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	<updated>2026-04-03T23:11:37Z</updated>
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	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=50635</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=50635"/>
		<updated>2014-03-02T06:24:23Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: /* Menagerie */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
Firstly, you need to buy the [[Blood-Mithril Key]] from [[Bo'Vul]] to get into the area. The key costs roughly 100k gold, but it can be copied to cut down costs. Check if some kind soul has kept some in the pot in Bandu's kitchen, or on the dwarf.&lt;br /&gt;
&lt;br /&gt;
To get to vault, go e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). The room is full safe and noregen. Up from here leads back to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank (also accessed using the key from Bo'Vul). The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle.&lt;br /&gt;
&lt;br /&gt;
If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY (always open), MENAGERIE (has to be unlocked by completing IMAGERY), GEARBOX (has to be unlocked by completing MENAGERIE), and REPOSITORY (has to be unlocked by completing GEARBOX). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Puzzle Solution&amp;quot;&amp;gt;&lt;br /&gt;
* Left to Right, Top to Bottom&lt;br /&gt;
* 7, 9, 8, 4, 1, 5, 7, 6, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Timelock Codes&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|97&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|6187&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3549&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9453&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7816&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|714&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|417&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|763&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The code is just the kakuro puzzle answers read off in the direction opposite to the corresponding sigil.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
Each area contains a different thief, which can be skinned for a ticket for the [[Vault Thief's Bane]] quest.&lt;br /&gt;
&lt;br /&gt;
=== Imagery ===&lt;br /&gt;
The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are a lot of drifting mobs (Creatures of Imagery) here, which also area spell. Group size: 12-15, with at least 3-4 tanks and a good healer or two. There is various t2ish loot on Eremis.&lt;br /&gt;
&lt;br /&gt;
===Mermen===&lt;br /&gt;
The MERMEN area is the only available late at night (from 2-9 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t2 ac chestplace, and various other gear). The area is mostly linear. There are a couple of Lloydable rooms here (including the first room). Group size: 8+.&lt;br /&gt;
&lt;br /&gt;
===Menagerie===&lt;br /&gt;
The MENAGERIE area has various mobs from many different planes. Each plane change is through an up/down exit. It's useful to drop coins at up/down exits so that you don't backtrack by accident. You can type '''where''' periodically to see in which plane you are. The final plane you'll reach is Arcadia. Some of the mobs eat corpses (including some who wander into the first room). I haven't found any stompers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Directions&amp;quot;&amp;gt;&lt;br /&gt;
Each &amp;quot;plane&amp;quot; in the Menagerie is a bit of a maze. Below are the directions to walk from one plane to the next.&lt;br /&gt;
&lt;br /&gt;
Tarterus: e e n n e n n&amp;lt;br&amp;gt;Karnath: e n n u&amp;lt;br&amp;gt;Nowhere: e s d&amp;lt;br&amp;gt;Kzinti: e s s e d&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end there is an animator deathwish in the [[:Category: Arcadia| Arcadian]] plane. Killing the deathwishes increases menagerie xp and opens the next area (GEARBOX). There's a fair bit of area spells, and some mobs hit quite hard. Group size: 12+&lt;br /&gt;
&lt;br /&gt;
=== Gearbox ===&lt;br /&gt;
In the GEARBOX you have to find out the passphrase from the prisoner near the beginning of the area and go through various gates. The passphrase should ideally be said by a different class at each gate (can be deduced by the name of the gate). If the wrong class says the password, a few extra mobs spawn and perhaps they also hit harder. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for 100 xp. &lt;br /&gt;
&lt;br /&gt;
At the end, you'll see a gnome ([[Unxavik]]) on scan, which is a very unusual room. The room is nofight in the beginning. The first person who enters will be abluted. The gnome summons a couple of automata to help him. All hit quite hard and the gnome can do various nifty things with his wand. Kill the automata first and then deal with the gnome. Requires a fairly long tank chain. Notable things he can do are (there is advance notice of what it's going to do by the color):&lt;br /&gt;
&lt;br /&gt;
* Cast [[Deaths Door|death's door]], which can reduce your tank's max hp to 1. Death's door can be cured with clarify. (color: black)&lt;br /&gt;
* Cast detonate on the tank (color: yellow)&lt;br /&gt;
* Make the room nospell (forgot the color)&lt;br /&gt;
* Heal himself to full (forgot the color)&lt;br /&gt;
&lt;br /&gt;
The gnome eventually runs out of mana. There is unusual loot on the gnome, including a book worth 1k xp, which contains 6 pages (scrolls) giving orbit, intervention, triple mass comfort, werrebocler, ablution and spiritlink respectively.&lt;br /&gt;
&lt;br /&gt;
Group size: 15+, with a fair amount of tanks. It's good to have a prs for clarify and a one or two det tanks.&lt;br /&gt;
&lt;br /&gt;
===Repository===&lt;br /&gt;
The REPOSITORY area has various gemstone themed mobs and gem tenders. WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits. Beware: some mobs in repository scavenge. This can be bad for psi weapons. Group size: 10+. &lt;br /&gt;
&lt;br /&gt;
There are also some special mobs (all are trackable): &lt;br /&gt;
* Zlatan: fae, flees around, cannot be overconfidence-d, can be very rarely vs-kneed. He is the thief in this part of the vault, so his corpse can be skinned. He carries a demonic lapis lazuli (a special type of gem to craft special items). To see how to use the [[Demonic Lapis Lazuli |demonic gem]], go to the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
* Golem: spawns when you walk into a room with a Heart. Note that there are two hearts (one in the first room of the area), track will mostly lead you to this (wrong) one. The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. Golems also have some loot, which is sometimes useful. Note that the diamond golem (if it spawns) is invisible.&lt;br /&gt;
* Dragons: can be skinned for treasure items (dragon statuettes). They use gas breath.&lt;br /&gt;
* Mounds of topaz: can be immolated/astral prisoned.&lt;br /&gt;
* Gem counters: These spawn when you spawn the golem (5 of them each time). They are non-aggie and wimpy, but can be overconfidence-d. Killing all of these will spawn one or more pgems and a demonic lapis lazuli in the piles of gems. As a courtesy to future runners, try to kill the counters when you spawn the golem.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Domovoi%27s_Sleeves_Of_Knowledge&amp;diff=50581</id>
		<title>Domovoi's Sleeves Of Knowledge</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Domovoi%27s_Sleeves_Of_Knowledge&amp;diff=50581"/>
		<updated>2014-02-22T21:57:07Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: /* Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''A pair of old sleeves, created by one of the omnipotent ones'''&lt;br /&gt;
&lt;br /&gt;
 'fly            '  continuous&lt;br /&gt;
 Modifies armor class by -10 continuous&lt;br /&gt;
 Modifies hp by 50 continuous&lt;br /&gt;
 Modifies wisdom by 1 continuous&lt;br /&gt;
 Modifies strength by 1 continuous&lt;br /&gt;
&lt;br /&gt;
'''Keyword(s):''' sleeves, knowledge, domovois.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Level |Level(s)]]:''' 45.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Object Types |Type]]:''' [[:Category: Armor |armor]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Slots |Slot(s)]]:''' &amp;lt;worn on arms&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Quality |Quality]]:''' 100 hps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Weight |Weight]]:''' 2 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Object Flags |Flag(s)]]:''' hum, magic, nolocate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
Items needed are: 1 Ruby, 1 Sapphire, 1 Diamond, 1 Amethyst&lt;br /&gt;
and an item with the name sleeve.&lt;br /&gt;
&lt;br /&gt;
Domovoi's Sleeves of Knowledge&lt;br /&gt;
&lt;br /&gt;
''Although the item is low mort level, there is a quest available to upgrade the item to Hero stats. Search in one of the [[:Category:Mervue|major cities]] for a [[Domovoi's Treasure Quest|clue]].''&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
The recipe was obtained from a series of pages of manuscript scattered about Veil of Ecstasy after &amp;quot;a wave of bugs hit the MUD&amp;quot; over a couple of weeks, resulting in corrupted Immortal pfiles running havoc around there.&lt;br /&gt;
&lt;br /&gt;
Once quest is done, player gets to choose between:&lt;br /&gt;
* spellpower boost: Sets level to 51, adds +2% spellpower.&lt;br /&gt;
* fighting boost: Sets level to 51, adds +2% melee power. (should be more damage than the 4DR [[Dark Dwarven Brand|brand]] or [[Spiked Sleeves|sleeves]] grant).&lt;br /&gt;
* healing boost: Sets level to 51, adds +2% healing power.&lt;br /&gt;
&lt;br /&gt;
[[Category: Manifest Gear]]&lt;br /&gt;
[[Category: Lowmort 41-50 Tank Gear]]&lt;br /&gt;
[[Category: Hero Tank Gear]]&lt;br /&gt;
[[Category: Arms Tank Gear]]&lt;br /&gt;
[[Category: Hit-Point Gear]]&lt;br /&gt;
[[Category: Wis Gear]]&lt;br /&gt;
[[Category: Str Gear]]&lt;br /&gt;
[[Category: Gear That Applies Fly]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=50579</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=50579"/>
		<updated>2014-02-21T19:09:16Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: /* Menagerie */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
Firstly, you need to buy the [[Blood-Mithril Key]] from [[Bo'Vul]] to get into the area. The key costs roughly 100k gold, but it can be copied to cut down costs. Check if some kind soul has kept some in the pot in Bandu's kitchen, or on the dwarf.&lt;br /&gt;
&lt;br /&gt;
To get to vault, go e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). The room is full safe and noregen. Up from here leads back to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank (also accessed using the key from Bo'Vul). The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle.&lt;br /&gt;
&lt;br /&gt;
If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY (always open), MENAGERIE (has to be unlocked by completing IMAGERY), GEARBOX (has to be unlocked by completing MENAGERIE), and REPOSITORY (has to be unlocked by completing GEARBOX). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Puzzle Solution&amp;quot;&amp;gt;&lt;br /&gt;
* Left to Right, Top to Bottom&lt;br /&gt;
* 7, 9, 8, 4, 1, 5, 7, 6, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Timelock Codes&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
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|19&lt;br /&gt;
|6187&lt;br /&gt;
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|18&lt;br /&gt;
|3549&lt;br /&gt;
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|17&lt;br /&gt;
|9453&lt;br /&gt;
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|16&lt;br /&gt;
|75&lt;br /&gt;
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|15&lt;br /&gt;
|7816&lt;br /&gt;
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|14&lt;br /&gt;
|57&lt;br /&gt;
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|13&lt;br /&gt;
|65&lt;br /&gt;
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|12&lt;br /&gt;
|714&lt;br /&gt;
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|11&lt;br /&gt;
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|10&lt;br /&gt;
|89&lt;br /&gt;
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|98&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|763&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The code is just the kakuro puzzle answers read off in the direction opposite to the corresponding sigil.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
Each area contains a different thief, which can be skinned for a ticket for the [[Vault Thief's Bane]] quest.&lt;br /&gt;
&lt;br /&gt;
=== Imagery ===&lt;br /&gt;
The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are a lot of drifting mobs (Creatures of Imagery) here, which also area spell. Group size: 12-15, with at least 3-4 tanks and a good healer or two. There is various t2ish loot on Eremis.&lt;br /&gt;
&lt;br /&gt;
===Mermen===&lt;br /&gt;
