<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://www.johnmarc.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Murk</id>
	<title>AvatarWiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://www.johnmarc.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Murk"/>
	<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php/Special:Contributions/Murk"/>
	<updated>2026-04-03T22:26:01Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.33.0</generator>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Killl%27gher&amp;diff=53464</id>
		<title>Killl'gher</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Killl%27gher&amp;diff=53464"/>
		<updated>2019-06-16T12:20:50Z</updated>

		<summary type="html">&lt;p&gt;Murk: Updated his level from 70 to 90.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Killl'gher is over seven feet tall, with black skin, a large horn on his head, and spikes all over his arms. His six-fingered claws are razor sharp and could kill you instantly. His biggest and most fearsome weapon, however, is his control over the mind... ''&lt;br /&gt;
&lt;br /&gt;
'''Keywords:''' Killl, demon&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Level |Level]]:''' 90.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Alignment |Alignment]]:''' Demonic .&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category:Mob Types|Flags]]:''' [[Spellcasting Mobs|psion]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Affects:''' [[Sanctuary]]&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
 Killl'gher is using:&lt;br /&gt;
 &amp;lt;wielded&amp;gt;          (Demonic) [[Claws Of Killl'gher|claws of killl'gher]]&lt;br /&gt;
&lt;br /&gt;
 Killl'gher is carrying:&lt;br /&gt;
      Nothing.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
Casts [[Overconfidence |overconfidence]] and [[Scramble |scramble]] and [[Brainstorm |brainstorm]]&lt;br /&gt;
&lt;br /&gt;
Killl'gher is guarded by three demons ([[Tkachuk]] level 65, [[Forsberg]] level 65, and [[Fleury]] level 63 [hockey, eh?])&lt;br /&gt;
(note: Tkachuk sees invis and is aggie. The others are not aggie and will not assist on heros, at least with sneak and move hidden.)&lt;br /&gt;
&lt;br /&gt;
All 4 demons have [[Sanctuary]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
'''[[:Category: Areas |Area]]:''' [[:Category: Dark Castle |Dark Castle]] ([[Dark Castle Map |Map]]).&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Rooms |Room]]:''' The chambers of Killl'gher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Walking directions from [[Mercenary Captain]] (there are several, you need to find the one in the bedroom): w w s u u {e} n n n n n n enter gate s w n w [w] w n n u s [u](note: the key for the locked door is laying on the ground, all other doors are not passable but are not locked either) (if the gate is not there then you are the first person to run it this reboot.  Kill the Sorcerer Kheffin in the room to open the gate.)&lt;br /&gt;
&lt;br /&gt;
[[Category: Mobs In Dark Castle]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Lotos_Plant&amp;diff=53433</id>
		<title>Lotos Plant</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Lotos_Plant&amp;diff=53433"/>
		<updated>2019-04-21T23:30:54Z</updated>

		<summary type="html">&lt;p&gt;Murk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This magnificent plant fills the room.  It's fruit and flower laden branches seem to defy logic by their healthy growth in the absence of sunlight.  All who gaze upon its long-leaved flowers are over come with melancholy and a desire to rest against its trunk while enjoying its fruitful bounty.''&lt;br /&gt;
&lt;br /&gt;
 (White Aura) The lichen doesn't grow near the plant flowering in the center of the room.&lt;br /&gt;
&lt;br /&gt;
'''Keywords:''' Lotos&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Level |Level]]:''' 90.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Alignment |Alignment]]:''' ?&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Mob Types |Flags]]:''' [[Spellcasting Mobs |psion]], [[Sentinel Mobs |steadfast]], ?&amp;lt;br&amp;gt;&lt;br /&gt;
'''Affects:''' [[Sanctuary]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
 The Lotos plant is using:&lt;br /&gt;
 &amp;lt;held&amp;gt;              (Magical) (Glowing) (Humming) [[Heart Of The Forest|The Heart of the Forest]]&lt;br /&gt;
&lt;br /&gt;
 The Lotos plant is carrying:&lt;br /&gt;
      (Magical) (Glowing) (Humming) [[Enchanted Stem|an enchanted stem]]&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
Casts psionic spells, in particular [[Scramble|scramble]]. Generally absorbs up to six Shz-strength surge 5 disintegrates and some change. Hits pretty hard for not having a wield.&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
'''[[:Category: Areas |Area]]:''' [[:Category: Verdant Isle|Verdant Isle]] ([[Verdant Isle Map |Map]]).&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Rooms |Room]]:''' In Deep (cursed).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Walking route from [[Ohia Lehua Tree|an Ohia Lehua tree]]: 2e, enter shack, [d], e, 2s, 2w, n, w, n, w.&amp;lt;br&amp;gt;&lt;br /&gt;
There are 2 Ohia trees in the area. If you end up at the one near the beach, you should head northwesterly. The dirs above are for the Ohia tree that is deep in the jungle.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mobs In Verdant Isle]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Wizards&amp;diff=53354</id>
		<title>Category:Wizards</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Wizards&amp;diff=53354"/>
		<updated>2019-01-08T20:34:30Z</updated>

		<summary type="html">&lt;p&gt;Murk: Added a final third option for playing a non-wizard eligible race, i.e. remorting as a creatable race, in addition to rebirth and (of course) being a wizard-eligible race (such as listed in the helpfile).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''In the words of Thrull, &amp;quot;Wizards are what all [[:Category: Mages |Mages]] should have been.&amp;quot;  Wizards are mystically stronger than [[:Category: Mages |Mages]], but physically weaker.  They get more mana and their spells are more effective, but they also get lower hp gains and are, at best, unimpressive in melee combat.  They can also learn some very rare spells by researching them from obscure [[:Category: Spellbooks |spellbooks]].  These spells are not listed on their [[:Category: Wizard Skills And Spells |skill lists]].  Like all [[:Category: Prestige Classes |Prestige Classes]], they retain the original class's [[Prime Requisite |Prime Requisite]], in this case, [[Intelligence |Intelligence]].  Wizards cannot become [[:Category: Sorcerers |Sorcerors]].  They disdain what they see as the [[:Category: Sorcerers |Sorceror]]'s crutch-like dependence on the Dark Powers.  Wizard trainers can sometimes be found researching lost tomes in musty libraries.''&lt;br /&gt;
&lt;br /&gt;
'''Abbreviation:''' Wzd.&lt;br /&gt;
&lt;br /&gt;
'''[[:Category: Core Classes |Base Class]]:''' [[:Category: Mages |Mage]].&lt;br /&gt;
&lt;br /&gt;
'''[[Prime Requisite |Prime Requisite]]:''' [[Intelligence |Intelligence]].&lt;br /&gt;
&lt;br /&gt;
== Wizards in General ==&lt;br /&gt;
&lt;br /&gt;
Wizards bear a number of similarities to their root class - [[:Category: Mages |Mages]] - in their skill sets and spellcasting-oriented mode of playing. As their help file indicates, Wizards receive higher average mana gains and lower hit point gains than Mages or [[:Category:Stormlords|Stormlords]]. They can also learn the [[Flash|flash]] spell through a Hero-level spell book designed for the purpose, but will experience greater spell lag as a result of the spell being innate to the Sorcerer class. They also lose access to the majority of psionic spells available to Mages and Stormlords - notably [[fortitudes]] and the Bio Empathy skill - and their hlist (the list of their learnable spells/skills at hero) is considerably more specialized and streamlined than the comprehensive package available to Mages.&lt;br /&gt;
&lt;br /&gt;
At the Lord tier, Wizards are a great asset to any group except those planning a gear run that is primarily or exclusively anti-magic (such as the Zarradyn's Gauntlets run in Arcadia, or parts of the Bodice run in Noctopia). Their high-impact area spell - which they share with Mages - combined with their high mana pools (averaging 27,000 at the time of morph with a ceiling of approx. 32.000-33,000 based on the race) and specialty spells (such as [[Wall Of Thorns]] and [[Barkskin]]) make them ideal for gear runs involving multiple enemies, particularly of the large variety. However, from the standpoint of tanking, they are of no use to any group due to their relatively low HP pools and most crucially the absence of the rescue skill. Also due to these limitations, Wizards are more likely to die from painful area spells or sudden swarms, which can make their ability to lead groups more challenging. Mages, by contrast, are considerably sturdier, and can rescue weaker groupmates during emergencies. Moreover, unlike all other classes, a Mage's shield will never fail to discharge if hit by an opponent, which is a considerable asset at the Hero tier.&lt;br /&gt;
&lt;br /&gt;
Overall, Wizards are a medium-difficulty class that offer an easier alternative to Sorcerers - who cannot cast the sanctuary spell on themselves, cast a meaningful area-attack spell, heal themselves (or others), or benefit from the protection evil spell - while retaining a cachet of firepower for the Hero, Lord, and Legend tiers.&lt;br /&gt;
&lt;br /&gt;
== Wizard Creation ==&lt;br /&gt;
&lt;br /&gt;
The wizard trainer, [[Threnadir]], mentions rather clearly that wisdom is an important factor of becoming a wizard. &lt;br /&gt;
&lt;br /&gt;
'''Races need at least a base of 19 [[wisdom]] to become a wizard. Races with sufficient wisdom: [[Ent|Ents]], [[Gnome|Gnomes]], [[Deep Gnome|Deep Gnomes]], [[Centaur|Centaurs]], [[Tuataur|Tuataurs]], [[Griffon|Griffons]] and [[High Elf|High Elves]].''' With the [[Rebirth]] command, any race can now play this class provided they were already wizards with a remort race prior to rebirth. Alternatively, one can also remort to any creatable race at Lord level 25 without being a remort race to begin with (as would be required with the rebirth option).&lt;br /&gt;
&lt;br /&gt;
There is also a quest involved to become a wizard (See: [[Book Of Exorcism]])&lt;br /&gt;
&lt;br /&gt;
If your Wisdom is too low, Threnadir will say 'You lack the wisdom. You will never be a Wizard. *tsk tsk*'   If Threnadir says 'You would make a poor Wizard with such paltry arcane might.', you might need more mana.  Wearing [[:Category:Lowmort 41-50 Mana Gear|mana gear]] will help out.  507 mana appeared to be enough on one occasion.&lt;br /&gt;
&lt;br /&gt;
To actually become a wizard, you need to be at Threnadir and use the [[Prestige]] command.&lt;br /&gt;
&lt;br /&gt;
== Wizards at Hero Tier ==&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
The usual rules of training stats apply: WIS first, then INT and CON. DEX is of value in improving your AC, whereas STR is of marginal use.&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
Wizards get to practice a repertoire of spells very similar to mages (disintegrate, acid rain, mystical barrier, charge shield, ward, amplify). However, wizards do have access to [[Acumen|acumen]], and (much less importantly) [[Timewarp]], which can be used as a poor man's [[Ablution|ablution]].&lt;br /&gt;
&lt;br /&gt;
[[Flash]] and [[Rune]] can be learned from [[:Category:Spellbooks |spellbooks]] at hero tier, and this selection of (special) spells can be further expanded at lord tier. Although out-of-class for wizards, [[Flash]] is one of their trademark spells, and helps greatly when battling large rooms using area spells.&lt;br /&gt;
&lt;br /&gt;
Notable hero skills and spells that wizards do not receive are psionic spells not exclusive to psi/mnd/bci (fortitudes, iron skin, etc.) as well as: sneak, move hidden, heighten senses, trip, parry, enhanced damage, rescue, time skip, bash, bashdoor, dodge*, third attack*, track, keyfinder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Wizards get these at lord tier, though by that time it's likely not relevant any more.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Mages#Worshipping|mages]]. Identical applies to wizards for both worship and devotion.&lt;br /&gt;
&lt;br /&gt;
Of note is that [[Flash]] if out-of-class for wizards, and thus it's lag is twice as long as it is for [[:Category:Sorcerers |Sorcerers]]. For it to be practical and useful against large rooms, it should also be fast. Atheist lag is 10 ticks, Shizaga decreases the lag to 8 ticks, and Quixoltan will increase the lag to 11 ticks (nearly 3 rounds) so its usability will suffer. For this reason it's common to have an alias that turns on quicken, casts flash, and turns off quicken. However, some races (tuataurs, dragons, ents, etc.) have more hp and racial armor, and thus have less need for flash &amp;amp;ndash; and they can afford the increased lag if they flash at all.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:'''&lt;br /&gt;
While difficult at first due to small HP gains, wizards are at their heart, solo creatures. Since wizards get shield block, having a charged shield is quite handy. Unlike mages, stormlords and sorcerers, wizards do not get dodge or parry, thus making a charged shield even more important.&lt;br /&gt;
&lt;br /&gt;
These are some of the popular areas for wizard solo play, with the harder areas being both more difficult, as well as more rewarding.&lt;br /&gt;
&lt;br /&gt;
* Low Hero: [[:Category:Shadow Keep|Shadow Keep]], [[:Category:Tortuga Cay|Tortuga Cay]]. These areas are simple, mobs are relatively easy, and can be brought down quickly using [[Surge]].&lt;br /&gt;
* Hero: [[:Category:Necromancer's Tower|Necromancer's Tower]], [[:Category:Ruined Lair 3 Of 5|Ruined Lair 3 Of 5]], [[:Category:Akrikto's Farm|Akrikto's Farm]]. The first two teach the new wizard how to use area spells, while the last one is similar to Tortuga Cay, however teaches the wizard independence.&lt;br /&gt;
* Super Hero: [[:Category:Exploration Outpost|Exploration Outpost]], [[:Category:Sun God Altar|Sun God Altar]]. Both of these require self-spelling, but offer 5-20+ mob rooms to take on at once, thus allowing for rapid leveling.&lt;br /&gt;
&lt;br /&gt;
'''Tanking:'''&lt;br /&gt;
The lack of rescue is the primary reason that makes wizards solo creatures. Wizards will need at least one large hitter/healer who can act as a back up tank to rescue groupies.&lt;br /&gt;
&lt;br /&gt;
'''Hitting:'''&lt;br /&gt;
Wizards, unlike mages, do not make even reasonable hitters (lack of third attack until Lord, and enhanced damage). Thus, wizard's melee capabilities are virtually nonexistent.&lt;br /&gt;
&lt;br /&gt;
'''Healing:'''&lt;br /&gt;
Wizards heal as well as any other character that can brandish. They do have access to [[Heal]] spell to be used in emergencies, but it is out-of-class, thus it will heal less HP than a healing class (like cleric) and the lag will be considerable as well.&lt;br /&gt;
&lt;br /&gt;
== Wizards at Lord Tier ==&lt;br /&gt;
&lt;br /&gt;
Wizards are the tops, bar none, for area damage at lord. With their large mana base and the spellbook 'Ether Link' (used to decrease spell costs in crowded rooms), they can deal a huge amount of damage when dealing with multiple foes, which regularly happens in '''gear rooms'''. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, this is balanced out by their damage and mana endurance against single mobs, where Psionicists, and Sorcerers will all out-damage and out-last a wizard.&lt;br /&gt;
&lt;br /&gt;
Unlike mages, wizards can not chaos channel their maelstroms, but they do have much larger mana pools to offset that.&lt;br /&gt;
&lt;br /&gt;
Not having [[sneak]] can be annoying at Lord, but there are several good options for equipment to provide this (adding a [[Demonic Lapis Lazuli |demonic lapis lazuli]] to a [[Silver Chestplate |silver chestplate]] for example). Also some races have the [[Racial Sneak |racial sneak]] ability.&lt;br /&gt;
&lt;br /&gt;
== Wizard Remort Options ==&lt;br /&gt;
&lt;br /&gt;
Racial remort only.  [[High Elves|HiE]], [[Tuataurs]], [[Demonseeds|DSD]] and [[Sprites]] are all solid choices, as they're excellent casters with above-average mana pools. Note that some of these races require you to be a wizard (using a creatable race) before remorting. [[Dragons]] are another good choice, but requires QP unless one remorts an existing Tuataur wizard. Note that due to low hp, sprites are a more difficult choice to play for Wizard.&lt;br /&gt;
&lt;br /&gt;
[[Category: Prestige Classes]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Wizards&amp;diff=53353</id>
		<title>Category:Wizards</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Wizards&amp;diff=53353"/>
		<updated>2019-01-08T20:28:22Z</updated>

		<summary type="html">&lt;p&gt;Murk: Added updated information to the &amp;quot;Wizard Creation&amp;quot; subsection to reflect the current racial options available for this class in light of the Rebirth command, which didn't exist when the original content was written.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''In the words of Thrull, &amp;quot;Wizards are what all [[:Category: Mages |Mages]] should have been.&amp;quot;  Wizards are mystically stronger than [[:Category: Mages |Mages]], but physically weaker.  They get more mana and their spells are more effective, but they also get lower hp gains and are, at best, unimpressive in melee combat.  They can also learn some very rare spells by researching them from obscure [[:Category: Spellbooks |spellbooks]].  These spells are not listed on their [[:Category: Wizard Skills And Spells |skill lists]].  Like all [[:Category: Prestige Classes |Prestige Classes]], they retain the original class's [[Prime Requisite |Prime Requisite]], in this case, [[Intelligence |Intelligence]].  Wizards cannot become [[:Category: Sorcerers |Sorcerors]].  They disdain what they see as the [[:Category: Sorcerers |Sorceror]]'s crutch-like dependence on the Dark Powers.  Wizard trainers can sometimes be found researching lost tomes in musty libraries.''&lt;br /&gt;
&lt;br /&gt;
'''Abbreviation:''' Wzd.&lt;br /&gt;
&lt;br /&gt;
'''[[:Category: Core Classes |Base Class]]:''' [[:Category: Mages |Mage]].&lt;br /&gt;
&lt;br /&gt;
'''[[Prime Requisite |Prime Requisite]]:''' [[Intelligence |Intelligence]].&lt;br /&gt;
&lt;br /&gt;
== Wizards in General ==&lt;br /&gt;
&lt;br /&gt;
Wizards bear a number of similarities to their root class - [[:Category: Mages |Mages]] - in their skill sets and spellcasting-oriented mode of playing. As their help file indicates, Wizards receive higher average mana gains and lower hit point gains than Mages or [[:Category:Stormlords|Stormlords]]. They can also learn the [[Flash|flash]] spell through a Hero-level spell book designed for the purpose, but will experience greater spell lag as a result of the spell being innate to the Sorcerer class. They also lose access to the majority of psionic spells available to Mages and Stormlords - notably [[fortitudes]] and the Bio Empathy skill - and their hlist (the list of their learnable spells/skills at hero) is considerably more specialized and streamlined than the comprehensive package available to Mages.&lt;br /&gt;
&lt;br /&gt;
At the Lord tier, Wizards are a great asset to any group except those planning a gear run that is primarily or exclusively anti-magic (such as the Zarradyn's Gauntlets run in Arcadia, or parts of the Bodice run in Noctopia). Their high-impact area spell - which they share with Mages - combined with their high mana pools (averaging 27,000 at the time of morph with a ceiling of approx. 32.000-33,000 based on the race) and specialty spells (such as [[Wall Of Thorns]] and [[Barkskin]]) make them ideal for gear runs involving multiple enemies, particularly of the large variety. However, from the standpoint of tanking, they are of no use to any group due to their relatively low HP pools and most crucially the absence of the rescue skill. Also due to these limitations, Wizards are more likely to die from painful area spells or sudden swarms, which can make their ability to lead groups more challenging. Mages, by contrast, are considerably sturdier, and can rescue weaker groupmates during emergencies. Moreover, unlike all other classes, a Mage's shield will never fail to discharge if hit by an opponent, which is a considerable asset at the Hero tier.&lt;br /&gt;
&lt;br /&gt;
Overall, Wizards are a medium-difficulty class that offer an easier alternative to Sorcerers - who cannot cast the sanctuary spell on themselves, cast a meaningful area-attack spell, heal themselves (or others), or benefit from the protection evil spell - while retaining a cachet of firepower for the Hero, Lord, and Legend tiers.&lt;br /&gt;
&lt;br /&gt;
== Wizard Creation ==&lt;br /&gt;
&lt;br /&gt;
The wizard trainer, [[Threnadir]], mentions rather clearly that wisdom is an important factor of becoming a wizard. &lt;br /&gt;
&lt;br /&gt;
'''Races need at least a base of 19 [[wisdom]] to become a wizard. Races with sufficient wisdom: [[Ent|Ents]], [[Gnome|Gnomes]], [[Deep Gnome|Deep Gnomes]], [[Centaur|Centaurs]], [[Tuataur|Tuataurs]], [[Griffon|Griffons]] and [[High Elf|High Elves]].''' With the [[Rebirth]] command, any race can now play this class provided they were already wizards prior to rebirth.&lt;br /&gt;
&lt;br /&gt;
There is also a quest involved to become a wizard (See: [[Book Of Exorcism]])&lt;br /&gt;
&lt;br /&gt;
If your Wisdom is too low, Threnadir will say 'You lack the wisdom. You will never be a Wizard. *tsk tsk*'   If Threnadir says 'You would make a poor Wizard with such paltry arcane might.', you might need more mana.  Wearing [[:Category:Lowmort 41-50 Mana Gear|mana gear]] will help out.  507 mana appeared to be enough on one occasion.&lt;br /&gt;
&lt;br /&gt;
To actually become a wizard, you need to be at Threnadir and use the [[Prestige]] command.&lt;br /&gt;
&lt;br /&gt;
== Wizards at Hero Tier ==&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
The usual rules of training stats apply: WIS first, then INT and CON. DEX is of value in improving your AC, whereas STR is of marginal use.&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
Wizards get to practice a repertoire of spells very similar to mages (disintegrate, acid rain, mystical barrier, charge shield, ward, amplify). However, wizards do have access to [[Acumen|acumen]], and (much less importantly) [[Timewarp]], which can be used as a poor man's [[Ablution|ablution]].&lt;br /&gt;
&lt;br /&gt;
[[Flash]] and [[Rune]] can be learned from [[:Category:Spellbooks |spellbooks]] at hero tier, and this selection of (special) spells can be further expanded at lord tier. Although out-of-class for wizards, [[Flash]] is one of their trademark spells, and helps greatly when battling large rooms using area spells.&lt;br /&gt;
&lt;br /&gt;
Notable hero skills and spells that wizards do not receive are psionic spells not exclusive to psi/mnd/bci (fortitudes, iron skin, etc.) as well as: sneak, move hidden, heighten senses, trip, parry, enhanced damage, rescue, time skip, bash, bashdoor, dodge*, third attack*, track, keyfinder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Wizards get these at lord tier, though by that time it's likely not relevant any more.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Mages#Worshipping|mages]]. Identical applies to wizards for both worship and devotion.&lt;br /&gt;
&lt;br /&gt;
Of note is that [[Flash]] if out-of-class for wizards, and thus it's lag is twice as long as it is for [[:Category:Sorcerers |Sorcerers]]. For it to be practical and useful against large rooms, it should also be fast. Atheist lag is 10 ticks, Shizaga decreases the lag to 8 ticks, and Quixoltan will increase the lag to 11 ticks (nearly 3 rounds) so its usability will suffer. For this reason it's common to have an alias that turns on quicken, casts flash, and turns off quicken. However, some races (tuataurs, dragons, ents, etc.) have more hp and racial armor, and thus have less need for flash &amp;amp;ndash; and they can afford the increased lag if they flash at all.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:'''&lt;br /&gt;
While difficult at first due to small HP gains, wizards are at their heart, solo creatures. Since wizards get shield block, having a charged shield is quite handy. Unlike mages, stormlords and sorcerers, wizards do not get dodge or parry, thus making a charged shield even more important.&lt;br /&gt;
&lt;br /&gt;
These are some of the popular areas for wizard solo play, with the harder areas being both more difficult, as well as more rewarding.&lt;br /&gt;
&lt;br /&gt;
* Low Hero: [[:Category:Shadow Keep|Shadow Keep]], [[:Category:Tortuga Cay|Tortuga Cay]]. These areas are simple, mobs are relatively easy, and can be brought down quickly using [[Surge]].&lt;br /&gt;
* Hero: [[:Category:Necromancer's Tower|Necromancer's Tower]], [[:Category:Ruined Lair 3 Of 5|Ruined Lair 3 Of 5]], [[:Category:Akrikto's Farm|Akrikto's Farm]]. The first two teach the new wizard how to use area spells, while the last one is similar to Tortuga Cay, however teaches the wizard independence.&lt;br /&gt;
* Super Hero: [[:Category:Exploration Outpost|Exploration Outpost]], [[:Category:Sun God Altar|Sun God Altar]]. Both of these require self-spelling, but offer 5-20+ mob rooms to take on at once, thus allowing for rapid leveling.&lt;br /&gt;
&lt;br /&gt;
'''Tanking:'''&lt;br /&gt;
The lack of rescue is the primary reason that makes wizards solo creatures. Wizards will need at least one large hitter/healer who can act as a back up tank to rescue groupies.&lt;br /&gt;
&lt;br /&gt;
'''Hitting:'''&lt;br /&gt;
Wizards, unlike mages, do not make even reasonable hitters (lack of third attack until Lord, and enhanced damage). Thus, wizard's melee capabilities are virtually nonexistent.&lt;br /&gt;
&lt;br /&gt;
'''Healing:'''&lt;br /&gt;
Wizards heal as well as any other character that can brandish. They do have access to [[Heal]] spell to be used in emergencies, but it is out-of-class, thus it will heal less HP than a healing class (like cleric) and the lag will be considerable as well.&lt;br /&gt;
&lt;br /&gt;
== Wizards at Lord Tier ==&lt;br /&gt;
&lt;br /&gt;
Wizards are the tops, bar none, for area damage at lord. With their large mana base and the spellbook 'Ether Link' (used to decrease spell costs in crowded rooms), they can deal a huge amount of damage when dealing with multiple foes, which regularly happens in '''gear rooms'''. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, this is balanced out by their damage and mana endurance against single mobs, where Psionicists, and Sorcerers will all out-damage and out-last a wizard.&lt;br /&gt;
&lt;br /&gt;
Unlike mages, wizards can not chaos channel their maelstroms, but they do have much larger mana pools to offset that.&lt;br /&gt;
&lt;br /&gt;
Not having [[sneak]] can be annoying at Lord, but there are several good options for equipment to provide this (adding a [[Demonic Lapis Lazuli |demonic lapis lazuli]] to a [[Silver Chestplate |silver chestplate]] for example). Also some races have the [[Racial Sneak |racial sneak]] ability.&lt;br /&gt;
&lt;br /&gt;
== Wizard Remort Options ==&lt;br /&gt;
&lt;br /&gt;
Racial remort only.  [[High Elves|HiE]], [[Tuataurs]], [[Demonseeds|DSD]] and [[Sprites]] are all solid choices, as they're excellent casters with above-average mana pools. Note that some of these races require you to be a wizard (using a creatable race) before remorting. [[Dragons]] are another good choice, but requires QP unless one remorts an existing Tuataur wizard. Note that due to low hp, sprites are a more difficult choice to play for Wizard.&lt;br /&gt;
&lt;br /&gt;
[[Category: Prestige Classes]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Wizards&amp;diff=53352</id>
		<title>Category:Wizards</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Wizards&amp;diff=53352"/>
		<updated>2019-01-08T20:20:23Z</updated>

