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	<id>http://govbanned.info/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Atris</id>
	<title>AvatarWiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://govbanned.info/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Atris"/>
	<link rel="alternate" type="text/html" href="http://govbanned.info/index.php/Special:Contributions/Atris"/>
	<updated>2026-04-04T05:54:47Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.33.0</generator>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Troglodyte_House&amp;diff=46764</id>
		<title>Category:Troglodyte House</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Troglodyte_House&amp;diff=46764"/>
		<updated>2012-02-26T01:11:07Z</updated>

		<summary type="html">&lt;p&gt;Atris: PP suggestion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This area is part of the [[:Category: Houses |Houses]] area.''&lt;br /&gt;
&lt;br /&gt;
'''Level Range:''' 5-35&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Arundel&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
Walking route from [[Aelmon |Aelmon]]: 14w, s, e, 2s, e, s, 2w, 2n. (note: crosses [[Water Terrain |water terrain]])&lt;br /&gt;
&lt;br /&gt;
[[Portal |Portaling]] point(s) suggested: Master trog.  There are multiple of these, so try 2.mast trog and 3.mast trog, etc, which should get you there eventually.&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;
[[Category: Houses]]&lt;br /&gt;
[[Category: Lowmort 1-10 Areas]]&lt;br /&gt;
[[Category: Lowmort 11-20 Areas]]&lt;br /&gt;
[[Category: Lowmort 21-30 Areas]]&lt;br /&gt;
[[Category: Lowmort 31-40 Areas]]&lt;br /&gt;
[[Category: Incomplete]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=User:Atris&amp;diff=46582</id>
		<title>User:Atris</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=User:Atris&amp;diff=46582"/>
		<updated>2012-02-04T20:42:17Z</updated>

		<summary type="html">&lt;p&gt;Atris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm just a jaded player.&lt;br /&gt;
&lt;br /&gt;
I update information on lord runs in the hopes that other people will lead them. &lt;br /&gt;
Then people don't and I wonder why I do it.&lt;br /&gt;
&lt;br /&gt;
If anyone has admin powers, I'd like all my contributions + this account deleted.  But this probably won't be honored.&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Soulchar_Desolation&amp;diff=46580</id>
		<title>Category:Soulchar Desolation</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Soulchar_Desolation&amp;diff=46580"/>
		<updated>2012-02-03T06:02:03Z</updated>

		<summary type="html">&lt;p&gt;Atris: More testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This desolate region, once a lush and verdant world, was lost to time and history millenia ago. It's beautiful countryside and forests of ash and yew were annihilated during a conflict of unknown origin. Now, all that is left is ash and char. The once great world, naught but a tomb for those who live here.''&lt;br /&gt;
&lt;br /&gt;
''In recent years, the ascendance of the Pain Elementals under the Fae witch Lishtraka has been cause for concern. That she exists in this time and place can only be the result of Noctopia's resurrection and reemergence. Perhaps now the gateway to this wasteland can also be found anew. Perhaps now a race will rise to challenge Lishtraka and her vile creations.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:World Of Stone]]&lt;br /&gt;
[[Category:Incomplete]]&lt;br /&gt;
&lt;br /&gt;
==Lord 1 Firedrake Quest==&lt;br /&gt;
The only reason you will be here is for the Lord 1 Firedrake Evolution quest.  Suggested group size is 12-15.  There are three things you need to do to complete this evolution quest successfully.  &lt;br /&gt;
# Start the quest by talking to Daxtraul, who is in a private room.  He should give you a shattering orb after a lengthy mobprog.&lt;br /&gt;
# Find and kill Lezvaxush two/three times to get more shattering orbs.  You need 3 total.&lt;br /&gt;
# Find your way to the citadel and kill the quest mob.&lt;br /&gt;
&lt;br /&gt;
To get here, shift to Earthrealm and head e2n, then enter gateway.  This will take you to the beginning of Soulchar Desolation.&lt;br /&gt;
&lt;br /&gt;
From the entrance, head dwnw to get to Daxtraul.  From here, head back ese to get back into the main area.  This area is a random maze that resets on repop, so you may need to navigate it multiple times.  Drop a coin in the first room to help you navigate it like other mazes.  You are looking for a scan that shows &amp;quot;gibbering fiends.&amp;quot;  Head that direction when you find it, then head 2d to kill Lezvaxush.  You will need to camp him for one repop in order to get 3 shattering orbs.  If for some reason you missed out on the first one, you'll have to camp him 3 times.&lt;br /&gt;
&lt;br /&gt;
After you have 3 shattering orbs, make your way 2u and back out into the maze.  Wander around, looking for a scan that yields &amp;quot;Citadel Guardians&amp;quot; on scan.  Head that way to enter the citadel.  Your final destination is the locked down you will immediately see when you enter, but you first need to spawn the key.  Spawning the key is still a bit unclear; you either need to kill everything in the citadel, or kill all mobs in the 2x2 library that is upstairs.  Once you spawn the key, you will probably want to try and regen a bit before the boss.&lt;br /&gt;
&lt;br /&gt;
Once you are regen'd, unlock down and go down to talk to the mob.  He will mobprog and talk about some stuff, after which the firedrake will need to give him 3 shattering orbs (He will babble randomly after each one).  Once the third orb is given to him, he will attack you.  He can cast inferno, which can hit ERAD or so at the top end.  This will kill your small casters immediately if you are unlucky.  You probably want to bring beefier casters if possible.  Alternatively, bring a LsE and suffocate him to remove the problem.&lt;br /&gt;
&lt;br /&gt;
I don't think you need to go back to Daxtraul to finish the quest, just go back to Mid and evolve.  Also note that the 3 orbs do not get consumed and you will loot them upon killing the boss, so if you are nice you can give them to someone you think will be around the game for a long long time to use the next time someone wants to do this quest, so they don't need to camp Lezvaxush.&lt;br /&gt;
&lt;br /&gt;
Final note is that I vaguely remember some rooms being noregen; if you find these, please add them.&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Soulchar_Desolation&amp;diff=46579</id>
		<title>Category:Soulchar Desolation</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Soulchar_Desolation&amp;diff=46579"/>
		<updated>2012-02-03T06:01:37Z</updated>

		<summary type="html">&lt;p&gt;Atris: Testing something with my own contribution.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This desolate region, once a lush and verdant world, was lost to time and history millenia ago. It's beautiful countryside and forests of ash and yew were annihilated during a conflict of unknown origin. Now, all that is left is ash and char. The once great world, naught but a tomb for those who live here.''&lt;br /&gt;
&lt;br /&gt;
''In recent years, the ascendance of the Pain Elementals under the Fae witch Lishtraka has been cause for concern. That she exists in this time and place can only be the result of Noctopia's resurrection and reemergence. Perhaps now the gateway to this wasteland can also be found anew. Perhaps now a race will rise to challenge Lishtraka and her vile creations.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:World Of Stone]]&lt;br /&gt;
[[Category:Incomplete]]&lt;br /&gt;
&lt;br /&gt;
==Lord 1 Firedrake Quest==&lt;br /&gt;
The only reason you will be here is for the Lord 1 Firedrake Evolution quest.  Suggested group size is 12-15.  There are three things you need to do to complete this evolution quest successfully.  &lt;br /&gt;
# Start the quest by talking to Daxtraul, who is in a private room.  He should give you a shattering orb after a lengthy mobprog.&lt;br /&gt;
# Find and kill Lezvaxush two/three times to get more shattering orbs.  You need 3 total.&lt;br /&gt;
# Find your way to the citadel and kill the quest mob.&lt;br /&gt;
&lt;br /&gt;
From the entrance, head dwnw to get to Daxtraul.  From here, head back ese to get back into the main area.  This area is a random maze that resets on repop, so you may need to navigate it multiple times.  Drop a coin in the first room to help you navigate it like other mazes.  You are looking for a scan that shows &amp;quot;gibbering fiends.&amp;quot;  Head that direction when you find it, then head 2d to kill Lezvaxush.  You will need to camp him for one repop in order to get 3 shattering orbs.  If for some reason you missed out on the first one, you'll have to camp him 3 times.&lt;br /&gt;
&lt;br /&gt;
After you have 3 shattering orbs, make your way 2u and back out into the maze.  Wander around, looking for a scan that yields &amp;quot;Citadel Guardians&amp;quot; on scan.  Head that way to enter the citadel.  Your final destination is the locked down you will immediately see when you enter, but you first need to spawn the key.  Spawning the key is still a bit unclear; you either need to kill everything in the citadel, or kill all mobs in the 2x2 library that is upstairs.  Once you spawn the key, you will probably want to try and regen a bit before the boss.&lt;br /&gt;
&lt;br /&gt;
Once you are regen'd, unlock down and go down to talk to the mob.  He will mobprog and talk about some stuff, after which the firedrake will need to give him 3 shattering orbs (He will babble randomly after each one).  Once the third orb is given to him, he will attack you.  He can cast inferno, which can hit ERAD or so at the top end.  This will kill your small casters immediately if you are unlucky.  You probably want to bring beefier casters if possible.  Alternatively, bring a LsE and suffocate him to remove the problem.&lt;br /&gt;
&lt;br /&gt;
I don't think you need to go back to Daxtraul to finish the quest, just go back to Mid and evolve.  Also note that the 3 orbs do not get consumed and you will loot them upon killing the boss, so if you are nice you can give them to someone you think will be around the game for a long long time to use the next time someone wants to do this quest, so they don't need to camp Lezvaxush.&lt;br /&gt;
&lt;br /&gt;
Final note is that I vaguely remember some rooms being noregen; if you find these, please add them.&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Icy_Gray_Staff&amp;diff=46428</id>
		<title>Icy Gray Staff</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Icy_Gray_Staff&amp;diff=46428"/>
		<updated>2012-01-22T16:34:27Z</updated>

		<summary type="html">&lt;p&gt;Atris: The blocked off portion of Gray Staff presumably loads on reboot, since key was not found at the normal repop location.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Modifies mana regeneration by + 5% continuous&lt;br /&gt;
 Modifies hp regeneration by + 5% continuous&lt;br /&gt;
 Modifies armor class by -30 continuous&lt;br /&gt;
Slot: Wield/Offhand&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weight: 15&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Gear In Shunned World|Gear In Shunned World]] for how to do this run.&lt;br /&gt;
[[Category:Lord Weapons]]&lt;br /&gt;
[[Category:Gear In Shunned World]]&lt;br /&gt;
&lt;br /&gt;
==Directions==&lt;br /&gt;
&lt;br /&gt;
The Gray staff and [[Katar Forged From Kzintium]] share the same first half, with slightly different directions to get to where you first need to be.  If you agree to do the Katar questline, the Gray Staff will be un-doable until next reboot.&lt;br /&gt;
&lt;br /&gt;
===Part One===&lt;br /&gt;
&lt;br /&gt;
Do the [[Sceptre of Blazing Fury]] run.  You need the [[Flame of Imix]] to burn the documents.  Best to do this first so that you can lotto the sceptre/balteus/qp runes, and not force your group to commit to a three spellup run.  &lt;br /&gt;
&lt;br /&gt;
===Part Two===&lt;br /&gt;
&lt;br /&gt;
1. From shift, head all west into the Shunned World.  Head up, then work your way northwest and up and until you reach the room &amp;quot;At the edge of the village square.&amp;quot;  Head n2w from here to reach the Elder.  Agree with him to start the Gray Staff quest.&lt;br /&gt;
&lt;br /&gt;
2. Make your way back out into the jungle, then head towards the mines as on the katar run.  The easiest way to do this is to leave shunned world, then go all north, then go east until scan shows a kzinti warrior north of you.  Keep heading north until scan shows a Kzin scientist north of you.  From here, head all east, all north, and east to enter the mines.  &lt;br /&gt;
&lt;br /&gt;
The following steps are copied/pasted from Katar.&lt;br /&gt;
&lt;br /&gt;
3. Mines are generally &amp;quot;U&amp;quot; shaped with you entering the mines the upper right side. Head south and west til you see Raskartan and a couple of other mobs in the way. Not a hard room but best to send in a tank and have a backup tank in the wings for this room. (btw if you avoid all the miners actively mining, not the ones just wandering looking for a place to mine you won't set off any of the alarms.)&lt;br /&gt;
&lt;br /&gt;
4. Entrance to the spire is just a bit north west of the large room you had to get by. Unlock the up, up and sleep before proceeding if necessary.&lt;br /&gt;
&lt;br /&gt;
5. You can regen in room with the peaceful kzinti. He will give you 5 choices of directions.&lt;br /&gt;
&lt;br /&gt;
*Take what you bring - No regen path, bonus is regen room right before final room because a safe room&lt;br /&gt;
*Might makes right - No spell path, bonus is majority of gear room doesn't have sanc. Can cast in gear room and regen room just fine.&lt;br /&gt;
*All is lost - Shortest path but it is a maze, no modifications to gear room or regen room&lt;br /&gt;
*Power is everything - melee immune path, extra big ass gassy mob added to gear room but he has pgems. Gear room is silent. Requires a very good group to even consider.&lt;br /&gt;
*Win some, lose some - det path, small det mobs added to path that do not repop. Det mob is removed from gear room.&lt;br /&gt;
&lt;br /&gt;
If you have a strong enough group, you should definitely do the &amp;quot;Power is Everything&amp;quot; (Up) Path, as the path itself is not too much harder than the noregen (North) path. After you choose a path, the peaceful kzin will take a little time to lower the barrier. Once he says the barrier is weakened, you can push barrier to proceed.&lt;br /&gt;
&lt;br /&gt;
'''The following information is valid ONLY on the &amp;quot;Power is Everything&amp;quot; (Up) Path.'''&lt;br /&gt;
*Only the kzinti ghosts on this path are melee immune, the horde of rats and other swarms are able to be damaged by melee.&lt;br /&gt;
*To navigate the path itself, choose a direction to go and never backtrack, then take the up and down exits as they become available to you.&lt;br /&gt;
*Right before the gear room is a room containing lots of imps that can be immolated by your sors. There is also one aggie mob here, so do NOT areaspell in this room.&lt;br /&gt;
*The room contains one mob that dets, the cloud. Have your sors/mnds target that first until it dies so that you can wear gear again. It is best to send a (naked) bzk first along with the burning hands pill from Eragora so that you can abuse Resist Pain and huge hp until the cloud dies. Have your ac tanks wear their gear after the cloud is dead (checkable by looking at the cloud until you can no longer see it).&lt;br /&gt;
*The gear room's gas is quite painful; you will probably need augment 2 preach comf to survive until the gassy mob dies.&lt;br /&gt;
*'''Your bonus for taking this path is 1 lord level pgem of each type.'''&lt;br /&gt;
If you choose to take this path, the room will still be silenced after it is clear. Instruct your group members to plane thorn after the room is clear, then salv your bzk (or strand them there for hilarity). Make sure to &amp;quot;take all corpse&amp;quot; from all the corpses before you leave to ensure that everything is looted.&lt;br /&gt;
&lt;br /&gt;
6. Keep the documents from the gear room, and save them until you are ready to run next part.&lt;br /&gt;
Loot should be: Circlet, Documents, Gloves, Sceptre (included in any path)&lt;br /&gt;
&lt;br /&gt;
===Part Three===&lt;br /&gt;
&lt;br /&gt;
1. Make your way back to the Elder in Shunned world.  Give him the documents, then the Flame of Imix when he asks for the flame from the Volcano.&lt;br /&gt;
&lt;br /&gt;
2. Follow the Elder when he prompts you to be taken deeper into Shunned world.  He will give you a warning not to kill any of the villagers; if you do, you are dragged out and warned about how you screwed up, but he will give you a second chance in exchange for a pyrolisk heart.  No real harm seems to be done though.  Still, best not to kill any villagers to not get your group fragmented.  Have your rogues turn off their stab triggers to be safe.&lt;br /&gt;
&lt;br /&gt;
3. The goal of this section is to get a key.  It is carried by a completely invisible (no glowing red eyes) stabber, [[a killer]].  To make matters worse, there are 4-6 of these mobs, and only one of them carries the key.  The best way to find the killers is to have a Psi/Mnd with danger sense.  If their scan reveals an empty room with !!!DANGER!!!, then there is a killer there (Danger scan is also an option, but it is laggy and rather irritating to wait 8 or so seconds every room). Send a tank and have them area (since stabs will kill your casters), then pray that that particular killer has the key.  The killer with the key spawns ws3w from where the Elder takes you, but it is not sentinel, and can walk wherever it feels like.  The area loads on reboot, so unfortunately, by the time you get here, the killer with the key is going to have wandered off.&lt;br /&gt;
&lt;br /&gt;
Note that the killer is NOT carrying the key in his inventory.  When you see the message &amp;quot;The light catches on a silvery speck,&amp;quot; that killer has spawned the key and it is on the ground.  Pick it up!&lt;br /&gt;
&lt;br /&gt;
4. Make your way north-ish until you find a locked north.  North is the gear room.  The safest place to regen is 1e from this room.  Don't unlock the door yet!&lt;br /&gt;
&lt;br /&gt;
5. Once regen'd, go 1w to reach the door again.  If there are any mobs in the room, wait for them to move/die before you attempt to unlock the door.  This run suffers the same problem as Katar where the key has 1-2 uses and it can break before opening the door if you're unlucky.  If it breaks on this run, you should probably just punch a wall and kill your group because you're going to have to go through the wonder that is random stabber hunting again.&lt;br /&gt;
&lt;br /&gt;
6. The gear room is north.  It has 7 mobs; a sorcerer, a shadows, and 5 bodyguards.  Spells to watch out for here are demonfire, dread (can really screw you up if your lead tank gets dreaded), and migraine.  The gear room isn't that bad (no &amp;quot;room goes no-spell in 4-5 rounds) overall.&lt;br /&gt;
The loot you are looking for are the left and right halves of a token.&lt;br /&gt;
&lt;br /&gt;
7. Make your way southeast and back into the village.  Give the Elder both halves of the token and he will give you the gray staff.  Also on the run are some trasy items ([[essence of magic]] and [[essence of shadows]]), which are on body mana and t2 leg ac, respectively.&lt;br /&gt;
&lt;br /&gt;
8. For some reason the village is entirely anti-magic.  To get out, head 2esd to reach a room where you can planeshift.&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Icy_Gray_Staff&amp;diff=46411</id>
		<title>Icy Gray Staff</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Icy_Gray_Staff&amp;diff=46411"/>
		<updated>2012-01-22T06:37:56Z</updated>

		<summary type="html">&lt;p&gt;Atris: More info on key (Part 3 Step 3)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Modifies mana regeneration by + 5% continuous&lt;br /&gt;
 Modifies hp regeneration by + 5% continuous&lt;br /&gt;
 Modifies armor class by -30 continuous&lt;br /&gt;
Slot: Wield/Offhand&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weight: 15&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Gear In Shunned World|Gear In Shunned World]] for how to do this run.&lt;br /&gt;
[[Category:Lord Weapons]]&lt;br /&gt;
[[Category:Gear In Shunned World]]&lt;br /&gt;
&lt;br /&gt;
==Directions==&lt;br /&gt;
&lt;br /&gt;
The Gray staff and [[Katar Forged From Kzintium]] share the same first half, with slightly different directions to get to where you first need to be.  If you agree to do the Katar questline, the Gray Staff will be un-doable until next reboot.&lt;br /&gt;
&lt;br /&gt;
===Part One===&lt;br /&gt;
&lt;br /&gt;
Do the [[Sceptre of Blazing Fury]] run.  You need the [[Flame of Imix]] to burn the documents.  Best to do this first so that you can lotto the sceptre/balteus/qp runes, and not force your group to commit to a three spellup run.  &lt;br /&gt;
&lt;br /&gt;
===Part Two===&lt;br /&gt;
&lt;br /&gt;
1. From shift, head all west into the Shunned World.  Head up, then work your way northwest and up and until you reach the room &amp;quot;At the edge of the village square.&amp;quot;  Head n2w from here to reach the Elder.  Agree with him to start the Gray Staff quest.&lt;br /&gt;
&lt;br /&gt;
2. Make your way back out into the jungle, then head towards the mines as on the katar run.  The easiest way to do this is to leave shunned world, then go all north, then go east until scan shows a kzinti warrior north of you.  Keep heading north until scan shows a Kzin scientist north of you.  From here, head all east, all north, and east to enter the mines.  &lt;br /&gt;
&lt;br /&gt;
The following steps are copied/pasted from Katar.&lt;br /&gt;
&lt;br /&gt;
3. Mines are generally &amp;quot;U&amp;quot; shaped with you entering the mines the upper right side. Head south and west til you see Raskartan and a couple of other mobs in the way. Not a hard room but best to send in a tank and have a backup tank in the wings for this room. (btw if you avoid all the miners actively mining, not the ones just wandering looking for a place to mine you won't set off any of the alarms.)&lt;br /&gt;
&lt;br /&gt;
4. Entrance to the spire is just a bit north west of the large room you had to get by. Unlock the up, up and sleep before proceeding if necessary.&lt;br /&gt;
&lt;br /&gt;
5. You can regen in room with the peaceful kzinti. He will give you 5 choices of directions.&lt;br /&gt;
&lt;br /&gt;
*Take what you bring - No regen path, bonus is regen room right before final room because a safe room&lt;br /&gt;
*Might makes right - No spell path, bonus is majority of gear room doesn't have sanc. Can cast in gear room and regen room just fine.&lt;br /&gt;
*All is lost - Shortest path but it is a maze, no modifications to gear room or regen room&lt;br /&gt;
*Power is everything - melee immune path, extra big ass gassy mob added to gear room but he has pgems. Gear room is silent. Requires a very good group to even consider.&lt;br /&gt;
*Win some, lose some - det path, small det mobs added to path that do not repop. Det mob is removed from gear room.&lt;br /&gt;
&lt;br /&gt;
If you have a strong enough group, you should definitely do the &amp;quot;Power is Everything&amp;quot; (Up) Path, as the path itself is not too much harder than the noregen (North) path. After you choose a path, the peaceful kzin will take a little time to lower the barrier. Once he says the barrier is weakened, you can push barrier to proceed.&lt;br /&gt;
&lt;br /&gt;
'''The following information is valid ONLY on the &amp;quot;Power is Everything&amp;quot; (Up) Path.'''&lt;br /&gt;
*Only the kzinti ghosts on this path are melee immune, the horde of rats and other swarms are able to be damaged by melee.&lt;br /&gt;
*To navigate the path itself, choose a direction to go and never backtrack, then take the up and down exits as they become available to you.&lt;br /&gt;
*Right before the gear room is a room containing lots of imps that can be immolated by your sors. There is also one aggie mob here, so do NOT areaspell in this room.&lt;br /&gt;
*The room contains one mob that dets, the cloud. Have your sors/mnds target that first until it dies so that you can wear gear again. It is best to send a (naked) bzk first along with the burning hands pill from Eragora so that you can abuse Resist Pain and huge hp until the cloud dies. Have your ac tanks wear their gear after the cloud is dead (checkable by looking at the cloud until you can no longer see it).&lt;br /&gt;
*The gear room's gas is quite painful; you will probably need augment 2 preach comf to survive until the gassy mob dies.&lt;br /&gt;
*'''Your bonus for taking this path is 1 lord level pgem of each type.'''&lt;br /&gt;
If you choose to take this path, the room will still be silenced after it is clear. Instruct your group members to plane thorn after the room is clear, then salv your bzk (or strand them there for hilarity). Make sure to &amp;quot;take all corpse&amp;quot; from all the corpses before you leave to ensure that everything is looted.&lt;br /&gt;
&lt;br /&gt;
6. Keep the documents from the gear room, and save them until you are ready to run next part.&lt;br /&gt;
Loot should be: Circlet, Documents, Gloves, Sceptre (included in any path)&lt;br /&gt;
&lt;br /&gt;
===Part Three===&lt;br /&gt;
&lt;br /&gt;
1. Make your way back to the Elder in Shunned world.  Give him the documents, then the Flame of Imix when he asks for the flame from the Volcano.&lt;br /&gt;
&lt;br /&gt;
2. Follow the Elder when he prompts you to be taken deeper into Shunned world.  He will give you a warning not to kill any of the villagers; if you do, you are dragged out and warned about how you screwed up, but he will give you a second chance in exchange for a pyrolisk heart.  No real harm seems to be done though.  Still, best not to kill any villagers to not get your group fragmented.  Have your rogues turn off their stab triggers to be safe.&lt;br /&gt;
&lt;br /&gt;
3. The goal of this section is to get a key.  It is carried by a completely invisible (no glowing red eyes) stabber, [[a killer]].  To make matters worse, there are 4-6 of these mobs, and only one of them carries the key.  The best way to find the killers is to have a Psi/Mnd with danger sense.  If their scan reveals an empty room with !!!DANGER!!!, then there is a killer there (Danger scan is also an option, but it is laggy and rather irritating to wait 8 or so seconds every room). Send a tank and have them area (since stabs will kill your casters), then pray that that particular killer has the key.  The killer with the key spawns ws3w from where the Elder takes you, but it is not sentinel, and can walk wherever it feels like.  If the area loads only after you follow the Elder, it could conceivably be done very quickly, as the killer will not have had time to move yet.&lt;br /&gt;
&lt;br /&gt;
Note that the killer is NOT carrying the key in his inventory.  When you see the message &amp;quot;The light catches on a silvery speck,&amp;quot; that killer has spawned the key and it is on the ground.  Pick it up!&lt;br /&gt;
&lt;br /&gt;
4. Make your way north-ish until you find a locked north.  North is the gear room.  The safest place to regen is 1e from this room.  Don't unlock the door yet!&lt;br /&gt;
&lt;br /&gt;
5. Once regen'd, go 1w to reach the door again.  If there are any mobs in the room, wait for them to move/die before you attempt to unlock the door.  This run suffers the same problem as Katar where the key has 1-2 uses and it can break before opening the door if you're unlucky.  If it breaks on this run, you should probably just punch a wall and kill your group because you're going to have to go through the wonder that is random stabber hunting again.&lt;br /&gt;
&lt;br /&gt;
6. The gear room is north.  It has 7 mobs; a sorcerer, a shadows, and 5 bodyguards.  Spells to watch out for here are demonfire, dread (can really screw you up if your lead tank gets dreaded), and migraine.  The gear room isn't that bad (no &amp;quot;room goes no-spell in 4-5 rounds) overall.&lt;br /&gt;
The loot you are looking for are the left and right halves of a token.&lt;br /&gt;
&lt;br /&gt;
7. Make your way southeast and back into the village.  Give the Elder both halves of the token and he will give you the gray staff.  Also on the run are some trasy items ([[essence of magic]] and [[essence of shadows]]), which are on body mana and t2 leg ac, respectively.&lt;br /&gt;
&lt;br /&gt;
8. For some reason the village is entirely anti-magic.  To get out, head 2esd to reach a room where you can planeshift.&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Icy_Gray_Staff&amp;diff=46408</id>
		<title>Icy Gray Staff</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Icy_Gray_Staff&amp;diff=46408"/>
		<updated>2012-01-22T06:23:02Z</updated>