The MERMEN area is the only available late at night (from 2-9 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t2 ac chestplace, and various other gear). The area is mostly linear. There are a couple of Lloydable rooms here (including the first room). Group size: 8+.&lt;br /&gt;
&lt;br /&gt;
===Menagerie===&lt;br /&gt;
The MENAGERIE area has various mobs from many different planes. Each plane change is through an up/down exit. It's useful to drop coins at up/down exits so that you don't backtrack by accident. You can type '''where''' periodically to see in which plane you are. The final plane you'll reach is Arcadia. Some of the mobs eat corpses (including some who wander into the first room). I haven't found any stompers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Directions&amp;quot;&amp;gt;&lt;br /&gt;
Each &amp;quot;plane&amp;quot; in the Menagerie is a bit of a maze. Below are the directions to walk from one plane to the next.&lt;br /&gt;
&lt;br /&gt;
Tarterus: e e n&amp;lt;br&amp;gt;Karnath: e n n u&amp;lt;br&amp;gt;Nowhere: e s d&amp;lt;br&amp;gt;Kzinti: e s s e d&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end there is an animator deathwish in the [[:Category: Arcadia| Arcadian]] plane. Killing the deathwishes increases menagerie xp and opens the next area (GEARBOX). There's a fair bit of area spells, and some mobs hit quite hard. Group size: 12+&lt;br /&gt;
&lt;br /&gt;
=== Gearbox ===&lt;br /&gt;
In the GEARBOX you have to find out the passphrase from the prisoner near the beginning of the area and go through various gates. The passphrase should ideally be said by a different class at each gate (can be deduced by the name of the gate). If the wrong class says the password, a few extra mobs spawn and perhaps they also hit harder. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for 100 xp. &lt;br /&gt;
&lt;br /&gt;
At the end, you'll see a gnome ([[Unxavik]]) on scan, which is a very unusual room. The room is nofight in the beginning. The first person who enters will be abluted. The gnome summons a couple of automata to help him. All hit quite hard and the gnome can do various nifty things with his wand. Kill the automata first and then deal with the gnome. Requires a fairly long tank chain. Notable things he can do are (there is advance notice of what it's going to do by the color):&lt;br /&gt;
&lt;br /&gt;
* Cast [[Deaths Door|death's door]], which can reduce your tank's max hp to 1. Death's door can be cured with clarify. (color: black)&lt;br /&gt;
* Cast detonate on the tank (color: yellow)&lt;br /&gt;
* Make the room nospell (forgot the color)&lt;br /&gt;
* Heal himself to full (forgot the color)&lt;br /&gt;
&lt;br /&gt;
The gnome eventually runs out of mana. There is unusual loot on the gnome, including a book worth 1k xp, which contains 6 pages (scrolls) giving orbit, intervention, triple mass comfort, werrebocler, ablution and spiritlink respectively.&lt;br /&gt;
&lt;br /&gt;
Group size: 15+, with a fair amount of tanks. It's good to have a prs for clarify and a one or two det tanks.&lt;br /&gt;
&lt;br /&gt;
===Repository===&lt;br /&gt;
The REPOSITORY area has various gemstone themed mobs and gem tenders. WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits. Beware: some mobs in repository scavenge. This can be bad for psi weapons. Group size: 10+. &lt;br /&gt;
&lt;br /&gt;
There are also some special mobs (all are trackable): &lt;br /&gt;
* Zlatan: fae, flees around, cannot be overconfidence-d, can be very rarely vs-kneed. He is the thief in this part of the vault, so his corpse can be skinned. He carries a demonic lapis lazuli (a special type of gem to craft special items). To see how to use the [[Demonic Lapis Lazuli |demonic gem]], go to the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
* Golem: spawns when you walk into a room with a Heart. Note that there are two hearts (one in the first room of the area), track will mostly lead you to this (wrong) one. The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. Golems also have some loot, which is sometimes useful. Note that the diamond golem (if it spawns) is invisible.&lt;br /&gt;
* Dragons: can be skinned for treasure items (dragon statuettes). They use gas breath.&lt;br /&gt;
* Mounds of topaz: can be immolated/astral prisoned.&lt;br /&gt;
* Gem counters: These spawn when you spawn the golem (5 of them each time). They are non-aggie and wimpy, but can be overconfidence-d. Killing all of these will spawn one or more pgems and a demonic lapis lazuli in the piles of gems. As a courtesy to future runners, try to kill the counters when you spawn the golem.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Talk:Death_and_decay&amp;diff=46171</id>
		<title>Talk:Death and decay</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Talk:Death_and_decay&amp;diff=46171"/>
		<updated>2012-01-07T21:10:37Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: Created page with &amp;quot;Hmm, lowercase title template doesn't seem to be working. I'll attempt to troubleshoot it when I have a bit more time. -- Cleanse&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hmm, lowercase title template doesn't seem to be working. I'll attempt to troubleshoot it when I have a bit more time. -- Cleanse&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Death_and_decay&amp;diff=46170</id>
		<title>Death and decay</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Death_and_decay&amp;diff=46170"/>
		<updated>2012-01-07T21:08:33Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase title}}&lt;br /&gt;
&lt;br /&gt;
''All avert their eyes when faced with death.''&lt;br /&gt;
&lt;br /&gt;
 [[Armor Values |Armor class]] is 10-12.&lt;br /&gt;
 'move hidden    '  continuous&lt;br /&gt;
 'sneak          '  continuous&lt;br /&gt;
 Modifies [[Damage Roll |damage roll]] by 2 continuous.&lt;br /&gt;
&lt;br /&gt;
'''Keyword(s):''' death, decay, wrap, cloak&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Level |Level(s)]]:''' 50-52.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Object Types |Type]]:''' [[:Category: Armor |armor]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Slots |Slot(s)]]:''' &amp;lt;worn about body&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Quality |Quality]]:''' 200 hps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Weight |Weight]]:''' 10 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Object Flags |Flag(s)]]:''' hum, dark, evil, invis, magic, nodrop, noremove.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
[[Category: Gear In Sem Vida]]&lt;br /&gt;
[[Category: Armor]]&lt;br /&gt;
[[Category: Hero Hit Gear]]&lt;br /&gt;
[[Category: About Body Hit Gear]]&lt;br /&gt;
[[Category: Gear That Applies Move Hidden]]&lt;br /&gt;
[[Category: Gear That Applies Sneak]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Template:Lowercase_title&amp;diff=46169</id>
		<title>Template:Lowercase title</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Template:Lowercase_title&amp;diff=46169"/>
		<updated>2012-01-07T21:07:48Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: Created page with &amp;quot;&amp;lt;span style=&amp;quot;visibility:hidden&amp;quot;&amp;gt;{{DISPLAYTITLE:{{#if:{{NAMESPACE}}|{{NAMESPACE}}:|}}{{lcfirst:{{PAGENAME}}}}}}&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt; {{pp-template|small=yes}} {{documentation}} &amp;lt;/noi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;visibility:hidden&amp;quot;&amp;gt;{{DISPLAYTITLE:{{#if:{{NAMESPACE}}|{{NAMESPACE}}:|}}{{lcfirst:{{PAGENAME}}}}}}&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{pp-template|small=yes}}&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Death_and_decay&amp;diff=46168</id>
		<title>Death and decay</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Death_and_decay&amp;diff=46168"/>
		<updated>2012-01-07T21:00:53Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''All avert their eyes when faced with death.''&lt;br /&gt;
&lt;br /&gt;
 [[Armor Values |Armor class]] is 10-12.&lt;br /&gt;
 'move hidden    '  continuous&lt;br /&gt;
 'sneak          '  continuous&lt;br /&gt;
 Modifies [[Damage Roll |damage roll]] by 2 continuous.&lt;br /&gt;
&lt;br /&gt;
'''Keyword(s):''' death, decay, wrap, cloak&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Level |Level(s)]]:''' 50-52.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Object Types |Type]]:''' [[:Category: Armor |armor]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Slots |Slot(s)]]:''' &amp;lt;worn about body&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Quality |Quality]]:''' 200 hps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Weight |Weight]]:''' 10 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Object Flags |Flag(s)]]:''' hum, dark, evil, invis, magic, nodrop, noremove.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
[[Category: Gear In Sem Vida]]&lt;br /&gt;
[[Category: Armor]]&lt;br /&gt;
[[Category: Hero Hit Gear]]&lt;br /&gt;
[[Category: About Body Hit Gear]]&lt;br /&gt;
[[Category: Gear That Applies Move Hidden]]&lt;br /&gt;
[[Category: Gear That Applies Sneak]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Death_and_decay&amp;diff=46167</id>
		<title>Death and decay</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Death_and_decay&amp;diff=46167"/>
		<updated>2012-01-07T21:00:04Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: Redirected page to Death and decay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[death and decay]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Hero_Hit_Gear&amp;diff=46166</id>
		<title>Category:Hero Hit Gear</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Hero_Hit_Gear&amp;diff=46166"/>
		<updated>2012-01-07T20:57:54Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: item was not capitalized for a reason&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gear Quick-Links}}&lt;br /&gt;
&lt;br /&gt;
== Recommended Gear ==&lt;br /&gt;
&lt;br /&gt;
{{Gear Page|&lt;br /&gt;
| light=[[Obelisk Shard]] (5) or [[Minor Eye Of Naambres'Shoo]] (5) or [[Sceptre Of Black Light]] (4) or [[Torch Of Flames]] (4)&lt;br /&gt;
| finger=[[Ice Ring]] (4) or [[Ring Of Purity]] (3) or [[Orkenfyr Signet Ring]] (2)&lt;br /&gt;
| neck=[[Medallion Of Justice]] (3) or [[Necklace Of Teeth]] (3) or [[Selkie Pelt]] (3)&lt;br /&gt;
| onbody=[[Ultimoose Power]] (5) or [[Death Armor]] (5) or [[Tunic Of Fiery Scalemail]] (5) or [[Silver Breast Plate]] (4)&lt;br /&gt;
| head=[[Helm Of Cherubims]] (5) or [[Headhunter Mask]] (3) or [[Angel's Skull]] (2)&lt;br /&gt;
| legs=[[Flaming Pants]] (3) or [[Dizzy's Black Leather Skirt]] (3)&lt;br /&gt;
| feet=[[Fatewalkers]] (4) or [[Mauve Mollusc Mukluks]] (4) or [[Seven-League Boots]] (3)&lt;br /&gt;
| hands=[[Killing Gloves]] (5) or [[Set Of Ruby Fingerblades]] (5)&lt;br /&gt;
| arms=[[Spiked Sleeves]] (4) or [[Dark Dwarven Brand]] (4) or [[Heroic Dragonscale Sleeves]] (3)&lt;br /&gt;
| offhand=See [[:Category:Hero Melee Weapons|Hero Melee Weapons]] &amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt;&lt;br /&gt;
| aboutbody=[[Robe Of Greatness]] (3) or [[Horsie Gear]] (3) or [[death and decay]] (2)&lt;br /&gt;
| waist=[[Girth Of The Most Holy]] (3) or [[Chained Steel Collar]] (2) or [[Ouroborus' Tail]] (2) &lt;br /&gt;
| wrist=[[Symbol Of Darkness]] (3) or [[Scorpion Tattoo]] (3)&lt;br /&gt;
| wield=See [[:Category:Hero Melee Weapons|Hero Melee Weapons]]&lt;br /&gt;
| held=[[Glyph Of Tao (1 of 2)|Glyph Of Tao]] (10) or [[Shard Of Black Doom Marble]](4)&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt;  or [[Orb Of Amorphous Essence]] (4)&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt;  &lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; If you use two weapons, it's recommended to use [[Leviathan Scale]] to bash, because of its DR bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Although only 4 DR the [[Shard Of Black Doom Marble]] and the [[Orb Of Amorphous Essence]] are both weapons and can be enchanted up to 12 DR, with 10 DR being the average used(see each page for details).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Obtaining two 10 DR weapons (which are easier to obtain than most 11 DR weapons), a 10 DR held such as a 10/10 [[Shard Of Black Doom Marble]], and the best DR item of each slot (except [[Girth Of The Most Holy]]) will increase your DR by 86 above your race's natural DR. &lt;br /&gt;
&lt;br /&gt;
To further improve DR you must upgrade your Weapons and Held (see &amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; above) by using [[Enchant Weapon]] (never Enchant anything you can't replace yourself). Doing this can take considerable farming and enchanting time, but you can you can add a 12 DR Held and two 14 DR weapons (or, as is common 14 DR wield and 15 DR offhand), which will of course add another 10 or 11 DR respectively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Hero Gear]]&lt;br /&gt;
[[Category: Hit Gear]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Hero_Hit_Gear&amp;diff=46158</id>
