis crossbow, up to twice per round.&lt;br /&gt;
&lt;br /&gt;
== Arrowhelper script ==&lt;br /&gt;
&lt;br /&gt;
See Arrowhelper.mm in [[Scripts]] to help reload your quiver.&lt;br /&gt;
&lt;br /&gt;
== How Archery Works ==&lt;br /&gt;
&lt;br /&gt;
'''Who should use Archery?'''&lt;br /&gt;
&lt;br /&gt;
Every cleric and mage should have an archery mode. The best thieves will have archery too. Warriors never use archery (despite having the archery skill.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How do arrows (and bolts) work?'''&lt;br /&gt;
&lt;br /&gt;
Bows use arrows. Crossbows use bolts. When you shoot an arrow (or bolt), it stays in your inventory. If the arrow was in a quiver, it gets moved to your inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Why do I need a quiver?'''&lt;br /&gt;
&lt;br /&gt;
If you have no quiver (or no arrows/bolts in your quiver), you will only shoot once per round. You need a quiver with arrows/bolts to shoot twice per round. Bows that magically create arrows, such as the nemesis crossbow or valentines day quest bow, still need a quiver containing one arrow (or bolt) to shoot twice per round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What's reloading and why do I need to do it?'''&lt;br /&gt;
&lt;br /&gt;
As you shoot twice per round, arrows (or bolts) are moved from your quiver into your inventory. When your quiver is empty, you only shoot once per round. See [[#Arrowhelper_script|Arrowhelper Script]] to help you reload.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Why do I want lots of arrows?'''&lt;br /&gt;
&lt;br /&gt;
Reloading your quiver is annoying. If you forget to reload, your damage drops in half when shooting only once per round. Even if you reload perfectly, it takes away from time spent shockwaving or healing. Having lots of arrows means reloading less. However, having lots of bad arrows means you'll do low damage. It's a balance between reloading often and using your best arrows. In a perfect world, everybody would have 20 fletching arrows :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I only have a few arrows?'''&lt;br /&gt;
&lt;br /&gt;
If you have less than four arrows (or bolts) total in your inventory + quiver, you will often receive the message &amp;quot;You find no projectiles to use.&amp;quot; and get zero attacks that round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I'm blind?'''&lt;br /&gt;
&lt;br /&gt;
Unlike melee weapons, you always get zero attacks with a bow when blind. When blind, you receive this message: &amp;quot;Cannot see your weapon to load it&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What's the ARCHERY skill?'''&lt;br /&gt;
&lt;br /&gt;
Warrior skill. You need it. Help ARCHERY. This skill provides a massive bonus to hitroll for all missile attacks. If you're not a warrior, you can practice at the multiclass warrior trainer on Bloodstone island.&lt;br /&gt;
&lt;br /&gt;
== Archery Damage ==&lt;br /&gt;
&lt;br /&gt;
'''What's the formula for archery damage?'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Arrow Average Damage * Bow Multiplier * Archery Proficiency * Hit Rate&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Arrow Average Damage'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: an arrow of bone [arrow bone]&lt;br /&gt;
Item Type: MISSILE   Effects: NoBits&lt;br /&gt;
Equipable Location(s): TAKE &lt;br /&gt;
Weight: 1     Value: 532     Level Restriction: 26&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: Infinity&lt;br /&gt;
Damage Dice of 5d8&lt;br /&gt;
Affects:&lt;br /&gt;
    +2 to DAMROLL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bone arrow has an average damage of &amp;lt;math&amp;gt;5 * (8+1)/2 + 2 = 24.5&amp;lt;/math&amp;gt;. Note: damroll on the arrow is the only damroll that affects archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bow Multiplier'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: Maleficence, the bow of the wicked [maleficence bow wicked]&lt;br /&gt;
Item Type: FIRE WEAPON   Effects: INVISIBLE BLESS ANTI-GOOD ANTI-NEUTRAL NO-DONATE NO-SACRIFICE  NO-DROP  NO-AUCTION &lt;br /&gt;
Equipable Location(s): TAKE WIELD &lt;br /&gt;
Weight: 15     Value: 1     Level Restriction: 30&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Class Restrictions: TWO_HANDED &lt;br /&gt;
Damage Dice of 9d4 and modifies missile damage by 3.0&lt;br /&gt;
Affects:&lt;br /&gt;
    +30 to MANA&lt;br /&gt;
    +3 to HITROLL&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +5% to archery (proficiency)&lt;br /&gt;
    +3% to Shockwave (proficiency)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaking it down:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;modifies missile damage by 3.0&amp;lt;/code&amp;gt; means the bow multiplier is 3.0. Arrow damage is multiplied by 3.0.&lt;br /&gt;
* &amp;lt;code&amp;gt;Damage Dice of 9d4&amp;lt;/code&amp;gt; means the bow functions as a 9d4 melee weapon when you aren't in the back row with a formie infront of you. 9d4 has no bearing whatsoever on the archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Archery Proficiency'''&lt;br /&gt;
&lt;br /&gt;
Archery proficiency refers to any item with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +5% to archery (proficiency)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you have multiple items, sum the proficiencies to get your total. Every 1% proficiency is a 1% increase in total archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hit Rate'''&lt;br /&gt;
&lt;br /&gt;
Just like melee weapons, you arrows can miss and do zero damage. You receive the ''&amp;quot;Your arrow misses&amp;quot;'' message. To avoid missing, increase your hitroll. Archery uses the hitroll on your &amp;quot;Score S&amp;quot; to determine if you hit or not. No amount of hitroll is too much - top bow modes usually run 60+ hitroll. Hitroll from all sources affects archery: your eq, the BLESS spell and the target's ac.&lt;br /&gt;
&lt;br /&gt;
Always blind large mobs so you hit more. A blind mob is worth +40 hitroll. Faerie fire is worth +15 hitroll.&lt;br /&gt;
&lt;br /&gt;
Archery success affects hit rate:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +10% to archery (success)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We're not sure exactly how archery success stacks up, but it should be treated as a hitroll bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Which stats have no effect on archery damage?'''&lt;br /&gt;
&lt;br /&gt;
* The bow &amp;lt;code&amp;gt;Damage Dice of 9d4&amp;lt;/code&amp;gt; has no effect on archery damage. This is for when the bow is treated as a melee weapon, eg if you are unformed.&lt;br /&gt;
* Damroll from any equipment, including the bow. Only damroll on the arrow itself affects archery. Bone arrow is +2dr, this affects archery. Your bow has +10dr? It won't affect archery. You wearing a nemesis ring with +6dr? Won't affect archery.&lt;br /&gt;
&lt;br /&gt;
== Example Archery Mode ==&lt;br /&gt;
&lt;br /&gt;
Say you're using:&lt;br /&gt;
&lt;br /&gt;
* a quiver full of bone arrows. Each arrow has average damage 24.5&lt;br /&gt;
* a Maleficence bow, multiplier 3.0&lt;br /&gt;
* 2x slate wristguards, each giving +10% archery proficiency and success. Total +20% success, +20% prof&lt;br /&gt;
&lt;br /&gt;
Then your average damage per arrow hit is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;24.5 * 3.0 * 1.2 = 88.2&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you'll do an average of 88.2 damage per hit. How often you miss is determined by your hitroll, and the +20% archery success will help too. (Archery proficiency affects damage, success affects hit rate.)&lt;br /&gt;
&lt;br /&gt;
== Archery Eq ==&lt;br /&gt;
&lt;br /&gt;
=== Starter Bows ===&lt;br /&gt;
&lt;br /&gt;
* nemesis crossbow - it has very low average damage&lt;br /&gt;
* pallens bow&lt;br /&gt;
* valentines quest bow&lt;br /&gt;
&lt;br /&gt;
=== Top-tier Bows ===&lt;br /&gt;
&lt;br /&gt;
* cleric relic bow from Apsu&lt;br /&gt;
* lyr crossbow&lt;br /&gt;
* neut align: arcus from sevoseth&lt;br /&gt;
* evil align: mal from vanlarra eggtokens&lt;br /&gt;
* good align: fid from vanlarra eggtokens&lt;br /&gt;
&lt;br /&gt;
=== Starter Arrows ===&lt;br /&gt;
&lt;br /&gt;
* ?? starter bolt for crossbow&lt;br /&gt;
* 20 avg damage, gray slate arrow from wittermark, steal off elves&lt;br /&gt;
* 22 avg damage, black arrow from caverns of eternal darkness, ice centaurs in first cpk area&lt;br /&gt;
* 22 avg damage, black metal arrow from fgs, steal off giant meazels&lt;br /&gt;
* 24.5 avg damage, bone arrow from glabrezu in bloodstone&lt;br /&gt;
&lt;br /&gt;
=== Top-tier Arrows ===&lt;br /&gt;
&lt;br /&gt;
* 35 avg damage, lyr crossbow quarrel. Note: these quarrels proc to deteriorate themselves. I think they lose 3.5avg damage each proc until they aren't much better than wittermark arrows. Ask Halabarad.&lt;br /&gt;
* 36 avg damage, fletching arrow, see [[Sevoseth]]&lt;br /&gt;
* Also from Sevoseth: life drain arrow, arrow that procs muffle, arrow that will plague undead mobs (such as ruby dragons)&lt;br /&gt;
&lt;br /&gt;
=== Quivers ===&lt;br /&gt;
&lt;br /&gt;
* starter quiver off elves in alendora&lt;br /&gt;
* for cleric, hp/mana lunar quiver from vondarkla&lt;br /&gt;
* a quiver crafted of electrum - Lev(26) Loc(about)  nodrop no-auction hr(4) Cond(pristine - Infinity Days), from bloodstone&lt;br /&gt;
* fgs quiver&lt;br /&gt;
&lt;br /&gt;
=== Archery Eq ===&lt;br /&gt;
&lt;br /&gt;
You want your bow mode to have hitroll, mana and archery proficiencies. Damroll does not affect archery damage.&lt;br /&gt;
&lt;br /&gt;
'''Nobits'''&lt;br /&gt;
&lt;br /&gt;
* a slate wristguard - Lev(25) Loc(wrist) AC-ap(2)  noegg nodrop fragile no-auction mana(30) hr(3) SKL/SPL: archery (proficiency success +10%) Cond(pristine - 365 Days) - Elnissa shop 170m gold&lt;br /&gt;
* a dead rat carcass - Lev(15) Loc(light)  nodrop no-auction mana(18) hr(3) Cond(pristine - 185 Days) - pirate ship on swashbucklers&lt;br /&gt;
* a pair of masterfully woven mittens of green and red wool - Lev(20) Loc(hands)  nostore mana(20) hr(4) Cond(scratched - 90 Days) - Shadmire on Samrah&lt;br /&gt;
&lt;br /&gt;
'''Evil'''&lt;br /&gt;
&lt;br /&gt;
* Thanos's bracelet of fire - Lev(27) Loc(waist) AC-ap(0) AG AN nodrop no-auction hr(6) hps(-7) SKL/SPL: throw (success +7%) archery (success +7%) Cond(scratched - 90 Days), den on thanos&lt;br /&gt;
* a black onyx tiara - Lev(24) Loc(head) AC-ap(1) AG nodrop mana(46) hr(4) SKL/SPL: archery (success +9%) bash (susceptibility +7%) Cond(pristine - Infinity Days) - swamp on Widow Queen&lt;br /&gt;
* the hand of Vecna - Lev(28) Loc(hands) AG AN nodrop no-auction mana(45) hr(5) Cond(pristine - Infinity Days), bloodstone on vecna&lt;br /&gt;
* a serpent arm band - Lev(22) Loc(arms) AC-ap(1) AG AN nodrop no-auction mana(43) hr(4) Cond(pristine - 171 Days), fire giants master mage&lt;br /&gt;
* the taurus eye of a shadow dragon - Lev(24) Loc(light) AG AN hr(6) sbr(-2) SKL/SPL: dodge (success +5%) Cond(worn down - 52 Days) - swamp on shadow dragon&lt;br /&gt;
* a dark ebony spinneret - Lev(24) Loc(hold) AG nodrop hr(8) SKL/SPL: Poison (proficiency +3%) Poison (susceptibility -5%) Cond(pristine - 185 Days) - E'urdin&lt;br /&gt;
&lt;br /&gt;
'''Neut'''&lt;br /&gt;
&lt;br /&gt;
* a dark ebony spinneret - Lev(24) Loc(hold) AG nodrop hr(8) SKL/SPL: Poison (proficiency +3%) Poison (susceptibility -5%) Cond(pristine - 185 Days) - E'urdin&lt;br /&gt;
* a sparkling emerald gemstone - Lev(27) Loc(light) AE nodrop mana(47) hr(4) Cond(pristine - 185 Days) - mystical on green dragon&lt;br /&gt;
* a black onyx tiara - Lev(24) Loc(head) AC-ap(1) AG nodrop mana(46) hr(4) SKL/SPL: archery (success +9%) bash (susceptibility +7%) Cond(pristine - Infinity Days) - swamp on Widow Queen&lt;br /&gt;
&lt;br /&gt;
'''Good'''&lt;br /&gt;
&lt;br /&gt;
* a sparkling emerald gemstone - Lev(27) Loc(light) AE nodrop mana(47) hr(4) Cond(pristine - 185 Days) - mystical on green dragon&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
=== Operating with very few arrows ===&lt;br /&gt;
&lt;br /&gt;
Say you're fighting a ruby dragon, which is undead, and you want to plague it, but you only have two undeath arrows from Sevoseth. If you use only two arrows, you'll get the &amp;quot;cannot find projectiles&amp;quot; message. Instead:&lt;br /&gt;
&lt;br /&gt;
# put x3 regular arrows in your inventory&lt;br /&gt;
# put x2 undeath arrows in your quiver&lt;br /&gt;
# reload your quiver every round&lt;br /&gt;
&lt;br /&gt;
You will now shoot almost entirely undeath arrows, despite having only two of them. Because archery tends to take arrows from your quiver or top of your inventory, and arrows go to the top of your inventory from your quiver.&lt;br /&gt;
&lt;br /&gt;
=== Underwater Archery ===&lt;br /&gt;
&lt;br /&gt;
Regular archery works underwater, but there's special underwater archery that does huge damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;5.5 * 55 * 1.2 = 363&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can do 363 avg damage per hit with 2x slates, leviathan relic speargun and yew spears. You need a harpoon holster from reef, yew spears from underocean, and the relic from leviathan in lattyrna:&lt;br /&gt;
&lt;br /&gt;
Harpoon holster from reef (TBD walkthrough to get it):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: a leather harpoon holster [holster harpoon]&lt;br /&gt;
Item Type: MISSILE CONTAINER   Effects: NO-DONATE NO-SACRIFICE NO-DROP NO-AUCTION &lt;br /&gt;
Equipable Location(s): TAKE WAIST &lt;br /&gt;
Weight: 3     Value: 7200     Level Restriction: 0&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Available Weight: 46 stones&lt;br /&gt;
Nothing&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yew spears from underocean. They load in random mob corpses, like sanc orbs, and det in 24 hours. Yews do 10d10 damage, average of 55. Next best arrow is Fletching at 36 avg damage. TBD - id a yew spear&lt;br /&gt;
&lt;br /&gt;
Leviathan relic. Has 10 charges and lasts ten days, a long time for a relic. Go to lattyrna, find palace, ice Poseidon for key, unlock grate e 2d from poseidon, all d, all s to leviathan. Relic loads DARK. Use guards / nymphs as charmies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: a relic of flotsam [relic flotsam]&lt;br /&gt;
Item Type: RELIC   Effects: DARK INVISIBLE ANTI-GOOD NO-DONATE NO-SACRIFICE NO-DROP  FRAGILE NO-AUCTION NO-QUEST &lt;br /&gt;
Equipable Location(s): TAKE HOLD &lt;br /&gt;
Weight: 4     Value: 1     Level Restriction: 28&lt;br /&gt;
The object is visibly worn down with major wear.&lt;br /&gt;
Days Left: 4&lt;br /&gt;
Has 10 charges left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relic speargun made from Leviathan relic:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: the speargun of merman fury [speargun merman fury]&lt;br /&gt;
Item Type: FIRE WEAPON   Effects: HUM ANTI-GOOD NO_RENT NO_RELOAD BONDS NO-QUEST FORGED &lt;br /&gt;
Equipable Location(s): TAKE WIELD &lt;br /&gt;
Weight: 14     Value: 100     Level Restriction: 30&lt;br /&gt;
Bound To: Spiritic&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Class Restrictions: TWO_HANDED &lt;br /&gt;
Damage Dice of 6d6 and modifies missile damage by 5.5&lt;br /&gt;
Affects:&lt;br /&gt;
    +5 to DAMROLL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TBD there is a mini speargun relic on a princess in Ryvaera. It has a lower level restriction and bow multiplier.&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Archery</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Archery"/>
				<updated>2014-11-03T21:38:00Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: /* Archery Eq */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Started with Archery ==&lt;br /&gt;
&lt;br /&gt;
I just want to shoot!&lt;br /&gt;
&lt;br /&gt;
# wield a nemesis crossbow&lt;br /&gt;
# wear a quiver&lt;br /&gt;
# put 1 bolt in the quiver&lt;br /&gt;
# be in the back row of your formation&lt;br /&gt;
# have somebody in the front row of your form, directly ahead of you, and in the same room&lt;br /&gt;
&lt;br /&gt;
You will now shoot bolts from your nemesis crossbow, up to twice per round.&lt;br /&gt;
&lt;br /&gt;
== Arrowhelper script ==&lt;br /&gt;
&lt;br /&gt;
See Arrowhelper.mm in [[Scripts]] to help reload your quiver.&lt;br /&gt;
&lt;br /&gt;
== How Archery Works ==&lt;br /&gt;
&lt;br /&gt;
'''Who should use Archery?'''&lt;br /&gt;
&lt;br /&gt;
Every cleric and mage should have an archery mode. The best thieves will have archery too. Warriors never use archery (despite having the archery skill.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How do arrows (and bolts) work?'''&lt;br /&gt;
&lt;br /&gt;
Bows use arrows. Crossbows use bolts. When you shoot an arrow (or bolt), it stays in your inventory. If the arrow was in a quiver, it gets moved to your inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Why do I need a quiver?'''&lt;br /&gt;
&lt;br /&gt;
If you have no quiver (or no arrows/bolts in your quiver), you will only shoot once per round. You need a quiver with arrows/bolts to shoot twice per round. Bows that magically create arrows, such as the nemesis crossbow or valentines day quest bow, still need a quiver containing one arrow (or bolt) to shoot twice per round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What's reloading and why do I need to do it?'''&lt;br /&gt;
&lt;br /&gt;
As you shoot twice per round, arrows (or bolts) are moved from your quiver into your inventory. When your quiver is empty, you only shoot once per round. See [[#Arrowhelper_script|Arrowhelper Script]] to help you reload.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Why do I want lots of arrows?'''&lt;br /&gt;
&lt;br /&gt;
Reloading your quiver is annoying. If you forget to reload, your damage drops in half when shooting only once per round. Even if you reload perfectly, it takes away from time spent shockwaving or healing. Having lots of arrows means reloading less. However, having lots of bad arrows means you'll do low damage. It's a balance between reloading often and using your best arrows. In a perfect world, everybody would have 20 fletching arrows :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I only have a few arrows?'''&lt;br /&gt;
&lt;br /&gt;
If you have less than four arrows (or bolts) total in your inventory + quiver, you will often receive the message &amp;quot;You find no projectiles to use.&amp;quot; and get zero attacks that round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I'm blind?'''&lt;br /&gt;
&lt;br /&gt;
Unlike melee weapons, you always get zero attacks with a bow when blind. When blind, you receive this message: &amp;quot;Cannot see your weapon to load it&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What's the ARCHERY skill?'''&lt;br /&gt;
&lt;br /&gt;
Warrior skill. You need it. Help ARCHERY. This skill provides a massive bonus to hitroll for all missile attacks. If you're not a warrior, you can practice at the multiclass warrior trainer on Bloodstone island.&lt;br /&gt;
&lt;br /&gt;
== Archery Damage ==&lt;br /&gt;
&lt;br /&gt;
'''What's the formula for archery damage?'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Arrow Average Damage * Bow Multiplier * Archery Proficiency * Hit Rate&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Arrow Average Damage'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: an arrow of bone [arrow bone]&lt;br /&gt;
Item Type: MISSILE   Effects: NoBits&lt;br /&gt;
Equipable Location(s): TAKE &lt;br /&gt;
Weight: 1     Value: 532     Level Restriction: 26&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: Infinity&lt;br /&gt;
Damage Dice of 5d8&lt;br /&gt;
Affects:&lt;br /&gt;
    +2 to DAMROLL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bone arrow has an average damage of &amp;lt;math&amp;gt;5 * (8+1)/2 + 2 = 24.5&amp;lt;/math&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bow Multiplier'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: Maleficence, the bow of the wicked [maleficence bow wicked]&lt;br /&gt;
Item Type: FIRE WEAPON   Effects: INVISIBLE BLESS ANTI-GOOD ANTI-NEUTRAL NO-DONATE NO-SACRIFICE  NO-DROP  NO-AUCTION &lt;br /&gt;
Equipable Location(s): TAKE WIELD &lt;br /&gt;
Weight: 15     Value: 1     Level Restriction: 30&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Class Restrictions: TWO_HANDED &lt;br /&gt;
Damage Dice of 9d4 and modifies missile damage by 3.0&lt;br /&gt;
Affects:&lt;br /&gt;
    +30 to MANA&lt;br /&gt;
    +3 to HITROLL&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +5% to archery (proficiency)&lt;br /&gt;
    +3% to Shockwave (proficiency)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaking it down:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;modifies missile damage by 3.0&amp;lt;/code&amp;gt; means the bow multiplier is 3.0. Arrow damage is multiplied by 3.0.&lt;br /&gt;
* &amp;lt;code&amp;gt;Damage Dice of 9d4&amp;lt;/code&amp;gt; means the bow functions as a 9d4 melee weapon when you aren't in the back row with a formie infront of you. 9d4 has no bearing whatsoever on the archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Archery Proficiency'''&lt;br /&gt;
&lt;br /&gt;
Archery proficiency refers to any item with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +5% to archery (proficiency)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you have multiple items, sum the proficiencies to get your total. Every 1% proficiency is a 1% increase in total archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hit Rate'''&lt;br /&gt;
&lt;br /&gt;