		<summary type="html">&lt;p&gt;Atris: Clarified where key spawns.  Maybe it won't be as bad as I thought!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Modifies mana regeneration by + 5% continuous&lt;br /&gt;
 Modifies hp regeneration by + 5% continuous&lt;br /&gt;
 Modifies armor class by -30 continuous&lt;br /&gt;
Slot: Wield/Offhand&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weight: 15&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Gear In Shunned World|Gear In Shunned World]] for how to do this run.&lt;br /&gt;
[[Category:Lord Weapons]]&lt;br /&gt;
[[Category:Gear In Shunned World]]&lt;br /&gt;
&lt;br /&gt;
==Directions==&lt;br /&gt;
&lt;br /&gt;
The Gray staff and [[Katar Forged From Kzintium]] share the same first half, with slightly different directions to get to where you first need to be.  If you agree to do the Katar questline, the Gray Staff will be un-doable until next reboot.&lt;br /&gt;
&lt;br /&gt;
===Part One===&lt;br /&gt;
&lt;br /&gt;
Do the [[Sceptre of Blazing Fury]] run.  You need the [[Flame of Imix]] to burn the documents.  Best to do this first so that you can lotto the sceptre/balteus/qp runes, and not force your group to commit to a three spellup run.  &lt;br /&gt;
&lt;br /&gt;
===Part Two===&lt;br /&gt;
&lt;br /&gt;
1. From shift, head all west into the Shunned World.  Head up, then work your way northwest and up and until you reach the room &amp;quot;At the edge of the village square.&amp;quot;  Head n2w from here to reach the Elder.  Agree with him to start the Gray Staff quest.&lt;br /&gt;
&lt;br /&gt;
2. Make your way back out into the jungle, then head towards the mines as on the katar run.  The easiest way to do this is to leave shunned world, then go all north, then go east until scan shows a kzinti warrior north of you.  Keep heading north until scan shows a Kzin scientist north of you.  From here, head all east, all north, and east to enter the mines.  &lt;br /&gt;
&lt;br /&gt;
The following steps are copied/pasted from Katar.&lt;br /&gt;
&lt;br /&gt;
3. Mines are generally &amp;quot;U&amp;quot; shaped with you entering the mines the upper right side. Head south and west til you see Raskartan and a couple of other mobs in the way. Not a hard room but best to send in a tank and have a backup tank in the wings for this room. (btw if you avoid all the miners actively mining, not the ones just wandering looking for a place to mine you won't set off any of the alarms.)&lt;br /&gt;
&lt;br /&gt;
4. Entrance to the spire is just a bit north west of the large room you had to get by. Unlock the up, up and sleep before proceeding if necessary.&lt;br /&gt;
&lt;br /&gt;
5. You can regen in room with the peaceful kzinti. He will give you 5 choices of directions.&lt;br /&gt;
&lt;br /&gt;
*Take what you bring - No regen path, bonus is regen room right before final room because a safe room&lt;br /&gt;
*Might makes right - No spell path, bonus is majority of gear room doesn't have sanc. Can cast in gear room and regen room just fine.&lt;br /&gt;
*All is lost - Shortest path but it is a maze, no modifications to gear room or regen room&lt;br /&gt;
*Power is everything - melee immune path, extra big ass gassy mob added to gear room but he has pgems. Gear room is silent. Requires a very good group to even consider.&lt;br /&gt;
*Win some, lose some - det path, small det mobs added to path that do not repop. Det mob is removed from gear room.&lt;br /&gt;
&lt;br /&gt;
If you have a strong enough group, you should definitely do the &amp;quot;Power is Everything&amp;quot; (Up) Path, as the path itself is not too much harder than the noregen (North) path. After you choose a path, the peaceful kzin will take a little time to lower the barrier. Once he says the barrier is weakened, you can push barrier to proceed.&lt;br /&gt;
&lt;br /&gt;
'''The following information is valid ONLY on the &amp;quot;Power is Everything&amp;quot; (Up) Path.'''&lt;br /&gt;
*Only the kzinti ghosts on this path are melee immune, the horde of rats and other swarms are able to be damaged by melee.&lt;br /&gt;
*To navigate the path itself, choose a direction to go and never backtrack, then take the up and down exits as they become available to you.&lt;br /&gt;
*Right before the gear room is a room containing lots of imps that can be immolated by your sors. There is also one aggie mob here, so do NOT areaspell in this room.&lt;br /&gt;
*The room contains one mob that dets, the cloud. Have your sors/mnds target that first until it dies so that you can wear gear again. It is best to send a (naked) bzk first along with the burning hands pill from Eragora so that you can abuse Resist Pain and huge hp until the cloud dies. Have your ac tanks wear their gear after the cloud is dead (checkable by looking at the cloud until you can no longer see it).&lt;br /&gt;
*The gear room's gas is quite painful; you will probably need augment 2 preach comf to survive until the gassy mob dies.&lt;br /&gt;
*'''Your bonus for taking this path is 1 lord level pgem of each type.'''&lt;br /&gt;
If you choose to take this path, the room will still be silenced after it is clear. Instruct your group members to plane thorn after the room is clear, then salv your bzk (or strand them there for hilarity). Make sure to &amp;quot;take all corpse&amp;quot; from all the corpses before you leave to ensure that everything is looted.&lt;br /&gt;
&lt;br /&gt;
6. Keep the documents from the gear room, and save them until you are ready to run next part.&lt;br /&gt;
Loot should be: Circlet, Documents, Gloves, Sceptre (included in any path)&lt;br /&gt;
&lt;br /&gt;
===Part Three===&lt;br /&gt;
&lt;br /&gt;
1. Make your way back to the Elder in Shunned world.  Give him the documents, then the Flame of Imix when he asks for the flame from the Volcano.&lt;br /&gt;
&lt;br /&gt;
2. Follow the Elder when he prompts you to be taken deeper into Shunned world.  He will give you a warning not to kill any of the villagers; if you do, you are dragged out and warned about how you screwed up, but he will give you a second chance in exchange for a pyrolisk heart.  No real harm seems to be done though.  Still, best not to kill any villagers to not get your group fragmented.  Have your rogues turn off their stab triggers to be safe.&lt;br /&gt;
&lt;br /&gt;
3. The goal of this section is to get a key.  It is carried by a completely invisible (no glowing red eyes) stabber, [[a killer]].  To make matters worse, there are 4-6 of these mobs, and only one of them carries the key.  The best way to find the killers is to have a Psi/Mnd with danger sense.  If their scan reveals an empty room with !!!DANGER!!!, then there is a killer there (Danger scan is also an option, but it is laggy and rather irritating to wait 8 or so seconds every room). Send a tank and have them area (since stabs will kill your casters), then pray that that particular killer has the key.  The killer with the key spawns ws3w from where the Elder takes you, but it is not sentinel, and it is unclear how far it is capable of wandering.&lt;br /&gt;
&lt;br /&gt;
Note that the killer is NOT carrying the key in his inventory.  When you see the message &amp;quot;The light catches on a silvery speck,&amp;quot; that killer has spawned the key and it is on the ground.  Pick it up!&lt;br /&gt;
&lt;br /&gt;
4. Make your way north-ish until you find a locked north.  North is the gear room.  The safest place to regen is 1s1e from this room.  Don't unlock the door yet!&lt;br /&gt;
&lt;br /&gt;
5. Once regen'd, go 1w1n to reach the door again.  If there are any mobs in the room, wait for them to move/die before you attempt to unlock the door.  This run suffers the same problem as Katar where the key has 1-2 uses and it can break before opening the door if you're unlucky.  If it breaks on this run, you should probably just punch a wall and kill your group because you're going to have to go through the wonder that is random stabber hunting again.&lt;br /&gt;
&lt;br /&gt;
6. The gear room is north.  It has 7 mobs; a sorcerer, a shadows, and 5 bodyguards.  Spells to watch out for here are demonfire, dread (can really screw you up if your lead tank gets dreaded), and migraine.  The gear room isn't that bad (no &amp;quot;room goes no-spell in 4-5 rounds) overall.&lt;br /&gt;
The loot you are looking for are the left and right halves of a token.&lt;br /&gt;
&lt;br /&gt;
7. Make your way southeast and back into the village.  Give the Elder both halves of the token and he will give you the gray staff.  Also on the run are some trasy items ([[essence of magic]] and [[essence of shadows]]), which are on body mana and t2 leg ac, respectively.&lt;br /&gt;
&lt;br /&gt;
8. For some reason the village is entirely anti-magic.  To get out, head 2esd to reach a room where you can planeshift.&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Icy_Gray_Staff&amp;diff=46407</id>
		<title>Icy Gray Staff</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Icy_Gray_Staff&amp;diff=46407"/>
		<updated>2012-01-22T03:58:38Z</updated>

		<summary type="html">&lt;p&gt;Atris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Modifies mana regeneration by + 5% continuous&lt;br /&gt;
 Modifies hp regeneration by + 5% continuous&lt;br /&gt;
 Modifies armor class by -30 continuous&lt;br /&gt;
Slot: Wield/Offhand&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weight: 15&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Gear In Shunned World|Gear In Shunned World]] for how to do this run.&lt;br /&gt;
[[Category:Lord Weapons]]&lt;br /&gt;
[[Category:Gear In Shunned World]]&lt;br /&gt;
&lt;br /&gt;
==Directions==&lt;br /&gt;
&lt;br /&gt;
The Gray staff and [[Katar Forged From Kzintium]] share the same first half, with slightly different directions to get to where you first need to be.  If you agree to do the Katar questline, the Gray Staff will be un-doable until next reboot.&lt;br /&gt;
&lt;br /&gt;
===Part One===&lt;br /&gt;
&lt;br /&gt;
Do the [[Sceptre of Blazing Fury]] run.  You need the [[Flame of Imix]] to burn the documents.  Best to do this first so that you can lotto the sceptre/balteus/qp runes, and not force your group to commit to a three spellup run.  &lt;br /&gt;
&lt;br /&gt;
===Part Two===&lt;br /&gt;
&lt;br /&gt;
1. From shift, head all west into the Shunned World.  Head up, then work your way northwest and up and until you reach the room &amp;quot;At the edge of the village square.&amp;quot;  Head n2w from here to reach the Elder.  Agree with him to start the Gray Staff quest.&lt;br /&gt;
&lt;br /&gt;
2. Make your way back out into the jungle, then head towards the mines as on the katar run.  The easiest way to do this is to leave shunned world, then go all north, then go east until scan shows a kzinti warrior north of you.  Keep heading north until scan shows a Kzin scientist north of you.  From here, head all east, all north, and east to enter the mines.  &lt;br /&gt;
&lt;br /&gt;
The following steps are copied/pasted from Katar.&lt;br /&gt;
&lt;br /&gt;
3. Mines are generally &amp;quot;U&amp;quot; shaped with you entering the mines the upper right side. Head south and west til you see Raskartan and a couple of other mobs in the way. Not a hard room but best to send in a tank and have a backup tank in the wings for this room. (btw if you avoid all the miners actively mining, not the ones just wandering looking for a place to mine you won't set off any of the alarms.)&lt;br /&gt;
&lt;br /&gt;
4. Entrance to the spire is just a bit north west of the large room you had to get by. Unlock the up, up and sleep before proceeding if necessary.&lt;br /&gt;
&lt;br /&gt;
5. You can regen in room with the peaceful kzinti. He will give you 5 choices of directions.&lt;br /&gt;
&lt;br /&gt;
*Take what you bring - No regen path, bonus is regen room right before final room because a safe room&lt;br /&gt;
*Might makes right - No spell path, bonus is majority of gear room doesn't have sanc. Can cast in gear room and regen room just fine.&lt;br /&gt;
*All is lost - Shortest path but it is a maze, no modifications to gear room or regen room&lt;br /&gt;
*Power is everything - melee immune path, extra big ass gassy mob added to gear room but he has pgems. Gear room is silent. Requires a very good group to even consider.&lt;br /&gt;
*Win some, lose some - det path, small det mobs added to path that do not repop. Det mob is removed from gear room.&lt;br /&gt;
&lt;br /&gt;
If you have a strong enough group, you should definitely do the &amp;quot;Power is Everything&amp;quot; (Up) Path, as the path itself is not too much harder than the noregen (North) path. After you choose a path, the peaceful kzin will take a little time to lower the barrier. Once he says the barrier is weakened, you can push barrier to proceed.&lt;br /&gt;
&lt;br /&gt;
'''The following information is valid ONLY on the &amp;quot;Power is Everything&amp;quot; (Up) Path.'''&lt;br /&gt;
*Only the kzinti ghosts on this path are melee immune, the horde of rats and other swarms are able to be damaged by melee.&lt;br /&gt;
*To navigate the path itself, choose a direction to go and never backtrack, then take the up and down exits as they become available to you.&lt;br /&gt;
*Right before the gear room is a room containing lots of imps that can be immolated by your sors. There is also one aggie mob here, so do NOT areaspell in this room.&lt;br /&gt;
*The room contains one mob that dets, the cloud. Have your sors/mnds target that first until it dies so that you can wear gear again. It is best to send a (naked) bzk first along with the burning hands pill from Eragora so that you can abuse Resist Pain and huge hp until the cloud dies. Have your ac tanks wear their gear after the cloud is dead (checkable by looking at the cloud until you can no longer see it).&lt;br /&gt;
*The gear room's gas is quite painful; you will probably need augment 2 preach comf to survive until the gassy mob dies.&lt;br /&gt;
*'''Your bonus for taking this path is 1 lord level pgem of each type.'''&lt;br /&gt;
If you choose to take this path, the room will still be silenced after it is clear. Instruct your group members to plane thorn after the room is clear, then salv your bzk (or strand them there for hilarity). Make sure to &amp;quot;take all corpse&amp;quot; from all the corpses before you leave to ensure that everything is looted.&lt;br /&gt;
&lt;br /&gt;
6. Keep the documents from the gear room, and save them until you are ready to run next part.&lt;br /&gt;
Loot should be: Circlet, Documents, Gloves, Sceptre (included in any path)&lt;br /&gt;
&lt;br /&gt;
===Part Three===&lt;br /&gt;
&lt;br /&gt;
1. Make your way back to the Elder in Shunned world.  Give him the documents, then the Flame of Imix when he asks for the flame from the Volcano.&lt;br /&gt;
&lt;br /&gt;
2. Follow the Elder when he prompts you to be taken deeper into Shunned world.  He will give you a warning not to kill any of the villagers; if you do, you are dragged out and warned about how you screwed up, but he will give you a second chance in exchange for a pyrolisk heart.  No real harm seems to be done though.  Still, best not to kill any villagers to not get your group fragmented.  Have your rogues turn off their stab triggers to be safe.&lt;br /&gt;
&lt;br /&gt;
3. The goal of this section is to get a key.  It is carried by a completely invisible (no glowing red eyes) stabber, [[a killer]].  To make matters worse, there are 4-6 of these mobs, and only one of them carries the key.  The best way to find the killers is to have a Psi/Mnd with danger sense.  If their scan reveals an empty room with !!!DANGER!!!, then there is a killer there (Danger scan is also an option, but it is laggy and rather irritating to wait 8 or so seconds every room). Send a tank and have them area (since stabs will kill your casters), then pray that that particular killer has the key.  The killer I found with the key was found south-ish; I have no idea if that is where he usually spawns.  &lt;br /&gt;
&lt;br /&gt;
Note that the killer is NOT carrying the key in his inventory.  When you see the message &amp;quot;The light catches on a silvery speck,&amp;quot; that killer has spawned the key and it is on the ground.  Pick it up!&lt;br /&gt;
&lt;br /&gt;
4. Make your way north-ish until you find a locked north.  North is the gear room.  The safest place to regen is 1s1e from this room.  Don't unlock the door yet!&lt;br /&gt;
&lt;br /&gt;
5. Once regen'd, go 1w1n to reach the door again.  If there are any mobs in the room, wait for them to move/die before you attempt to unlock the door.  This run suffers the same problem as Katar where the key has 1-2 uses and it can break before opening the door if you're unlucky.  If it breaks on this run, you should probably just punch a wall and kill your group because you're going to have to go through the wonder that is random stabber hunting again.&lt;br /&gt;
&lt;br /&gt;
6. The gear room is north.  It has 7 mobs; a sorcerer, a shadows, and 5 bodyguards.  Spells to watch out for here are demonfire, dread (can really screw you up if your lead tank gets dreaded), and migraine.  The gear room isn't that bad (no &amp;quot;room goes no-spell in 4-5 rounds) overall.&lt;br /&gt;
The loot you are looking for are the left and right halves of a token.&lt;br /&gt;
&lt;br /&gt;
7. Make your way southeast and back into the village.  Give the Elder both halves of the token and he will give you the gray staff.  Also on the run are some trasy items ([[essence of magic]] and [[essence of shadows]]), which are on body mana and t2 leg ac, respectively.&lt;br /&gt;
&lt;br /&gt;
8. For some reason the village is entirely anti-magic.  To get out, head 2esd to reach a room where you can planeshift.&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Icy_Gray_Staff&amp;diff=46406</id>
		<title>Icy Gray Staff</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Icy_Gray_Staff&amp;diff=46406"/>
		<updated>2012-01-22T03:57:55Z</updated>

