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	<updated>2026-04-05T16:35:28Z</updated>
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	<entry>
		<id>http://www.johnmarc.org/index.php?title=Armor_Class&amp;diff=31162</id>
		<title>Armor Class</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Armor_Class&amp;diff=31162"/>
		<updated>2007-07-04T15:04:39Z</updated>

		<summary type="html">&lt;p&gt;Segue: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also [[:Category: Tank Gear |Tank Gear]].&lt;br /&gt;
&lt;br /&gt;
''Armor Class is very important for fighting.  This number indicates how good your overall armor is.  This includes [[:Category: Skills And Spells That Buff Characters |spells]], all [[:Category: Gear |equipment]] [[Wear |worn]], [[Dexterity |dexterity]], and whether you're [[Stand |standing]], [[Rest |resting]], or [[Sleep (command) |sleeping]].'' &lt;br /&gt;
&lt;br /&gt;
''The [[Armor Values |AC value]] shown by the [[Identify (spell) |identify]] spell is a positive rating for a piece of armor.  The HIGHER this number is, the better.  [[Object Affects |Modifiers]] on armor generally say something like: &amp;quot;modifies armor class by -20&amp;quot; or something similar.  The LOWER this number, the better.  That is, -30 to AC is better than -20 to AC.''&lt;br /&gt;
&lt;br /&gt;
''When you reach a high enough [[Level |level]] (25), you will see an AC rating on your [[Score |score]] screen.  This rating takes into account all [[:Category: Skills And Spells That Buff Characters |spells]], [[:Category: Gear |equipment]] [[Wear |worn]], [[Dexterity |dexterity]], etc to form a total AC.  The LOWER this number, the better (ie, -300 is better than -50).''&lt;br /&gt;
&lt;br /&gt;
''The levels of armor are as follows:''&lt;br /&gt;
&lt;br /&gt;
  WORSE than Naked         Armored                 Angelically Armored&lt;br /&gt;
  Defenseless              Well Armored            Divinely Armored&lt;br /&gt;
  Almost Defenseless       Greatly Armored         Invincibly Armored&lt;br /&gt;
  Barely Armored           Strongly Armored        Indestructibly Armored&lt;br /&gt;
  Slightly Armored         Heavily Armored         Impossibly Armored&lt;br /&gt;
  Somewhat Armored         Superbly Armored        Supremely Armored&lt;br /&gt;
  Sadly Armored            Terrifically Armored    Sniktly Armored&lt;br /&gt;
  Almost Armored           Heroically Armored      Ironhand Armored&lt;br /&gt;
&lt;br /&gt;
[[:Category: Characters |Characters]] may [[Wear |wear]] [[:Category: Tank Gear |gear to increase their armor class]], which is commonly called &amp;quot;[[:Category: Tank Gear |tank gear]]&amp;quot; because it is particularly useful to [[Tanks |tanks]].  Most wearable [[:Category: Objects |objects]] are of [[:Category: Object Types |type]] &amp;quot;[[:Category: Armor |armor]]&amp;quot; and, thus, have a certain &amp;quot;[[Armor Values |base armor class]],&amp;quot; which ranges from 0–2 AC for [[Object Level |level]]-1 [[:Category: Objects |objects]] to 10–12 AC for [[Object Level |level]]-51 [[:Category: Objects |objects]] (see [[Armor Values |Armor Values]] for more information on this subject).  [[:Category: Characters |Characters]] who [[Wear |wear]] an [[:Category: Objects |object]] with a certain [[Armor Values |base armor class]] will usually find their total armor class improved (decreased) by at least this amount, if not by more (see table below for details).  Furthermore, an [[:Category: Objects |object]] of ''any'' [[:Category: Object Types |type]] (not just [[:Category: Armor |armor]]) may [[Object Affects |affect]] its wearer's total armor class by some additional amount, either for the better or for the worse—an [[Object Affects |affect]] that is completely independent from that of any [[Armor Values |base armor class]] that it may or may not have.  Most prime [[:Category: Tank Gear |tank gear]], in fact, ''both'' (1) has a [[Armor Values |base armor class]] ''and'' (2) provides an additional armor-class-improving [[Object Affects |modifier]].&lt;br /&gt;
&lt;br /&gt;
 '''[[Object Slots |Object Slot]]:         [[:Category: Objects |Object]] Improves AC by...       (with [[Armor Optimization |Armor Optimization]])&lt;br /&gt;