Just like melee weapons, you arrows can miss and do zero damage. You receive the ''&amp;quot;Your arrow misses&amp;quot;'' message. To avoid missing, increase your hitroll. Archery uses the hitroll on your &amp;quot;Score S&amp;quot; to determine if you hit or not. No amount of hitroll is too much - top bow modes usually run 60+ hitroll. Hitroll from all sources affects archery: your eq, the BLESS spell and the target's ac.&lt;br /&gt;
&lt;br /&gt;
Always blind large mobs so you hit more. A blind mob is worth +40 hitroll. Faerie fire is worth +15 hitroll.&lt;br /&gt;
&lt;br /&gt;
Archery success affects hit rate:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +10% to archery (success)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We're not sure exactly how archery success stacks up, but it should be treated as a hitroll bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Which stats have no effect on archery damage?'''&lt;br /&gt;
&lt;br /&gt;
* The bow &amp;lt;code&amp;gt;Damage Dice of 9d4&amp;lt;/code&amp;gt; has no effect on archery damage. This is for when the bow is treated as a melee weapon, eg if you are unformed.&lt;br /&gt;
* Damroll from any equipment, including the bow. Only damroll on the arrow itself affects archery. Bone arrow is +2dr, this affects archery. Your bow has +10dr? It won't affect archery. You wearing a nemesis ring with +6dr? Won't affect archery.&lt;br /&gt;
&lt;br /&gt;
== Example Archery Mode ==&lt;br /&gt;
&lt;br /&gt;
Say you're using:&lt;br /&gt;
&lt;br /&gt;
* a quiver full of bone arrows. Each arrow has average damage 24.5&lt;br /&gt;
* a Maleficence bow, multiplier 3.0&lt;br /&gt;
* 2x slate wristguards, each giving +10% archery proficiency and success. Total +20% success, +20% prof&lt;br /&gt;
&lt;br /&gt;
Then your average damage per arrow hit is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;24.5 * 3.0 * 1.2 = 88.2&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you'll do an average of 88.2 damage per hit. How often you miss is determined by your hitroll, and the +20% archery success will help too. (Archery proficiency affects damage, success affects hit rate.)&lt;br /&gt;
&lt;br /&gt;
== Archery Eq ==&lt;br /&gt;
&lt;br /&gt;
=== Starter Bows ===&lt;br /&gt;
&lt;br /&gt;
* nemesis crossbow - it has very low average damage&lt;br /&gt;
* pallens bow&lt;br /&gt;
* valentines quest bow&lt;br /&gt;
&lt;br /&gt;
=== Top-tier Bows ===&lt;br /&gt;
&lt;br /&gt;
* cleric relic bow from Apsu&lt;br /&gt;
* lyr crossbow&lt;br /&gt;
* neut align: arcus from sevoseth&lt;br /&gt;
* evil align: mal from vanlarra eggtokens&lt;br /&gt;
* good align: fid from vanlarra eggtokens&lt;br /&gt;
&lt;br /&gt;
=== Starter Arrows ===&lt;br /&gt;
&lt;br /&gt;
* ?? starter bolt for crossbow&lt;br /&gt;
* 20 avg damage, gray slate arrow from wittermark, steal off elves&lt;br /&gt;
* 22 avg damage, black arrow from caverns of eternal darkness, ice centaurs in first cpk area&lt;br /&gt;
* 22 avg damage, black metal arrow from fgs, steal off giant meazels&lt;br /&gt;
* 24.5 avg damage, bone arrow from glabrezu in bloodstone&lt;br /&gt;
&lt;br /&gt;
=== Top-tier Arrows ===&lt;br /&gt;
&lt;br /&gt;
* 35 avg damage, lyr crossbow quarrel. Note: these quarrels proc to deteriorate themselves. I think they lose 3.5avg damage each proc until they aren't much better than wittermark arrows. Ask Halabarad.&lt;br /&gt;
* 36 avg damage, fletching arrow, see [[Sevoseth]]&lt;br /&gt;
* Also from Sevoseth: life drain arrow, arrow that procs muffle, arrow that will plague undead mobs (such as ruby dragons)&lt;br /&gt;
&lt;br /&gt;
=== Quivers ===&lt;br /&gt;
&lt;br /&gt;
* starter quiver off elves in alendora&lt;br /&gt;
* for cleric, hp/mana lunar quiver from vondarkla&lt;br /&gt;
* a quiver crafted of electrum - Lev(26) Loc(about)  nodrop no-auction hr(4) Cond(pristine - Infinity Days), from bloodstone&lt;br /&gt;
* fgs quiver&lt;br /&gt;
&lt;br /&gt;
=== Archery Eq ===&lt;br /&gt;
&lt;br /&gt;
You want your bow mode to have hitroll, mana and archery proficiencies. Damroll does not affect archery damage.&lt;br /&gt;
&lt;br /&gt;
'''Nobits'''&lt;br /&gt;
&lt;br /&gt;
* a slate wristguard - Lev(25) Loc(wrist) AC-ap(2)  noegg nodrop fragile no-auction mana(30) hr(3) SKL/SPL: archery (proficiency success +10%) Cond(pristine - 365 Days) - Elnissa shop 170m gold&lt;br /&gt;
* a dead rat carcass - Lev(15) Loc(light)  nodrop no-auction mana(18) hr(3) Cond(pristine - 185 Days) - pirate ship on swashbucklers&lt;br /&gt;
* a pair of masterfully woven mittens of green and red wool - Lev(20) Loc(hands)  nostore mana(20) hr(4) Cond(scratched - 90 Days) - Shadmire on Samrah&lt;br /&gt;
&lt;br /&gt;
'''Evil'''&lt;br /&gt;
&lt;br /&gt;
* Thanos's bracelet of fire - Lev(27) Loc(waist) AC-ap(0) AG AN nodrop no-auction hr(6) hps(-7) SKL/SPL: throw (success +7%) archery (success +7%) Cond(scratched - 90 Days), den on thanos&lt;br /&gt;
* a black onyx tiara - Lev(24) Loc(head) AC-ap(1) AG nodrop mana(46) hr(4) SKL/SPL: archery (success +9%) bash (susceptibility +7%) Cond(pristine - Infinity Days) - swamp on Widow Queen&lt;br /&gt;
* the hand of Vecna - Lev(28) Loc(hands) AG AN nodrop no-auction mana(45) hr(5) Cond(pristine - Infinity Days), bloodstone on vecna&lt;br /&gt;
* a serpent arm band - Lev(22) Loc(arms) AC-ap(1) AG AN nodrop no-auction mana(43) hr(4) Cond(pristine - 171 Days), fire giants master mage&lt;br /&gt;
* the taurus eye of a shadow dragon - Lev(24) Loc(light) AG AN hr(6) sbr(-2) SKL/SPL: dodge (success +5%) Cond(worn down - 52 Days) - swamp on shadow dragon&lt;br /&gt;
* a dark ebony spinneret - Lev(24) Loc(hold) AG nodrop hr(8) SKL/SPL: Poison (proficiency +3%) Poison (susceptibility -5%) Cond(pristine - 185 Days) - E'urdin&lt;br /&gt;
&lt;br /&gt;
'''Neut'''&lt;br /&gt;
&lt;br /&gt;
* a dark ebony spinneret - Lev(24) Loc(hold) AG nodrop hr(8) SKL/SPL: Poison (proficiency +3%) Poison (susceptibility -5%) Cond(pristine - 185 Days) - E'urdin&lt;br /&gt;
* a sparkling emerald gemstone - Lev(27) Loc(light) AE nodrop mana(47) hr(4) Cond(pristine - 185 Days) - mystical on green dragon&lt;br /&gt;
* a black onyx tiara - Lev(24) Loc(head) AC-ap(1) AG nodrop mana(46) hr(4) SKL/SPL: archery (success +9%) bash (susceptibility +7%) Cond(pristine - Infinity Days) - swamp on Widow Queen&lt;br /&gt;
&lt;br /&gt;
'''Good'''&lt;br /&gt;
&lt;br /&gt;
* a sparkling emerald gemstone - Lev(27) Loc(light) AE nodrop mana(47) hr(4) Cond(pristine - 185 Days) - mystical on green dragon&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
=== Operating with very few arrows ===&lt;br /&gt;
&lt;br /&gt;
Say you're fighting a ruby dragon, which is undead, and you want to plague it, but you only have two undeath arrows from Sevoseth. If you use only two arrows, you'll get the &amp;quot;cannot find projectiles&amp;quot; message. Instead:&lt;br /&gt;
&lt;br /&gt;
# put x3 regular arrows in your inventory&lt;br /&gt;
# put x2 undeath arrows in your quiver&lt;br /&gt;
# reload your quiver every round&lt;br /&gt;
&lt;br /&gt;
You will now shoot almost entirely undeath arrows, despite having only two of them. Because archery tends to take arrows from your quiver or top of your inventory, and arrows go to the top of your inventory from your quiver.&lt;br /&gt;
&lt;br /&gt;
=== Underwater Archery ===&lt;br /&gt;
&lt;br /&gt;
Regular archery works underwater, but there's special underwater archery that does huge damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;5.5 * 55 * 1.2 = 363&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can do 363 avg damage per hit with 2x slates, leviathan relic speargun and yew spears. You need a harpoon holster from reef, yew spears from underocean, and the relic from leviathan in lattyrna:&lt;br /&gt;
&lt;br /&gt;
Harpoon holster from reef (TBD walkthrough to get it):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: a leather harpoon holster [holster harpoon]&lt;br /&gt;
Item Type: MISSILE CONTAINER   Effects: NO-DONATE NO-SACRIFICE NO-DROP NO-AUCTION &lt;br /&gt;
Equipable Location(s): TAKE WAIST &lt;br /&gt;
Weight: 3     Value: 7200     Level Restriction: 0&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Available Weight: 46 stones&lt;br /&gt;
Nothing&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yew spears from underocean. They load in random mob corpses, like sanc orbs, and det in 24 hours. Yews do 10d10 damage, average of 55. Next best arrow is Fletching at 36 avg damage. TBD - id a yew spear&lt;br /&gt;
&lt;br /&gt;
Leviathan relic. Has 10 charges and lasts ten days, a long time for a relic. Go to lattyrna, find palace, ice Poseidon for key, unlock grate e 2d from poseidon, all d, all s to leviathan. Relic loads DARK. Use guards / nymphs as charmies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: a relic of flotsam [relic flotsam]&lt;br /&gt;
Item Type: RELIC   Effects: DARK INVISIBLE ANTI-GOOD NO-DONATE NO-SACRIFICE NO-DROP  FRAGILE NO-AUCTION NO-QUEST &lt;br /&gt;
Equipable Location(s): TAKE HOLD &lt;br /&gt;
Weight: 4     Value: 1     Level Restriction: 28&lt;br /&gt;
The object is visibly worn down with major wear.&lt;br /&gt;
Days Left: 4&lt;br /&gt;
Has 10 charges left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relic speargun made from Leviathan relic:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: the speargun of merman fury [speargun merman fury]&lt;br /&gt;
Item Type: FIRE WEAPON   Effects: HUM ANTI-GOOD NO_RENT NO_RELOAD BONDS NO-QUEST FORGED &lt;br /&gt;
Equipable Location(s): TAKE WIELD &lt;br /&gt;
Weight: 14     Value: 100     Level Restriction: 30&lt;br /&gt;
Bound To: Spiritic&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Class Restrictions: TWO_HANDED &lt;br /&gt;
Damage Dice of 6d6 and modifies missile damage by 5.5&lt;br /&gt;
Affects:&lt;br /&gt;
    +5 to DAMROLL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TBD there is a mini speargun relic on a princess in Ryvaera. It has a lower level restriction and bow multiplier.&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Archery</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Archery"/>
				<updated>2014-11-03T21:37:23Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: /* How Archery Works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Started with Archery ==&lt;br /&gt;
&lt;br /&gt;
I just want to shoot!&lt;br /&gt;
&lt;br /&gt;
# wield a nemesis crossbow&lt;br /&gt;
# wear a quiver&lt;br /&gt;
# put 1 bolt in the quiver&lt;br /&gt;
# be in the back row of your formation&lt;br /&gt;
# have somebody in the front row of your form, directly ahead of you, and in the same room&lt;br /&gt;
&lt;br /&gt;
You will now shoot bolts from your nemesis crossbow, up to twice per round.&lt;br /&gt;
&lt;br /&gt;
== Arrowhelper script ==&lt;br /&gt;
&lt;br /&gt;
See Arrowhelper.mm in [[Scripts]] to help reload your quiver.&lt;br /&gt;
&lt;br /&gt;
== How Archery Works ==&lt;br /&gt;
&lt;br /&gt;
'''Who should use Archery?'''&lt;br /&gt;
&lt;br /&gt;
Every cleric and mage should have an archery mode. The best thieves will have archery too. Warriors never use archery (despite having the archery skill.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How do arrows (and bolts) work?'''&lt;br /&gt;
&lt;br /&gt;
Bows use arrows. Crossbows use bolts. When you shoot an arrow (or bolt), it stays in your inventory. If the arrow was in a quiver, it gets moved to your inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Why do I need a quiver?'''&lt;br /&gt;
&lt;br /&gt;
If you have no quiver (or no arrows/bolts in your quiver), you will only shoot once per round. You need a quiver with arrows/bolts to shoot twice per round. Bows that magically create arrows, such as the nemesis crossbow or valentines day quest bow, still need a quiver containing one arrow (or bolt) to shoot twice per round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What's reloading and why do I need to do it?'''&lt;br /&gt;
&lt;br /&gt;
As you shoot twice per round, arrows (or bolts) are moved from your quiver into your inventory. When your quiver is empty, you only shoot once per round. See [[#Arrowhelper_script|Arrowhelper Script]] to help you reload.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Why do I want lots of arrows?'''&lt;br /&gt;
&lt;br /&gt;
Reloading your quiver is annoying. If you forget to reload, your damage drops in half when shooting only once per round. Even if you reload perfectly, it takes away from time spent shockwaving or healing. Having lots of arrows means reloading less. However, having lots of bad arrows means you'll do low damage. It's a balance between reloading often and using your best arrows. In a perfect world, everybody would have 20 fletching arrows :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I only have a few arrows?'''&lt;br /&gt;
&lt;br /&gt;
If you have less than four arrows (or bolts) total in your inventory + quiver, you will often receive the message &amp;quot;You find no projectiles to use.&amp;quot; and get zero attacks that round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I'm blind?'''&lt;br /&gt;
&lt;br /&gt;
Unlike melee weapons, you always get zero attacks with a bow when blind. When blind, you receive this message: &amp;quot;Cannot see your weapon to load it&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What's the ARCHERY skill?'''&lt;br /&gt;
&lt;br /&gt;
Warrior skill. You need it. Help ARCHERY. This skill provides a massive bonus to hitroll for all missile attacks. If you're not a warrior, you can practice at the multiclass warrior trainer on Bloodstone island.&lt;br /&gt;
&lt;br /&gt;
== Archery Damage ==&lt;br /&gt;
&lt;br /&gt;
'''What's the formula for archery damage?'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Arrow Average Damage * Bow Multiplier * Archery Proficiency * Hit Rate&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Arrow Average Damage'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: an arrow of bone [arrow bone]&lt;br /&gt;
Item Type: MISSILE   Effects: NoBits&lt;br /&gt;
Equipable Location(s): TAKE &lt;br /&gt;
Weight: 1     Value: 532     Level Restriction: 26&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: Infinity&lt;br /&gt;
Damage Dice of 5d8&lt;br /&gt;
Affects:&lt;br /&gt;
    +2 to DAMROLL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bone arrow has an average damage of &amp;lt;math&amp;gt;5 * (8+1)/2 + 2 = 24.5&amp;lt;/math&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bow Multiplier'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: Maleficence, the bow of the wicked [maleficence bow wicked]&lt;br /&gt;
Item Type: FIRE WEAPON   Effects: INVISIBLE BLESS ANTI-GOOD ANTI-NEUTRAL NO-DONATE NO-SACRIFICE  NO-DROP  NO-AUCTION &lt;br /&gt;
Equipable Location(s): TAKE WIELD &lt;br /&gt;
Weight: 15     Value: 1     Level Restriction: 30&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Class Restrictions: TWO_HANDED &lt;br /&gt;
Damage Dice of 9d4 and modifies missile damage by 3.0&lt;br /&gt;
Affects:&lt;br /&gt;
    +30 to MANA&lt;br /&gt;
    +3 to HITROLL&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +5% to archery (proficiency)&lt;br /&gt;
    +3% to Shockwave (proficiency)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaking it down:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;modifies missile damage by 3.0&amp;lt;/code&amp;gt; means the bow multiplier is 3.0. Arrow damage is multiplied by 3.0.&lt;br /&gt;
* &amp;lt;code&amp;gt;Damage Dice of 9d4&amp;lt;/code&amp;gt; means the bow functions as a 9d4 melee weapon when you aren't in the back row with a formie infront of you. 9d4 has no bearing whatsoever on the archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Archery Proficiency'''&lt;br /&gt;
&lt;br /&gt;
Archery proficiency refers to any item with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +5% to archery (proficiency)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you have multiple items, sum the proficiencies to get your total. Every 1% proficiency is a 1% increase in total archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hit Rate'''&lt;br /&gt;
&lt;br /&gt;
Just like melee weapons, you arrows can miss and do zero damage. You receive the ''&amp;quot;Your arrow misses&amp;quot;'' message. To avoid missing, increase your hitroll. Archery uses the hitroll on your &amp;quot;Score S&amp;quot; to determine if you hit or not. No amount of hitroll is too much - top bow modes usually run 60+ hitroll. Hitroll from all sources affects archery: your eq, the BLESS spell and the target's ac.&lt;br /&gt;
&lt;br /&gt;
Always blind large mobs so you hit more. A blind mob is worth +40 hitroll. Faerie fire is worth +15 hitroll.&lt;br /&gt;
&lt;br /&gt;
Archery success affects hit rate:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +10% to archery (success)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We're not sure exactly how archery success stacks up, but it should be treated as a hitroll bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Which stats have no effect on archery damage?'''&lt;br /&gt;
&lt;br /&gt;
* The bow &amp;lt;code&amp;gt;Damage Dice of 9d4&amp;lt;/code&amp;gt; has no effect on archery damage. This is for when the bow is treated as a melee weapon, eg if you are unformed.&lt;br /&gt;
* Damroll from any equipment, including the bow. Only damroll on the arrow itself affects archery. Bone arrow is +2dr, this affects archery. Your bow has +10dr? It won't affect archery. You wearing a nemesis ring with +6dr? Won't affect archery.&lt;br /&gt;
&lt;br /&gt;
== Example Archery Mode ==&lt;br /&gt;
&lt;br /&gt;
Say you're using:&lt;br /&gt;
&lt;br /&gt;
* a quiver full of bone arrows. Each arrow has average damage 24.5&lt;br /&gt;
* a Maleficence bow, multiplier 3.0&lt;br /&gt;
* 2x slate wristguards, each giving +10% archery proficiency and success. Total +20% success, +20% prof&lt;br /&gt;
&lt;br /&gt;
Then your average damage per arrow hit is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;24.5 * 3.0 * 1.2 = 88.2&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you'll do an average of 88.2 damage per hit. How often you miss is determined by your hitroll, and the +20% archery success will help too. (Archery proficiency affects damage, success affects hit rate.)&lt;br /&gt;
&lt;br /&gt;
== Archery Eq ==&lt;br /&gt;
&lt;br /&gt;
=== Starter Bows ===&lt;br /&gt;
&lt;br /&gt;
* nemesis crossbow - it has very low average damage&lt;br /&gt;
* pallens bow&lt;br /&gt;
* valentines quest bow&lt;br /&gt;
&lt;br /&gt;
=== Top-tier Bows ===&lt;br /&gt;
&lt;br /&gt;
* lyr crossbow&lt;br /&gt;
* neut align: arcus from sevoseth&lt;br /&gt;
* evil align: mal from vanlarra eggtokens&lt;br /&gt;
* good align: fid from vanlarra eggtokens&lt;br /&gt;
&lt;br /&gt;
=== Starter Arrows ===&lt;br /&gt;
&lt;br /&gt;
* ?? starter bolt for crossbow&lt;br /&gt;
* 20 avg damage, gray slate arrow from wittermark, steal off elves&lt;br /&gt;
* 22 avg damage, black arrow from caverns of eternal darkness, ice centaurs in first cpk area&lt;br /&gt;
* 22 avg damage, black metal arrow from fgs, steal off giant meazels&lt;br /&gt;
* 24.5 avg damage, bone arrow from glabrezu in bloodstone&lt;br /&gt;
&lt;br /&gt;
=== Top-tier Arrows ===&lt;br /&gt;
&lt;br /&gt;
* 35 avg damage, lyr crossbow quarrel. Note: these quarrels proc to deteriorate themselves. I think they lose 3.5avg damage each proc until they aren't much better than wittermark arrows. Ask Halabarad.&lt;br /&gt;
* 36 avg damage, fletching arrow, see [[Sevoseth]]&lt;br /&gt;
* Also from Sevoseth: life drain arrow, arrow that procs muffle, arrow that will plague undead mobs (such as ruby dragons)&lt;br /&gt;
&lt;br /&gt;
=== Quivers ===&lt;br /&gt;
&lt;br /&gt;
* starter quiver off elves in alendora&lt;br /&gt;
* for cleric, hp/mana lunar quiver from vondarkla&lt;br /&gt;
* a quiver crafted of electrum - Lev(26) Loc(about)  nodrop no-auction hr(4) Cond(pristine - Infinity Days), from bloodstone&lt;br /&gt;
* fgs quiver&lt;br /&gt;
&lt;br /&gt;
=== Archery Eq ===&lt;br /&gt;
&lt;br /&gt;
You want your bow mode to have hitroll, mana and archery proficiencies. Damroll does not affect archery damage.&lt;br /&gt;
&lt;br /&gt;
'''Nobits'''&lt;br /&gt;
&lt;br /&gt;
* a slate wristguard - Lev(25) Loc(wrist) AC-ap(2)  noegg nodrop fragile no-auction mana(30) hr(3) SKL/SPL: archery (proficiency success +10%) Cond(pristine - 365 Days) - Elnissa shop 170m gold&lt;br /&gt;
* a dead rat carcass - Lev(15) Loc(light)  nodrop no-auction mana(18) hr(3) Cond(pristine - 185 Days) - pirate ship on swashbucklers&lt;br /&gt;
* a pair of masterfully woven mittens of green and red wool - Lev(20) Loc(hands)  nostore mana(20) hr(4) Cond(scratched - 90 Days) - Shadmire on Samrah&lt;br /&gt;
&lt;br /&gt;
'''Evil'''&lt;br /&gt;
&lt;br /&gt;
* Thanos's bracelet of fire - Lev(27) Loc(waist) AC-ap(0) AG AN nodrop no-auction hr(6) hps(-7) SKL/SPL: throw (success +7%) archery (success +7%) Cond(scratched - 90 Days), den on thanos&lt;br /&gt;
* a black onyx tiara - Lev(24) Loc(head) AC-ap(1) AG nodrop mana(46) hr(4) SKL/SPL: archery (success +9%) bash (susceptibility +7%) Cond(pristine - Infinity Days) - swamp on Widow Queen&lt;br /&gt;
* the hand of Vecna - Lev(28) Loc(hands) AG AN nodrop no-auction mana(45) hr(5) Cond(pristine - Infinity Days), bloodstone on vecna&lt;br /&gt;
* a serpent arm band - Lev(22) Loc(arms) AC-ap(1) AG AN nodrop no-auction mana(43) hr(4) Cond(pristine - 171 Days), fire giants master mage&lt;br /&gt;
* the taurus eye of a shadow dragon - Lev(24) Loc(light) AG AN hr(6) sbr(-2) SKL/SPL: dodge (success +5%) Cond(worn down - 52 Days) - swamp on shadow dragon&lt;br /&gt;
* a dark ebony spinneret - Lev(24) Loc(hold) AG nodrop hr(8) SKL/SPL: Poison (proficiency +3%) Poison (susceptibility -5%) Cond(pristine - 185 Days) - E'urdin&lt;br /&gt;