		<summary type="html">&lt;p&gt;Atris: Clarified directions slightly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Modifies mana regeneration by + 5% continuous&lt;br /&gt;
 Modifies hp regeneration by + 5% continuous&lt;br /&gt;
 Modifies armor class by -30 continuous&lt;br /&gt;
Slot: Wield/Offhand&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weight: 15&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Gear In Shunned World|Gear In Shunned World]] for how to do this run.&lt;br /&gt;
[[Category:Lord Weapons]]&lt;br /&gt;
[[Category:Gear In Shunned World]]&lt;br /&gt;
&lt;br /&gt;
==Directions==&lt;br /&gt;
&lt;br /&gt;
The Gray staff and [[Katar Forged From Kzintium]] share the same first half, with slightly different directions to get to where you first need to be.  If you agree to do the Katar questline, the Gray Staff will be un-doable until next reboot.&lt;br /&gt;
&lt;br /&gt;
===Part One===&lt;br /&gt;
&lt;br /&gt;
Do the [[Sceptre of Blazing Fury]] run.  You need the [[Flame of Imix]] to burn the documents.  Best to do this first so that you can lotto the sceptre/balteus/qp runes, and not force your group to commit to a three spellup run.  &lt;br /&gt;
&lt;br /&gt;
===Part Two===&lt;br /&gt;
&lt;br /&gt;
1. From shift, head all west into the Shunned World.  Head up, then work your way northwest and up and until you reach the room &amp;quot;At the edge of the village square.&amp;quot;  Head n2w from here to reach the Elder.  Agree with him to start the Gray Staff quest.&lt;br /&gt;
&lt;br /&gt;
2. Make your way back out into the jungle, then head towards the mines as on the katar run.  The easiest way to do this is to leave shunned world, then go all north, then go east until scan shows a kzinti warrior.  Keep heading north until scan shows a Kzin scientist north of you.  From here, head all east, all north, and east to enter the mines.  &lt;br /&gt;
&lt;br /&gt;
The following steps are copied/pasted from Katar.&lt;br /&gt;
&lt;br /&gt;
3. Mines are generally &amp;quot;U&amp;quot; shaped with you entering the mines the upper right side. Head south and west til you see Raskartan and a couple of other mobs in the way. Not a hard room but best to send in a tank and have a backup tank in the wings for this room. (btw if you avoid all the miners actively mining, not the ones just wandering looking for a place to mine you won't set off any of the alarms.)&lt;br /&gt;
&lt;br /&gt;
4. Entrance to the spire is just a bit north west of the large room you had to get by. Unlock the up, up and sleep before proceeding if necessary.&lt;br /&gt;
&lt;br /&gt;
5. You can regen in room with the peaceful kzinti. He will give you 5 choices of directions.&lt;br /&gt;
&lt;br /&gt;
*Take what you bring - No regen path, bonus is regen room right before final room because a safe room&lt;br /&gt;
*Might makes right - No spell path, bonus is majority of gear room doesn't have sanc. Can cast in gear room and regen room just fine.&lt;br /&gt;
*All is lost - Shortest path but it is a maze, no modifications to gear room or regen room&lt;br /&gt;
*Power is everything - melee immune path, extra big ass gassy mob added to gear room but he has pgems. Gear room is silent. Requires a very good group to even consider.&lt;br /&gt;
*Win some, lose some - det path, small det mobs added to path that do not repop. Det mob is removed from gear room.&lt;br /&gt;
&lt;br /&gt;
If you have a strong enough group, you should definitely do the &amp;quot;Power is Everything&amp;quot; (Up) Path, as the path itself is not too much harder than the noregen (North) path. After you choose a path, the peaceful kzin will take a little time to lower the barrier. Once he says the barrier is weakened, you can push barrier to proceed.&lt;br /&gt;
&lt;br /&gt;
'''The following information is valid ONLY on the &amp;quot;Power is Everything&amp;quot; (Up) Path.'''&lt;br /&gt;
*Only the kzinti ghosts on this path are melee immune, the horde of rats and other swarms are able to be damaged by melee.&lt;br /&gt;
*To navigate the path itself, choose a direction to go and never backtrack, then take the up and down exits as they become available to you.&lt;br /&gt;
*Right before the gear room is a room containing lots of imps that can be immolated by your sors. There is also one aggie mob here, so do NOT areaspell in this room.&lt;br /&gt;
*The room contains one mob that dets, the cloud. Have your sors/mnds target that first until it dies so that you can wear gear again. It is best to send a (naked) bzk first along with the burning hands pill from Eragora so that you can abuse Resist Pain and huge hp until the cloud dies. Have your ac tanks wear their gear after the cloud is dead (checkable by looking at the cloud until you can no longer see it).&lt;br /&gt;
*The gear room's gas is quite painful; you will probably need augment 2 preach comf to survive until the gassy mob dies.&lt;br /&gt;
*'''Your bonus for taking this path is 1 lord level pgem of each type.'''&lt;br /&gt;
If you choose to take this path, the room will still be silenced after it is clear. Instruct your group members to plane thorn after the room is clear, then salv your bzk (or strand them there for hilarity). Make sure to &amp;quot;take all corpse&amp;quot; from all the corpses before you leave to ensure that everything is looted.&lt;br /&gt;
&lt;br /&gt;
6. Keep the documents from the gear room, and save them until you are ready to run next part.&lt;br /&gt;
Loot should be: Circlet, Documents, Gloves, Sceptre (included in any path)&lt;br /&gt;
&lt;br /&gt;
===Part Three===&lt;br /&gt;
&lt;br /&gt;
1. Make your way back to the Elder in Shunned world.  Give him the documents, then the Flame of Imix when he asks for the flame from the Volcano.&lt;br /&gt;
&lt;br /&gt;
2. Follow the Elder when he prompts you to be taken deeper into Shunned world.  He will give you a warning not to kill any of the villagers; if you do, you are dragged out and warned about how you screwed up, but he will give you a second chance in exchange for a pyrolisk heart.  No real harm seems to be done though.  Still, best not to kill any villagers to not get your group fragmented.  Have your rogues turn off their stab triggers to be safe.&lt;br /&gt;
&lt;br /&gt;
3. The goal of this section is to get a key.  It is carried by a completely invisible (no glowing red eyes) stabber, [[a killer]].  To make matters worse, there are 4-6 of these mobs, and only one of them carries the key.  The best way to find the killers is to have a Psi/Mnd with danger sense.  If their scan reveals an empty room with !!!DANGER!!!, then there is a killer there (Danger scan is also an option, but it is laggy and rather irritating to wait 8 or so seconds every room). Send a tank and have them area (since stabs will kill your casters), then pray that that particular killer has the key.  The killer I found with the key was found south-ish; I have no idea if that is where he usually spawns.  &lt;br /&gt;
&lt;br /&gt;
Note that the killer is NOT carrying the key in his inventory.  When you see the message &amp;quot;The light catches on a silvery speck,&amp;quot; that killer has spawned the key and it is on the ground.  Pick it up!&lt;br /&gt;
&lt;br /&gt;
4. Make your way north-ish until you find a locked north.  North is the gear room.  The safest place to regen is 1s1e from this room.  Don't unlock the door yet!&lt;br /&gt;
&lt;br /&gt;
5. Once regen'd, go 1w1n to reach the door again.  If there are any mobs in the room, wait for them to move/die before you attempt to unlock the door.  This run suffers the same problem as Katar where the key has 1-2 uses and it can break before opening the door if you're unlucky.  If it breaks on this run, you should probably just punch a wall and kill your group because you're going to have to go through the wonder that is random stabber hunting again.&lt;br /&gt;
&lt;br /&gt;
6. The gear room is north.  It has 7 mobs; a sorcerer, a shadows, and 5 bodyguards.  Spells to watch out for here are demonfire, dread (can really screw you up if your lead tank gets dreaded), and migraine.  The gear room isn't that bad (no &amp;quot;room goes no-spell in 4-5 rounds) overall.&lt;br /&gt;
The loot you are looking for are the left and right halves of a token.&lt;br /&gt;
&lt;br /&gt;
7. Make your way southeast and back into the village.  Give the Elder both halves of the token and he will give you the gray staff.  Also on the run are some trasy items ([[essence of magic]] and [[essence of shadows]]), which are on body mana and t2 leg ac, respectively.&lt;br /&gt;
&lt;br /&gt;
8. For some reason the village is entirely anti-magic.  To get out, head 2esd to reach a room where you can planeshift.&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_Kzinti_Spire_Of_Knowledge&amp;diff=46405</id>
		<title>Category:Gear In Kzinti Spire Of Knowledge</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_Kzinti_Spire_Of_Knowledge&amp;diff=46405"/>
		<updated>2012-01-22T03:54:17Z</updated>

		<summary type="html">&lt;p&gt;Atris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Kzinti Homeworld}}&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
See [[Gray Staff]] and [[Katar Forged From Kzintium]] for directions to their respective runs.&lt;br /&gt;
&lt;br /&gt;
Which one should you pick?  Both are t1 AC wields, but the Gray Staff gives a 5% bonus to hp/mana regen, and the katar is a 17/17 piercer.  Quite frankly, both of these secondary stats are completely pointless.  Since this is the case, I would recommend doing Katar every time, simply because it is a shorter run, with a less irritating key mechanic.  If the key breaks on Katar, you know exactly where to find it.  If the key breaks on Gray Staff, you do not know where to find it, leading to many extra headaches.  The path to Shunned World's Elder is also significantly longer than the path to the Kzinti Sergeant for Katar, meaning that Gray staff, on top of having the more irritating key, is also longer.  The gear room difficulty for Gray Staff is slightly easier because it doesn't go nospell, but if you have a lot of sorcerers available to you, the gear room in Katar is not that much of an issue.&lt;br /&gt;
&lt;br /&gt;
Tabulated List:&lt;br /&gt;
&lt;br /&gt;
Gray Staff:&lt;br /&gt;
*+   Easier gear room&lt;br /&gt;
*-   Quite a bit longer than Katar&lt;br /&gt;
*--- Key mechanic will make you want to break your face if your key breaks&lt;br /&gt;
&lt;br /&gt;
Katar:&lt;br /&gt;
*+ Quite a bit shorter than Gray Staff&lt;br /&gt;
*- Harder (more finicky) gear room&lt;br /&gt;
*- Key mechanic will make you want to break only your hand if your key breaks.&lt;br /&gt;
&lt;br /&gt;
==Peaceful Kzinti==&lt;br /&gt;
This is left here to remind you which path is which if you accidentally sleep and miss his mobprog.&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'I wasn't expecting to see anyone else venture into this place.'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'My meditation has kept this spot relatively calm,'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'keeping the chaos behind barriers I have erected.'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'If you were to venture anywhere except back where you came from'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'you will be facing aspects of the test that once was part of this spire.'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'Everything else was obliterated when the Evolutionary ascended.'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'If you insist on pushing forward I can lower the barrier.'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'This can only be in one direction of your choosing.'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'I can even tell you a little bit about the dangers you would face.'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'But understand this,'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'once you have chosen it can not be changed until the world is reborn once again.'''&lt;br /&gt;
&lt;br /&gt;
* '''REBOOT ONLY&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'To the NORTH you would be facing danger with only what you take with you.'''&lt;br /&gt;
&lt;br /&gt;
* noregen&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'To the EAST you will win some, but lose some.'''&lt;br /&gt;
&lt;br /&gt;
* det -- only clouds it seems?&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'SOUTH all is lost.'''&lt;br /&gt;
&lt;br /&gt;
* maze&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'If you go UP power is everything, but I wouldn't suggest that one.'''&lt;br /&gt;
&lt;br /&gt;
* swarmy...?&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'and finally, if you head WEST might makes right.'''&lt;br /&gt;
&lt;br /&gt;
* nospell&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'Let those who come after know what I have said because I will not repeat myself.'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'Choose a direction or leave me to my meditation.  The choice is yours.'''&lt;br /&gt;
&lt;br /&gt;
Final room contains:&lt;br /&gt;
* [[Research Documents]] for a [[Gray Staff]] (Elder) or [[Katar Forged From Kzintium]] (Sergeant) depending on path chosen&lt;br /&gt;
* [[Kzintium Circlet]] (15/-15; t1 Archer)&lt;br /&gt;
* [[Pair Of Simple Gloves]] - not found on east path&lt;br /&gt;
&lt;br /&gt;
[[Category:Kzinti Spire Of Knowledge]]&lt;br /&gt;
[[Category:Gear In Kzinti Homeworld]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_Kzinti_Spire_Of_Knowledge&amp;diff=46404</id>
		<title>Category:Gear In Kzinti Spire Of Knowledge</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_Kzinti_Spire_Of_Knowledge&amp;diff=46404"/>
		<updated>2012-01-22T03:52:54Z</updated>

		<summary type="html">&lt;p&gt;Atris: Added Gray Staff and Katar runs to the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Kzinti Homeworld}}&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
See [[Gray Staff]] and [[Katar Forged From Kzintium]] for directions to their respective runs.&lt;br /&gt;
&lt;br /&gt;
Which one should you pick?  Both are t1 AC wields, but the Gray Staff gives a 5% bonus to hp/mana regen, and the katar is a 17/17 piercer.  Quite frankly, both of these secondary stats are completely pointless.  Since this is the case, I would recommend doing Katar every time, simply because it is a shorter run, with a less irritating key mechanic.  If the key breaks on Katar, you know exactly where to find it.  If the key breaks on Gray Staff, you do not know where to find it, leading to many extra headaches.  The path to Shunned World's Elder is also significantly longer than the path to the Kzinti Sergeant for Katar, meaning that Gray staff, on top of having the more irritating key, is also longer.  The gear room difficulty for Gray Staff is slightly easier because it doesn't go nospell, but if you have a lot of sorcerers available to you, the gear room in Katar is not that much of an issue.&lt;br /&gt;
&lt;br /&gt;
Tabulated List:&lt;br /&gt;
&lt;br /&gt;
Gray Staff:&lt;br /&gt;
*+   Easier gear room&lt;br /&gt;
*-   Quite a bit longer than Katar&lt;br /&gt;
*--- Key mechanic will make you want to break your face if your key breaks&lt;br /&gt;
&lt;br /&gt;
Katar:&lt;br /&gt;
*+ Quite a bit shorter than Gray Staff&lt;br /&gt;
*- Harder (more finicky) gear room&lt;br /&gt;
*- Key mechanic will make you want to break only your hand if your key breaks.&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'I wasn't expecting to see anyone else venture into this place.'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'My meditation has kept this spot relatively calm,'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'keeping the chaos behind barriers I have erected.'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'If you were to venture anywhere except back where you came from'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'you will be facing aspects of the test that once was part of this spire.'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'Everything else was obliterated when the Evolutionary ascended.'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'If you insist on pushing forward I can lower the barrier.'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'This can only be in one direction of your choosing.'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'I can even tell you a little bit about the dangers you would face.'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'But understand this,'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'once you have chosen it can not be changed until the world is reborn once again.'''&lt;br /&gt;
&lt;br /&gt;
* '''REBOOT ONLY&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'To the NORTH you would be facing danger with only what you take with you.'''&lt;br /&gt;
&lt;br /&gt;
* noregen&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'To the EAST you will win some, but lose some.'''&lt;br /&gt;
&lt;br /&gt;
* det -- only clouds it seems?&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'SOUTH all is lost.'''&lt;br /&gt;
&lt;br /&gt;
* maze&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'If you go UP power is everything, but I wouldn't suggest that one.'''&lt;br /&gt;
&lt;br /&gt;
* swarmy...?&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'and finally, if you head WEST might makes right.'''&lt;br /&gt;
&lt;br /&gt;
* nospell&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'Let those who come after know what I have said because I will not repeat myself.'''&lt;br /&gt;
&lt;br /&gt;
''A peaceful kzinti says 'Choose a direction or leave me to my meditation.  The choice is yours.'''&lt;br /&gt;
&lt;br /&gt;
Final room contains:&lt;br /&gt;
* [[Research Documents]] for a [[Gray Staff]] (Elder) or [[Katar Forged From Kzintium]] (Sergeant) depending on path chosen&lt;br /&gt;
* [[Kzintium Circlet]] (15/-15; t1 Archer)&lt;br /&gt;
* [[Pair Of Simple Gloves]] - not found on east path&lt;br /&gt;
&lt;br /&gt;
[[Category:Kzinti Spire Of Knowledge]]&lt;br /&gt;
[[Category:Gear In Kzinti Homeworld]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Icy_Gray_Staff&amp;diff=46403</id>
		<title>Icy Gray Staff</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Icy_Gray_Staff&amp;diff=46403"/>
		<updated>2012-01-22T03:42:21Z</updated>

		<summary type="html">&lt;p&gt;Atris: Added Gray Staff Instructions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Modifies mana regeneration by + 5% continuous&lt;br /&gt;
 Modifies hp regeneration by + 5% continuous&lt;br /&gt;
 Modifies armor class by -30 continuous&lt;br /&gt;
Slot: Wield/Offhand&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weight: 15&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Gear In Shunned World|Gear In Shunned World]] for how to do this run.&lt;br /&gt;
[[Category:Lord Weapons]]&lt;br /&gt;
[[Category:Gear In Shunned World]]&lt;br /&gt;
&lt;br /&gt;
==Directions==&lt;br /&gt;
&lt;br /&gt;
The Gray staff and [[Katar Forged From Kzintium]] share the same first half, with slightly different directions to get to where you first need to be.  If you agree to do the Katar questline, the Gray Staff will be un-doable until next reboot.&lt;br /&gt;
&lt;br /&gt;
===Part One===&lt;br /&gt;
&lt;br /&gt;
Do the [[Sceptre of Blazing Fury]] run.  You need the [[Flame of Imix]] to burn the documents.  Best to do this first so that you can lotto the sceptre/balteus/qp runes, and not force your group to commit to a three spellup run.  &lt;br /&gt;
&lt;br /&gt;
===Part Two===&lt;br /&gt;
&lt;br /&gt;
1. From shift, head all west into the Shunned World.  Head up, then work your way northwest and up and until you reach the room &amp;quot;At the edge of the village square.&amp;quot;  Head n2w from here to reach the Elder.  Agree with him to start the Gray Staff quest.&lt;br /&gt;
&lt;br /&gt;
2. Make your way back out into the jungle, then head towards the mines as on the katar run.  The easiest way to do this is to leave shunned world, then go all north and east until scan shows a kzinti warrior.  Keep heading north until scan shows a Kzin scientist north of you.  From here, head all east, all north, and east to enter the mines.  &lt;br /&gt;
&lt;br /&gt;
The following steps are copied/pasted from Katar.&lt;br /&gt;
&lt;br /&gt;
3. Mines are generally &amp;quot;U&amp;quot; shaped with you entering the mines the upper right side. Head south and west til you see Raskartan and a couple of other mobs in the way. Not a hard room but best to send in a tank and have a backup tank in the wings for this room. (btw if you avoid all the miners actively mining, not the ones just wandering looking for a place to mine you won't set off any of the alarms.)&lt;br /&gt;
&lt;br /&gt;
4. Entrance to the spire is just a bit north west of the large room you had to get by. Unlock the up, up and sleep before proceeding if necessary.&lt;br /&gt;
&lt;br /&gt;
5. You can regen in room with the peaceful kzinti. He will give you 5 choices of directions.&lt;br /&gt;
&lt;br /&gt;
*Take what you bring - No regen path, bonus is regen room right before final room because a safe room&lt;br /&gt;
*Might makes right - No spell path, bonus is majority of gear room doesn't have sanc. Can cast in gear room and regen room just fine.&lt;br /&gt;
*All is lost - Shortest path but it is a maze, no modifications to gear room or regen room&lt;br /&gt;
*Power is everything - melee immune path, extra big ass gassy mob added to gear room but he has pgems. Gear room is silent. Requires a very good group to even consider.&lt;br /&gt;
*Win some, lose some - det path, small det mobs added to path that do not repop. Det mob is removed from gear room.&lt;br /&gt;
&lt;br /&gt;
If you have a strong enough group, you should definitely do the &amp;quot;Power is Everything&amp;quot; (Up) Path, as the path itself is not too much harder than the noregen (North) path. After you choose a path, the peaceful kzin will take a little time to lower the barrier. Once he says the barrier is weakened, you can push barrier to proceed.&lt;br /&gt;
&lt;br /&gt;
'''The following information is valid ONLY on the &amp;quot;Power is Everything&amp;quot; (Up) Path.'''&lt;br /&gt;
*Only the kzinti ghosts on this path are melee immune, the horde of rats and other swarms are able to be damaged by melee.&lt;br /&gt;
*To navigate the path itself, choose a direction to go and never backtrack, then take the up and down exits as they become available to you.&lt;br /&gt;
*Right before the gear room is a room containing lots of imps that can be immolated by your sors. There is also one aggie mob here, so do NOT areaspell in this room.&lt;br /&gt;
*The room contains one mob that dets, the cloud. Have your sors/mnds target that first until it dies so that you can wear gear again. It is best to send a (naked) bzk first along with the burning hands pill from Eragora so that you can abuse Resist Pain and huge hp until the cloud dies. Have your ac tanks wear their gear after the cloud is dead (checkable by looking at the cloud until you can no longer see it).&lt;br /&gt;
*The gear room's gas is quite painful; you will probably need augment 2 preach comf to survive until the gassy mob dies.&lt;br /&gt;
*'''Your bonus for taking this path is 1 lord level pgem of each type.'''&lt;br /&gt;
If you choose to take this path, the room will still be silenced after it is clear. Instruct your group members to plane thorn after the room is clear, then salv your bzk (or strand them there for hilarity). Make sure to &amp;quot;take all corpse&amp;quot; from all the corpses before you leave to ensure that everything is looted.&lt;br /&gt;
&lt;br /&gt;
6. Keep the documents from the gear room, and save them until you are ready to run next part.&lt;br /&gt;
Loot should be: Circlet, Documents, Gloves, Sceptre (included in any path)&lt;br /&gt;
&lt;br /&gt;
===Part Three===&lt;br /&gt;
&lt;br /&gt;
1. Make your way back to the Elder in Shunned world.  Give him the documents, then the Flame of Imix when he asks for the flame from the Volcano.&lt;br /&gt;
&lt;br /&gt;
2. Follow the Elder when he prompts you to be taken deeper into Shunned world.  He will give you a warning not to kill any of the villagers; if you do, you are dragged out and warned about how you screwed up, but he will give you a second chance in exchange for a pyrolisk heart.  No real harm seems to be done though.  Still, best not to kill any villagers to not get your group fragmented.  Have your rogues turn off their stab triggers to be safe.&lt;br /&gt;
&lt;br /&gt;
3. The goal of this section is to get a key.  It is carried by a completely invisible (no glowing red eyes) stabber, [[a killer]].  To make matters worse, there are 4-6 of these mobs, and only one of them carries the key.  The best way to find the killers is to have a Psi/Mnd with danger sense.  If their scan reveals an empty room with !!!DANGER!!!, then there is a killer there (Danger scan is also an option, but it is laggy and rather irritating to wait 8 or so seconds every room). Send a tank and have them area (since stabs will kill your casters), then pray that that particular killer has the key.  The killer I found with the key was found south-ish; I have no idea if that is where he usually spawns.  &lt;br /&gt;
&lt;br /&gt;
Note that the killer is NOT carrying the key in his inventory.  When you see the message &amp;quot;The light catches on a silvery speck,&amp;quot; that killer has spawned the key and it is on the ground.  Pick it up!&lt;br /&gt;
&lt;br /&gt;
4. Make your way north-ish until you find a locked north.  North is the gear room.  The safest place to regen is 1s1e from this room.  Don't unlock the door yet!&lt;br /&gt;
&lt;br /&gt;
5. Once regen'd, go 1w1n to reach the door again.  If there are any mobs in the room, wait for them to move/die before you attempt to unlock the door.  This run suffers the same problem as Katar where the key has 1-2 uses and it can break before opening the door if you're unlucky.  If it breaks on this run, you should probably just punch a wall and kill your group because you're going to have to go through the wonder that is random stabber hunting again.&lt;br /&gt;
&lt;br /&gt;
6. The gear room is north.  It has 7 mobs; a sorcerer, a shadows, and 5 bodyguards.  Spells to watch out for here are demonfire, dread (can really screw you up if your lead tank gets dreaded), and migraine.  The gear room isn't that bad (no &amp;quot;room goes no-spell in 4-5 rounds) overall.&lt;br /&gt;
The loot you are looking for are the left and right halves of a token.&lt;br /&gt;
&lt;br /&gt;
7. Make your way southeast and back into the village.  Give the Elder both halves of the token and he will give you the gray staff.  Also on the run are some trasy items ([[essence of magic]] and [[essence of shadows]]), which are on body mana and t2 leg ac, respectively.&lt;br /&gt;
&lt;br /&gt;
8. For some reason the village is entirely anti-magic.  To get out, head 2esd to reach a room where you can planeshift.&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Soulchar_Desolation&amp;diff=46334</id>
		<title>Category:Soulchar Desolation</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Soulchar_Desolation&amp;diff=46334"/>
		<updated>2012-01-19T06:29:48Z</updated>