		<title>Category:Hero Hit Gear</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Hero_Hit_Gear&amp;diff=46158"/>
		<updated>2012-01-06T23:25:01Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: /* Recommended Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gear Quick-Links}}&lt;br /&gt;
&lt;br /&gt;
== Recommended Gear ==&lt;br /&gt;
&lt;br /&gt;
{{Gear Page|&lt;br /&gt;
| light=[[Obelisk Shard]] (5) or [[Minor Eye Of Naambres'Shoo]] (5) or [[Sceptre Of Black Light]] (4) or [[Torch Of Flames]] (4)&lt;br /&gt;
| finger=[[Ice Ring]] (4) or [[Ring Of Purity]] (3) or [[Orkenfyr Signet Ring]] (2)&lt;br /&gt;
| neck=[[Medallion Of Justice]] (3) or [[Necklace Of Teeth]] (3) or [[Selkie Pelt]] (3)&lt;br /&gt;
| onbody=[[Ultimoose Power]] (5) or [[Death Armor]] (5) or [[Tunic Of Fiery Scalemail]] (5) or [[Silver Breast Plate]] (4)&lt;br /&gt;
| head=[[Helm Of Cherubims]] (5) or [[Headhunter Mask]] (3) or [[Angel's Skull]] (2)&lt;br /&gt;
| legs=[[Flaming Pants]] (3) or [[Dizzy's Black Leather Skirt]] (3)&lt;br /&gt;
| feet=[[Fatewalkers]] (4) or [[Mauve Mollusc Mukluks]] (4) or [[Seven-League Boots]] (3)&lt;br /&gt;
| hands=[[Killing Gloves]] (5) or [[Set Of Ruby Fingerblades]] (5)&lt;br /&gt;
| arms=[[Spiked Sleeves]] (4) or [[Dark Dwarven Brand]] (4) or [[Heroic Dragonscale Sleeves]] (3)&lt;br /&gt;
| offhand=See [[:Category:Hero Melee Weapons|Hero Melee Weapons]] &amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt;&lt;br /&gt;
| aboutbody=[[Robe Of Greatness]] (3) or [[Horsie Gear]] (3) or [[Death and decay]] (2)&lt;br /&gt;
| waist=[[Girth Of The Most Holy]] (3) or [[Chained Steel Collar]] (2) or [[Ouroborus' Tail]] (2) &lt;br /&gt;
| wrist=[[Symbol Of Darkness]] (3) or [[Scorpion Tattoo]] (3)&lt;br /&gt;
| wield=See [[:Category:Hero Melee Weapons|Hero Melee Weapons]]&lt;br /&gt;
| held=[[Glyph Of Tao (1 of 2)|Glyph Of Tao]] (10) or [[Shard Of Black Doom Marble]](4)&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt;  or [[Orb Of Amorphous Essence]] (4)&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt;  &lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; If you use two weapons, it's recommended to use [[Leviathan Scale]] to bash, because of its DR bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Although only 4 DR the [[Shard Of Black Doom Marble]] and the [[Orb Of Amorphous Essence]] are both weapons and can be enchanted up to 12 DR, with 10 DR being the average used(see each page for details).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Obtaining two 10 DR weapons (which are easier to obtain than most 11 DR weapons), a 10 DR held such as a 10/10 [[Shard Of Black Doom Marble]], and the best DR item of each slot (except [[Girth Of The Most Holy]]) will increase your DR by 86 above your race's natural DR. &lt;br /&gt;
&lt;br /&gt;
To further improve DR you must upgrade your Weapons and Held (see &amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; above) by using [[Enchant Weapon]] (never Enchant anything you can't replace yourself). Doing this can take considerable farming and enchanting time, but you can you can add a 12 DR Held and two 14 DR weapons (or, as is common 14 DR wield and 15 DR offhand), which will of course add another 10 or 11 DR respectively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Hero Gear]]&lt;br /&gt;
[[Category: Hit Gear]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Death_And_Decay&amp;diff=46157</id>
		<title>Death And Decay</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Death_And_Decay&amp;diff=46157"/>
		<updated>2012-01-06T23:24:07Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: Created page with &amp;quot;''All avert their eyes when faced with death.''   Armor class is 10-12.  'move hidden    '  continuous  'sneak          '  continuous  Modifies [[Damage Roll |d...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''All avert their eyes when faced with death.''&lt;br /&gt;
&lt;br /&gt;
 [[Armor Values |Armor class]] is 10-12.&lt;br /&gt;
 'move hidden    '  continuous&lt;br /&gt;
 'sneak          '  continuous&lt;br /&gt;
 Modifies [[Damage Roll |damage roll]] by 2 continuous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Keyword(s):''' death, decay, wrap, cloak&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Level |Level(s)]]:''' 50-52.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Object Types |Type]]:''' [[:Category: Armor |armor]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Slots |Slot(s)]]:''' &amp;lt;worn about body&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Quality |Quality]]:''' 200 hps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Weight |Weight]]:''' 10 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Object Flags |Flag(s)]]:''' hum, dark, evil, invis, magic, nodrop, noremove.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Armor]]&lt;br /&gt;
[[Category: Hero Hit Gear]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Talk:Mauve_Mollusc_Mukluks_Quest&amp;diff=46075</id>
		<title>Talk:Mauve Mollusc Mukluks Quest</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Talk:Mauve_Mollusc_Mukluks_Quest&amp;diff=46075"/>
		<updated>2011-12-30T16:36:05Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: /* Difficulty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Difficulty ===&lt;br /&gt;
&lt;br /&gt;
We discovered Deacon is spec_bod and between that and one of the mobs tossing, a second group member with hps who can rescue seems like a good safety valve in the event the tank gets tossed. -- Cleanse&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Talk:Mauve_Mollusc_Mukluks_Quest&amp;diff=46074</id>
		<title>Talk:Mauve Mollusc Mukluks Quest</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Talk:Mauve_Mollusc_Mukluks_Quest&amp;diff=46074"/>
		<updated>2011-12-30T16:35:29Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: Created page with &amp;quot;=== Difficulty ===  We discovered Deacon is spec_bod and between that and one of the mobs tossing, a second group member with hps who can rescue seems like a good safety valve in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Difficulty ===&lt;br /&gt;
&lt;br /&gt;
We discovered Deacon is spec_bod and between that and one of the mobs tossing, a second group member with hps who can rescue seems like a good safety valve in the event the tank gets tossed.&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Mauve_Mollusc_Mukluks_Quest&amp;diff=46073</id>
		<title>Mauve Mollusc Mukluks Quest</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Mauve_Mollusc_Mukluks_Quest&amp;diff=46073"/>
		<updated>2011-12-30T16:33:16Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It all starts with an [[Halfling Fisherman|old halfling fisherman]].&lt;br /&gt;
&lt;br /&gt;
This quest is highly difficult for a solo hero, but it's fairly manageable for a normal hero group with a large tank and at least one beefy hitter.&lt;br /&gt;
&lt;br /&gt;
Click below for heavy spoilers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;click here for spoilers&amp;quot;&amp;gt;&lt;br /&gt;
1. Arrive at Eragora&amp;lt;br&amp;gt;&lt;br /&gt;
2. Portal to old halfling fisherman&amp;lt;br&amp;gt;&lt;br /&gt;
3. Track Deacon&amp;lt;br&amp;gt;&lt;br /&gt;
4. Kill Deacon, loot the rod&amp;lt;br&amp;gt;&lt;br /&gt;
5. Return to the old halfling fisherman, give him the rod&amp;lt;br&amp;gt;&lt;br /&gt;
6. Kill the mob that spawns, then skin it for a ticket&amp;lt;br&amp;gt;&lt;br /&gt;
7. Track seamstress and give her the ticket&lt;br /&gt;
&lt;br /&gt;
You're done!&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Quests In Halfling's Paradise]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=User:Cleanse&amp;diff=46054</id>
		<title>User:Cleanse</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=User:Cleanse&amp;diff=46054"/>
		<updated>2011-12-30T07:33:10Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This unauthorized honking has been noted by the authorities.&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category_talk:Eragora&amp;diff=46047</id>
		<title>Category talk:Eragora</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category_talk:Eragora&amp;diff=46047"/>
		<updated>2011-12-29T23:00:10Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Survival Guide ==&lt;br /&gt;
&lt;br /&gt;
I don't think the survival guide needs to be removed, nor this page for that matter, &lt;br /&gt;
though I daresay the content will get shuffled around as more is added.&lt;br /&gt;
&lt;br /&gt;
The survival guide captures some of the spirit of the moment.  Delving into the&lt;br /&gt;
unknown.  There's no harm in keeping it around. &lt;br /&gt;
&lt;br /&gt;
[[User:Pytheas|Pytheas]] 07:42, 24 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I didn't want to get all presumptuous and start shoveling fan-made material into semi-official content. So we can keep the Guide as a fussnote somewhere, yes, but not as the main feature.&lt;br /&gt;
:As for the page itself, unfortunately it's not a Category:Eragora page. We need a category and then dump all the pages that follow inside (area pages), as they are thematically linked. I'll deal with this issue later today and try to group existing and nonexisting Eragora content into a single Eragora Category. &lt;br /&gt;
:[[User:WinterRose|WinterRose]] 08:00, 24 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Isn't most of Eragora &amp;quot;fan-made material&amp;quot; anyway? *duck* --[[User:Neyne|Neyne]] 08:31, 24 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::You're quite right, of course. We should promote fan-made materials and activity. Ok, placing the guide at the appropriate location. :) [[User:WinterRose|WinterRose]] 09:05, 24 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
&lt;br /&gt;
Removed the tiny font from the difficulty asterisk. It is exasperatingly misleading to have something so easy to overlook. I visited several 'murderous' areas and steamrolled them all, only to revisit this page and see that... our difficulty scale was measured by a lone wizard. lol? - Cleanse&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category_talk:Eragora&amp;diff=46046</id>
		<title>Category talk:Eragora</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category_talk:Eragora&amp;diff=46046"/>
		<updated>2011-12-29T22:59:47Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Survival Guide ==&lt;br /&gt;
&lt;br /&gt;
I don't think the survival guide needs to be removed, nor this page for that matter, &lt;br /&gt;
though I daresay the content will get shuffled around as more is added.&lt;br /&gt;
&lt;br /&gt;
The survival guide captures some of the spirit of the moment.  Delving into the&lt;br /&gt;
unknown.  There's no harm in keeping it around. &lt;br /&gt;
&lt;br /&gt;
[[User:Pytheas|Pytheas]] 07:42, 24 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I didn't want to get all presumptuous and start shoveling fan-made material into semi-official content. So we can keep the Guide as a fussnote somewhere, yes, but not as the main feature.&lt;br /&gt;
:As for the page itself, unfortunately it's not a Category:Eragora page. We need a category and then dump all the pages that follow inside (area pages), as they are thematically linked. I'll deal with this issue later today and try to group existing and nonexisting Eragora content into a single Eragora Category. &lt;br /&gt;
:[[User:WinterRose|WinterRose]] 08:00, 24 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Isn't most of Eragora &amp;quot;fan-made material&amp;quot; anyway? *duck* --[[User:Neyne|Neyne]] 08:31, 24 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::You're quite right, of course. We should promote fan-made materials and activity. Ok, placing the guide at the appropriate location. :) [[User:WinterRose|WinterRose]] 09:05, 24 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
&lt;br /&gt;
Removed the tiny font from the difficulty asterisk. It is exasperatingly misleading to have something so easy to overlook. I visited several 'murderous' areas and steamrolled them all, only to revisit this page and see that... our difficulty scale was measured by a lone wizard. lol?&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Eragora&amp;diff=46045</id>
		<title>Category:Eragora</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Eragora&amp;diff=46045"/>
		<updated>2011-12-29T22:56:56Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: /* Eragora Areas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Area Quick-Links}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Ah! The lost, forgotten continent of Eragora on the eastern edges of the Sea of Strayed Hopes. Unearthed due to seismic activity attributed to the geomancer Tannah Machadae, this land is truly a sliver of time straight from the past, populated for eons by warring half-orcs and their slaves, the halflings. Eragora is only accessible by ferry, which can be caught from the docks of Mervue.''&lt;br /&gt;
 &lt;br /&gt;