&lt;br /&gt;
'''Neut'''&lt;br /&gt;
&lt;br /&gt;
* a dark ebony spinneret - Lev(24) Loc(hold) AG nodrop hr(8) SKL/SPL: Poison (proficiency +3%) Poison (susceptibility -5%) Cond(pristine - 185 Days) - E'urdin&lt;br /&gt;
* a sparkling emerald gemstone - Lev(27) Loc(light) AE nodrop mana(47) hr(4) Cond(pristine - 185 Days) - mystical on green dragon&lt;br /&gt;
* a black onyx tiara - Lev(24) Loc(head) AC-ap(1) AG nodrop mana(46) hr(4) SKL/SPL: archery (success +9%) bash (susceptibility +7%) Cond(pristine - Infinity Days) - swamp on Widow Queen&lt;br /&gt;
&lt;br /&gt;
'''Good'''&lt;br /&gt;
&lt;br /&gt;
* a sparkling emerald gemstone - Lev(27) Loc(light) AE nodrop mana(47) hr(4) Cond(pristine - 185 Days) - mystical on green dragon&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
=== Operating with very few arrows ===&lt;br /&gt;
&lt;br /&gt;
Say you're fighting a ruby dragon, which is undead, and you want to plague it, but you only have two undeath arrows from Sevoseth. If you use only two arrows, you'll get the &amp;quot;cannot find projectiles&amp;quot; message. Instead:&lt;br /&gt;
&lt;br /&gt;
# put x3 regular arrows in your inventory&lt;br /&gt;
# put x2 undeath arrows in your quiver&lt;br /&gt;
# reload your quiver every round&lt;br /&gt;
&lt;br /&gt;
You will now shoot almost entirely undeath arrows, despite having only two of them. Because archery tends to take arrows from your quiver or top of your inventory, and arrows go to the top of your inventory from your quiver.&lt;br /&gt;
&lt;br /&gt;
=== Underwater Archery ===&lt;br /&gt;
&lt;br /&gt;
Regular archery works underwater, but there's special underwater archery that does huge damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;5.5 * 55 * 1.2 = 363&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can do 363 avg damage per hit with 2x slates, leviathan relic speargun and yew spears. You need a harpoon holster from reef, yew spears from underocean, and the relic from leviathan in lattyrna:&lt;br /&gt;
&lt;br /&gt;
Harpoon holster from reef (TBD walkthrough to get it):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: a leather harpoon holster [holster harpoon]&lt;br /&gt;
Item Type: MISSILE CONTAINER   Effects: NO-DONATE NO-SACRIFICE NO-DROP NO-AUCTION &lt;br /&gt;
Equipable Location(s): TAKE WAIST &lt;br /&gt;
Weight: 3     Value: 7200     Level Restriction: 0&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Available Weight: 46 stones&lt;br /&gt;
Nothing&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yew spears from underocean. They load in random mob corpses, like sanc orbs, and det in 24 hours. Yews do 10d10 damage, average of 55. Next best arrow is Fletching at 36 avg damage. TBD - id a yew spear&lt;br /&gt;
&lt;br /&gt;
Leviathan relic. Has 10 charges and lasts ten days, a long time for a relic. Go to lattyrna, find palace, ice Poseidon for key, unlock grate e 2d from poseidon, all d, all s to leviathan. Relic loads DARK. Use guards / nymphs as charmies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: a relic of flotsam [relic flotsam]&lt;br /&gt;
Item Type: RELIC   Effects: DARK INVISIBLE ANTI-GOOD NO-DONATE NO-SACRIFICE NO-DROP  FRAGILE NO-AUCTION NO-QUEST &lt;br /&gt;
Equipable Location(s): TAKE HOLD &lt;br /&gt;
Weight: 4     Value: 1     Level Restriction: 28&lt;br /&gt;
The object is visibly worn down with major wear.&lt;br /&gt;
Days Left: 4&lt;br /&gt;
Has 10 charges left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relic speargun made from Leviathan relic:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: the speargun of merman fury [speargun merman fury]&lt;br /&gt;
Item Type: FIRE WEAPON   Effects: HUM ANTI-GOOD NO_RENT NO_RELOAD BONDS NO-QUEST FORGED &lt;br /&gt;
Equipable Location(s): TAKE WIELD &lt;br /&gt;
Weight: 14     Value: 100     Level Restriction: 30&lt;br /&gt;
Bound To: Spiritic&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Class Restrictions: TWO_HANDED &lt;br /&gt;
Damage Dice of 6d6 and modifies missile damage by 5.5&lt;br /&gt;
Affects:&lt;br /&gt;
    +5 to DAMROLL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TBD there is a mini speargun relic on a princess in Ryvaera. It has a lower level restriction and bow multiplier.&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Archery</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Archery"/>
				<updated>2014-11-03T21:36:05Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Started with Archery ==&lt;br /&gt;
&lt;br /&gt;
I just want to shoot!&lt;br /&gt;
&lt;br /&gt;
# wield a nemesis crossbow&lt;br /&gt;
# wear a quiver&lt;br /&gt;
# put 1 bolt in the quiver&lt;br /&gt;
# be in the back row of your formation&lt;br /&gt;
# have somebody in the front row of your form, directly ahead of you, and in the same room&lt;br /&gt;
&lt;br /&gt;
You will now shoot bolts from your nemesis crossbow, up to twice per round.&lt;br /&gt;
&lt;br /&gt;
== Arrowhelper script ==&lt;br /&gt;
&lt;br /&gt;
See Arrowhelper.mm in [[Scripts]] to help reload your quiver.&lt;br /&gt;
&lt;br /&gt;
== How Archery Works ==&lt;br /&gt;
&lt;br /&gt;
'''Who should use Archery?'''&lt;br /&gt;
&lt;br /&gt;
Every cleric and mage should have an archery mode. The best thieves will have archery too. Warriors never use archery (despite having the archery skill.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How do arrows (and bolts) work?'''&lt;br /&gt;
&lt;br /&gt;
Bows use arrows. Crossbows use bolts. When you shoot an arrow (or bolt), it stays in your inventory. If the arrow was in a quiver, it gets moved to your inventory.&lt;br /&gt;
&lt;br /&gt;
'''Why do I need a quiver?'''&lt;br /&gt;
&lt;br /&gt;
If you have no quiver (or no arrows/bolts in your quiver), you will only shoot once per round. You need a quiver with arrows/bolts to shoot twice per round. Bows that magically create arrows, such as the nemesis crossbow or valentines day quest bow, still need a quiver containing one arrow (or bolt) to shoot twice per round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What's reloading and why do I need to do it?'''&lt;br /&gt;
&lt;br /&gt;
As you shoot twice per round, arrows (or bolts) are moved from your quiver into your inventory. When your quiver is empty, you only shoot once per round. See [[#Arrowhelper_script|Arrowhelper Script]] to help you reload.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Why do I want lots of arrows?'''&lt;br /&gt;
&lt;br /&gt;
Reloading your quiver is annoying. If you forget to reload, your damage drops in half when shooting only once per round. Even if you reload perfectly, it takes away from time spent shockwaving or healing. Having lots of arrows means reloading less. However, having lots of bad arrows means you'll do low damage. It's a balance between reloading often and using your best arrows. In a perfect world, everybody would have 20 fletching arrows :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I only have a few arrows?'''&lt;br /&gt;
&lt;br /&gt;
If you have less than four arrows (or bolts) total in your inventory + quiver, you will often receive the message &amp;quot;You find no projectiles to use.&amp;quot; and get zero attacks that round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I'm blind?'''&lt;br /&gt;
&lt;br /&gt;
Unlike melee weapons, you always get zero attacks with a bow when blind. When blind, you receive this message: &amp;quot;Cannot see your weapon to load it&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What's the ARCHERY skill?'''&lt;br /&gt;
&lt;br /&gt;
Warrior skill. You need it. Help ARCHERY. This skill provides a massive bonus to hitroll for all missile attacks. If you're not a warrior, you can practice at the multiclass warrior trainer on Bloodstone island.&lt;br /&gt;
&lt;br /&gt;
== Archery Damage ==&lt;br /&gt;
&lt;br /&gt;
'''What's the formula for archery damage?'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Arrow Average Damage * Bow Multiplier * Archery Proficiency * Hit Rate&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Arrow Average Damage'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: an arrow of bone [arrow bone]&lt;br /&gt;
Item Type: MISSILE   Effects: NoBits&lt;br /&gt;
Equipable Location(s): TAKE &lt;br /&gt;
Weight: 1     Value: 532     Level Restriction: 26&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: Infinity&lt;br /&gt;
Damage Dice of 5d8&lt;br /&gt;
Affects:&lt;br /&gt;
    +2 to DAMROLL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bone arrow has an average damage of &amp;lt;math&amp;gt;5 * (8+1)/2 + 2 = 24.5&amp;lt;/math&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bow Multiplier'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: Maleficence, the bow of the wicked [maleficence bow wicked]&lt;br /&gt;
Item Type: FIRE WEAPON   Effects: INVISIBLE BLESS ANTI-GOOD ANTI-NEUTRAL NO-DONATE NO-SACRIFICE  NO-DROP  NO-AUCTION &lt;br /&gt;
Equipable Location(s): TAKE WIELD &lt;br /&gt;
Weight: 15     Value: 1     Level Restriction: 30&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Class Restrictions: TWO_HANDED &lt;br /&gt;
Damage Dice of 9d4 and modifies missile damage by 3.0&lt;br /&gt;
Affects:&lt;br /&gt;
    +30 to MANA&lt;br /&gt;
    +3 to HITROLL&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +5% to archery (proficiency)&lt;br /&gt;
    +3% to Shockwave (proficiency)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaking it down:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;modifies missile damage by 3.0&amp;lt;/code&amp;gt; means the bow multiplier is 3.0. Arrow damage is multiplied by 3.0.&lt;br /&gt;
* &amp;lt;code&amp;gt;Damage Dice of 9d4&amp;lt;/code&amp;gt; means the bow functions as a 9d4 melee weapon when you aren't in the back row with a formie infront of you. 9d4 has no bearing whatsoever on the archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Archery Proficiency'''&lt;br /&gt;
&lt;br /&gt;
Archery proficiency refers to any item with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +5% to archery (proficiency)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you have multiple items, sum the proficiencies to get your total. Every 1% proficiency is a 1% increase in total archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hit Rate'''&lt;br /&gt;
&lt;br /&gt;
Just like melee weapons, you arrows can miss and do zero damage. You receive the ''&amp;quot;Your arrow misses&amp;quot;'' message. To avoid missing, increase your hitroll. Archery uses the hitroll on your &amp;quot;Score S&amp;quot; to determine if you hit or not. No amount of hitroll is too much - top bow modes usually run 60+ hitroll. Hitroll from all sources affects archery: your eq, the BLESS spell and the target's ac.&lt;br /&gt;
&lt;br /&gt;
Always blind large mobs so you hit more. A blind mob is worth +40 hitroll. Faerie fire is worth +15 hitroll.&lt;br /&gt;
&lt;br /&gt;
Archery success affects hit rate:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +10% to archery (success)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We're not sure exactly how archery success stacks up, but it should be treated as a hitroll bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Which stats have no effect on archery damage?'''&lt;br /&gt;
&lt;br /&gt;
* The bow &amp;lt;code&amp;gt;Damage Dice of 9d4&amp;lt;/code&amp;gt; has no effect on archery damage. This is for when the bow is treated as a melee weapon, eg if you are unformed.&lt;br /&gt;
* Damroll from any equipment, including the bow. Only damroll on the arrow itself affects archery. Bone arrow is +2dr, this affects archery. Your bow has +10dr? It won't affect archery. You wearing a nemesis ring with +6dr? Won't affect archery.&lt;br /&gt;
&lt;br /&gt;
== Example Archery Mode ==&lt;br /&gt;
&lt;br /&gt;
Say you're using:&lt;br /&gt;
&lt;br /&gt;
* a quiver full of bone arrows. Each arrow has average damage 24.5&lt;br /&gt;
* a Maleficence bow, multiplier 3.0&lt;br /&gt;
* 2x slate wristguards, each giving +10% archery proficiency and success. Total +20% success, +20% prof&lt;br /&gt;
&lt;br /&gt;
Then your average damage per arrow hit is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;24.5 * 3.0 * 1.2 = 88.2&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you'll do an average of 88.2 damage per hit. How often you miss is determined by your hitroll, and the +20% archery success will help too. (Archery proficiency affects damage, success affects hit rate.)&lt;br /&gt;
&lt;br /&gt;
== Archery Eq ==&lt;br /&gt;
&lt;br /&gt;
=== Starter Bows ===&lt;br /&gt;
&lt;br /&gt;
* nemesis crossbow - it has very low average damage&lt;br /&gt;
* pallens bow&lt;br /&gt;
* valentines quest bow&lt;br /&gt;
&lt;br /&gt;
=== Top-tier Bows ===&lt;br /&gt;
&lt;br /&gt;
* lyr crossbow&lt;br /&gt;
* neut align: arcus from sevoseth&lt;br /&gt;
* evil align: mal from vanlarra eggtokens&lt;br /&gt;
* good align: fid from vanlarra eggtokens&lt;br /&gt;
&lt;br /&gt;
=== Starter Arrows ===&lt;br /&gt;
&lt;br /&gt;
* ?? starter bolt for crossbow&lt;br /&gt;
* 20 avg damage, gray slate arrow from wittermark, steal off elves&lt;br /&gt;
* 22 avg damage, black arrow from caverns of eternal darkness, ice centaurs in first cpk area&lt;br /&gt;
* 22 avg damage, black metal arrow from fgs, steal off giant meazels&lt;br /&gt;
* 24.5 avg damage, bone arrow from glabrezu in bloodstone&lt;br /&gt;
&lt;br /&gt;
=== Top-tier Arrows ===&lt;br /&gt;
&lt;br /&gt;
* 35 avg damage, lyr crossbow quarrel. Note: these quarrels proc to deteriorate themselves. I think they lose 3.5avg damage each proc until they aren't much better than wittermark arrows. Ask Halabarad.&lt;br /&gt;
* 36 avg damage, fletching arrow, see [[Sevoseth]]&lt;br /&gt;
* Also from Sevoseth: life drain arrow, arrow that procs muffle, arrow that will plague undead mobs (such as ruby dragons)&lt;br /&gt;
&lt;br /&gt;
=== Quivers ===&lt;br /&gt;
&lt;br /&gt;
* starter quiver off elves in alendora&lt;br /&gt;
* for cleric, hp/mana lunar quiver from vondarkla&lt;br /&gt;
* a quiver crafted of electrum - Lev(26) Loc(about)  nodrop no-auction hr(4) Cond(pristine - Infinity Days), from bloodstone&lt;br /&gt;
* fgs quiver&lt;br /&gt;
&lt;br /&gt;
=== Archery Eq ===&lt;br /&gt;
&lt;br /&gt;
You want your bow mode to have hitroll, mana and archery proficiencies. Damroll does not affect archery damage.&lt;br /&gt;
&lt;br /&gt;
'''Nobits'''&lt;br /&gt;
&lt;br /&gt;
* a slate wristguard - Lev(25) Loc(wrist) AC-ap(2)  noegg nodrop fragile no-auction mana(30) hr(3) SKL/SPL: archery (proficiency success +10%) Cond(pristine - 365 Days) - Elnissa shop 170m gold&lt;br /&gt;
* a dead rat carcass - Lev(15) Loc(light)  nodrop no-auction mana(18) hr(3) Cond(pristine - 185 Days) - pirate ship on swashbucklers&lt;br /&gt;
* a pair of masterfully woven mittens of green and red wool - Lev(20) Loc(hands)  nostore mana(20) hr(4) Cond(scratched - 90 Days) - Shadmire on Samrah&lt;br /&gt;
&lt;br /&gt;
'''Evil'''&lt;br /&gt;
&lt;br /&gt;
* Thanos's bracelet of fire - Lev(27) Loc(waist) AC-ap(0) AG AN nodrop no-auction hr(6) hps(-7) SKL/SPL: throw (success +7%) archery (success +7%) Cond(scratched - 90 Days), den on thanos&lt;br /&gt;
* a black onyx tiara - Lev(24) Loc(head) AC-ap(1) AG nodrop mana(46) hr(4) SKL/SPL: archery (success +9%) bash (susceptibility +7%) Cond(pristine - Infinity Days) - swamp on Widow Queen&lt;br /&gt;
* the hand of Vecna - Lev(28) Loc(hands) AG AN nodrop no-auction mana(45) hr(5) Cond(pristine - Infinity Days), bloodstone on vecna&lt;br /&gt;
* a serpent arm band - Lev(22) Loc(arms) AC-ap(1) AG AN nodrop no-auction mana(43) hr(4) Cond(pristine - 171 Days), fire giants master mage&lt;br /&gt;
* the taurus eye of a shadow dragon - Lev(24) Loc(light) AG AN hr(6) sbr(-2) SKL/SPL: dodge (success +5%) Cond(worn down - 52 Days) - swamp on shadow dragon&lt;br /&gt;
* a dark ebony spinneret - Lev(24) Loc(hold) AG nodrop hr(8) SKL/SPL: Poison (proficiency +3%) Poison (susceptibility -5%) Cond(pristine - 185 Days) - E'urdin&lt;br /&gt;
&lt;br /&gt;
'''Neut'''&lt;br /&gt;
&lt;br /&gt;
* a dark ebony spinneret - Lev(24) Loc(hold) AG nodrop hr(8) SKL/SPL: Poison (proficiency +3%) Poison (susceptibility -5%) Cond(pristine - 185 Days) - E'urdin&lt;br /&gt;
* a sparkling emerald gemstone - Lev(27) Loc(light) AE nodrop mana(47) hr(4) Cond(pristine - 185 Days) - mystical on green dragon&lt;br /&gt;
* a black onyx tiara - Lev(24) Loc(head) AC-ap(1) AG nodrop mana(46) hr(4) SKL/SPL: archery (success +9%) bash (susceptibility +7%) Cond(pristine - Infinity Days) - swamp on Widow Queen&lt;br /&gt;
&lt;br /&gt;
'''Good'''&lt;br /&gt;
&lt;br /&gt;
* a sparkling emerald gemstone - Lev(27) Loc(light) AE nodrop mana(47) hr(4) Cond(pristine - 185 Days) - mystical on green dragon&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
=== Operating with very few arrows ===&lt;br /&gt;
&lt;br /&gt;
Say you're fighting a ruby dragon, which is undead, and you want to plague it, but you only have two undeath arrows from Sevoseth. If you use only two arrows, you'll get the &amp;quot;cannot find projectiles&amp;quot; message. Instead:&lt;br /&gt;
&lt;br /&gt;
# put x3 regular arrows in your inventory&lt;br /&gt;
# put x2 undeath arrows in your quiver&lt;br /&gt;
# reload your quiver every round&lt;br /&gt;
&lt;br /&gt;
You will now shoot almost entirely undeath arrows, despite having only two of them. Because archery tends to take arrows from your quiver or top of your inventory, and arrows go to the top of your inventory from your quiver.&lt;br /&gt;
&lt;br /&gt;
=== Underwater Archery ===&lt;br /&gt;
&lt;br /&gt;
Regular archery works underwater, but there's special underwater archery that does huge damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;5.5 * 55 * 1.2 = 363&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can do 363 avg damage per hit with 2x slates, leviathan relic speargun and yew spears. You need a harpoon holster from reef, yew spears from underocean, and the relic from leviathan in lattyrna:&lt;br /&gt;
&lt;br /&gt;
Harpoon holster from reef (TBD walkthrough to get it):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: a leather harpoon holster [holster harpoon]&lt;br /&gt;
Item Type: MISSILE CONTAINER   Effects: NO-DONATE NO-SACRIFICE NO-DROP NO-AUCTION &lt;br /&gt;
Equipable Location(s): TAKE WAIST &lt;br /&gt;
Weight: 3     Value: 7200     Level Restriction: 0&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Available Weight: 46 stones&lt;br /&gt;
Nothing&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yew spears from underocean. They load in random mob corpses, like sanc orbs, and det in 24 hours. Yews do 10d10 damage, average of 55. Next best arrow is Fletching at 36 avg damage. TBD - id a yew spear&lt;br /&gt;
&lt;br /&gt;
Leviathan relic. Has 10 charges and lasts ten days, a long time for a relic. Go to lattyrna, find palace, ice Poseidon for key, unlock grate e 2d from poseidon, all d, all s to leviathan. Relic loads DARK. Use guards / nymphs as charmies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: a relic of flotsam [relic flotsam]&lt;br /&gt;
Item Type: RELIC   Effects: DARK INVISIBLE ANTI-GOOD NO-DONATE NO-SACRIFICE NO-DROP  FRAGILE NO-AUCTION NO-QUEST &lt;br /&gt;
Equipable Location(s): TAKE HOLD &lt;br /&gt;
Weight: 4     Value: 1     Level Restriction: 28&lt;br /&gt;
The object is visibly worn down with major wear.&lt;br /&gt;
Days Left: 4&lt;br /&gt;
Has 10 charges left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relic speargun made from Leviathan relic:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: the speargun of merman fury [speargun merman fury]&lt;br /&gt;
Item Type: FIRE WEAPON   Effects: HUM ANTI-GOOD NO_RENT NO_RELOAD BONDS NO-QUEST FORGED &lt;br /&gt;
Equipable Location(s): TAKE WIELD &lt;br /&gt;
Weight: 14     Value: 100     Level Restriction: 30&lt;br /&gt;
Bound To: Spiritic&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Class Restrictions: TWO_HANDED &lt;br /&gt;
Damage Dice of 6d6 and modifies missile damage by 5.5&lt;br /&gt;
Affects:&lt;br /&gt;
    +5 to DAMROLL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TBD there is a mini speargun relic on a princess in Ryvaera. It has a lower level restriction and bow multiplier.&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Archery</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Archery"/>
				<updated>2014-11-03T21:07:37Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Started with Archery ==&lt;br /&gt;
&lt;br /&gt;
I just want to shoot!&lt;br /&gt;
&lt;br /&gt;
# wield a nemesis crossbow&lt;br /&gt;
# wear a quiver&lt;br /&gt;
# put 1 bolt in the quiver&lt;br /&gt;
# be in the back row of your formation&lt;br /&gt;
# have somebody in the front row of your form, directly ahead of you, and in the same room&lt;br /&gt;
&lt;br /&gt;
You will now shoot bolts from your nemesis crossbow, up to twice per round.&lt;br /&gt;
&lt;br /&gt;
== Arrowhelper script ==&lt;br /&gt;
&lt;br /&gt;
See Arrowhelper.mm in [[Scripts]] to help reload your quiver.&lt;br /&gt;
&lt;br /&gt;
== How Archery Works ==&lt;br /&gt;
&lt;br /&gt;
'''Who should use Archery?'''&lt;br /&gt;
&lt;br /&gt;
Every cleric and mage should have an archery mode. The best thieves will have archery too. Warriors never use archery (despite having the archery skill.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How do arrows (and bolts) work?'''&lt;br /&gt;
&lt;br /&gt;
Bows use arrows. Crossbows use bolts. When you shoot an arrow (or bolt), it stays in your inventory. If the arrow was in a quiver, it gets moved to your inventory.&lt;br /&gt;
&lt;br /&gt;
'''Why do I need a quiver?'''&lt;br /&gt;
&lt;br /&gt;