		<summary type="html">&lt;p&gt;Atris: Added directions to area from Earth shift.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This desolate region, once a lush and verdant world, was lost to time and history millenia ago. It's beautiful countryside and forests of ash and yew were annihilated during a conflict of unknown origin. Now, all that is left is ash and char. The once great world, naught but a tomb for those who live here.''&lt;br /&gt;
&lt;br /&gt;
''In recent years, the ascendance of the Pain Elementals under the Fae witch Lishtraka has been cause for concern. That she exists in this time and place can only be the result of Noctopia's resurrection and reemergence. Perhaps now the gateway to this wasteland can also be found anew. Perhaps now a race will rise to challenge Lishtraka and her vile creations.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:World Of Stone]]&lt;br /&gt;
[[Category:Incomplete]]&lt;br /&gt;
&lt;br /&gt;
==Lord 1 Firedrake Quest==&lt;br /&gt;
The only reason you will be here is for the Lord 1 Firedrake Evolution quest.  Suggested group size is 12-15.  There are three things you need to do to complete this evolution quest successfully.  &lt;br /&gt;
# Start the quest by talking to Daxtraul, who is in a private room.  He should give you a shattering orb after a lengthy mobprog.&lt;br /&gt;
# Find and kill Lezvaxush two/three times to get more shattering orbs.  You need 3 total.&lt;br /&gt;
# Find your way to the citadel and kill the quest mob.&lt;br /&gt;
&lt;br /&gt;
To get here, shift to Earthrealm and head e2n, then enter gateway.  This will take you to the beginning of Soulchar Desolation.&lt;br /&gt;
&lt;br /&gt;
From the entrance, head dwnw to get to Daxtraul.  From here, head back ese to get back into the main area.  This area is a random maze that resets on repop, so you may need to navigate it multiple times.  Drop a coin in the first room to help you navigate it like other mazes.  You are looking for a scan that shows &amp;quot;gibbering fiends.&amp;quot;  Head that direction when you find it, then head 2d to kill Lezvaxush.  You will need to camp him for one repop in order to get 3 shattering orbs.  If for some reason you missed out on the first one, you'll have to camp him 3 times.&lt;br /&gt;
&lt;br /&gt;
After you have 3 shattering orbs, make your way 2u and back out into the maze.  Wander around, looking for a scan that yields &amp;quot;Citadel Guardians&amp;quot; on scan.  Head that way to enter the citadel.  Your final destination is the locked down you will immediately see when you enter, but you first need to spawn the key.  Spawning the key is still a bit unclear; you either need to kill everything in the citadel, or kill all mobs in the 2x2 library that is upstairs.  Once you spawn the key, you will probably want to try and regen a bit before the boss.&lt;br /&gt;
&lt;br /&gt;
Once you are regen'd, unlock down and go down to talk to the mob.  He will mobprog and talk about some stuff, after which the firedrake will need to give him 3 shattering orbs (He will babble randomly after each one).  Once the third orb is given to him, he will attack you.  He can cast inferno, which can hit ERAD or so at the top end.  This will kill your small casters immediately if you are unlucky.  You probably want to bring beefier casters if possible.  Alternatively, bring a LsE and suffocate him to remove the problem.&lt;br /&gt;
&lt;br /&gt;
I don't think you need to go back to Daxtraul to finish the quest, just go back to Mid and evolve.  Also note that the 3 orbs do not get consumed and you will loot them upon killing the boss, so if you are nice you can give them to someone you think will be around the game for a long long time to use the next time someone wants to do this quest, so they don't need to camp Lezvaxush.&lt;br /&gt;
&lt;br /&gt;
Final note is that I vaguely remember some rooms being noregen; if you find these, please add them.&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Soulchar_Desolation&amp;diff=46333</id>
		<title>Category:Soulchar Desolation</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Soulchar_Desolation&amp;diff=46333"/>
		<updated>2012-01-19T05:24:05Z</updated>

		<summary type="html">&lt;p&gt;Atris: Added Lord 1 Fdk quest.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This desolate region, once a lush and verdant world, was lost to time and history millenia ago. It's beautiful countryside and forests of ash and yew were annihilated during a conflict of unknown origin. Now, all that is left is ash and char. The once great world, naught but a tomb for those who live here.''&lt;br /&gt;
&lt;br /&gt;
''In recent years, the ascendance of the Pain Elementals under the Fae witch Lishtraka has been cause for concern. That she exists in this time and place can only be the result of Noctopia's resurrection and reemergence. Perhaps now the gateway to this wasteland can also be found anew. Perhaps now a race will rise to challenge Lishtraka and her vile creations.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:World Of Stone]]&lt;br /&gt;
[[Category:Incomplete]]&lt;br /&gt;
&lt;br /&gt;
==Lord 1 Firedrake Quest==&lt;br /&gt;
The only reason you will be here is for the Lord 1 Firedrake Evolution quest.  Suggested group size is 12-15.  There are three things you need to do to complete this evolution quest successfully.  &lt;br /&gt;
# Start the quest by talking to Daxtraul, who is in a private room.  He should give you a shattering orb after a lengthy mobprog.&lt;br /&gt;
# Find and kill Lezvaxush two/three times to get more shattering orbs.  You need 3 total.&lt;br /&gt;
# Find your way to the citadel and kill the quest mob.&lt;br /&gt;
&lt;br /&gt;
From the entrance, head dwnw to get to Daxtraul.  From here, head back ese to get back into the main area.  This area is a random maze that resets on repop, so you may need to navigate it multiple times.  Drop a coin in the first room to help you navigate it like other mazes.  You are looking for a scan that shows &amp;quot;gibbering fiends.&amp;quot;  Head that direction when you find it, then head 2d to kill Lezvaxush.  You will need to camp him for one repop in order to get 3 shattering orbs.  If for some reason you missed out on the first one, you'll have to camp him 3 times.&lt;br /&gt;
&lt;br /&gt;
After you have 3 shattering orbs, make your way 2u and back out into the maze.  Wander around, looking for a scan that yields &amp;quot;Citadel Guardians&amp;quot; on scan.  Head that way to enter the citadel.  Your final destination is the locked down you will immediately see when you enter, but you first need to spawn the key.  Spawning the key is still a bit unclear; you either need to kill everything in the citadel, or kill all mobs in the 2x2 library that is upstairs.  Once you spawn the key, you will probably want to try and regen a bit before the boss.&lt;br /&gt;
&lt;br /&gt;
Once you are regen'd, unlock down and go down to talk to the mob.  He will mobprog and talk about some stuff, after which the firedrake will need to give him 3 shattering orbs (He will babble randomly after each one).  Once the third orb is given to him, he will attack you.  He can cast inferno, which can hit ERAD or so at the top end.  This will kill your small casters immediately if you are unlucky.  You probably want to bring beefier casters if possible.  Alternatively, bring a LsE and suffocate him to remove the problem.&lt;br /&gt;
&lt;br /&gt;
I don't think you need to go back to Daxtraul to finish the quest, just go back to Mid and evolve.  Also note that the 3 orbs do not get consumed and you will loot them upon killing the boss, so if you are nice you can give them to someone you think will be around the game for a long long time to use the next time someone wants to do this quest, so they don't need to camp Lezvaxush.&lt;br /&gt;
&lt;br /&gt;
Final note is that I vaguely remember some rooms being noregen; if you find these, please add them.&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:World_Of_Stone_Proper&amp;diff=46332</id>
		<title>Category:World Of Stone Proper</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:World_Of_Stone_Proper&amp;diff=46332"/>
		<updated>2012-01-19T04:54:54Z</updated>

		<summary type="html">&lt;p&gt;Atris: Added directions to Soulchar Desolation, where Lord 1 fdk may start their evolution quest.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{World Of Stone}}&lt;br /&gt;
&lt;br /&gt;
''The World of Stone is the Elemental Plane of Earth. To a Midgaardian, the best way to describe it would be like moving through a solid block of stone. Rumor has it that extra-planar Elementals have a nasty habit of viewing Midgaardians as an impurity that must be destroyed.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Crowe&lt;br /&gt;
&lt;br /&gt;
== Directions ==&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;
[[Orie Stonesinger]], a gnome, is in a room entitled &amp;quot;The golem laboratory&amp;quot;. This is related to the golem quest - which the gargoyles need to complete to be able to remort into a golem.&lt;br /&gt;
&lt;br /&gt;
Going 2s, 2w, u from shift ends in a no-spell room with 5 [[Obsidian Lord]]s and a [[Huge Earth Elemental]]. To beat them the group needs to have (at least) 8-9 brutes, and the fight will take some substantial time. Have a long chain prepared.&lt;br /&gt;
 &lt;br /&gt;
Once cleared, there will be a local message (possibly after a short delay, don't panic) about a small space that opened up to the north large enough for 1 person. The gargoyle here needs to go north, and subsequently kill Orie. The rest of the group is free to go down, out of the no-spell room, and homeshift at will. Lingering too long will cause a repop as this is not a reboot-only quest.&lt;br /&gt;
&lt;br /&gt;
Once Orie is dead, remorting into a golem will be allowed.&lt;br /&gt;
&lt;br /&gt;
Failing to kill Orie simply means the quest needs to be re-attempted, there are no permanent penalties.&lt;br /&gt;
&lt;br /&gt;
If you are a lord firedrake trying to do your first evolution quest, the way to the [[Soulchar Desolation]] is e2n from shift.  Entering the gateway will take you to the area.  The firedrake Daxtraul is found dwnw; send the firedrake to listen to his long mobprog to start the quest. &lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:World Of Stone]]&lt;br /&gt;
[[Category:Areas That Need Descriptions]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_World_Of_Stone_Proper&amp;diff=46331</id>
		<title>Category:Gear In World Of Stone Proper</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_World_Of_Stone_Proper&amp;diff=46331"/>
		<updated>2012-01-19T04:49:39Z</updated>

		<summary type="html">&lt;p&gt;Atris: Changed wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{World Of Stone}}&lt;br /&gt;
&lt;br /&gt;
Suggested Group Size: 10+, depending on breakdown&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
To get the [[Elemental Earth Ring]] shift to the [[:Category:World Of Stone|World Of Stone]] and portal to prince. If portal fizzles, you may need to wait til he moves out of the Earth Lord's room or track him (but avoid the [[Roc Wyrm Mother]]'s room 4n from shift if group is small). Kill prince and regen, if needed.  You should be able to tell which room is the gear room on scan.&lt;br /&gt;
*If the prince is not portable, it is faster to walk to him than to wait.  From shift, the way to the area with the eering is 2e4sd.  Remove all before going down, as that is when the det portion will start.  Gear room is all south, then all east.&lt;br /&gt;
*After clearing the gear room, the safest place to regen is 2w n.&lt;br /&gt;
&lt;br /&gt;
'''The Lord is no longer the only mob to detonate on this run.''' (That's why it is run more rarely today. Det mobs include Huge Earth Elemental.)  Also, some of the mobs in this area have [[Lavabombs]], which can deal considerable damage to a single target in one hit.&lt;br /&gt;
&lt;br /&gt;
The [[Shaleskin Arm Guard]], while technically in [[:Category:World Of Stone Proper|World Of Stone Proper]], is almost always obtained at the beginning of a [[Living Daemonstone|dstone]] run, as the [[Roc Wyrm Mother]] lies at the entrance to the [[:Category:Mountain Of Madness|Mountain Of Madness]].&lt;br /&gt;
[[Category:World Of Stone Proper]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_World_Of_Stone_Proper&amp;diff=46330</id>
		<title>Category:Gear In World Of Stone Proper</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_World_Of_Stone_Proper&amp;diff=46330"/>
		<updated>2012-01-19T04:48:46Z</updated>

		<summary type="html">&lt;p&gt;Atris: Added walking directions from shift and note on where to regen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{World Of Stone}}&lt;br /&gt;
&lt;br /&gt;
Suggested Group Size: 10+, depending on breakdown&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
To get the [[Elemental Earth Ring]] shift to the [[:Category:World Of Stone|World Of Stone]] and portal to prince. If portal fizzles, you may need to wait til he moves out of the Earth Lord's room or track him (but avoid the [[Roc Wyrm Mother]]'s room 4n from shift if group is small). Kill prince and regen, if needed.  You should be able to tell which room is the gear room on scan.&lt;br /&gt;
*If the prince is not portable, it is faster to walk to him than to wait.  From shift, the way to the area with the eering is 2e4sd.  Remove all before going down, as that is when the det portion will start.  &lt;br /&gt;
*After clearing the gear room, the safest place to regen is 2w n.&lt;br /&gt;
&lt;br /&gt;
'''The Lord is no longer the only mob to detonate on this run.''' (That's why it is run more rarely today. Det mobs include Huge Earth Elemental.)  Also, some of the mobs in this area have [[Lavabombs]], which can deal considerable damage to a single target in one hit.&lt;br /&gt;
&lt;br /&gt;
The [[Shaleskin Arm Guard]], while technically in [[:Category:World Of Stone Proper|World Of Stone Proper]], is almost always obtained at the beginning of a [[Living Daemonstone|dstone]] run, as the [[Roc Wyrm Mother]] lies at the entrance to the [[:Category:Mountain Of Madness|Mountain Of Madness]].&lt;br /&gt;
[[Category:World Of Stone Proper]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_Inferno_Peak&amp;diff=46226</id>
		<title>Category:Gear In Inferno Peak</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_Inferno_Peak&amp;diff=46226"/>
		<updated>2012-01-15T00:04:19Z</updated>

		<summary type="html">&lt;p&gt;Atris: Small edit, shift to volcano is e3s, not e2s.  Also minor notes on path inside volcano.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Kzinti Homeworld}}&lt;br /&gt;
&lt;br /&gt;
Shift to [[:Category:Kzinti Homeworld|Kzinti Homeworld]].  Go e3s. You'll see an up exit with darkenbeasts on scan. This is the Inferno Peak. Go 2u, s. Sacrifice a group member one more south to [[Projection Of Imix]] or [[Pyrhaan]] (sometimes a bird is in the same room, take care to not die to it). Go to the Heated Outcropping (2w from Pyrhaan's room) and mercy to the corpse. Killing one of the darkenbeasts here spawns the [[Denizen Of The Wasteland]], which carries an [[Astral Disruption Rod]] and skins for a [[A Sandblasted Emerald]] (treasure, 16 kdr, -15 ac).&lt;br /&gt;
&lt;br /&gt;
The lava tubes are filled with gassy mephits so make sure you bring at least one good healer.&lt;br /&gt;
Head 1s from the mercy room, then keep heading down until you reach the lava lake. The first room appears to be a good spot for regen (with exits up and south). Gear room is 2s.  Note that going in a non-up/down direction when presented the option will not follow a linear path, so if you are a rogue trying to utilize disengage/slip, be wary of this.&lt;br /&gt;
One of the mobs carries the bloodsash replacement ([[Blazing Balteus]]).&lt;br /&gt;
&lt;br /&gt;
Profit with [[Sceptre Of Blazing Fury]]!&lt;br /&gt;
&lt;br /&gt;
'''NOTE: Reboot only.'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Below is a reference of the old Inferno Peak:&lt;br /&gt;
&lt;br /&gt;
Recommended group size: 12 - 16&lt;br /&gt;
&lt;br /&gt;
Shift to [[:Category:Kzinti Homeworld|Kzinti Homeworld]]. Go up and keep following the path. When you get to an intersection, head south until you reach the denizen. Kill the [[Denizen Of The Wastes]] and loot the [[Astral Disruption Rod]] from his corpse. Then make your way back to the intersection.&lt;br /&gt;
&lt;br /&gt;
From the intersection head east.  This will take you to [[:Category:Inferno Peak|Inferno Peak]], which is a swarmier and gassier area than the one you just left.  Make your way down into the volcano, then go all east, and all north.  When you see a down exit you're in a safe room.  Once you're ready continue on downward.&lt;br /&gt;
&lt;br /&gt;
This will put you in the lava tunnels.  This part of the area is less swarmy.  The mobs are bigger and yield better exp.  There are a series of private rooms along this part of the path, so be sure to tell your groupies which way to go (even though it's a hallway).  Try your hardest not to leave anyone behind during this part.&lt;br /&gt;
&lt;br /&gt;
You'll know you're close to the gear room when you start fighting [[Fire Elemental]]s and [[Lava Troll]]s.  Make sure to stop and make a tank chain when you see the prince and the [[Projection Of Imix]] on scan below you.  When you're ready, enter that room and target the prince.  Once he is dead, cast calm (if necessary) to prevent your groupies from killing the projection.  The prince doesn't repop, so once he's dead this room is perfectly safe for regenning &amp;amp; respelling, if necessary.&lt;br /&gt;
&lt;br /&gt;
Give the [[Astral Disruption Rod]] to the [[Projection Of Imix]] and he will create a portal for you.  [NOTE: The portal only last a couple of ticks so only give the Projection the Rod when your group is regenned and ready to go] Have the first tank in the chain enter lava, then have the rest of the group follow and clear the moderately difficult gear room.  Once you've cleared the room and looted the [[Sceptre Of Blazing Fury]] portal to the [[Denizen Of The Wastes]] and homeshift from there.  &lt;br /&gt;
&lt;br /&gt;
[[Category:Inferno Peak]]&lt;br /&gt;
[[Category:Gear In Kzinti Homeworld]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_Outland_Proper&amp;diff=46218</id>
		<title>Category:Gear In Outland Proper</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_Outland_Proper&amp;diff=46218"/>
		<updated>2012-01-14T08:09:29Z</updated>

		<summary type="html">&lt;p&gt;Atris: Added a note on mystical barrier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outland}}&lt;br /&gt;
&lt;br /&gt;
[[:Category:Outland Proper|Outland Proper]] is usually just run for small group exp, but it has another side to it: the infamous &amp;quot;commander&amp;quot; run.&lt;br /&gt;
&lt;br /&gt;
Suggested group size: Probably 15-20.  Definitely bring at least 1 bzk and 1 prs.  Area casters will love this run.  A wizard/druid with wall of thorns will also be immensely helpful in case of bad luck with repops.&lt;br /&gt;
&lt;br /&gt;
From shift, go 3s2w2d to the Githyanki Spy.  This mob can '''detonate''', but seems to do so very infrequently.  Still, best to have all your groupmates remove their gear and kill him before re-wearing your gear.  1d from the spy is a fully safe room (no mobs will wander there) at which you can regen if you need to.&lt;br /&gt;
&lt;br /&gt;
From 1d from the spy, you will need to head 1d 4w.  On scan should be a set of 4 mobs, including two [[Githyanki Knights]].  The knights hurt quite a lot (hit 12 times for ERAD), so you may want to surge a little higher in this room.  One of the knights has two keys, which you will need to loot.  After the room is clear, head 2n, unl n, n.  The third key you need is on one of these mobs.  Before the locked north is a room 1w that is filled with longshotting, lightning-arrow equipped archers.  Supposedly, a t1 arc helm is found here, but I was unable to verify this.&lt;br /&gt;
&lt;br /&gt;
With the third key in hand, go all south until you hit another locked door.  If you have the great misfortune of having the room with the Githyanki Knights respawning on you, you may want to create a safe room to regen using wall of thorns.  Once you are all south, unlock it and clear the room for the fourth key.  Go 3n to get back to the room with the Githyanki knights and unlock west.  You will need to head a few west until the [[Githyanki Lieutenant Commander]] appears on scan.&lt;br /&gt;
&lt;br /&gt;
The Githyanki Lieutenant Commander's room has 3 fairly large mobs and is '''det'''.  The room 1w from this room is the gear room.  1s from this room is a fairly safe place to regen (only one mob respawns).  Thus, there are two choices to prepare yourself for the gear room.&lt;br /&gt;
*1) Create a safe room in the room before the Lieutenant Commander by using walls to regen.  Once the room your are regenning in repops on you, clear both the det room and the gear room in one go.&lt;br /&gt;
*2) Clear the det room, go one south to regen.  If it doesn't repop before you're full, great.  If it does, you'll need to clear the det room again.&lt;br /&gt;
Whichever method you choose, the gear room awaits.&lt;br /&gt;
&lt;br /&gt;
This is a very risky room.  It's no-exit, so if/when you clear it you need to portal to a mob in [[:Category:Outland Proper|Outland Proper]] (such as [[Githyanki Brute]]) to get out.  The gear room has two slaves; one eats corpses and the other stomps gear.  So if you die before they do, you can kiss all your hard-earned gear good-bye.  From what I have heard from immortals, the gear room itself is no longer det, and the det mob does not spawn on the death of the Githyanki Warlock (see notes from old run).  The gear room itself is not that bad either, as long as you are geared/using bzk.  Whether or not you choose to target the slaves first depends on your group composition.  With a lot of area casters, they will probably die from just the area spells, even without targetting.&lt;br /&gt;
&lt;br /&gt;
Surprisingly, the run itself is rather short, and the hardest part of this run is likely not going to be the gear room, but the sheer '''number''' of mobs that are in your way.  Each room containing a key has 4 mobs, and it is not uncommon to find 5+ githyanki in any room.  It is probably best to send a tank to area nearly every room before taking the rest if your group with you, as the sheer amount of mobs is ridiculous.  In any room that you don't need to head into, it may be wise to wall the exit to prevent those mobs from escaping for as long as possible.  None of the mobs have pass door, allowing you to create effective blocks.&lt;br /&gt;
&lt;br /&gt;
Almost every mob on this run casts.  Casters, keep mystical barrier up at all times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section is for the old commander run.&lt;br /&gt;
&lt;br /&gt;
Suggested Group Size: 20+&lt;br /&gt;
&lt;br /&gt;
After shift, take group 3s2w2d to the [[Githyanki Spy]].  '''From here on mobs detonate! (including the spy AND the gear room!)'''&lt;br /&gt;
&lt;br /&gt;
Go 2d2s from [[Githyanki Spy|the spy]] to find the room where you can regen.  This path can be very swarmy, so it's a good idea for any wizards/druids in the group to use [[Wall Of Thorns|wall of thorns]] to keep unnecessary mobs away.  From the regen room it's another 1s to the [[Githyanki Leader]], who holds the [[Silver Chestplate]] and the [[Silver Sword]].&lt;br /&gt;
&lt;br /&gt;
Watch out: this is a very risky room.  It's no-exit, so if/when you clear it you need to portal to a mob in [[:Category:Outland Proper|Outland Proper]] (such as [[Githyanki Brute]]) to get out.  The gear room has two slaves; one eats corpses and the other stomps gear.  So if you die before they do, you can kiss all your hard-earned gear good-bye.  Also note that when you kill the [[Githyanki Warlock]] a [[Darkest Of Shades|detonating mob]] spawns.  Because of this huge risk, you should wait outside of the commander's room until the [[Githyanki Spy]] repops.  The last thing you want is for this gear room to repop on you!&lt;br /&gt;
&lt;br /&gt;
Also in this room are a couple [[Silver Helm]]s.&lt;br /&gt;
&lt;br /&gt;
Note that the [[Githyanki Leader]] does not repop normally, so you can't really camp this run.&lt;br /&gt;
[[Category:Outland Proper]]&lt;br /&gt;
[[Category:Gear In Outland]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_Outland_Proper&amp;diff=46217</id>
		<title>Category:Gear In Outland Proper</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_Outland_Proper&amp;diff=46217"/>
		<updated>2012-01-14T08:03:42Z</updated>