''NOTE: Spellbots are '''not permitted''' on Eragora. You must be at your keyboard and viewing your Avatar screen to spell up others!''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Eragora is a collection of areas that are part of the '''Hero Area Building Contest''', initially released in '''May 2011''', as well as those areas produced afterwards. Most of the areas are player made.&lt;br /&gt;
&lt;br /&gt;
Eragora areas function at somewhat different rules than the rest of Midgaardia, and you can read the completely unofficial fan-made [[User:WinterRose/Eragora_Survivalist_Guide|Eragora Survivalist Guide]] that will explain the major differences.&lt;br /&gt;
&lt;br /&gt;
== Eragora Areas ==&lt;br /&gt;
&lt;br /&gt;
Eragora is comprised of:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Area&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Difficulty (*)&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Auto-CR&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Comment / Comparison&lt;br /&gt;
|- &lt;br /&gt;
| [[:Category:Sphynx Gate|Sphynx Gate]]&lt;br /&gt;
| |-&lt;br /&gt;
| |-&lt;br /&gt;
| The introductionary area.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Eragora Walkways|Eragora Walkways]]&lt;br /&gt;
| Average&lt;br /&gt;
| No&lt;br /&gt;
| The primary connector area. Good for small groups.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Akrikto's Farm|Akrikto's Farm]]&lt;br /&gt;
| Easy&lt;br /&gt;
| No&lt;br /&gt;
| Eragoran [[:Category:Tortuga Cay|Tortuga Cay]]. Seriously.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Halfling Tunnels|Halfling Tunnels]]&lt;br /&gt;
| Murderous&lt;br /&gt;
| Yes&lt;br /&gt;
| Do with a large brutish group.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Exploration Outpost|Exploration Outpost]]&lt;br /&gt;
| Hard (with murderous parts)&lt;br /&gt;
| Yes&lt;br /&gt;
| Incredible fun, powerful quests. Do with a small/large group (sea/ship).&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Halfling's Paradise|Halfling's Paradise]]&lt;br /&gt;
| Very hard (with insane parts)&lt;br /&gt;
| Only in Deacon's room&lt;br /&gt;
| Do with an average brutish group or caster heavy group for the quest.&lt;br /&gt;
|- &lt;br /&gt;
| [[:Category:Healing Springs|Healing Springs]]&lt;br /&gt;
| Easy&lt;br /&gt;
| Yes&lt;br /&gt;
| Solo / exploration / adventure!&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Moonbay Village|Moonbay Village]]&lt;br /&gt;
| Average (with murderous parts)&lt;br /&gt;
| Yes&lt;br /&gt;
| Large solo / small group adventure!&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Mountain Tunnels|Mountain Tunnels]]&lt;br /&gt;
| Insane&lt;br /&gt;
| No&lt;br /&gt;
| Do with a small but powerful group.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Quarries and Mines|Quarries and Mines]]&lt;br /&gt;
| Very hard&lt;br /&gt;
| Yes&lt;br /&gt;
| Do with a large group (hp-wise). &lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Rhuien Forest|Rhuien Forest]]&lt;br /&gt;
| Average&lt;br /&gt;
| No&lt;br /&gt;
| Read description to avoid deaths when passing Gate! Also, adventure here with a solo sorcerer.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Sun God Altar|Sun God Altar]]&lt;br /&gt;
| Hard (with murderous parts)&lt;br /&gt;
| Yes, [[:Category:Sun God Altar#CR info|for the opposite team]].&lt;br /&gt;
| Read description for CR information. Intended for caster solo/groups.&lt;br /&gt;
|}&lt;br /&gt;
(*) Note that this difficulty chart is the product of a solo wizard. If you have a full group you'll have little trouble exploring all but the most difficult areas (and then you really just need a healer!)&lt;br /&gt;
&lt;br /&gt;
== Getting to Eragora ==&lt;br /&gt;
&lt;br /&gt;
Players are not expected to travel between Midgaardia (and its Sanctuary!) and Eragora often due to relatively high (material) costs involved and time required to cross the ocean.&lt;br /&gt;
&lt;br /&gt;
Go to [[Banker|Ent's Bank]] and withdraw a ruby. Go 4s and give the ruby to [[Charon]], which will take you over the sea on his ferry. Once you arrive, you will be at [[:Category:Sphynx Gate|Sphynx Gate]]. This is the starting/introductory/philosophical area, that may warrant attention for some players. &lt;br /&gt;
&lt;br /&gt;
Move south and eastwards to encounter the twin Sphynx. See the [[:Category:Sphynx Gate|Sphynx Gate]] info to help you survive the process of entering Eragora proper.&lt;br /&gt;
&lt;br /&gt;
== Escaping Eragora ==&lt;br /&gt;
&lt;br /&gt;
Getting through the [[:Category:Sphynx Gate|Sphynx Gate]] is trivial, getting out may not be for many. The easiest way is to portal to [[Rainbow Plant]], which is a stationary aggressive mob 2e from the gate. Sneak, enter portal, and go immediately 2w. If you get attacked by the plant or a possible wandering mob 1w from the plant, there is little to do than to kill it and proceed.&lt;br /&gt;
&lt;br /&gt;
If the plant is dead, try portaling to [[Guardian]], which roams the [[:Category:Rhuien Forest|Rhuien Forest]]. Look portal before entering since there is another guardian in [[:Category:Halfling's Paradise|Halfling's Paradise]] which is very aggie and very nasty. The portal should describe a forest, in which case you have the correct one. Guardian is also aggie, so be quick and go westwards. If you cannot go west, go north or south until you can, and then west again. Repeat this process until you are out, and watch for the aggressive mobs along the way.&lt;br /&gt;
&lt;br /&gt;
If the twin Sphynx do not react when you enter their room, you are invisible. Go visible, exit (go east) and enter again (go west).&lt;br /&gt;
&lt;br /&gt;
If successful, you will emerge in the Sphynx Gate area, from where go westwards and then south to meet [[Kharon]]. Say &amp;quot;Mervue&amp;quot; and he will ferry you to Midgaardia.&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
&lt;br /&gt;
Most of the Eragoran areas are connected to the [[:Category:Eragora Walkways|Eragora Walkways]], which serves as a connector area. Among exceptions is the [[:Category:Sphynx Gate|Sphynx Gate]], which connects to the [[:Category:Rhuien Forest|Rhuien Forest]], which in turn connects to the Eragora Walkways. &lt;br /&gt;
&lt;br /&gt;
Navigation within the continent functions normally, but players lack means to exit the continent, except via the Sphynx Gate where they came in. This means that teleporting out of Eragora and going to Sanctum are not possible. Teleportation within Eragora functions normally. Dying will keep the players on the continent, and all areas in Eragora have their own death rooms, a function served by &amp;quot;The Cloud&amp;quot; in the rest of Midgaardia.&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
Areas are not designed to accommodate mortals or low heroes. 101+ heroes are welcome to explore and group on Eragora, but keep in mind many areas contain large amounts of aggressive mobs and are quite dangerous.&lt;br /&gt;
&lt;br /&gt;
Since spell bots of any kind are forbidden, players are expected to be able to self-spell, or group with other players capable of spelling the party. This in turn means a different tempo of running than most players are used to, with the difficulty depending on the party composition.&lt;br /&gt;
&lt;br /&gt;
== Eragora Affects ==&lt;br /&gt;
&lt;br /&gt;
[[Hog|Hand of God]] is permanently disabled on Eragora.&lt;br /&gt;
&lt;br /&gt;
Eragora currently has +10% Experience bonus, and statloss is reduced by 50%.&lt;br /&gt;
&lt;br /&gt;
[[Category:Areas]]&lt;br /&gt;
[[Category:Hero Areas]]&lt;br /&gt;
[[Category:Hero]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Mauve_Mollusc_Mukluks_Quest&amp;diff=45774</id>
		<title>Mauve Mollusc Mukluks Quest</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Mauve_Mollusc_Mukluks_Quest&amp;diff=45774"/>
		<updated>2011-12-17T00:51:50Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It all starts with an [[Halfling Fisherman|old halfling fisherman]].&lt;br /&gt;
&lt;br /&gt;
This quest is highly difficult for a solo hero, but it's fairly manageable for a normal hero group with a large tank.&lt;br /&gt;
&lt;br /&gt;
Click below for heavy spoilers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;click here for spoilers&amp;quot;&amp;gt;&lt;br /&gt;
1. Arrive at Eragora&amp;lt;br&amp;gt;&lt;br /&gt;
2. Portal to old halfling fisherman&amp;lt;br&amp;gt;&lt;br /&gt;
3. Track Deacon&amp;lt;br&amp;gt;&lt;br /&gt;
4. Kill Deacon, loot the rod&amp;lt;br&amp;gt;&lt;br /&gt;
5. Return to the old halfling fisherman, give him the rod&amp;lt;br&amp;gt;&lt;br /&gt;
6. Kill the mob that spawns, then skin it for a ticket&amp;lt;br&amp;gt;&lt;br /&gt;
7. Track seamstress and give her the ticket&lt;br /&gt;
&lt;br /&gt;
You're done!&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Quests In Halfling's Paradise]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Bodyguards&amp;diff=45273</id>
		<title>Category:Bodyguards</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Bodyguards&amp;diff=45273"/>
		<updated>2011-11-24T09:30:40Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: /* Bodyguard Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Giants |Giants]] and other large [[:Category: Races |races]] make excellent bodyguards, serving all manner of masters.  They excel in this career not because of any altruistic tendencies or protective instinct, but because of their sheer size and tendency toward blind loyalty.  Bodyguards have a fanatical devotion to their masters, and will often fling themselves blindly into harm's way without thinking twice.  Like all [[:Category: Prestige Classes |Prestige Classes]], they retain the original class's [[Prime Requisite |Prime Requisite]], in this case, [[Strength |Strength]]. Bodyguards often become [[:Category: Berserkers |Berserkers]] after the death of a particularly beloved master, albeit at a higher level than a normal [[:Category: Warriors |Warrior]]. They can become [[:Category: Paladins |Paladins]] earlier than [[:Category: Warriors |warriors]] can.''&lt;br /&gt;
&lt;br /&gt;
'''Abbreviation:''' Bod.&lt;br /&gt;
&lt;br /&gt;
'''[[:Category: Core Classes |Base Class]]:''' [[:Category: Warriors |Warrior]].&lt;br /&gt;
&lt;br /&gt;
'''[[Prime Requisite |Prime Requisite]]:''' [[Strength |Strength]].&lt;br /&gt;
&lt;br /&gt;
== Bodyguards in General ==&lt;br /&gt;
&lt;br /&gt;
Bodyguards share much in common with their [[:Category: Warriors |Warrior]] parent class. They still receive [[Fourth Attack |Fourth Attack]] and double-weapon skills. While they can learn [[Fortitudes |Fortitudes]], [[Foci |Foci]] and [[Awen |Awen]], spell and skill selection is quite limited. On the upside, since Bodyguards typically have low intelligence and racial spellcasting penalties, they will not miss many of these skills too much.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bodyguards receive in-class skills that allow them special bonuses in and before combat. With [[Alertness |Alertness]] active, they can use the [[Watchful Eye |Watchful Eye]] skill to change [[Monitor |Monitor]] targets during combat, allowing them to rescue small group members more easily. At hero level 101, Bodyguards can learn [[Intercede |Intercede]], a skill which is activated when the Bodyguard's monitor target is [[Aggressive |aggied]]. Instead of attacking the Bodyguard's target, the Bodyguard steps in and [[Tank |tanks]] the mob themselves. The skill works automatically, as long as alertness is activated and the Bodyguard is not in the midst of combat. At hero level 250, Bodyguards receive [[Payback |Payback]], which allows them to gain a damage bonus after interceding.&lt;br /&gt;
&lt;br /&gt;
Overall, Bodyguards are an excellent alternative for large, Warrior-oriented races on whom the large majority of spells that hero Warriors receive are wasted on. In addition, the ability to automatically protect smaller group members allows them to effectively use their [[Hit Points |Hp]] to benefit the group when they run as [[Hitter |hitters]] and [[Tank |tanks]].&lt;br /&gt;
&lt;br /&gt;
== Bodyguard Creation ==&lt;br /&gt;
The Bodyguard class requires warriors of large to extra large size and of low intelligence (15) to join the ranks. Upon level 50, a player meeting this criteria should seek out Gruuntak (portable), protector of the Dwarven Ambassador, and see his aid in becoming a bodyguard.&lt;br /&gt;
 &lt;br /&gt;
There is a small loophole of sorts whereby you can meet the intelligence requirements by simply not training your intelligence past (15). Any relatively intelligent brute race that meets the size requirements and wishes to prestige to bodyguard should be very careful about how much intelligence they train (tip: alias train to emote or say something once you're finished training your other stats).&lt;br /&gt;
&lt;br /&gt;
== Bodyguards at Hero Tier ==&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Though [[Strength |Strength]] is the prime attribute for Bodyguards, Bodyguards are advised like all classes to train [[Wisdom |Wisdom]] and [[Constitution |Constitution]] first, which will maximize both [[Practice |practices]] and [[Hit Points |hp]]. While strength will improve a Bodyguard's hitting and carrying capacity, typically low wisdom may push off training strength to max until after hero level 101.&lt;br /&gt;