If you have no quiver (or no arrows/bolts in your quiver), you will only shoot once per round. You need a quiver with arrows/bolts to shoot twice per round. Bows that magically create arrows, such as the nemesis crossbow or valentines day quest bow, still need a quiver containing one arrow (or bolt) to shoot twice per round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What's reloading and why do I need to do it?'''&lt;br /&gt;
&lt;br /&gt;
As you shoot twice per round, arrows (or bolts) are moved from your quiver into your inventory. When your quiver is empty, you only shoot once per round. See [[#Arrowhelper_script|Arrowhelper Script]] to help you reload.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Why do I want lots of arrows?'''&lt;br /&gt;
&lt;br /&gt;
Reloading your quiver is annoying. If you forget to reload, your damage drops in half. Even if you reload perfectly, it takes away from time spent shockwaving or healing. Having lots of arrows means reloading less. However, having lots of bad arrows means you'll do low damage. It's a balance between reloading often and using your best arrows. In a perfect world, everybody would have 20 fletching arrows :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I only have a few arrows?'''&lt;br /&gt;
&lt;br /&gt;
If you have less than four arrows (or bolts) total in your inventory + quiver, you will often receive the message &amp;quot;You find no projectiles to use.&amp;quot; and get zero attacks that round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I'm blind?'''&lt;br /&gt;
&lt;br /&gt;
Unlike melee weapons, you always get zero attacks with a bow when blind. When blind, you receive this message: &amp;quot;Cannot see your weapon to load it&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What's the ARCHERY skill?'''&lt;br /&gt;
&lt;br /&gt;
Warrior skill. You need it. Help ARCHERY. This skill provides a massive bonus to hitroll for all missile attacks. If you're not a warrior, you can practice at the multiclass warrior trainer on Bloodstone island.&lt;br /&gt;
&lt;br /&gt;
== Archery Damage ==&lt;br /&gt;
&lt;br /&gt;
'''What's the formula for archery damage?'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Arrow Average Damage * Bow Multiplier * Archery Proficiency * Hit Rate&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Arrow Average Damage'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: an arrow of bone [arrow bone]&lt;br /&gt;
Item Type: MISSILE   Effects: NoBits&lt;br /&gt;
Equipable Location(s): TAKE &lt;br /&gt;
Weight: 1     Value: 532     Level Restriction: 26&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: Infinity&lt;br /&gt;
Damage Dice of 5d8&lt;br /&gt;
Affects:&lt;br /&gt;
    +2 to DAMROLL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bone arrow has an average damage of &amp;lt;math&amp;gt;5 * (8+1)/2 + 2 = 24.5&amp;lt;/math&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bow Multiplier'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: Maleficence, the bow of the wicked [maleficence bow wicked]&lt;br /&gt;
Item Type: FIRE WEAPON   Effects: INVISIBLE BLESS ANTI-GOOD ANTI-NEUTRAL NO-DONATE NO-SACRIFICE  NO-DROP  NO-AUCTION &lt;br /&gt;
Equipable Location(s): TAKE WIELD &lt;br /&gt;
Weight: 15     Value: 1     Level Restriction: 30&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Class Restrictions: TWO_HANDED &lt;br /&gt;
Damage Dice of 9d4 and modifies missile damage by 3.0&lt;br /&gt;
Affects:&lt;br /&gt;
    +30 to MANA&lt;br /&gt;
    +3 to HITROLL&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +5% to archery (proficiency)&lt;br /&gt;
    +3% to Shockwave (proficiency)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaking it down:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;modifies missile damage by 3.0&amp;lt;/code&amp;gt; means the bow multiplier is 3.0. Arrow damage is multiplied by 3.0.&lt;br /&gt;
* &amp;lt;code&amp;gt;Damage Dice of 9d4&amp;lt;/code&amp;gt; means the bow functions as a 9d4 melee weapon when you aren't in the back row with a formie infront of you. 9d4 has no bearing whatsoever on the archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Archery Proficiency'''&lt;br /&gt;
&lt;br /&gt;
Archery proficiency refers to any item with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +5% to archery (proficiency)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you have multiple items, sum the proficiencies to get your total. Every 1% proficiency is a 1% increase in total archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hit Rate'''&lt;br /&gt;
&lt;br /&gt;
Just like melee weapons, you arrows can miss and do zero damage. You receive the ''&amp;quot;Your arrow misses&amp;quot;'' message. To avoid missing, increase your hitroll. Archery uses the hitroll on your &amp;quot;Score S&amp;quot; to determine if you hit or not. No amount of hitroll is too much - top bow modes usually run 60+ hitroll. Hitroll from all sources affects archery: your eq, the BLESS spell and the target's ac.&lt;br /&gt;
&lt;br /&gt;
Always blind large mobs so you hit more. A blind mob is worth +40 hitroll. Faerie fire is worth +15 hitroll.&lt;br /&gt;
&lt;br /&gt;
Archery success affects hit rate:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +10% to archery (success)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We're not sure exactly how archery success stacks up, but it should be treated as a hitroll bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Which stats have no effect on archery damage?'''&lt;br /&gt;
&lt;br /&gt;
* The bow &amp;lt;code&amp;gt;Damage Dice of 9d4&amp;lt;/code&amp;gt; has no effect on archery damage. This is for when the bow is treated as a melee weapon, eg if you are unformed.&lt;br /&gt;
* Damroll from any equipment, including the bow. Only damroll on the arrow itself affects archery. Bone arrow is +2dr, this affects archery. Your bow has +10dr? It won't affect archery. You wearing a nemesis ring with +6dr? Won't affect archery.&lt;br /&gt;
&lt;br /&gt;
== Example Archery Mode ==&lt;br /&gt;
&lt;br /&gt;
Say you're using:&lt;br /&gt;
&lt;br /&gt;
* a quiver full of bone arrows. Each arrow has average damage 24.5&lt;br /&gt;
* a Maleficence bow, multiplier 3.0&lt;br /&gt;
* 2x slate wristguards, each giving +10% archery proficiency and success. Total +20% success, +20% prof&lt;br /&gt;
&lt;br /&gt;
Then your average damage per arrow hit is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;24.5 * 3.0 * 1.2 = 88.2&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you'll do an average of 88.2 damage per hit. How often you miss is determined by your hitroll, and the +20% archery success will help too. (Archery proficiency affects damage, success affects hit rate.)&lt;br /&gt;
&lt;br /&gt;
== Bows ==&lt;br /&gt;
&lt;br /&gt;
* starter bow: pallens bow (!T !W)&lt;br /&gt;
&lt;br /&gt;
* neut align: arcus&lt;br /&gt;
* evil align: mal&lt;br /&gt;
* good align: fid&lt;br /&gt;
&lt;br /&gt;
== Arrows ==&lt;br /&gt;
&lt;br /&gt;
* wittermark&lt;br /&gt;
* black arrow from caverns&lt;br /&gt;
* black metal arrow from fgs&lt;br /&gt;
* bone&lt;br /&gt;
* fletching&lt;br /&gt;
&lt;br /&gt;
== Crossbows ==&lt;br /&gt;
&lt;br /&gt;
* nemesis&lt;br /&gt;
* lyr&lt;br /&gt;
&lt;br /&gt;
== Quarrels ==&lt;br /&gt;
&lt;br /&gt;
* dummy quarrel &lt;br /&gt;
* lyr quarrel&lt;br /&gt;
 &lt;br /&gt;
== Quivers ==&lt;br /&gt;
&lt;br /&gt;
* lunar quiver&lt;br /&gt;
* a quiver crafted of electrum - Lev(26) Loc(about)  nodrop no-auction hr(4) Cond(pristine - Infinity Days)&lt;br /&gt;
* fgs quiver&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Archery Eq ==&lt;br /&gt;
&lt;br /&gt;
Hitroll, mana, archery proficiencies.&lt;br /&gt;
&lt;br /&gt;
* a sparkling emerald gemstone - Lev(27) Loc(light) AE nodrop mana(47) hr(4) Cond(pristine - 185 Days) - mystical on green dragon&lt;br /&gt;
* a dead rat carcass - Lev(15) Loc(light)  nodrop no-auction mana(18) hr(3) Cond(pristine - 185 Days) - pirate ship on swashbucklers&lt;br /&gt;
* taurus eye - Thanos on shadow dragon&lt;br /&gt;
* a pair of masterfully woven mittens of green and red wool - Lev(20) Loc(hands)  nostore mana(20) hr(4) Cond(scratched - 90 Days) - Shadmire on Samrah&lt;br /&gt;
* serpent armband 4hr/45mana - tharhalas / fgs master mage ???&lt;br /&gt;
* a dark ebony spinneret - Lev(24) Loc(hold) AG nodrop hr(8) SKL/SPL: Poison (proficiency +3%) Poison (susceptibility -5%) Cond(pristine - 185 Days) - E'urdin&lt;br /&gt;
* a black onyx tiara - Lev(24) Loc(head) AC-ap(1) AG nodrop mana(46) hr(4) SKL/SPL: archery (success +9%) bash (susceptibility +7%) Cond(pristine - Infinity Days) - Thanos on Widow Queen&lt;br /&gt;
* a slate wristguard - Lev(25) Loc(wrist) AC-ap(2)  noegg nodrop fragile no-auction mana(30) hr(3) SKL/SPL: archery (proficiency success +10%) Cond(pristine - 365 Days) - Elnissa shop&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
=== Underwater Archery ===&lt;br /&gt;
&lt;br /&gt;
* hip quiver from reef - TBD id it, and walkthrough on how to get it&lt;br /&gt;
* yew spears from underocean, they det in 24 hours but are the strongest weapons in the game - TBD id a yew spear&lt;br /&gt;
* relic on leviathan in lattyrna - TBD id the relic and weapon&lt;br /&gt;
* relic on naiad princess or something in ryvaera - TBD id the relic and weapon&lt;br /&gt;
&lt;br /&gt;
=== Operating with very few arrows ===&lt;br /&gt;
&lt;br /&gt;
TBD - chart showing where arrows are shot from with quiver&lt;br /&gt;
TBD - guide on &amp;quot;how to use specialty arrows properly&amp;quot;. Eg if you have only 2 undeath arrows, how do you maximize chances of plaguing Count Van'Kyln?&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Archery</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Archery"/>
				<updated>2014-11-03T20:54:26Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Started with Archery ==&lt;br /&gt;
&lt;br /&gt;
I just want to shoot!&lt;br /&gt;
&lt;br /&gt;
# wield a nemesis crossbow&lt;br /&gt;
# wear a quiver&lt;br /&gt;
# put 1 bolt in the quiver&lt;br /&gt;
# be in the back row of your formation&lt;br /&gt;
# have somebody in the front row of your form, directly ahead of you, and in the same room&lt;br /&gt;
&lt;br /&gt;
You will now shoot bolts from your nemesis crossbow, up to twice per round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Arrowhelper script ==&lt;br /&gt;
&lt;br /&gt;
See Arrowhelper.mm in [[Scripts]] to help reload your quiver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How Archery Works ==&lt;br /&gt;
&lt;br /&gt;
'''Who should use Archery?'''&lt;br /&gt;
&lt;br /&gt;
Every cleric and mage should have an archery mode. The best thieves will have archery too. Warriors never use archery (despite having the archery skill.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How do arrows (and bolts) work?'''&lt;br /&gt;
&lt;br /&gt;
Bows use arrows. Crossbows use bolts. When you shoot an arrow (or bolt), it stays in your inventory. If the arrow was in a quiver, it gets moved to your inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Why do I need a quiver?'''&lt;br /&gt;
&lt;br /&gt;
If you have no quiver (or no arrows/bolts in your quiver), you will only shoot once per round. You need a quiver with arrows/bolts to shoot twice per round. Bows that magically create arrows, such as the nemesis crossbow or valentines day quest bow, still need a quiver containing one arrow (or bolt) to shoot twice per round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What's reloading and why do I need to do it?'''&lt;br /&gt;
&lt;br /&gt;
As you shoot twice per round, arrows (or bolts) are moved from your quiver into your inventory. When your quiver is empty, you only shoot once per round. See [[#Arrowhelper_script|Arrowhelper Script]] to help you reload.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I only have a few arrows?'''&lt;br /&gt;
&lt;br /&gt;
If you have less than four arrows (or bolts) total in your inventory + quiver, you will often receive the message &amp;quot;You find no projectiles to use.&amp;quot; and get zero attacks that round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I'm blind?'''&lt;br /&gt;
&lt;br /&gt;
Unlike melee weapons, you always get zero attacks with a bow when blind. When blind, you receive this message: &amp;quot;Cannot see your weapon to load it&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What's the ARCHERY skill?'''&lt;br /&gt;
&lt;br /&gt;
Warrior skill. You need it. Help ARCHERY. This skill provides a massive bonus to hitroll for all missile attacks. If you're not a warrior, you can practice at the multiclass warrior trainer on Bloodstone island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Archery Damage ==&lt;br /&gt;
&lt;br /&gt;
'''What's the formula for archery damage?'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Arrow Average Damage * Bow Multiplier * Archery Proficiency * Hit Rate&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Arrow Average Damage'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: an arrow of bone [arrow bone]&lt;br /&gt;
Item Type: MISSILE   Effects: NoBits&lt;br /&gt;
Equipable Location(s): TAKE &lt;br /&gt;
Weight: 1     Value: 532     Level Restriction: 26&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: Infinity&lt;br /&gt;
Damage Dice of 5d8&lt;br /&gt;
Affects:&lt;br /&gt;
    +2 to DAMROLL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bone arrow has an average damage of &amp;lt;math&amp;gt;5 * (8+1)/2 + 2 = 24.5&amp;lt;/math&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bow Multiplier'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: Maleficence, the bow of the wicked [maleficence bow wicked]&lt;br /&gt;
Item Type: FIRE WEAPON   Effects: INVISIBLE BLESS ANTI-GOOD ANTI-NEUTRAL NO-DONATE NO-SACRIFICE  NO-DROP  NO-AUCTION &lt;br /&gt;
Equipable Location(s): TAKE WIELD &lt;br /&gt;
Weight: 15     Value: 1     Level Restriction: 30&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Class Restrictions: TWO_HANDED &lt;br /&gt;
Damage Dice of 9d4 and modifies missile damage by 3.0&lt;br /&gt;
Affects:&lt;br /&gt;
    +30 to MANA&lt;br /&gt;
    +3 to HITROLL&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +5% to archery (proficiency)&lt;br /&gt;
    +3% to Shockwave (proficiency)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaking it down:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;modifies missile damage by 3.0&amp;lt;/code&amp;gt; means the bow multiplier is 3.0. Arrow damage is multiplied by 3.0.&lt;br /&gt;
* &amp;lt;code&amp;gt;Damage Dice of 9d4&amp;lt;/code&amp;gt; means the bow functions as a 9d4 melee weapon when you aren't in the back row with a formie infront of you. 9d4 has no bearing whatsoever on the archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Archery Proficiency'''&lt;br /&gt;
&lt;br /&gt;
Archery proficiency refers to any item with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +5% to archery (proficiency)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you have multiple items, sum the proficiencies to get your total. Every 1% proficiency is a 1% increase in total archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hit Rate'''&lt;br /&gt;
&lt;br /&gt;
Just like melee weapons, you arrows can miss and do zero damage. You receive the ''&amp;quot;Your arrow misses&amp;quot;'' message. To avoid missing, increase your hitroll. Archery uses the hitroll on your &amp;quot;Score S&amp;quot; to determine if you hit or not. No amount of hitroll is too much - top bow modes usually run 60+ hitroll. Hitroll from all sources affects archery: your eq, the BLESS spell and the target's ac.&lt;br /&gt;
&lt;br /&gt;
Always blind large mobs so you hit more. A blind mob is worth +40 hitroll. Faerie fire is worth +15 hitroll.&lt;br /&gt;
&lt;br /&gt;
Archery success affects hit rate:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +10% to archery (success)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We're not sure exactly how archery success stacks up, but it should be treated as a hitroll bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Which stats have no effect on archery damage?'''&lt;br /&gt;
&lt;br /&gt;
* The bow &amp;lt;code&amp;gt;Damage Dice of 9d4&amp;lt;/code&amp;gt; has no effect on archery damage. This is for when the bow is treated as a melee weapon, eg if you are unformed.&lt;br /&gt;
* Damroll from any equipment, including the bow. Only damroll on the arrow itself affects archery. Bone arrow is +2dr, this affects archery. Your bow has +10dr? It won't affect archery. You wearing a nemesis ring with +6dr? Won't affect archery.&lt;br /&gt;
&lt;br /&gt;
== Example Archery Mode ==&lt;br /&gt;
&lt;br /&gt;
Say you're using:&lt;br /&gt;
&lt;br /&gt;
* a quiver full of bone arrows. Each arrow has average damage 24.5&lt;br /&gt;
* a Maleficence bow, multiplier 3.0&lt;br /&gt;
* 2x slate wristguards, each giving +10% archery proficiency and success. Total +20% success, +20% prof&lt;br /&gt;
&lt;br /&gt;
Then your average damage per arrow hit is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;24.5 * 3.0 * 1.2 = 88.2&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you'll do an average of 88.2 damage per hit. How often you miss is determined by your hitroll, and the +20% archery success will help too. (Archery proficiency affects damage, success affects hit rate.)&lt;br /&gt;
&lt;br /&gt;
== Bows ==&lt;br /&gt;
&lt;br /&gt;
* starter bow: pallens bow (!T !W)&lt;br /&gt;
&lt;br /&gt;
* neut align: arcus&lt;br /&gt;
* evil align: mal&lt;br /&gt;
* good align: fid&lt;br /&gt;
&lt;br /&gt;
== Arrows ==&lt;br /&gt;
&lt;br /&gt;
* wittermark&lt;br /&gt;
* black arrow from caverns&lt;br /&gt;
* black metal arrow from fgs&lt;br /&gt;
* bone&lt;br /&gt;
* fletching&lt;br /&gt;
&lt;br /&gt;
== Crossbows ==&lt;br /&gt;
&lt;br /&gt;
* nemesis&lt;br /&gt;
* lyr&lt;br /&gt;
&lt;br /&gt;
== Quarrels ==&lt;br /&gt;
&lt;br /&gt;
* dummy quarrel &lt;br /&gt;
* lyr quarrel&lt;br /&gt;
 &lt;br /&gt;
== Quivers ==&lt;br /&gt;
&lt;br /&gt;
* lunar quiver&lt;br /&gt;
* a quiver crafted of electrum - Lev(26) Loc(about)  nodrop no-auction hr(4) Cond(pristine - Infinity Days)&lt;br /&gt;
* fgs quiver&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Archery Eq ==&lt;br /&gt;
&lt;br /&gt;
Hitroll, mana, archery proficiencies.&lt;br /&gt;
&lt;br /&gt;
* a sparkling emerald gemstone - Lev(27) Loc(light) AE nodrop mana(47) hr(4) Cond(pristine - 185 Days) - mystical on green dragon&lt;br /&gt;
* a dead rat carcass - Lev(15) Loc(light)  nodrop no-auction mana(18) hr(3) Cond(pristine - 185 Days) - pirate ship on swashbucklers&lt;br /&gt;
* taurus eye - Thanos on shadow dragon&lt;br /&gt;
* a pair of masterfully woven mittens of green and red wool - Lev(20) Loc(hands)  nostore mana(20) hr(4) Cond(scratched - 90 Days) - Shadmire on Samrah&lt;br /&gt;
* serpent armband 4hr/45mana - tharhalas / fgs master mage ???&lt;br /&gt;
* a dark ebony spinneret - Lev(24) Loc(hold) AG nodrop hr(8) SKL/SPL: Poison (proficiency +3%) Poison (susceptibility -5%) Cond(pristine - 185 Days) - E'urdin&lt;br /&gt;
* a black onyx tiara - Lev(24) Loc(head) AC-ap(1) AG nodrop mana(46) hr(4) SKL/SPL: archery (success +9%) bash (susceptibility +7%) Cond(pristine - Infinity Days) - Thanos on Widow Queen&lt;br /&gt;
* a slate wristguard - Lev(25) Loc(wrist) AC-ap(2)  noegg nodrop fragile no-auction mana(30) hr(3) SKL/SPL: archery (proficiency success +10%) Cond(pristine - 365 Days) - Elnissa shop&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
=== Underwater Archery ===&lt;br /&gt;
&lt;br /&gt;
* hip quiver from reef - TBD id it, and walkthrough on how to get it&lt;br /&gt;
* yew spears from underocean, they det in 24 hours but are the strongest weapons in the game - TBD id a yew spear&lt;br /&gt;
* relic on leviathan in lattyrna - TBD id the relic and weapon&lt;br /&gt;
* relic on naiad princess or something in ryvaera - TBD id the relic and weapon&lt;br /&gt;
&lt;br /&gt;
=== Operating with very few arrows ===&lt;br /&gt;
&lt;br /&gt;
TBD - chart showing where arrows are shot from with quiver&lt;br /&gt;
TBD - guide on &amp;quot;how to use specialty arrows properly&amp;quot;. Eg if you have only 2 undeath arrows, how do you maximize chances of plaguing Count Van'Kyln?&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Archery</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Archery"/>
				<updated>2014-11-03T20:44:08Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Started with Archery ==&lt;br /&gt;
&lt;br /&gt;
# wield a nemesis crossbow&lt;br /&gt;
# wear a quiver&lt;br /&gt;
# put 1 bolt in the quiver&lt;br /&gt;
# be in the back row of your formation&lt;br /&gt;
# have somebody in the front row of your form, directly ahead of you, and in the same room&lt;br /&gt;
&lt;br /&gt;
You will now shoot bolts from your nemesis crossbow, up to twice per round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Arrowhelper script ==&lt;br /&gt;
&lt;br /&gt;
See Arrowhelper.mm in [[Scripts]] to help reload your quiver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How Archery Works ==&lt;br /&gt;
&lt;br /&gt;
'''Who should use Archery?'''&lt;br /&gt;
&lt;br /&gt;
Every cleric and mage should have an archery mode. The best thieves will have archery too. Warriors never use archery (despite having the archery skill.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How do arrows (and bolts) work?'''&lt;br /&gt;
&lt;br /&gt;
Bows use arrows. Crossbows use bolts. When you shoot an arrow (or bolt), it stays in your inventory. If the arrow was in a quiver, it gets moved to your inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Why do I need a quiver?'''&lt;br /&gt;
&lt;br /&gt;