 &amp;lt;used as light&amp;gt;      (&amp;lt;font color=red&amp;gt;0.00&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=red&amp;gt;0.00&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn on finger&amp;gt;     (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn on finger&amp;gt;     (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn around neck&amp;gt;   (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn around neck&amp;gt;   (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn on body&amp;gt;       (&amp;lt;font color=blue&amp;gt;3.00&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=blue&amp;gt;3.50&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn on head&amp;gt;       (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=blue&amp;gt;1.25&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn on legs&amp;gt;       (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=blue&amp;gt;1.25&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn on feet&amp;gt;       (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn on hands&amp;gt;      (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn on arms&amp;gt;       (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=blue&amp;gt;1.25&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;held in offhand&amp;gt;    (&amp;lt;font color=blue&amp;gt;3.00&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=blue&amp;gt;3.50&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn about body&amp;gt;    (&amp;lt;font color=blue&amp;gt;2.00&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=blue&amp;gt;2.25&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn about waist&amp;gt;   (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=blue&amp;gt;1.25&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn on wrist&amp;gt;      (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=blue&amp;gt;1.10&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn on wrist&amp;gt;      (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=blue&amp;gt;1.10&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;wielded&amp;gt;            (&amp;lt;font color=red&amp;gt;0.00&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=red&amp;gt;0.00&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;held&amp;gt;               (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor Class Advice for Lowmort Tanks ==&lt;br /&gt;
&lt;br /&gt;
''Courtesy of the Ramko Pfile:''&lt;br /&gt;
&lt;br /&gt;
Level         &amp;amp;     Recommended AC(With Spells)&lt;br /&gt;
&lt;br /&gt;
  20-30             -450&lt;br /&gt;
  30-40             -650&lt;br /&gt;
  40-45             -850&lt;br /&gt;
  45+               -1050&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor Class Advice for Hero Tanks ==&lt;br /&gt;
&lt;br /&gt;
Note: these numbers are heavily affected by both hp (the more hp you have, the more damage you can take, duh) and dexterity (dodge, shield block, other stuff is affected by dex).&lt;br /&gt;
 &lt;br /&gt;
===Unspelled AC: Assessment===&lt;br /&gt;
*-600: Ouch, hope you have a healer!&amp;lt;br&amp;gt;&lt;br /&gt;
*-650: Hope you have a lot of fiery vials.&amp;lt;br&amp;gt;&lt;br /&gt;
*-700: This is a decent starting point for non-[[:Category:Monks|monk]] tanks.  With a healer, one can tank the smaller hero areas.  Larger hero areas will drain HP quickly, making the run rather inefficient.  With 2k+ hp you will probably be fine if you have good hitters.&amp;lt;br&amp;gt;&lt;br /&gt;
*-750: This is a good first goal for ac; getting here won't be too hard on a rogue or a fast warrior.  You'll still get hit (a lot) but a few double heal potions will help you through a run, and keep you alive.&amp;lt;br&amp;gt;&lt;br /&gt;
*-800: At this point you won't be taking much damage, and you'll go through multiple fights without taking damage, but you're still vulnerable, especially when you're at lowhero and have small hp.&amp;lt;br&amp;gt;&lt;br /&gt;
*-850: GOLD! At this point you don't get hurt much except from the big nasty mobs or from huge groups of mobs. Spells, like always, will be a problem, so like always, take a healer or stock up on quaffs.&amp;lt;br&amp;gt;&lt;br /&gt;
*-900 and less: who cares? You're still going to get pounded by the nasty mobs, and you might want to think about [[Tanking In Hit Gear |tanking in hit gear]].&lt;br /&gt;
&lt;br /&gt;