&lt;br /&gt;
Tanking Bodyguards may wish to maximize their dexterity to maximize the effect of skills such as [[dodge|dodge]] and [[parry |parry]].&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
With their limited selection of skills and spells, practicing is typically easy for bodyguards, hindered only by their low intelligence. Hero bodyguards will want to take note that they will need to save up many additional practices for [[Sanctuary |Sanctuary]] and its prerequisites, which they can learn at sub-level 45. Since Bodyguards usually worship gods that increase the number of practices they need to adept, they can leave many spells at 94%, since failure rates on most Bodyguard races is very high.&lt;br /&gt;
 &lt;br /&gt;
Hero bodyguards can also learn [[Iron Monk]] which has less prerequisites, but you will need to get sanctuary at some point anyways. Also, remember everyone loves a warrior who brandishes.&lt;br /&gt;
&lt;br /&gt;
=== Devoting ===&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:'''&lt;br /&gt;
&lt;br /&gt;
'''Tanking:'''&lt;br /&gt;
&lt;br /&gt;
'''Hitting:'''&lt;br /&gt;
&lt;br /&gt;
== Bodyguards at Lord Tier ==&lt;br /&gt;
&lt;br /&gt;
== Bodyguard Remort Options ==&lt;br /&gt;
&lt;br /&gt;
[[Category: Prestige Classes]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Bodyguards&amp;diff=45272</id>
		<title>Category:Bodyguards</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Bodyguards&amp;diff=45272"/>
		<updated>2011-11-24T09:28:34Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: /* Bodyguard Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Giants |Giants]] and other large [[:Category: Races |races]] make excellent bodyguards, serving all manner of masters.  They excel in this career not because of any altruistic tendencies or protective instinct, but because of their sheer size and tendency toward blind loyalty.  Bodyguards have a fanatical devotion to their masters, and will often fling themselves blindly into harm's way without thinking twice.  Like all [[:Category: Prestige Classes |Prestige Classes]], they retain the original class's [[Prime Requisite |Prime Requisite]], in this case, [[Strength |Strength]]. Bodyguards often become [[:Category: Berserkers |Berserkers]] after the death of a particularly beloved master, albeit at a higher level than a normal [[:Category: Warriors |Warrior]]. They can become [[:Category: Paladins |Paladins]] earlier than [[:Category: Warriors |warriors]] can.''&lt;br /&gt;
&lt;br /&gt;
'''Abbreviation:''' Bod.&lt;br /&gt;
&lt;br /&gt;
'''[[:Category: Core Classes |Base Class]]:''' [[:Category: Warriors |Warrior]].&lt;br /&gt;
&lt;br /&gt;
'''[[Prime Requisite |Prime Requisite]]:''' [[Strength |Strength]].&lt;br /&gt;
&lt;br /&gt;
== Bodyguards in General ==&lt;br /&gt;
&lt;br /&gt;
Bodyguards share much in common with their [[:Category: Warriors |Warrior]] parent class. They still receive [[Fourth Attack |Fourth Attack]] and double-weapon skills. While they can learn [[Fortitudes |Fortitudes]], [[Foci |Foci]] and [[Awen |Awen]], spell and skill selection is quite limited. On the upside, since Bodyguards typically have low intelligence and racial spellcasting penalties, they will not miss many of these skills too much.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bodyguards receive in-class skills that allow them special bonuses in and before combat. With [[Alertness |Alertness]] active, they can use the [[Watchful Eye |Watchful Eye]] skill to change [[Monitor |Monitor]] targets during combat, allowing them to rescue small group members more easily. At hero level 101, Bodyguards can learn [[Intercede |Intercede]], a skill which is activated when the Bodyguard's monitor target is [[Aggressive |aggied]]. Instead of attacking the Bodyguard's target, the Bodyguard steps in and [[Tank |tanks]] the mob themselves. The skill works automatically, as long as alertness is activated and the Bodyguard is not in the midst of combat. At hero level 250, Bodyguards receive [[Payback |Payback]], which allows them to gain a damage bonus after interceding.&lt;br /&gt;
&lt;br /&gt;
Overall, Bodyguards are an excellent alternative for large, Warrior-oriented races on whom the large majority of spells that hero Warriors receive are wasted on. In addition, the ability to automatically protect smaller group members allows them to effectively use their [[Hit Points |Hp]] to benefit the group when they run as [[Hitter |hitters]] and [[Tank |tanks]].&lt;br /&gt;
&lt;br /&gt;
== Bodyguard Creation ==&lt;br /&gt;
The Bodyguard class requires warriors of large to extra large size and of low intelligence (15) to join the ranks. Upon level 50, a player meeting this criteria should seek out Gruuntak (portable), protector of the Dwarven Ambassador, and see his aid in becoming a bodyguard.&lt;br /&gt;
 &lt;br /&gt;
There is a small loophole of sorts whereby you can meet the intelligence requirements by simply not training your intelligence past (15). Any relatively intelligent brute race that meets the size requirements and wishes to prestige to bodyguard should be very careful about how much intelligence they train (tip: alias train to emot or say something once you're finished training your other stats).&lt;br /&gt;
&lt;br /&gt;
== Bodyguards at Hero Tier ==&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Though [[Strength |Strength]] is the prime attribute for Bodyguards, Bodyguards are advised like all classes to train [[Wisdom |Wisdom]] and [[Constitution |Constitution]] first, which will maximize both [[Practice |practices]] and [[Hit Points |hp]]. While strength will improve a Bodyguard's hitting and carrying capacity, typically low wisdom may push off training strength to max until after hero level 101.&lt;br /&gt;
&lt;br /&gt;
Tanking Bodyguards may wish to maximize their dexterity to maximize the effect of skills such as [[dodge|dodge]] and [[parry |parry]].&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
With their limited selection of skills and spells, practicing is typically easy for bodyguards, hindered only by their low intelligence. Hero bodyguards will want to take note that they will need to save up many additional practices for [[Sanctuary |Sanctuary]] and its prerequisites, which they can learn at sub-level 45. Since Bodyguards usually worship gods that increase the number of practices they need to adept, they can leave many spells at 94%, since failure rates on most Bodyguard races is very high.&lt;br /&gt;
 &lt;br /&gt;
Hero bodyguards can also learn [[Iron Monk]] which has less prerequisites, but you will need to get sanctuary at some point anyways. Also, remember everyone loves a warrior who brandishes.&lt;br /&gt;
&lt;br /&gt;
=== Devoting ===&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:'''&lt;br /&gt;
&lt;br /&gt;
'''Tanking:'''&lt;br /&gt;
&lt;br /&gt;
'''Hitting:'''&lt;br /&gt;
&lt;br /&gt;
== Bodyguards at Lord Tier ==&lt;br /&gt;
&lt;br /&gt;
== Bodyguard Remort Options ==&lt;br /&gt;
&lt;br /&gt;
[[Category: Prestige Classes]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Duergar&amp;diff=45175</id>
		<title>Duergar</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Duergar&amp;diff=45175"/>
		<updated>2011-11-22T04:55:49Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: Less trolling, please. This is not your personal playground.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=&amp;quot;25&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''&amp;lt;big&amp;gt;Duergar Statistics Tables&amp;lt;/big&amp;gt;'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#efefef&amp;quot; colspan=6 | [[:Category: Lowmort |Lowmort]]-[[:Category: Tiers |Tier]] Duergar [[:Category: Statistics |Statistics]] by [[:Category: Classes |Class]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#efefef&amp;quot; | &amp;lt;small&amp;gt; &amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Berserkers |bzk]], [[:Category: Bodyguards |bod]], [[:Category: Paladins |pal]],&amp;lt;br&amp;gt; [[:Category: Warriors |war]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Assassins |asn]], [[:Category: Mages |mag]], [[:Category: Mindbenders |mnd]],&amp;lt;br&amp;gt; [[:Category: Psionicists |psi]], [[:Category: Sorcerers |sor]], [[:Category: Wizards |wzd]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Clerics |cle]], [[:Category: Druids |dru]], [[:Category: Priests |prs]]&amp;lt;br&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Archers |arc]], [[:Category: Black Circle Initiates |bci]], [[:Category: Fusiliers |fus]],&amp;lt;br&amp;gt; [[:Category: Monks |mon]], [[:Category: Rogues |rog]], [[:Category: Shadowfists |shf]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Rangers |ran]]&amp;lt;br&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Strength     |Str]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | 16–23 '''(26)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 15–20 '''(23)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 15–20 '''(23)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 15–20 '''(23)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 15–20 '''(23)'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Intelligence |Int]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 12–17 '''(20)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | 13–20 '''(23)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 12–17 '''(20)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 12–17 '''(20)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 12–17 '''(20)'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Wisdom       |Wis]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 13–18 '''(21)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 13–18 '''(21)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | 14–21 '''(24)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 13–18 '''(21)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 13–18 '''(21)'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Dexterity    |Dex]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 13–18 '''(21)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 13–18 '''(21)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 13–18 '''(21)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | 14–21 '''(24)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 13–18 '''(21)'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Constitution |Con]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 15–20 '''(23)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 15–20 '''(23)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 15–20 '''(23)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 15–20 '''(23)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | 16–23 '''(26)'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#efefef&amp;quot; colspan=6 | [[:Category: Hero |Hero]]-[[:Category: Tiers |Tier]] Duergar [[:Category: Statistics |Statistics]] by [[:Category: Classes |Class]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#efefef&amp;quot; | &amp;lt;small&amp;gt; &amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Berserkers |bzk]], [[:Category: Bodyguards |bod]], [[:Category: Paladins |pal]],&amp;lt;br&amp;gt; [[:Category: Warriors |war]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Assassins |asn]], [[:Category: Mages |mag]], [[:Category: Mindbenders |mnd]],&amp;lt;br&amp;gt; [[:Category: Psionicists |psi]], [[:Category: Sorcerers |sor]], [[:Category: Wizards |wzd]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Clerics |cle]], [[:Category: Druids |dru]], [[:Category: Priests |prs]]&amp;lt;br&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Archers |arc]], [[:Category: Black Circle Initiates |bci]], [[:Category: Fusiliers |fus]],&amp;lt;br&amp;gt; [[:Category: Monks |mon]], [[:Category: Rogues |rog]], [[:Category: Shadowfists |shf]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Rangers |ran]]&amp;lt;br&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Strength     |Str]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | 23–28 '''(31)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 20–22 '''(25)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 20–22 '''(25)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 20–22 '''(25)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 20–22 '''(25)'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Intelligence |Int]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 17–19 '''(22)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | 20–25 '''(28)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 17–19 '''(22)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 17–19 '''(22)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 17–19 '''(22)'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Wisdom       |Wis]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 18–20 '''(23)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 18–20 '''(23)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | 21–26 '''(29)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 18–20 '''(23)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 18–20 '''(23)'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Dexterity    |Dex]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 18–20 '''(23)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 18–20 '''(23)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 18–20 '''(23)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | 21–26 '''(29)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 18–20 '''(23)'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Constitution |Con]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 20–22 '''(25)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 20–22 '''(25)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 20–22 '''(25)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 20–22 '''(25)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | 23–28 '''(31)'''&lt;br /&gt;