If you have no quiver (or no arrows/bolts in your quiver), you will only shoot once per round. You need a quiver with arrows/bolts to shoot twice per round. Bows that magically create arrows, such as the nemesis crossbow or valentines day quest bow, still need a quiver containing one arrow (or bolt) to shoot twice per round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What's reloading and why do I need to do it?'''&lt;br /&gt;
&lt;br /&gt;
As you shoot twice per round, arrows (or bolts) are moved from your quiver into your inventory. When your quiver is empty, you only shoot once per round. See [[#Arrowhelper_script|Arrowhelper Script]] to help you reload.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I only have a few arrows?'''&lt;br /&gt;
&lt;br /&gt;
If you have less than four arrows (or bolts) total in your inventory + quiver, you will often receive the message &amp;quot;You find no projectiles to use.&amp;quot; and get zero attacks that round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I'm blind?'''&lt;br /&gt;
&lt;br /&gt;
Unlike melee weapons, you always get zero attacks with a bow when blind. When blind, you receive this message: &amp;quot;Cannot see your weapon to load it&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What's the ARCHERY skill?'''&lt;br /&gt;
&lt;br /&gt;
Warrior skill. You need it. Help ARCHERY. This skill provides a massive bonus to hitroll for all missile attacks. If you're not a warrior, you can practice at the multiclass warrior trainer on Bloodstone island.&lt;br /&gt;
&lt;br /&gt;
== Archery Damage ==&lt;br /&gt;
&lt;br /&gt;
'''What's the formula for archery damage?'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Arrow Average Damage * Bow Multiplier * Archery Proficiency * Hit Rate&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Arrow Average Damage'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: an arrow of bone [arrow bone]&lt;br /&gt;
Item Type: MISSILE   Effects: NoBits&lt;br /&gt;
Equipable Location(s): TAKE &lt;br /&gt;
Weight: 1     Value: 532     Level Restriction: 26&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: Infinity&lt;br /&gt;
Damage Dice of 5d8&lt;br /&gt;
Affects:&lt;br /&gt;
    +2 to DAMROLL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bone arrow has an average damage of &amp;lt;math&amp;gt;5 * (8+1)/2 + 2 = 24.5&amp;lt;/math&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bow Multiplier'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Object: Maleficence, the bow of the wicked [maleficence bow wicked]&lt;br /&gt;
Item Type: FIRE WEAPON   Effects: INVISIBLE BLESS ANTI-GOOD ANTI-NEUTRAL NO-DONATE NO-SACRIFICE  NO-DROP  NO-AUCTION &lt;br /&gt;
Equipable Location(s): TAKE WIELD &lt;br /&gt;
Weight: 15     Value: 1     Level Restriction: 30&lt;br /&gt;
The object appears to be in perfect pristine condition.&lt;br /&gt;
Days Left: 185&lt;br /&gt;
Class Restrictions: TWO_HANDED &lt;br /&gt;
Damage Dice of 9d4 and modifies missile damage by 3.0&lt;br /&gt;
Affects:&lt;br /&gt;
    +30 to MANA&lt;br /&gt;
    +3 to HITROLL&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +5% to archery (proficiency)&lt;br /&gt;
    +3% to Shockwave (proficiency)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaking it down:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;modifies missile damage by 3.0&amp;lt;/code&amp;gt; means the bow multiplier is 3.0. Arrow damage is multiplied by 3.0.&lt;br /&gt;
* &amp;lt;code&amp;gt;Damage Dice of 9d4&amp;lt;/code&amp;gt; means the bow functions as a 9d4 melee weapon when you aren't in the back row with a formie infront of you. 9d4 has no bearing whatsoever on the archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Archery Proficiency'''&lt;br /&gt;
&lt;br /&gt;
Archery proficiency refers to any item with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +5% to archery (proficiency)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you have multiple items, sum the proficiencies to get your total. Every 1% proficiency is a 1% increase in total archery damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hit Rate'''&lt;br /&gt;
&lt;br /&gt;
Just like melee weapons, you arrows can miss and do zero damage. You receive the ''&amp;quot;Your arrow misses&amp;quot;'' message. To avoid missing, increase your hitroll. Archery uses the hitroll on your &amp;quot;Score S&amp;quot; to determine if you hit or not. No amount of hitroll is too much - top bow modes usually run 60+ hitroll. Hitroll from all sources affects archery: your eq, the BLESS spell and the target's ac.&lt;br /&gt;
&lt;br /&gt;
Always blind large mobs so miss less with melee and archery. A blind mob is worth +40 hitroll. Faerie fire is worth +15 hitroll.&lt;br /&gt;
&lt;br /&gt;
Archery success affects hit rate:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Skill/Spell Modifiers:&lt;br /&gt;
    +10% to archery (success)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We're not sure exactly how archery success stacks up, but it should be treated as a hitroll bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Which stats have no effect on archery damage?'''&lt;br /&gt;
&lt;br /&gt;
* The bow &amp;lt;code&amp;gt;Damage Dice of 9d4&amp;lt;/code&amp;gt; has no effect on archery damage. This is for when the bow is treated as a melee weapon, eg if you are unformed.&lt;br /&gt;
* Damroll from any equipment, including the bow. Only damroll on the arrow itself affects archery. Bone arrow is +2dr, this affects archery. Your bow has +10dr? It won't affect archery. You wearing a nemesis ring with +6dr? Won't affect archery.&lt;br /&gt;
&lt;br /&gt;
== Your arrow misses ==&lt;br /&gt;
&lt;br /&gt;
TBD - how to avoid missing. Arrows cannot be parried&lt;br /&gt;
&lt;br /&gt;
== Stats that have no effect on archery ==&lt;br /&gt;
&lt;br /&gt;
TBD. Damroll has no effect on archery, except damroll on the arrow. (Bow damroll has no effect on archery.)&lt;br /&gt;
&lt;br /&gt;
== Bows ==&lt;br /&gt;
&lt;br /&gt;
* starter bow: pallens bow (!T !W)&lt;br /&gt;
&lt;br /&gt;
* neut align: arcus&lt;br /&gt;
* evil align: mal&lt;br /&gt;
* good align: fid&lt;br /&gt;
&lt;br /&gt;
== Arrows ==&lt;br /&gt;
&lt;br /&gt;
* wittermark&lt;br /&gt;
* black arrow from caverns&lt;br /&gt;
* black metal arrow from fgs&lt;br /&gt;
* bone&lt;br /&gt;
* fletching&lt;br /&gt;
&lt;br /&gt;
== Crossbows ==&lt;br /&gt;
&lt;br /&gt;
* nemesis&lt;br /&gt;
* lyr&lt;br /&gt;
&lt;br /&gt;
== Quarrels ==&lt;br /&gt;
&lt;br /&gt;
* dummy quarrel &lt;br /&gt;
* lyr quarrel&lt;br /&gt;
 &lt;br /&gt;
== Quivers ==&lt;br /&gt;
&lt;br /&gt;
* lunar quiver&lt;br /&gt;
* a quiver crafted of electrum - Lev(26) Loc(about)  nodrop no-auction hr(4) Cond(pristine - Infinity Days)&lt;br /&gt;
* fgs quiver&lt;br /&gt;
&lt;br /&gt;
== Underwater Archery ==&lt;br /&gt;
&lt;br /&gt;
* hip quiver from reef&lt;br /&gt;
* yew spears from underocean&lt;br /&gt;
* relic on leviathan in lattyrna&lt;br /&gt;
* relic on naiad princess or something in ryvaera&lt;br /&gt;
&lt;br /&gt;
== Archery Eq ==&lt;br /&gt;
&lt;br /&gt;
Hitroll, mana, archery proficiencies.&lt;br /&gt;
&lt;br /&gt;
* a sparkling emerald gemstone - Lev(27) Loc(light) AE nodrop mana(47) hr(4) Cond(pristine - 185 Days) - mystical on green dragon&lt;br /&gt;
* a dead rat carcass - Lev(15) Loc(light)  nodrop no-auction mana(18) hr(3) Cond(pristine - 185 Days) - pirate ship on swashbucklers&lt;br /&gt;
* taurus eye - Thanos on shadow dragon&lt;br /&gt;
* a pair of masterfully woven mittens of green and red wool - Lev(20) Loc(hands)  nostore mana(20) hr(4) Cond(scratched - 90 Days) - Shadmire on Samrah&lt;br /&gt;
* serpent armband 4hr/45mana - tharhalas / fgs master mage ???&lt;br /&gt;
* a dark ebony spinneret - Lev(24) Loc(hold) AG nodrop hr(8) SKL/SPL: Poison (proficiency +3%) Poison (susceptibility -5%) Cond(pristine - 185 Days) - E'urdin&lt;br /&gt;
* a black onyx tiara - Lev(24) Loc(head) AC-ap(1) AG nodrop mana(46) hr(4) SKL/SPL: archery (success +9%) bash (susceptibility +7%) Cond(pristine - Infinity Days) - Thanos on Widow Queen&lt;br /&gt;
* a slate wristguard - Lev(25) Loc(wrist) AC-ap(2)  noegg nodrop fragile no-auction mana(30) hr(3) SKL/SPL: archery (proficiency success +10%) Cond(pristine - 365 Days) - Elnissa shop&lt;br /&gt;
&lt;br /&gt;
== Details for the Obsessed ==&lt;br /&gt;
&lt;br /&gt;
TBD - chart showing where arrows are shot from with quiver&lt;br /&gt;
&lt;br /&gt;
TBD - guide on &amp;quot;how to use specialty arrows properly&amp;quot;. Eg if you have only 2 undeath arrows, how do you maximize chances of plaguing Count Van'Kyln?&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Archery</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Archery"/>
				<updated>2014-11-03T20:18:12Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Started with Archery ==&lt;br /&gt;
&lt;br /&gt;
# wield a nemesis crossbow&lt;br /&gt;
# wear a quiver&lt;br /&gt;
# put 1 bolt in the quiver&lt;br /&gt;
# be in the back row of your formation&lt;br /&gt;
# have somebody in the front row of your form, directly ahead of you, and in the same room&lt;br /&gt;
&lt;br /&gt;
You will now shoot bolts from your nemesis crossbow, up to twice per round.&lt;br /&gt;
&lt;br /&gt;
== Arrowhelper script ==&lt;br /&gt;
&lt;br /&gt;
See Arrowhelper.mm in [[Scripts]] to help reload your quiver.&lt;br /&gt;
&lt;br /&gt;
== How Archery Works ==&lt;br /&gt;
&lt;br /&gt;
'''Who should use Archery?'''&lt;br /&gt;
&lt;br /&gt;
Every cleric and mage should have an archery mode. The best thieves will have archery too. Warriors never use archery (despite having the archery skill.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How do arrows (and bolts) work?'''&lt;br /&gt;
&lt;br /&gt;
Bows use arrows. Crossbows use bolts. When you shoot an arrow (or bolt), it stays in your inventory. If the arrow was in a quiver, it gets moved to your inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Why do I need a quiver?'''&lt;br /&gt;
&lt;br /&gt;
If you have no quiver (or no arrows/bolts in your quiver), you will only shoot once per round. You need a quiver with arrows/bolts to shoot twice per round. Bows that magically create arrows, such as the nemesis crossbow or valentines day quest bow, still need a quiver containing one arrow (or bolt) to shoot twice per round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What's reloading and why do I need to do it?'''&lt;br /&gt;
&lt;br /&gt;
As you shoot twice per round, arrows (or bolts) are moved from your quiver into your inventory. When your quiver is empty, you only shoot once per round. See [[#Arrowhelper_script|Arrowhelper Script]] to help you reload.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I only have a few arrows?'''&lt;br /&gt;
&lt;br /&gt;
If you have less than four arrows (or bolts) total in your inventory + quiver, you will often receive the message &amp;quot;You find no projectiles to use.&amp;quot; and get zero attacks that round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What if I'm blind?'''&lt;br /&gt;
&lt;br /&gt;
Unlike melee weapons, you always get zero attacks with a bow when blind. When blind, you receive this message: &amp;quot;Cannot see your weapon to load it&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''What's the ARCHERY skill?'''&lt;br /&gt;
&lt;br /&gt;
Warrior skill. Help ARCHERY. This skill provides a massive bonus to hitroll for all missile attacks. If you're not a warrior, you can practice at the multiclass warrior trainer on Bloodstone island.&lt;br /&gt;
&lt;br /&gt;
== Archery Damage ==&lt;br /&gt;
&lt;br /&gt;
'''What's the formula for archery damage?'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;Arrow_Average_Damage * Bow_Multiplier * Hitroll * Archery_Proficiency * Archery_Success&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TBD formula for archery damage&lt;br /&gt;
&lt;br /&gt;
== Your arrow misses ==&lt;br /&gt;
&lt;br /&gt;
TBD - how to avoid missing. Arrows cannot be parried&lt;br /&gt;
&lt;br /&gt;
== Stats that have no effect on archery ==&lt;br /&gt;
&lt;br /&gt;
TBD. Damroll has no effect on archery, except damroll on the arrow. (Bow damroll has no effect on archery.)&lt;br /&gt;
&lt;br /&gt;
== Bows ==&lt;br /&gt;
&lt;br /&gt;
* starter bow: pallens bow (!T !W)&lt;br /&gt;
&lt;br /&gt;
* neut align: arcus&lt;br /&gt;
* evil align: mal&lt;br /&gt;
* good align: fid&lt;br /&gt;
&lt;br /&gt;
== Arrows ==&lt;br /&gt;
&lt;br /&gt;
* wittermark&lt;br /&gt;
* black arrow from caverns&lt;br /&gt;
* black metal arrow from fgs&lt;br /&gt;
* bone&lt;br /&gt;
* fletching&lt;br /&gt;
&lt;br /&gt;
== Crossbows ==&lt;br /&gt;
&lt;br /&gt;
* nemesis&lt;br /&gt;
* lyr&lt;br /&gt;
&lt;br /&gt;
== Quarrels ==&lt;br /&gt;
&lt;br /&gt;
* dummy quarrel &lt;br /&gt;
* lyr quarrel&lt;br /&gt;
 &lt;br /&gt;
== Quivers ==&lt;br /&gt;
&lt;br /&gt;
* lunar quiver&lt;br /&gt;
* a quiver crafted of electrum - Lev(26) Loc(about)  nodrop no-auction hr(4) Cond(pristine - Infinity Days)&lt;br /&gt;
* fgs quiver&lt;br /&gt;
&lt;br /&gt;
== Underwater Archery ==&lt;br /&gt;
&lt;br /&gt;
* hip quiver from reef&lt;br /&gt;
* yew spears from underocean&lt;br /&gt;
* relic on leviathan in lattyrna&lt;br /&gt;
* relic on naiad princess or something in ryvaera&lt;br /&gt;
&lt;br /&gt;
== Archery Eq ==&lt;br /&gt;
&lt;br /&gt;
Hitroll, mana, archery proficiencies.&lt;br /&gt;
&lt;br /&gt;
* a sparkling emerald gemstone - Lev(27) Loc(light) AE nodrop mana(47) hr(4) Cond(pristine - 185 Days) - mystical on green dragon&lt;br /&gt;
* a dead rat carcass - Lev(15) Loc(light)  nodrop no-auction mana(18) hr(3) Cond(pristine - 185 Days) - pirate ship on swashbucklers&lt;br /&gt;
* taurus eye - Thanos on shadow dragon&lt;br /&gt;
* a pair of masterfully woven mittens of green and red wool - Lev(20) Loc(hands)  nostore mana(20) hr(4) Cond(scratched - 90 Days) - Shadmire on Samrah&lt;br /&gt;
* serpent armband 4hr/45mana - tharhalas / fgs master mage ???&lt;br /&gt;
* a dark ebony spinneret - Lev(24) Loc(hold) AG nodrop hr(8) SKL/SPL: Poison (proficiency +3%) Poison (susceptibility -5%) Cond(pristine - 185 Days) - E'urdin&lt;br /&gt;
* a black onyx tiara - Lev(24) Loc(head) AC-ap(1) AG nodrop mana(46) hr(4) SKL/SPL: archery (success +9%) bash (susceptibility +7%) Cond(pristine - Infinity Days) - Thanos on Widow Queen&lt;br /&gt;
* a slate wristguard - Lev(25) Loc(wrist) AC-ap(2)  noegg nodrop fragile no-auction mana(30) hr(3) SKL/SPL: archery (proficiency success +10%) Cond(pristine - 365 Days) - Elnissa shop&lt;br /&gt;
&lt;br /&gt;
== Details for the Obsessed ==&lt;br /&gt;
&lt;br /&gt;
TBD - chart showing where arrows are shot from with quiver&lt;br /&gt;
&lt;br /&gt;
TBD - guide on &amp;quot;how to use specialty arrows properly&amp;quot;. Eg if you have only 2 undeath arrows, how do you maximize chances of plaguing Count Van'Kyln?&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Archery</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Archery"/>
				<updated>2014-11-03T20:05:58Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Started with Archery ==&lt;br /&gt;
&lt;br /&gt;
# wield a nemesis crossbow&lt;br /&gt;
# wear a quiver&lt;br /&gt;
# put 1 bolt in the quiver&lt;br /&gt;
# be in the back row of your formation&lt;br /&gt;
# have somebody in the front row of your form, directly ahead of you, and in the same room&lt;br /&gt;
&lt;br /&gt;
You will now shoot bolts from your nemesis crossbow, up to twice per round.&lt;br /&gt;
&lt;br /&gt;
== Arrowhelper script ==&lt;br /&gt;
&lt;br /&gt;
See Arrowhelper.mm in [[Scripts]].&lt;br /&gt;
&lt;br /&gt;
== How Archery Works ==&lt;br /&gt;
&lt;br /&gt;
'''Who should use Archery?'''&lt;br /&gt;
&lt;br /&gt;
Every cleric and mage should have an archery mode. The best thieves will have archery too. Warriors never use archery (despite having the archery skill.)&lt;br /&gt;
&lt;br /&gt;
'''How do arrows (and bolts) work?'''&lt;br /&gt;
&lt;br /&gt;
Bows use arrows. Crossbows use bolts. When you shoot an arrow (or bolt), it stays in your inventory. If the arrow was in a quiver, it gets moved to your inventory.&lt;br /&gt;
&lt;br /&gt;
'''Why do I need a quiver?'''&lt;br /&gt;
&lt;br /&gt;
If you have no quiver (or no arrows/bolts in your quiver), you will only shoot once per round. You need a quiver with arrows/bolts to shoot twice per round. Bows that magically create arrows, such as the nemesis crossbow or valentines day quest bow, still need a quiver containing one arrow (or bolt) to shoot twice per round.&lt;br /&gt;
&lt;br /&gt;
'''What's reloading and why do I need to do it?'''&lt;br /&gt;
&lt;br /&gt;
As you shoot twice per round, arrows (or bolts) are moved from your quiver into your inventory. When your quiver is empty, you only shoot once per round.&lt;br /&gt;
&lt;br /&gt;
'''What if I only have a few arrows?'''&lt;br /&gt;
&lt;br /&gt;
If you have less than four arrows (or bolts) total in your inventory + quiver, you will often receive the message &amp;quot;You find no projectiles to use.&amp;quot; and get zero attacks that round.&lt;br /&gt;
&lt;br /&gt;
'''What if I'm blind?'''&lt;br /&gt;
&lt;br /&gt;
Unlike melee weapons, you always get zero attacks with a bow when blind. When blind, you receive this message: &amp;quot;Cannot see your weapon to load it&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Reloading your quiver ==&lt;br /&gt;
&lt;br /&gt;
When you shoot an arrow (or bolt) from your quiver, it gets moved into your inventory. Thus, you must reload your quiver.&lt;br /&gt;
&lt;br /&gt;
== Shooting twice per round ==&lt;br /&gt;
&lt;br /&gt;
TBD: Need a quiver and at least one arrow in the quiver, even if your bow automagically makes its arrows. (Nemesis crossbow needs 1 bolt in the quiver)&lt;br /&gt;
&lt;br /&gt;
== Archery Damage ==&lt;br /&gt;
&lt;br /&gt;
TBD formula for archery damage&lt;br /&gt;
&lt;br /&gt;
== Your arrow misses ==&lt;br /&gt;
&lt;br /&gt;
TBD - how to avoid missing. Arrows cannot be parried&lt;br /&gt;
&lt;br /&gt;
== Stats that have no effect on archery ==&lt;br /&gt;
&lt;br /&gt;
TBD. Damroll has no effect on archery, except damroll on the arrow. (Bow damroll has no effect on archery.)&lt;br /&gt;
&lt;br /&gt;
== Bows ==&lt;br /&gt;
&lt;br /&gt;
* starter bow: pallens bow (!T !W)&lt;br /&gt;
&lt;br /&gt;
* neut align: arcus&lt;br /&gt;
* evil align: mal&lt;br /&gt;
* good align: fid&lt;br /&gt;
&lt;br /&gt;
== Arrows ==&lt;br /&gt;
&lt;br /&gt;
* wittermark&lt;br /&gt;
* black arrow from caverns&lt;br /&gt;
* black metal arrow from fgs&lt;br /&gt;
* bone&lt;br /&gt;
* fletching&lt;br /&gt;
&lt;br /&gt;
== Crossbows ==&lt;br /&gt;
&lt;br /&gt;
* nemesis&lt;br /&gt;
* lyr&lt;br /&gt;
&lt;br /&gt;
== Quarrels ==&lt;br /&gt;
&lt;br /&gt;
* dummy quarrel &lt;br /&gt;
* lyr quarrel&lt;br /&gt;
 &lt;br /&gt;
== Quivers ==&lt;br /&gt;
&lt;br /&gt;
* lunar quiver&lt;br /&gt;
* a quiver crafted of electrum - Lev(26) Loc(about)  nodrop no-auction hr(4) Cond(pristine - Infinity Days)&lt;br /&gt;
* fgs quiver&lt;br /&gt;
&lt;br /&gt;
== Underwater Archery ==&lt;br /&gt;
&lt;br /&gt;
* hip quiver from reef&lt;br /&gt;
* yew spears from underocean&lt;br /&gt;
* relic on leviathan in lattyrna&lt;br /&gt;
* relic on naiad princess or something in ryvaera&lt;br /&gt;
&lt;br /&gt;
== Archery Eq ==&lt;br /&gt;
&lt;br /&gt;
Hitroll, mana, archery proficiencies.&lt;br /&gt;
&lt;br /&gt;
* a sparkling emerald gemstone - Lev(27) Loc(light) AE nodrop mana(47) hr(4) Cond(pristine - 185 Days) - mystical on green dragon&lt;br /&gt;
* a dead rat carcass - Lev(15) Loc(light)  nodrop no-auction mana(18) hr(3) Cond(pristine - 185 Days) - pirate ship on swashbucklers&lt;br /&gt;
* taurus eye - Thanos on shadow dragon&lt;br /&gt;
* a pair of masterfully woven mittens of green and red wool - Lev(20) Loc(hands)  nostore mana(20) hr(4) Cond(scratched - 90 Days) - Shadmire on Samrah&lt;br /&gt;
* serpent armband 4hr/45mana - tharhalas / fgs master mage ???&lt;br /&gt;
* a dark ebony spinneret - Lev(24) Loc(hold) AG nodrop hr(8) SKL/SPL: Poison (proficiency +3%) Poison (susceptibility -5%) Cond(pristine - 185 Days) - E'urdin&lt;br /&gt;
* a black onyx tiara - Lev(24) Loc(head) AC-ap(1) AG nodrop mana(46) hr(4) SKL/SPL: archery (success +9%) bash (susceptibility +7%) Cond(pristine - Infinity Days) - Thanos on Widow Queen&lt;br /&gt;
* a slate wristguard - Lev(25) Loc(wrist) AC-ap(2)  noegg nodrop fragile no-auction mana(30) hr(3) SKL/SPL: archery (proficiency success +10%) Cond(pristine - 365 Days) - Elnissa shop&lt;br /&gt;
&lt;br /&gt;
== Details for the Obsessed ==&lt;br /&gt;
&lt;br /&gt;
TBD - chart showing where arrows are shot from with quiver&lt;br /&gt;
&lt;br /&gt;
TBD - guide on &amp;quot;how to use specialty arrows properly&amp;quot;. Eg if you have only 2 undeath arrows, how do you maximize chances of plaguing Count Van'Kyln?&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Scripts</id>
		<title>Scripts</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Scripts"/>
				<updated>2014-11-03T20:04:31Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: /* Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These scripts are for MudMaster. All of these scripts are legal, but some are only legal if you aren't AFK or if other conditions hold. Do not post illegal scripts here, they ruin the game anyway.&lt;br /&gt;
&lt;br /&gt;
== How to Upload a Script ==&lt;br /&gt;
&lt;br /&gt;