Now you might ask, how do I get this ac? Well, it's pretty easy: wait. Yup, that's the secret. Fodder what you can, of course; with a mage, you'll have no problem getting [[Orosca's Enchanted Wrist Guard |Orosca's bracers]], [[Steel Bracer |steel bracers]] and [[Chained Steel Collar |a chained steel collar]], so there's a place to start. The [[Shield Of Heroes |shield of heroes]] is easy to get to, but it's a big mob, but it's right by a safe room, so death isn't terrible. Start enchanting this stuff, and start grabbing stuff in donation and trying it on to see if it's better. Every point counts, and you'll slowly build up your ac.&lt;br /&gt;
&lt;br /&gt;
[[Category: Characters]]&lt;/div&gt;</summary>
		<author><name>Segue</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Bladedancer_Hero_Skills_And_Spells&amp;diff=28351</id>
		<title>Category:Bladedancer Hero Skills And Spells</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Bladedancer_Hero_Skills_And_Spells&amp;diff=28351"/>
		<updated>2007-02-05T05:17:58Z</updated>

		<summary type="html">&lt;p&gt;Segue: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bladedancer Hero Skills &amp;amp; Spells Chart ==&lt;br /&gt;
&lt;br /&gt;
 [[Level |Lvl]]: List of [[:Category: Skills And Spells |Skills &amp;amp; Spells]] Available to [[Practice |Practice]] at This [[Level |Level]]...&lt;br /&gt;
      &lt;br /&gt;
  1:            butcher              kick            rescue    share strength&lt;br /&gt;
             body brace        meditation         open hand&lt;br /&gt;
  3:        faerie fire&lt;br /&gt;
  5:        cause light       detect evil       magic light    word of recall&lt;br /&gt;
        heighten senses       shadow form        magic lore&lt;br /&gt;
  7:              curse      detect magic         endurance          identify&lt;br /&gt;
          magic missile            forage&lt;br /&gt;
  9:              armor        anticipate    spell recovery           quicken&lt;br /&gt;
             read magic&lt;br /&gt;
 11:          blindness       chill touch        cure light       infravision&lt;br /&gt;
          locate object            poison     psychic drain&lt;br /&gt;
 13:                fly    giant strength            weaken      shield block&lt;br /&gt;
        chameleon power       biofeedback  arcane knowledge&lt;br /&gt;
 15:        concentrate        faerie fog             invis            plague&lt;br /&gt;
       detect alignment&lt;br /&gt;
 17:      detect poison              fear              bash        levitation&lt;br /&gt;
 19:              bless       dispel evil          bashdoor   enhanced damage&lt;br /&gt;
                  track   adrenaline pump              dart&lt;br /&gt;
 21:      cause serious    cure blindness     detect hidden              scry&lt;br /&gt;
      enhanced strength&lt;br /&gt;
 25:       cure disease      energy drain    know alignment            shield&lt;br /&gt;
           displacement      double wield&lt;br /&gt;
 27:      burning hands      charm person      cure serious         earthbind&lt;br /&gt;
                  sleep          psisting   cell adjustment&lt;br /&gt;
 29:       dispel magic       flamestrike        holy armor        mass invis&lt;br /&gt;
           regeneration      dark embrace&lt;br /&gt;
 31:       remove curse     energy shield&lt;br /&gt;
 33:             astral        stone skin         deception&lt;br /&gt;
 35:           fireball         pass door   protection evil           refresh&lt;br /&gt;
             aura sight   protection good        blast bolt&lt;br /&gt;
 37:     call lightning    cause critical               web       danger scan&lt;br /&gt;
 39:         mass bless mass cure serious          medicine          teleport&lt;br /&gt;
           third attack          ego whip       turn undead&lt;br /&gt;
 41:             frenzy&lt;br /&gt;
 43:      cure critical   water breathing          mindlash&lt;br /&gt;
 45:          sanctuary              toss         lead gang&lt;br /&gt;
 47:      enchant armor    enchant weapon    lightning bolt            summon&lt;br /&gt;
 49:              surge&lt;br /&gt;
 51:           mass aid          detonate              mask&lt;br /&gt;
 53:               harm        domination       enchant bow&lt;br /&gt;
 55: mass cure critical&lt;br /&gt;
 57:    control weather               awe&lt;br /&gt;
 59:         acid blast         holy aura         iron monk            portal&lt;br /&gt;