|-&lt;br /&gt;
|+ align=&amp;quot;bottom&amp;quot; | &amp;lt;small&amp;gt;NOTES: ''numbers in each cell above are'' initial trained value – maximum trainable value '''(maximum allowable value for non-[[Devotion |devotees]])'''; ''[[:Category: Classes |class]] [[Prime Requisite |prime requisites]] are'' &amp;lt;font color=green&amp;gt;green&amp;lt;/font&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Also known as Gray Dwarves, are usually found only in the subterranean depths of the earth.  They have somewhat rebelled against [[Dwarves |their surface-dwelling brothers]], and often are only seen when raiding them.  They are of the same stature as other [[Dwarves |dwarves]], and have simply adapted to living underground.  They excel in mining and other subterranean activities, yet loathe direct sunlight and [[Racial Nosun |do not function so well outdoors]].  Duergar are [[Strength |strong]] and [[Constitution |hardy]], yet lack a little in [[Wisdom |wisdom]] and [[Dexterity |speed]].  They can give and take a lot of punishment in battle, yet are rather not as accepted as many other [[:Category: Races |races]].  Like [[Dwarves |their cousins]], they are resistant to poisons and magic.  Their innate mental strength can also aid them in the use of [[:Category: Psionicist Skills And Spells |psionic magic]].  Duergar all have the ability to [[Racial Infravision |see in the dark]]; to [[Racial Movehidden |move silently]]; to [[Racial Hide |hide in shadows]]; and [[Racial Nosun |experience excruciating pain and lose the ability to heal while in direct sunlight]].''&lt;br /&gt;
&lt;br /&gt;
* '''Abbreviation:''' Due.&lt;br /&gt;
&lt;br /&gt;
* '''[[:Category: Languages |Language(s)]]:''' [[Common Language |Common]], [[Dwarvish Language |Dwarvish]].&lt;br /&gt;
&lt;br /&gt;
* '''[[:Category: Racials |Racial(s)]]:''' [[Racial Hide |Hide]], [[Racial Infravision |Infravision]], [[Racial Nosun |Nosun]], [[Racial Sneak |Sneak]], [[Racial Powerswing|Powerswing]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Racial Size |Racial Size]]:''' small.&lt;br /&gt;
&lt;br /&gt;
* '''[[Racial TNL |Racial TNL]]:''' 1111 XP.&lt;br /&gt;
&lt;br /&gt;
* '''Well-Suited to Be:''' [[:Category: Berserkers |berserkers]], [[:Category: Paladins |paladins]], [[:Category: Warriors |warriors]].&lt;br /&gt;
&lt;br /&gt;
* '''Ill-Suited to Be:''' nothing.&lt;br /&gt;
&lt;br /&gt;
== Diplomatic Corps ==&lt;br /&gt;
&lt;br /&gt;
Duergar may participate in the Diplomatic Corps every 10 levels at lowmort. All Duergar should report to [[Ljolsafar|Ljolsafar]] when they are ready to begin.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
Akin to their cousins the dwarves, duergar receive a reduction to divine spell costs, making mediocre clerics, but also gain reduction to psionic costs, allowing them to attain mindbender prestige. However, other races may make better casters or psionicists with larger mana pools, and similar hps, so this is not a large advantage. &lt;br /&gt;
&lt;br /&gt;
Duergar have solid hps and reasonable mana, put their actual bonus is the racial powerswing - it will make warriors hit much harder in the hero 1 - hero 250 range than races without such abilities. Post hero 250, races with damage modifiers, which duergar do not have, will do more damage overall.&lt;br /&gt;
&lt;br /&gt;
Archery and sneakiness is not a strong point of duergar. Similar to dwarves, duergar will make good smiths.&lt;br /&gt;
&lt;br /&gt;
[[Category: Creatable Races]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Katar_Forged_From_Kzintium&amp;diff=44653</id>
		<title>Katar Forged From Kzintium</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Katar_Forged_From_Kzintium&amp;diff=44653"/>
		<updated>2011-10-16T05:38:58Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''With its tip covered in fresh blood, this katar shines where there is light.''&amp;lt;br&amp;gt;&lt;br /&gt;
 Modifies hit roll by 17 continuous&lt;br /&gt;
 Modifies damage roll by 17 continuous&lt;br /&gt;
 Modifies armor class by -30 continuous&lt;br /&gt;
Slot: Wield/Offhand&amp;lt;br&amp;gt;&lt;br /&gt;
It is a one handed weapon which does piercing damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Weight: 16&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Part One ===&lt;br /&gt;
&lt;br /&gt;
1. From shift first head due north to the great portal where you will find the Sergeant.  He will ask you if you agree or disagree to aid him. (Agreeing with him closes out the possibility of helping the village elder for the gray staff instead).  Agreeing with him you will get the key to the spire of knowledge.&lt;br /&gt;
&lt;br /&gt;
2. Head back south 2 rooms to exit the portal chamber.  This puts you back between the spires.  Head east as far as you can then go into the mines in the north east corner of this section.  The entrance a bit wonky so make sure you stay in mines and don't wander back out between the spires.&lt;br /&gt;
&lt;br /&gt;
3. Mines are generally &amp;quot;U&amp;quot; shaped with you entering the mines the upper right side.  Head south and west til you see a large group&lt;br /&gt;
blocking your way.  Not a hard room but best to send in a tank and have a backup tank in the wings for this room. (btw if you avoid all the miners actively mining, not the ones just wandering looking for a place to mine you won't set off any of the alarms.)&lt;br /&gt;
&lt;br /&gt;
4. Entrance to the spire is just a bit north west of the large room you had to get by. Unlock the up, up and sleep before proceeding.&lt;br /&gt;
&lt;br /&gt;
5. You can regen in room with the peaceful kzinti.  He will give you 5 choices of directions.  Usually people do the no regen path (north).&lt;br /&gt;
&lt;br /&gt;
* Take what you bring - No regen path, bonus is regen room right before final room because a safe room&lt;br /&gt;
* Might makes right - No spell path, bonus is majority of gear room doesn't have sanc.  Can cast in gear room and regen room just fine.&lt;br /&gt;
* All is lost - Shortest path but it is a maze, no modifications to gear room or regen room&lt;br /&gt;
* Power is everything - melee immune path, extra big ass gassy mob added to gear room but he has pgems.  Gear room is silent.  Requires a very good group to even consider.&lt;br /&gt;
* Win some, lose some - det path, small det mobs added to path that do not repop.  Det mob is removed from gear room.&lt;br /&gt;
&lt;br /&gt;
Push barrier to proceed.&lt;br /&gt;
&lt;br /&gt;
6. Keep the documents from the gear room, and save them until you are ready to run next part. &lt;br /&gt;
&lt;br /&gt;
Loot should be: Circlet, Documents, Gloves, Sceptre&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Part 2 ===&lt;br /&gt;
&lt;br /&gt;
1. Take the documents back to the Sergeant..  This will open a portal a few rooms south where the fountain between the spires is located. NOTE: There is also a portal IN the room you portal into, so warn people not to enter portal twice. &lt;br /&gt;
&lt;br /&gt;
2. Enter the portal, everything here aggies.  You will need to head a bit north west in the area.  There is a south west corner with an odd description where you need to 'pull stone' to gain entrance. There's a scientist with a key inside. E N to get back out.&lt;br /&gt;
&lt;br /&gt;
3. Head back east to find a door to the north. (2e 2n and e-ish to find house door; guys pop in the ante chamber before the bosses, so regenning in room west of the door north is a good idea)  Be aware the key only has 1-2 uses so don't use it till you are ready to go in.&lt;br /&gt;
&lt;br /&gt;
4. The gear room is north and west from here and can turn into nospell so be ready for it.  Have your casters and brutes target Solame when they enter the room.  As long as you can kill that mob and get the stack of papers it doesn't matter about the rest of the mobs.&lt;br /&gt;
&lt;br /&gt;
5. You should be able to walk back to the portal then back to the sergeant with the stack of papers but depending on the state of your group it can be easier just to go home then get back to sergeant via shift. To turn in from the door outside the boss room (where the two elite mobs repop): s e e s -&amp;gt; en po -&amp;gt; e is sergeant for papers turn in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- See [[:Category:Gear In Savage Jungle|Gear In Savage Jungle]] for how to do this run. --&amp;gt;&lt;br /&gt;
[[Category:Lord Weapons]]&lt;br /&gt;
[[Category:Gear In Savage Jungle]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Katar_Forged_From_Kzintium&amp;diff=44652</id>
		<title>Katar Forged From Kzintium</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Katar_Forged_From_Kzintium&amp;diff=44652"/>
		<updated>2011-10-16T05:37:56Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''With its tip covered in fresh blood, this katar shines where there is light.''&amp;lt;br&amp;gt;&lt;br /&gt;
 Modifies hit roll by 17 continuous&lt;br /&gt;
 Modifies damage roll by 17 continuous&lt;br /&gt;
 Modifies armor class by -30 continuous&lt;br /&gt;
Slot: Wield/Offhand&amp;lt;br&amp;gt;&lt;br /&gt;
It is a one handed weapon which does piercing damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Weight: 16&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Part One ==&lt;br /&gt;
&lt;br /&gt;
1. From shift first head due north to the great portal where you will find the Sergeant.  He will ask you if you agree or disagree to aid him. (Agreeing with him closes out the possibility of helping the village elder for the gray staff instead).  Agreeing with him you will get the key to the spire of knowledge.&lt;br /&gt;
&lt;br /&gt;
2. Head back south 2 rooms to exit the portal chamber.  This puts you back between the spires.  Head east as far as you can then go into the mines in the north east corner of this section.  The entrance a bit wonky so make sure you stay in mines and don't wander back out between the spires.&lt;br /&gt;
&lt;br /&gt;
3. Mines are generally &amp;quot;U&amp;quot; shaped with you entering the mines the upper right side.  Head south and west til you see a large group&lt;br /&gt;
blocking your way.  Not a hard room but best to send in a tank and have a backup tank in the wings for this room. (btw if you avoid all the miners actively mining, not the ones just wandering looking for a place to mine you won't set off any of the alarms.)&lt;br /&gt;
&lt;br /&gt;
4. Entrance to the spire is just a bit north west of the large room you had to get by. Unlock the up, up and sleep before proceeding.&lt;br /&gt;
&lt;br /&gt;
5. You can regen in room with the peaceful kzinti.  He will give you 5 choices of directions.  Usually people do the no regen path (north).&lt;br /&gt;
&lt;br /&gt;
* Take what you bring - No regen path, bonus is regen room right before final room because a safe room&lt;br /&gt;
* Might makes right - No spell path, bonus is majority of gear room doesn't have sanc.  Can cast in gear room and regen room just fine.&lt;br /&gt;
* All is lost - Shortest path but it is a maze, no modifications to gear room or regen room&lt;br /&gt;
* Power is everything - melee immune path, extra big ass gassy mob added to gear room but he has pgems.  Gear room is silent.  Requires a very good group to even consider.&lt;br /&gt;
* Win some, lose some - det path, small det mobs added to path that do not repop.  Det mob is removed from gear room.&lt;br /&gt;
&lt;br /&gt;
Push barrier to proceed.&lt;br /&gt;
&lt;br /&gt;
6. Keep the documents from the gear room, and save them until you are ready to run next part. &lt;br /&gt;
&lt;br /&gt;
Loot should be: Circlet, Documents, Gloves, Sceptre&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Part 2 ==&lt;br /&gt;
&lt;br /&gt;
1. Take the documents back to the Sergeant..  This will open a portal a few rooms south where the fountain between the spires is located. NOTE: There is also a portal IN the room you portal into, so warn people not to enter portal twice. &lt;br /&gt;