		<summary type="html">&lt;p&gt;Atris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outland}}&lt;br /&gt;
&lt;br /&gt;
[[:Category:Outland Proper|Outland Proper]] is usually just run for small group exp, but it has another side to it: the infamous &amp;quot;commander&amp;quot; run.&lt;br /&gt;
&lt;br /&gt;
Suggested group size: Probably 15-20.  Definitely bring at least 1 bzk and 1 prs.  Area casters will love this run.  A wizard/druid with wall of thorns will also be immensely helpful in case of bad luck with repops.&lt;br /&gt;
&lt;br /&gt;
From shift, go 3s2w2d to the Githyanki Spy.  This mob can '''detonate''', but seems to do so very infrequently.  Still, best to have all your groupmates remove their gear and kill him before re-wearing your gear.  1d from the spy is a fully safe room (no mobs will wander there) at which you can regen if you need to.&lt;br /&gt;
&lt;br /&gt;
From 1d from the spy, you will need to head 1d 4w.  On scan should be a set of 4 mobs, including two [[Githyanki Knights]].  The knights hurt quite a lot (hit 12 times for ERAD), so you may want to surge a little higher in this room.  One of the knights has two keys, which you will need to loot.  After the room is clear, head 2n, unl n, n.  The third key you need is on one of these mobs.  Before the locked north is a room 1w that is filled with longshotting, lightning-arrow equipped archers.  Supposedly, a t1 arc helm is found here, but I was unable to verify this.&lt;br /&gt;
&lt;br /&gt;
With the third key in hand, go all south until you hit another locked door.  If you have the great misfortune of having the room with the Githyanki Knights respawning on you, you may want to create a safe room to regen using wall of thorns.  Once you are all south, unlock it and clear the room for the fourth key.  Go 3n to get back to the room with the Githyanki knights and unlock west.  You will need to head a few west until the [[Githyanki Lieutenant Commander]] appears on scan.&lt;br /&gt;
&lt;br /&gt;
The Githyanki Lieutenant Commander's room has 3 fairly large mobs and is '''det'''.  The room 1w from this room is the gear room.  1s from this room is a fairly safe place to regen (only one mob respawns).  Thus, there are two choices to prepare yourself for the gear room.&lt;br /&gt;
*1) Create a safe room in the room before the Lieutenant Commander by using walls to regen.  Once the room your are regenning in repops on you, clear both the det room and the gear room in one go.&lt;br /&gt;
*2) Clear the det room, go one south to regen.  If it doesn't repop before you're full, great.  If it does, you'll need to clear the det room again.&lt;br /&gt;
Whichever method you choose, the gear room awaits.&lt;br /&gt;
&lt;br /&gt;
This is a very risky room.  It's no-exit, so if/when you clear it you need to portal to a mob in [[:Category:Outland Proper|Outland Proper]] (such as [[Githyanki Brute]]) to get out.  The gear room has two slaves; one eats corpses and the other stomps gear.  So if you die before they do, you can kiss all your hard-earned gear good-bye.  From what I have heard from immortals, the gear room itself is no longer det, and the det mob does not spawn on the death of the Githyanki Warlock (see notes from old run).  The gear room itself is not that bad either, as long as you are geared/using bzk.  Whether or not you choose to target the slaves first depends on your group composition.  With a lot of area casters, they will probably die from just the area spells, even without targetting.&lt;br /&gt;
&lt;br /&gt;
Surprisingly, the run itself is rather short, and the hardest part of this run is likely not going to be the gear room, but the sheer '''number''' of mobs that are in your way.  Each room containing a key has 4 mobs, and it is not uncommon to find 5+ githyanki in any room.  It is probably best to send a tank to area nearly every room before taking the rest if your group with you, as the sheer amount of mobs is ridiculous.  In any room that you don't need to head into, it may be wise to wall the exit to prevent those mobs from escaping for as long as possible.  None of the mobs have pass door, allowing you to create effective blocks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section is for the old commander run.&lt;br /&gt;
&lt;br /&gt;
Suggested Group Size: 20+&lt;br /&gt;
&lt;br /&gt;
After shift, take group 3s2w2d to the [[Githyanki Spy]].  '''From here on mobs detonate! (including the spy AND the gear room!)'''&lt;br /&gt;
&lt;br /&gt;
Go 2d2s from [[Githyanki Spy|the spy]] to find the room where you can regen.  This path can be very swarmy, so it's a good idea for any wizards/druids in the group to use [[Wall Of Thorns|wall of thorns]] to keep unnecessary mobs away.  From the regen room it's another 1s to the [[Githyanki Leader]], who holds the [[Silver Chestplate]] and the [[Silver Sword]].&lt;br /&gt;
&lt;br /&gt;
Watch out: this is a very risky room.  It's no-exit, so if/when you clear it you need to portal to a mob in [[:Category:Outland Proper|Outland Proper]] (such as [[Githyanki Brute]]) to get out.  The gear room has two slaves; one eats corpses and the other stomps gear.  So if you die before they do, you can kiss all your hard-earned gear good-bye.  Also note that when you kill the [[Githyanki Warlock]] a [[Darkest Of Shades|detonating mob]] spawns.  Because of this huge risk, you should wait outside of the commander's room until the [[Githyanki Spy]] repops.  The last thing you want is for this gear room to repop on you!&lt;br /&gt;
&lt;br /&gt;
Also in this room are a couple [[Silver Helm]]s.&lt;br /&gt;
&lt;br /&gt;
Note that the [[Githyanki Leader]] does not repop normally, so you can't really camp this run.&lt;br /&gt;
[[Category:Outland Proper]]&lt;br /&gt;
[[Category:Gear In Outland]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=46091</id>
		<title>Category:Gear In Patriarchs' Gulch</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=46091"/>
		<updated>2011-12-31T08:34:27Z</updated>

		<summary type="html">&lt;p&gt;Atris: Added the Subjugator to loot list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Karnath}}&lt;br /&gt;
&lt;br /&gt;
= Accessing the gulch =&lt;br /&gt;
To enter the [[:Category:Forbidden Wasteland|Forbidden Wasteland]] planeshift to [[:Category:Karnath|Karnath]] and go n, 4w.&lt;br /&gt;
The first room of the Wasteland has 3 [[Shrouded Warder|shrouded warder]]s.&lt;br /&gt;
&lt;br /&gt;
Go w,n,w,n,w,s,w to reach the '''wall of gristle and bone'''.  Get the [[Skeletal Hand|skeletal hand]] from the wall.&lt;br /&gt;
&lt;br /&gt;
Go s,e,s,e,n.  To your east is a 2x2 temple that contains a stabber and a blackjacker.&lt;br /&gt;
&lt;br /&gt;
Go e,s,e to reach the altar.  Pull switch to reveal a down exit to [[Zedek The Desecrator|Zedek the desecrator]].&lt;br /&gt;
&lt;br /&gt;
Give Zedek the hand and he'll blow up the wall for you, clearing the way to [[:Category:Patriarchs' Gulch|Patriarchs' Gulch]].  He also creates a portal for you, so you don't have to walk back to the wall. The room he portals to is presumably [[Lloydable]], so summon the anchor here to farm multiple Gulch runs.&lt;br /&gt;
&lt;br /&gt;
Zedek also accepts the [[Last Remaining Drop Of Goo|last remaining drop of goo]].&lt;br /&gt;
This item can be obtained by killing all the &amp;quot;goo&amp;quot; related mobs in the [[:Category:Forbidden Wasteland|Forbidden Wasteland]] (they don't repop).&lt;br /&gt;
The drop is tougher to get than the hand, but it's a good option if you want to move the [[Planar Anchor]] out of [[:Category:Karnath|Karnath]]&lt;br /&gt;
and still be able to easily return to the gulch later on.&lt;br /&gt;
&lt;br /&gt;
Opening Gulch will take about 24-48 tics, depending on your group.&lt;br /&gt;
&lt;br /&gt;
= Discovering the royal tomb =&lt;br /&gt;
Suggested group size: ~20, with at least 1 bzk and 1 prs.  Having 2+ bzk and 2 prs is highly recommended.  A good balance between melee and caster is also necessary to clear the symbol portion of this run.  The run is doable with less, but will probably take significantly longer.&lt;br /&gt;
  &lt;br /&gt;
'''Read the entire section below before attempting it to get an idea of what you will need to do; if you have to reference this after each ticket, I can guarantee your run will take much longer.'''&lt;br /&gt;
&lt;br /&gt;
=== Tickets neeed to access the tomb ===&lt;br /&gt;
* [[Olive Branch]]&lt;br /&gt;
* [[Dusty Work Gloves]]&lt;br /&gt;
* [[Well-Oiled Leather Sheath]]&lt;br /&gt;
* [[Evenly Balanced Scale]]&lt;br /&gt;
&lt;br /&gt;
From the [[Lloydable]] room go d,w,s and kill the [[Restless Spirit|restless spirit]] to get the [[Golden Scarab Medallion|golden scarab medallion]].&lt;br /&gt;
This is a key that unlocks the '''unfinished tomb'''.&lt;br /&gt;
&lt;br /&gt;
Go u,w and kill the [[Captain Of The Honor Guard|captain of the honor guard]].  He spawns an [[Olive Branch|olive branch]] on death.  This is one of four tickets&lt;br /&gt;
you need to get the [[Key To The Royal Burial Chamber|key to the royal burial chamber]].  &lt;br /&gt;
:- Note that this room is one of the most painful rooms on the run.  The mobs can toss/bash and hit very very hard.  I suggest letting your bzk get their hp knocked down quite a bit in this room to prepare for the symbols. &lt;br /&gt;
&lt;br /&gt;
Go n,e,{e} to enter the '''unfinished tomb'''.  Get the [[Broken Pickaxe|broken pickaxe]] from the pile of stoneworking tools.&lt;br /&gt;
Next go e,s.  Give the [[Broken Pickaxe|broken pickaxe]] to the [[Undead Contractor|undead contractor]] before he dies.  He will repair&lt;br /&gt;
it into the [[Well-Maintained Pickaxe|well-maintained pickaxe]], which is the key you need to open the '''ransacked tomb'''.  On death the contractor&lt;br /&gt;
will spawn the [[Dusty Work Gloves|dusty work gloves]], ticket #2 of 4.&lt;br /&gt;
:- The dusty work gloves spawn on the ground, but the well-maintained pickaxe will be on the contractor's corpse and looted (or not looted) by the person who lands the killing blow.&lt;br /&gt;
&lt;br /&gt;
From the contractor's room Go n,w,w,u.  This room has two portals in it: the '''symbol of Shizaga''' and the '''symbol of Werredan'''.&lt;br /&gt;
Only casters can enter Shizaga's portal, and only melee-types can enter Werredan's portal.  &lt;br /&gt;
At the end of the caster's leg there's a lever which opens up the final room of the brute's path.&lt;br /&gt;
Here you will find the [[Master Blacksmith|master blacksmith]].  He can also repair your pickaxe if you forgot to get the contractor to do it.&lt;br /&gt;
Kill him and get the [[Handle Of A Broken Knife|handle of a broken knife]].&lt;br /&gt;
:- When I do this part of the run, I ideally want the bzk to be within 2-3 scars of FF upon entering the symbol.  This will give you a huge source of melee damage, and allow you to clear the melee only section much more quickly.    &lt;br /&gt;
:- Each section consists of 3 rooms; access to the next room is through the portal that spawns after the last mob dies.  The last room in the melee section has a mob that can call for additional mobs to join the fray, which means you will want to kill him quickly.  This can be done by having your bzk in Final Fury. &lt;br /&gt;
:- As an added incentive to bring 2+ bzk with FF, the blacksmith appears to be spec'd like a Tortuga in Tortuga Cay.  He is immune to melee, with the exception of blunt weapons.  This is why having 2 bzks is nice, as the mob has a fairly large amount of hp, and without a high source of damage from blunt (FF), the room will take a while.&lt;br /&gt;
:- I have never personally led the caster section, but I would suggest sending in your largest caster (probably a mage or mindbender) through the portal first to soak up the damage.  I like having two priests for this section just in case a repop gets your group messed up, since caster rescue is laggy.&lt;br /&gt;
&lt;br /&gt;
From the symbol room go s, enter beam, n.  [[Inpuvultu, Lord Of The Dead|Inpuvultu, lord of the dead]] will tell you that he's&lt;br /&gt;
looking for ''objects which bear the stain of evil''.  The knife handle is one such object.  Give it to him and he'll awaken the&lt;br /&gt;
[[Prince Of Knives|Prince of Knives]] within the '''ransacked tomb'''.  To get there from Inpuvultu: enter patch,w,{s},s.&lt;br /&gt;
The prince wanders this small 3 room crypt.  Killing him will yield the [[Well-Oiled Leather Sheath|well-oiled leathed sheath]], ticket #3.&lt;br /&gt;
While in the ransacked tomb, get the [[Stray Chess Piece|stray chess piece]] from the [[Corpse Of A Karnathian Temple Guard|corpse of a Karnathian temple guard]] in the room furthest south.&lt;br /&gt;
:- Crypt is 5 rooms long, not 3.&lt;br /&gt;
:- The prince carries two knives which are weight 3, 20/25 piercing weapons ([[Long, Glinting Knife]]).  Giving Inpuvultu the knife handle will also spawn another mob that has the [[Cool Onyx Bracelet]], which is t1 wrist mana.  There is also another mob in this section that may or may not be spawned by turning in the knife handle; it is a mob that carries the Looter's Sack, a 2 lb container that can carry 750 lbs.&lt;br /&gt;
:- The fire before the corpse contains a Bright Silver Bracer, which is type treasure and can be sold for about 350k.&lt;br /&gt;
&lt;br /&gt;
Bring the [[Stray Chess Piece|stray chess piece]] to Inpuvultu and he will summon the [[Disgraced Patriarch|disgraced patriarch]].&lt;br /&gt;
To get to him, enter patch &amp;amp; go north.  Upon his death you will received the [[Evenly Balanced Scale|evenly balanced scale]], the final ticket.&lt;br /&gt;
:- The disgraced patriarch carries the [[Clenched Fist]], a 7/7 gauntlet (t1 hit). &lt;br /&gt;
&lt;br /&gt;
Turn in all four tickets to Inpuvultu.  He will open an ominous passageway.&lt;br /&gt;
Through this portal you will find a full-safe infirmary room that contains the [[Key To The Royal Burial Chamber|key to the royal burial chamber]].&lt;br /&gt;
When you're ready, go down.  The door to the royal tomb will be to your north.&lt;br /&gt;
&lt;br /&gt;
A short synopsis on a few goals you want to do to make your gulch run not take over 2 spellups:&lt;br /&gt;
#Keep the amount of times you need to regen low.  Ideally, you will regen only twice, once after you clear the symbols, and once in the room with the key to the royal chamber.  The Lloydable room is also shrine-able, so regenning there after clearing the symbols is the best option.&lt;br /&gt;
#Let your bzk reach Final Fury (FF) hp right before you enter the symbol portion so that the melee section is cleared more quickly.  To do this, try not to let your priests heal your bzk too much during the run.&lt;br /&gt;
#When you turn in the broken knife and the stray chess piece, ask your group to remain in the room with the beam of sunlight.  Only the leader needs to give the ticket to Inpuvultu, and his rooms are noregen anyways.  Only after you collect the scale ticket from the disgraced patriach should you ask your entire group to enter the beam of sunlight.&lt;br /&gt;
#At the end of this section, you should have the [[Clenched Fist]], [[Cool Onyx Bracelet]], Bright Silver Bracer, [[Long, Glinting Knife|20/25 knives]], and maybe the [[Heavily Tarnished Scythe|scythe that is a t1 basher]].  I think the scythe comes from a reaper that is part of the main run, but I can't remember.&lt;br /&gt;
&lt;br /&gt;
= Facing the Patriarchs =&lt;br /&gt;
== Requirements for gear part ==&lt;br /&gt;
The keys you need are: the golden scarab medallion and the key to the burial chamber. The suggested group size is 20, with two healers. Even with a fair amount of fp, it will be a struggle to clear the area and regen before each repop. You can inno/calm from the patriarchs if needed, they're sentinel.&lt;br /&gt;
&lt;br /&gt;
== Loot ==&lt;br /&gt;
* [[Robe Of Magnificence]] (8/8, t1 hit about body), on [[Spirit Of Fattah-Ra]]&lt;br /&gt;
* [[Jeweled Crown Of The Patriarchy]] (t2 ac head, -95 ac, +150 hp, -50 saves), pops on ground after mobs die&lt;br /&gt;
* [[Open Palm]] (-30 ac, t1 ac on hands, zgaunts without hr/dr)&lt;br /&gt;
* [[The Subjugator]] (30/30, 80-95-110 whip, cannot be runed).  Worth noting is that this weapon can sometimes spawn as a bugged &amp;quot;normal&amp;quot; weapon, with a min of 36-39.  An immortal can usually fix this, but if you camp multiple pops, it is worth identifying all the Subjugators to figure out how many buggy ones there are.&lt;br /&gt;
&lt;br /&gt;
Other loot includes [[Reptilian Battle Armor]] (-75 ac, t5 ac about body), [[Lacquered Bow, &amp;quot;Ambush&amp;quot;]] (42 hr, t2 bow)&lt;br /&gt;
&lt;br /&gt;
== Gear Area ==&lt;br /&gt;
The royal tomb is located d,w,u,{e},e,n,{n} from the [[Lloydable]] room.  If you just got the key, you're already here.&lt;br /&gt;
The Patriarchs themselves are behind another closed door 2n.&lt;br /&gt;
The fight consists of 3 big mobs that each spawn a bigger mob upon death.&lt;br /&gt;
If you're looking to camp, '''the treasury''' s,e from the gear room is probably your best bet.&lt;br /&gt;
&lt;br /&gt;
* The royal tomb has 4 rooms.  In the 3 rooms before the gear room, 5 mobs will spawn each repop.  I suggest clearing these 5 mobs each time the gear room repops, to make sure that your sleep is uninterrupted for as long as possible during regen.&lt;br /&gt;
* One of the 5 mobs which repop in the royal tomb is a [[Trial By Fire]]. It can target cast for ERAD and area spell. Try to kill it first.&lt;br /&gt;
* A traditional tank chain does not work so well in the gear room, as the mobs toss, which causes them to target your groupies seemingly randomly.  You will need to ask your tanks to watch each other and just spread damage as best as possible.  This is also a great reason to have two priests, since it is very likely your casters will take a round or two during the gear room, and you can't afford the extra time to target heal them, as the mobs do hit relatively hard (3x anni-erad).&lt;br /&gt;
* Because of the way the gear room works, lower mana casters such as mages won't be able to surge 5 meteor swarm, as they will run out of mana as the bigger mobs spawn.  I suggest letting your area casters surge 3 throughout the room (HiE wizards and other wizards with a lot of mana may be able to get away with higher surges), while letting your sors surge 4-5.  Sors with 35k+ mana can probably afford surge 5 throughout.&lt;br /&gt;
* If you intend to camp, try not to run your casters completely empty.  The 5 mobs found before the gear room will probably repop before you can regen to full, so you want to budget your mana such that you don't miss a pop if possible.  If you are low on mana after clearing the 5 mobs before the gear room,  I suggest just skipping the current pop and regenning.  &lt;br /&gt;
[[Category:Gear In Karnath]]&lt;br /&gt;
[[Category:Patriarchs' Gulch]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=46090</id>
		<title>Category:Gear In Patriarchs' Gulch</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=46090"/>
		<updated>2011-12-31T08:28:40Z</updated>