             brainstorm        turn demon&lt;br /&gt;
 61:               heal&lt;br /&gt;
 63:    chain lightning     transfer life        aura focus&lt;br /&gt;
 67:      calcify flesh             torch&lt;br /&gt;
 69:               calm        fortitudes           riposte        invigorate&lt;br /&gt;
                   seal&lt;br /&gt;
 71:          mass heal         icestrike&lt;br /&gt;
 73:   ectoplasmic form&lt;br /&gt;
 75:            cyclone     psionic blast&lt;br /&gt;
 79:         earthquake         sandstorm             nexus              foci&lt;br /&gt;
        mass invigorate        bloodhound&lt;br /&gt;
 83:        magma blast       weapon rush&lt;br /&gt;
 87:          firestorm&lt;br /&gt;
 89:          ice lance         iron skin&lt;br /&gt;
 91:          desiccate        ultrablast&lt;br /&gt;
 97:               awen&lt;br /&gt;
 101:        create food     create spring      create water   fast healing ii&lt;br /&gt;
          meditation ii       quickstrike  improved stamina           balance&lt;br /&gt;
            tutor other        bladedance     dervish dance   inspiring dance&lt;br /&gt;
 500:       catch weapon&lt;br /&gt;
      &lt;br /&gt;
    * [[:Category: Hero|Hero]] skills &amp;amp; spells that [[:Category: Bladedancer|Bladedancers]] may learn but [[:Category: Rogues |Rogues]] may not.&lt;br /&gt;
&lt;br /&gt;
See also [[:Category: Bladedancer Lowmort Skills And Spells |Bladedancer Lowmort Skills &amp;amp; Spells]], [[:Category: Rogue Lowmort Skills And Spells |Rogue Lowmort Skills &amp;amp; Spells]], &lt;br /&gt;
&lt;br /&gt;
[[Category: Bladedancer Skills And Spells]]&lt;br /&gt;
[[Category: Hero Skills And Spells]]&lt;/div&gt;</summary>
		<author><name>Segue</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Notes&amp;diff=28143</id>
		<title>Notes</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Notes&amp;diff=28143"/>
		<updated>2007-01-31T19:42:52Z</updated>

		<summary type="html">&lt;p&gt;Segue: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Composed of a thick parchment, unbounded except for a tightly wound''&lt;br /&gt;
''piece of white string, these notes represent the bulk of the''&lt;br /&gt;
''storyteller's work. Though he has told the same stories over and''&lt;br /&gt;
''over, no one has yet gotten tired of his voice crooning over the din''&lt;br /&gt;
''of the city.''&lt;br /&gt;
&lt;br /&gt;
''Whenever someone asks where he learned the stories, he pauses and''&lt;br /&gt;
''reflects for a moment before speaking to the waiting crowds. It''&lt;br /&gt;
''always begins back when his father was barely more than a lad.''&lt;br /&gt;
&lt;br /&gt;
''This is his story, and Mervue's story.'' &lt;br /&gt;
&lt;br /&gt;
 ObjectType Value.&lt;br /&gt;
 Object Affect.&lt;br /&gt;
 Object Affect.&lt;br /&gt;
 Object Affect.&lt;br /&gt;
&lt;br /&gt;
'''Keyword(s):''' ??, ??, ??.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Level |Level(s)]]:''' ??-??.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[:Category: Object Types |Type]]:''' [[:Category: Furniture| Furniture]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Slots |Slot(s)]]:''' none.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Quality |Quality]]:''' ?? hps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Object Weight |Weight]]:''' 0 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;
You look at the storyteller's notes...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The storyteller's dad was no more than a young lad, twenty-one&lt;br /&gt;
winters strong. It started innocently enough, with magic doing&lt;br /&gt;
unintended things: spells meant to heal caused the victim to levitate;&lt;br /&gt;
spells meant to create light for night travels instead made an aura&lt;br /&gt;
of sanctuary around the caster. Any of the fish that made it to the&lt;br /&gt;
shore were dead, and the Spring nights became warmer than anyone could&lt;br /&gt;
remember in years past.&lt;br /&gt;
&lt;br /&gt;
Just when worries were rising to their highest furor with riots&lt;br /&gt;
escalating nightly, everything returned to normal one cool summer's&lt;br /&gt;
eve.&lt;br /&gt;
&lt;br /&gt;
Less than a month later, a visitor came, heralding the arrival of&lt;br /&gt;
his master. The townsfolk scolded him, locking him in an iron cage&lt;br /&gt;
that dangled an elf's height off the ground. For days the citizens&lt;br /&gt;