&lt;br /&gt;
2. Enter the portal, everything here aggies.  You will need to head a bit north west in the area.  There is a south west corner with an odd description where you need to 'pull stone' to gain entrance. There's a scientist with a key inside. E N to get back out.&lt;br /&gt;
&lt;br /&gt;
3. Head back east to find a door to the north. (2e 2n and e-ish to find house door; guys pop in the ante chamber before the bosses, so regenning in room west of the door north is a good idea)  Be aware the key only has 1-2 uses so don't use it till you are ready to go in.&lt;br /&gt;
&lt;br /&gt;
4. The gear room is north and west from here and can turn into nospell so be ready for it.  Have your casters and brutes target Solame when they enter the room.  As long as you can kill that mob and get the stack of papers it doesn't matter about the rest of the mobs.&lt;br /&gt;
&lt;br /&gt;
5. You should be able to walk back to the portal then back to the sergeant with the stack of papers but depending on the state of your group it can be easier just to go home then get back to sergeant via shift. To turn in from the door outside the boss room (where the two elite mobs repop): s e e s -&amp;gt; en po -&amp;gt; e is sergeant for papers turn in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- See [[:Category:Gear In Savage Jungle|Gear In Savage Jungle]] for how to do this run. --&amp;gt;&lt;br /&gt;
[[Category:Lord Weapons]]&lt;br /&gt;
[[Category:Gear In Savage Jungle]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Graves_Of_Reveria&amp;diff=43988</id>
		<title>Category:Graves Of Reveria</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Graves_Of_Reveria&amp;diff=43988"/>
		<updated>2011-08-11T10:36:50Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: /* Adventuring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''In one corner of the [[:Category: Ruins Of Reveria |ruins of the High Drow city of old]], there lies a graveyard used by the richest and most renowned ancient lines.  Many modern [[Drow |drow]] visit there from time to time to re-establish their link to their ancestors; to a lost time when Magic yet walked the world, when the night was still a thing of innocent beauty.  Other modern [[Drow |drow]] see the cemetery quite differently.  They view it as symbolic of the inevitable death of their [[:Category: Races |race]] and of all things Sylvan.  This extinction cult goes there for one reason; to join with Eternity.  The cemetery also draws the non-drow, those who seek the secrets the graves themselves hold.  Rumors of a betrayal and murder have spread from those who are lucky enough to escape the walls of this place.''&lt;br /&gt;
&lt;br /&gt;
'''Level Range:''' 51-51&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' [[User:AlexyAnna |Zahri]]&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
Walking route from [[Aelmon |Aelmon]]: 14n, 8w, n, e, 4d, s, d, w, 2d, e, d, e, d, w, d, 2s, d, s, 2e, u, 3s.&lt;br /&gt;
&lt;br /&gt;
[[Portal |Portaling]] point(s) suggested: [[Mourning Drow |mourning drow]]&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Ruins Of Reveria|Ruins Of Reveria]]&lt;br /&gt;
* [[:Category:Necropolis|Necropolis]]&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
Paladins: your hero 500 quest will require entrance to the mausoleum. Dying will transport you inside the locked area along with your corpse.&lt;br /&gt;
&lt;br /&gt;
[[Category: Hero Areas]]&lt;br /&gt;
[[Category: Incomplete]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Graves_Of_Reveria&amp;diff=43987</id>
		<title>Category:Graves Of Reveria</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Graves_Of_Reveria&amp;diff=43987"/>
		<updated>2011-08-11T10:35:43Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: /* Adventuring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''In one corner of the [[:Category: Ruins Of Reveria |ruins of the High Drow city of old]], there lies a graveyard used by the richest and most renowned ancient lines.  Many modern [[Drow |drow]] visit there from time to time to re-establish their link to their ancestors; to a lost time when Magic yet walked the world, when the night was still a thing of innocent beauty.  Other modern [[Drow |drow]] see the cemetery quite differently.  They view it as symbolic of the inevitable death of their [[:Category: Races |race]] and of all things Sylvan.  This extinction cult goes there for one reason; to join with Eternity.  The cemetery also draws the non-drow, those who seek the secrets the graves themselves hold.  Rumors of a betrayal and murder have spread from those who are lucky enough to escape the walls of this place.''&lt;br /&gt;
&lt;br /&gt;
'''Level Range:''' 51-51&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' [[User:AlexyAnna |Zahri]]&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
Walking route from [[Aelmon |Aelmon]]: 14n, 8w, n, e, 4d, s, d, w, 2d, e, d, e, d, w, d, 2s, d, s, 2e, u, 3s.&lt;br /&gt;
&lt;br /&gt;
[[Portal |Portaling]] point(s) suggested: [[Mourning Drow |mourning drow]]&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Ruins Of Reveria|Ruins Of Reveria]]&lt;br /&gt;
* [[:Category:Necropolis|Necropolis]]&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
Paladins: your hero 500 quest does require entrance to the mausoleum. Dying will transport you inside with your corpse.&lt;br /&gt;
&lt;br /&gt;
[[Category: Hero Areas]]&lt;br /&gt;
[[Category: Incomplete]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Venom-man&amp;diff=43257</id>
		<title>Venom-man</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Venom-man&amp;diff=43257"/>
		<updated>2011-05-10T15:12:08Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: Created page with &amp;quot;''He watches you warily, with his cold, yellow eyes, ready to strike. He carries a variety of vials and tools.''  '''Keywords:''' venom, man, snake, rogue&amp;lt;br&amp;gt; '''Level...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''He watches you warily, with his cold, yellow eyes, ready to strike. He carries a variety of vials and tools.''&lt;br /&gt;
&lt;br /&gt;
'''Keywords:''' venom, man, snake, rogue&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Level |Level]]:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Scan Description:''' A snake-like man is here, mixing something in a vial.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Alignment |Alignment]]:''' demonic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Mob Types |Flags]]:''' [[Category: Shopkeepers |shopkeeper]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Affects:''' Move Hidden&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
     The foreman is using:&lt;br /&gt;
     &amp;lt;worn on hands&amp;gt;     [[a poisoned dagger |a poisoned dagger]]&lt;br /&gt;
&lt;br /&gt;
     You peek at the inventory:&lt;br /&gt;
          [Pristine  ] a poisoning tool kit&lt;br /&gt;
          [Pristine  ] a mild poison&lt;br /&gt;
          [Pristine  ] a poisoned dagger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
The Venom-man is a shopkeeper who will only do business in thief cant. Additionally, several of his friends in the area will blackjack you if you don't have rogue lore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
'''[[:Category: Areas |Area]]:''' [[Category: The Outsiders |The Outsiders]] ([[Outsiders Map |Map]]).&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Rooms |Room(s)]]:''' A muddy tunnel (portable).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Venom-man is portable.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mobs In Outsiders]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Black_Circle_Initiates&amp;diff=43240</id>
		<title>Category:Black Circle Initiates</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Black_Circle_Initiates&amp;diff=43240"/>
		<updated>2011-05-09T08:02:38Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: /* BCI Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''The Black Circle is a secretive cabal of lizard and Dragon-kin assassins under the service of the Great Dragon Kahbyss.  The Circle teaches a small repertoire of [[:Category: Psionicist Skills And Spells |psionic spells]], including some unknown outside the circle.  The Circle as a whole has a certain measure of [[Reputation |Reputation]], although individual Initiates cannot raise this, like an [[:Category: Assassins |Assassin]] can.  Like all [[:Category: Prestige Classes |Prestige Classes]], they retain the original class's [[Prime Requisite |Prime Requisite]], in this case, [[Dexterity |Dexterity]]. As a Psionic class, they possess a Psion's higher degree of success with spells such as [[Deception |deception]].  Joining the Circle is for life.  Initiates cannot become [[:Category: Assassins |Assassins]] or [[:Category: Berserkers |Berserkers]] like [[:Category: Rogues |Rogues]] can.  Rumor says the Circle maintains a base in warmer climes, where Masters can often be found.''&lt;br /&gt;
&lt;br /&gt;
'''Abbreviation:''' Bci.&lt;br /&gt;
&lt;br /&gt;
'''[[:Category: Core Classes |Base Class]]:''' [[:Category: Rogues |Rogue]].&lt;br /&gt;
&lt;br /&gt;
'''[[Prime Requisite |Prime Requisite]]:''' [[Dexterity |Dexterity]].&lt;br /&gt;
&lt;br /&gt;
== BCIs in General ==  &lt;br /&gt;
&lt;br /&gt;
The Black Circle, much like the help file says, is a [[:Category: Rogues |Rogue]] like assassin with some unique [[:Category: Psionicists|psionic]] abilities. BCI do not get a lot of [[:Category: Mages | arcane]] spells but they do gain some impressive psionics that only the [[:Category: Psionicists| Psi]] and [[:Category: Mindbenders| Mnd]] can learn like [[Overconfidence |overconfidence]], [[Anger Management  |anger management]] and [[Death Field|death field]]. Also BCI can learn a couple skills unique only to the initiates like [[Sense Weakness|sense weakness]] and [[Killer Instinct |killer instinct]].&lt;br /&gt;
&lt;br /&gt;
BCI lose some very important hero [[:Category: Spells |spells]] like [[Teleport |teleport]], [[Foci |foci]] and [[Awen |awen]] so they become a bit tricky to play at low hero level so in groups you need to rely on groupmates to [[Sanctuary |sanc]] you. Fortunately there are lots of great [[:Category: Maps |Maps]] and [[:Category: Areas |directions]] on this site to help you get around as well as get [[:Category: Spellcasting Gear| potions and brews]] to help you on your way. All in all, if you break apart [[Foci |foci]] and [[Awen |awen]] you only miss out on [[Stone Skin |stone skin]] , [[Protection Good |protection good]] and [[Sanctuary |sanc]]. So grab some [[Gauntlets Of Protection]] or an [[Opal Encased In A Bronze Ring]] and a few [[Sanctuary |sanc]] [[:Category: Spellcasting Gear |quaffs]] and you're ready to roll. With the introduction of (legal) spell-bots, this is less of an issue.&lt;br /&gt;
&lt;br /&gt;
Once you get past the lack of [[:Category: Mages | arcane]] knowlege you can see how versatile the Circle can be. They are every bit as [[Sneak |sneaky]] and eventually even a little more potent [[Backstab |stabbers]] and BCI also get a bit of [[Reputation |Reputation]] but not as much as [[:Category: Assassins |assassins]] however though still noticable. And don't forget about your psionics. What else are you going to use all that [[Mana Points |mana]] for?&lt;br /&gt;
&lt;br /&gt;
== BCI Creation == &lt;br /&gt;
     &lt;br /&gt;
BCI is a possible class option for [[Troglodytes |troglodytes]], [[Draconians |draconians]], [[Firedrakes |firedrakes]] and [[Lizardmen |lizardmen]] rogues. As far as remort options go, [[dragons]], [[tuataurs]] and [[miraars]] can become BCI.&lt;br /&gt;
&lt;br /&gt;
If you are interested in becoming a BCI you can see the [[:Category:Black Circle Initiate Trainers |Master]] at level 30 and see if you are eligible for membership into the Black Circle. The [[:Category:Black Circle Initiate Trainers |BCI master]] can be found at the bottom of The [[:Category:Valley Of The Sun |Valley of the Sun]]. One of the most important requirements besides [[:Category: Races |race]] is your criminal record. It must be spotless before you join up. &lt;br /&gt;
&lt;br /&gt;
Next, if you're cold blooded with a clean record, you will need to have 333 kills by level 50. With the new ability to become a prestige class up until hero level 100, a rogue will need to get more kills if attempting to become a BCI at hero level 1 or above (precise number unknown). Once you have your kill count up, the [[:Category:Black Circle Initiate Trainers |BCI master]] will give you your [[:Category:Ticket Quests |quest]]. &lt;br /&gt;
&lt;br /&gt;
This is a [[:Category:Ticket Quests |ticket quest]] in [[:Category: Lord Audis' Villa |Lord Audis' Villa]] where it is easy to get [[Arrests |arrested]] so be careful. The aggie [[:Category: Assassins |assassins]] there stab hard and fighting them in the presence of a guard will give you an [[:Category:Character Flags |outlaw flag]]. If the servant spots you there, you'll get an outlaw flag too, even without any fighting. Outlaws might find a reprieve from the Black Circle Master, but once you are arrested, he will ignore you forever. You are required to do this quest with the alt that wants to go BCI. &lt;br /&gt;