		<summary type="html">&lt;p&gt;Atris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Karnath}}&lt;br /&gt;
&lt;br /&gt;
= Accessing the gulch =&lt;br /&gt;
To enter the [[:Category:Forbidden Wasteland|Forbidden Wasteland]] planeshift to [[:Category:Karnath|Karnath]] and go n, 4w.&lt;br /&gt;
The first room of the Wasteland has 3 [[Shrouded Warder|shrouded warder]]s.&lt;br /&gt;
&lt;br /&gt;
Go w,n,w,n,w,s,w to reach the '''wall of gristle and bone'''.  Get the [[Skeletal Hand|skeletal hand]] from the wall.&lt;br /&gt;
&lt;br /&gt;
Go s,e,s,e,n.  To your east is a 2x2 temple that contains a stabber and a blackjacker.&lt;br /&gt;
&lt;br /&gt;
Go e,s,e to reach the altar.  Pull switch to reveal a down exit to [[Zedek The Desecrator|Zedek the desecrator]].&lt;br /&gt;
&lt;br /&gt;
Give Zedek the hand and he'll blow up the wall for you, clearing the way to [[:Category:Patriarchs' Gulch|Patriarchs' Gulch]].  He also creates a portal for you, so you don't have to walk back to the wall. The room he portals to is presumably [[Lloydable]], so summon the anchor here to farm multiple Gulch runs.&lt;br /&gt;
&lt;br /&gt;
Zedek also accepts the [[Last Remaining Drop Of Goo|last remaining drop of goo]].&lt;br /&gt;
This item can be obtained by killing all the &amp;quot;goo&amp;quot; related mobs in the [[:Category:Forbidden Wasteland|Forbidden Wasteland]] (they don't repop).&lt;br /&gt;
The drop is tougher to get than the hand, but it's a good option if you want to move the [[Planar Anchor]] out of [[:Category:Karnath|Karnath]]&lt;br /&gt;
and still be able to easily return to the gulch later on.&lt;br /&gt;
&lt;br /&gt;
Opening Gulch will take about 24-48 tics, depending on your group.&lt;br /&gt;
&lt;br /&gt;
= Discovering the royal tomb =&lt;br /&gt;
Suggested group size: ~20, with at least 1 bzk and 1 prs.  Having 2+ bzk and 2 prs is highly recommended.  A good balance between melee and caster is also necessary to clear the symbol portion of this run.  The run is doable with less, but will probably take significantly longer.&lt;br /&gt;
  &lt;br /&gt;
'''Read the entire section below before attempting it to get an idea of what you will need to do; if you have to reference this after each ticket, I can guarantee your run will take much longer.'''&lt;br /&gt;
&lt;br /&gt;
=== Tickets neeed to access the tomb ===&lt;br /&gt;
* [[Olive Branch]]&lt;br /&gt;
* [[Dusty Work Gloves]]&lt;br /&gt;
* [[Well-Oiled Leather Sheath]]&lt;br /&gt;
* [[Evenly Balanced Scale]]&lt;br /&gt;
&lt;br /&gt;
From the [[Lloydable]] room go d,w,s and kill the [[Restless Spirit|restless spirit]] to get the [[Golden Scarab Medallion|golden scarab medallion]].&lt;br /&gt;
This is a key that unlocks the '''unfinished tomb'''.&lt;br /&gt;
&lt;br /&gt;
Go u,w and kill the [[Captain Of The Honor Guard|captain of the honor guard]].  He spawns an [[Olive Branch|olive branch]] on death.  This is one of four tickets&lt;br /&gt;
you need to get the [[Key To The Royal Burial Chamber|key to the royal burial chamber]].  &lt;br /&gt;
:- Note that this room is one of the most painful rooms on the run.  The mobs can toss/bash and hit very very hard.  I suggest letting your bzk get their hp knocked down quite a bit in this room to prepare for the symbols. &lt;br /&gt;
&lt;br /&gt;
Go n,e,{e} to enter the '''unfinished tomb'''.  Get the [[Broken Pickaxe|broken pickaxe]] from the pile of stoneworking tools.&lt;br /&gt;
Next go e,s.  Give the [[Broken Pickaxe|broken pickaxe]] to the [[Undead Contractor|undead contractor]] before he dies.  He will repair&lt;br /&gt;
it into the [[Well-Maintained Pickaxe|well-maintained pickaxe]], which is the key you need to open the '''ransacked tomb'''.  On death the contractor&lt;br /&gt;
will spawn the [[Dusty Work Gloves|dusty work gloves]], ticket #2 of 4.&lt;br /&gt;
:- The dusty work gloves spawn on the ground, but the well-maintained pickaxe will be on the contractor's corpse and looted (or not looted) by the person who lands the killing blow.&lt;br /&gt;
&lt;br /&gt;
From the contractor's room Go n,w,w,u.  This room has two portals in it: the '''symbol of Shizaga''' and the '''symbol of Werredan'''.&lt;br /&gt;
Only casters can enter Shizaga's portal, and only melee-types can enter Werredan's portal.  &lt;br /&gt;
At the end of the caster's leg there's a lever which opens up the final room of the brute's path.&lt;br /&gt;
Here you will find the [[Master Blacksmith|master blacksmith]].  He can also repair your pickaxe if you forgot to get the contractor to do it.&lt;br /&gt;
Kill him and get the [[Handle Of A Broken Knife|handle of a broken knife]].&lt;br /&gt;
:- When I do this part of the run, I ideally want the bzk to be within 2-3 scars of FF upon entering the symbol.  This will give you a huge source of melee damage, and allow you to clear the melee only section much more quickly.    &lt;br /&gt;
:- Each section consists of 3 rooms; access to the next room is through the portal that spawns after the last mob dies.  The last room in the melee section has a mob that can call for additional mobs to join the fray, which means you will want to kill him quickly.  This can be done by having your bzk in Final Fury. &lt;br /&gt;
:- As an added incentive to bring 2+ bzk with FF, the blacksmith appears to be spec'd like a Tortuga in Tortuga Cay.  He is immune to melee, with the exception of blunt weapons.  This is why having 2 bzks is nice, as the mob has a fairly large amount of hp, and without a high source of damage from blunt (FF), the room will take a while.&lt;br /&gt;
:- I have never personally led the caster section, but I would suggest sending in your largest caster (probably a mage or mindbender) through the portal first to soak up the damage.  I like having two priests for this section just in case a repop gets your group messed up, since caster rescue is laggy.&lt;br /&gt;
&lt;br /&gt;
From the symbol room go s, enter beam, n.  [[Inpuvultu, Lord Of The Dead|Inpuvultu, lord of the dead]] will tell you that he's&lt;br /&gt;
looking for ''objects which bear the stain of evil''.  The knife handle is one such object.  Give it to him and he'll awaken the&lt;br /&gt;
[[Prince Of Knives|Prince of Knives]] within the '''ransacked tomb'''.  To get there from Inpuvultu: enter patch,w,{s},s.&lt;br /&gt;
The prince wanders this small 3 room crypt.  Killing him will yield the [[Well-Oiled Leather Sheath|well-oiled leathed sheath]], ticket #3.&lt;br /&gt;
While in the ransacked tomb, get the [[Stray Chess Piece|stray chess piece]] from the [[Corpse Of A Karnathian Temple Guard|corpse of a Karnathian temple guard]] in the room furthest south.&lt;br /&gt;
:- Crypt is 5 rooms long, not 3.&lt;br /&gt;
:- The prince carries two knives which are weight 3, 20/25 piercing weapons ([[Long, Glinting Knife]]).  Giving Inpuvultu the knife handle will also spawn another mob that has the [[Cool Onyx Bracelet]], which is t1 wrist mana.  There is also another mob in this section that may or may not be spawned by turning in the knife handle; it is a mob that carries the Looter's Sack, a 2 lb container that can carry 750 lbs.&lt;br /&gt;
:- The fire before the corpse contains a Bright Silver Bracer, which is type treasure and can be sold for about 350k.&lt;br /&gt;
&lt;br /&gt;
Bring the [[Stray Chess Piece|stray chess piece]] to Inpuvultu and he will summon the [[Disgraced Patriarch|disgraced patriarch]].&lt;br /&gt;
To get to him, enter patch &amp;amp; go north.  Upon his death you will received the [[Evenly Balanced Scale|evenly balanced scale]], the final ticket.&lt;br /&gt;
:- The disgraced patriarch carries the [[Clenched Fist]], a 7/7 gauntlet (t1 hit). &lt;br /&gt;
&lt;br /&gt;
Turn in all four tickets to Inpuvultu.  He will open an ominous passageway.&lt;br /&gt;
Through this portal you will find a full-safe infirmary room that contains the [[Key To The Royal Burial Chamber|key to the royal burial chamber]].&lt;br /&gt;
When you're ready, go down.  The door to the royal tomb will be to your north.&lt;br /&gt;
&lt;br /&gt;
A short synopsis on a few goals you want to do to make your gulch run not take over 2 spellups:&lt;br /&gt;
#Keep the amount of times you need to regen low.  Ideally, you will regen only twice, once after you clear the symbols, and once in the room with the key to the royal chamber.  The Lloydable room is also shrine-able, so regenning there after clearing the symbols is the best option.&lt;br /&gt;
#Let your bzk reach Final Fury (FF) hp right before you enter the symbol portion so that the melee section is cleared more quickly.  To do this, try not to let your priests heal your bzk too much during the run.&lt;br /&gt;
#When you turn in the broken knife and the stray chess piece, ask your group to remain in the room with the beam of sunlight.  Only the leader needs to give the ticket to Inpuvultu, and his rooms are noregen anyways.  Only after you collect the scale ticket from the disgraced patriach should you ask your entire group to enter the beam of sunlight.&lt;br /&gt;
#At the end of this section, you should have the [[Clenched Fist]], [[Cool Onyx Bracelet]], Bright Silver Bracer, [[Long, Glinting Knife|20/25 knives]], and maybe the [[Heavily Tarnished Scythe|scythe that is a t1 basher]].  I think the scythe comes from a reaper that is part of the main run, but I can't remember.&lt;br /&gt;
&lt;br /&gt;
= Facing the Patriarchs =&lt;br /&gt;
== Requirements for gear part ==&lt;br /&gt;
The keys you need are: the golden scarab medallion and the key to the burial chamber. The suggested group size is 20, with two healers. Even with a fair amount of fp, it will be a struggle to clear the area and regen before each repop. You can inno/calm from the patriarchs if needed, they're sentinel.&lt;br /&gt;
&lt;br /&gt;
== Loot ==&lt;br /&gt;
* [[Robe Of Magnificence]] (8/8, t1 hit about body), on [[Spirit Of Fattah-Ra]]&lt;br /&gt;
* [[Jeweled Crown Of The Patriarchy]] (t2 ac head, -95 ac, +150 hp, -50 saves), pops on ground after mobs die&lt;br /&gt;
* [[Open Palm]] (-30 ac, t1 ac on hands, zgaunts without hr/dr)&lt;br /&gt;
* [[The Subjugator]] (30/30, 80-95-110 whip, cannot be runed).  Worth noting is this weapon can sometimes spawn as a bugged &amp;quot;normal&amp;quot; weapon, with a min of 36-39.  An immortal can usually fix this, but if you camp multiple pops, it is worth identifying all the Subjugators to figure out how many buggy ones there are.&lt;br /&gt;
&lt;br /&gt;
Other loot includes [[Reptilian Battle Armor]] (-75 ac, t5 ac about body), [[Lacquered Bow, &amp;quot;Ambush&amp;quot;]] (42 hr, t2 bow)&lt;br /&gt;
&lt;br /&gt;
== Gear Area ==&lt;br /&gt;
The royal tomb is located d,w,u,{e},e,n,{n} from the [[Lloydable]] room.  If you just got the key, you're already here.&lt;br /&gt;
The Patriarchs themselves are behind another closed door 2n.&lt;br /&gt;
The fight consists of 3 big mobs that each spawn a bigger mob upon death.&lt;br /&gt;
If you're looking to camp, '''the treasury''' s,e from the gear room is probably your best bet.&lt;br /&gt;
&lt;br /&gt;
* The royal tomb has 4 rooms.  In the 3 rooms before the gear room, 5 mobs will spawn each repop.  I suggest clearing these 5 mobs each time the gear room repops, to make sure that your sleep is uninterrupted for as long as possible during regen.&lt;br /&gt;
* One of the 5 mobs which repop in the royal tomb is a [[Trial By Fire]]. It can target cast for ERAD and area spell. Try to kill it first.&lt;br /&gt;
* A traditional tank chain does not work so well in the gear room, as the mobs toss, which causes them to target your groupies seemingly randomly.  You will need to ask your tanks to watch each other and just spread damage as best as possible.  This is also a great reason to have two priests, since it is very likely your casters will take a round or two during the gear room, and you can't afford the extra time to target heal them, as the mobs do hit relatively hard (3x anni-erad).&lt;br /&gt;
* Because of the way the gear room works, lower mana casters such as mages won't be able to surge 5 meteor swarm, as they will run out of mana as the bigger mobs spawn.  I suggest letting your area casters surge 3 throughout the room (HiE wizards and other wizards with a lot of mana may be able to get away with higher surges), while letting your sors surge 4-5.  Sors with 35k+ mana can probably afford surge 5 throughout.&lt;br /&gt;
* If you intend to camp, try not to run your casters completely empty.  The 5 mobs found before the gear room will probably repop before you can regen to full, so you want to budget your mana such that you don't miss a pop if possible.  If you are low on mana after clearing the 5 mobs before the gear room,  I suggest just skipping the current pop and regenning.  &lt;br /&gt;
[[Category:Gear In Karnath]]&lt;br /&gt;
[[Category:Patriarchs' Gulch]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=User:Cleanse&amp;diff=46053</id>
		<title>User:Cleanse</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=User:Cleanse&amp;diff=46053"/>
		<updated>2011-12-30T07:32:02Z</updated>

		<summary type="html">&lt;p&gt;Atris: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=User:Cleanse&amp;diff=46052</id>
		<title>User:Cleanse</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=User:Cleanse&amp;diff=46052"/>
		<updated>2011-12-30T07:30:26Z</updated>

		<summary type="html">&lt;p&gt;Atris: Created page with &amp;quot;Honk&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Honk&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=User:Atris&amp;diff=46029</id>
		<title>User:Atris</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=User:Atris&amp;diff=46029"/>
		<updated>2011-12-29T00:13:31Z</updated>

		<summary type="html">&lt;p&gt;Atris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm just a jaded player.&lt;br /&gt;
&lt;br /&gt;
I update information on lord runs in the hopes that other people will lead them. &lt;br /&gt;
Then people don't and I wonder why I do it.&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Katar_Forged_From_Kzintium&amp;diff=46028</id>
		<title>Katar Forged From Kzintium</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Katar_Forged_From_Kzintium&amp;diff=46028"/>
		<updated>2011-12-29T00:10:33Z</updated>

		<summary type="html">&lt;p&gt;Atris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''With its tip covered in fresh blood, this katar shines where there is light.''&amp;lt;br&amp;gt;&lt;br /&gt;
 Modifies hit roll by 17 continuous&lt;br /&gt;
 Modifies damage roll by 17 continuous&lt;br /&gt;
 Modifies armor class by -30 continuous&lt;br /&gt;
Slot: Wield/Offhand&amp;lt;br&amp;gt;&lt;br /&gt;
It is a one handed weapon which does piercing damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Weight: 16&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Part One ===&lt;br /&gt;
&lt;br /&gt;
1. From shift first head due north to the great portal where you will find the Sergeant.  He will ask you if you agree or disagree to aid him. (Agreeing with him closes out the possibility of helping the village elder for the gray staff instead).  Agreeing with him you will get the key to the spire of knowledge.&lt;br /&gt;
&lt;br /&gt;
2. Head back south 2 rooms to exit the portal chamber.  This puts you back between the spires.  Head east as far as you can then go into the mines in the north east corner of this section.  You will eventually reach a room where you have the choices to go [east south up].  Head east to enter the mines; the up will loop you back into this same room.&lt;br /&gt;
&lt;br /&gt;
3. Mines are generally &amp;quot;U&amp;quot; shaped with you entering the mines the upper right side.  Head south and west til you see Raskartan and a couple of other mobs in the way.  Not a hard room but best to send in a tank and have a backup tank in the wings for this room. (btw if you avoid all the miners actively mining, not the ones just wandering looking for a place to mine you won't set off any of the alarms.)&lt;br /&gt;
&lt;br /&gt;
4. Entrance to the spire is just a bit north west of the large room you had to get by. Unlock the up, up and sleep before proceeding if necessary.&lt;br /&gt;
&lt;br /&gt;
5. You can regen in room with the peaceful kzinti.  He will give you 5 choices of directions. &lt;br /&gt;
* Take what you bring - No regen path, bonus is regen room right before final room because a safe room&lt;br /&gt;
* Might makes right - No spell path, bonus is majority of gear room doesn't have sanc.  Can cast in gear room and regen room just fine.&lt;br /&gt;
* All is lost - Shortest path but it is a maze, no modifications to gear room or regen room&lt;br /&gt;
* Power is everything - melee immune path, extra big ass gassy mob added to gear room but he has pgems.  Gear room is silent.  Requires a very good group to even consider.&lt;br /&gt;
* Win some, lose some - det path, small det mobs added to path that do not repop.  Det mob is removed from gear room.&lt;br /&gt;
&lt;br /&gt;
If you have a strong enough group, you should definitely do the &amp;quot;Power is Everything&amp;quot;  (Up) Path, as the path itself is not too much harder than the noregen (North) path.  After you choose a path, the peaceful kzin will take a little time to lower the barrier.  Once he says the barrier is weakened, you can push barrier to proceed.&lt;br /&gt;
&lt;br /&gt;
'''The following information is valid ONLY on the &amp;quot;Power is Everything&amp;quot; (Up) Path.'''&lt;br /&gt;
:- Only the kzinti ghosts on this path are melee immune, the horde of rats and other swarms are able to be damaged by melee. &lt;br /&gt;
:- To navigate the path itself, choose a direction to go and never backtrack, then take the up and down exits as they become available to you.  &lt;br /&gt;
:- Right before the gear room is a room containing lots of imps that can be immolated by your sors.  There is also one aggie mob here, so do NOT areaspell in this room.&lt;br /&gt;
:- The room contains one mob that '''dets''', the cloud.  Have your sors/mnds target that first until it dies so that you can wear gear again.  It is best to send a (naked) bzk first along with the burning hands pill from Eragora so that you can abuse Resist Pain and huge hp until the cloud dies.  Have your ac tanks wear their gear after the cloud is dead (checkable by looking at the cloud until you can no longer see it).&lt;br /&gt;
:- The gear room's gas is quite painful; you will probably need augment 2 preach comf to survive until the gassy mob dies.&lt;br /&gt;
:- Your bonus for taking this path is 1 lord level pgem of each type.&lt;br /&gt;
If you choose to take this path, the room will still be silenced after it is clear.  Instruct your group members to plane thorn after the room is clear, then salv your bzk (or strand them there for hilarity).  Make sure to &amp;quot;take all corpse&amp;quot; from all the corpses before you leave to ensure that everything is looted.&lt;br /&gt;
&lt;br /&gt;
6. Keep the documents from the gear room, and save them until you are ready to run next part. &lt;br /&gt;
&lt;br /&gt;
Loot should be: Circlet, Documents, Gloves, Sceptre (included in any path)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Part 2 ===&lt;br /&gt;
&lt;br /&gt;
1. Take the documents back to the Sergeant..  This will open a portal a few rooms south where the fountain between the spires is located. NOTE: There is also a portal IN the room you portal into, so warn people not to enter portal twice. &lt;br /&gt;
&lt;br /&gt;
2. Enter the portal, everything here aggies.  Head 1n and all west to reach a room with &amp;quot;The mountain looms up before you, dominating the land and sky.&amp;quot; in the room description. &amp;quot;Pull stone&amp;quot; to gain access to a secret area.  There's a scientist 1s 1w from this room with a key inside. E N to get back out.&lt;br /&gt;
&lt;br /&gt;
3. Head back east and scan until you see a room north that contains &amp;quot;An elite Kzinti warrior is here, fighting a bloodied villager&amp;quot; and &amp;quot;A bloodied villager is here, fighting an elite Kzinti warrior.&amp;quot;  They guard the entrance to the gear room.  Be aware that the key will break in 1-2 uses, so you will want to regen before clearing this room.  The room 1e of these mobs is the safest place to regen.  Once you're full, unlock the north (reclearing the room if necessary).  If you have the misfortune of having the key break without opening the door, you will need to go get another key from the scientist.&lt;br /&gt;
&lt;br /&gt;
4. The gear room is north and west from here and can turn into nospell so be ready for it.  You have 4-5 rounds of casting, so have your casters surge 5 and quicken as high as their mana allows for these 4-5 rounds.  Have your casters and brutes target Solame when they enter the room.  As long as you can kill that mob and get the stack of papers it doesn't matter about the rest of the mobs.  It is also worth noting that Solame can toss, which will cause mobs to randomly pile onto other people, sometimes killing your poor casters.  A way to mitigate this is to send two tanks at once; have one target Solame, and the other area.  Be aware that several mobs in the room use lightning arrows, so the two tanks should be prepared to do either role, should one get stunned before targetting Solame.  Once Solame dies, have your priest preach innocence and leave the room immediately.&lt;br /&gt;
&lt;br /&gt;
5. You should be able to walk back to the portal then back to the sergeant with the stack of papers. To turn in from the door outside the boss room (where the two elite mobs repop): s e e s -&amp;gt; en po -&amp;gt; e is sergeant for papers turn in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- See [[:Category:Gear In Savage Jungle|Gear In Savage Jungle]] for how to do this run. --&amp;gt;&lt;br /&gt;
[[Category:Lord Weapons]]&lt;br /&gt;
[[Category:Gear In Savage Jungle]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=User:Atris&amp;diff=45953</id>
		<title>User:Atris</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=User:Atris&amp;diff=45953"/>
		<updated>2011-12-27T10:09:18Z</updated>

		<summary type="html">&lt;p&gt;Atris: Created page with &amp;quot;I'm just a jaded player.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm just a jaded player.&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Lord_Questpoint_(QP)_Runes&amp;diff=44883</id>
		<title>Lord Questpoint (QP) Runes</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Lord_Questpoint_(QP)_Runes&amp;diff=44883"/>
		<updated>2011-11-01T21:08:52Z</updated>

		<summary type="html">&lt;p&gt;Atris: Created page with &amp;quot;Since October 15, 2011, certain gear runs contain mobs that have runes that can be traded into Prenethia (at Thorngate, teleable) for questpoints.  These runes are reboot only.  ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since October 15, 2011, certain gear runs contain mobs that have runes that can be traded into Prenethia (at Thorngate, teleable) for questpoints.  These runes are reboot only.&lt;br /&gt;
&lt;br /&gt;
The amount of QPs are listed below.  They are separated into how much qp they are worth, then alphabetically.  Where each rune is found is not documented yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5 Questpoints'''&lt;br /&gt;
*Chaos&lt;br /&gt;
*Charm &lt;br /&gt;
*Darkness &lt;br /&gt;
*Despair&lt;br /&gt;
*Destruction &lt;br /&gt;
*Drought &lt;br /&gt;
*Enslavement&lt;br /&gt;
*Entropy &lt;br /&gt;
*Fatigue&lt;br /&gt;
*Fear &lt;br /&gt;
*Insanity&lt;br /&gt;
*Obfuscation&lt;br /&gt;
*Pain&lt;br /&gt;
*Power&lt;br /&gt;
*Regeneration  &lt;br /&gt;
*Wrath&lt;br /&gt;
&lt;br /&gt;
'''2 Questpoints'''&lt;br /&gt;
*Apathy&lt;br /&gt;
*Blood&lt;br /&gt;
*Corruption&lt;br /&gt;
*Disease&lt;br /&gt;
*Fire&lt;br /&gt;
*Ice &lt;br /&gt;
*Influence&lt;br /&gt;
*Misfortune&lt;br /&gt;
*Silence&lt;br /&gt;
*Vengeance&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_Obsidian_Arena;_Floor&amp;diff=44661</id>
		<title>Category:Gear In Obsidian Arena; Floor</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_Obsidian_Arena;_Floor&amp;diff=44661"/>
		<updated>2011-10-17T06:34:04Z</updated>

		<summary type="html">&lt;p&gt;Atris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noctopia}}&lt;br /&gt;
&lt;br /&gt;
'''A rogue with lockpicks is very handy for this run'''&lt;br /&gt;
&lt;br /&gt;
If the [[Planar Anchor]] is not already in [[:Category:Noctopia|Noctopia]] you get to experience the joy that is [[:Category:Noctopia|Noctopia]] shift.  See [[:Category:Shiftwatch Orb|Shiftwatch Orb]] for hints on surviving this process.  Once you clear shift go s, d, w, {d} to reach a [[Lloydable]] room in [[:Category:Under The Stars|Under The Stars]].  Note that that final down exit is a bashable door.  Also note that the &amp;quot;bleeding tunnels&amp;quot; portion of [[:Category:Under The Stars|Under The Stars]] is noregen.&lt;br /&gt;
&lt;br /&gt;
From the [[Lloydable]] room in [[:Category:Under The Stars|Under The Stars]] go all north, west, all north, down, and all north. At the end of all north, you will need a rogue to pick west.  After picking this door, head north again until you see a closed up, which you can bashdoor open.  Heading up should put you into the jail.  From here, head due east as much as possible (you will need to take a north once during the east, I believe), until you reached another locked door.  Pick this, then head east again.  This should take you to a North/South fork; you will want to head one south then all east until you reached a locked door that can't be picked or bashed.  The key to unlock this is the Iron Key, and is found on one of the mobs nearby.  If it's not directly in this room, head back west, south, and scan for a torturer.  Once you get the key, unlock east and head east, taking the first north you can.  Heading all north from this passage will lead you to an up which you can bashdoor to access the Arena.&lt;br /&gt;
&lt;br /&gt;
Once you're in the arena [[Duke Malafont]] is trackable.  To get there head as far north as you can, and when you can't go north, go east.  Right outside of his room seemed relatively safe for napping.  Make sure you kill any beastmasters on scan before you try to nap.  The [[Rampaging Mastador]] can be skinned for [[Rough-Hewn Belt Of Thick, Hairy Hide]].  These mobs have the annoying tendency to stay one room away from you and longshot.  Note that [[Duke Malafont]] and the rest of his room are reboot only.&lt;br /&gt;
&lt;br /&gt;
Keeping company with [[Duke Malafont]] is [[Paehandra Of The Moon]].  When she is hit for terminal brutality she casts [[Martyrdom]].  This kills most of the group when it happens.  Obviously you want to avoid this if at all possible.  Here's what we've tried so far:&lt;br /&gt;
&lt;br /&gt;
*Scramble.  Doesn't work because she's tranquil.&lt;br /&gt;
*Lightning arrows.  She has arrow dodge, so you can't rely on this working.&lt;br /&gt;
*Sphere of Silence.  Players and mobs can cast through this, don't bother.&lt;br /&gt;
&lt;br /&gt;
The current method of safely killing Paehandra requires a priest.  First, Paehandra is brought down to awful, and poisoned with heartbane.  Then, the priest preaches innocence to end the battle, and the group leaves the room.  The priest then casts intervention on one spellcaster, who then goes in to finish Paehandra off.  One alternate idea is to bash/throw her, then nuke her while she's in lag.  I really don't like the idea of risking killing an entire big group for a piece of [[Quarterstaff, &amp;quot;Wanderer&amp;quot;|mana gear]].&lt;br /&gt;
&lt;br /&gt;
While you're on the [[:Category:Obsidian Arena; Floor|arena floor]] you can check if [[Yorimandil The Blind]] is home.  I'm pretty sure he splits his time between this area and the &amp;quot;iron walkways&amp;quot; portion of [[:Category:Under The Stars|Under The Stars]].&lt;br /&gt;
&lt;br /&gt;
If you kill all the mobs in the area, then you can obtain the [[Shield Of Shadows]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Gear In Noctopia]]&lt;br /&gt;
[[Category:Obsidian Arena; Floor]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44660</id>
		<title>Category:Gear In Patriarchs' Gulch</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44660"/>
		<updated>2011-10-16T07:36:21Z</updated>