held parties in his honor, dancing around the cage as if it were a&lt;br /&gt;
festival pole. The man, jeered on by his captors, became emancipated&lt;br /&gt;
and refused to eat. Having bitten the doctor who tried to heal him,&lt;br /&gt;
the odd captive all but forced those to stay away.&lt;br /&gt;
&lt;br /&gt;
As the visitor became sicker and sicker, more and more people stayed&lt;br /&gt;
away, foregoing the festivities. On his final night before he&lt;br /&gt;
succumbed to his illness, he was found whispering things in a demonic&lt;br /&gt;
tongue, and lashing out against his iron confines with inhuman&lt;br /&gt;
strength. The next night, the bars of the cage were snapped in half,&lt;br /&gt;
a gaping hold in one side.&lt;br /&gt;
&lt;br /&gt;
The body of the prisoner was found face down in a puddle, having&lt;br /&gt;
choked to death sometime after escaping and falling to the dirt&lt;br /&gt;
ground. At the point of death, he seemed to have been to weak to&lt;br /&gt;
lift his own head.&lt;br /&gt;
&lt;br /&gt;
The bodies of the prisoner's guards were found nearby, their skin&lt;br /&gt;
hanging loosely from their flesh. Two by two, all of the shift&lt;br /&gt;
guards perished to the same disease that killed their mysterious&lt;br /&gt;
visitor, until a quarter of the city's defenses lay buried in a&lt;br /&gt;
mass grave.&lt;br /&gt;
&lt;br /&gt;
The next night, only two nights since the death of the prisoner,&lt;br /&gt;
the city's healer fell violently ill and died. Panicked, a good&lt;br /&gt;
portion of the city tried escaping by land or sea, only to be&lt;br /&gt;
turned back by powerful magical wards that had appeared overnight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The body of the prisoner was found face down in a puddle, having&lt;br /&gt;
choked to death sometime after escaping and falling to the dirt&lt;br /&gt;
ground. At the point of death, he seemed to have been to weak to&lt;br /&gt;
lift his own head.&lt;br /&gt;
&lt;br /&gt;
The bodies of the prisoner's guards were found nearby, their skin&lt;br /&gt;
hanging loosely from their flesh. Two by two, all of the shift&lt;br /&gt;
guards perished to the same disease that killed their mysterious&lt;br /&gt;
visitor, until a quarter of the city's defenses lay buried in a&lt;br /&gt;
mass grave.&lt;br /&gt;
&lt;br /&gt;
The next night, only two nights since the death of the prisoner,&lt;br /&gt;
the city's healer fell violently ill and died. Panicked, a good&lt;br /&gt;
portion of the city tried escaping by land or sea, only to be&lt;br /&gt;
turned back by powerful magical wards that had appeared overnight.&lt;br /&gt;
&lt;br /&gt;
Raistlin, a wandering mage living on the outskirts of the town,&lt;br /&gt;
was commissioned by public vote to investigate the wards. Not much&lt;br /&gt;
information was gathered, except that the wards were invisible when&lt;br /&gt;
covered in sunlight.&lt;br /&gt;
&lt;br /&gt;
As children and families fell sick and perished, the city grew more&lt;br /&gt;
frantic in their attempts to escape the magical bounds, though to&lt;br /&gt;
no avail. As all hope began to fade, a stranger arrived one cold&lt;br /&gt;
winter's morn, able to penetrate the wards with ease. When the&lt;br /&gt;
villagers reached him, he spoke of ignorance of the magical ways.&lt;br /&gt;
At the urging of the villagers, he demonstrated how he was able&lt;br /&gt;
to leave and come as he pleased, though none could follow.&lt;br /&gt;
&lt;br /&gt;
The villagers begged the mysterious stranger to leave and seek&lt;br /&gt;
assistance from Midgaard, to which he readily agreed. In return,&lt;br /&gt;
they gave him a strong horse and three days worth of supplies.&lt;br /&gt;
He departed that hour, riding his hour so hard that it kicked&lt;br /&gt;
up clouds of dirt that could be seen for half a mile.&lt;br /&gt;
&lt;br /&gt;
Scarcely two nights after, the visitor returned, panting hard&lt;br /&gt;
after having ridden the horse without stopping since his&lt;br /&gt;
departure. He spoke haltingly of reinforcements arriving soon,&lt;br /&gt;
being gathered by the elite townguards stationed in Midgaard,&lt;br /&gt;
and with a last gasp of breath, he handed them a folded piece&lt;br /&gt;
of paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Brave citizens,&lt;br /&gt;
&lt;br /&gt;