		<summary type="html">&lt;p&gt;Murk: Cleaned up some info: Mindbenders don't &amp;quot;outlast&amp;quot; Wizards, as their mana reserves are much lower by design. Wizards DO get second attack at Hero (which doesn't make them great hitters, but the facts were wrong), and Flash isn't sourced from a &amp;quot;Rune&amp;quot; book&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''In the words of Thrull, &amp;quot;Wizards are what all [[:Category: Mages |Mages]] should have been.&amp;quot;  Wizards are mystically stronger than [[:Category: Mages |Mages]], but physically weaker.  They get more mana and their spells are more effective, but they also get lower hp gains and are, at best, unimpressive in melee combat.  They can also learn some very rare spells by researching them from obscure [[:Category: Spellbooks |spellbooks]].  These spells are not listed on their [[:Category: Wizard Skills And Spells |skill lists]].  Like all [[:Category: Prestige Classes |Prestige Classes]], they retain the original class's [[Prime Requisite |Prime Requisite]], in this case, [[Intelligence |Intelligence]].  Wizards cannot become [[:Category: Sorcerers |Sorcerors]].  They disdain what they see as the [[:Category: Sorcerers |Sorceror]]'s crutch-like dependence on the Dark Powers.  Wizard trainers can sometimes be found researching lost tomes in musty libraries.''&lt;br /&gt;
&lt;br /&gt;
'''Abbreviation:''' Wzd.&lt;br /&gt;
&lt;br /&gt;
'''[[:Category: Core Classes |Base Class]]:''' [[:Category: Mages |Mage]].&lt;br /&gt;
&lt;br /&gt;
'''[[Prime Requisite |Prime Requisite]]:''' [[Intelligence |Intelligence]].&lt;br /&gt;
&lt;br /&gt;
== Wizards in General ==&lt;br /&gt;
&lt;br /&gt;
Wizards bear a number of similarities to their root class - [[:Category: Mages |Mages]] - in their skill sets and spellcasting-oriented mode of playing. As their help file indicates, Wizards receive higher average mana gains and lower hit point gains than Mages or [[:Category:Stormlords|Stormlords]]. They can also learn the [[Flash|flash]] spell through a Hero-level spell book designed for the purpose, but will experience greater spell lag as a result of the spell being innate to the Sorcerer class. They also lose access to the majority of psionic spells available to Mages and Stormlords - notably [[fortitudes]] and the Bio Empathy skill - and their hlist (the list of their learnable spells/skills at hero) is considerably more specialized and streamlined than the comprehensive package available to Mages.&lt;br /&gt;
&lt;br /&gt;
At the Lord tier, Wizards are a great asset to any group except those planning a gear run that is primarily or exclusively anti-magic (such as the Zarradyn's Gauntlets run in Arcadia, or parts of the Bodice run in Noctopia). Their high-impact area spell - which they share with Mages - combined with their high mana pools (averaging 27,000 at the time of morph with a ceiling of approx. 32.000-33,000 based on the race) and specialty spells (such as [[Wall Of Thorns]] and [[Barkskin]]) make them ideal for gear runs involving multiple enemies, particularly of the large variety. However, from the standpoint of tanking, they are of no use to any group due to their relatively low HP pools and most crucially the absence of the rescue skill. Also due to these limitations, Wizards are more likely to die from painful area spells or sudden swarms, which can make their ability to lead groups more challenging. Mages, by contrast, are considerably sturdier, and can rescue weaker groupmates during emergencies. Moreover, unlike all other classes, a Mage's shield will never fail to discharge if hit by an opponent, which is a considerable asset at the Hero tier.&lt;br /&gt;
&lt;br /&gt;
Overall, Wizards are a medium-difficulty class that offer an easier alternative to Sorcerers - who cannot cast the sanctuary spell on themselves, cast a meaningful area-attack spell, heal themselves (or others), or benefit from the protection evil spell - while retaining a cachet of firepower for the Hero, Lord, and Legend tiers.&lt;br /&gt;
&lt;br /&gt;
== Wizard Creation ==&lt;br /&gt;
&lt;br /&gt;
The wizard trainer, [[Threnadir]], mentions rather clearly that wisdom is an important factor of becoming a wizard. &lt;br /&gt;
&lt;br /&gt;
'''Races need at least a base of 19 [[wisdom]] to become a wizard. Races with sufficient wisdom: [[Ent|Ents]], [[Gnome|Gnomes]], [[Deep Gnome|Deep Gnomes]], [[Centaur|Centaurs]], [[Tuataur|Tuataurs]], [[Griffon|Griffons]] and [[High Elf|High Elves]].''' &lt;br /&gt;
&lt;br /&gt;
There is also a quest involved to become a wizard (See: [[Book Of Exorcism]])&lt;br /&gt;
&lt;br /&gt;
If your Wisdom is too low, Threnadir will say 'You lack the wisdom. You will never be a Wizard. *tsk tsk*'   If Threnadir says 'You would make a poor Wizard with such paltry arcane might.', you might need more mana.  Wearing [[:Category:Lowmort 41-50 Mana Gear|mana gear]] will help out.  507 mana appeared to be enough on one occasion.&lt;br /&gt;
&lt;br /&gt;
To actually become a wizard, you need to be at Threnadir and use the [[Prestige]] command.&lt;br /&gt;
&lt;br /&gt;
== Wizards at Hero Tier ==&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
The usual rules of training stats apply: WIS first, then INT and CON. DEX is of value in improving your AC, whereas STR is of marginal use.&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
Wizards get to practice a repertoire of spells very similar to mages (disintegrate, acid rain, mystical barrier, charge shield, ward, amplify). However, wizards do have access to [[Acumen|acumen]], and (much less importantly) [[Timewarp]], which can be used as a poor man's [[Ablution|ablution]].&lt;br /&gt;
&lt;br /&gt;
[[Flash]] and [[Rune]] can be learned from [[:Category:Spellbooks |spellbooks]] at hero tier, and this selection of (special) spells can be further expanded at lord tier. Although out-of-class for wizards, [[Flash]] is one of their trademark spells, and helps greatly when battling large rooms using area spells.&lt;br /&gt;
&lt;br /&gt;
Notable hero skills and spells that wizards do not receive are psionic spells not exclusive to psi/mnd/bci (fortitudes, iron skin, etc.) as well as: sneak, move hidden, heighten senses, trip, parry, enhanced damage, rescue, time skip, bash, bashdoor, dodge*, third attack*, track, keyfinder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Wizards get these at lord tier, though by that time it's likely not relevant any more.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Mages#Worshipping|mages]]. Identical applies to wizards for both worship and devotion.&lt;br /&gt;
&lt;br /&gt;
Of note is that [[Flash]] if out-of-class for wizards, and thus it's lag is twice as long as it is for [[:Category:Sorcerers |Sorcerers]]. For it to be practical and useful against large rooms, it should also be fast. Atheist lag is 10 ticks, Shizaga decreases the lag to 8 ticks, and Quixoltan will increase the lag to 11 ticks (nearly 3 rounds) so its usability will suffer. For this reason it's common to have an alias that turns on quicken, casts flash, and turns off quicken. However, some races (tuataurs, dragons, ents, etc.) have more hp and racial armor, and thus have less need for flash &amp;amp;ndash; and they can afford the increased lag if they flash at all.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:'''&lt;br /&gt;
While difficult at first due to small HP gains, wizards are at their heart, solo creatures. Since wizards get shield block, having a charged shield is quite handy. Unlike mages, stormlords and sorcerers, wizards do not get dodge or parry, thus making a charged shield even more important.&lt;br /&gt;
&lt;br /&gt;
These are some of the popular areas for wizard solo play, with the harder areas being both more difficult, as well as more rewarding.&lt;br /&gt;
&lt;br /&gt;
* Low Hero: [[:Category:Shadow Keep|Shadow Keep]], [[:Category:Tortuga Cay|Tortuga Cay]]. These areas are simple, mobs are relatively easy, and can be brought down quickly using [[Surge]].&lt;br /&gt;
* Hero: [[:Category:Necromancer's Tower|Necromancer's Tower]], [[:Category:Ruined Lair 3 Of 5|Ruined Lair 3 Of 5]], [[:Category:Akrikto's Farm|Akrikto's Farm]]. The first two teach the new wizard how to use area spells, while the last one is similar to Tortuga Cay, however teaches the wizard independence.&lt;br /&gt;
* Super Hero: [[:Category:Exploration Outpost|Exploration Outpost]], [[:Category:Sun God Altar|Sun God Altar]]. Both of these require self-spelling, but offer 5-20+ mob rooms to take on at once, thus allowing for rapid leveling.&lt;br /&gt;
&lt;br /&gt;
'''Tanking:'''&lt;br /&gt;
The lack of rescue is the primary reason that makes wizards solo creatures. Wizards will need at least one large hitter/healer who can act as a back up tank to rescue groupies.&lt;br /&gt;
&lt;br /&gt;
'''Hitting:'''&lt;br /&gt;
Wizards, unlike mages, do not make even reasonable hitters (lack of third attack until Lord, and enhanced damage). Thus, wizard's melee capabilities are virtually nonexistent.&lt;br /&gt;
&lt;br /&gt;
'''Healing:'''&lt;br /&gt;
Wizards heal as well as any other character that can brandish. They do have access to [[Heal]] spell to be used in emergencies, but it is out-of-class, thus it will heal less HP than a healing class (like cleric) and the lag will be considerable as well.&lt;br /&gt;
&lt;br /&gt;
== Wizards at Lord Tier ==&lt;br /&gt;
&lt;br /&gt;
Wizards are the tops, bar none, for area damage at lord. With their large mana base and the spellbook 'Ether Link' (used to decrease spell costs in crowded rooms), they can deal a huge amount of damage when dealing with multiple foes, which regularly happens in '''gear rooms'''. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, this is balanced out by their damage and mana endurance against single mobs, where Psionicists, and Sorcerers will all out-damage and out-last a wizard.&lt;br /&gt;
&lt;br /&gt;
Unlike mages, wizards can not chaos channel their maelstroms, but they do have much larger mana pools to offset that.&lt;br /&gt;
&lt;br /&gt;
Not having [[sneak]] can be annoying at Lord, but there are several good options for equipment to provide this (adding a [[Demonic Lapis Lazuli |demonic lapis lazuli]] to a [[Silver Chestplate |silver chestplate]] for example). Also some races have the [[Racial Sneak |racial sneak]] ability.&lt;br /&gt;
&lt;br /&gt;
== Wizard Remort Options ==&lt;br /&gt;
&lt;br /&gt;
Racial remort only.  [[High Elves|HiE]], [[Tuataurs]], [[Demonseeds|DSD]] and [[Sprites]] are all solid choices, as they're excellent casters with above-average mana pools. Note that some of these races require you to be a wizard (using a creatable race) before remorting. [[Dragons]] are another good choice, but requires QP unless one remorts an existing Tuataur wizard. Note that due to low hp, sprites are a more difficult choice to play for Wizard.&lt;br /&gt;
&lt;br /&gt;
[[Category: Prestige Classes]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51333</id>
		<title>User:Murk</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51333"/>
		<updated>2014-12-07T05:44:06Z</updated>

		<summary type="html">&lt;p&gt;Murk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been playing AVATAR off-and-on since January 1999. I generally play for a few months (during downtime) and leave for a year or two if real-life commitments require it, though I was gone altogether from late 2001 to late 2007.&lt;br /&gt;
&lt;br /&gt;
My main alts are Assassino and Mirage. I've created a fairly high volume of characters over the span of my time on the MUD, but don't use any of the ones still intact. The purge policy should be reinstated to clear away such characters, and the delete function restored with a no-appeals disclaimer. Annoyance at requests for file restorations or just plain laziness on the part of the MUD's staff is absolutely no excuse to disable an essential management tool of one's pfile(s) nor allow the clogging up of the system with unused accounts. Every dumpster needs its trash recycled on a regular basis.&lt;br /&gt;
&lt;br /&gt;
These days, my interest is primarily in running at the Lord level (when I have one), though I feel this tier is broken and needs a major overhaul - capping gains at 999, rerolling overpowered characters in the same manner (and for the same reasons) as the Version 22 update (see helpfile), redesigning some of the more linear gear runs, and the like - submitting typo/bug reports (though these seem to be largely ignored), and writing areas/quests for future submission.&lt;br /&gt;
&lt;br /&gt;
Overall, while my experience on AVATAR has generally been positive, I feel the gaming experience has lapsed into a predictable and demotivating pattern of endless remorts and elitist private groups, at the expense of everyone else. It discourages new players from joining the game, as they find themselves unable to acquire Lord gear (due to the dearth of gear runs and the paucity of people willing and interested in leading) and alienated by the exclusionary nature of bset grouping. The recent toughening of Lord mobs only served to further enhance the chasm that separates 'normal' Lords from those with years of artificially-inflated statistics and higher-powered gear and knowledge of the Lord planes. In short, I feel the entire system needs a fundamental restructuring, not just to implement quick fixes or small modifications, but an all-encompassing rebuilding of the tier-based system as it stands today. A broken game is, necessarily, a dying game. Concordantly, at the Immortal level, a more decisive and strong leadership figure is needed to coordinate the decision-making process and force through these needed changes (over the protests of other Imms and players alike, if need be). In the absence of this, token adjustments and endless debating of issues backlogged from earlier periods as well as current ones among a small group of the staff is the inevitable result, with attendant negative affects on the game's quality and player morale. I also feel all Immortal commands pertinent to the game, barring those required for code implementation, should be made available to all members of the Imm team, and the outmoded ranking system scrapped. Rather, parsing of members based on their area of expertise alone would, in my opinion, be more efficient at generating creative output and motivate those already involved, and others aspiring to be, to give their 150% when time personal allows it. It is certainly absurd that something as banal as making a quest girth wearable requires the intervention of a higher-ranked member of the personnel. It's high time to rethink how the game is managed, played, and advertised, and then execute the appropriate changes. My final thoughts on the design/building component of the MUD is that areas that are historical landmarks - such as Midgaard, for instance, or Ofcol - should be off-limits to revision or rebuilding. There is sufficient room outside the periphery of the map to create new areas, and connect them to existing ones via permanent portals, nexuses, and the like (another reason bots are a hindrance to learning the terrain and its connector areas). While revisiting most areas is usually a positive development - more creativity in descriptions, mobprogs, quests, and other features will result - there are some places that should not be touched, period. The Retro team's work, while admirable for its output, has generally, in my opinion, not improved the quality of lowmort areas nor made them more popular or frequented by players of that tier. Partly, this is due to the structural problems inherent in having bots that provide portals and spells to visit the same 3-4 areas. But it is also because those areas are far-flung, do not offer any significant improvement over their predecessor, and were not always created by people who also play the game frequently (and therefore know what kind of areas players would like to run). If anything, they have ornamental value and are to be admired for the detail and quality of the writing. But certainly in the case of New Thalos and Ofcol's replacement areas, they offer little to the average lowmort (doubly so due to the lawful nature of these places). The highly inopportune removal of Descent to Hell - one of Strahd's masterpieces - whose only parallel was Underdark (another excellent stock area with a vast level range and equally impressive diversity of rooms/items) is another example.&lt;br /&gt;
&lt;br /&gt;
Nota bene: Naturally, I feel bots are a detriment to the game and should be done away with. That policy change is now in its sixth year and Occam's Razor suggests they have simply turned the Mortal and Hero tiers into formalities to be sped through as quickly and painlessly as possible. It axiomatically rules out the need to group or acquire item-based boons in order to slog through the harder levels of lowmort and sub-101 hero. An alternative solution would be to create an automaton-type npc to furnish full spells for a fee. This would, I feel, lessen the pain of returning to the old system (good as that was),  and encourage people to put an effort into collecting the funds needed for the purpose. This is one area of AVATAR that absolutely needs revising as soon as possible. The argument that it would cause players to leave is entirely without merit. Those players don't generally care about the MUD or its viability in the long-term, opting instead to benefit their own characters and ignore all other aspects of the game. We can certainly do without such players. 10 active players is better than 40 redundant ones.&lt;br /&gt;
&lt;br /&gt;
If you see me on, I'm always willing to answer tells or respond to notes on board 2.&lt;br /&gt;
&lt;br /&gt;
[[Category: Users]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51332</id>
		<title>User:Murk</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51332"/>
		<updated>2014-12-07T05:41:42Z</updated>