# Open this link in a new tab: [[Special:Upload|Upload your script]] (max 2MB size)&lt;br /&gt;
## Click &amp;quot;Choose File&amp;quot;, and pick your script file to upload&lt;br /&gt;
## Ignore everything else and click &amp;quot;Upload File&amp;quot; at the bottom&lt;br /&gt;
## When the upload is complete, you will be redirected to a page that has a URL like: &amp;lt;nowiki&amp;gt;http://noric.org/wiki/index.php/File:Faeorbcalc.mm&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## Copy the '''bold''' part to clipboard: &amp;lt;nowiki&amp;gt;http://noric.org/wiki/index.php/File:&amp;lt;/nowiki&amp;gt;'''Faeorbcalc.mm'''&lt;br /&gt;
## If you're having trouble finding your uploaded file on the wiki, use [http://noric.org/wiki/index.php?title=Special:ListFiles&amp;amp;sort=img_timestamp&amp;amp;limit=50&amp;amp;asc=&amp;amp;desc=1 this link] to see a list of recently uploaded files.&lt;br /&gt;
# On this page, add a new link to your script. Full link example: '''&amp;lt;nowiki&amp;gt;[[media:Faeorbcalc.mm|Fae Orb Calculator]]&amp;lt;/nowiki&amp;gt;'''&lt;br /&gt;
## Click Edit&lt;br /&gt;
## On a new line at the bottom, type '''* [[Media:'''&lt;br /&gt;
## Hit Ctrl-V to paste your file url&lt;br /&gt;
## Now type '''&amp;quot;|&amp;quot;''' followed by a suitable description for your script, e.g. '''|Fae Orb Calculator'''&lt;br /&gt;
## , then type ''']]''' to finish the wiki link.&lt;br /&gt;
## Your full link should look like '''&amp;lt;nowiki&amp;gt;[[media:Faeorbcalc.mm|Fae Orb Calculator]]&amp;lt;/nowiki&amp;gt;'''&lt;br /&gt;
## At the bottom, click Preview, try clicking the link, it should go to the script&lt;br /&gt;
## At the bottom, click Save Page&lt;br /&gt;
## Double check that your new link works! Thanks for uploading!&lt;br /&gt;
&lt;br /&gt;
== Scripts ==&lt;br /&gt;
* [http://sourceforge.net/projects/mm2k13/files/MM2k13%20Scripts Scripts maintained by Antons]&lt;br /&gt;
&lt;br /&gt;
*[[media:distance.txt|Distance Subs]]&lt;br /&gt;
&lt;br /&gt;
*[[media:Faeorbcalc.mm|Fae Orb Calculator]]&lt;br /&gt;
&lt;br /&gt;
*[[media:healthsubs.txt|Health Subs]] - subs in percents as seen on [[Health Remaining]]&lt;br /&gt;
&lt;br /&gt;
*[[media:justsubs.txt|Herobattle subs]]&lt;br /&gt;
&lt;br /&gt;
*[[media:Scrollgrep.txt|Script to Search Scrollback in MM2K]]&lt;br /&gt;
&lt;br /&gt;
*[[media:ship.txt|Shipping]] - a simple ship script. Tells you how much to turn, countdown timers on your guns, etc. Set up to work entire ship from keypad.  DO NOT SAVE PROFILES with this script loaded. It completely remaps keypad and adjusts some commands.&lt;br /&gt;
&lt;br /&gt;
::macros:&lt;br /&gt;
::C-7 : fire lb t&lt;br /&gt;
::C1: fire lb b&lt;br /&gt;
::C8: fire b&lt;br /&gt;
::C9: fire sb t&lt;br /&gt;
::C3: fire sb b&lt;br /&gt;
::C2: fire st (t+b)&lt;br /&gt;
::C5: check your guns&lt;br /&gt;
::5: ship map&lt;br /&gt;
::kp+: ship status&lt;br /&gt;
::C0: ship lash 0&lt;br /&gt;
::Ckp+: ship helm&lt;br /&gt;
::c6: turn  +11 degrees for every time pressed. timeout of 1 second.&lt;br /&gt;
::c4: turn -11 degrees for every time pressed. timeout of 1 second&lt;br /&gt;
&lt;br /&gt;
*[[media:tnl.mm|Show your TNL]]&lt;br /&gt;
&lt;br /&gt;
*[[media:SpiderReps.txt|Spider Reps for Chat]]&lt;br /&gt;
**Note: for this file to work, your Med prompt must be set to #b(#x&amp;amp;h#b/&amp;amp;Hhp #x&amp;amp;m#b/&amp;amp;Mm #x&amp;amp;v#b&amp;amp;umv #x&amp;amp;b#b&amp;amp;ubr#b) (#m&amp;amp;k#b) (#w&amp;amp;FS&amp;amp;FV&amp;amp;FQ&amp;amp;FF&amp;amp;FI&amp;amp;FP&amp;amp;FM&amp;amp;FB#b) (&amp;amp;R)&lt;br /&gt;
&lt;br /&gt;
::bson: turns on just bsreps&lt;br /&gt;
::bsoff: turns off just bsreps&lt;br /&gt;
::combaton: turns on just combat reps (trip, bash, spell, etc)&lt;br /&gt;
::combatoff: turns off just combat reps&lt;br /&gt;
::repson: turns on all reps&lt;br /&gt;
::repsoff: turns off all reps&lt;br /&gt;
&lt;br /&gt;
*[[media:Cpkguard.txt|CPK Guard]]&lt;br /&gt;
**Expects prompt to be #b(#x&amp;amp;h#b/&amp;amp;Hhp #x&amp;amp;m#b/&amp;amp;Mm #x&amp;amp;v#b&amp;amp;umv #x&amp;amp;b#b&amp;amp;ubr#b) (#m&amp;amp;k#b) (#w&amp;amp;FS&amp;amp;FV&amp;amp;FQ&amp;amp;FF&amp;amp;FI&amp;amp;FP&amp;amp;FM&amp;amp;FB#b) (&amp;amp;R)&lt;br /&gt;
**Works while hidden in CPK&lt;br /&gt;
** ONLY LEGAL IF YOU ARE NOT AFK&lt;br /&gt;
&lt;br /&gt;
*[[media:target.txt|Target]]&lt;br /&gt;
&lt;br /&gt;
::t1 %0 - sets target 1 to %0&lt;br /&gt;
::t2 %0 - sets target 2 to %0&lt;br /&gt;
::t3 %0 - sets target 3 to %0&lt;br /&gt;
::t %0 - sets current active target to %0&lt;br /&gt;
::at1 %0 - sets attack 1 to %0.  (for example bs, trip, c mag, etc)&lt;br /&gt;
::at2 %0 - sets attack 2 to %0&lt;br /&gt;
::at3 %0 - sets attack 3 to %0&lt;br /&gt;
::autotargeton - turns on autotarget, which sets target 3 to last person to stab you or mal you. Useful for some quests, but not really that great. requires spiderreps&lt;br /&gt;
::autotargetoff - turns off autotarget&lt;br /&gt;
::macros:&lt;br /&gt;
::kp+ - cycles targets&lt;br /&gt;
::kp0 - attack 1 current target&lt;br /&gt;
::kp1 - attack 2 current target&lt;br /&gt;
::kp3 - attack 3 current target&lt;br /&gt;
&lt;br /&gt;
::Note:  people can easily write their own aliases or macros for triggering attacks.  For example:&lt;br /&gt;
&lt;br /&gt;
::/alias {k1}{$attack1 $curtarg)&lt;br /&gt;
::/macro {f1}{$attack2 $curtarg}&lt;br /&gt;
&lt;br /&gt;
*[[media:Arrowhelper.mm|Arrow Helper]] - Archery arrow helper for reloading quiver&lt;br /&gt;
::help command: arrowhelper&lt;br /&gt;
::If the notification on the status bar (below where you type) is in a bad position, you can set the starting position: ''/var {arrowhelperBaritemStartPosition} {1}'', change 1 to something like 30 or 50, then run ''createArrowHelperBaritems'' to move the baritems to new position.&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/File:Arrowhelper.mm</id>
		<title>File:Arrowhelper.mm</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/File:Arrowhelper.mm"/>
				<updated>2014-11-03T20:01:19Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Scripts</id>
		<title>Scripts</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Scripts"/>
				<updated>2014-11-03T20:01:07Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These scripts are for MudMaster. All of these scripts are legal, but some are only legal if you aren't AFK or if other conditions hold. Do not post illegal scripts here, they ruin the game anyway.&lt;br /&gt;
&lt;br /&gt;
== How to Upload a Script ==&lt;br /&gt;
&lt;br /&gt;
# Open this link in a new tab: [[Special:Upload|Upload your script]] (max 2MB size)&lt;br /&gt;
## Click &amp;quot;Choose File&amp;quot;, and pick your script file to upload&lt;br /&gt;
## Ignore everything else and click &amp;quot;Upload File&amp;quot; at the bottom&lt;br /&gt;
## When the upload is complete, you will be redirected to a page that has a URL like: &amp;lt;nowiki&amp;gt;http://noric.org/wiki/index.php/File:Faeorbcalc.mm&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## Copy the '''bold''' part to clipboard: &amp;lt;nowiki&amp;gt;http://noric.org/wiki/index.php/File:&amp;lt;/nowiki&amp;gt;'''Faeorbcalc.mm'''&lt;br /&gt;
## If you're having trouble finding your uploaded file on the wiki, use [http://noric.org/wiki/index.php?title=Special:ListFiles&amp;amp;sort=img_timestamp&amp;amp;limit=50&amp;amp;asc=&amp;amp;desc=1 this link] to see a list of recently uploaded files.&lt;br /&gt;
# On this page, add a new link to your script. Full link example: '''&amp;lt;nowiki&amp;gt;[[media:Faeorbcalc.mm|Fae Orb Calculator]]&amp;lt;/nowiki&amp;gt;'''&lt;br /&gt;
## Click Edit&lt;br /&gt;
## On a new line at the bottom, type '''* [[Media:'''&lt;br /&gt;
## Hit Ctrl-V to paste your file url&lt;br /&gt;
## Now type '''&amp;quot;|&amp;quot;''' followed by a suitable description for your script, e.g. '''|Fae Orb Calculator'''&lt;br /&gt;
## , then type ''']]''' to finish the wiki link.&lt;br /&gt;
## Your full link should look like '''&amp;lt;nowiki&amp;gt;[[media:Faeorbcalc.mm|Fae Orb Calculator]]&amp;lt;/nowiki&amp;gt;'''&lt;br /&gt;
## At the bottom, click Preview, try clicking the link, it should go to the script&lt;br /&gt;
## At the bottom, click Save Page&lt;br /&gt;
## Double check that your new link works! Thanks for uploading!&lt;br /&gt;
&lt;br /&gt;
== Scripts ==&lt;br /&gt;
* [http://sourceforge.net/projects/mm2k13/files/MM2k13%20Scripts Scripts maintained by Antons]&lt;br /&gt;
&lt;br /&gt;
*[[media:distance.txt|Distance Subs]]&lt;br /&gt;
&lt;br /&gt;
*[[media:Faeorbcalc.mm|Fae Orb Calculator]]&lt;br /&gt;
&lt;br /&gt;
*[[media:healthsubs.txt|Health Subs]] - subs in percents as seen on [[Health Remaining]]&lt;br /&gt;
&lt;br /&gt;
*[[media:justsubs.txt|Herobattle subs]]&lt;br /&gt;
&lt;br /&gt;
*[[media:Scrollgrep.txt|Script to Search Scrollback in MM2K]]&lt;br /&gt;
&lt;br /&gt;
*[[media:ship.txt|Shipping]] - a simple ship script. Tells you how much to turn, countdown timers on your guns, etc. Set up to work entire ship from keypad.  DO NOT SAVE PROFILES with this script loaded. It completely remaps keypad and adjusts some commands.&lt;br /&gt;
&lt;br /&gt;
::macros:&lt;br /&gt;
::C-7 : fire lb t&lt;br /&gt;
::C1: fire lb b&lt;br /&gt;
::C8: fire b&lt;br /&gt;
::C9: fire sb t&lt;br /&gt;
::C3: fire sb b&lt;br /&gt;
::C2: fire st (t+b)&lt;br /&gt;
::C5: check your guns&lt;br /&gt;
::5: ship map&lt;br /&gt;
::kp+: ship status&lt;br /&gt;
::C0: ship lash 0&lt;br /&gt;
::Ckp+: ship helm&lt;br /&gt;
::c6: turn  +11 degrees for every time pressed. timeout of 1 second.&lt;br /&gt;
::c4: turn -11 degrees for every time pressed. timeout of 1 second&lt;br /&gt;
&lt;br /&gt;
*[[media:tnl.mm|Show your TNL]]&lt;br /&gt;
&lt;br /&gt;
*[[media:SpiderReps.txt|Spider Reps for Chat]]&lt;br /&gt;
**Note: for this file to work, your Med prompt must be set to #b(#x&amp;amp;h#b/&amp;amp;Hhp #x&amp;amp;m#b/&amp;amp;Mm #x&amp;amp;v#b&amp;amp;umv #x&amp;amp;b#b&amp;amp;ubr#b) (#m&amp;amp;k#b) (#w&amp;amp;FS&amp;amp;FV&amp;amp;FQ&amp;amp;FF&amp;amp;FI&amp;amp;FP&amp;amp;FM&amp;amp;FB#b) (&amp;amp;R)&lt;br /&gt;
&lt;br /&gt;
::bson: turns on just bsreps&lt;br /&gt;
::bsoff: turns off just bsreps&lt;br /&gt;
::combaton: turns on just combat reps (trip, bash, spell, etc)&lt;br /&gt;
::combatoff: turns off just combat reps&lt;br /&gt;
::repson: turns on all reps&lt;br /&gt;
::repsoff: turns off all reps&lt;br /&gt;
&lt;br /&gt;
*[[media:Cpkguard.txt|CPK Guard]]&lt;br /&gt;
**Expects prompt to be #b(#x&amp;amp;h#b/&amp;amp;Hhp #x&amp;amp;m#b/&amp;amp;Mm #x&amp;amp;v#b&amp;amp;umv #x&amp;amp;b#b&amp;amp;ubr#b) (#m&amp;amp;k#b) (#w&amp;amp;FS&amp;amp;FV&amp;amp;FQ&amp;amp;FF&amp;amp;FI&amp;amp;FP&amp;amp;FM&amp;amp;FB#b) (&amp;amp;R)&lt;br /&gt;
**Works while hidden in CPK&lt;br /&gt;
** ONLY LEGAL IF YOU ARE NOT AFK&lt;br /&gt;
&lt;br /&gt;
*[[media:target.txt|Target]]&lt;br /&gt;
&lt;br /&gt;
::t1 %0 - sets target 1 to %0&lt;br /&gt;
::t2 %0 - sets target 2 to %0&lt;br /&gt;
::t3 %0 - sets target 3 to %0&lt;br /&gt;
::t %0 - sets current active target to %0&lt;br /&gt;
::at1 %0 - sets attack 1 to %0.  (for example bs, trip, c mag, etc)&lt;br /&gt;
::at2 %0 - sets attack 2 to %0&lt;br /&gt;
::at3 %0 - sets attack 3 to %0&lt;br /&gt;
::autotargeton - turns on autotarget, which sets target 3 to last person to stab you or mal you. Useful for some quests, but not really that great. requires spiderreps&lt;br /&gt;
::autotargetoff - turns off autotarget&lt;br /&gt;
::macros:&lt;br /&gt;
::kp+ - cycles targets&lt;br /&gt;
::kp0 - attack 1 current target&lt;br /&gt;
::kp1 - attack 2 current target&lt;br /&gt;
::kp3 - attack 3 current target&lt;br /&gt;
&lt;br /&gt;
::Note:  people can easily write their own aliases or macros for triggering attacks.  For example:&lt;br /&gt;
&lt;br /&gt;
::/alias {k1}{$attack1 $curtarg)&lt;br /&gt;
::/macro {f1}{$attack2 $curtarg}&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Scripts</id>
		<title>Scripts</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Scripts"/>
				<updated>2014-11-03T19:55:47Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: /* Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These scripts are for MudMaster. All of these scripts are legal, but some are only legal if you aren't AFK or if other conditions hold. Do not post illegal scripts here, they ruin the game anyway.&lt;br /&gt;
&lt;br /&gt;
== Scripts ==&lt;br /&gt;
* [http://sourceforge.net/projects/mm2k13/files/MM2k13%20Scripts Scripts maintained by Antons]&lt;br /&gt;
&lt;br /&gt;
*[[media:distance.txt|Distance Subs]]&lt;br /&gt;
&lt;br /&gt;
*[[media:Faeorbcalc.mm|Fae Orb Calculator]]&lt;br /&gt;
&lt;br /&gt;
*[[media:healthsubs.txt|Health Subs]] - subs in percents as seen on [[Health Remaining]]&lt;br /&gt;
&lt;br /&gt;
*[[media:justsubs.txt|Herobattle subs]]&lt;br /&gt;
&lt;br /&gt;
*[[media:Scrollgrep.txt|Script to Search Scrollback in MM2K]]&lt;br /&gt;
&lt;br /&gt;
*[[media:ship.txt|Shipping]] - a simple ship script. Tells you how much to turn, countdown timers on your guns, etc. Set up to work entire ship from keypad.  DO NOT SAVE PROFILES with this script loaded. It completely remaps keypad and adjusts some commands.&lt;br /&gt;
&lt;br /&gt;
::macros:&lt;br /&gt;
::C-7 : fire lb t&lt;br /&gt;
::C1: fire lb b&lt;br /&gt;
::C8: fire b&lt;br /&gt;
::C9: fire sb t&lt;br /&gt;
::C3: fire sb b&lt;br /&gt;
::C2: fire st (t+b)&lt;br /&gt;
::C5: check your guns&lt;br /&gt;
::5: ship map&lt;br /&gt;
::kp+: ship status&lt;br /&gt;
::C0: ship lash 0&lt;br /&gt;
::Ckp+: ship helm&lt;br /&gt;
::c6: turn  +11 degrees for every time pressed. timeout of 1 second.&lt;br /&gt;
::c4: turn -11 degrees for every time pressed. timeout of 1 second&lt;br /&gt;
&lt;br /&gt;
*[[media:tnl.mm|Show your TNL]]&lt;br /&gt;
&lt;br /&gt;
*[[media:SpiderReps.txt|Spider Reps for Chat]]&lt;br /&gt;
**Note: for this file to work, your Med prompt must be set to #b(#x&amp;amp;h#b/&amp;amp;Hhp #x&amp;amp;m#b/&amp;amp;Mm #x&amp;amp;v#b&amp;amp;umv #x&amp;amp;b#b&amp;amp;ubr#b) (#m&amp;amp;k#b) (#w&amp;amp;FS&amp;amp;FV&amp;amp;FQ&amp;amp;FF&amp;amp;FI&amp;amp;FP&amp;amp;FM&amp;amp;FB#b) (&amp;amp;R)&lt;br /&gt;
&lt;br /&gt;
::bson: turns on just bsreps&lt;br /&gt;
::bsoff: turns off just bsreps&lt;br /&gt;
::combaton: turns on just combat reps (trip, bash, spell, etc)&lt;br /&gt;
::combatoff: turns off just combat reps&lt;br /&gt;
::repson: turns on all reps&lt;br /&gt;
::repsoff: turns off all reps&lt;br /&gt;
&lt;br /&gt;
*[[media:Cpkguard.txt|CPK Guard]]&lt;br /&gt;
**Expects prompt to be #b(#x&amp;amp;h#b/&amp;amp;Hhp #x&amp;amp;m#b/&amp;amp;Mm #x&amp;amp;v#b&amp;amp;umv #x&amp;amp;b#b&amp;amp;ubr#b) (#m&amp;amp;k#b) (#w&amp;amp;FS&amp;amp;FV&amp;amp;FQ&amp;amp;FF&amp;amp;FI&amp;amp;FP&amp;amp;FM&amp;amp;FB#b) (&amp;amp;R)&lt;br /&gt;
**Works while hidden in CPK&lt;br /&gt;
** ONLY LEGAL IF YOU ARE NOT AFK&lt;br /&gt;
&lt;br /&gt;
*[[media:target.txt|Target]]&lt;br /&gt;
&lt;br /&gt;
::t1 %0 - sets target 1 to %0&lt;br /&gt;
::t2 %0 - sets target 2 to %0&lt;br /&gt;
::t3 %0 - sets target 3 to %0&lt;br /&gt;
::t %0 - sets current active target to %0&lt;br /&gt;
::at1 %0 - sets attack 1 to %0.  (for example bs, trip, c mag, etc)&lt;br /&gt;
::at2 %0 - sets attack 2 to %0&lt;br /&gt;
::at3 %0 - sets attack 3 to %0&lt;br /&gt;
::autotargeton - turns on autotarget, which sets target 3 to last person to stab you or mal you. Useful for some quests, but not really that great. requires spiderreps&lt;br /&gt;
::autotargetoff - turns off autotarget&lt;br /&gt;
::macros:&lt;br /&gt;
::kp+ - cycles targets&lt;br /&gt;
::kp0 - attack 1 current target&lt;br /&gt;
::kp1 - attack 2 current target&lt;br /&gt;
::kp3 - attack 3 current target&lt;br /&gt;
&lt;br /&gt;
::Note:  people can easily write their own aliases or macros for triggering attacks.  For example:&lt;br /&gt;
&lt;br /&gt;
::/alias {k1}{$attack1 $curtarg)&lt;br /&gt;
::/macro {f1}{$attack2 $curtarg}&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/User:Noric</id>
		<title>User:Noric</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/User:Noric"/>
				<updated>2014-11-03T17:52:17Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: /* Wiki articles to write */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Wiki articles to write =&lt;br /&gt;
&lt;br /&gt;
* How to be good&lt;br /&gt;
* list of cpk items&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Archery</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Archery"/>
				<updated>2014-11-03T17:51:37Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Quick Guide ==&lt;br /&gt;
&lt;br /&gt;
JUST want archery? Buy a nemesis bow, a quiver and put 1 bolt in the quiver. Wield bow, wear quiver, you're done. You will shoot twice per round. See below to make it better.&lt;br /&gt;
&lt;br /&gt;
== Who should use Archery ==&lt;br /&gt;
&lt;br /&gt;
Every cleric and mage should have an archery mode. The best thieves will have archery too. Warriors never use archery (despite having the archery skill.)&lt;br /&gt;
&lt;br /&gt;
== Basic archery items ==&lt;br /&gt;
&lt;br /&gt;
To be an archer, you need a bow (or crossbow), a quiver, and at least one arrow (or bolt for crossbow).&lt;br /&gt;
&lt;br /&gt;
== Archery vs Throwing ==&lt;br /&gt;
&lt;br /&gt;
It is easy to lose your throwing weapons. In contrast, you can never lose your arrows. After you throw, the throwing weapon appears in the target's inventory if you hit and on the ground if miss. When you shoot an arrow (or bolt), it stays in your inventory. If the arrow was in a quiver, it gets moved to your inventory.&lt;br /&gt;
&lt;br /&gt;
== Reloading your quiver ==&lt;br /&gt;
&lt;br /&gt;
When you shoot an arrow (or bolt) from your quiver, it gets moved into your inventory. Thus, you must reload your quiver.&lt;br /&gt;
&lt;br /&gt;
== Shooting twice per round ==&lt;br /&gt;
&lt;br /&gt;
TBD: Need a quiver and at least one arrow in the quiver, even if your bow automagically makes its arrows. (Nemesis crossbow needs 1 bolt in the quiver)&lt;br /&gt;
&lt;br /&gt;
== Archery Damage ==&lt;br /&gt;
&lt;br /&gt;
TBD formula for archery damage&lt;br /&gt;
&lt;br /&gt;
== Your arrow misses ==&lt;br /&gt;
&lt;br /&gt;
TBD - how to avoid missing. Arrows cannot be parried&lt;br /&gt;
&lt;br /&gt;
== Stats that have no effect on archery ==&lt;br /&gt;
&lt;br /&gt;
TBD. Damroll has no effect on archery, except damroll on the arrow. (Bow damroll has no effect on archery.)&lt;br /&gt;
&lt;br /&gt;
== Bows ==&lt;br /&gt;
&lt;br /&gt;
* starter bow: pallens bow (!T !W)&lt;br /&gt;
&lt;br /&gt;
* neut align: arcus&lt;br /&gt;
* evil align: mal&lt;br /&gt;
* good align: fid&lt;br /&gt;
&lt;br /&gt;
== Arrows ==&lt;br /&gt;
&lt;br /&gt;
* wittermark&lt;br /&gt;
* black arrow from caverns&lt;br /&gt;
* black metal arrow from fgs&lt;br /&gt;
* bone&lt;br /&gt;
* fletching&lt;br /&gt;
&lt;br /&gt;
== Crossbows ==&lt;br /&gt;
&lt;br /&gt;
* nemesis&lt;br /&gt;
* lyr&lt;br /&gt;
&lt;br /&gt;
== Quarrels ==&lt;br /&gt;
&lt;br /&gt;
* dummy quarrel &lt;br /&gt;
* lyr quarrel&lt;br /&gt;
 &lt;br /&gt;
== Quivers ==&lt;br /&gt;
&lt;br /&gt;
* lunar quiver&lt;br /&gt;
* a quiver crafted of electrum - Lev(26) Loc(about)  nodrop no-auction hr(4) Cond(pristine - Infinity Days)&lt;br /&gt;
* fgs quiver&lt;br /&gt;
&lt;br /&gt;
== Underwater Archery ==&lt;br /&gt;
&lt;br /&gt;
* hip quiver from reef&lt;br /&gt;
* yew spears from underocean&lt;br /&gt;
* relic on leviathan in lattyrna&lt;br /&gt;
* relic on naiad princess or something in ryvaera&lt;br /&gt;
&lt;br /&gt;
== Archery Eq ==&lt;br /&gt;
&lt;br /&gt;
Hitroll, mana, archery proficiencies.&lt;br /&gt;
&lt;br /&gt;
* a sparkling emerald gemstone - Lev(27) Loc(light) AE nodrop mana(47) hr(4) Cond(pristine - 185 Days) - mystical on green dragon&lt;br /&gt;
* a dead rat carcass - Lev(15) Loc(light)  nodrop no-auction mana(18) hr(3) Cond(pristine - 185 Days) - pirate ship on swashbucklers&lt;br /&gt;
* taurus eye - Thanos on shadow dragon&lt;br /&gt;
* a pair of masterfully woven mittens of green and red wool - Lev(20) Loc(hands)  nostore mana(20) hr(4) Cond(scratched - 90 Days) - Shadmire on Samrah&lt;br /&gt;
* serpent armband 4hr/45mana - tharhalas / fgs master mage ???&lt;br /&gt;
* a dark ebony spinneret - Lev(24) Loc(hold) AG nodrop hr(8) SKL/SPL: Poison (proficiency +3%) Poison (susceptibility -5%) Cond(pristine - 185 Days) - E'urdin&lt;br /&gt;
* a black onyx tiara - Lev(24) Loc(head) AC-ap(1) AG nodrop mana(46) hr(4) SKL/SPL: archery (success +9%) bash (susceptibility +7%) Cond(pristine - Infinity Days) - Thanos on Widow Queen&lt;br /&gt;
* a slate wristguard - Lev(25) Loc(wrist) AC-ap(2)  noegg nodrop fragile no-auction mana(30) hr(3) SKL/SPL: archery (proficiency success +10%) Cond(pristine - 365 Days) - Elnissa shop&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Archery</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Archery"/>
				<updated>2014-10-29T14:57:43Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: Created page with &amp;quot;   == Quick Guide ==  JUST want archery? Buy a nemesis bow, a quiver and put 1 bolt in the quiver. Wield bow, wear quiver, you're done. You will shoot twice per round. See bel...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quick Guide ==&lt;br /&gt;
&lt;br /&gt;
JUST want archery? Buy a nemesis bow, a quiver and put 1 bolt in the quiver. Wield bow, wear quiver, you're done. You will shoot twice per round. See below to make it better.&lt;br /&gt;
&lt;br /&gt;
== Who should use Archery ==&lt;br /&gt;
&lt;br /&gt;
Every cleric and mage should have an archery mode. The best thieves will have archery too. Warriors never use archery (despite having the archery skill.)&lt;br /&gt;
&lt;br /&gt;
== Archery Damage ==&lt;br /&gt;
&lt;br /&gt;
TBD formula for archery damage&lt;br /&gt;
&lt;br /&gt;
== Your arrow misses ==&lt;br /&gt;
&lt;br /&gt;
TBD - how to avoid missing. Arrows cannot be parried&lt;br /&gt;
&lt;br /&gt;
== Shooting twice per round ==&lt;br /&gt;
&lt;br /&gt;
TBD: Need a quiver and at least one arrow in the quiver, even if your bow automagically makes its arrows. (Nemesis crossbow needs 1 bolt in the quiver)&lt;br /&gt;