''We have received your summons and are coordinating a rescue&lt;br /&gt;
''effort as we speak. We will arrive two nights after the bearer&lt;br /&gt;
''of this note.&lt;br /&gt;
&lt;br /&gt;
''Aelmon,&lt;br /&gt;
''Ruler of the city of Midgaard''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As darkness fell twice more, several guildmasters arrived wrapped&lt;br /&gt;
in winter  cloaks, along with a legion of the land's most renowned&lt;br /&gt;
Heroes not far behind.&lt;br /&gt;
Both the clerical and priest guildmasters huddled together by the&lt;br /&gt;
cage that till held the deceased body of the prisoner. The magic&lt;br /&gt;
holders took it on themselves to examine the wards with a hasty&lt;br /&gt;
caution. The fighters assembled by the cage momentarily, before&lt;br /&gt;
branching out in all directions, clear disdain in their voices&lt;br /&gt;
regarding the healers' passive ways.&lt;br /&gt;
And then time shifted.&lt;br /&gt;
&lt;br /&gt;
The first indication: strangers walked through the town, shades&lt;br /&gt;
of their self, sometimes considered illusions of something grander&lt;br /&gt;
by the healers. The shadows walked with confidence, no fear in&lt;br /&gt;
their bright eyes. Paying no attention to the city folk, they&lt;br /&gt;
vanished by morning only to reappear at night, heralded by a scream.&lt;br /&gt;
Raistlin stood by a ward he had been examining as darkness began&lt;br /&gt;
to fall, numbly staring at the newest shade.&lt;br /&gt;
Unlike the other shades that had appeared previously, this one&lt;br /&gt;
was agitated, muttering silent as he paced back and forth on&lt;br /&gt;
phantom feet.&lt;br /&gt;
The shade was Raistlin, right down to the dirt-streaked&lt;br /&gt;
magician's robes Raistlin was fond of wearing, though his&lt;br /&gt;
mentality was not the same.&lt;br /&gt;
Before anyone could speak, the world shifted once more.&lt;br /&gt;
&lt;br /&gt;
When the dust settled, the Midgaardians would speak of a great&lt;br /&gt;
battle to their leader, Aelmon, telling him of the bravery of&lt;br /&gt;
the fighters.&lt;br /&gt;
A nameless great evil had risen from the rift in time, pulling&lt;br /&gt;
all into its domain. Though the evil was eventually defeated&lt;br /&gt;
after a lengthy battle, when the fighters returned back to their&lt;br /&gt;
own world, the city they had been investigating lay in ruins,&lt;br /&gt;
its inhabitants gone from this world.&lt;br /&gt;
The only person alive to greet them was Raistlin, and though&lt;br /&gt;
he was fully flesh, he acted strangely more like the shade&lt;br /&gt;
previously encountered, as if the real Raistlin no longer existed&lt;br /&gt;
and was also lost in the grips of time. Insanity tinted the poor&lt;br /&gt;
man's words, and nothing would ever be gained about the&lt;br /&gt;
destruction of the city by him.&lt;br /&gt;
&lt;br /&gt;
For a long time, the city lay in ruins, destroyed by what some&lt;br /&gt;
would later call the Hand of God, the damage greater than any&lt;br /&gt;
had seen before -- though the evil that was committed could not&lt;br /&gt;
be caused by an Avatarian God.&lt;br /&gt;
Eventually Lord Audis took up the charge of rebuilding the&lt;br /&gt;
city from scratch, finding new settlers to take the old ones'&lt;br /&gt;
places, though no one would ever pry the reason from his lips.&lt;br /&gt;
And he called the city Mervue, after the mistress of the Sea,&lt;br /&gt;
and thus was the city borne from the ashes of the old, defying&lt;br /&gt;
Time once more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
Walking route from [[Aelmon |Aelmon]]: 26s,e.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Walking route from [[Giles | Giles]]: w, 3s, e.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Portal |Portaling]] point suggested: [[Storyteller|Storyteller]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Gear In Mervue]]&lt;/div&gt;</summary>
		<author><name>Segue</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Mervue&amp;diff=28142</id>
		<title>Category:Mervue</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Mervue&amp;diff=28142"/>
		<updated>2007-01-31T19:24:49Z</updated>