		<summary type="html">&lt;p&gt;Murk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been playing AVATAR off-and-on since January 1999. I generally play for a few months (during downtime) and leave for a year or two if real-life commitments require it, though I was gone altogether from late 2001 to late 2007.&lt;br /&gt;
&lt;br /&gt;
My main alts are Assassino and Mirage. I've created about a fairly high volume of characters over the span of my time on the MUD, but don't use any of the ones still intact. The purge policy should be reinstated to clear away such characters, and the delete function restored with a no-appeals disclaimer. Annoyance at requests for file restorations or just plain laziness on the part of the MUD's staff is absolutely no excuse to disable an essential management tool of one's pfile(s) nor allow the clogging up of the system with unused accounts. Every dumpster needs its trash recycled on a regular basis.&lt;br /&gt;
&lt;br /&gt;
These days, my interest is primarily in running at the Lord level (when I have one), though I feel this tier is broken and needs a major overhaul - capping gains at 999, rerolling overpowered characters in the same manner (and for the same reasons) as the Version 22 update (see helpfile), redesigning some of the more linear gear runs, and the like - submitting typo/bug reports (though these seem to be largely ignored), and writing areas/quests for future submission.&lt;br /&gt;
&lt;br /&gt;
Overall, while my experience on AVATAR has generally been positive, I feel the gaming experience has lapsed into a predictable and demotivating pattern of endless remorts and elitist private groups, at the expense of everyone else. It discourages new players from joining the game, as they find themselves unable to acquire Lord gear (due to the dearth of gear runs and the paucity of people willing and interested in leading) and alienated by the exclusionary nature of bset grouping. The recent toughening of Lord mobs only served to further enhance the chasm that separates 'normal' Lords from those with years of artificially-inflated statistics and higher-powered gear and knowledge of the Lord planes. In short, I feel the entire system needs a fundamental restructuring, not just to implement quick fixes or small modifications, but an all-encompassing rebuilding of the tier-based system as it stands today. A broken game is, necessarily, a dying game. Concordantly, at the Immortal level, a more decisive and strong leadership figure is needed to coordinate the decision-making process and force through these needed changes (over the protests of other Imms and players alike, if need be). In the absence of this, token adjustments and endless debating of issues backlogged from earlier periods as well as current ones among a small group of the staff is the inevitable result, with attendant negative affects on the game's quality and player morale. I also feel all Immortal commands pertinent to the game, barring those required for code implementation, should be made available to all members of the Imm team, and the outmoded ranking system scrapped. Rather, parsing of members based on their area of expertise alone would, in my opinion, be more efficient at generating creative output and motivate those already involved, and others aspiring to be, to give their 150% when time personal allows it. It is certainly absurd that something as banal as making a quest girth wearable requires the intervention of a higher-ranked member of the personnel. It's high time to rethink how the game is managed, played, and advertised, and then execute the appropriate changes. My final thoughts on the design/building component of the MUD is that areas that are historical landmarks - such as Midgaard, for instance, or Ofcol - should be off-limits to revision or rebuilding. There is sufficient room outside the periphery of the map to create new areas, and connect them to existing ones via permanent portals, nexuses, and the like (another reason bots are a hindrance to learning the terrain and its connector areas). While revisiting most areas is usually a positive development - more creativity in descriptions, mobprogs, quests, and other features will result - there are some places that should not be touched, period. The Retro team's work, while admirable for its output, has generally, in my opinion, not improved the quality of lowmort areas nor made them more popular or frequented by players of that tier. Partly, this is due to the structural problems inherent in having bots that provide portals and spells to visit the same 3-4 areas. But it is also because those areas are far-flung, do not offer any significant improvement over their predecessor, and were not always created by people who also play the game frequently (and therefore know what kind of areas players would like to run). If anything, they have ornamental value and are to be admired for the detail and quality of the writing. But certainly in the case of New Thalos and Ofcol's replacement areas, they offer little to the average lowmort (doubly so due to the lawful nature of these places). The highly inopportune removal of Descent to Hell - one of Strahd's masterpieces - whose only parallel was Underdark (another excellent stock area with a vast level range and equally impressive diversity of rooms/items) is another example.&lt;br /&gt;
&lt;br /&gt;
Nota bene: Naturally, I feel bots are a detriment to the game and should be done away with. That policy change is now in its sixth year and Occam's Razor suggests they have simply turned the Mortal and Hero tiers into formalities to be sped through as quickly and painlessly as possible. It axiomatically rules out the need to group or acquire item-based boons in order to slog through the harder levels of lowmort and sub-101 hero. An alternative solution would be to create an automaton-type npc to furnish full spells for a fee. This would, I feel, lessen the pain of returning to the old system (good as that was),  and encourage people to put an effort into collecting the funds needed for the purpose. This is one area of the game that absolutely needs revising as soon as possible. The argument that it would cause players to leave is entirely without merit. Those players don't generally care about the MUD or its viability in the long-term, opting instead to benefit their own characters and ignore all other aspects of the game. We can certainly do without such players.&lt;br /&gt;
&lt;br /&gt;
If you see me on, I'm always willing to answer tells or respond to notes on board 2.&lt;br /&gt;
&lt;br /&gt;
[[Category: Users]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51331</id>
		<title>User:Murk</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51331"/>
		<updated>2014-12-07T05:15:15Z</updated>

		<summary type="html">&lt;p&gt;Murk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been playing AVATAR off-and-on since January 1999. I generally play for a few months (during downtime) and leave for a year or two if real-life commitments require it, though I was gone altogether from late 2001 to late 2007.&lt;br /&gt;
&lt;br /&gt;
My main alts are Assassino and Mirage. I've created about a fairly high volume of characters over the span of my time on the MUD, but don't use any of the ones still intact. The purge policy should be reinstated to clear away such characters, and the delete function restored with a no-appeals disclaimer. Annoyance at requests for file restorations or just plain laziness on the part of the MUD's staff is absolutely no excuse to disable an essential management tool of one's pfile(s) nor allow the clogging up of the system with unused accounts. Every dumpster needs its trash recycled on a regular basis.&lt;br /&gt;
&lt;br /&gt;
These days, my interest is primarily in running at the Lord level (when I have one), though I feel this tier is broken and needs a major overhaul - capping gains at 999, rerolling overpowered characters in the same manner (and for the same reasons) as the Version 22 update (see helpfile), redesigning some of the more linear gear runs, and the like - submitting typo/bug reports (though these seem to be largely ignored), and writing areas/quests for future submission.&lt;br /&gt;
&lt;br /&gt;
Overall, while my experience on AVATAR has generally been positive, I feel the gaming experience has lapsed into a predictable and demotivating pattern of endless remorts and elitist private groups, at the expense of everyone else. It discourages new players from joining the game, as they find themselves unable to acquire Lord gear (due to the dearth of gear runs and the paucity of people willing and interested in leading) and alienated by the exclusionary nature of bset grouping. The recent toughening of Lord mobs only served to further enhance the chasm that separates 'normal' Lords from those with years of artificially-inflated statistics and higher-powered gear and knowledge of the Lord planes. In short, I feel the entire system needs a fundamental restructuring, not just to implement quick fixes or small modifications, but an all-encompassing rebuilding of the tier-based system as it stands today. A broken game is, necessarily, a dying game. Concordantly, at the Immortal level, a more decisive and strong leadership figure is needed to coordinate the decision-making process and force through these needed changes (over the protests of other Imms and players alike, if need be). In the absence of this, token adjustments and endless debating of issues backlogged from earlier periods as well as current ones among a small group of the staff is the inevitable result, with attendant negative affects on the game's quality and player morale. I also feel all Immortal commands pertinent to the game, barring those required for code implementation, should be made available to all members of the Imm team, and the outmoded ranking system scrapped. Rather, parsing of members based on their area of expertise alone would, in my opinion, be more efficient at generating creative output and motivate those already involved, and others aspiring to be, to give their 150% when time personal allows it. It is certainly absurd that something as banal as making a quest girth wearable requires the intervention of a higher-ranked member of the personnel. It's high time to rethink how the game is managed, played, and advertised, and then execute the appropriate changes. My final thoughts on the design/building component of the MUD is that areas that are historical landmarks - such as Midgaard, for instance, or Ofcol - should be off-limits to revision or rebuilding. There is sufficient room outside the periphery of the map to create new areas, and connect them to existing ones via permanent portals, nexuses, and the like (another reason bots are a hindrance to learning the terrain and its connector areas). While revisiting most areas is usually a positive development - more creativity in descriptions, mobprogs, quests, and other features will result - there are some places that should not be touched, period. The Retro team's work, while admirable for its output, has generally, in my opinion, not improved the quality of lowmort areas nor made them more popular or frequented by players of that tier. Partly, this is due to the structural problems inherent in having bots that provide portals and spells to visit the same 3-4 areas. But it is also because those areas are far-flung, do not offer any significant improvement over their predecessor, and were not always created by people who also play the game frequently (and therefore know what kind of areas players would like to run). If anything, they have ornamental value and are to be admired for the detail and quality of the writing. But certainly in the case of New Thalos and Ofcol's replacement areas, they offer little to the average lowmort (doubly so due to the lawful nature of these places).&lt;br /&gt;
&lt;br /&gt;
Nota bene: Naturally, I feel bots are a detriment to the game and should be done away with. That policy change is now in its sixth year and Occam's Razor suggests they have simply turned the Mortal and Hero tiers into formalities to be sped through as quickly and painlessly as possible. It axiomatically rules out the need to group or acquire item-based boons in order to slog through the harder levels of lowmort and sub-101 hero. An alternative solution would be to create an automaton-type npc to furnish full spells for a fee. This would, I feel, lessen the pain of returning to the old system (good as that was),  and encourage people to put an effort into collecting the funds needed for the purpose. This is one area of the game that absolutely needs revising as soon as possible. The argument that it would cause players to leave is entirely without merit. Those players don't generally care about the MUD or its viability in the long-term, opting instead to benefit their own characters and ignore all other aspects of the game. We can certainly do without such players.&lt;br /&gt;
&lt;br /&gt;
If you see me on, I'm always willing to answer tells or respond to notes on board 2.&lt;br /&gt;
&lt;br /&gt;
[[Category: Users]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51330</id>
		<title>User:Murk</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51330"/>
		<updated>2014-12-07T05:07:05Z</updated>

		<summary type="html">&lt;p&gt;Murk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been playing AVATAR off-and-on since January 1999. I generally play for a few months (during downtime) and leave for a year or two if real-life commitments require it, though I was gone altogether from late 2001 to late 2007.&lt;br /&gt;
&lt;br /&gt;
My main alts are Assassino and Mirage. I've created about a fairly high volume of characters over the span of my time on the MUD, but don't use any of the ones still intact. The purge policy should be reinstated to clear away such characters, and the delete function restored with a no-appeals disclaimer. Annoyance at requests for file restorations or just plain laziness on the part of the MUD's staff is absolutely no excuse to disable an essential management tool of one's pfile(s) nor allow the clogging up of the system with unused accounts. Every dumpster needs its trash recycled on a regular basis.&lt;br /&gt;
&lt;br /&gt;
These days, my interest is primarily in running at the Lord level (when I have one), though I feel this tier is broken and needs a major overhaul - capping gains at 999, rerolling overpowered characters in the same manner (and for the same reasons) as the Version 22 update (see helpfile), redesigning some of the more linear gear runs, and the like - submitting typo/bug reports (though these seem to be largely ignored), and writing areas/quests for future submission.&lt;br /&gt;
&lt;br /&gt;
Overall, while my experience on AVATAR has generally been positive, I feel the gaming experience has lapsed into a predictable and demotivating pattern of endless remorts and elitist private groups, at the expense of everyone else. It discourages new players from joining the game, as they find themselves unable to acquire Lord gear (due to the dearth of gear runs and the paucity of people willing and interested in leading) and alienated by the exclusionary nature of bset grouping. The recent toughening of Lord mobs only served to further enhance the chasm that separates 'normal' Lords from those with years of artificially-inflated statistics and higher-powered gear and knowledge of the Lord planes. In short, I feel the entire system needs a fundamental restructuring, not just to implement quick fixes or small modifications, but an all-encompassing rebuilding of the tier-based system as it stands today. A broken game is, necessarily, a dying game. Concordantly, at the Immortal level, a more decisive and strong leadership figure is needed to coordinate the decision-making process and force through these needed changes (over the protests of other Imms and players alike, if need be). In the absence of this, token adjustments and endless debating of issues backlogged from earlier periods as well as current ones among a small group of the staff is the inevitable result, with attendant negative affects on the game's quality and player morale. I also feel all Immortal commands pertinent to the game, barring those required for code implementation, should be made available to all members of the Imm team, and the outmoded ranking system scrapped. Rather, parsing of members based on their area of expertise alone would, in my opinion, be more efficient at generating creative output and motivate those already involved, and others aspiring to be, to give their 150% when time personal allows it. It is certainly absurd that something as banal as making a quest girth wearable requires the intervention of a higher-ranked member of the personnel. It's high time to rethink how the game is managed, played, and advertised, and then execute the appropriate changes.&lt;br /&gt;
&lt;br /&gt;
Nota bene: Naturally, I feel bots are a detriment to the game and should be done away with. That policy change is now in its sixth year and Occam's Razor suggests they have simply turned the Mortal and Hero tiers into formalities to be sped through as quickly and painlessly as possible. It axiomatically rules out the need to group or acquire item-based boons in order to slog through the harder levels of lowmort and sub-101 hero. An alternative solution would be to create an automaton-type npc to furnish full spells for a fee. This would, I feel, lessen the pain of returning to the old system (good as that was),  and encourage people to put an effort into collecting the funds needed for the purpose. This is one area of the game that absolutely needs revising as soon as possible. The argument that it would cause players to leave is entirely without merit. Those players don't generally care about the MUD or its viability in the long-term, opting instead to benefit their own characters and ignore all other aspects of the game. We can certainly do without such players.&lt;br /&gt;
&lt;br /&gt;
If you see me on, I'm always willing to answer tells or respond to notes on board 2.&lt;br /&gt;
&lt;br /&gt;
[[Category: Users]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51329</id>
		<title>User:Murk</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51329"/>
		<updated>2014-12-07T05:05:40Z</updated>

		<summary type="html">&lt;p&gt;Murk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been playing AVATAR off-and-on since January 1999. I generally play for a few months and leave for a year or two, though was gone altogether from late 2001 to late 2007.&lt;br /&gt;
&lt;br /&gt;
My main alts are Assassino and Mirage. I've created about a fairly high volume of characters over the span of my time on the MUD, but don't use any of the ones still intact. The purge policy should be reinstated to clear away such characters, and the delete function restored with a no-appeals disclaimer. Annoyance at requests for file restorations or just plain laziness on the part of the MUD's staff is absolutely no excuse to disable an essential management tool of one's pfile(s) nor allow the clogging up of the system with unused accounts. Every dumpster needs its trash recycled on a regular basis.&lt;br /&gt;
&lt;br /&gt;
These days, my interest is primarily in running at the Lord level (when I have one), though I feel this tier is broken and needs a major overhaul - capping gains at 999, rerolling overpowered characters in the same manner (and for the same reasons) as the Version 22 update (see helpfile), redesigning some of the more linear gear runs, and the like - submitting typo/bug reports (though these seem to be largely ignored), and writing areas/quests for future submission.&lt;br /&gt;
&lt;br /&gt;
Overall, while my experience on AVATAR has generally been positive, I feel the gaming experience has lapsed into a predictable and demotivating pattern of endless remorts and elitist private groups, at the expense of everyone else. It discourages new players from joining the game, as they find themselves unable to acquire Lord gear (due to the dearth of gear runs and the paucity of people willing and interested in leading) and alienated by the exclusionary nature of bset grouping. The recent toughening of Lord mobs only served to further enhance the chasm that separates 'normal' Lords from those with years of artificially-inflated statistics and higher-powered gear and knowledge of the Lord planes. In short, I feel the entire system needs a fundamental restructuring, not just to implement quick fixes or small modifications, but an all-encompassing rebuilding of the tier-based system as it stands today. A broken game is, necessarily, a dying game. Concordantly, at the Immortal level, a more decisive and strong leadership figure is needed to coordinate the decision-making process and force through these needed changes (over the protests of other Imms and players alike, if need be). In the absence of this, token adjustments and endless debating of issues backlogged from earlier periods as well as current ones among a small group of the staff is the inevitable result, with attendant negative affects on the game's quality and player morale. I also feel all Immortal commands pertinent to the game, barring those required for code implementation, should be made available to all members of the Imm team, and the outmoded ranking system scrapped. Rather, parsing of members based on their area of expertise alone would, in my opinion, be more efficient at generating creative output and motivate those already involved, and others aspiring to be, to give their 150% when time personal allows it. It is certainly absurd that something as banal as making a quest girth wearable requires the intervention of a higher-ranked member of the personnel. It's high time to rethink how the game is managed, played, and advertised, and then execute the appropriate changes.&lt;br /&gt;
&lt;br /&gt;
Nota bene: Naturally, I feel bots are a detriment to the game and should be done away with. That policy change is now in its sixth year and Occam's Razor suggests they have simply turned the Mortal and Hero tiers into formalities to be sped through as quickly and painlessly as possible. It axiomatically rules out the need to group or acquire item-based boons in order to slog through the harder levels of lowmort and sub-101 hero. An alternative solution would be to create an automaton-type npc to furnish full spells for a fee. This would, I feel, lessen the pain of returning to the old system (good as that was),  and encourage people to put an effort into collecting the funds needed for the purpose. This is one area of the game that absolutely needs revising as soon as possible. The argument that it would cause players to leave is entirely without merit. Those players don't generally care about the MUD or its viability in the long-term, opting instead to benefit their own characters and ignore all other aspects of the game. We can certainly do without such players.&lt;br /&gt;
&lt;br /&gt;
If you see me on, I'm always willing to answer tells or respond to notes on board 2.&lt;br /&gt;
&lt;br /&gt;
[[Category: Users]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51328</id>
		<title>User:Murk</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51328"/>
		<updated>2014-12-07T05:03:48Z</updated>

		<summary type="html">&lt;p&gt;Murk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been playing AVATAR off-and-on since January 1999. I generally play for a few months and leave for a year or two, though was gone altogether from late 2001 to late 2007.&lt;br /&gt;
&lt;br /&gt;
My main alts are Assassino and Mirage. I've created about 200 characters over the span of my time on the MUD, but don't use any of the ones still intact. The purge policy should be reinstated to clear away such characters, and the delete function restored with a no-appeals disclaimer. Annoyance at requests for file restorations or just plain laziness on the part of the MUD's staff is absolutely no excuse to disable an essential management tool of one's pfile(s) nor allow the clogging up of the system with unused accounts. Every dumpster needs its trash recycled on a regular basis.&lt;br /&gt;
&lt;br /&gt;
These days, my interest is primarily in running at the Lord level (when I have one), though I feel this tier is broken and needs a major overhaul - capping gains at 999, rerolling overpowered characters in the same manner (and for the same reasons) as the Version 22 update (see helpfile), redesigning some of the more linear gear runs, and the like - submitting typo/bug reports (though these seem to be largely ignored), and writing areas/quests for future submission.&lt;br /&gt;
&lt;br /&gt;
Overall, while my experience on AVATAR has generally been positive, I feel the gaming experience has lapsed into a predictable and demotivating pattern of endless remorts and elitist private groups, at the expense of everyone else. It discourages new players from joining the game, as they find themselves unable to acquire Lord gear (due to the dearth of gear runs and the paucity of people willing and interested in leading) and alienated by the exclusionary nature of bset grouping. The recent toughening of Lord mobs only served to further enhance the chasm that separates 'normal' Lords from those with years of artificially-inflated statistics and higher-powered gear and knowledge of the Lord planes. In short, I feel the entire system needs a fundamental restructuring, not just to implement quick fixes or small modifications, but an all-encompassing rebuilding of the tier-based system as it stands today. A broken game is, necessarily, a dying game. Concordantly, at the Immortal level, a more decisive and strong leadership figure is needed to coordinate the decision-making process and force through these needed changes (over the protests of other Imms and players alike, if need be). In the absence of this, token adjustments and endless debating of issues backlogged from earlier periods as well as current ones among a small group of the staff is the inevitable result, with attendant negative affects on the game's quality and player morale. I also feel all Immortal commands pertinent to the game, barring those required for code implementation, should be made available to all members of the Imm team, and the outmoded ranking system scrapped. Rather, parsing of members based on their area of expertise alone would, in my opinion, be more efficient at generating creative output and motivate those already involved, and others aspiring to be, to give their 150% when time personal allows it. It is certainly absurd that something as banal as making a quest girth wearable requires the intervention of a higher-ranked member of the personnel. It's high time to rethink how the game is managed, played, and advertised, and then execute the appropriate changes.&lt;br /&gt;
&lt;br /&gt;
Nota bene: Naturally, I feel bots are a detriment to the game and should be done away with. That policy change is now in its sixth year and Occam's Razor suggests they have simply turned the Mortal and Hero tiers into formalities to be sped through as quickly and painlessly as possible. It axiomatically rules out the need to group or acquire item-based boons in order to slog through the harder levels of lowmort and sub-101 hero. An alternative solution would be to create an automaton-type npc to furnish full spells for a fee. This would, I feel, lessen the pain of returning to the old system (good as that was),  and encourage people to put an effort into collecting the funds needed for the purpose. This is one area of the game that absolutely needs revising as soon as possible. The argument that it would cause players to leave is entirely without merit. Those players don't generally care about the MUD or its viability in the long-term, opting instead to benefit their own characters and ignore all other aspects of the game. We can certainly do without such players.&lt;br /&gt;
&lt;br /&gt;
If you see me on, I'm always willing to answer tells or respond to notes on board 2.&lt;br /&gt;
&lt;br /&gt;
[[Category: Users]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51327</id>
		<title>User:Murk</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51327"/>
		<updated>2014-12-07T05:02:11Z</updated>

		<summary type="html">&lt;p&gt;Murk: Additional info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been playing AVATAR off-and-on since January 1999. I generally play for a few months and leave for a year or two, though was gone altogether from late 2001 to late 2007.&lt;br /&gt;
&lt;br /&gt;
My main alts are Assassino and Mirage. I've created about 200 characters over the span of my time on the MUD, but don't use any of the ones still intact. The purge policy should be reinstated to clear away such characters, and the delete function restored with a no-appeals disclaimer. Annoyance at requests for file restorations or just plain laziness on the part of the MUD's staff is absolutely no excuse to disable an essential management tool of one's pfile(s) nor allow the clogging up of the system with unused accounts. Every dumpster needs its trash recycled on a regular basis.&lt;br /&gt;
&lt;br /&gt;
These days, my interest is primarily in running at the Lord level (when I have one), though I feel this tier is broken and needs a major overhaul - capping gains at 999, rerolling overpowered characters in the same manner (and for the same reasons) as the Version 22 update (see helpfile), redesigning some of the more linear gear runs, and the like - submitting typo/bug reports (though these seem to be largely ignored), and writing areas/quests for future submission.&lt;br /&gt;
&lt;br /&gt;
Overall, while my experience on AVATAR has generally been positive, I feel the gaming experience has lapsed into a predictable and demotivating pattern of endless remorts and elitist private groups, at the expense of everyone else. It discourages new players from joining the game, as they find themselves unable to acquire Lord gear (due to the dearth of gear runs and the paucity of people willing and interested in leading) and alienated by the exclusionary nature of bset grouping. The recent toughening of Lord mobs only served to further enhance the chasm that separates 'normal' Lords from those with years of artificially-inflated statistics and higher-powered gear and knowledge of the Lord planes. In short, I feel the entire system needs a fundamental restructuring, not just to implement quick fixes or small modifications, but an all-encompassing rebuilding of the tier-based system as it stands today. A broken game is, necessarily, a dying game. Concordantly, at the Immortal level, a more decisive and strong leadership figure is needed to coordinate the decision-making process and force through these needed changes (over the protests of other Imms and players alike, if need be). In the absence of this, token adjustments and endless debating of issues backlogged from earlier periods as well as current ones among a small group of the staff is the inevitable result, with attendant negative affects on the game's quality and player morale. I also feel all Immortal commands pertinent to the game, barring those required for code implementation, should be made available to all members of the Imm team, and the outmoded ranking system scrapped. Rather, parsing of members based on their area of expertise alone would, in my opinion, be more efficient at generating creative output and motivate those already involved, and others aspiring to be, to give their 150% when time personal allows it. It is certainly absurd that something as banal as making a quest girth wearable requires the intervention of a higher-ranked member of the personnel. It's high time to rethink how the game is managed, played, and advertised, and then execute the appropriate changes.&lt;br /&gt;
&lt;br /&gt;
Nota bene: Naturally, I feel bots are a detriment to the game and should be done away with. That policy change is now in its sixth year and Occam's Razor suggests they have simply turned the Mortal and Hero tiers into formalities to be sped through as quickly and painlessly as possible. It axiomatically rules out the need to group or acquire item-based boons in order to slog through the harder levels of lowmort and sub-101 hero. An alternative solution would be to create an automaton-type npc to furnish full spells for a fee. This would, I feel, lessen the pain of returning to the old system (good as that was),  and encourage people to put an effort into collecting the funds needed for the purpose. This is one area of the game that absolutely needs revising as soon as possible.&lt;br /&gt;
&lt;br /&gt;
If you see me on, I'm always willing to answer tells or respond to notes on board 2.&lt;br /&gt;
&lt;br /&gt;
[[Category: Users]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51326</id>
		<title>User:Murk</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51326"/>
		<updated>2014-12-07T04:49:57Z</updated>