&lt;br /&gt;
Once you give the [[:Category:Black Circle Initiate Trainers |master]] the [[:Category:Ticket Quests |ticket]] item and you are level 50 you can use the [[prestige]] command and join up.&lt;br /&gt;
 &lt;br /&gt;
Text:&lt;br /&gt;
 A Black Circle Master says 'Yeah, maybe you do have what it takes. Maybe you could do a little job&lt;br /&gt;
 for us, hrmm? Those two bunglers I sent on the Audis job are taking too long...'&lt;br /&gt;
&lt;br /&gt;
From Lord Audis I went...&lt;br /&gt;
w, d, s, s, u, e. In the second two last room there was a large mob with sanc and poison and stabbing. The item you're looking for is the [[Audis Family Crest (Ticket)|audis family crest]]. It's on Nikoli.&lt;br /&gt;
&lt;br /&gt;
== BCIs at Hero Tier ==&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
As with any character, [[Train |train]] [[Wisdom |wisdom]] first and then [[Intelligence |intelligence]] this will help you [[Practice |practice]] [[:Category:Skills And Spells |skills]] quicker and give you more [[Mana Points |mana]] each level. Next [[Train |train]] [[Constitution |con]] for better [[Hit Points |hp]] gains then [[Dexterity |dex]] and [[Strength |str]] to taste.&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
&lt;br /&gt;
Once you got your [[Intelligence |intelligence]] maxed and [[:Category:Level Gear |inteligence gear]] on you can start [[Practice |practicing]] your new [[:Category:Skills And Spells |skills]]. Also you will need to re-adept your old [[:Category:Skills And Spells |skills]] because you can train you [[:Category:Skills And Spells |skills]] to 95% now instead of 90% at lowmort.&lt;br /&gt;
&lt;br /&gt;
Some [[:Category:Hero Skills And Spells |hero skills]] are clones so you do not need to [[Practice |practicing]] them all like [[Invis |invis]] and [[Mask |mask]]. Other [[:Category:Skills And Spells |skills]] like [[Pass Door |pass door]] which is a part of [[Foci |foci]] is not learnable by BCI but [[Ectoplasmic Form |ectoplasmic form]] is. Some of the best [[:Category:Hero Skills And Spells |lowhero skills]] to learn are the ones the are found in or can replace those found in [[Foci]]/[[Awen]] as well as [[Astral |astral]], [[Anger Management |anger management]], [[Overconfidence |overconfidence]], [[Deception |deception]] and the [[:Category:Psionicist Skills And Spells |psionic attack spells]]. &lt;br /&gt;
&lt;br /&gt;
=== Devoting ===&lt;br /&gt;
&lt;br /&gt;
The best suited gods to [[Worship |worship]] for BCI are [[Tor]] and [[Shizaga]]. Your playing style will influence your choice for the best one suited for your needs. If you Spend your time soloing the extra damage from [[Tor]] will help as well as the [[Hit Points |hp]] regen bonus. [[Shizaga]] also grants a stab bonus as well as a psionic bonus. [[:Category:Skills And Spells |Spells]] cost less with [[Shizaga]] and more with [[Tor]].&lt;br /&gt;
     [[Worship |Recap]]: Tor gives better melee and regen&lt;br /&gt;
            Shizaga gives better spells, lower spell cost and better mana gain&lt;br /&gt;
            Both give good hp gains and improve stabs&lt;br /&gt;
            Tor helps HP regen, Shz hurts it.&lt;br /&gt;
&lt;br /&gt;
     [[Devotion |Devoting]]: Tor grants +2 str and +1 con wich could give you greater damage and better&lt;br /&gt;
                   hp gains. He also won't let you raise your int and wis as high as it&lt;br /&gt;
                   you used to which could affect your mana gains and practice gains as &lt;br /&gt;
                   well as the number of practices you need to adept a skill.&lt;br /&gt;
               Shizaga grants +1 dex with helps with your rogue skills and ac but reduces &lt;br /&gt;
                       wis by 1 which could affect your practice gains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shizaga is great for smarter BCIs as it opens up DF soloing as a legitimate option. For the more brute BCIs, Tor is probably a better bet, since you'll rely more on melee damage then spell damage. At lord, your melee damage eclipses your spell damage by a good amount, so Tor is a good way to go.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
Killing is what Initiates do best&lt;br /&gt;
&lt;br /&gt;
'''Soloing:'''&lt;br /&gt;
&lt;br /&gt;
Soloing might be a bit tricky until after level 101. You will need to find [[:Category:Gear |gear]] or [[:Category:Spellcasting Gear |potions]] to make up for the lack of [[:Category:Skills And Spells |spells]]. To start out have a good mix of [[:Category:Hero Hit Gear |damage roll]] and [[:Category:Hero Tank Gear |ac gear]]. As time goes on you can slowly fase out the [[:Category:Hero Tank Gear |ac gear]] and eventually solo in full [[:Category:Hero Hit Gear |hit]]. &lt;br /&gt;
&lt;br /&gt;
You might try the hound dogs in [[:Category:Shadow Keep]]. They [[Flee |flee]] easily which saves you [[Hit Points |hit points]] and is easy to walk to. &lt;br /&gt;
[[:Category:Dream Steppes]] is good after 101 and be sure to avoid the riders and masked psionicists for a while.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tanking:'''&lt;br /&gt;
&lt;br /&gt;
BCI tank rather well with [[Backstab |bs]] or [[Vital Shot |vs]] to open up commbat. At low hero you will need full [[:Category:Hero Tank Gear |ac gear]] and then slowly blend in [[:Category:Hero Hit Gear |hit]] to suit your playing style. Be sure to include someone in the group who can [[Portal |portal]] and [[Sanctuary |sanc]].&lt;br /&gt;
&lt;br /&gt;
'''Hitting:'''&lt;br /&gt;
&lt;br /&gt;
BCI don't really start hitting well until level 39 when they get [[Third Attack |third attack]]. They just keep getting better after that with other various [[:Category:Hero Skills And Spells |skills]]. At low hero be sure to use your [[:Category:Psionicist Skills And Spells |psionic attacks]] or [[Throw |throw weapon]] for added damage. Also use [[Sneak Attack |sneak attack]] to target mobs.&lt;br /&gt;
&lt;br /&gt;
== BCIs at Lord Tier ==&lt;br /&gt;
BCIs continue to be powerful characters at the lord tier. Your nightcloak skill insure your continuing high stab rate, and IC regeneration can be nice. In addition, you can help the tanks/group get steel. The BCIs missed out on the recent addition of [[Slip]] but they can still stab and let another rogue or asn slip in for later damage.&lt;br /&gt;
 &lt;br /&gt;
Depending on your race, you can either [[Sense Weakness]] and [[Vital Shot]] midround, or [[Mindwipe]] the mobs for a nice little boost in damage. From what I've heard, with normal T1 DR gear, a lizard will average more or less the same damage, with [[Mindwipe]] giving a chance to stun the mob (and prevent them from casting) and [[Vital Shot]] being able to to blind and weaken the mob in other ways. If someone has a BCI with gear and has run damage counters, this would be a great place to let us know.&lt;br /&gt;
&lt;br /&gt;
== BCI Remort Options ==&lt;br /&gt;
&lt;br /&gt;
BCI has no class remort options; BCI is for life.&lt;br /&gt;
&lt;br /&gt;
Strong, otherwise non-sneaky races such as [[minotaurs]], [[dragons]] and [[trolls]] make great remort choices for BCI, as the skill [[nightcloak]] allows them rarely miss their stab. Dragons do exceptionally well, with their mix of high racial damage and strong casting abilities, excelling at all aspects of BCI, and in addition, are able to become a BCI even if not originally BCI.&lt;br /&gt;
&lt;br /&gt;
[[Category: Prestige Classes]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Random_Ring&amp;diff=43107</id>
		<title>Random Ring</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Random_Ring&amp;diff=43107"/>
		<updated>2011-04-07T17:25:03Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gear-Mob|&lt;br /&gt;
| Description=A ring is here, randomly changing colors.&lt;br /&gt;
| ObjectAffects=Modifies [[Intelligence|intelligence]] by 1 continuous.&amp;lt;br&amp;gt;Modifies [[Mana Points|mana]] by 50 continuous.&amp;lt;br&amp;gt;[[Armor Class|Armor class]] is 10-12.&lt;br /&gt;
| Keywords=ring, random&lt;br /&gt;
| Levels=50-52&lt;br /&gt;
| Slot=worn on finger&lt;br /&gt;
| ObjectType=armor&lt;br /&gt;
| Quality=200&lt;br /&gt;
| Weight=1&lt;br /&gt;
| Flags=[[Dark Flag|dark]], [[Magic Flag|magic]]&lt;br /&gt;
| Comments=&lt;br /&gt;
| AreaName=Borley Manor&lt;br /&gt;
| MobName=[[Crawling Chaos]]&lt;br /&gt;
| WalkingRoute=&lt;br /&gt;
| PortalPoint=[[Stone Gargoyle |ugly stone gargoyle]]&lt;br /&gt;
| Category=Armor&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Portal [[Stone Gargoyle |ugly stone gargoyle]], 3n w 2n (areaspell and kill 2 invis sancted mobs first if you are using bashdoor) bashdoor d, d, 3e bashdoor n, n.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rest of the directions below apply only if you want to get keys:&lt;br /&gt;
&lt;br /&gt;
If you want to get the key for the down door you can go 3n 4e n from [[Stone Gargoyle |ugly stone gargoyle]] instead, kill [[Eater Of The Dead|eater of the dead]] for key, D, open coffin, get key, u s 5w 2n unl d and continue from where you bashdoor down in the other path. Note that this key needs to respawn following rules for items that respawn on ground to be looted, which requires noone to be in the area, and since people often are you probably want to go with the bashdoor method if possible. Be warned that there are invis aggies below altar that see invis/mh and will not like it if you bash the gate to [[Crawling Chaos]].)&lt;br /&gt;
&lt;br /&gt;
The key for the part where you bashdoor north right before the crawling chaos is w s s from the room with the gate the [[Crawling Chaos]], it pops on an invisible mob so gotta areaspell to start fight.&lt;br /&gt;
&lt;br /&gt;
There are two keys to the altar 3nw2n from the [[Stone Gargoyle |ugly stone gargoyle]] (where you go down). The second key is in Nemo's desk. To get there go 3n2wueu2wn from [[Stone Gargoyle |ugly stone gargoyle]] and kill the [[Corpse Of Nemo]] in the room, get key from corpse, unlock 2.desk, get all 2.desk. Be warned that the corpse is rather big and there are lots of aggies in the way. In the journal in the same desk there is the story of the area. Read it, it is worth it. And [[cauldron of souls]] that you will get (hopefully) from [[Crawling Chaos]] is the ticket for [[Red Velvet Cape]]. See [[Red Velvet Cape Quest]] for details.&lt;br /&gt;
&lt;br /&gt;
You may need the second key to the altar if you will want to do CR and cannot bashdoor (like me, wizard). Likewise, if anyone is AFKing in the area you may need it if people died with 1st set of keys in hands. The 1st set of keys is preferred since it is easier to get.&lt;br /&gt;
&lt;br /&gt;
[[Category: Hero Mana Gear]]&lt;br /&gt;
[[Category: Int Gear]]&lt;br /&gt;
[[Category: Finger Mana Gear]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Foreman&amp;diff=42590</id>
		<title>Foreman</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Foreman&amp;diff=42590"/>
		<updated>2011-02-23T17:45:28Z</updated>

		<summary type="html">&lt;p&gt;Cleanse: Created page with &amp;quot;''The strength and power of this pirate make him the ideal foreman.  Anybody not doing their share of work will surely get to know his fist or even his sword very well.''  '''Key...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''The strength and power of this pirate make him the ideal foreman.  Anybody not doing their share of work will surely get to know his fist or even his sword very well.''&lt;br /&gt;
&lt;br /&gt;
'''Keywords:''' foreman, pirate&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Level |Level]]:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Scan Description:''' A huge and imposing pirate stands here giving orders.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Alignment |Alignment]]:''' demonic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Mob Types |Flags]]:''' [[Aggressive Mobs |aggressive]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Affects:''' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
     The foreman is using:&lt;br /&gt;
     &amp;lt;worn on hands&amp;gt;     [[Bloody Gloves |bloody gloves]]&lt;br /&gt;
&lt;br /&gt;
     You peek at the inventory:&lt;br /&gt;
          Nothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
'''[[:Category: Areas |Area]]:''' [[:Category: Redtooth's Isle |Redtooth's Isle]] ([[Redtooth's Isle Map |Map]]).&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Rooms |Room(s)]]:''' The center of the chamber (not portable).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Walking route from [[Little Crab |Little Crab]]: 3n, 3d, e, d, e, 2s, 3e, s&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Mobs In Redtooth's Isle]]&lt;/div&gt;</summary>
		<author><name>Cleanse</name></author>
		
	</entry>
</feed>