		<summary type="html">&lt;p&gt;Atris: /* Discovering the royal tomb */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Karnath}}&lt;br /&gt;
&lt;br /&gt;
= Accessing the gulch =&lt;br /&gt;
To enter the [[:Category:Forbidden Wasteland|Forbidden Wasteland]] planeshift to [[:Category:Karnath|Karnath]] and go n, 4w.&lt;br /&gt;
The first room of the Wasteland has 3 [[Shrouded Warder|shrouded warder]]s.&lt;br /&gt;
&lt;br /&gt;
Go w,n,w,n,w,s,w to reach the '''wall of gristle and bone'''.  Get the [[Skeletal Hand|skeletal hand]] from the wall.&lt;br /&gt;
&lt;br /&gt;
Go s,e,s,e,n.  To your east is a 2x2 temple that contains a stabber and a blackjacker.&lt;br /&gt;
&lt;br /&gt;
Go e,s,e to reach the altar.  Pull switch to reveal a down exit to [[Zedek The Desecrator|Zedek the desecrator]].&lt;br /&gt;
&lt;br /&gt;
Give Zedek the hand and he'll blow up the wall for you, clearing the way to [[:Category:Patriarchs' Gulch|Patriarchs' Gulch]].  He also creates a portal for you, so you don't have to walk back to the wall. The room he portals to is presumably [[Lloydable]], so summon the anchor here to farm multiple Gulch runs.&lt;br /&gt;
&lt;br /&gt;
Zedek also accepts the [[Last Remaining Drop Of Goo|last remaining drop of goo]].&lt;br /&gt;
This item can be obtained by killing all the &amp;quot;goo&amp;quot; related mobs in the [[:Category:Forbidden Wasteland|Forbidden Wasteland]] (they don't repop).&lt;br /&gt;
The drop is tougher to get than the hand, but it's a good option if you want to move the [[Planar Anchor]] out of [[:Category:Karnath|Karnath]]&lt;br /&gt;
and still be able to easily return to the gulch later on.&lt;br /&gt;
&lt;br /&gt;
Opening Gulch will take about 24-48 tics, depending on your group.&lt;br /&gt;
&lt;br /&gt;
= Discovering the royal tomb =&lt;br /&gt;
Suggested group size: ~20, with at least 1 bzk and 1 prs.  Having 2+ bzk and 2 prs is highly recommended.  A good balance between melee and caster is also necessary to clear the symbol portion of this run.  The run is doable with less, but will probably take significantly longer.&lt;br /&gt;
  &lt;br /&gt;
'''Read the entire section below before attempting it to get an idea of what you will need to do; if you have to reference this after each ticket, I can guarantee your run will take much longer.'''&lt;br /&gt;
&lt;br /&gt;
From the [[Lloydable]] room go d,w,s and kill the [[Restless Spirit|restless spirit]] to get the [[Golden Scarab Medallion|golden scarab medallion]].&lt;br /&gt;
This is a key that unlocks the '''unfinished tomb'''.&lt;br /&gt;
&lt;br /&gt;
Go u,w and kill the [[Captain Of The Honor Guard|captain of the honor guard]].  He spawns an [[Olive Branch|olive branch]] on death.  This is one of four tickets&lt;br /&gt;
you need to get the [[Key To The Royal Burial Chamber|key to the royal burial chamber]].  &lt;br /&gt;
:- Note that this room is one of the most painful rooms on the run.  The mobs can toss/bash and hit very very hard.  I suggest letting your bzk get their hp knocked down quite a bit in this room to prepare for the symbols. &lt;br /&gt;
&lt;br /&gt;
Go n,e,{e} to enter the '''unfinished tomb'''.  Get the [[Broken Pickaxe|broken pickaxe]] from the pile of stoneworking tools.&lt;br /&gt;
Next go e,s.  Give the [[Broken Pickaxe|broken pickaxe]] to the [[Undead Contractor|undead contractor]] before he dies.  He will repair&lt;br /&gt;
it into the [[Well-Maintained Pickaxe|well-maintained pickaxe]], which is the key you need to open the '''ransacked tomb'''.  On death the contractor&lt;br /&gt;
will spawn the [[Dusty Work Gloves|dusty work gloves]], ticket #2 of 4.&lt;br /&gt;
:- The dusty work gloves spawn on the ground, but the well-maintained pickaxe will be on the contractor's corpse and looted (or not looted) by the person who lands the killing blow.&lt;br /&gt;
&lt;br /&gt;
From the contractor's room Go n,w,w,u.  This room has two portals in it: the '''symbol of Shizaga''' and the '''symbol of Werredan'''.&lt;br /&gt;
Only casters can enter Shizaga's portal, and only melee-types can enter Werredan's portal.  &lt;br /&gt;
At the end of the caster's leg there's a lever which opens up the final room of the brute's path.&lt;br /&gt;
Here you will find the [[Master Blacksmith|master blacksmith]].  He can also repair your pickaxe if you forgot to get the contractor to do it.&lt;br /&gt;
Kill him and get the [[Handle Of A Broken Knife|handle of a broken knife]].&lt;br /&gt;
:- When I do this part of the run, I ideally want the bzk to be within 2-3 scars of FF upon entering the symbol.  This will give you a huge source of melee damage, and allow you to clear the melee only section much more quickly.    &lt;br /&gt;
:- Each section consists of 3 rooms; access to the next room is through the portal that spawns after the last mob dies.  The last room in the melee section has a mob that can call for additional mobs to join the fray, which means you will want to kill him quickly.  This can be done by having your bzk in Final Fury. &lt;br /&gt;
:- As an added incentive to bring 2+ bzk with FF, the blacksmith appears to be spec'd like a Tortuga in Tortuga Cay.  He is immune to melee, with the exception of blunt weapons.  This is why having 2 bzks is nice, as the mob has a fairly large amount of hp, and without a high source of damage from blunt (FF), the room will take a while.&lt;br /&gt;
:- I have never personally led the caster section, but I would suggest sending in your largest caster (probably a mage or mindbender) through the portal first to soak up the damage.  I like having two priests for this section just in case a repop gets your group messed up, since caster rescue is laggy.&lt;br /&gt;
&lt;br /&gt;
From the symbol room go s, enter beam, n.  [[Inpuvultu, Lord Of The Dead|Inpuvultu, lord of the dead]] will tell you that he's&lt;br /&gt;
looking for ''objects which bear the stain of evil''.  The knife handle is one such object.  Give it to him and he'll awaken the&lt;br /&gt;
[[Prince Of Knives|Prince of Knives]] within the '''ransacked tomb'''.  To get there from Inpuvultu: enter patch,w,{s},s.&lt;br /&gt;
The prince wanders this small 3 room crypt.  Killing him will yield the [[Well-Oiled Leather Sheath|well-oiled leathed sheath]], ticket #3.&lt;br /&gt;
While in the ransacked tomb, get the [[Stray Chess Piece|stray chess piece]] from the [[Corpse Of A Karnathian Temple Guard|corpse of a Karnathian temple guard]] in the room furthest south.&lt;br /&gt;
:- Crypt is 5 rooms long, not 3.&lt;br /&gt;
:- The prince carries two knives which are weight 3, 20/25 piercing weapons.  Giving Inpuvultu the knife handle will also spawn another mob that has the [[Cool Onyx Bracelent|cool onyx bracelet]], which is t1 wrist mana.  There is also another mob in this section that may or may not be spawned by turning in the knife handle; it is a mob that carries the Looter's Sack, a 2 lb container that can carry 750 lbs.&lt;br /&gt;
:- The fire before the corpse contains a Bright Silver Bracer, which is type treasure and can be sold for about 350k.&lt;br /&gt;
&lt;br /&gt;
Bring the [[Stray Chess Piece|stray chess piece]] to Inpuvultu and he will summon the [[Disgraced Patriarch|disgraced patriarch]].&lt;br /&gt;
To get to him, enter patch &amp;amp; go north.  Upon his death you will received the [[Evenly Balanced Scale|evenly balanced scale]], the final ticket.&lt;br /&gt;
:- The disgraced patriarch carries the Clenched Fist, a 7/7 gauntlet (t1 hit). &lt;br /&gt;
&lt;br /&gt;
Turn in all four tickets to Inpuvultu.  He will open an ominous passageway.&lt;br /&gt;
Through this portal you will find a full-safe infirmary room that contains the [[Key To The Royal Burial Chamber|key to the royal burial chamber]].&lt;br /&gt;
When you're ready, go down.  The door to the royal tomb will be to your north.&lt;br /&gt;
&lt;br /&gt;
A short synopsis on a few goals you want to do to make your gulch run not take over 2 spellups:&lt;br /&gt;
#Keep the amount of times you need to regen low.  Ideally, you will regen only twice, once after you clear the symbols, and once in the room with the key to the royal chamber.  The Lloydable room is also shrine-able, so regenning there after clearing the symbols is the best option.&lt;br /&gt;
#Let your bzk reach Final Fury (FF) hp right before you enter the symbol portion so that the melee section is cleared more quickly.  To do this, try not to let your priests heal your bzk too much during the run.&lt;br /&gt;
#When you turn in the broken knife and the stray chess piece, ask your group to remain in the room with the beam of sunlight.  Only the leader needs to give the ticket to Inpuvultu, and his rooms are noregen anyways.  Only after you collect the scale ticket from the disgraced patriach should you ask your entire group to enter the beam of sunlight.&lt;br /&gt;
#At the end of this section, you should have the Clenched Fist, Cool Onyx Bracelet, Bright Silver Bracer, 20/25 knives, and maybe the scythe that is a t1 basher.  I think the scythe comes from a reaper that is part of the main run, but I can't remember.&lt;br /&gt;
&lt;br /&gt;
= Facing the Patriarchs =&lt;br /&gt;
The royal tomb is located d,w,u,{e},e,n,{n} from the [[Lloydable]] room.  If you just got the key, you're already here.&lt;br /&gt;
The Patriarchs themselves are behind another closed door 2n.&lt;br /&gt;
The fight consists of 3 big mobs that each spawn a bigger mob upon death.&lt;br /&gt;
If you're looking to camp, '''the treasury''' s,e from the gear room is probably your best bet.&lt;br /&gt;
&lt;br /&gt;
:- Fleshing out this part a little, the royal tomb has 4 rooms.  In the 3 rooms before the gear room, 5 mobs will spawn each repop.  Some &amp;quot;notable&amp;quot; gear they carry are some -75 armor (tier 5 or something) and an Aurora Bow (42 hr, t2 or t3).  You can decide whether or not you want to add these to the lotto.  I suggest clearing these 5 mobs each time the gear room repops, to make sure that your sleep is uninterrupted for as long as possible during regen.&lt;br /&gt;
:- A traditional tank chain does not work so well in the gear room, as the mobs toss, which causes them to target your groupies seemingly randomly.  You will need to ask your tanks to watch each other and just spread damage as best as possible.  This is also a great reason to have two priests, since it is very likely your casters will take a round or two during the gear room, and you can't afford the extra time to target heal them, as the mobs do hit relatively hard (3x anni-erad).&lt;br /&gt;
:- Because of the way the gear room works, lower mana casters such as mages won't be able to surge 5 meteor swarm, as they will run out of mana as the bigger mobs spawn.  I suggest letting your area casters surge 3 throughout the room (HiE wizards and other wizards with a lot of mana may be able to get away with higher surges), while letting your sors surge 4-5.  Sors with 35k+ mana can probably afford surge 5 throughout.&lt;br /&gt;
:- If you intend to camp, try not to run your casters completely empty.  The 5 mobs found before the gear room will probably repop before you can regen to full, so you want to budget your mana such that you don't miss a pop if possible.  If you are low on mana after clearing the 5 mobs before the gear room,  I suggest just skipping the current pop and regenning.  &lt;br /&gt;
[[Category:Gear In Karnath]]&lt;br /&gt;
[[Category:Patriarchs' Gulch]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44659</id>
		<title>Category:Gear In Patriarchs' Gulch</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44659"/>
		<updated>2011-10-16T07:24:28Z</updated>

		<summary type="html">&lt;p&gt;Atris: /* Discovering the royal tomb */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Karnath}}&lt;br /&gt;
&lt;br /&gt;
= Accessing the gulch =&lt;br /&gt;
To enter the [[:Category:Forbidden Wasteland|Forbidden Wasteland]] planeshift to [[:Category:Karnath|Karnath]] and go n, 4w.&lt;br /&gt;
The first room of the Wasteland has 3 [[Shrouded Warder|shrouded warder]]s.&lt;br /&gt;
&lt;br /&gt;
Go w,n,w,n,w,s,w to reach the '''wall of gristle and bone'''.  Get the [[Skeletal Hand|skeletal hand]] from the wall.&lt;br /&gt;
&lt;br /&gt;
Go s,e,s,e,n.  To your east is a 2x2 temple that contains a stabber and a blackjacker.&lt;br /&gt;
&lt;br /&gt;
Go e,s,e to reach the altar.  Pull switch to reveal a down exit to [[Zedek The Desecrator|Zedek the desecrator]].&lt;br /&gt;
&lt;br /&gt;
Give Zedek the hand and he'll blow up the wall for you, clearing the way to [[:Category:Patriarchs' Gulch|Patriarchs' Gulch]].  He also creates a portal for you, so you don't have to walk back to the wall. The room he portals to is presumably [[Lloydable]], so summon the anchor here to farm multiple Gulch runs.&lt;br /&gt;
&lt;br /&gt;
Zedek also accepts the [[Last Remaining Drop Of Goo|last remaining drop of goo]].&lt;br /&gt;
This item can be obtained by killing all the &amp;quot;goo&amp;quot; related mobs in the [[:Category:Forbidden Wasteland|Forbidden Wasteland]] (they don't repop).&lt;br /&gt;
The drop is tougher to get than the hand, but it's a good option if you want to move the [[Planar Anchor]] out of [[:Category:Karnath|Karnath]]&lt;br /&gt;
and still be able to easily return to the gulch later on.&lt;br /&gt;
&lt;br /&gt;
Opening Gulch will take about 24-48 tics, depending on your group.&lt;br /&gt;
&lt;br /&gt;
= Discovering the royal tomb =&lt;br /&gt;
Suggested group size: ~20, with at least 1 bzk and 1 prs.  Having 2+ bzk and 2 prs is highly recommended.  A good balance between melee and caster is also necessary to clear the symbol portion of this run.  The run is doable with less, but will probably take significantly longer.&lt;br /&gt;
  &lt;br /&gt;
'''Read the entire section below before attempting it to get an idea of what you will need to do; if you have to reference this after each ticket, I can guarantee your run will take much longer.'''&lt;br /&gt;
&lt;br /&gt;
From the [[Lloydable]] room go d,w,s and kill the [[Restless Spirit|restless spirit]] to get the [[Golden Scarab Medallion|golden scarab medallion]].&lt;br /&gt;
This is a key that unlocks the '''unfinished tomb'''.&lt;br /&gt;
&lt;br /&gt;
Go u,w and kill the [[Captain Of The Honor Guard|captain of the honor guard]].  He spawns an [[Olive Branch|olive branch]] on death.  This is one of four tickets&lt;br /&gt;
you need to get the [[Key To The Royal Burial Chamber|key to the royal burial chamber]].  &lt;br /&gt;
:- Note that this room is one of the most painful rooms on the run.  The mobs can toss/bash and hit very very hard.  I suggest letting your bzk get their hp knocked down quite a bit in this room to prepare for the symbols. &lt;br /&gt;
&lt;br /&gt;
Go n,e,{e} to enter the '''unfinished tomb'''.  Get the [[Broken Pickaxe|broken pickaxe]] from the pile of stoneworking tools.&lt;br /&gt;
Next go e,s.  Give the [[Broken Pickaxe|broken pickaxe]] to the [[Undead Contractor|undead contractor]] before he dies.  He will repair&lt;br /&gt;
it into the [[Well-Maintained Pickaxe|well-maintained pickaxe]], which is the key you need to open the '''ransacked tomb'''.  On death the contractor&lt;br /&gt;
will spawn the [[Dusty Work Gloves|dusty work gloves]], ticket #2 of 4.&lt;br /&gt;
:- The dusty work gloves spawn on the ground, but the well-maintained pickaxe will be on the contractor's corpse and looted (or not looted) by the person who lands the killing blow.&lt;br /&gt;
&lt;br /&gt;
From the contractor's room Go n,w,w,u.  This room has two portals in it: the '''symbol of Shizaga''' and the '''symbol of Werredan'''.&lt;br /&gt;
Only casters can enter Shizaga's portal, and only melee-types can enter Werredan's portal.  &lt;br /&gt;
At the end of the caster's leg there's a lever which opens up the final room of the brute's path.&lt;br /&gt;
Here you will find the [[Master Blacksmith|master blacksmith]].  He can also repair your pickaxe if you forgot to get the contractor to do it.&lt;br /&gt;
Kill him and get the [[Handle Of A Broken Knife|handle of a broken knife]].&lt;br /&gt;
:- When I do this part of the run, I ideally want the bzk to be within 2-3 scars of FF upon entering the symbol.  This will give you a huge source of melee damage, and allow you to clear the melee only section much more quickly.    &lt;br /&gt;
:- Each section consists of 3 rooms; access to the next room is through the portal that spawns after the last mob dies.  The last room in the melee section has a mob that can call for additional mobs to join the fray, which means you will want to kill him quickly.  This can be done by having your bzk in Final Fury. &lt;br /&gt;
:- As an added incentive to bring 2+ bzk with FF, the blacksmith appears to be spec'd like a Tortuga in Tortuga Cay.  He is immune to melee, with the exception of blunt weapons.  This is why having 2 bzks is nice, as the mob has a fairly large amount of hp, and without a high source of damage from blunt (FF), the room will take a while.&lt;br /&gt;
:- I have never personally led the caster section, but I would suggest sending in your largest caster (probably a mage or mindbender) through the portal first to soak up the damage.  I like having two priests for this section just in case a repop gets your group messed up, since caster rescue is laggy.&lt;br /&gt;
&lt;br /&gt;
From the symbol room go s, enter beam, n.  [[Inpuvultu, Lord Of The Dead|Inpuvultu, lord of the dead]] will tell you that he's&lt;br /&gt;
looking for ''objects which bear the stain of evil''.  The knife handle is one such object.  Give it to him and he'll awaken the&lt;br /&gt;
[[Prince Of Knives|Prince of Knives]] within the '''ransacked tomb'''.  To get there from Inpuvultu: enter patch,w,{s},s.&lt;br /&gt;
The prince wanders this small 3 room crypt.  Killing him will yield the [[Well-Oiled Leather Sheath|well-oiled leathed sheath]], ticket #3.&lt;br /&gt;
While in the ransacked tomb, get the [[Stray Chess Piece|stray chess piece]] from the [[Corpse Of A Karnathian Temple Guard|corpse of a Karnathian temple guard]] in the room furthest south.&lt;br /&gt;
:- Crypt is 6 or 7 rooms long, not 3.&lt;br /&gt;
:- The prince carries two knives which are weight 3, 20/25 piercing weapons.  Giving Inpuvultu the knife handle will also spawn another mob that has the [[Cool Onyx Bracelent|cool onyx bracelet]], which is t1 wrist mana.  There is also another mob in this section that may or may not be spawned by turning in the knife handle; it is a mob that carries the Looter's Sack, a 2 lb container that can carry 750 lbs.&lt;br /&gt;
:- The fire before the corpse contains a Bright Silver Bracer, which is type treasure and can be sold for about 350k.&lt;br /&gt;
&lt;br /&gt;
Bring the [[Stray Chess Piece|stray chess piece]] to Inpuvultu and he will summon the [[Disgraced Patriarch|disgraced patriarch]].&lt;br /&gt;
To get to him, enter patch &amp;amp; go north.  Upon his death you will received the [[Evenly Balanced Scale|evenly balanced scale]], the final ticket.&lt;br /&gt;
:- The disgraced patriarch carries the Clenched Fist, a 7/7 gauntlet (t1 hit). &lt;br /&gt;
&lt;br /&gt;
Turn in all four tickets to Inpuvultu.  He will open an ominous passageway.&lt;br /&gt;
Through this portal you will find a full-safe infirmary room that contains the [[Key To The Royal Burial Chamber|key to the royal burial chamber]].&lt;br /&gt;
When you're ready, go down.  The door to the royal tomb will be to your north.&lt;br /&gt;
&lt;br /&gt;
A short synopsis on a few goals you want to do to make your gulch run not take over 2 spellups:&lt;br /&gt;
#Keep the amount of times you need to regen low.  Ideally, you will regen only twice, once after you clear the symbols, and once in the room with the key to the royal chamber.  The Lloydable room is also shrine-able, so regenning there after clearing the symbols is the best option.&lt;br /&gt;
#Let your bzk reach Final Fury (FF) hp right before you enter the symbol portion so that the melee section is cleared more quickly.  To do this, try not to let your priests heal your bzk too much during the run.&lt;br /&gt;
#When you turn in the broken knife and the stray chess piece, ask your group to remain in the room with the beam of sunlight.  Only the leader needs to give the ticket to Inpuvultu, and his rooms are noregen anyways.  Only after you collect the scale ticket from the disgraced patriach should you ask your entire group to enter the beam of sunlight.&lt;br /&gt;
#At the end of this section, you should have the Clenched Fist, Cool Onyx Bracelet, Bright Silver Bracer, 20/25 knives, and maybe the scythe that is a t1 basher.  I think the scythe comes from a reaper that is part of the main run, but I can't remember.&lt;br /&gt;
&lt;br /&gt;
= Facing the Patriarchs =&lt;br /&gt;
The royal tomb is located d,w,u,{e},e,n,{n} from the [[Lloydable]] room.  If you just got the key, you're already here.&lt;br /&gt;
The Patriarchs themselves are behind another closed door 2n.&lt;br /&gt;
The fight consists of 3 big mobs that each spawn a bigger mob upon death.&lt;br /&gt;
If you're looking to camp, '''the treasury''' s,e from the gear room is probably your best bet.&lt;br /&gt;
&lt;br /&gt;
:- Fleshing out this part a little, the royal tomb has 4 rooms.  In the 3 rooms before the gear room, 5 mobs will spawn each repop.  Some &amp;quot;notable&amp;quot; gear they carry are some -75 armor (tier 5 or something) and an Aurora Bow (42 hr, t2 or t3).  You can decide whether or not you want to add these to the lotto.  I suggest clearing these 5 mobs each time the gear room repops, to make sure that your sleep is uninterrupted for as long as possible during regen.&lt;br /&gt;
:- A traditional tank chain does not work so well in the gear room, as the mobs toss, which causes them to target your groupies seemingly randomly.  You will need to ask your tanks to watch each other and just spread damage as best as possible.  This is also a great reason to have two priests, since it is very likely your casters will take a round or two during the gear room, and you can't afford the extra time to target heal them, as the mobs do hit relatively hard (3x anni-erad).&lt;br /&gt;
:- Because of the way the gear room works, lower mana casters such as mages won't be able to surge 5 meteor swarm, as they will run out of mana as the bigger mobs spawn.  I suggest letting your area casters surge 3 throughout the room (HiE wizards and other wizards with a lot of mana may be able to get away with higher surges), while letting your sors surge 4-5.  Sors with 35k+ mana can probably afford surge 5 throughout.&lt;br /&gt;
:- If you intend to camp, try not to run your casters completely empty.  The 5 mobs found before the gear room will probably repop before you can regen to full, so you want to budget your mana such that you don't miss a pop if possible.  If you are low on mana after clearing the 5 mobs before the gear room,  I suggest just skipping the current pop and regenning.  &lt;br /&gt;
[[Category:Gear In Karnath]]&lt;br /&gt;
[[Category:Patriarchs' Gulch]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44658</id>
		<title>Category:Gear In Patriarchs' Gulch</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44658"/>
		<updated>2011-10-16T07:23:52Z</updated>