		<summary type="html">&lt;p&gt;Murk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been playing AVATAR off-and-on since January 1999. I generally play for a few months and leave for a year or two, though was gone altogether from late 2001 to late 2007.&lt;br /&gt;
&lt;br /&gt;
My main alts are Assassino and Mirage. I've created about 200 characters over the span of my time on the MUD, but don't use any of the ones still intact. The purge policy should be reinstated to clear away such characters, and the delete function restored with a no-appeals disclaimer. Annoyance at requests for file restorations or just plain laziness on the part of the MUD's staff is absolutely no excuse to disable an essential management tool of one's pfile(s) nor allow the clogging up of the system with unused accounts. Every dumpster needs its trash recycled on a regular basis.&lt;br /&gt;
&lt;br /&gt;
These days, my interest is primarily in running at the Lord level (when I have one), though I feel this tier is broken and needs a major overhaul - capping gains at 999, rerolling overpowered characters in the same manner (and for the same reasons) as the Version 22 update (see helpfile), redesigning some of the more linear gear runs, and the like - submitting typo/bug reports (though these seem to be largely ignored), and writing areas/quests for future submission.&lt;br /&gt;
&lt;br /&gt;
Overall, while my experience on AVATAR has generally been positive, I feel the gaming experience has lapsed into a predictable and demotivating pattern of endless remorts and elitist private groups, at the expense of everyone else. It discourages new players from joining the game, as they find themselves unable to acquire Lord gear (due to the dearth of gear runs and the paucity of people willing and interested in leading) and alienated by the exclusionary nature of bset grouping. The recent toughening of Lord mobs only served to further enhance the chasm that separates 'normal' Lords from those with years of artificially-inflated statistics and higher-powered gear and knowledge of the Lord planes. In short, I feel the entire system needs a fundamental restructuring, not just to implement quick fixes or small modifications, but an all-encompassing rebuilding of the tier-based system as it stands today. A broken game is, necessarily, a dying game. Concordantly, at the Immortal level, a more decisive and strong leadership figure is needed to coordinate the decision-making process and force through these needed changes (over the protests of other Imms and players alike, if need be). In the absence of this, token adjustments and endless debating of issues backlogged from earlier periods as well as current ones among a small group of the staff is the inevitable result, with attendant negative affects on the game's quality and player morale. I also feel all Immortal commands pertinent to the game, barring those required for code implementation, should be made available to all members of the Imm team, and the outmoded ranking system scrapped. Rather, parsing of members based on their area of expertise alone would, in my opinion, be more efficient at generating creative output and motivate those already involved, and others aspiring to be, to give their 150% when time personal allows it. It is certainly absurd that something as banal as making a quest girth wearable requires the intervention of a higher-ranked member of the personnel. It's high time to rethink how the game is managed, played, and advertised, and then execute the appropriate changes.&lt;br /&gt;
&lt;br /&gt;
If you see me on, I'm always willing to answer tells or respond to notes on board 2.&lt;br /&gt;
&lt;br /&gt;
[[Category: Users]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51325</id>
		<title>User:Murk</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51325"/>
		<updated>2014-12-07T04:47:52Z</updated>

		<summary type="html">&lt;p&gt;Murk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been playing AVATAR off-and-on since January 1999. I generally play for a few months and leave for a year or two, though was gone altogether from late 2001 to late 2007.&lt;br /&gt;
&lt;br /&gt;
My main alts are Assassino and Mirage. I've created about 200 characters over the span of my time on the MUD, but don't use any of the ones still intact. The purge policy should be reinstated to clear away such characters, and the delete function restored with a no-appeals disclaimer. Annoyance at requests for file restorations or just plain laziness on the part of the MUD's staff is absolutely no excuse to disable an essential management tool of one's pfile(s) nor allow the clogging up of the system with unused accounts. Every dumpster needs its trash recycled on a regular basis.&lt;br /&gt;
&lt;br /&gt;
These days, my interest is primarily in running at the Lord level (when I have one), though I feel this tier is broken and needs a major overhaul - capping gains at 999, rerolling overpowered characters in the same manner (and for the same reasons) as the Version 22 update (see helpfile), redesigning some of the more linear gear runs, and the like - submitting typo/bug reports (though these seem to be largely ignored), and writing areas/quests for future submission.&lt;br /&gt;
&lt;br /&gt;
Overall, while my experience on AVATAR has generally been positive, I feel the gaming experience has lapsed into a predictable and demotivating pattern of endless remorts and elitist private groups, at the expense of everyone else. It discourages new players from joining the game, as they find themselves unable to acquire Lord gear (due to the dearth of gear runs and the paucity of people willing and interested in leading) and alienated by the exclusionary nature of bset grouping. The recent toughening of Lord mobs only served to further enhance the chasm that separates 'normal' Lords from those with years of artificially-inflated statistics and higher-powered gear and knowledge of the Lord planes. In short, I feel the entire system needs a fundamental restructuring, not just to implement quick fixes or small modifications, but an all-encompassing rebuilding of the tier-based system as it stands today. A broken game necessarily is a dying game. Concordantly, at the Immortal level, a more decisive and strong leadership figure is needed to coordinate the decision-making process and force through these needed changes (over the protests of other Imms and players alike, if need be). In the absence of this, token adjustments and endless debating of issues backlogged from earlier periods as well as current ones among a small group of the staff is the inevitable result, with attendant negative affects on the game's quality and player morale. I also feel all Immortal commands pertinent to the game, barring those required for code implementation, should be made available to all members of the Imm team, and the outmoded ranking system scrapped. Rather, parsing of members based on their area of expertise alone would, in my opinion, be more efficient at generating creative output and motivate those already involved, and others aspiring to be, to give their 150% when time personal allows it. It is certainly absurd that something as banal as making a quest girth wearable requires the intervention of a higher-ranked member of the personnel.&lt;br /&gt;
&lt;br /&gt;
If you see me on, I'm always willing to answer tells or respond to notes on board 2.&lt;br /&gt;
&lt;br /&gt;
[[Category: Users]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51324</id>
		<title>User:Murk</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51324"/>
		<updated>2014-12-07T04:47:09Z</updated>

		<summary type="html">&lt;p&gt;Murk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been playing AVATAR off-and-on since January 1999. I generally play for a few months and leave for a year or two, though was gone altogether from late 2001 to late 2007.&lt;br /&gt;
&lt;br /&gt;
My main alts are Assassino and Mirage. I've created about 200 characters over the span of my time on the MUD, but don't use any of the ones still intact. The purge policy should be reinstated to clear away such characters, and the delete function restored with a no-appeals disclaimer. Annoyance at requests for file restorations or just plain laziness on the part of the MUD's staff is absolutely no excuse to disable an essential management tool of one's pfile(s) nor allow the clogging up of the system with unused accounts. Every dumpster needs its trash recycled on a regular basis.&lt;br /&gt;
&lt;br /&gt;
These days, my interest is primarily in running at the Lord level (when I have one), though I feel this tier is broken and needs a major overhaul - capping gains at 999, rerolling overpowered characters in the same manner (and for the same reasons) as the Version 22 update (see helpfile), redesigning some of the more linear gear runs, and the like - submitting typo/bug reports (though these seem to be largely ignored), and writing areas/quests for future submission.&lt;br /&gt;
&lt;br /&gt;
Overall, while my experience on AVATAR has generally been positive, I feel the gaming experience has lapsed into a predictable and demotivating pattern of endless remorts and elitist private groups, at the expense of everyone else. It discourages new players from joining the game, as they find themselves unable to acquire Lord gear (due to the dearth of gear runs and the paucity of people willing and interested in leading) and alienated by the exclusionary nature of bset grouping. The recent toughening of Lord mobs only served to further enhance the chasm that separates 'normal' Lords from those with years of artificially-inflated statistics and higher-powered gear and knowledge of the Lord planes. In short, I feel the entire system needs a fundamental restructuring, not just to implement quick fixes or small modifications, but an all-encompassing rebuilding of the tier-based system as it stands today. A broken game necessarily is a dying game. It follows that, at the Immortal, a more decisive and strong leadership figure is needed to coordinate the decision-making process and force through these needed changes (over the protests of other Imms and players alike, if need be). In the absence of this, token adjustments and endless debating of issues backlogged from earlier periods as well as current ones among a small group of the staff is the inevitable result, with attendant negative affects on the game's quality and player morale. I also feel all Immortal commands pertinent to the game, barring those required for code implementation, should be made available to all members of the Imm team, and the outmoded ranking system scrapped. Rather, parsing of members based on their area of expertise alone would, in my opinion, be more efficient at generating creative output and motivate those already involved, and others aspiring to be, to give their 150% when time personal allows it. It is certainly absurd that something as banal as making a quest girth wearable requires the intervention of a higher-ranked member of the personnel.&lt;br /&gt;
&lt;br /&gt;
If you see me on, I'm always willing to answer tells or respond to notes on board 2.&lt;br /&gt;
&lt;br /&gt;
[[Category: Users]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51323</id>
		<title>User:Murk</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51323"/>
		<updated>2014-12-07T04:38:44Z</updated>

		<summary type="html">&lt;p&gt;Murk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been playing AVATAR off-and-on since January 1999. I generally play for a few months and leave for a year or two, though was gone altogether from late 2001 to late 2007.&lt;br /&gt;
&lt;br /&gt;
My main alts are Assassino and Mirage. I've created about 200 characters over the span of my time on the MUD, but don't use any of the ones still intact. The purge policy should be reinstated to clear away such characters, and the delete function restored with a no-appeals disclaimer. Annoyance at requests for file restorations or just plain laziness on the part of the MUD's staff is absolutely no excuse to disable an essential management tool of one's pfile(s) nor allow the clogging up of the system with unused accounts. Every dumpster needs its trash recycled on a regular basis.&lt;br /&gt;
&lt;br /&gt;
These days, my interest is primarily in running at the Lord level (when I have one), though I feel this tier is broken and needs a major overhaul - capping gains at 999, rerolling overpowered characters in the same manner (and for the same reasons) as the Version 22 update (see helpfile), redesigning some of the more linear gear runs, and the like - submitting typo/bug reports (though these seem to be largely ignored), and writing areas/quests for future submission.&lt;br /&gt;
&lt;br /&gt;
Overall, while my experience on AVATAR has generally been positive, I feel the gaming experience has lapsed into a predictable and demotivating pattern of endless remorts and elitist private groups, at the expense of everyone else. It discourages new players from joining the game, as they find themselves unable to acquire Lord gear (due to the dearth of gear runs and the paucity of people willing and interested in leading) and alienated by the exclusionary nature of bset grouping. The recent toughening of Lord mobs only served to further enhance the chasm that separates 'normal' Lords from those with years of artificially-inflated statistics and higher-powered gear and knowledge of the Lord planes. In short, I feel the entire system needs a reboot, not just to implement quick fixes or small modifications, but an all-encompassing rebuilding of the tier-based system as it stands today. A broken game necessarily is a dying game.&lt;br /&gt;
&lt;br /&gt;
If you see me on, I'm always willing to answer tells or respond to notes on board 2.&lt;br /&gt;
&lt;br /&gt;
[[Category: Users]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51322</id>
		<title>User:Murk</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51322"/>
		<updated>2014-12-07T04:37:06Z</updated>

		<summary type="html">&lt;p&gt;Murk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been playing AVATAR off-and-on since January 1999. I generally play for a few months and leave for a year or two, though was gone altogether from late 2001 to late 2007.&lt;br /&gt;
&lt;br /&gt;
My main alts are Assassino and Mirage. I've created about 200 characters over the span of my time on the MUD, but don't use any of the ones still intact. The purge policy should be reinstated to clear away such characters, and the delete function restored with a no-appeals disclaimer. Annoyance at requests for file restorations or just plain laziness on the part of the MUD's staff is absolutely no excuse to disable an essential management tool of one's pfile(s) nor allow the clogging up of the system with unused accounts. Every dumpster needs its trash recycled on a regular basis.&lt;br /&gt;
&lt;br /&gt;
These days, my interest is primarily in running at the Lord level (when I have one), though I feel this tier is broken and needs a major overhaul (capping gains at 999, rerolling overpowered characters in the same manner (and for the same reasons) as the Version 22 update (see helpfile), submitting typo/bug reports (though these seem to be largely ignored), and writing areas/quests for future submission.&lt;br /&gt;
&lt;br /&gt;
Overall, while my experience on AVATAR has generally been positive, I feel the gaming experience has lapsed into a predictable and demotivating pattern of endless remorts and elitist private groups, at the expense of everyone else. It discourages new players from joining the game, as they find themselves unable to acquire Lord gear (due to the dearth of gear runs and the paucity of people willing and interested in leading) and alienated by the exclusionary nature of bset grouping. The recent toughening of Lord mobs only served to further enhance the chasm that separates 'normal' Lords from those with years of artificially-inflated statistics and higher-powered gear and knowledge of the Lord planes. In short, I feel the entire system needs a reboot, not just to implement quick fixes or small modifications, but an all-encompassing rebuilding of the tier-based system as it stands today. A broken game necessarily is a dying game.&lt;br /&gt;
&lt;br /&gt;
If you see me on, I'm always willing to answer tells or respond to notes on board 2.&lt;br /&gt;
&lt;br /&gt;
[[Category: Users]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51321</id>
		<title>User:Murk</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51321"/>
		<updated>2014-12-07T04:22:17Z</updated>

		<summary type="html">&lt;p&gt;Murk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been playing AVATAR off-and-on since January 1999. Thirst and hunger were removed around this time, so I only experienced those red-fonted echos briefly. I quickly found myself in [[Famine]]'s room after entering a few random portals in sanctum. Anastasia ([[User:AlexyAnna]]) did my first CR on that occasion. The game has undergone transcendental changes since then - most players of the epoch have come and gone - but the essence of the game remains the same: Collect gear, experience, and the occasional ally.&lt;br /&gt;
&lt;br /&gt;
My main alts are Diesel and Rizzo; I also have a few utilitarian alts I rarely use.&lt;br /&gt;
&lt;br /&gt;
These days, my interest is primarily in running at the Lord level, submitting typo/bug reports, and writing areas/quests for future submission.&lt;br /&gt;
&lt;br /&gt;
[[Category: Users]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Fantasy_Forest&amp;diff=51305</id>
		<title>Category:Fantasy Forest</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Fantasy_Forest&amp;diff=51305"/>
		<updated>2014-11-30T02:32:52Z</updated>

		<summary type="html">&lt;p&gt;Murk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Arcadia}}&lt;br /&gt;
&lt;br /&gt;
''The planar shift into Arcadia drops into the middle of a beautiful eldritch forest where dreams grow on trees and daydreams flow down the river.''&lt;br /&gt;
&lt;br /&gt;
''Unfortunately, according to Astra, the Fae are xenophobes of the worst kind and will view the Midgaardian Lords' intrusion as we might a plague of locusts. The Fae have set Balefire to the woods, trying to erase the &amp;quot;Midgaardian Stain&amp;quot; from their fair plane.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Dev&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
[[Planeshift]] to [[:Category:Arcadia|Arcadia]].&lt;br /&gt;
&lt;br /&gt;
If you're not confident in your ability to survive a swarm at [[:Category:Arcadia|Arcadia]] shift, you can [[Planeshift]] to [[:Category:Astral|Astral]], go 3d (be careful with the golems) and portal to a chim or bale. However, be warned that the astral shift consists of three Astral Guardians who hit harder than they used to and calming may be required to move. Previously, going 3d from shift was a relatively simple task insofar as the bottom of the citadel was sparsely populated and finding a place to portal to the forest, or alternatively to sleep w n d from the room below the golem was straightforward. In late 2014, the area's mobs were changed to move more frequently (sometimes stacking as high as 5 below the golems) and the citadel guardians, who previously only fired stun arrows if they happened upon a player, can now longshot - effectively a death sentence, as they will track you and finish you off (lag is 10 seconds per shot). The Arcadian shift sometimes features only one mob and is by no means difficult for a burly soloer to negotiate, but this is a rare occurrence indeed; shifts with as much as 5-6 chimeras are not uncommon. In general, the forest is a poor area to solo, with mob values having dropped due to recent coding changes that favor group xp (true of all other areas also). In the case of a group, the safest rooms to regen are in the northeast/northwest portions with balefire beasts on scan in at least two rooms. Even then, walkins do occasionally occur. Northeast of shift is the official entrance to citadel arcadia, protected by two sturdy gate guards. These two are soloable with, for instance, a dragon caster, but this is no easy task and recruiting a monk or warrior to tank them is a smarter option. North of them is the hedge maze which is linear, but has drifting smoke ixupis (with painful area spells) and lightning arrow-wielding guardians (who can now longshot). The keys for the remainder of the area are on a variety of guards (still to be identified).&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
Connects to [[:Category:Citadel Arcadia|Citadel Arcadia]].  From shift go ''all'' n until you reach the gates.  Other ways to get there include portalling to [[Fae Gate Guard]] or taking the walking route from [[:Category:Astral|Astral]] (mentioned above).&lt;br /&gt;
&lt;br /&gt;
Also connects to [[:Category:Dark Fae Tower|Dark Fae Tower]].  To get there walk west from shift seeking water rooms on scan.  Once you find the river, stay on it, and follow it southwards to a waterfall.&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
This area is great for running exp. The lowest amount of people recommended in a group is 4; for meaningful experience, and assuming you're staying in Fantasy Forest and not running gear in the Citadel, keep the group under 10 people. It is possible to solo some chimeras if you're a sturdy caster, but they do hit hard, some use annoying psion spells like Migraine and Scramble, and you can't guarantee that you won't have a walk-in. Moreover, the shift can be rough on hp's, so if you plan to solo/duo with a lower hp partner, do the astral shift instead (though with 3 armed guardians, that one isn't much easier) and portal chim.&lt;br /&gt;
&lt;br /&gt;
The [[Balefire Beast]]s are sentinel and level 160.  Therefore the safest places to sleep in this area are where you can see two rooms of them on scan. An emberling or two wanders around here, a mob for immolation. Balefires are evil, and a good way to fix align after a glyph run. In addition, an Ixupi or two wanders around the Balefires and the maze.&lt;br /&gt;
&lt;br /&gt;
The following mobs cast [[Migraine]]:&lt;br /&gt;
*[[Chimerical Wyvern]]&lt;br /&gt;
*[[Chimerical Naga]]&lt;br /&gt;
*[[Chimerical Mammoth]]&lt;br /&gt;
*[[Chimerical Demon]]&lt;br /&gt;
*[[Chimerical Manticore]]&lt;br /&gt;
&lt;br /&gt;
This list is not exhaustive, but these are the chimeras found in Arcadian Landscape:&lt;br /&gt;
*[[Chimerical Water Elemental]]&lt;br /&gt;
*[[Chimerical Air Elemental]]&lt;br /&gt;
*[[Chimerical Fire Elemental]]&lt;br /&gt;
*[[Chimerical Phoenix]]&lt;br /&gt;
*[[Chimerical Roc]]&lt;br /&gt;
*[[Chimera]] (shift)&lt;br /&gt;
*[[Chimerical Gorgon]]&lt;br /&gt;
*[[Chimerical Gnome]]&lt;br /&gt;
*[[Chimerical Behemoth]]&lt;br /&gt;
*[[Chimerical Dragon]]&lt;br /&gt;
*[[Chimerical Angel]]&lt;br /&gt;
*[[Chimerical Beholder]]&lt;br /&gt;
*[[Chimerical Pegasus]]&lt;br /&gt;
*[[Chimerical High Elf]]&lt;br /&gt;
*[[Chimerical Earth Elemental]]&lt;br /&gt;
*[[Chimerical Giant]]&lt;br /&gt;
*[[Chimerical Minotaur]]&lt;br /&gt;
*[[Chimerical Drider]] (shift)&lt;br /&gt;
*[[Chimerical Tuataur]]&lt;br /&gt;
*[[Chimerical Unicorn]]&lt;br /&gt;
*[[Chimerical Werewolf]]&lt;br /&gt;
*[[Chimerical Beast]]&lt;br /&gt;
*[[Chimerical Centaur]]&lt;br /&gt;
*[[Chimerical Sphinx]]&lt;br /&gt;
*[[Chimerical Devil]]&lt;br /&gt;
*[[Chimerical Behir]]&lt;br /&gt;
*[[Chimerical Griffon]]&lt;br /&gt;
&lt;br /&gt;
North of shift are Fae Gate Guards bearing the crystal keys needed to enter the Hedge Maze north. Balefire Beasts are sentinels found to the east of shift.&lt;br /&gt;
&lt;br /&gt;
[[Category:Arcadia]]&lt;br /&gt;
[[Category:Lord Areas]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Fantasy_Forest&amp;diff=51304</id>
		<title>Category:Fantasy Forest</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Fantasy_Forest&amp;diff=51304"/>
		<updated>2014-11-30T02:30:47Z</updated>