&lt;br /&gt;
== Stats that have no effect on archery ==&lt;br /&gt;
&lt;br /&gt;
TBD. Damroll has no effect on archery, except damroll on the arrow. (Bow damroll has no effect on archery.)&lt;br /&gt;
&lt;br /&gt;
== Bows ==&lt;br /&gt;
&lt;br /&gt;
* starter bow: pallens bow (!T !W)&lt;br /&gt;
&lt;br /&gt;
* neut align: arcus&lt;br /&gt;
* evil align: mal&lt;br /&gt;
* good align: fid&lt;br /&gt;
&lt;br /&gt;
== Arrows ==&lt;br /&gt;
&lt;br /&gt;
* wittermark&lt;br /&gt;
* black arrow from caverns&lt;br /&gt;
* black metal arrow from fgs&lt;br /&gt;
* bone&lt;br /&gt;
* fletching&lt;br /&gt;
&lt;br /&gt;
== Crossbows ==&lt;br /&gt;
&lt;br /&gt;
* nemesis&lt;br /&gt;
* lyr&lt;br /&gt;
&lt;br /&gt;
== Quarrels ==&lt;br /&gt;
&lt;br /&gt;
* dummy quarrel &lt;br /&gt;
* lyr quarrel&lt;br /&gt;
 &lt;br /&gt;
== Quivers ==&lt;br /&gt;
&lt;br /&gt;
* lunar quiver&lt;br /&gt;
* a quiver crafted of electrum - Lev(26) Loc(about)  nodrop no-auction hr(4) Cond(pristine - Infinity Days)&lt;br /&gt;
* fgs quiver&lt;br /&gt;
&lt;br /&gt;
== Underwater Archery ==&lt;br /&gt;
&lt;br /&gt;
* hip quiver from reef&lt;br /&gt;
* yew spears from underocean&lt;br /&gt;
* relic on leviathan in lattyrna&lt;br /&gt;
* relic on naiad princess or something in ryvaera&lt;br /&gt;
&lt;br /&gt;
== Archery Eq ==&lt;br /&gt;
&lt;br /&gt;
Hitroll, mana, archery proficiencies.&lt;br /&gt;
&lt;br /&gt;
* a sparkling emerald gemstone - Lev(27) Loc(light) AE nodrop mana(47) hr(4) Cond(pristine - 185 Days) - mystical on green dragon&lt;br /&gt;
* a dead rat carcass - Lev(15) Loc(light)  nodrop no-auction mana(18) hr(3) Cond(pristine - 185 Days) - pirate ship on swashbucklers&lt;br /&gt;
* taurus eye - Thanos on shadow dragon&lt;br /&gt;
* a pair of masterfully woven mittens of green and red wool - Lev(20) Loc(hands)  nostore mana(20) hr(4) Cond(scratched - 90 Days) - Shadmire on Samrah&lt;br /&gt;
* serpent armband 4hr/45mana - tharhalas / fgs master mage ???&lt;br /&gt;
* a dark ebony spinneret - Lev(24) Loc(hold) AG nodrop hr(8) SKL/SPL: Poison (proficiency +3%) Poison (susceptibility -5%) Cond(pristine - 185 Days) - E'urdin&lt;br /&gt;
* a black onyx tiara - Lev(24) Loc(head) AC-ap(1) AG nodrop mana(46) hr(4) SKL/SPL: archery (success +9%) bash (susceptibility +7%) Cond(pristine - Infinity Days) - Thanos on Widow Queen&lt;br /&gt;
* a slate wristguard - Lev(25) Loc(wrist) AC-ap(2)  noegg nodrop fragile no-auction mana(30) hr(3) SKL/SPL: archery (proficiency success +10%) Cond(pristine - 365 Days) - Elnissa shop&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Scripts</id>
		<title>Scripts</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Scripts"/>
				<updated>2014-10-25T22:21:13Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These scripts are for MudMaster. All of these scripts are legal, but some are only legal if you aren't AFK or if other conditions hold. Do not post illegal scripts here, they ruin the game anyway.&lt;br /&gt;
&lt;br /&gt;
== Scripts ==&lt;br /&gt;
&lt;br /&gt;
*[[media:distance.txt|Distance Subs]]&lt;br /&gt;
&lt;br /&gt;
*[[media:Faeorbcalc.mm|Fae Orb Calculator]]&lt;br /&gt;
&lt;br /&gt;
*[[media:healthsubs.txt|Health Subs]] - subs in percents as seen on [[Health Remaining]]&lt;br /&gt;
&lt;br /&gt;
*[[media:justsubs.txt|Herobattle subs]]&lt;br /&gt;
&lt;br /&gt;
*[[media:Scrollgrep.txt|Script to Search Scrollback in MM2K]]&lt;br /&gt;
&lt;br /&gt;
*[[media:ship.txt|Shipping]] - a simple ship script. Tells you how much to turn, countdown timers on your guns, etc. Set up to work entire ship from keypad.  DO NOT SAVE PROFILES with this script loaded. It completely remaps keypad and adjusts some commands.&lt;br /&gt;
&lt;br /&gt;
::macros:&lt;br /&gt;
::C-7 : fire lb t&lt;br /&gt;
::C1: fire lb b&lt;br /&gt;
::C8: fire b&lt;br /&gt;
::C9: fire sb t&lt;br /&gt;
::C3: fire sb b&lt;br /&gt;
::C2: fire st (t+b)&lt;br /&gt;
::C5: check your guns&lt;br /&gt;
::5: ship map&lt;br /&gt;
::kp+: ship status&lt;br /&gt;
::C0: ship lash 0&lt;br /&gt;
::Ckp+: ship helm&lt;br /&gt;
::c6: turn  +11 degrees for every time pressed. timeout of 1 second.&lt;br /&gt;
::c4: turn -11 degrees for every time pressed. timeout of 1 second&lt;br /&gt;
&lt;br /&gt;
*[[media:tnl.mm|Show your TNL]]&lt;br /&gt;
&lt;br /&gt;
*[[media:SpiderReps.txt|Spider Reps for Chat]]&lt;br /&gt;
**Note: for this file to work, your Med prompt must be set to #b(#x&amp;amp;h#b/&amp;amp;Hhp #x&amp;amp;m#b/&amp;amp;Mm #x&amp;amp;v#b&amp;amp;umv #x&amp;amp;b#b&amp;amp;ubr#b) (#m&amp;amp;k#b) (#w&amp;amp;FS&amp;amp;FV&amp;amp;FQ&amp;amp;FF&amp;amp;FI&amp;amp;FP&amp;amp;FM&amp;amp;FB#b) (&amp;amp;R)&lt;br /&gt;
&lt;br /&gt;
::bson: turns on just bsreps&lt;br /&gt;
::bsoff: turns off just bsreps&lt;br /&gt;
::combaton: turns on just combat reps (trip, bash, spell, etc)&lt;br /&gt;
::combatoff: turns off just combat reps&lt;br /&gt;
::repson: turns on all reps&lt;br /&gt;
::repsoff: turns off all reps&lt;br /&gt;
&lt;br /&gt;
*[[media:Cpkguard.txt|CPK Guard]]&lt;br /&gt;
**Expects prompt to be #b(#x&amp;amp;h#b/&amp;amp;Hhp #x&amp;amp;m#b/&amp;amp;Mm #x&amp;amp;v#b&amp;amp;umv #x&amp;amp;b#b&amp;amp;ubr#b) (#m&amp;amp;k#b) (#w&amp;amp;FS&amp;amp;FV&amp;amp;FQ&amp;amp;FF&amp;amp;FI&amp;amp;FP&amp;amp;FM&amp;amp;FB#b) (&amp;amp;R)&lt;br /&gt;
**Works while hidden in CPK&lt;br /&gt;
** ONLY LEGAL IF YOU ARE NOT AFK&lt;br /&gt;
&lt;br /&gt;
*[[media:target.txt|Target]]&lt;br /&gt;
&lt;br /&gt;
::t1 %0 - sets target 1 to %0&lt;br /&gt;
::t2 %0 - sets target 2 to %0&lt;br /&gt;
::t3 %0 - sets target 3 to %0&lt;br /&gt;
::t %0 - sets current active target to %0&lt;br /&gt;
::at1 %0 - sets attack 1 to %0.  (for example bs, trip, c mag, etc)&lt;br /&gt;
::at2 %0 - sets attack 2 to %0&lt;br /&gt;
::at3 %0 - sets attack 3 to %0&lt;br /&gt;
::autotargeton - turns on autotarget, which sets target 3 to last person to stab you or mal you. Useful for some quests, but not really that great. requires spiderreps&lt;br /&gt;
::autotargetoff - turns off autotarget&lt;br /&gt;
::macros:&lt;br /&gt;
::kp+ - cycles targets&lt;br /&gt;
::kp0 - attack 1 current target&lt;br /&gt;
::kp1 - attack 2 current target&lt;br /&gt;
::kp3 - attack 3 current target&lt;br /&gt;
&lt;br /&gt;
::Note:  people can easily write their own aliases or macros for triggering attacks.  For example:&lt;br /&gt;
&lt;br /&gt;
::/alias {k1}{$attack1 $curtarg)&lt;br /&gt;
::/macro {f1}{$attack2 $curtarg}&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/The_Kingdom_Of_Yrg</id>
		<title>The Kingdom Of Yrg</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/The_Kingdom_Of_Yrg"/>
				<updated>2014-10-24T18:09:01Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Zone&lt;br /&gt;
| Designer = Ardothica&lt;br /&gt;
| Rooms = 249&lt;br /&gt;
| Re-Pop Time = 30 minutes&lt;br /&gt;
| PK Type = NPK, CPK }}&lt;br /&gt;
&lt;br /&gt;
==Directions to Zone==&lt;br /&gt;
&lt;br /&gt;
# from med recall, enter thief, 2e, open door n, n, search hole, get key hole, search, u, open box, get all box, you should then have a &amp;quot;the ring of spatial discontinuity&amp;quot;&lt;br /&gt;
# walk into a tornado wearing &amp;quot;the ring of spatial discontinuity&amp;quot;. Instead of the tornado killing you, you'll be transported to Yrg&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
The dragon Mizdon loads [[Where_to_Find_Dragon_Scales|copper marble]]. See [[#Explore|Explore]] section.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Best XP areas===&lt;br /&gt;
&lt;br /&gt;
Yrg is one of the best XP zones in the game. Here's where to xp&lt;br /&gt;
&lt;br /&gt;
* Town - c w, kill mobs around here&lt;br /&gt;
* Docks - c w, n, all w on Seebreeze lane, head north&lt;br /&gt;
* Grimweald, follow explore walkthrough until you reach the Grimweald. (You only need Steps 5-8)&lt;br /&gt;
&lt;br /&gt;
===Explore===&lt;br /&gt;
&lt;br /&gt;
Yrg explore walkthrough by Xaaxacus&lt;br /&gt;
&lt;br /&gt;
#recall 4w open door n n GET ALL SHELF&lt;br /&gt;
#recall n e BUY NEWSPARCHMENT&lt;br /&gt;
#recall 4w 2s search w search w [triggers room objective]&lt;br /&gt;
#recall n all w 2n all e s search e, get key cabinet, search, n, search, u [triggers room objective]&lt;br /&gt;
#recall w 2s w s w 5s 3w n w n g leaf plant&lt;br /&gt;
#recall 3w 2n e u search south get map&lt;br /&gt;
#recall n e 2n 3e n s n u w d e search n w search d 2s e, open drawer, get key drawer, GET NOTE&lt;br /&gt;
#recall n all e s all e, unlock door e, open door e, e, (from In the Grimweald) EESENEENNWSWWNE to chahm, search d g all put meat trap&lt;br /&gt;
#recall 5w s 2w open gate (high mv rooms!!) 2w 3e w 3u n w search w s drop trap s yy attack dragon flee north&lt;br /&gt;
#wait for dragon to trap - wounds it to clings, s kill dragon search corpse g heart corpse&lt;br /&gt;
#return to chahm, give heart chahm&lt;br /&gt;
#recall e all s unlock doors open doors 2s u s get briwe to &amp;lt;50%, he ports&lt;br /&gt;
#recall w n w all n all w all n d s open crate ent crate wait a few seconds&lt;br /&gt;
#open lid, u, kill briwe&lt;br /&gt;
#from entrance to castle, s search at base of stairs, s 2d&lt;br /&gt;
#kill lum,search corp,g key corp,unlock door w, w [triggers room objective]'&lt;br /&gt;
&lt;br /&gt;
[[Category: Zone Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/The_Kingdom_Of_Yrg</id>
		<title>The Kingdom Of Yrg</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/The_Kingdom_Of_Yrg"/>
				<updated>2014-10-24T18:02:00Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: /* How to get into Yrg */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== How to get into Yrg ==&lt;br /&gt;
&lt;br /&gt;
# from med recall, enter thief, 2e, open door n, n, search hole, get key hole, search, u, open box, get all box, you should then have a &amp;quot;the ring of spatial discontinuity&amp;quot;&lt;br /&gt;
# walk into a tornado wearing &amp;quot;the ring of spatial discontinuity&amp;quot;. Instead of the tornado killing you, you'll be transported to Yrg&lt;br /&gt;
&lt;br /&gt;
== Eq ==&lt;br /&gt;
&lt;br /&gt;
The dragon Mizdon loads [[Where_to_Find_Dragon_Scales|copper marble]]. See [[#Explore|Explore]] section.&lt;br /&gt;
&lt;br /&gt;
== Best XP areas ==&lt;br /&gt;
&lt;br /&gt;
Yrg is one of the best XP zones in the game. Here's where to xp&lt;br /&gt;
&lt;br /&gt;
* Town - c w, kill mobs around here&lt;br /&gt;
* Docks - c w, n, all w on Seebreeze lane, head north&lt;br /&gt;
* Grimweald, follow explore walkthrough until you reach the Grimweald. (You only need Steps 5-8)&lt;br /&gt;
&lt;br /&gt;
== Explore ==&lt;br /&gt;
&lt;br /&gt;
Yrg explore walkthrough by Xaaxacus&lt;br /&gt;
&lt;br /&gt;
#recall 4w open door n n GET ALL SHELF&lt;br /&gt;
#recall n e BUY NEWSPARCHMENT&lt;br /&gt;
#recall 4w 2s search w search w [triggers room objective]&lt;br /&gt;
#recall n all w 2n all e s search e, get key cabinet, search, n, search, u [triggers room objective]&lt;br /&gt;
#recall w 2s w s w 5s 3w n w n g leaf plant&lt;br /&gt;
#recall 3w 2n e u search south get map&lt;br /&gt;
#recall n e 2n 3e n s n u w d e search n w search d 2s e, open drawer, get key drawer, GET NOTE&lt;br /&gt;
#recall n all e s all e, unlock door e, open door e, e, (from In the Grimweald) EESENEENNWSWWNE to chahm, search d g all put meat trap&lt;br /&gt;
#recall 5w s 2w open gate (high mv rooms!!) 2w 3e w 3u n w search w s drop trap s yy attack dragon flee north&lt;br /&gt;
#wait for dragon to trap - wounds it to clings, s kill dragon search corpse g heart corpse&lt;br /&gt;
#return to chahm, give heart chahm&lt;br /&gt;
#recall e all s unlock doors open doors 2s u s get briwe to &amp;lt;50%, he ports&lt;br /&gt;
#recall w n w all n all w all n d s open crate ent crate wait a few seconds&lt;br /&gt;
#open lid, u, kill briwe&lt;br /&gt;
#from entrance to castle, s search at base of stairs, s 2d&lt;br /&gt;
#kill lum,search corp,g key corp,unlock door w, w [triggers room objective]'&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/The_Kingdom_Of_Yrg</id>
		<title>The Kingdom Of Yrg</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/The_Kingdom_Of_Yrg"/>
				<updated>2014-10-24T18:01:08Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: Created page with &amp;quot; == How to get into Yrg ==  # from med recall, enter thief, 2e, open door n, n, search hole, get key hole, search, u, open box, get all box, you should then have a &amp;quot;the ring o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== How to get into Yrg ==&lt;br /&gt;
&lt;br /&gt;
# from med recall, enter thief, 2e, open door n, n, search hole, get key hole, search, u, open box, get all box, you should then have a &amp;quot;the ring of spatial discontinuity&amp;quot;&lt;br /&gt;
# walk into a tornado wearing &amp;quot;the ring of spatial discontinuity&amp;quot;&lt;br /&gt;
# instead of the tornado killing you, you'll be transported to Yrg&lt;br /&gt;
&lt;br /&gt;
== Eq ==&lt;br /&gt;
&lt;br /&gt;
The dragon Mizdon loads [[Where_to_Find_Dragon_Scales|copper marble]]. See [[#Explore|Explore]] section.&lt;br /&gt;
&lt;br /&gt;
== Best XP areas ==&lt;br /&gt;
&lt;br /&gt;
Yrg is one of the best XP zones in the game. Here's where to xp&lt;br /&gt;
&lt;br /&gt;
* Town - c w, kill mobs around here&lt;br /&gt;
* Docks - c w, n, all w on Seebreeze lane, head north&lt;br /&gt;
* Grimweald, follow explore walkthrough until you reach the Grimweald. (You only need Steps 5-8)&lt;br /&gt;
&lt;br /&gt;
== Explore ==&lt;br /&gt;
&lt;br /&gt;
Yrg explore walkthrough by Xaaxacus&lt;br /&gt;
&lt;br /&gt;
#recall 4w open door n n GET ALL SHELF&lt;br /&gt;
#recall n e BUY NEWSPARCHMENT&lt;br /&gt;
#recall 4w 2s search w search w [triggers room objective]&lt;br /&gt;
#recall n all w 2n all e s search e, get key cabinet, search, n, search, u [triggers room objective]&lt;br /&gt;
#recall w 2s w s w 5s 3w n w n g leaf plant&lt;br /&gt;
#recall 3w 2n e u search south get map&lt;br /&gt;
#recall n e 2n 3e n s n u w d e search n w search d 2s e, open drawer, get key drawer, GET NOTE&lt;br /&gt;
#recall n all e s all e, unlock door e, open door e, e, (from In the Grimweald) EESENEENNWSWWNE to chahm, search d g all put meat trap&lt;br /&gt;
#recall 5w s 2w open gate (high mv rooms!!) 2w 3e w 3u n w search w s drop trap s yy attack dragon flee north&lt;br /&gt;
#wait for dragon to trap - wounds it to clings, s kill dragon search corpse g heart corpse&lt;br /&gt;
#return to chahm, give heart chahm&lt;br /&gt;
#recall e all s unlock doors open doors 2s u s get briwe to &amp;lt;50%, he ports&lt;br /&gt;
#recall w n w all n all w all n d s open crate ent crate wait a few seconds&lt;br /&gt;
#open lid, u, kill briwe&lt;br /&gt;
#from entrance to castle, s search at base of stairs, s 2d&lt;br /&gt;
#kill lum,search corp,g key corp,unlock door w, w [triggers room objective]'&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/The_Caverns_of_Eternal_Darkness</id>
		<title>The Caverns of Eternal Darkness</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/The_Caverns_of_Eternal_Darkness"/>
				<updated>2014-10-23T18:09:02Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: /* Walkthrough */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Zone&lt;br /&gt;
| Designer = Calrog&lt;br /&gt;
| Rooms = 130&lt;br /&gt;
| Re-Pop Time = 2 hours&lt;br /&gt;
| PK Type = NPK, CPK }}&lt;br /&gt;
&lt;br /&gt;
{{Incomplete}}&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Directions to Zone==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
From entrance: s, w,s o door w, all w. The chest in this room loads key to garden and a rope for cpk proc (search chest). You can also buy rope from Golem at entrance.&lt;br /&gt;
&lt;br /&gt;
E, e, s, unlock/open door, e, e, s to &amp;quot;A Hole in the Dark Ground, Leading Towards Oblivion&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Hold rope, use rope. &lt;br /&gt;
&lt;br /&gt;
'''Without rope, you will die instantly when you go down into CPK and can be looted.''' How to tell if rope is up? Look in last line of room description for &amp;quot;A sturdy rope has been fastened to the post, and descends down into the hole.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Go down into CPK.&lt;br /&gt;
&lt;br /&gt;
All s to kirin shrine, get all skull for some eq. Back to ent of cpk.&lt;br /&gt;
&lt;br /&gt;
Go n, w, get key skeleton. Another key loads on Naberezli the demonic shadow lion which spawns in first couple rooms.&lt;br /&gt;
&lt;br /&gt;
Go s all e s w d fol path north/east to far east room &lt;br /&gt;
&lt;br /&gt;
Search here w/ key from skeleton to open d, then 1d and search w/ key from mob sho trix&lt;br /&gt;
&lt;br /&gt;
Go 2 down, 4 east to Guardian of death door, kill him to unlock door e &lt;br /&gt;
&lt;br /&gt;
Go 2 east, d, all e, s, all e, ice wyrm, &lt;br /&gt;
&lt;br /&gt;
From wyrm, all south, get all skeleton for key&lt;br /&gt;
&lt;br /&gt;
Go 1e and search w/key, go down, ice church guard, all east pick/get all safe&lt;br /&gt;
&lt;br /&gt;
From church entrance to north, find alcove, search here w/ key from safe at altar to open east &lt;br /&gt;
&lt;br /&gt;
Go e, n, 2e, s, 2e, s, all east, n. Masterguard Diratanius loads in this area. Trap and ice.&lt;br /&gt;
&lt;br /&gt;
Priestess loads in &amp;quot;Within a Tunnel of Hellfire, Before the Dark Well&amp;quot;. Check her first and do her before Masterguard if she's not godsanced. She is lvl 42 cleric, you can't dispel her sanc, have to catch her without it if lucky.&lt;br /&gt;
&lt;br /&gt;
When Priestess dies, she gives a key to person who did killing blow. Head back towards church, unlock vault west w/key from priestess.&lt;br /&gt;
&lt;br /&gt;
== Eq List ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
undead form of a slain hero (high lvl mob close to ent)&lt;br /&gt;
  a steel-capped boots of a legendary soldier&lt;br /&gt;
  the charred skull of a fallen hero&lt;br /&gt;
  the runed gauntlets of a fallen hero&lt;br /&gt;
&lt;br /&gt;
skull container in fallen shrine of kirin&lt;br /&gt;
    a bracelet forged from Ki-rin bones - Lev(29) Loc(wrist) AE AN hps(19) sbr(-3) Cond(pristine - 185 Days)&lt;br /&gt;
	a pair of Ki-rin pelt boots - Lev(30) Loc(feet) AE AN hps(16) hr(1) Cond(pristine - 185 Days)&lt;br /&gt;
	a massive warhelm crowned with the antlers of a Ki-rin - Lev(27) Loc(head) AC-ap(10) AE AN hps(5) hr(4) Cond(pristine - 185 Days)&lt;br /&gt;
   &lt;br /&gt;
centaur Alichino &lt;br /&gt;
centaur Calcabrina (same eq as Alichino)&lt;br /&gt;
   a suit of dark demonic chainmail - Lev(23) Loc(body) AC-ap(15) NoBits hps(12) mana(11) Cond(pristine - 185 Days)&lt;br /&gt;
   a black arrow - Lev(25) Loc(hold) 6d5 NoBits dr(4) Cond(pristine - 185 Days)&lt;br /&gt;
&lt;br /&gt;
red wyrm&lt;br /&gt;
  several red wyrm scales - Lev(3) Loc(None)  nodrop Cond(pristine - 185 Days)  apparently do nothing&lt;br /&gt;
  the skin of a red dragon - Lev(29) Loc(body about) AW AT hps(19) mana(22) Cond(pristine - 185 Days)&lt;br /&gt;
  the severed claws of a red dragon - Lev(28) Loc(hands) AM AC mana(-50) dr(2) dr(2) Cond(pristine - 185 Days)  6dr max&lt;br /&gt;
&lt;br /&gt;
aged master hunter&lt;br /&gt;
  stripes of human hide, crafted into armor - Lev(24) Loc(body) AC-ap(15) AM AC dr(0) hr(2) Cond(pristine - 185 Days) 2/2 max&lt;br /&gt;
    -&amp;gt; (more than one of these shows up on c loc, not sure where others are) -&amp;gt; they appear to be on warriors in circular cpk area before guardian of death&lt;br /&gt;
  &lt;br /&gt;
hatchling blue wyrm&lt;br /&gt;
  a piece of broken blue dragon egg shell - Lev(28) Loc(light) AM AC   hr(3) dr(1) Cond(pristine - 185 Days)&lt;br /&gt;
  a cracked blue dragon egg - Lev(3) Loc(hold)  fragile hps(10) mana(10) Cond(pristine - 185 Days) container 194 stones&lt;br /&gt;
 &lt;br /&gt;
Rachel captive (scry rachel)&lt;br /&gt;
  a flask of unholy water - Lev(3) Loc(hold) Spells: Heal, Heal -  NoBits Cond(pristine - 185 Days)&lt;br /&gt;
  a veil of pink silk - Lev(28) Loc(head) AE AN hps(15) ss(-1) Cond(pristine - 185 Days)&lt;br /&gt;
  a simple white tabard - Lev(27) Loc(about) NoBits mana(23) mana(21) Cond(pristine - 185 Days)&lt;br /&gt;
  a blood-stained holy shortsword - Lev(26) Loc(wield) BSER 6d5  holy Cond(pristine - 185 Days)&lt;br /&gt;
  a white silk garter, adorned with red ribbons&lt;br /&gt;
&lt;br /&gt;
Leah captive&lt;br /&gt;
  same as Rachel&lt;br /&gt;
  &lt;br /&gt;
Altar safe (c loc)&lt;br /&gt;
  a thin rod of black metal, tipped with a sapphire - Lev(29) Loc(wield) BSER 6d5 NoBits dr(4) mana(50) Cond(pristine - 185 Days)&lt;br /&gt;
  a dark tome of unholiness - Lev(3) Loc(hold) Spells: Hammer of Faith, Hammer of Faith, Hammer of Faith -  AN Cond(pristine - 6.90 Days)&lt;br /&gt;
  &lt;br /&gt;
Masterguard Diratanius&lt;br /&gt;
  a wristguard forged from Ki-rin bones and dragon teeth - Lev(30) Loc(wrist) AM AT AC hr(1) dr(2) mana(-19) Cond(pristine - 185 Days)&lt;br /&gt;
  an ancient horn of valor, crafted from Ki-rin bones&lt;br /&gt;
  the dark shield of the Masterguard - Lev(31) Loc(shield) AC-ap(15) AM AT AC hr(3) dr(4) dr(0) Cond(pristine - 185 Days)&lt;br /&gt;
&lt;br /&gt;
Allandrimore (scry red)&lt;br /&gt;
  a tower shield crafted from black metal - Lev(30) Loc(shield) AC-ap(15) AW AM mana(22) hps(28) hps(-10) Cond(pristine - 185 Days)&lt;br /&gt;
  a black cotton shirt, stitched with silver thread - Lev(27) Loc(body) AW AT hps(19) mana(10) Cond(pristine - 185 Days)&lt;br /&gt;
  a bracer carved from the bones of an ancient red wyrm - Lev(25) Loc(wrist) AW AM AT hps(7) mana(21) Cond(pristine - 185 Days)&lt;br /&gt;
  &lt;br /&gt;
Vault (c loc, on ground)&lt;br /&gt;
  a hellforged waraxe, soaking in blood - Lev(28) Loc(wield) 2H LNG 6d11 AM AT fire hps(39) mana(22) Cond(pristine - 185 Days)&lt;br /&gt;