		<summary type="html">&lt;p&gt;Segue: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Built out of the ashes of Before, Mervue is a small coastal city attempting to forget the past.  Situated south of [[:Category: Midgaard |Midgaard]], it receives a lot of trade from both land dwellers and sea folk, helping to boost its unstable economy.  The city's official ruler, per se, is [[Lord Audis |Lord Audis]], who governs from [[:Category: Lord Audis' Villa |his manor]] just east of the north entrance to Mervue.  Visitors should be warned that the city has put into place a [[:Category: Lawful Areas |justice system]] for those who try to cause problems, in an attempt to stave more issues like Before.''&lt;br /&gt;
&lt;br /&gt;
'''Level Range:''' 23-30&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' [[User:AlexyAnna |Zahri]]&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
Walking route from [[Aelmon |Aelmon]]: 21s.&lt;br /&gt;
&lt;br /&gt;
[[Portal |Portaling]] point(s) suggested: [[Giles |Giles]], [[Banker |ent banker]].&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;
For some backstory on this area, teleport to the storyteller and kill him for his [[notes]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Areas]]&lt;br /&gt;
[[Category: Lawful Areas]]&lt;br /&gt;
[[Category: Lowmort 21-30 Areas]]&lt;br /&gt;
[[Category: Incomplete]]&lt;/div&gt;</summary>
		<author><name>Segue</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Gear&amp;diff=27328</id>
		<title>Category:Gear</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Gear&amp;diff=27328"/>
		<updated>2006-12-24T19:57:36Z</updated>

		<summary type="html">&lt;p&gt;Segue: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gear consists of all [[:Category: Object Types |types]] of [[:Category: Objects |objects]] ''except for'' [[Fountains |fountains]], [[Furniture |furniture]], [[Markings |markings]], [[Nexuses |nexuses]], and [[Portals |portals]].&lt;br /&gt;
&lt;br /&gt;
* There are subcategories for level [[:Category: Lowmort 1-10 Gear |1-10]], [[:Category: Lowmort 11-20 Gear |11-20]], [[:Category: Lowmort 21-30 Gear |21-30]], [[:Category: Lowmort 31-40 Gear |31-40]], [[:Category: Lowmort 41-50 Gear |41-50]], and [[:Category: Hero Gear |hero]] gear.&lt;br /&gt;
&lt;br /&gt;
* There are subcategories for [[:Category: Archer Gear |archer]], [[:Category: Hit Gear |hit]], [[:Category: Mana Gear |mana]], and [[:Category: Tank Gear |tank]] gear, as well as &amp;quot;[[:Category: Spellcasting Gear |casties]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* There are subcategories for [[:Category: Statistic Gear |statistic]]/[[:Category: Level Gear |level]] ([[:Category: Con Gear |con]], [[:Category: Dex Gear |dex]], [[:Category: Int Gear |int]], [[:Category: Str Gear |str]], and [[:Category: Wis Gear |wis]]), [[:Category: Hit-Point Gear |hit-point]], [[:Category: Move-Point Gear |move-point]], and [[:Category: Saving-Throw Gear |saving-throw]] gear.&lt;br /&gt;
&lt;br /&gt;
* There is a subcategory for [[:Category: Gear That Applies Skills And Spells |gear that affects those who are wearing it with certain skills and/or spells]].&lt;br /&gt;
&lt;br /&gt;
* There are subcategories for both [[:Category: Skin Items |gear skinned from mob corpses]] and [[:Category: Ticket Quest Rewards |gear obtained from ticket quests]].&lt;br /&gt;
&lt;br /&gt;
* There is also a subcategory for [[:Category: Grandfathered Gear |grandfathered gear]].&lt;br /&gt;
&lt;br /&gt;
* Note that armor can be worn that is up to three levels higher than you, weapons: five&lt;br /&gt;
&lt;br /&gt;
* Note you can only save with equipment that is at most 7 levels higher than you.&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous]]&lt;br /&gt;
[[Category: Objects]]&lt;/div&gt;</summary>
		<author><name>Segue</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Gear&amp;diff=27327</id>
		<title>Category:Gear</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Gear&amp;diff=27327"/>
		<updated>2006-12-24T19:56:28Z</updated>

		<summary type="html">&lt;p&gt;Segue: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gear consists of all [[:Category: Object Types |types]] of [[:Category: Objects |objects]] ''except for'' [[Fountains |fountains]], [[Furniture |furniture]], [[Markings |markings]], [[Nexuses |nexuses]], and [[Portals |portals]].&lt;br /&gt;
&lt;br /&gt;
* There are subcategories for level [[:Category: Lowmort 1-10 Gear |1-10]], [[:Category: Lowmort 11-20 Gear |11-20]], [[:Category: Lowmort 21-30 Gear |21-30]], [[:Category: Lowmort 31-40 Gear |31-40]], [[:Category: Lowmort 41-50 Gear |41-50]], and [[:Category: Hero Gear |hero]] gear.&lt;br /&gt;