		<summary type="html">&lt;p&gt;Murk: Beefed up description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Arcadia}}&lt;br /&gt;
&lt;br /&gt;
''The planar shift into Arcadia drops into the middle of a beautiful eldritch forest where dreams grow on trees and daydreams flow down the river.''&lt;br /&gt;
&lt;br /&gt;
''Unfortunately, according to Astra, the Fae are xenophobes of the worst kind and will view the Midgaardian Lords' intrusion as we might a plague of locusts. The Fae have set Balefire to the woods, trying to erase the &amp;quot;Midgaardian Stain&amp;quot; from their fair plane.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Dev&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
[[Planeshift]] to [[:Category:Arcadia|Arcadia]].&lt;br /&gt;
&lt;br /&gt;
If you're not confident in your ability to survive a swarm at [[:Category:Arcadia|Arcadia]] shift, you can [[Planeshift]] to [[:Category:Astral|Astral]], go 3d (be careful with the golems) and portal to a chim or bale. However, be warned that the astral shift consists of three Astral Guardians who hit harder than they used to and calming may be required to move. Previously, going 3d from shift was a relatively simple task insofar as the bottom of the citadel was sparsely populated and finding a place to portal to the forest, or alternatively to sleep w n d from the room below the golem was straightforward. In late 2014, the area's mobs were changed to move more frequently (sometimes stacking as high as 5 below the golems) and the citadel guardians, who previously only fired stun arrows if they happened upon a player, can now longshot - effectively a death sentence, as they will track you and finish you off (lag is 10 seconds per shot). The Arcadian shift sometimes features only one mob and is by no means difficult for a burly soloer to negotiate, but this is a rare occurrence indeed; shifts of as much as 5-6 are not uncommon. In general, the forest is a poor area to solo, with mob values having dropped due to recent coding changes that favor group xp. In the case of a group, the safest rooms to regen are in the northeast/northwest portions with balefire beasts on scan in at least two rooms. Even then, walkins to occasionally occur. Northeast of shift is the official entrance to citadel arcadia, protected by two sturdy gate guards. These two are soloable with, for instance, a dragon caster, but this is no easy task and recruiting a monk or warrior to tank them is a smarter option. North of them is the hedge maze which is linear, but has drifting smoke ixupis (with painful area spells) and lightning arrow-wielding guardians (who can now longshot). The keys for the remainder of the area are on a variety of guards (still to be identified).&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
Connects to [[:Category:Citadel Arcadia|Citadel Arcadia]].  From shift go ''all'' n until you reach the gates.  Other ways to get there include portalling to [[Fae Gate Guard]] or taking the walking route from [[:Category:Astral|Astral]] (mentioned above).&lt;br /&gt;
&lt;br /&gt;
Also connects to [[:Category:Dark Fae Tower|Dark Fae Tower]].  To get there walk west from shift seeking water rooms on scan.  Once you find the river, stay on it, and follow it southwards to a waterfall.&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
This area is great for running exp. The lowest amount of people recommended in a group is 4; for meaningful experience, and assuming you're staying in Fantasy Forest and not running gear in the Citadel, keep the group under 10 people. It is possible to solo some chimeras if you're a sturdy caster, but they do hit hard, some use annoying psion spells like Migraine and Scramble, and you can't guarantee that you won't have a walk-in. Moreover, the shift can be rough on hp's, so if you plan to solo/duo with a lower hp partner, do the astral shift instead (though with 3 armed guardians, that one isn't much easier) and portal chim.&lt;br /&gt;
&lt;br /&gt;
The [[Balefire Beast]]s are sentinel and level 160.  Therefore the safest places to sleep in this area are where you can see two rooms of them on scan. An emberling or two wanders around here, a mob for immolation. Balefires are evil, and a good way to fix align after a glyph run. In addition, an Ixupi or two wanders around the Balefires and the maze.&lt;br /&gt;
&lt;br /&gt;
The following mobs cast [[Migraine]]:&lt;br /&gt;
*[[Chimerical Wyvern]]&lt;br /&gt;
*[[Chimerical Naga]]&lt;br /&gt;
*[[Chimerical Mammoth]]&lt;br /&gt;
*[[Chimerical Demon]]&lt;br /&gt;
*[[Chimerical Manticore]]&lt;br /&gt;
&lt;br /&gt;
This list is not exhaustive, but these are the chimeras found in Arcadian Landscape:&lt;br /&gt;
*[[Chimerical Water Elemental]]&lt;br /&gt;
*[[Chimerical Air Elemental]]&lt;br /&gt;
*[[Chimerical Fire Elemental]]&lt;br /&gt;
*[[Chimerical Phoenix]]&lt;br /&gt;
*[[Chimerical Roc]]&lt;br /&gt;
*[[Chimera]] (shift)&lt;br /&gt;
*[[Chimerical Gorgon]]&lt;br /&gt;
*[[Chimerical Gnome]]&lt;br /&gt;
*[[Chimerical Behemoth]]&lt;br /&gt;
*[[Chimerical Dragon]]&lt;br /&gt;
*[[Chimerical Angel]]&lt;br /&gt;
*[[Chimerical Beholder]]&lt;br /&gt;
*[[Chimerical Pegasus]]&lt;br /&gt;
*[[Chimerical High Elf]]&lt;br /&gt;
*[[Chimerical Earth Elemental]]&lt;br /&gt;
*[[Chimerical Giant]]&lt;br /&gt;
*[[Chimerical Minotaur]]&lt;br /&gt;
*[[Chimerical Drider]] (shift)&lt;br /&gt;
*[[Chimerical Tuataur]]&lt;br /&gt;
*[[Chimerical Unicorn]]&lt;br /&gt;
*[[Chimerical Werewolf]]&lt;br /&gt;
*[[Chimerical Beast]]&lt;br /&gt;
*[[Chimerical Centaur]]&lt;br /&gt;
*[[Chimerical Sphinx]]&lt;br /&gt;
*[[Chimerical Devil]]&lt;br /&gt;
*[[Chimerical Behir]]&lt;br /&gt;
*[[Chimerical Griffon]]&lt;br /&gt;
&lt;br /&gt;
North of shift are Fae Gate Guards bearing the crystal keys needed to enter the Hedge Maze north. Balefire Beasts are sentinels found to the east of shift.&lt;br /&gt;
&lt;br /&gt;
[[Category:Arcadia]]&lt;br /&gt;
[[Category:Lord Areas]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Rrgl&amp;diff=51294</id>
		<title>Rrgl</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Rrgl&amp;diff=51294"/>
		<updated>2014-11-18T16:02:31Z</updated>

		<summary type="html">&lt;p&gt;Murk: Updated room flag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Rrgl is the 2nd in command amongst this particular gaggle of Orcs, owing to the fact that she is considerably smarter then the rest of them.''&lt;br /&gt;
&lt;br /&gt;
'''Keywords:''' orc, shaman, female, rrgl.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Level |Level]]:''' 18.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Alignment |Alignment]]:''' demonic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Mob Types |Flags]]:''' [[Sentinel Mobs|steadfast]], [[Wimpy Mobs|wimpy]], [[Spellcasting Mobs|mage]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Affects:''' [[Infravision|infravision]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
 Rrgl is using:&lt;br /&gt;
 &amp;lt;worn on body&amp;gt;      [[Pig Leather Jerkin|a pig leather jerkin]]&lt;br /&gt;
 &amp;lt;worn on legs&amp;gt;      [[Pig Leather Leggings|pig leather leggings]]&lt;br /&gt;
 &amp;lt;worn on arms&amp;gt;      [[Pig Leather Sleeves|pig leather sleeves]]&lt;br /&gt;
 &amp;lt;worn about body&amp;gt;   [[Orc Shaman's Cloak|the Orc shaman's cloak]]&lt;br /&gt;
&lt;br /&gt;
 Rrgl is carrying:&lt;br /&gt;
      Nothing.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
'''[[:Category: Areas |Area]]:''' [[:Category: Undrehand |Undrehand]] ([[Undrehand Map |Map]]).&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Rooms|Room(s)]]:''' Below the deck (portable)&lt;br /&gt;
&lt;br /&gt;
Walking route from [[Sol |Sol]]: 3e, s, 3e, 3s, 5e, n, 4e, 3n, e, 2n, w, 3n, 3w, n, 4w, [w], 5w, s, [w], u, n, d.&amp;lt;br&amp;gt;&lt;br /&gt;
Walking route from [[Aelmon |Aelmon]]: 13w, 3n, e, 2n, w, 3n, 3w, n, 4w, [w], 5w, s, [w], u, n, d.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rrgl is portable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Mobs In Undrehand]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Lowmort_31-40_Mana_Gear&amp;diff=51290</id>
		<title>Category:Lowmort 31-40 Mana Gear</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Lowmort_31-40_Mana_Gear&amp;diff=51290"/>
		<updated>2014-11-14T11:34:06Z</updated>

		<summary type="html">&lt;p&gt;Murk: /* 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;
{{Mana Gear Page|&lt;br /&gt;
| light=[[Mark Of Death]] or [[Orb Of Ancient Dark Magic]]&lt;br /&gt;
| finger=[[Chronicler's Ring]] or [[Small Emerald Ring]]&lt;br /&gt;
| neck=[[Holy Symbol Of Lolth]] or [[Orken Mage's Scarf]] or [[Gnomish Holy Symbol]]&lt;br /&gt;
| onbody=[[Ink Black Robe]] or [[Riithi Shaman's Robes]]&lt;br /&gt;
| head=[[Onyx Band Of Runes]]&lt;br /&gt;
| legs=[[Waterlace Leggings]]&lt;br /&gt;
| feet=[[Pair Of Open Toed Sandals]] or [[Silk Slippers]] or [[Starmetal Anklet]]&lt;br /&gt;
| hands=[[Pair Of Onyx Knuckles]]&lt;br /&gt;
| arms=[[Silver Sleeves]] or [[Mark Of The Veldri]]&lt;br /&gt;
| offhand=[[Staff Of The Mystagogue]] or [[Adamantite Shield]]&lt;br /&gt;
| aboutbody=[[Silk Lined Cloak]] or [[Unholy Robe]]&lt;br /&gt;
| waist=[[Onyx Belt Of Runes]]&lt;br /&gt;
| wrist=[[Enchanted Bangle]]&lt;br /&gt;
| wield=[[Master's Staff]]&lt;br /&gt;
| held=[[A Pale Blue Stone]]&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Lowmort 31-40 Gear]]&lt;br /&gt;
[[Category: Mana Gear]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Lowmort_21-30_Mana_Gear&amp;diff=51289</id>
		<title>Category:Lowmort 21-30 Mana Gear</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Lowmort_21-30_Mana_Gear&amp;diff=51289"/>
		<updated>2014-11-14T11:26:07Z</updated>

		<summary type="html">&lt;p&gt;Murk: Removed boots (item is no longer available)&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;
{{Mana Gear Page|&lt;br /&gt;
| light=[[Orb Of Sunshine]] or [[High Drow Heart]] or [[Mark Of Death]]&lt;br /&gt;
| finger=[[Sylph Ring]] or [[Chronicler's Ring]] or [[Small Emerald Ring]]&lt;br /&gt;
| neck=[[Silver Scale On A String]] or [[Holy Symbol Of Lolth]] or [[Holy Symbol Of Shizaga]] or  [[Orken Mage's Scarf]] or [[Gnomish Holy Symbol]]&lt;br /&gt;
| onbody=[[Chamorro Ringmail]] or [[Black Leather Corset]] or [[Ink Black Robe]]&lt;br /&gt;
| head=[[Healer's Headscarf]] or [[Pair Of Ruby Earrings]] or [[Gem Of Frozen Moonlight]]&lt;br /&gt;
| legs=[[Silver Leggings (Ofcol)|Silver Leggings]] or [[Dyed Yellow Trousers]]&lt;br /&gt;
| feet=[[Pair Of Open Toed Sandals]] or [[Silk Slippers]]&lt;br /&gt;
| hands=[[Pair Of Unblemished Silken Gloves]]&lt;br /&gt;
| arms=[[Silver Sleeves]]&lt;br /&gt;
| offhand=[[Adamantite Fingerspikes]] or [[Staff Of The Mystagogue]] or [[Shield Of Defense]]&lt;br /&gt;
| aboutbody=[[Sea Blue Cloak]]&lt;br /&gt;
| waist=[[Belt Of Crystalmir]]&lt;br /&gt;
| wrist=[[Enchanted Bangle]]&lt;br /&gt;
| wield=[[Silvanus Wayfinder's Sword]] or [[Master's Staff]]&lt;br /&gt;
| held=[[Magic Wall Mirror]]&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Lowmort 21-30 Gear]]&lt;br /&gt;
[[Category: Mana Gear]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Silver_Boots&amp;diff=51288</id>
		<title>Silver Boots</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Silver_Boots&amp;diff=51288"/>
		<updated>2014-11-14T11:25:36Z</updated>

		<summary type="html">&lt;p&gt;Murk: Updated status&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Some shiny boots are on the floor.''&lt;br /&gt;
&lt;br /&gt;
 [[Armor Values |Armor class]] is 5-7.&lt;br /&gt;
 Modifies [[Mana Points |mana]] by 5 continuous.&lt;br /&gt;
 Modifies [[Wisdom |wisdom]] by 1 continuous.&lt;br /&gt;
&lt;br /&gt;
'''Keyword(s):''' leggings, silver.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Level |Level(s)]]:''' 26-28.&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 feet&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]]:''' 20 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Object Flags |Flag(s)]]:''' [[Anti-Evil Flag |anti-evil]], [[Magic Flag |magic]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
Item is grandfathered and therefore no longer available.&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
'''[[:Category: Areas |Area]]:''' [[:Category: Ofcol |Ofcol]] ([[Ofcol Map |Map]]).&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Mobs |Mob(s)]]:''' [[Captain Derrick |Captain Derrick]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See [[Captain Derrick |Captain Derrick]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Gear In Ofcol]]&lt;br /&gt;
[[Category: Grandfathered Gear]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Rrgl&amp;diff=51287</id>
		<title>Rrgl</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Rrgl&amp;diff=51287"/>
		<updated>2014-11-14T09:35:43Z</updated>

		<summary type="html">&lt;p&gt;Murk: Updated room flag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Rrgl is the 2nd in command amongst this particular gaggle of Orcs, owing to the fact that she is considerably smarter then the rest of them.''&lt;br /&gt;
&lt;br /&gt;
'''Keywords:''' orc, shaman, female, rrgl.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Level |Level]]:''' 18.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Alignment |Alignment]]:''' demonic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Mob Types |Flags]]:''' [[Sentinel Mobs|steadfast]], [[Wimpy Mobs|wimpy]], [[Spellcasting Mobs|mage]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Affects:''' [[Infravision|infravision]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
 Rrgl is using:&lt;br /&gt;
 &amp;lt;worn on body&amp;gt;      [[Pig Leather Jerkin|a pig leather jerkin]]&lt;br /&gt;
 &amp;lt;worn on legs&amp;gt;      [[Pig Leather Leggings|pig leather leggings]]&lt;br /&gt;
 &amp;lt;worn on arms&amp;gt;      [[Pig Leather Sleeves|pig leather sleeves]]&lt;br /&gt;
 &amp;lt;worn about body&amp;gt;   [[Orc Shaman's Cloak|the Orc shaman's cloak]]&lt;br /&gt;
&lt;br /&gt;
 Rrgl is carrying:&lt;br /&gt;
      Nothing.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
'''[[:Category: Areas |Area]]:''' [[:Category: Undrehand |Undrehand]] ([[Undrehand Map |Map]]).&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Rooms|Room(s)]]:''' Below the deck (portable)&lt;br /&gt;
&lt;br /&gt;
Walking route from [[Sol |Sol]]: 3e, s, 3e, 3s, 5e, n, 4e, 3n, e, 2n, w, 3n, 3w, n, 4w, [w], 5w, s, [w], u, n, d.&amp;lt;br&amp;gt;&lt;br /&gt;
Walking route from [[Aelmon |Aelmon]]: 13w, 3n, e, 2n, w, 3n, 3w, n, 4w, [w], 5w, s, [w], u, n, d.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rrgl is portable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: This mob is currently in a room flagged safe, as is Undrehand. The significance is not clear, but in consequence the gear is not currently accessible. (Fill in any details if a quest is involved.)&lt;br /&gt;
&lt;br /&gt;
[[Category: Mobs In Undrehand]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Minotaurs&amp;diff=51259</id>
		<title>Minotaurs</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Minotaurs&amp;diff=51259"/>
		<updated>2014-11-05T00:15:13Z</updated>

		<summary type="html">&lt;p&gt;Murk: adjusted hero also&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;Minotaur 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]] Minotaur [[: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 '''(24)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 15–20 '''(24)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 15–20 '''(24)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 15–20 '''(24)'''&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; | 11–16 '''(19)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | 12–19 '''(22)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 11–16 '''(19)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 11–16 '''(19)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 11–16 '''(19)'''&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; | 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:#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;
|-&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; | 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;
| 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;
|-&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; | 16–21 '''(24)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 16–21 '''(24)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 16–21 '''(24)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 16–21 '''(24)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | 17–24 '''(27)'''&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]] Minotaur [[: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; | 23–29 '''(32)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 20–22 '''(26)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 20–22 '''(26)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 20–22 '''(26)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 20–22 '''(26)'''&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; | 16–19 '''(22)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | 17–22 '''(25)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 16–18 '''(21)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 16–18 '''(21)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 16–18 '''(21)'''&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; | 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:#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;
|-&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; | 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;
| 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;
|-&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; | 21–23 '''(26)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 21–23 '''(26)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 21–23 '''(26)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 21–23 '''(26)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | 24–29 '''(32)'''&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;
''If left alone, Minotaurs generally live fairly peaceful lives.  However, they are extremely territorial, and are prone to fly into [[Racial Berserk |berserker rages]] when they think someone or something has violated their space.  Since herds only have one mature male, younger males sometimes seek their fortune in the world at large, struggling to keep their more aggressive instincts in check.  Don't be fooled by the smaller horns of the females, as they can be every bit as temperamental and deadly as the males!  Minotaurs are only available via the [[Remort |remort]] [[:Category: Commands |command]].''&lt;br /&gt;
&lt;br /&gt;
* '''Abbreviation:''' Min.&lt;br /&gt;
&lt;br /&gt;
* '''[[:Category: Languages |Language(s)]]:''' [[Beast Language |Beast]], [[Common Language |Common]].&lt;br /&gt;
&lt;br /&gt;
* '''[[:Category: Racials |Racial(s)]]:''' [[Racial Armorleather |Armorleather]], [[Racial Berserk |Berserk]], [[Racial Charge |Charge]], [[Racial Hoof |Hoof]], [[Racial Nofear |Nofear]], [[Racial Hardheaded|Hardheaded]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Racial Size |Racial Size]]:''' large.&lt;br /&gt;
&lt;br /&gt;
* '''[[Racial TNL |Racial TNL]]:''' 1428 XP.&lt;br /&gt;
&lt;br /&gt;
* '''Well-Suited to Be:''' [[:Category: Berserkers |berserkers]], [[:Category: Black Circle Initiates |black circle initiates]]'''*''', [[:Category: Bodyguards |bodyguards]], [[:Category: Shadowfists| shadowfists]]'''*''', [[:Category: Warriors |warriors]].&lt;br /&gt;
&lt;br /&gt;
* '''Ill-Suited to Be:''' [[:Category: Archers |archers]], [[:Category: Fusiliers |fusiliers]], [[:Category: Mages |mages]], [[:Category: Sorcerers |sorcerers]], [[:Category: Wizards |wizards]], [[:Category: Rogues| rogues]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''*'''''Must attain prestige before remort.''&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
A race fit for brute-related classes, minotaurs get almost the largest amount of hitpoints of any race in game, second only to [[Giant]]s. Unlike giants, they also have racial armor and more dexterity, and thus are able to dodge and resist more damage. They also receive the second largest [[Racial Damage Modifier | racial damage modifier]], making them excellent hitters. They have a negative [[Racial Archery Modifier | archery mod]].&lt;br /&gt;
&lt;br /&gt;
Minotaurs fail spells very often, particularly those of the arcane variety; 4-6 consecutive fails are not uncommon. Their casting is similarly bad to giant, noticeably worse than ogre, but they have a slightly better success rate with divine spells. They have an [[Racial Spell Cost Modifier | increased spell cost]] of 15% for divine and 25% for other spells, making casting extremely expensive.&lt;br /&gt;
&lt;br /&gt;
Stealth-related, minotaurs have [[Racial Stealth Modifier | penalties]], though as stabbers they will inflict high damage if they connect.&lt;br /&gt;
&lt;br /&gt;
[[Category: Remort Races]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Minotaurs&amp;diff=51258</id>
		<title>Minotaurs</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Minotaurs&amp;diff=51258"/>
		<updated>2014-11-05T00:00:46Z</updated>

		<summary type="html">&lt;p&gt;Murk: Str is 24 for non-brutes, not 23.&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;Minotaur 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]] Minotaur [[: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 '''(24)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 15–20 '''(24)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 15–20 '''(24)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 15–20 '''(24)'''&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; | 11–16 '''(19)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | 12–19 '''(22)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 11–16 '''(19)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 11–16 '''(19)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 11–16 '''(19)'''&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; | 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:#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;
|-&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; | 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;
| 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;
|-&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; | 16–21 '''(24)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 16–21 '''(24)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 16–21 '''(24)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 16–21 '''(24)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | 17–24 '''(27)'''&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]] Minotaur [[: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; | 23–29 '''(32)'''&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; | 16–19 '''(22)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | 17–22 '''(25)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 16–18 '''(21)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 16–18 '''(21)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 16–18 '''(21)'''&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; | 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:#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;
|-&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; | 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;
| 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;
|-&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; | 21–23 '''(26)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 21–23 '''(26)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 21–23 '''(26)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | 21–23 '''(26)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | 24–29 '''(32)'''&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;
''If left alone, Minotaurs generally live fairly peaceful lives.  However, they are extremely territorial, and are prone to fly into [[Racial Berserk |berserker rages]] when they think someone or something has violated their space.  Since herds only have one mature male, younger males sometimes seek their fortune in the world at large, struggling to keep their more aggressive instincts in check.  Don't be fooled by the smaller horns of the females, as they can be every bit as temperamental and deadly as the males!  Minotaurs are only available via the [[Remort |remort]] [[:Category: Commands |command]].''&lt;br /&gt;
&lt;br /&gt;
* '''Abbreviation:''' Min.&lt;br /&gt;
&lt;br /&gt;
* '''[[:Category: Languages |Language(s)]]:''' [[Beast Language |Beast]], [[Common Language |Common]].&lt;br /&gt;
&lt;br /&gt;
* '''[[:Category: Racials |Racial(s)]]:''' [[Racial Armorleather |Armorleather]], [[Racial Berserk |Berserk]], [[Racial Charge |Charge]], [[Racial Hoof |Hoof]], [[Racial Nofear |Nofear]], [[Racial Hardheaded|Hardheaded]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Racial Size |Racial Size]]:''' large.&lt;br /&gt;
&lt;br /&gt;
* '''[[Racial TNL |Racial TNL]]:''' 1428 XP.&lt;br /&gt;
&lt;br /&gt;
* '''Well-Suited to Be:''' [[:Category: Berserkers |berserkers]], [[:Category: Black Circle Initiates |black circle initiates]]'''*''', [[:Category: Bodyguards |bodyguards]], [[:Category: Shadowfists| shadowfists]]'''*''', [[:Category: Warriors |warriors]].&lt;br /&gt;
&lt;br /&gt;
* '''Ill-Suited to Be:''' [[:Category: Archers |archers]], [[:Category: Fusiliers |fusiliers]], [[:Category: Mages |mages]], [[:Category: Sorcerers |sorcerers]], [[:Category: Wizards |wizards]], [[:Category: Rogues| rogues]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''*'''''Must attain prestige before remort.''&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
A race fit for brute-related classes, minotaurs get almost the largest amount of hitpoints of any race in game, second only to [[Giant]]s. Unlike giants, they also have racial armor and more dexterity, and thus are able to dodge and resist more damage. They also receive the second largest [[Racial Damage Modifier | racial damage modifier]], making them excellent hitters. They have a negative [[Racial Archery Modifier | archery mod]].&lt;br /&gt;
&lt;br /&gt;
Minotaurs fail spells very often, particularly those of the arcane variety; 4-6 consecutive fails are not uncommon. Their casting is similarly bad to giant, noticeably worse than ogre, but they have a slightly better success rate with divine spells. They have an [[Racial Spell Cost Modifier | increased spell cost]] of 15% for divine and 25% for other spells, making casting extremely expensive.&lt;br /&gt;
&lt;br /&gt;
Stealth-related, minotaurs have [[Racial Stealth Modifier | penalties]], though as stabbers they will inflict high damage if they connect.&lt;br /&gt;
&lt;br /&gt;
[[Category: Remort Races]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Wooden_Shield&amp;diff=51183</id>
		<title>Wooden Shield</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Wooden_Shield&amp;diff=51183"/>
		<updated>2014-10-30T02:41:12Z</updated>