  a pair of heavy silver rings, tied with black ribbons - Lev(28) Loc(fing)  MS hps(37) mana(49) Cond(pristine - 185 Days)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Zone Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Scripts</id>
		<title>Scripts</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Scripts"/>
				<updated>2014-10-22T16:09:44Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These scripts all work with MM2K. It is your own responsibility to understand the rules of Medievia and gameplay and determine if you should use these scripts.&lt;br /&gt;
&lt;br /&gt;
== Scripts ==&lt;br /&gt;
&lt;br /&gt;
*[[media:Charging.txt|Script for Charging]] - this highlights charges and dodges; it also makes you auto stand and re-charge if dodged.&lt;br /&gt;
&lt;br /&gt;
:: Charging highlights are great, I would disable the auto stand which doesn't always work and is technically illegal. -Spiritic. Disable auto stand: /unaction {dodges your charge.}&lt;br /&gt;
&lt;br /&gt;
*[[media:distance.txt|Distance Subs]]&lt;br /&gt;
&lt;br /&gt;
*[[media:Faeorbcalc.mm|Fae Orb Calculator]]&lt;br /&gt;
&lt;br /&gt;
*[[media:healthsubs.txt|Health Subs]] - subs in percents as seen on [[Health Remaining]]&lt;br /&gt;
&lt;br /&gt;
*[[media:justsubs.txt|Herobattle subs]]&lt;br /&gt;
&lt;br /&gt;
*[[media:metahunt.txt|Find Metamorph]]&lt;br /&gt;
**DO NOT SAVE PROFILES with this script loaded. It could get you killed in cpk because it messes with how it shows you hiddens.&lt;br /&gt;
&lt;br /&gt;
::hunton - turns on the auto look crap&lt;br /&gt;
::huntoff - turns off the auto look crap&lt;br /&gt;
&lt;br /&gt;
*[[media:Scrollgrep.txt|Script to Search Scrollback in MM2K]]&lt;br /&gt;
&lt;br /&gt;
*[[media:ship.txt|Shipping]] - a simple ship script. Tells you how much to turn, countdown timers on your guns, etc. Set up to work entire ship from keypad.  DO NOT SAVE PROFILES with this script loaded. It completely remaps keypad and adjusts some commands.&lt;br /&gt;
&lt;br /&gt;
::macros:&lt;br /&gt;
::C-7 : fire lb t&lt;br /&gt;
::C1: fire lb b&lt;br /&gt;
::C8: fire b&lt;br /&gt;
::C9: fire sb t&lt;br /&gt;
::C3: fire sb b&lt;br /&gt;
::C2: fire st (t+b)&lt;br /&gt;
::C5: check your guns&lt;br /&gt;
::5: ship map&lt;br /&gt;
::kp+: ship status&lt;br /&gt;
::C0: ship lash 0&lt;br /&gt;
::Ckp+: ship helm&lt;br /&gt;
::c6: turn  +11 degrees for every time pressed. timeout of 1 second.&lt;br /&gt;
::c4: turn -11 degrees for every time pressed. timeout of 1 second&lt;br /&gt;
&lt;br /&gt;
*[[media:tnl.mm|Show your TNL]]&lt;br /&gt;
&lt;br /&gt;
*[[media:SpiderReps.txt|Spider Reps for Chat]]&lt;br /&gt;
**Note: for this file to work, your Med prompt must be set to #b(#x&amp;amp;h#b/&amp;amp;Hhp #x&amp;amp;m#b/&amp;amp;Mm #x&amp;amp;v#b&amp;amp;umv #x&amp;amp;b#b&amp;amp;ubr#b) (#m&amp;amp;k#b) (#w&amp;amp;FS&amp;amp;FV&amp;amp;FQ&amp;amp;FF&amp;amp;FI&amp;amp;FP&amp;amp;FM&amp;amp;FB#b) (&amp;amp;R)&lt;br /&gt;
&lt;br /&gt;
::bson: turns on just bsreps&lt;br /&gt;
::bsoff: turns off just bsreps&lt;br /&gt;
::combaton: turns on just combat reps (trip, bash, spell, etc)&lt;br /&gt;
::combatoff: turns off just combat reps&lt;br /&gt;
::repson: turns on all reps&lt;br /&gt;
::repsoff: turns off all reps&lt;br /&gt;
&lt;br /&gt;
== Grey-area Scripts ==&lt;br /&gt;
&lt;br /&gt;
''These scripts may be illegal, depending upon the script settings and whether you are afk while using them.''&lt;br /&gt;
&lt;br /&gt;
*[[media:Cpkguard.txt|CPK Guard]]&lt;br /&gt;
**Expects prompt to be #b(#x&amp;amp;h#b/&amp;amp;Hhp #x&amp;amp;m#b/&amp;amp;Mm #x&amp;amp;v#b&amp;amp;umv #x&amp;amp;b#b&amp;amp;ubr#b) (#m&amp;amp;k#b) (#w&amp;amp;FS&amp;amp;FV&amp;amp;FQ&amp;amp;FF&amp;amp;FI&amp;amp;FP&amp;amp;FM&amp;amp;FB#b) (&amp;amp;R)&lt;br /&gt;
**Works while hidden in CPK&lt;br /&gt;
&lt;br /&gt;
*[[media:afkheal.txt|Automate Healing]] - an auto heal script for simple forms. It will bash tick when oom, rest with form leader, and refollow form leader. Switches between cure crit and heals, and will shared life if very low:&lt;br /&gt;
&lt;br /&gt;
::healon %0 - turns on auto heal, with party leader of %0. Will autofollow on leader poke emotion&lt;br /&gt;
::healoff - turns off auto heal&lt;br /&gt;
::scaredon - auto zapps on telepath.&lt;br /&gt;
::scaredoff - turns off scared.&lt;br /&gt;
&lt;br /&gt;
*[[media:Floater.txt|Floater Script]] - The floater script.  Turning off the auto target functionality does make it legal.&lt;br /&gt;
::floathelp - help file&lt;br /&gt;
&lt;br /&gt;
*[[media:Magefloat.txt|Floater Script for Casters]] - Like floater, but view is changed a bit for casters, and it picks different float targets based on conditions.&lt;br /&gt;
&lt;br /&gt;
*[[media:target.txt|Target]]&lt;br /&gt;
&lt;br /&gt;
::t1 %0 - sets target 1 to %0&lt;br /&gt;
::t2 %0 - sets target 2 to %0&lt;br /&gt;
::t3 %0 - sets target 3 to %0&lt;br /&gt;
::t %0 - sets current active target to %0&lt;br /&gt;
::at1 %0 - sets attack 1 to %0.  (for example bs, trip, c mag, etc)&lt;br /&gt;
::at2 %0 - sets attack 2 to %0&lt;br /&gt;
::at3 %0 - sets attack 3 to %0&lt;br /&gt;
::autotargeton - turns on autotarget, which sets target 3 to last person to stab you or mal you. Useful for some quests, but not really that great. requires spiderreps&lt;br /&gt;
::autotargetoff - turns off autotarget&lt;br /&gt;
::macros:&lt;br /&gt;
::kp+ - cycles targets&lt;br /&gt;
::kp0 - attack 1 current target&lt;br /&gt;
::kp1 - attack 2 current target&lt;br /&gt;
::kp3 - attack 3 current target&lt;br /&gt;
&lt;br /&gt;
::Note:  people can easily write their own aliases or macros for triggering attacks.  For example:&lt;br /&gt;
&lt;br /&gt;
::/alias {k1}{$attack1 $curtarg)&lt;br /&gt;
::/macro {f1}{$attack2 $curtarg}&lt;br /&gt;
&lt;br /&gt;
== Illegal Scripts ==&lt;br /&gt;
&lt;br /&gt;
''These scripts are illegal.''&lt;br /&gt;
&lt;br /&gt;
*[[media:ChatBypass.txt|Automate Chat Questionnaire]] - only needed 1x per year now&lt;br /&gt;
&lt;br /&gt;
*[[media:manor.txt|Automate Manor Before Maze]]&lt;br /&gt;
**Must make absolutely sure you have quickness and speedwalk on. Speedwalk should be around 600. Assumes you are starting at the entrance after you have done roses.&lt;br /&gt;
&lt;br /&gt;
::runmanor - runs manor.&lt;br /&gt;
&lt;br /&gt;
*[[media:mello.txt|Automate Mello Keys]] - assumes you begin at entrance&lt;br /&gt;
&lt;br /&gt;
::mello1 - keys up to sent&lt;br /&gt;
::mello2 - keys up to herald&lt;br /&gt;
::mello3 - keys up to 2nd sent&lt;br /&gt;
::mello4 - to telescope&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Scripts</id>
		<title>Scripts</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Scripts"/>
				<updated>2014-10-22T16:09:26Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These scripts all work with MM2K. It is your own responsibility to understand the rules of Medievia and gameplay and determine if you should use these scripts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scripts ==&lt;br /&gt;
&lt;br /&gt;
*[[media:Charging.txt|Script for Charging]] - this highlights charges and dodges; it also makes you auto stand and re-charge if dodged.&lt;br /&gt;
&lt;br /&gt;
:: Charging highlights are great, I would disable the auto stand which doesn't always work and is technically illegal. -Spiritic. Disable auto stand: /unaction {dodges your charge.}&lt;br /&gt;
&lt;br /&gt;
*[[media:distance.txt|Distance Subs]]&lt;br /&gt;
&lt;br /&gt;
*[[media:Faeorbcalc.mm|Fae Orb Calculator]]&lt;br /&gt;
&lt;br /&gt;
*[[media:healthsubs.txt|Health Subs]] - subs in percents as seen on [[Health Remaining]]&lt;br /&gt;
&lt;br /&gt;
*[[media:justsubs.txt|Herobattle subs]]&lt;br /&gt;
&lt;br /&gt;
*[[media:metahunt.txt|Find Metamorph]]&lt;br /&gt;
**DO NOT SAVE PROFILES with this script loaded. It could get you killed in cpk because it messes with how it shows you hiddens.&lt;br /&gt;
&lt;br /&gt;
::hunton - turns on the auto look crap&lt;br /&gt;
::huntoff - turns off the auto look crap&lt;br /&gt;
&lt;br /&gt;
*[[media:Scrollgrep.txt|Script to Search Scrollback in MM2K]]&lt;br /&gt;
&lt;br /&gt;
*[[media:ship.txt|Shipping]] - a simple ship script. Tells you how much to turn, countdown timers on your guns, etc. Set up to work entire ship from keypad.  DO NOT SAVE PROFILES with this script loaded. It completely remaps keypad and adjusts some commands.&lt;br /&gt;
&lt;br /&gt;
::macros:&lt;br /&gt;
::C-7 : fire lb t&lt;br /&gt;
::C1: fire lb b&lt;br /&gt;
::C8: fire b&lt;br /&gt;
::C9: fire sb t&lt;br /&gt;
::C3: fire sb b&lt;br /&gt;
::C2: fire st (t+b)&lt;br /&gt;
::C5: check your guns&lt;br /&gt;
::5: ship map&lt;br /&gt;
::kp+: ship status&lt;br /&gt;
::C0: ship lash 0&lt;br /&gt;
::Ckp+: ship helm&lt;br /&gt;
::c6: turn  +11 degrees for every time pressed. timeout of 1 second.&lt;br /&gt;
::c4: turn -11 degrees for every time pressed. timeout of 1 second&lt;br /&gt;
&lt;br /&gt;
*[[media:tnl.mm|Show your TNL]]&lt;br /&gt;
&lt;br /&gt;
*[[media:SpiderReps.txt|Spider Reps for Chat]]&lt;br /&gt;
**Note: for this file to work, your Med prompt must be set to #b(#x&amp;amp;h#b/&amp;amp;Hhp #x&amp;amp;m#b/&amp;amp;Mm #x&amp;amp;v#b&amp;amp;umv #x&amp;amp;b#b&amp;amp;ubr#b) (#m&amp;amp;k#b) (#w&amp;amp;FS&amp;amp;FV&amp;amp;FQ&amp;amp;FF&amp;amp;FI&amp;amp;FP&amp;amp;FM&amp;amp;FB#b) (&amp;amp;R)&lt;br /&gt;
&lt;br /&gt;
::bson: turns on just bsreps&lt;br /&gt;
::bsoff: turns off just bsreps&lt;br /&gt;
::combaton: turns on just combat reps (trip, bash, spell, etc)&lt;br /&gt;
::combatoff: turns off just combat reps&lt;br /&gt;
::repson: turns on all reps&lt;br /&gt;
::repsoff: turns off all reps&lt;br /&gt;
&lt;br /&gt;
== Grey-area Scripts ==&lt;br /&gt;
&lt;br /&gt;
''These scripts may be illegal, depending upon the script settings and whether you are afk while using them.''&lt;br /&gt;
&lt;br /&gt;
*[[media:Cpkguard.txt|CPK Guard]]&lt;br /&gt;
**Expects prompt to be #b(#x&amp;amp;h#b/&amp;amp;Hhp #x&amp;amp;m#b/&amp;amp;Mm #x&amp;amp;v#b&amp;amp;umv #x&amp;amp;b#b&amp;amp;ubr#b) (#m&amp;amp;k#b) (#w&amp;amp;FS&amp;amp;FV&amp;amp;FQ&amp;amp;FF&amp;amp;FI&amp;amp;FP&amp;amp;FM&amp;amp;FB#b) (&amp;amp;R)&lt;br /&gt;
**Works while hidden in CPK&lt;br /&gt;
&lt;br /&gt;
*[[media:afkheal.txt|Automate Healing]] - an auto heal script for simple forms. It will bash tick when oom, rest with form leader, and refollow form leader. Switches between cure crit and heals, and will shared life if very low:&lt;br /&gt;
&lt;br /&gt;
::healon %0 - turns on auto heal, with party leader of %0. Will autofollow on leader poke emotion&lt;br /&gt;
::healoff - turns off auto heal&lt;br /&gt;
::scaredon - auto zapps on telepath.&lt;br /&gt;
::scaredoff - turns off scared.&lt;br /&gt;
&lt;br /&gt;
*[[media:Floater.txt|Floater Script]] - The floater script.  Turning off the auto target functionality does make it legal.&lt;br /&gt;
::floathelp - help file&lt;br /&gt;
&lt;br /&gt;
*[[media:Magefloat.txt|Floater Script for Casters]] - Like floater, but view is changed a bit for casters, and it picks different float targets based on conditions.&lt;br /&gt;
&lt;br /&gt;
*[[media:target.txt|Target]]&lt;br /&gt;
&lt;br /&gt;
::t1 %0 - sets target 1 to %0&lt;br /&gt;
::t2 %0 - sets target 2 to %0&lt;br /&gt;
::t3 %0 - sets target 3 to %0&lt;br /&gt;
::t %0 - sets current active target to %0&lt;br /&gt;
::at1 %0 - sets attack 1 to %0.  (for example bs, trip, c mag, etc)&lt;br /&gt;
::at2 %0 - sets attack 2 to %0&lt;br /&gt;
::at3 %0 - sets attack 3 to %0&lt;br /&gt;
::autotargeton - turns on autotarget, which sets target 3 to last person to stab you or mal you. Useful for some quests, but not really that great. requires spiderreps&lt;br /&gt;
::autotargetoff - turns off autotarget&lt;br /&gt;
::macros:&lt;br /&gt;
::kp+ - cycles targets&lt;br /&gt;
::kp0 - attack 1 current target&lt;br /&gt;
::kp1 - attack 2 current target&lt;br /&gt;
::kp3 - attack 3 current target&lt;br /&gt;
&lt;br /&gt;
::Note:  people can easily write their own aliases or macros for triggering attacks.  For example:&lt;br /&gt;
&lt;br /&gt;
::/alias {k1}{$attack1 $curtarg)&lt;br /&gt;
::/macro {f1}{$attack2 $curtarg}&lt;br /&gt;
&lt;br /&gt;
== Illegal Scripts ==&lt;br /&gt;
&lt;br /&gt;
''These scripts are illegal.''&lt;br /&gt;
&lt;br /&gt;
*[[media:ChatBypass.txt|Automate Chat Questionnaire]] - only needed 1x per year now&lt;br /&gt;
&lt;br /&gt;
*[[media:manor.txt|Automate Manor Before Maze]]&lt;br /&gt;
**Must make absolutely sure you have quickness and speedwalk on. Speedwalk should be around 600. Assumes you are starting at the entrance after you have done roses.&lt;br /&gt;
&lt;br /&gt;
::runmanor - runs manor.&lt;br /&gt;
&lt;br /&gt;
*[[media:mello.txt|Automate Mello Keys]] - assumes you begin at entrance&lt;br /&gt;
&lt;br /&gt;
::mello1 - keys up to sent&lt;br /&gt;
::mello2 - keys up to herald&lt;br /&gt;
::mello3 - keys up to 2nd sent&lt;br /&gt;
::mello4 - to telescope&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/Dragonhide_Equipment</id>
		<title>Dragonhide Equipment</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/Dragonhide_Equipment"/>
				<updated>2014-10-20T17:07:48Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you go on a dragon lair, you are rewarded with dragonhide. What do you do with that dragonhide? One of the options is to make special dragonhide equipment. Each color hide has a different attribute. Some are for hp, some are for mana, etc. The color and number of hides you use to make the eq impact the stats of the item.&lt;br /&gt;
&lt;br /&gt;
==Myllrin's Workshop==&lt;br /&gt;
&lt;br /&gt;
In order to make dragonhide eq, you must go to Myllrin's Workshop (&amp;quot;shop&amp;quot;) on the bottom level of the [[Catacombs]]. On the map, you'll look for a room that looks like a dead end room, except it has an open exit at the end. Once you find shop, go in and type &amp;quot;riddle&amp;quot;. Myllrin will telepath you a riddle that you must answer correctly within 60 seconds. This room is NO-COMM, so you can't ask for help in game. Here is a list of [[Catacomb Riddles]]. Remember - you can only have 1 riddle per 24 hours.&lt;br /&gt;
:''Note'': If you get riddle correct but do not make the item for whatever reason (not enough hides, etc.) you can come back to shop and make an item without re-doing riddle. Every correct riddle = 1 item made.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
There are two types of dragonhide: metallic and chromatic. You cannot mix and match types in a single item. The hides you choose must be either all metallic or all chromatic.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;'''Effect'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;'''Metallic'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;'''Chromatic'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;HP&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Brass&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Blue&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Mana&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Copper&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Green&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;DR&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Brass&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Blue&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;HP&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Silver&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Red&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;HR&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Bronze&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Black&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;SS&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Gold&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;White&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Equipment Locations===&lt;br /&gt;
&lt;br /&gt;
'''Ruby''' hides are neither metallic nor chromatic; they can be used with both types and give a special proc to the item.&lt;br /&gt;
&lt;br /&gt;
You can use a maximum of two different colors (in addition to Ruby) when you make an item, but each location has a limit of how many hides you can use.&lt;br /&gt;
&lt;br /&gt;
You can make an equipment item for each wearable location, but you can only wear a maximum of two (including weapon) at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Location&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Hides&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | DR&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | HP&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Mana&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | HR&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | -SS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Ruby Proc&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Light&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | !blind &amp;amp; Permanent Root&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Finger&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Fire, Frost, Lightning Proc&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Neck&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | !Plague&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Body&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | !Fail Hide&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Head&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Perma &amp;quot;Vision&amp;quot; Spell&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Legs&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Better Flee %&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Waist&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | !dispel 75%, Spell Deflect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Feet&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Increased Stamina&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hands&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Disarm 25% per round&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Wrist&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Melee deflection/counterstrike&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Arms&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Increased phase/summon range&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shield&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | !dragon breath&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hold&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Mana reduction, !fumble&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | About&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | !weather (including firestorms)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===How to Make Dragonhide EQ===&lt;br /&gt;
&lt;br /&gt;
Once you have successfully completed riddle, it is time to make your equipment. If you type MAKE while in shop, you'll get a list of variables you need to set in order to make your item.&lt;br /&gt;
&lt;br /&gt;
*Make Location: set the slot you're making an item for (make loc body)&lt;br /&gt;
*Make Color 1: set the first color dragonhide you're going to use (make c 1 brass)&lt;br /&gt;
*Make Color 2: set the second color dragonhide you're going to use (make c 2 bronze)&lt;br /&gt;
*Make Quantity 1: set the quantity of the first color (make q 1 4)&lt;br /&gt;
*Make Quantity 2: set the quanity of the second color (make q 2 4)&lt;br /&gt;
*Make Special: use this if you want to add ruby hide (make special)&lt;br /&gt;
*Make Done: use this when you're finished setting the variables. Myllrin will hand you your item. (make done)&lt;br /&gt;
&lt;br /&gt;
The examples above would give a 16hp/32mana body item with ruby proc.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Each class can also make a dragonhide weapon. These are unique in that you must have one of each color hide, including ruby, in order to make it. You can't customize the attributes - each weapon has its own stats. You will, of course, hope that you get a max weapon. &lt;br /&gt;
&lt;br /&gt;
*Warrior: the mirrorblade - Lev(0) Loc(wield) AM AC AT 16d4 AM AT AC  dhide hr(9) dr(5) SKL/SPL: disarm (success +8%) - max is 10/6&lt;br /&gt;
*Thief: a dagger of chromatic metal - Lev(0) Loc(wield) AM AC AW LNG BSER 8d5 AW AM AC hr(7) dr(5) SKL/SPL: backstab (success +17%)  - max is 8/6&lt;br /&gt;
*Mage: the staff of the wyrm - Lev(0) Loc(wield) AC AT AW 2H LNG 8d7 AW AT AC mana(120) hps(50) infmage(2)&lt;br /&gt;
*Cleric: the hammer of the lizard - Lev(0) Loc(wield) AM AT AW 7d8 AW AM AT mana(40) hps(60) infcle(2)&lt;br /&gt;
&lt;br /&gt;
To make the weapon, make sure you have one of each color hide, complete riddle correctly, and then type the following:&lt;br /&gt;
*make location weapon&lt;br /&gt;
*make done&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous Resources]]&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	<entry>
		<id>http://noric.space/wiki/index.php/MediaWiki:Sidebar</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://noric.space/wiki/index.php/MediaWiki:Sidebar"/>
				<updated>2014-10-19T14:45:31Z</updated>
		
		<summary type="html">&lt;p&gt;Noric: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
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**Category:Autoquest_Walkthroughs|Autoquest Walkthroughs&lt;br /&gt;
**Catacomb_Riddles|Catacomb Riddles&lt;br /&gt;
**Logs|Logs&lt;br /&gt;
**Category:CPK|CPK Resources&lt;br /&gt;
**Category:Miscellaneous_Resources|Misc Resources&lt;br /&gt;
**Category:Medievia_Maps|Medievia Maps&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
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** helppage|help&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

	</feed>