&lt;br /&gt;
* There are subcategories for [[:Category: Archer Gear |archer]], [[:Category: Hit Gear |hit]], [[:Category: Mana Gear |mana]], and [[:Category: Tank Gear |tank]] gear, as well as &amp;quot;[[:Category: Spellcasting Gear |casties]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* There are subcategories for [[:Category: Statistic Gear |statistic]]/[[:Category: Level Gear |level]] ([[:Category: Con Gear |con]], [[:Category: Dex Gear |dex]], [[:Category: Int Gear |int]], [[:Category: Str Gear |str]], and [[:Category: Wis Gear |wis]]), [[:Category: Hit-Point Gear |hit-point]], [[:Category: Move-Point Gear |move-point]], and [[:Category: Saving-Throw Gear |saving-throw]] gear.&lt;br /&gt;
&lt;br /&gt;
* There is a subcategory for [[:Category: Gear That Applies Skills And Spells |gear that affects those who are wearing it with certain skills and/or spells]].&lt;br /&gt;
&lt;br /&gt;
* There are subcategories for both [[:Category: Skin Items |gear skinned from mob corpses]] and [[:Category: Ticket Quest Rewards |gear obtained from ticket quests]].&lt;br /&gt;
&lt;br /&gt;
* There is also a subcategory for [[:Category: Grandfathered Gear |grandfathered gear]].&lt;br /&gt;
&lt;br /&gt;
* Note that armor can be worn that is up to three levels higher than you, weapons: five&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous]]&lt;br /&gt;
[[Category: Objects]]&lt;/div&gt;</summary>
		<author><name>Segue</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Practice_Points&amp;diff=27287</id>
		<title>Practice Points</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Practice_Points&amp;diff=27287"/>
		<updated>2006-12-20T17:40:12Z</updated>

		<summary type="html">&lt;p&gt;Segue: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The higher your intelligence, the more you will learn at each practice&lt;br /&gt;
session.  The higher your wisdom, the more practice sessions you will&lt;br /&gt;
have each time you gain a level.  Unused sessions are saved until you&lt;br /&gt;
do use them.&lt;br /&gt;
&lt;br /&gt;
Also, the guild master may only assist your practice with skills at&lt;br /&gt;
its level or below.  A level 50 master may not help you with level 51&lt;br /&gt;
spells and skills.&lt;br /&gt;
{|&lt;br /&gt;
|+ Class Table (To Adept)&lt;br /&gt;
!Class!!Classification!!Prime State!!% to Adept at Lowmort&lt;br /&gt;
|-&lt;br /&gt;
|[[Cleric]]||Caster(defensive)||[[WIS]]||95%&lt;br /&gt;
|-&lt;br /&gt;
|[[Mage]]||Caster(offensive)||[[INT]]||95%&lt;br /&gt;
|-&lt;br /&gt;
|[[Monk]]||Tank/Hitter||[[DEX]]||90%&lt;br /&gt;
|-&lt;br /&gt;
|[[Psionicist]]||Caster(offensive)||[[INT]]||95%&lt;br /&gt;
|-&lt;br /&gt;
|[[Rogue]]||Hitter||[[DEX]]||90%&lt;br /&gt;
|-&lt;br /&gt;
|[[Warrior]]||Tank||[[STR]]||85%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Prime stats can be increased to 4 above max trainable with gear (other stats only 3 above max trainable). Also note that once you reach hero, you'll need 95% to be adept at a skill or spell, no matter what your class... so you might want to save a few pracs :-)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Points]]&lt;/div&gt;</summary>
		<author><name>Segue</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Grand_Templar&amp;diff=27272</id>
		<title>Grand Templar</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Grand_Templar&amp;diff=27272"/>
		<updated>2006-12-18T17:28:48Z</updated>

		<summary type="html">&lt;p&gt;Segue: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Walking directions from [[Sol |Sol]]: 3e2n3e5n3w1n2u1e1u5n(1n)(1d)2s2w4s1e.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mobs In Dwarven Catacombs]]&lt;br /&gt;
[[Category: Incomplete]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A slight, tolerant smile comes briefly across his face.  In the blink&lt;br /&gt;
of an eye he seems stern again.&lt;br /&gt;
The grand templar is in perfect health.&lt;br /&gt;
&lt;br /&gt;
The grand templar is using:&lt;br /&gt;
&amp;lt;used as light&amp;gt;     (Glowing) (Humming) a glowing key&lt;br /&gt;
&amp;lt;worn around neck&amp;gt;  (Glowing) a white cape&lt;br /&gt;
&amp;lt;held&amp;gt;              (Glowing) a flask of holy water&lt;/div&gt;</summary>
		<author><name>Segue</name></author>
		
	</entry>
</feed>