		<summary type="html">&lt;p&gt;Murk: Item can pop 7 as well.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''A war-torn wooden shield has been left here.''&lt;br /&gt;
&lt;br /&gt;
 [[Armor Values |Armor class]] is 2.&lt;br /&gt;
&lt;br /&gt;
'''Keyword(s):''' wooden, shield.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Level |Level(s)]]:''' 7-8.&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;held in offhand&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]]:''' 3 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Object Flags |Flag(s)]]:''' none.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
Though this armor has no extra modifiers, it is a low level shield that can be easily obtained.  Since the [[Armor Class|base armor on shields are multipled by 3]], it is still useful at low levels.  One also must have a shield to use the [[Shield Block|shield block]] skill.&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
'''[[:Category: Areas |Area]]:''' [[:Category: Witch's Forest|Witch's Forest]] ([[Witch's Forest Map |Map]]).&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Mobs |Mob(s)]]:''' [[Evil Goblin]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See [[Evil Goblin]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category: Gear In Witch's Forest]]&lt;br /&gt;
[[Category: Armor]]&lt;br /&gt;
[[Category: Lowmort 1-10 Tank Gear]]&lt;br /&gt;
[[Category: Shields]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Small_Emerald_Ring&amp;diff=51182</id>
		<title>Small Emerald Ring</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Small_Emerald_Ring&amp;diff=51182"/>
		<updated>2014-10-30T00:25:13Z</updated>

		<summary type="html">&lt;p&gt;Murk: Level range is actually 31-34, not 32+&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''A small ring with a green gemstone is here.''&lt;br /&gt;
&lt;br /&gt;
 [[Armor Values |Armor class]] is 8&lt;br /&gt;
 Modifies [[Mana Points |mana]] by 20 continuous.&lt;br /&gt;
&lt;br /&gt;
'''Keyword(s):''' emerald, ring&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Level |Level(s)]]:''' 31-34.&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 finger&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]]:''' 5 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Object Flags |Flag(s)]]: '''[[Magic Flag |magic]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
While this has lower mana than the [[Chronicler's Ring]], and no wisdom bonus, it does actually have an AC bonus as it is a piece of armor, not treasure.&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
This can be found in the room where the [[Drow General]] hangs out. Anyone know where the KEY to open the TABLE containing this item is? It's not on any of the Drow, so I suspect it can only be opened by a rogue or BCI. There's a locked stone north of this room that also requires inspection.&lt;br /&gt;
&lt;br /&gt;
'''[[:Category: Areas |Area]]:''' [[:Category: Alien Hive |Alien Hive]] ([[Alien Hive Map |Map]]).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See [[Drow General |the Drow General]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Gear In Alien Hive]]&lt;br /&gt;
[[Category: Armor]]&lt;br /&gt;
[[Category: Lowmort 21-30 Mana Gear]]&lt;br /&gt;
[[Category: Lowmort 31-40 Mana Gear]]&lt;br /&gt;
[[Category: Finger Mana Gear]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Priests&amp;diff=51168</id>
		<title>Category:Priests</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Priests&amp;diff=51168"/>
		<updated>2014-10-25T11:26:53Z</updated>

		<summary type="html">&lt;p&gt;Murk: Devotion: Not just Qxl, but Tul also benefits those who devote. This clarification was needed!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Long ago, in the city of Keresh, there existed an order of [[:Category: Clerics |clerics]] known as Paeans, endowed with incredible healing powers.  Recently, the order has resurfaced, restructured around [[Tul-Sith |Tul-Sith]], and simply calling themselves 'Priests.'  Priests learn some very powerful healing and curative spells, but are dedicated to their paths of peace and honesty, and so never learn attack spells, or most [[:Category: Warriors |warrior]] or [[:Category: Rogues |rogue]] skills.  They are less item-oriented than [[:Category: Clerics |Clerics]], and so do not learn many item-oriented abilities, or learn them later.  Their [[Prime Requisite |Prime statistic]] is [[Wisdom |Wisdom]].  Priest trainers will not teach the Holy Disciplines to anyone who is not [[Worship |worshipping]] [[Tul-Sith |Tul-Sith]], and Priests must maintain a high [[Alignment |alignment]] for these spells to work their best.''&lt;br /&gt;
&lt;br /&gt;
'''Abbreviation:''' Prs.&lt;br /&gt;
&lt;br /&gt;
'''[[Prime Requisite |Prime Requisite]]:''' [[Wisdom |Wisdom]].&lt;br /&gt;
&lt;br /&gt;
== Priests in General ==&lt;br /&gt;
&lt;br /&gt;
Priests attain extremely powerful healing spells, with very few offensive spells, even those only target the demonic or undead. They work well with those of high alignment and shun all who hold evil tendencies.&lt;br /&gt;
&lt;br /&gt;
Priests forgo learning the [[Awen]] macro and instead learn [[Aegis]], allowing the casting of Sanctuary and Frenzy to be separated - and in turn they can fully spell up other players regardless of their alignment. &lt;br /&gt;
&lt;br /&gt;
Priests receive relatively little HP but a high mana, making their gains similar to other &amp;quot;specialist&amp;quot; classes like [[:Category:Sorcerers|Sorcerers]] or [[:Category:Wizards|Wizards]]. This is more noticeable (and relevant) at Lord tier where they can sustain and keep alive large parties with relative ease due to very high mana pools.&lt;br /&gt;
&lt;br /&gt;
== Priest Creation ==&lt;br /&gt;
&lt;br /&gt;
A Priest may be created only through the [[Remort]] command with a lord character with the Cleric, Druid, or Monk class. To become a human priest, the required levels are 100, 150, and 150 respectively where as to keep one's current race, the required Lord Sublevels become 200, 300, and 300 respectively.&lt;br /&gt;
&lt;br /&gt;
Most people become priests through the cleric route. Races which make good spellcasters will also make good priests, in particular, drow, elf, centaur. Good remort races are tua, hie, spr.&lt;br /&gt;
&lt;br /&gt;
It is now possible to become a priest using the [[Rebirth]] command if the player is already a [[remort]] class and has attained Hero 500 or higher, regardless of what the remort class may be.&lt;br /&gt;
&lt;br /&gt;
== Priests at Lowmort Tier ==&lt;br /&gt;
&lt;br /&gt;
Keep in mind that if you learn [[Via Pax]] you cannot initiate combat. So most people put off learning it till hero or lord. Otherwise, offensive capabilities at lowmort tier are very limited (the single offensive spell is [[Dispel Evil]] which works only on evil creatures and does low damage), so getting to hero might take a while.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
A Priest's prime statistic is [[Wisdom]], and should be trained upon creation. This should be followed up by maxing out one's [[Intelligence]], which will allow for higher mana gains as you progress through levels.&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
&lt;br /&gt;
See: [[Paean]]. Most of the Priest class definers will require [[Via Pax]], but it is suggested that you do not practice them at Lowmort tier. Other spells and skills are practicable without issues.&lt;br /&gt;
&lt;br /&gt;
=== Worshipping ===&lt;br /&gt;
&lt;br /&gt;
Priest trainers will not teach the Holy Disciplines to anyone who is not worshipping Tul-Sith, and Priests must maintain a high alignment for these spells to work their best.&lt;br /&gt;
&lt;br /&gt;
If you plan to heal mostly, then Tul-Sith or Kra are good choices. Priests planning to tank mostly may look at other choices as well like Quixoltan, Kra and Shizaga for good gains.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:'''&lt;br /&gt;
&lt;br /&gt;
Soloing is only possible for any priest who has adepted the [[Via Pax]] ability if they: a) choose areas with aggressive npcs, and b) have a freshly-charged shield and one of the class-defining offensive spells (white fire or white light - both effective only against undead or demonic enemies).&lt;br /&gt;
&lt;br /&gt;
'''Tanking:'''&lt;br /&gt;
&lt;br /&gt;
See above. The rescue skill is only available at Lord, and is not in-class, so this role is generally not practical for priests.&lt;br /&gt;
&lt;br /&gt;
'''Hitting:'''&lt;br /&gt;
&lt;br /&gt;
Priests hit poorly. Like sorcerers and wizards, they should be doing other things.&lt;br /&gt;
&lt;br /&gt;
'''Healing:'''&lt;br /&gt;
&lt;br /&gt;
This is where priests shine, naturally. Whether healing self or party members, this is their preferable role.&lt;br /&gt;
&lt;br /&gt;
== Priest Prestige Options ==&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
== Preists at Hero Tier ==&lt;br /&gt;
&lt;br /&gt;
The main decision you need to make is whether to practice [[Via Pax]] or not. If you plan to tank, it's almost certainly better to defer practicing it till lord. If you plan to solo or heal, you can practice it at hero (or earlier). Keep in mind that you need to worship Tul-Sith to practice your priest class-definers.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
Same as Lowmort.&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
&lt;br /&gt;
At Hero 101 priests finally get the ability to solo - if this interests you, you can choose to get Via Pax here, together with the White Light and other spells.&lt;br /&gt;
&lt;br /&gt;
=== Devoting ===&lt;br /&gt;
&lt;br /&gt;
Unless you are worshiping [[Quixoltan]] or [[Tul-Sith]], devoting will not bring significant bonuses, and will make later deity switching more costly.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:'''&lt;br /&gt;
&lt;br /&gt;
You can solo using the [[White Light]] spell in certain undead areas. Keep in mind that White Light does damage comparable to [[Acid Rain]] but priests can not [[Surge|surge]] until lord. Also, it has a very high lag - nominally 10 seconds. If you prefer to solo your way to Lord then consider switching worship to Quixoltan or Shizaga after you practice this.&lt;br /&gt;
&lt;br /&gt;
Some of the viable areas for solo are: &lt;br /&gt;
&lt;br /&gt;
* [[:Category:Necromancer's Tower|Necromancer's Tower]] - cooling corpse rooms (3 rooms) as well as hallways can contain multiple mobs - this is easiest option.&lt;br /&gt;
* [[:Category:Ruined Lairs|Ruined Lairs]] - all undead mobs, relatively good AC is advised, but more xp than Necromancer's Tower. &lt;br /&gt;
* [[:Category:Shadow Keep|Shadow Keep]] - rotting corpses as well as some other mobs, but they flee.&lt;br /&gt;
* [[:Category:Graves Of Reveria|Graves of Reveria]] - some of the mobs are undead, keep in mind area is very aggie with non-dead mobs as well and much more difficult.&lt;br /&gt;
* [[:Category:Sun God Altar|Sun God Altar]] - the undead corrals are similar (maybe tougher) to Ruined Lairs, but you will need to self-spell on [[:Category:Eragora|Eragora]]. Not advised until superhero.&lt;br /&gt;
&lt;br /&gt;
'''Tanking:'''&lt;br /&gt;
&lt;br /&gt;
Without [[Via Pax]] tanking is same to any other class, minus rescue. Bring a large rescuer to grab groupies.&lt;br /&gt;
&lt;br /&gt;
'''Hitting:'''&lt;br /&gt;
&lt;br /&gt;
Priests do not hit, their melee damage is very bad.&lt;br /&gt;
&lt;br /&gt;
'''Healing:'''&lt;br /&gt;
&lt;br /&gt;
Healing comes naturally to priests, and is their preferable role.&lt;br /&gt;
&lt;br /&gt;
== Priests at Lord Tier ==&lt;br /&gt;
&lt;br /&gt;
Priests are very powerful and useful at lord. Once they reach level 25 and learn the [[mantra]] skill, they can preach any single target spell to the whole group. They get various powerful healing and utility spells which make them a good addition to almost any lord group. Also they get much more mana than clerics/druids and can thus heal much longer and effectively. &lt;br /&gt;
Keep in mind that healing effectiveness is halved for evil characters.&lt;br /&gt;
&lt;br /&gt;
Useful utility spells (which are learnable at lower tiers, but are much more useful at lord) are [[clarify]], [[innocence]] and [[intervention]].&lt;br /&gt;
&lt;br /&gt;
== Priest Remort Options ==&lt;br /&gt;
&lt;br /&gt;
Priests can remort race only. Good remort races are [[Tuataurs]], [[High Elves]] and  [[Sprites]]. &lt;br /&gt;
Note that the low hp for sprites is not a big problem for priests, since it is usually taken care of by the [[intervention]] spell.&lt;br /&gt;
&lt;br /&gt;
[[Category: Remort Classes]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Priests&amp;diff=51167</id>
		<title>Category:Priests</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Priests&amp;diff=51167"/>
		<updated>2014-10-25T11:25:00Z</updated>

		<summary type="html">&lt;p&gt;Murk: /* Fighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Long ago, in the city of Keresh, there existed an order of [[:Category: Clerics |clerics]] known as Paeans, endowed with incredible healing powers.  Recently, the order has resurfaced, restructured around [[Tul-Sith |Tul-Sith]], and simply calling themselves 'Priests.'  Priests learn some very powerful healing and curative spells, but are dedicated to their paths of peace and honesty, and so never learn attack spells, or most [[:Category: Warriors |warrior]] or [[:Category: Rogues |rogue]] skills.  They are less item-oriented than [[:Category: Clerics |Clerics]], and so do not learn many item-oriented abilities, or learn them later.  Their [[Prime Requisite |Prime statistic]] is [[Wisdom |Wisdom]].  Priest trainers will not teach the Holy Disciplines to anyone who is not [[Worship |worshipping]] [[Tul-Sith |Tul-Sith]], and Priests must maintain a high [[Alignment |alignment]] for these spells to work their best.''&lt;br /&gt;
&lt;br /&gt;
'''Abbreviation:''' Prs.&lt;br /&gt;
&lt;br /&gt;
'''[[Prime Requisite |Prime Requisite]]:''' [[Wisdom |Wisdom]].&lt;br /&gt;
&lt;br /&gt;
== Priests in General ==&lt;br /&gt;
&lt;br /&gt;
Priests attain extremely powerful healing spells, with very few offensive spells, even those only target the demonic or undead. They work well with those of high alignment and shun all who hold evil tendencies.&lt;br /&gt;
&lt;br /&gt;
Priests forgo learning the [[Awen]] macro and instead learn [[Aegis]], allowing the casting of Sanctuary and Frenzy to be separated - and in turn they can fully spell up other players regardless of their alignment. &lt;br /&gt;
&lt;br /&gt;
Priests receive relatively little HP but a high mana, making their gains similar to other &amp;quot;specialist&amp;quot; classes like [[:Category:Sorcerers|Sorcerers]] or [[:Category:Wizards|Wizards]]. This is more noticeable (and relevant) at Lord tier where they can sustain and keep alive large parties with relative ease due to very high mana pools.&lt;br /&gt;
&lt;br /&gt;
== Priest Creation ==&lt;br /&gt;
&lt;br /&gt;
A Priest may be created only through the [[Remort]] command with a lord character with the Cleric, Druid, or Monk class. To become a human priest, the required levels are 100, 150, and 150 respectively where as to keep one's current race, the required Lord Sublevels become 200, 300, and 300 respectively.&lt;br /&gt;
&lt;br /&gt;
Most people become priests through the cleric route. Races which make good spellcasters will also make good priests, in particular, drow, elf, centaur. Good remort races are tua, hie, spr.&lt;br /&gt;
&lt;br /&gt;
It is now possible to become a priest using the [[Rebirth]] command if the player is already a [[remort]] class and has attained Hero 500 or higher, regardless of what the remort class may be.&lt;br /&gt;
&lt;br /&gt;
== Priests at Lowmort Tier ==&lt;br /&gt;
&lt;br /&gt;
Keep in mind that if you learn [[Via Pax]] you cannot initiate combat. So most people put off learning it till hero or lord. Otherwise, offensive capabilities at lowmort tier are very limited (the single offensive spell is [[Dispel Evil]] which works only on evil creatures and does low damage), so getting to hero might take a while.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
A Priest's prime statistic is [[Wisdom]], and should be trained upon creation. This should be followed up by maxing out one's [[Intelligence]], which will allow for higher mana gains as you progress through levels.&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
&lt;br /&gt;
See: [[Paean]]. Most of the Priest class definers will require [[Via Pax]], but it is suggested that you do not practice them at Lowmort tier. Other spells and skills are practicable without issues.&lt;br /&gt;
&lt;br /&gt;
=== Worshipping ===&lt;br /&gt;
&lt;br /&gt;
Priest trainers will not teach the Holy Disciplines to anyone who is not worshipping Tul-Sith, and Priests must maintain a high alignment for these spells to work their best.&lt;br /&gt;
&lt;br /&gt;
If you plan to heal mostly, then Tul-Sith or Kra are good choices. Priests planning to tank mostly may look at other choices as well like Quixoltan, Kra and Shizaga for good gains.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:'''&lt;br /&gt;
&lt;br /&gt;
Soloing is only possible for any priest who has adepted the [[Via Pax]] ability if they: a) choose areas with aggressive npcs, and b) have a freshly-charged shield and one of the class-defining offensive spells (white fire or white light - both effective only against undead or demonic enemies).&lt;br /&gt;
&lt;br /&gt;
'''Tanking:'''&lt;br /&gt;
&lt;br /&gt;
See above. The rescue skill is only available at Lord, and is not in-class, so this role is generally not practical for priests.&lt;br /&gt;
&lt;br /&gt;
'''Hitting:'''&lt;br /&gt;
&lt;br /&gt;
Priests hit poorly. Like sorcerers and wizards, they should be doing other things.&lt;br /&gt;
&lt;br /&gt;
'''Healing:'''&lt;br /&gt;
&lt;br /&gt;
This is where priests shine, naturally. Whether healing self or party members, this is their preferable role.&lt;br /&gt;
&lt;br /&gt;
== Priest Prestige Options ==&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
== Preists at Hero Tier ==&lt;br /&gt;
&lt;br /&gt;
The main decision you need to make is whether to practice [[Via Pax]] or not. If you plan to tank, it's almost certainly better to defer practicing it till lord. If you plan to solo or heal, you can practice it at hero (or earlier). Keep in mind that you need to worship Tul-Sith to practice your priest class-definers.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
Same as Lowmort.&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
&lt;br /&gt;
At Hero 101 priests finally get the ability to solo - if this interests you, you can choose to get Via Pax here, together with the White Light and other spells.&lt;br /&gt;
&lt;br /&gt;
=== Devoting ===&lt;br /&gt;
&lt;br /&gt;
Unless you are worshiping [[Quixoltan]], devoting will not bring significant bonuses, and will make later deity switching more costly.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:'''&lt;br /&gt;
&lt;br /&gt;
You can solo using the [[White Light]] spell in certain undead areas. Keep in mind that White Light does damage comparable to [[Acid Rain]] but priests can not [[Surge|surge]] until lord. Also, it has a very high lag - nominally 10 seconds. If you prefer to solo your way to Lord then consider switching worship to Quixoltan or Shizaga after you practice this.&lt;br /&gt;
&lt;br /&gt;
Some of the viable areas for solo are: &lt;br /&gt;
&lt;br /&gt;
* [[:Category:Necromancer's Tower|Necromancer's Tower]] - cooling corpse rooms (3 rooms) as well as hallways can contain multiple mobs - this is easiest option.&lt;br /&gt;
* [[:Category:Ruined Lairs|Ruined Lairs]] - all undead mobs, relatively good AC is advised, but more xp than Necromancer's Tower. &lt;br /&gt;
* [[:Category:Shadow Keep|Shadow Keep]] - rotting corpses as well as some other mobs, but they flee.&lt;br /&gt;
* [[:Category:Graves Of Reveria|Graves of Reveria]] - some of the mobs are undead, keep in mind area is very aggie with non-dead mobs as well and much more difficult.&lt;br /&gt;
* [[:Category:Sun God Altar|Sun God Altar]] - the undead corrals are similar (maybe tougher) to Ruined Lairs, but you will need to self-spell on [[:Category:Eragora|Eragora]]. Not advised until superhero.&lt;br /&gt;
&lt;br /&gt;
'''Tanking:'''&lt;br /&gt;
&lt;br /&gt;
Without [[Via Pax]] tanking is same to any other class, minus rescue. Bring a large rescuer to grab groupies.&lt;br /&gt;
&lt;br /&gt;
'''Hitting:'''&lt;br /&gt;
&lt;br /&gt;
Priests do not hit, their melee damage is very bad.&lt;br /&gt;
&lt;br /&gt;
'''Healing:'''&lt;br /&gt;
&lt;br /&gt;
Healing comes naturally to priests, and is their preferable role.&lt;br /&gt;
&lt;br /&gt;
== Priests at Lord Tier ==&lt;br /&gt;
&lt;br /&gt;
Priests are very powerful and useful at lord. Once they reach level 25 and learn the [[mantra]] skill, they can preach any single target spell to the whole group. They get various powerful healing and utility spells which make them a good addition to almost any lord group. Also they get much more mana than clerics/druids and can thus heal much longer and effectively. &lt;br /&gt;
Keep in mind that healing effectiveness is halved for evil characters.&lt;br /&gt;
&lt;br /&gt;
Useful utility spells (which are learnable at lower tiers, but are much more useful at lord) are [[clarify]], [[innocence]] and [[intervention]].&lt;br /&gt;
&lt;br /&gt;
== Priest Remort Options ==&lt;br /&gt;
&lt;br /&gt;
Priests can remort race only. Good remort races are [[Tuataurs]], [[High Elves]] and  [[Sprites]]. &lt;br /&gt;
Note that the low hp for sprites is not a big problem for priests, since it is usually taken care of by the [[intervention]] spell.&lt;br /&gt;
&lt;br /&gt;
[[Category: Remort Classes]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Priests&amp;diff=51166</id>
		<title>Category:Priests</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Priests&amp;diff=51166"/>
		<updated>2014-10-25T11:24:43Z</updated>

		<summary type="html">&lt;p&gt;Murk: Rewrote the soloing section: It is not impossible to solo, but simply requires the right conditions to work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Long ago, in the city of Keresh, there existed an order of [[:Category: Clerics |clerics]] known as Paeans, endowed with incredible healing powers.  Recently, the order has resurfaced, restructured around [[Tul-Sith |Tul-Sith]], and simply calling themselves 'Priests.'  Priests learn some very powerful healing and curative spells, but are dedicated to their paths of peace and honesty, and so never learn attack spells, or most [[:Category: Warriors |warrior]] or [[:Category: Rogues |rogue]] skills.  They are less item-oriented than [[:Category: Clerics |Clerics]], and so do not learn many item-oriented abilities, or learn them later.  Their [[Prime Requisite |Prime statistic]] is [[Wisdom |Wisdom]].  Priest trainers will not teach the Holy Disciplines to anyone who is not [[Worship |worshipping]] [[Tul-Sith |Tul-Sith]], and Priests must maintain a high [[Alignment |alignment]] for these spells to work their best.''&lt;br /&gt;
&lt;br /&gt;
'''Abbreviation:''' Prs.&lt;br /&gt;
&lt;br /&gt;
'''[[Prime Requisite |Prime Requisite]]:''' [[Wisdom |Wisdom]].&lt;br /&gt;
&lt;br /&gt;
== Priests in General ==&lt;br /&gt;
&lt;br /&gt;
Priests attain extremely powerful healing spells, with very few offensive spells, even those only target the demonic or undead. They work well with those of high alignment and shun all who hold evil tendencies.&lt;br /&gt;
&lt;br /&gt;
Priests forgo learning the [[Awen]] macro and instead learn [[Aegis]], allowing the casting of Sanctuary and Frenzy to be separated - and in turn they can fully spell up other players regardless of their alignment. &lt;br /&gt;
&lt;br /&gt;
Priests receive relatively little HP but a high mana, making their gains similar to other &amp;quot;specialist&amp;quot; classes like [[:Category:Sorcerers|Sorcerers]] or [[:Category:Wizards|Wizards]]. This is more noticeable (and relevant) at Lord tier where they can sustain and keep alive large parties with relative ease due to very high mana pools.&lt;br /&gt;
&lt;br /&gt;
== Priest Creation ==&lt;br /&gt;
&lt;br /&gt;
A Priest may be created only through the [[Remort]] command with a lord character with the Cleric, Druid, or Monk class. To become a human priest, the required levels are 100, 150, and 150 respectively where as to keep one's current race, the required Lord Sublevels become 200, 300, and 300 respectively.&lt;br /&gt;
&lt;br /&gt;
Most people become priests through the cleric route. Races which make good spellcasters will also make good priests, in particular, drow, elf, centaur. Good remort races are tua, hie, spr.&lt;br /&gt;
&lt;br /&gt;
It is now possible to become a priest using the [[Rebirth]] command if the player is already a [[remort]] class and has attained Hero 500 or higher, regardless of what the remort class may be.&lt;br /&gt;
&lt;br /&gt;
== Priests at Lowmort Tier ==&lt;br /&gt;
&lt;br /&gt;
Keep in mind that if you learn [[Via Pax]] you cannot initiate combat. So most people put off learning it till hero or lord. Otherwise, offensive capabilities at lowmort tier are very limited (the single offensive spell is [[Dispel Evil]] which works only on evil creatures and does low damage), so getting to hero might take a while.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
A Priest's prime statistic is [[Wisdom]], and should be trained upon creation. This should be followed up by maxing out one's [[Intelligence]], which will allow for higher mana gains as you progress through levels.&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
&lt;br /&gt;
See: [[Paean]]. Most of the Priest class definers will require [[Via Pax]], but it is suggested that you do not practice them at Lowmort tier. Other spells and skills are practicable without issues.&lt;br /&gt;
&lt;br /&gt;
=== Worshipping ===&lt;br /&gt;
&lt;br /&gt;
Priest trainers will not teach the Holy Disciplines to anyone who is not worshipping Tul-Sith, and Priests must maintain a high alignment for these spells to work their best.&lt;br /&gt;
&lt;br /&gt;
If you plan to heal mostly, then Tul-Sith or Kra are good choices. Priests planning to tank mostly may look at other choices as well like Quixoltan, Kra and Shizaga for good gains.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:'''&lt;br /&gt;
&lt;br /&gt;
Soloing is only for any priest who has adepted the [[Via Pax]] ability if they: a) choose areas with aggressive npcs, and b) have a freshly-charged shield and one of the class-defining offensive spells (white fire or white light - both effective only against undead or demonic enemies).&lt;br /&gt;
&lt;br /&gt;
'''Tanking:'''&lt;br /&gt;
&lt;br /&gt;
See above. The rescue skill is only available at Lord, and is not in-class, so this role is generally not practical for priests.&lt;br /&gt;
&lt;br /&gt;
'''Hitting:'''&lt;br /&gt;
&lt;br /&gt;
Priests hit poorly. Like sorcerers and wizards, they should be doing other things.&lt;br /&gt;
&lt;br /&gt;
'''Healing:'''&lt;br /&gt;
&lt;br /&gt;
This is where priests shine, naturally. Whether healing self or party members, this is their preferable role.&lt;br /&gt;
&lt;br /&gt;
== Priest Prestige Options ==&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
== Preists at Hero Tier ==&lt;br /&gt;
&lt;br /&gt;
The main decision you need to make is whether to practice [[Via Pax]] or not. If you plan to tank, it's almost certainly better to defer practicing it till lord. If you plan to solo or heal, you can practice it at hero (or earlier). Keep in mind that you need to worship Tul-Sith to practice your priest class-definers.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
Same as Lowmort.&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
&lt;br /&gt;
At Hero 101 priests finally get the ability to solo - if this interests you, you can choose to get Via Pax here, together with the White Light and other spells.&lt;br /&gt;
&lt;br /&gt;
=== Devoting ===&lt;br /&gt;
&lt;br /&gt;
Unless you are worshiping [[Quixoltan]], devoting will not bring significant bonuses, and will make later deity switching more costly.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:'''&lt;br /&gt;
&lt;br /&gt;
You can solo using the [[White Light]] spell in certain undead areas. Keep in mind that White Light does damage comparable to [[Acid Rain]] but priests can not [[Surge|surge]] until lord. Also, it has a very high lag - nominally 10 seconds. If you prefer to solo your way to Lord then consider switching worship to Quixoltan or Shizaga after you practice this.&lt;br /&gt;
&lt;br /&gt;
Some of the viable areas for solo are: &lt;br /&gt;
&lt;br /&gt;
* [[:Category:Necromancer's Tower|Necromancer's Tower]] - cooling corpse rooms (3 rooms) as well as hallways can contain multiple mobs - this is easiest option.&lt;br /&gt;
* [[:Category:Ruined Lairs|Ruined Lairs]] - all undead mobs, relatively good AC is advised, but more xp than Necromancer's Tower. &lt;br /&gt;
* [[:Category:Shadow Keep|Shadow Keep]] - rotting corpses as well as some other mobs, but they flee.&lt;br /&gt;
* [[:Category:Graves Of Reveria|Graves of Reveria]] - some of the mobs are undead, keep in mind area is very aggie with non-dead mobs as well and much more difficult.&lt;br /&gt;
* [[:Category:Sun God Altar|Sun God Altar]] - the undead corrals are similar (maybe tougher) to Ruined Lairs, but you will need to self-spell on [[:Category:Eragora|Eragora]]. Not advised until superhero.&lt;br /&gt;
&lt;br /&gt;
'''Tanking:'''&lt;br /&gt;
&lt;br /&gt;
Without [[Via Pax]] tanking is same to any other class, minus rescue. Bring a large rescuer to grab groupies.&lt;br /&gt;
&lt;br /&gt;
'''Hitting:'''&lt;br /&gt;
&lt;br /&gt;
Priests do not hit, their melee damage is very bad.&lt;br /&gt;
&lt;br /&gt;
'''Healing:'''&lt;br /&gt;
&lt;br /&gt;
Healing comes naturally to priests, and is their preferable role.&lt;br /&gt;
&lt;br /&gt;
== Priests at Lord Tier ==&lt;br /&gt;
&lt;br /&gt;
Priests are very powerful and useful at lord. Once they reach level 25 and learn the [[mantra]] skill, they can preach any single target spell to the whole group. They get various powerful healing and utility spells which make them a good addition to almost any lord group. Also they get much more mana than clerics/druids and can thus heal much longer and effectively. &lt;br /&gt;
Keep in mind that healing effectiveness is halved for evil characters.&lt;br /&gt;
&lt;br /&gt;
Useful utility spells (which are learnable at lower tiers, but are much more useful at lord) are [[clarify]], [[innocence]] and [[intervention]].&lt;br /&gt;
&lt;br /&gt;
== Priest Remort Options ==&lt;br /&gt;
&lt;br /&gt;
Priests can remort race only. Good remort races are [[Tuataurs]], [[High Elves]] and  [[Sprites]]. &lt;br /&gt;
Note that the low hp for sprites is not a big problem for priests, since it is usually taken care of by the [[intervention]] spell.&lt;br /&gt;
&lt;br /&gt;
[[Category: Remort Classes]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Priests&amp;diff=51165</id>
		<title>Category:Priests</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Priests&amp;diff=51165"/>
		<updated>2014-10-25T11:21:13Z</updated>

		<summary type="html">&lt;p&gt;Murk: Updated requirements for priest (included rebirth)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Long ago, in the city of Keresh, there existed an order of [[:Category: Clerics |clerics]] known as Paeans, endowed with incredible healing powers.  Recently, the order has resurfaced, restructured around [[Tul-Sith |Tul-Sith]], and simply calling themselves 'Priests.'  Priests learn some very powerful healing and curative spells, but are dedicated to their paths of peace and honesty, and so never learn attack spells, or most [[:Category: Warriors |warrior]] or [[:Category: Rogues |rogue]] skills.  They are less item-oriented than [[:Category: Clerics |Clerics]], and so do not learn many item-oriented abilities, or learn them later.  Their [[Prime Requisite |Prime statistic]] is [[Wisdom |Wisdom]].  Priest trainers will not teach the Holy Disciplines to anyone who is not [[Worship |worshipping]] [[Tul-Sith |Tul-Sith]], and Priests must maintain a high [[Alignment |alignment]] for these spells to work their best.''&lt;br /&gt;
&lt;br /&gt;
'''Abbreviation:''' Prs.&lt;br /&gt;
&lt;br /&gt;
'''[[Prime Requisite |Prime Requisite]]:''' [[Wisdom |Wisdom]].&lt;br /&gt;
&lt;br /&gt;
== Priests in General ==&lt;br /&gt;
&lt;br /&gt;
Priests attain extremely powerful healing spells, with very few offensive spells, even those only target the demonic or undead. They work well with those of high alignment and shun all who hold evil tendencies.&lt;br /&gt;
&lt;br /&gt;
Priests forgo learning the [[Awen]] macro and instead learn [[Aegis]], allowing the casting of Sanctuary and Frenzy to be separated - and in turn they can fully spell up other players regardless of their alignment. &lt;br /&gt;
&lt;br /&gt;
Priests receive relatively little HP but a high mana, making their gains similar to other &amp;quot;specialist&amp;quot; classes like [[:Category:Sorcerers|Sorcerers]] or [[:Category:Wizards|Wizards]]. This is more noticeable (and relevant) at Lord tier where they can sustain and keep alive large parties with relative ease due to very high mana pools.&lt;br /&gt;
&lt;br /&gt;
== Priest Creation ==&lt;br /&gt;
&lt;br /&gt;
A Priest may be created only through the [[Remort]] command with a lord character with the Cleric, Druid, or Monk class. To become a human priest, the required levels are 100, 150, and 150 respectively where as to keep one's current race, the required Lord Sublevels become 200, 300, and 300 respectively.&lt;br /&gt;
&lt;br /&gt;
Most people become priests through the cleric route. Races which make good spellcasters will also make good priests, in particular, drow, elf, centaur. Good remort races are tua, hie, spr.&lt;br /&gt;
&lt;br /&gt;
It is now possible to become a priest using the [[Rebirth]] command if the player is already a [[remort]] class and has attained Hero 500 or higher, regardless of what the remort class may be.&lt;br /&gt;
&lt;br /&gt;
== Priests at Lowmort Tier ==&lt;br /&gt;
&lt;br /&gt;
Keep in mind that if you learn [[Via Pax]] you cannot initiate combat. So most people put off learning it till hero or lord. Otherwise, offensive capabilities at lowmort tier are very limited (the single offensive spell is [[Dispel Evil]] which works only on evil creatures and does low damage), so getting to hero might take a while.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
A Priest's prime statistic is [[Wisdom]], and should be trained upon creation. This should be followed up by maxing out one's [[Intelligence]], which will allow for higher mana gains as you progress through levels.&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
&lt;br /&gt;
See: [[Paean]]. Most of the Priest class definers will require [[Via Pax]], but it is suggested that you do not practice them at Lowmort tier. Other spells and skills are practicable without issues.&lt;br /&gt;
&lt;br /&gt;
=== Worshipping ===&lt;br /&gt;
&lt;br /&gt;
Priest trainers will not teach the Holy Disciplines to anyone who is not worshipping Tul-Sith, and Priests must maintain a high alignment for these spells to work their best.&lt;br /&gt;
&lt;br /&gt;
If you plan to heal mostly, then Tul-Sith or Kra are good choices. Priests planning to tank mostly may look at other choices as well like Quixoltan, Kra and Shizaga for good gains.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:'''&lt;br /&gt;
&lt;br /&gt;
Soloing is impossible for any priest who has adepted the [[Via Pax]] ability.&lt;br /&gt;
&lt;br /&gt;
'''Tanking:'''&lt;br /&gt;
&lt;br /&gt;
Tanking is also impossible for any priest who has adepted the [[Via Pax]] ability. also, Priests do not get rescue skill until Lord, so that's another obstacle.&lt;br /&gt;
&lt;br /&gt;
'''Hitting:'''&lt;br /&gt;
&lt;br /&gt;
Priests hit poorly. Like sorcerers and wizards, they should be doing other things.&lt;br /&gt;
&lt;br /&gt;
'''Healing:'''&lt;br /&gt;
&lt;br /&gt;
This is where priests shine, naturally. Whether healing self or party members, this is their preferable role.&lt;br /&gt;
&lt;br /&gt;
== Priest Prestige Options ==&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
== Preists at Hero Tier ==&lt;br /&gt;
&lt;br /&gt;
The main decision you need to make is whether to practice [[Via Pax]] or not. If you plan to tank, it's almost certainly better to defer practicing it till lord. If you plan to solo or heal, you can practice it at hero (or earlier). Keep in mind that you need to worship Tul-Sith to practice your priest class-definers.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
Same as Lowmort.&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
&lt;br /&gt;
At Hero 101 priests finally get the ability to solo - if this interests you, you can choose to get Via Pax here, together with the White Light and other spells.&lt;br /&gt;
&lt;br /&gt;
=== Devoting ===&lt;br /&gt;
&lt;br /&gt;
Unless you are worshiping [[Quixoltan]], devoting will not bring significant bonuses, and will make later deity switching more costly.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:'''&lt;br /&gt;
&lt;br /&gt;
You can solo using the [[White Light]] spell in certain undead areas. Keep in mind that White Light does damage comparable to [[Acid Rain]] but priests can not [[Surge|surge]] until lord. Also, it has a very high lag - nominally 10 seconds. If you prefer to solo your way to Lord then consider switching worship to Quixoltan or Shizaga after you practice this.&lt;br /&gt;
&lt;br /&gt;
Some of the viable areas for solo are: &lt;br /&gt;
&lt;br /&gt;
* [[:Category:Necromancer's Tower|Necromancer's Tower]] - cooling corpse rooms (3 rooms) as well as hallways can contain multiple mobs - this is easiest option.&lt;br /&gt;
* [[:Category:Ruined Lairs|Ruined Lairs]] - all undead mobs, relatively good AC is advised, but more xp than Necromancer's Tower. &lt;br /&gt;
* [[:Category:Shadow Keep|Shadow Keep]] - rotting corpses as well as some other mobs, but they flee.&lt;br /&gt;
* [[:Category:Graves Of Reveria|Graves of Reveria]] - some of the mobs are undead, keep in mind area is very aggie with non-dead mobs as well and much more difficult.&lt;br /&gt;
* [[:Category:Sun God Altar|Sun God Altar]] - the undead corrals are similar (maybe tougher) to Ruined Lairs, but you will need to self-spell on [[:Category:Eragora|Eragora]]. Not advised until superhero.&lt;br /&gt;
&lt;br /&gt;
'''Tanking:'''&lt;br /&gt;
&lt;br /&gt;
Without [[Via Pax]] tanking is same to any other class, minus rescue. Bring a large rescuer to grab groupies.&lt;br /&gt;
&lt;br /&gt;
'''Hitting:'''&lt;br /&gt;
&lt;br /&gt;
Priests do not hit, their melee damage is very bad.&lt;br /&gt;
&lt;br /&gt;
'''Healing:'''&lt;br /&gt;
&lt;br /&gt;
Healing comes naturally to priests, and is their preferable role.&lt;br /&gt;
&lt;br /&gt;
== Priests at Lord Tier ==&lt;br /&gt;
&lt;br /&gt;
Priests are very powerful and useful at lord. Once they reach level 25 and learn the [[mantra]] skill, they can preach any single target spell to the whole group. They get various powerful healing and utility spells which make them a good addition to almost any lord group. Also they get much more mana than clerics/druids and can thus heal much longer and effectively. &lt;br /&gt;
Keep in mind that healing effectiveness is halved for evil characters.&lt;br /&gt;
&lt;br /&gt;
Useful utility spells (which are learnable at lower tiers, but are much more useful at lord) are [[clarify]], [[innocence]] and [[intervention]].&lt;br /&gt;
&lt;br /&gt;
== Priest Remort Options ==&lt;br /&gt;
&lt;br /&gt;
Priests can remort race only. Good remort races are [[Tuataurs]], [[High Elves]] and  [[Sprites]]. &lt;br /&gt;
Note that the low hp for sprites is not a big problem for priests, since it is usually taken care of by the [[intervention]] spell.&lt;br /&gt;
&lt;br /&gt;
[[Category: Remort Classes]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Greelak&amp;diff=51164</id>
		<title>Greelak</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Greelak&amp;diff=51164"/>
		<updated>2014-10-25T11:13:54Z</updated>

		<summary type="html">&lt;p&gt;Murk: Removed affect: Sanctuary. He isn't sanced&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Wearing a pitch-black robe and pouring fuel into pots of already smoking materials, this lizard man hardly notices your presence. You hear him hissing about his life as a priest and how fed up he is with praying to gods who do not care. Suddenly he smashes a clay jar on the ground and stomps on it until it is just dust. Perhaps you should leave him alone.''&lt;br /&gt;
&lt;br /&gt;
'''Keywords:''' Greelak.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Level |Level]]:''' 65.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Alignment |Alignment]]:''' Demonic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Mob Types |Flags]]:''' [[Sentinel Mobs|steadfast]], [[:Category:Stomping Mobs|stomper]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Affects:''' &lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
  Greelak is using:&lt;br /&gt;
 &amp;lt;worn about body&amp;gt;   [Pristine  ] [[Pitch-Black Robe|pitch-black robe]]&lt;br /&gt;
&lt;br /&gt;
 You peek at the inventory:&lt;br /&gt;
     Nothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
'''[[:Category: Areas |Area]]:''' [[:Category: Lizard Island]] ([[Lizard Island Map |Map]]).&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Rooms |Room]]:''' A Hut with no Walls. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Walking route from [[Island Guard]]: 9e s e s e 4s w s.&lt;br /&gt;
&lt;br /&gt;
Be watchful of Mutant Lizards they're aggie and Greelak stomps.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mobs In Lizard Island]]&lt;br /&gt;
[[Category:Stomping Mobs]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Send&amp;diff=51134</id>
		<title>Send</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Send&amp;diff=51134"/>
		<updated>2014-10-21T05:37:39Z</updated>

		<summary type="html">&lt;p&gt;Murk: Additional info on lag associated with casting this spell as third caster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Syntax: c 'send' &amp;lt;target&amp;gt; &amp;lt;plane&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;        c 'send' steve outland&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: [[Planeshift |planeshift]], [[Salvation |salvation]]&lt;br /&gt;
&lt;br /&gt;
The Send ritual is used to shift another person to another plane.&lt;br /&gt;
The target must signal willingness by grouping with all 3 casters&lt;br /&gt;
required to complete the spell, and by resting. The ritual works&lt;br /&gt;
from any type of room or any plane where Lords can cast Lord level&lt;br /&gt;
spells, and any plane is a valid target. In all ways except mana&lt;br /&gt;
cost, it is as if the target cast planeshift themselves.&lt;br /&gt;
&lt;br /&gt;
The ritual must be started by a Mage, Sorcerer or Psion, and takes&lt;br /&gt;
three casters to complete. Only the final caster needs to input&lt;br /&gt;
the destination plane. Note that the final caster - who completes the ritual - will be lagged as if they had planeshifted themselves.&lt;br /&gt;
&lt;br /&gt;
[[Category: Lord Mage Spells]]&lt;br /&gt;
[[Category: Lord Cleric Spells]]&lt;br /&gt;
[[Category: Lord Rogue Spells]]&lt;br /&gt;
[[Category: Lord Warrior Spells]]&lt;br /&gt;
[[Category: Lord Paladin Spells]]&lt;br /&gt;
[[Category: Lord Psionicist Spells]]&lt;br /&gt;
[[Category: Lord Monk Spells]]&lt;br /&gt;
[[Category: Lord Archer Spells]]&lt;br /&gt;
[[Category: Lord Sorcerer Spells]]&lt;br /&gt;
[[Category: Lord Priest Spells]]&lt;br /&gt;
[[Category: Lord Assassin Spells]]&lt;br /&gt;
[[Category: Lord Wizard Spells]]&lt;br /&gt;
[[Category: Lord Shadowfist Spells]]&lt;br /&gt;
[[Category: Lord Mindbender Spells]]&lt;br /&gt;
[[Category: Lord Druid Spells]]&lt;br /&gt;
[[Category: Lord Black Circle Initiate Spells]]&lt;br /&gt;
[[Category: Lord Bodyguard Spells]]&lt;br /&gt;
[[Category: Lord Fusilier Spells]]&lt;br /&gt;
[[Category: Lord Ranger Spells]]&lt;br /&gt;
[[Category: Rituals]]&lt;br /&gt;
[[Category: Rituals Initiated By Mage]]&lt;br /&gt;
[[Category: Rituals Initiated By Sorcerer]]&lt;br /&gt;
[[Category: Rituals Initiated By Psionicist]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Cyborg&amp;diff=51133</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Cyborg&amp;diff=51133"/>
		<updated>2014-10-18T11:01:09Z</updated>

		<summary type="html">&lt;p&gt;Murk: /* Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Cyborg is a race which is available only to Immortals for testing purposes.''&lt;br /&gt;
&lt;br /&gt;
* '''Abbreviation:''' Cyb&lt;br /&gt;
&lt;br /&gt;
* '''[[:Category: Languages |Language(s)]]:'''&lt;br /&gt;
&lt;br /&gt;
* '''[[:Category: Racials |Racial(s)]]:''' [[Racial_Armorsteel|armorsteel]]&lt;br /&gt;
&lt;br /&gt;
* '''[[Racial Size |Racial Size]]:'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Racial TNL |Racial TNL]]:''' 333&lt;br /&gt;
&lt;br /&gt;
* '''Well-Suited to Be:'''&lt;br /&gt;
&lt;br /&gt;
* '''Ill-Suited to Be:'''&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
While only used by Immortals for testing character skills/spells, this race was granted to one player (Cyboar) as a temporary boon during a run back in 2007. The TNL was observed during the run. The race is apparently not no-fail based on spellcasting witnessed at the time. Otherwise the race remains inaccessible, along with pit fiend, insectoid, merman, devil, ghost, and miscellaneous others.&lt;br /&gt;
&lt;br /&gt;
[[Category: Test Races]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Cyborg&amp;diff=51132</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Cyborg&amp;diff=51132"/>
		<updated>2014-10-18T11:00:39Z</updated>

		<summary type="html">&lt;p&gt;Murk: Updated this race to provide some historical background and TNL information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Cyborg is a race which is available only to Immortals for testing purposes.''&lt;br /&gt;
&lt;br /&gt;
* '''Abbreviation:''' Cyb&lt;br /&gt;
&lt;br /&gt;
* '''[[:Category: Languages |Language(s)]]:'''&lt;br /&gt;
&lt;br /&gt;
* '''[[:Category: Racials |Racial(s)]]:''' [[Racial_Armorsteel|armorsteel]]&lt;br /&gt;
&lt;br /&gt;
* '''[[Racial Size |Racial Size]]:'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Racial TNL |Racial TNL]]:''' 333&lt;br /&gt;
&lt;br /&gt;
* '''Well-Suited to Be:'''&lt;br /&gt;
&lt;br /&gt;
* '''Ill-Suited to Be:'''&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
While only used by Immortals for testing character skills/spells, this race was granted to one player (Cyboar) as a temporary boon during a run back in 2007. The TNL was observed at that time. The race is apparently not no-fail based on spellcasting witnessed at the time. Otherwise the race remains inaccessible, along with pit fiend, insectoid, merman, devil, ghost, and miscellaneous others.&lt;br /&gt;
&lt;br /&gt;
[[Category: Test Races]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Vapour_Imp_Evolution_Quest&amp;diff=51118</id>
		<title>Vapour Imp Evolution Quest</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Vapour_Imp_Evolution_Quest&amp;diff=51118"/>
		<updated>2014-10-16T02:32:11Z</updated>

		<summary type="html">&lt;p&gt;Murk: The Pretender is not sanc'ed, this needed correcting. Full page for this mob in the pipeline.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;tele/portal shipwreck merchant ([[:Category:Island_Of_The_Lost|island of the lost]] area)&lt;br /&gt;
enter glimmer&lt;br /&gt;
&lt;br /&gt;
With a water imp in group kill all mephits and a special message will appear and a lever should show on ground. Pull the lever to reveal a down exit from where you first entered glimmer. (hint, you can just type exit and go to the room which doesn't have maze in its name to get to the down, all rooms in maze is connected to this). &lt;br /&gt;
&lt;br /&gt;
Mephits are sanced, but not particularly hard, they can hit a bit.&lt;br /&gt;
&lt;br /&gt;
When you head down you will encounter elementals that are unsanced and weak.&lt;br /&gt;
As you make your way north watch for the entrance to the throne room name, next room is sorta mean.&lt;br /&gt;
It has an enormous elemental (keyword: pretender, scan description: massive) and probably a few elementals (they wander though, I think). &lt;br /&gt;
You definitely want to group to bring down this mob, haven't played much with it but would estimate two biggish casters and the imp tanking as a minimum, more is better.&lt;br /&gt;
&lt;br /&gt;
You want to bring the orb from the pretender back to Vincent and evolve.&lt;br /&gt;
&lt;br /&gt;
[[Category:Imp Evolution Quests]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Apocalypse&amp;diff=51103</id>
		<title>Category:Apocalypse</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Apocalypse&amp;diff=51103"/>
		<updated>2014-10-14T02:21:41Z</updated>

		<summary type="html">&lt;p&gt;Murk: /* Exploring the area */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Far, far from [[:Category: Midgaard |Midgaard]], in the very northeastern reaches of the Great Forest [[:Category: Wildwood |Wildwood]], the forces of Apocalypse and his Horsemen, Death, War, Famine and Pestilence are bringing this corner of the worlds to its knees.  This is a place of fire, of widespread [[Plague |plague]], of starvation and misery.  Going there is said to bring nothing but sickness, tragedy and death.  The few who claimed to have survived a trip to Apocalypse are generally shunned in the cities, dismissed as madmen or feared as demons.''&lt;br /&gt;
&lt;br /&gt;
'''Level Range:''' 51-51&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Mega&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
Walking route from [[Aelmon |Aelmon]]: 16e, [e], 2e, n, 2e, 3s, 3e, 3n, 2w, 3n, w, n, e, n, e, 5n, e, s, e, 2n, 3e.&lt;br /&gt;
&lt;br /&gt;
[[Portal |Portaling]] point(s) suggested: [[Skeletal Guard |skeletal guard]].&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
lots of pps.  skel guar is a nice safe one.  Plenty of non aggie mobs, but this area has a reputation for a reason...&lt;br /&gt;
&lt;br /&gt;
Many mobs will aggy on visible characters, so movehidden is recommended. Lowmort groups should stick to the ground level and scan before moving so as not to accidently wander into a horsie or [[Dust Demon]]. Heroes duoing or small lowhero groups will do well here, also can dive into survivor section and go after [[Jackal]] for [[Carburized Steel Plate Armor|Carbs]] ([[Panther]] also carries the armor but he is significantly more difficult).&lt;br /&gt;
&lt;br /&gt;
== Exploring the area ==&lt;br /&gt;
&lt;br /&gt;
The main attractions of this area are the five Horsemen - War, Famine, Pestilence, Death, and Apocalypse. Due to their size and strength, and the low xp &amp;amp; modest gear they provide, they are virtually never killed. In order of difficulty (lowest to highest), they are: Pestilence, Death, War, Famine, Apocalypse (who is sanced and 8 levels higher). It takes approximately 15-17 torments surged at 5 to kill these mobs (and presumably 5-10 more for their boss).&lt;br /&gt;
&lt;br /&gt;
[[Category: Hero Areas]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Apocalypse&amp;diff=51102</id>
		<title>Category:Apocalypse</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Apocalypse&amp;diff=51102"/>
		<updated>2014-10-14T02:21:11Z</updated>

		<summary type="html">&lt;p&gt;Murk: Added more comprehensive info on mini-bosses of the area.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Far, far from [[:Category: Midgaard |Midgaard]], in the very northeastern reaches of the Great Forest [[:Category: Wildwood |Wildwood]], the forces of Apocalypse and his Horsemen, Death, War, Famine and Pestilence are bringing this corner of the worlds to its knees.  This is a place of fire, of widespread [[Plague |plague]], of starvation and misery.  Going there is said to bring nothing but sickness, tragedy and death.  The few who claimed to have survived a trip to Apocalypse are generally shunned in the cities, dismissed as madmen or feared as demons.''&lt;br /&gt;
&lt;br /&gt;
'''Level Range:''' 51-51&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Mega&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
Walking route from [[Aelmon |Aelmon]]: 16e, [e], 2e, n, 2e, 3s, 3e, 3n, 2w, 3n, w, n, e, n, e, 5n, e, s, e, 2n, 3e.&lt;br /&gt;
&lt;br /&gt;
[[Portal |Portaling]] point(s) suggested: [[Skeletal Guard |skeletal guard]].&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
lots of pps.  skel guar is a nice safe one.  Plenty of non aggie mobs, but this area has a reputation for a reason...&lt;br /&gt;
&lt;br /&gt;
Many mobs will aggy on visible characters, so movehidden is recommended. Lowmort groups should stick to the ground level and scan before moving so as not to accidently wander into a horsie or [[Dust Demon]]. Heroes duoing or small lowhero groups will do well here, also can dive into survivor section and go after [[Jackal]] for [[Carburized Steel Plate Armor|Carbs]] ([[Panther]] also carries the armor but he is significantly more difficult).&lt;br /&gt;
&lt;br /&gt;
== Exploring the area ==&lt;br /&gt;
&lt;br /&gt;
The main attractions of this area are the five Horsemen - War, Famine, Pestilence, Death, and Apocalypse. Due to their size and strength, and the low xp &amp;amp; modest gear they provide, they are virtually never killed. In order of difficulty, they are: Pestilence, Death, War, Famine, Apocalypse (who is sanced and 8 levels higher). It takes approximately 15-17 torments surged at 5 to kill these mobs (and presumably 5-10 more for their boss).&lt;br /&gt;
&lt;br /&gt;
[[Category: Hero Areas]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Aura_Of_Flames&amp;diff=51101</id>
		<title>Aura Of Flames</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Aura_Of_Flames&amp;diff=51101"/>
		<updated>2014-10-13T10:43:51Z</updated>

		<summary type="html">&lt;p&gt;Murk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''An aura of flames hovers here, ever burning but never consuming.''&lt;br /&gt;
&lt;br /&gt;
 [[Armor Class|Armor class]] is 11.&lt;br /&gt;
 Modifies [[Damage Roll|damage roll]] by 3 continuous.&lt;br /&gt;
 Modifies [[Hit Roll|hit roll]] by 2 continuous.&lt;br /&gt;
&lt;br /&gt;
'''Keyword(s):''' flames aura&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Object Types |Type]]:''' [[:Category: Armor|armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Object Flags |Flag(s)]]:''' [[Glow Flag|glow]] [[Evil Flag|evil]] [[Magic Flag|magic]] [[Anti-Evil Flag|anti-evil]]&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 Weight |Weight]]:''' 2 lbs&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Level |Level(s)]]:''' 51&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Quality |Quality]]:''' 200 hps&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
'''[[:Category: Areas |Area]]:''' [[:Category: Apocalypse |Apocalypse]] ([[Apocalypse Map |Map]])&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Mobs |Mob(s)]]:''' [[War]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Teleport|Portal]] [[Skeletal Guard|skeletal guard]] and track War.&lt;br /&gt;
&lt;br /&gt;
'''Warning: War is HUGE. Don't expect to be able to kill War without a very large group of players.''' Exception: A large sorcerer (999) has a reasonable chance of killing this mob, possibly with short rest periods for heals in between rounds. The alternative is a burly green dragon caster, whose secrete continues to damage the mob every round even if the fight is not in progress. It also seems to nullify their aggressive flag after sufficient stacked venoms.&lt;br /&gt;
&lt;br /&gt;
[[Category: Gear In Apocalypse]]&lt;br /&gt;
[[Category: Armor]]&lt;br /&gt;
[[Category: Hero Hit Gear]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Fountains&amp;diff=51100</id>
		<title>Fountains</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Fountains&amp;diff=51100"/>
		<updated>2014-10-13T10:39:16Z</updated>

		<summary type="html">&lt;p&gt;Murk: Qualified no-pick-up to make allowances for staff, who can.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[:Category: Objects |Objects]] of this [[:Category: Object Types |type]] are practically always permanent fixtures of [[:Category: Areas |areas]] that [[:Category: Characters |characters]] may not [[Get |pick up]] (exception: Immortals can bypass the no-take flags on these and other items, like portals).  Fountains were more useful in days of yore when Avatar's [[:Category: Characters |characters]] could suffer from hunger and thirst.  Certain fountains remain useful, however, as fountains can do more than just provide a steady source of one of many [[Drink Container Values |types]] of liquid refreshment.  A given fountain may or may not also do one of the following whenever a [[:Category: Characters |character]] [[Drink |drinks]] from it: (1) [[Cast |cast]] a predictable [[:Category: Spells |spell]] on this [[:Category: Characters |character]] (or possibly one of two different [[:Category: Spells |spells]] dependent upon this drinker's [[Alignment |alignment]]), (2) [[Poison (spell) |poison]] this [[:Category: Characters |character]], (3) instantly transport this [[:Category: Characters |character]] to a certain other [[:Category: Rooms |room]], and (4) disappear (until its [[:Category: Areas |area]] repops) while a certain [[:Category: Mobs |mob]] appears in its place.  Each fountain's individual qualities are determined by its [[:Category: Object Types |type]]-specific [[:Category: Object Values |values]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Object Types]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51099</id>
		<title>User:Murk</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51099"/>
		<updated>2014-10-13T07:58:52Z</updated>

		<summary type="html">&lt;p&gt;Murk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been playing AVATAR off-and-on since January 1999. Thirst and hunger were removed around this time, so I only experienced those red-fonted echos briefly. I quickly found myself in [[Famine]]'s room after entering a few random portals in sanctum. Anastasia ([[User:AlexyAnna]]) did my first CR on that occasion. The game has undergone transcendental changes since then - most players of the epoch have come and gone - but the essence of the game remains the same: Collect gear, experience, and the occasional ally.&lt;br /&gt;
&lt;br /&gt;
My main alts are Diesel and Rizzo; I also have a few utilitarian alts I rarely use.&lt;br /&gt;
&lt;br /&gt;
These days, my interest is primarily in running at the Lord level, submitting typo/bug reports, and writing areas/quests for future submission.&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51098</id>
		<title>User:Murk</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51098"/>
		<updated>2014-10-13T00:03:50Z</updated>

		<summary type="html">&lt;p&gt;Murk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been playing AVATAR off-and-on since January 1999. Thirst and hunger were removed around this time, so I only experienced those red-fonted echos briefly. I quickly found myself in [[Famine]]'s room after entering a few random portals in sanctum. Anastasia ([[User:AlexyAnna]]) did my first CR on that occasion. The game has undergone transcendental changes since then - most players of the epoch have come and gone - but the essence of the game remains the same: Collect gear, experience, and the occasional ally.&lt;br /&gt;
My main alts are Diesel and Rizzo. I have other utilitarian alts I rarely log, and my ancient alts have long been consigned to the pfile dustbin. My favorite tier is Lord, though in my view Legend should be scrapped and rewritten along the same lines as the 125 tier, albeit with more challenging objectives. PK should be maintained in the color-specific zones. Lores should be phased out as well, as they blur the distinctions between class-specific skills.&lt;br /&gt;
I edit incomplete, stub, or problematic pages here (with [[User:WinterRose]] sporadically correcting my revisions, as warranted). If you see me on, feel free to shoot me a tell.&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51097</id>
		<title>User:Murk</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51097"/>
		<updated>2014-10-13T00:00:21Z</updated>

		<summary type="html">&lt;p&gt;Murk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been playing AVATAR off-and-on since January 1999. Thirst and hunger were removed around this time, so I only experienced those red-fonted echos briefly. I quickly found myself in [[Famine]]'s room after entering a few random portals in sanctum. Anastasia (User:AlexyAnna) did my first CR on that occasion. The game has undergone transcendental changes since then - most players of the epoch have come and gone - but the essence of the game remains the same: Collect gear, experience, and the occasional ally.&lt;br /&gt;
My main alts are Diesel and Rizzo. I have other utilitarian alts I rarely log, and my ancient alts have long been consigned to the pfile dustbin. My favorite tier is Lord, though in my view Legend should be scrapped and rewritten along the same lines as the 125 tier, albeit with more challenging objectives. PK should be maintained in the color-specific zones. Lores should be phased out as well, as they blur the distinctions between class-specific skills.&lt;br /&gt;
I edit incomplete, stub, or problematic pages here (with User:WinterRose sporadically correcting my revisions, as warranted). If you see me on, feel free to shoot me a tell.&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=User_talk:Murk&amp;diff=51096</id>
		<title>User talk:Murk</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=User_talk:Murk&amp;diff=51096"/>
		<updated>2014-10-12T23:26:18Z</updated>

		<summary type="html">&lt;p&gt;Murk: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51095</id>
		<title>User:Murk</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=User:Murk&amp;diff=51095"/>
		<updated>2014-10-12T23:26:07Z</updated>

		<summary type="html">&lt;p&gt;Murk: Created page with &amp;quot;I have been playing AVATAR off-and-on since January 1999. Thirst and hunger were removed a few weeks after I joined, and I quickly found myself in Famine's room after entering a ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been playing AVATAR off-and-on since January 1999. Thirst and hunger were removed a few weeks after I joined, and I quickly found myself in Famine's room after entering a few random portals in sanctum. Anastasia (User:AlexyAnna) did my first CR on that occasion. The game has undergone transcendental changes since then - most players of the epoch have come and gone - but the essence of the game remains the same: Collect gear, experience, and the occasional ally.&lt;br /&gt;
My main alts are Diesel and Rizzo. I have other utilitarian alts I rarely log, and my ancient alts have long been consigned to the pfile dustbin. My favorite tier is Lord, though in my view Legend should be scrapped and rewritten along the same lines as the 125 tier, albeit with more challenging objectives. PK should be maintained in the color-specific zones. Lores should be phased out as well, as they blur the distinctions between class-specific skills.&lt;br /&gt;
I edit incomplete, stub, or problematic pages here (with User:WinterRose sporadically correcting my corrections, as needed). If you see me on, feel free to shoot me a tell.&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=User_talk:Murk&amp;diff=51094</id>
		<title>User talk:Murk</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=User_talk:Murk&amp;diff=51094"/>
		<updated>2014-10-12T23:12:58Z</updated>

		<summary type="html">&lt;p&gt;Murk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been playing AVATAR off-and-on since January 1999. Thirst and hunger were removed a few weeks after I joined, and I quickly found myself in Famine's room after entering a few random portals in sanctum. Anastasia ([[User:AlexyAnna]]) did my first CR on that occasion. The game has undergone transcendental changes since then - most players of the epoch have come and gone - but the essence of the game remains the same: Collect gear, experience, and the occasional ally.&lt;br /&gt;
&lt;br /&gt;
My main alts are Diesel and Rizzo. I have other utilitarian alts I rarely log, and my ancient alts have long been consigned to the pfile dustbin. My favorite tier is Lord, though in my view Legend should be scrapped and rewritten along the same lines as the 125 tier, albeit with more challenging objectives. PK should be maintained in the color-specific zones. Lores should be phased out as well, as they blur the distinctions between class-specific skills.&lt;br /&gt;
&lt;br /&gt;
I edit incomplete, stub, or problematic pages here (with [[User:WinterRose]] sporadically correcting my corrections, as needed). If you see me on, feel free to shoot me a tell.&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Infirmaries&amp;diff=51093</id>
		<title>Category:Infirmaries</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Infirmaries&amp;diff=51093"/>
		<updated>2014-10-12T21:43:10Z</updated>

		<summary type="html">&lt;p&gt;Murk: Added an additional infirmary room (Typhus)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An alphabetical list of all AVATAR MUD infirmaries.&lt;br /&gt;
&lt;br /&gt;
''When [[Sleep (command) |sleeping]] in a hospital you will gain [[Hit Points |hit points]] and [[Mana Points |mana]] at twice the normal rate. While this amenity previously required a noticeable payment, the Gods decreed that their servants shall provide this service for free for the time being.  &lt;br /&gt;
&lt;br /&gt;
Hospital [[:Category: Rooms |rooms]] are identifiable by the ( Infirmary ) [[:Category: Room Types |flag]] in their titles.  Only [[:Category: Clerics |Clerics]], [[:Category: Rangers |Rangers]], and players between levels 1 and 15 can see this [[:Category: Room Types |flag]].''&lt;br /&gt;
&lt;br /&gt;
Known rooms:&lt;br /&gt;
* [[:Category:Midgaardia|Midgaardia]]&lt;br /&gt;
** 1d, 1w of [[:Category:Sanctum|Sanctum]]&lt;br /&gt;
** 2e of [[:Category:Sanctum|Sanctum]]&lt;br /&gt;
** [[Aelmon|Aelmon's]] room&lt;br /&gt;
** [[Zin|Zin's]] room&lt;br /&gt;
** 1w, 1n, 1u of [[Sol]] (whole floor actually - can also use [[Belmorn]])&lt;br /&gt;
** [[Forgotten Dragon, Zikthro|Zikthro's]] room&lt;br /&gt;
** Ancient shrine to Lolth in [[:Category:Labyrinth Of Despair|Labyrinth of Despair]]&lt;br /&gt;
** [[Septarch Envy|Septarch Envy's]] room&lt;br /&gt;
** [[Tysiln San |Tysiln San's]] room in [[:Category: Typhus|Typhus]]&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Eragora|Eragora]]&lt;br /&gt;
** Default recall point&lt;br /&gt;
** 2e, 1s of [[Mayflower]]&lt;br /&gt;
** 1s of [[Seneca Rotberry|Seneca]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous]]&lt;br /&gt;
[[Category: Room Types]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Jake_The_Thorn-Slayer&amp;diff=51091</id>
		<title>Jake The Thorn-Slayer</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Jake_The_Thorn-Slayer&amp;diff=51091"/>
		<updated>2014-10-10T22:47:41Z</updated>

		<summary type="html">&lt;p&gt;Murk: Removed the note about not killing Jake in order to regain mistakenly-given gear from him. This is superfluous as the room is safe.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Middle aged and past his prime, Jake still has some of the [[Strength |strength]] he used to kill the [[Dragons |dragon]] Thorn.  He owns this shop and takes pride in his ongoing [[:Category: Ticket Quests |quest]] for those willing.  Some [[Dragons |dragons]] exist that need killing.  [[:Category: Hero |Heroes]] are made with such acts but seldom are rewarded for their efforts.  If you can give some [[:Category: Tickets |proof of your kill]], and [[Give |give]] it to Jake, he will reward you with [[:Category: Ticket Quest Rewards |an item]] of possible use.''&lt;br /&gt;
&lt;br /&gt;
'''Keywords:''' Jake, bartender.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Level |Level]]:''' 51 or more.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Alignment |Alignment]]:''' heroic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Mob Types |Flags]]:''' [[Sentinel Mobs |steadfast]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Affects:''' none.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
 Jake the Thorn-Slayer is using:&lt;br /&gt;
 &amp;lt;wielded&amp;gt;           a long sword&lt;br /&gt;
&lt;br /&gt;
 Jake the Thorn-Slayer is carrying:                                                   [Lv Price]&lt;br /&gt;
      a bottle of local specialty                                                     [ 0    15]&lt;br /&gt;
      a bottle of firebreather                                                        [ 0    15]&lt;br /&gt;
      a bottle of beer                                                                [ 0    16]&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
Jake is involved in various ticket quests:&lt;br /&gt;
*Give him [[Pile Of Red Dragon Scales]] from [[Nigurathus]] to receive the [[Heroic Dragonscale Skirt]].&lt;br /&gt;
*Give him [[Some Dragon Scales]] from [[Kastinius]] to receive the [[Heroic Dragonscale Sleeves]].&lt;br /&gt;
*Give him the [[Skull Of Tryystania|Skull]] of [[Tryystania]] to receive a [[Diamond]].&lt;br /&gt;
*Give him a [[White Dragon Scale]] from [[Ice Dragon|an Ice Dragon]] to receive a [[Cats Eye Gemstone]].&lt;br /&gt;
*Give him [[Some Squashed Wyrmlings]] from [[:Category:Transfigured Forest|Transfigured Forest]] to receive a [[Diamond]].&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
'''[[:Category: Areas |Area]]:''' [[:Category: Midgaard |Midgaard]] ([[Midgaard Map |Map]]).&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Rooms |Room]]:''' The Dragon's Bane (portable, [[Safe Rooms |safe]]).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Walking route from [[Aelmon |Aelmon]]: 6e, n.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jake the Thorn-Slayer is portable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Mobs In Midgaard]]&lt;br /&gt;
[[Category: Shopkeepers]]&lt;/div&gt;</summary>
		<author><name>Murk</name></author>
		
	</entry>
</feed>