		<summary type="html">&lt;p&gt;Atris: /* Discovering the royal tomb */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Karnath}}&lt;br /&gt;
&lt;br /&gt;
= Accessing the gulch =&lt;br /&gt;
To enter the [[:Category:Forbidden Wasteland|Forbidden Wasteland]] planeshift to [[:Category:Karnath|Karnath]] and go n, 4w.&lt;br /&gt;
The first room of the Wasteland has 3 [[Shrouded Warder|shrouded warder]]s.&lt;br /&gt;
&lt;br /&gt;
Go w,n,w,n,w,s,w to reach the '''wall of gristle and bone'''.  Get the [[Skeletal Hand|skeletal hand]] from the wall.&lt;br /&gt;
&lt;br /&gt;
Go s,e,s,e,n.  To your east is a 2x2 temple that contains a stabber and a blackjacker.&lt;br /&gt;
&lt;br /&gt;
Go e,s,e to reach the altar.  Pull switch to reveal a down exit to [[Zedek The Desecrator|Zedek the desecrator]].&lt;br /&gt;
&lt;br /&gt;
Give Zedek the hand and he'll blow up the wall for you, clearing the way to [[:Category:Patriarchs' Gulch|Patriarchs' Gulch]].  He also creates a portal for you, so you don't have to walk back to the wall. The room he portals to is presumably [[Lloydable]], so summon the anchor here to farm multiple Gulch runs.&lt;br /&gt;
&lt;br /&gt;
Zedek also accepts the [[Last Remaining Drop Of Goo|last remaining drop of goo]].&lt;br /&gt;
This item can be obtained by killing all the &amp;quot;goo&amp;quot; related mobs in the [[:Category:Forbidden Wasteland|Forbidden Wasteland]] (they don't repop).&lt;br /&gt;
The drop is tougher to get than the hand, but it's a good option if you want to move the [[Planar Anchor]] out of [[:Category:Karnath|Karnath]]&lt;br /&gt;
and still be able to easily return to the gulch later on.&lt;br /&gt;
&lt;br /&gt;
Opening Gulch will take about 24-48 tics, depending on your group.&lt;br /&gt;
&lt;br /&gt;
= Discovering the royal tomb =&lt;br /&gt;
Suggested group size: ~20, with at least 1 bzk and 1 prs.  Having 2+ bzk and 2 prs is highly recommended.  A good balance between melee and caster is also necessary to clear the symbol portion of this run.  The run is doable with less, but will probably take significantly longer.&lt;br /&gt;
  &lt;br /&gt;
'''Read the entire section below before attempting it to get an idea of what you will need to do; if you have to reference this after each ticket, I can guarantee your run will take much longer.'''&lt;br /&gt;
&lt;br /&gt;
From the [[Lloydable]] room go d,w,s and kill the [[Restless Spirit|restless spirit]] to get the [[Golden Scarab Medallion|golden scarab medallion]].&lt;br /&gt;
This is a key that unlocks the '''unfinished tomb'''.&lt;br /&gt;
&lt;br /&gt;
Go u,w and kill the [[Captain Of The Honor Guard|captain of the honor guard]].  He spawns an [[Olive Branch|olive branch]] on death.  This is one of four tickets&lt;br /&gt;
you need to get the [[Key To The Royal Burial Chamber|key to the royal burial chamber]].  &lt;br /&gt;
:- Note that this room is one of the most painful rooms on the run.  The mobs can toss/bash and hit very very hard.  I suggest letting your bzk get their hp knocked down quite a bit in this room to prepare for the symbols. &lt;br /&gt;
&lt;br /&gt;
Go n,e,{e} to enter the '''unfinished tomb'''.  Get the [[Broken Pickaxe|broken pickaxe]] from the pile of stoneworking tools.&lt;br /&gt;
Next go e,s.  Give the [[Broken Pickaxe|broken pickaxe]] to the [[Undead Contractor|undead contractor]] before he dies.  He will repair&lt;br /&gt;
it into the [[Well-Maintained Pickaxe|well-maintained pickaxe]], which is the key you need to open the '''ransacked tomb'''.  On death the contractor&lt;br /&gt;
will spawn the [[Dusty Work Gloves|dusty work gloves]], ticket #2 of 4.&lt;br /&gt;
:- The dusty work gloves spawn on the ground, but the well-maintained pickaxe will be on the contractor's corpse and looted (or not looted) by the person who lands the killing blow.&lt;br /&gt;
&lt;br /&gt;
From the contractor's room Go n,w,w,u.  This room has two portals in it: the '''symbol of Shizaga''' and the '''symbol of Werredan'''.&lt;br /&gt;
Only casters can enter Shizaga's portal, and only melee-types can enter Werredan's portal.  &lt;br /&gt;
At the end of the caster's leg there's a lever which opens up the final room of the brute's path.&lt;br /&gt;
Here you will find the [[Master Blacksmith|master blacksmith]].  He can also repair your pickaxe if you forgot to get the contractor to do it.&lt;br /&gt;
Kill him and get the [[Handle Of A Broken Knife|handle of a broken knife]].&lt;br /&gt;
:- When I do this part of the run, I ideally want the bzk to be within 2-3 scars of FF upon entering the symbol.  This will give you a huge source of melee damage, and allow you to clear the melee only section much more quickly.    &lt;br /&gt;
:- Each section consists of 3 rooms; access to the next room is through the portal that spawns after the last mob dies.  The last room in the melee section has a mob that can call for additional mobs to join the fray, which means you will want to kill him quickly.  This can be done by having your bzk in Final Fury. &lt;br /&gt;
:- As an added incentive to bring 2+ bzk with FF, the blacksmith appears to be spec'd like a Tortuga in Tortuga Cay.  He is immune to melee, with the exception of blunt weapons.  This is why having 2 bzks is nice, as the mob has a fairly large amount of hp, and without a high source of damage from blunt (FF), the room will take a while.&lt;br /&gt;
:- I have never personally led the caster section, but I would suggest sending in your largest caster (probably a mage or mindbender) through the portal first to soak up the damage.  I like having two priests for this section just in case a repop gets your group messed up, since caster rescue is laggy.&lt;br /&gt;
&lt;br /&gt;
From the symbol room go s, enter beam, n.  [[Inpuvultu, Lord Of The Dead|Inpuvultu, lord of the dead]] will tell you that he's&lt;br /&gt;
looking for ''objects which bear the stain of evil''.  The knife handle is one such object.  Give it to him and he'll awaken the&lt;br /&gt;
[[Prince Of Knives|Prince of Knives]] within the '''ransacked tomb'''.  To get there from Inpuvultu: enter patch,w,{s},s.&lt;br /&gt;
The prince wanders this small 3 room crypt.  Killing him will yield the [[Well-Oiled Leather Sheath|well-oiled leathed sheath]], ticket #3.&lt;br /&gt;
While in the ransacked tomb, get the [[Stray Chess Piece|stray chess piece]] from the [[Corpse Of A Karnathian Temple Guard|corpse of a Karnathian temple guard]] in the room furthest south.&lt;br /&gt;
:- Crypt is 6 or 7 rooms long, not 3.&lt;br /&gt;
:- The prince carries two knives which are weight 3, 20/25 piercing weapons.  Giving Inpuvultu the knife handle will also spawn another mob that has the [[Cool Onyx Bracelent|cool onyx bracelet]], which is t1 wrist mana.  There is also another mob in this section that may or may not be spawned by turning in the knife handle; it is a mob that carries the Looter's Sack, a 2 lb container that can carry 750 lbs.&lt;br /&gt;
:- The fire before the corpse contains a Bright Silver Bracer, which is type treasure and can be sold for about 350k.&lt;br /&gt;
&lt;br /&gt;
Bring the [[Stray Chess Piece|stray chess piece]] to Inpuvultu and he will summon the [[Disgraced Patriarch|disgraced patriarch]].&lt;br /&gt;
To get to him, enter patch &amp;amp; go north.  Upon his death you will received the [[Evenly Balanced Scale|evenly balanced scale]], the final ticket.&lt;br /&gt;
:- The disgraced patriarch carries the Clenched Fist, a 7/7 gauntlet (t1 hit). &lt;br /&gt;
&lt;br /&gt;
Turn in all four tickets to Inpuvultu.  He will open an ominous passageway.&lt;br /&gt;
Through this portal you will find a full-safe infirmary room that contains the [[Key To The Royal Burial Chamber|key to the royal burial chamber]].&lt;br /&gt;
When you're ready, go down.  The door to the royal tomb will be to your north.&lt;br /&gt;
&lt;br /&gt;
A short synopsis on a few goals you want to do to make your gulch run not take over 2 spellups:&lt;br /&gt;
#Keep the amount of times you need to regen low.  Ideally, you will regen only twice, once after you clear the symbols, and once in the room with the key to the royal chamber.  The Lloydable room is also shrine-able, so regenning there after clearing the symbols is the best option.&lt;br /&gt;
#Let your bzk reach Final Fury (FF) hp right before you enter the symbol portion so that the melee section is cleared more quickly.  To do this, try not to let your priests heal your bzk too much.&lt;br /&gt;
#When you turn in the broken knife and the stray chess piece, ask your group to remain in the room with the beam of sunlight.  Only the leader needs to give the ticket to Inpuvultu, and his rooms are noregen anyways.  Only after you collect the scale ticket from the disgraced patriach should you ask your entire group to enter the beam of sunlight.&lt;br /&gt;
#At the end of this section, you should have the Clenched Fist, Cool Onyx Bracelet, Bright Silver Bracer, 20/25 knives, and maybe the scythe that is a t1 basher.  I think the scythe comes from a reaper that is part of the main run, but I can't remember.&lt;br /&gt;
&lt;br /&gt;
= Facing the Patriarchs =&lt;br /&gt;
The royal tomb is located d,w,u,{e},e,n,{n} from the [[Lloydable]] room.  If you just got the key, you're already here.&lt;br /&gt;
The Patriarchs themselves are behind another closed door 2n.&lt;br /&gt;
The fight consists of 3 big mobs that each spawn a bigger mob upon death.&lt;br /&gt;
If you're looking to camp, '''the treasury''' s,e from the gear room is probably your best bet.&lt;br /&gt;
&lt;br /&gt;
:- Fleshing out this part a little, the royal tomb has 4 rooms.  In the 3 rooms before the gear room, 5 mobs will spawn each repop.  Some &amp;quot;notable&amp;quot; gear they carry are some -75 armor (tier 5 or something) and an Aurora Bow (42 hr, t2 or t3).  You can decide whether or not you want to add these to the lotto.  I suggest clearing these 5 mobs each time the gear room repops, to make sure that your sleep is uninterrupted for as long as possible during regen.&lt;br /&gt;
:- A traditional tank chain does not work so well in the gear room, as the mobs toss, which causes them to target your groupies seemingly randomly.  You will need to ask your tanks to watch each other and just spread damage as best as possible.  This is also a great reason to have two priests, since it is very likely your casters will take a round or two during the gear room, and you can't afford the extra time to target heal them, as the mobs do hit relatively hard (3x anni-erad).&lt;br /&gt;
:- Because of the way the gear room works, lower mana casters such as mages won't be able to surge 5 meteor swarm, as they will run out of mana as the bigger mobs spawn.  I suggest letting your area casters surge 3 throughout the room (HiE wizards and other wizards with a lot of mana may be able to get away with higher surges), while letting your sors surge 4-5.  Sors with 35k+ mana can probably afford surge 5 throughout.&lt;br /&gt;
:- If you intend to camp, try not to run your casters completely empty.  The 5 mobs found before the gear room will probably repop before you can regen to full, so you want to budget your mana such that you don't miss a pop if possible.  If you are low on mana after clearing the 5 mobs before the gear room,  I suggest just skipping the current pop and regenning.  &lt;br /&gt;
[[Category:Gear In Karnath]]&lt;br /&gt;
[[Category:Patriarchs' Gulch]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44657</id>
		<title>Category:Gear In Patriarchs' Gulch</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44657"/>
		<updated>2011-10-16T07:22:30Z</updated>

		<summary type="html">&lt;p&gt;Atris: /* Discovering the royal tomb */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Karnath}}&lt;br /&gt;
&lt;br /&gt;
= Accessing the gulch =&lt;br /&gt;
To enter the [[:Category:Forbidden Wasteland|Forbidden Wasteland]] planeshift to [[:Category:Karnath|Karnath]] and go n, 4w.&lt;br /&gt;
The first room of the Wasteland has 3 [[Shrouded Warder|shrouded warder]]s.&lt;br /&gt;
&lt;br /&gt;
Go w,n,w,n,w,s,w to reach the '''wall of gristle and bone'''.  Get the [[Skeletal Hand|skeletal hand]] from the wall.&lt;br /&gt;
&lt;br /&gt;
Go s,e,s,e,n.  To your east is a 2x2 temple that contains a stabber and a blackjacker.&lt;br /&gt;
&lt;br /&gt;
Go e,s,e to reach the altar.  Pull switch to reveal a down exit to [[Zedek The Desecrator|Zedek the desecrator]].&lt;br /&gt;
&lt;br /&gt;
Give Zedek the hand and he'll blow up the wall for you, clearing the way to [[:Category:Patriarchs' Gulch|Patriarchs' Gulch]].  He also creates a portal for you, so you don't have to walk back to the wall. The room he portals to is presumably [[Lloydable]], so summon the anchor here to farm multiple Gulch runs.&lt;br /&gt;
&lt;br /&gt;
Zedek also accepts the [[Last Remaining Drop Of Goo|last remaining drop of goo]].&lt;br /&gt;
This item can be obtained by killing all the &amp;quot;goo&amp;quot; related mobs in the [[:Category:Forbidden Wasteland|Forbidden Wasteland]] (they don't repop).&lt;br /&gt;
The drop is tougher to get than the hand, but it's a good option if you want to move the [[Planar Anchor]] out of [[:Category:Karnath|Karnath]]&lt;br /&gt;
and still be able to easily return to the gulch later on.&lt;br /&gt;
&lt;br /&gt;
Opening Gulch will take about 24-48 tics, depending on your group.&lt;br /&gt;
&lt;br /&gt;
= Discovering the royal tomb =&lt;br /&gt;
Suggested group size: ~20, with at least 1 bzk and 1 prs.  Having 2+ bzk and 2 prs is highly recommended.  A good balance between melee and caster is also necessary to clear the symbol portion of this run.  The run is doable with less, but will probably take significantly longer.&lt;br /&gt;
  &lt;br /&gt;
'''Read the entire section below before attempting it to get an idea of what you will need to do; if you have to reference this after each ticket, I can guarantee your run will take much longer.'''&lt;br /&gt;
&lt;br /&gt;
From the [[Lloydable]] room go d,w,s and kill the [[Restless Spirit|restless spirit]] to get the [[Golden Scarab Medallion|golden scarab medallion]].&lt;br /&gt;
This is a key that unlocks the '''unfinished tomb'''.&lt;br /&gt;
&lt;br /&gt;
Go u,w and kill the [[Captain Of The Honor Guard|captain of the honor guard]].  He spawns an [[Olive Branch|olive branch]] on death.  This is one of four tickets&lt;br /&gt;
you need to get the [[Key To The Royal Burial Chamber|key to the royal burial chamber]].  &lt;br /&gt;
:- Note that this room is one of the most painful rooms on the run.  The mobs can toss/bash and hit very very hard.  I suggest letting your bzk get their hp knocked down quite a bit in this room to prepare for the symbols. &lt;br /&gt;
&lt;br /&gt;
Go n,e,{e} to enter the '''unfinished tomb'''.  Get the [[Broken Pickaxe|broken pickaxe]] from the pile of stoneworking tools.&lt;br /&gt;
Next go e,s.  Give the [[Broken Pickaxe|broken pickaxe]] to the [[Undead Contractor|undead contractor]] before he dies.  He will repair&lt;br /&gt;
it into the [[Well-Maintained Pickaxe|well-maintained pickaxe]], which is the key you need to open the '''ransacked tomb'''.  On death the contractor&lt;br /&gt;
will spawn the [[Dusty Work Gloves|dusty work gloves]], ticket #2 of 4.&lt;br /&gt;
:- The dusty work gloves spawn on the ground, but the well-maintained pickaxe will be on the contractor's corpse and looted (or not looted) by the person who lands the killing blow.&lt;br /&gt;
&lt;br /&gt;
From the contractor's room Go n,w,w,u.  This room has two portals in it: the '''symbol of Shizaga''' and the '''symbol of Werredan'''.&lt;br /&gt;
Only casters can enter Shizaga's portal, and only melee-types can enter Werredan's portal.  &lt;br /&gt;
At the end of the caster's leg there's a lever which opens up the final room of the brute's path.&lt;br /&gt;
Here you will find the [[Master Blacksmith|master blacksmith]].  He can also repair your pickaxe if you forgot to get the contractor to do it.&lt;br /&gt;
Kill him and get the [[Handle Of A Broken Knife|handle of a broken knife]].&lt;br /&gt;
:- When I do this part of the run, I ideally want the bzk to be within 2-3 scars of FF upon entering the symbol.  This will give you a huge source of melee damage, and allow you to clear the melee only section much more quickly.    &lt;br /&gt;
:- Each section consists of 3 rooms; access to the next room is through the portal that spawns after the last mob dies.  The last room in the melee section has a mob that can call for additional mobs to join the fray, which means you will want to kill him quickly.  This can be done by having your bzk in Final Fury. &lt;br /&gt;
:- As an added incentive to bring 2+ bzk with FF, the blacksmith appears to be spec'd like a Tortuga in Tortuga Cay.  He is immune to melee, with the exception of blunt weapons.  This is why having 2 bzks is nice, as the mob has a fairly large amount of hp, and without a high source of damage from blunt (FF), the room will take a while.&lt;br /&gt;
:- I have never personally led the caster section, but I would suggest sending in your largest caster (probably a mage or mindbender) through the portal first to soak up the damage.  I like having two priests for this section just in case a repop gets your group messed up, since caster rescue is laggy.&lt;br /&gt;
&lt;br /&gt;
From the symbol room go s, enter beam, n.  [[Inpuvultu, Lord Of The Dead|Inpuvultu, lord of the dead]] will tell you that he's&lt;br /&gt;
looking for ''objects which bear the stain of evil''.  The knife handle is one such object.  Give it to him and he'll awaken the&lt;br /&gt;
[[Prince Of Knives|Prince of Knives]] within the '''ransacked tomb'''.  To get there from Inpuvultu: enter patch,w,{s},s.&lt;br /&gt;
The prince wanders this small 3 room crypt.  Killing him will yield the [[Well-Oiled Leather Sheath|well-oiled leathed sheath]], ticket #3.&lt;br /&gt;
While in the ransacked tomb, get the [[Stray Chess Piece|stray chess piece]] from the [[Corpse Of A Karnathian Temple Guard|corpse of a Karnathian temple guard]] in the room furthest south.&lt;br /&gt;
:- Crypt is 6 or 7 rooms long, not 3.&lt;br /&gt;
:- The prince carries two knives which are weight 3, 20/25 piercing weapons.  Giving Inpuvultu the knife handle will also spawn another mob that has the [[Cool Onyx Bracelent|cool onyx bracelet]], which is t1 wrist mana.  There is also another mob in this section that may or may not be spawned by turning in the knife handle; it is a mob that carries the Looter's Sack, a 2 lb container that can carry 750 lbs.&lt;br /&gt;
:- The fire before the corpse contains a Bright Silver Bracer, which is type treasure and can be sold for about 350k.&lt;br /&gt;
&lt;br /&gt;
Bring the [[Stray Chess Piece|stray chess piece]] to Inpuvultu and he will summon the [[Disgraced Patriarch|disgraced patriarch]].&lt;br /&gt;
To get to him, enter patch &amp;amp; go north.  Upon his death you will received the [[Evenly Balanced Scale|evenly balanced scale]], the final ticket.&lt;br /&gt;
:- The disgraced patriarch carries the Clenched Fist, a 7/7 gauntlet (t1 hit). &lt;br /&gt;
&lt;br /&gt;
Turn in all four tickets to Inpuvultu.  He will open an ominous passageway.&lt;br /&gt;
Through this portal you will find a full-safe infirmary room that contains the [[Key To The Royal Burial Chamber|key to the royal burial chamber]].&lt;br /&gt;
When you're ready, go down.  The door to the royal tomb will be to your north.&lt;br /&gt;
&lt;br /&gt;
A short synopsis on a few goals you want to do to make your gulch run not take over 2 spellups:&lt;br /&gt;
#Keep the amount of times you need to regen low.  Ideally, you will regen only twice, once after you clear the symbols, and once in the room with the key to the royal chamber.&lt;br /&gt;
#Let your bzk reach Final Fury (FF) hp right before you enter the symbol portion so that the melee section is cleared more quickly.  To do this, try not to let your priests heal your bzk too much.&lt;br /&gt;
#When you turn in the broken knife and the stray chess piece, ask your group to remain in the room with the beam of sunlight.  Only the leader needs to give the ticket to Inpuvultu, and his rooms are noregen anyways.  Only after you collect the scale ticket from the disgraced patriach should you ask your entire group to enter the beam of sunlight.&lt;br /&gt;
#At the end of this section, you should have the Clenched Fist, Cool Onyx Bracelet, Bright Silver Bracer, 20/25 knives, and maybe the scythe that is a t1 basher.  I think the scythe comes from a reaper that is part of the main run, but I can't remember.&lt;br /&gt;
&lt;br /&gt;
= Facing the Patriarchs =&lt;br /&gt;
The royal tomb is located d,w,u,{e},e,n,{n} from the [[Lloydable]] room.  If you just got the key, you're already here.&lt;br /&gt;
The Patriarchs themselves are behind another closed door 2n.&lt;br /&gt;
The fight consists of 3 big mobs that each spawn a bigger mob upon death.&lt;br /&gt;
If you're looking to camp, '''the treasury''' s,e from the gear room is probably your best bet.&lt;br /&gt;
&lt;br /&gt;
:- Fleshing out this part a little, the royal tomb has 4 rooms.  In the 3 rooms before the gear room, 5 mobs will spawn each repop.  Some &amp;quot;notable&amp;quot; gear they carry are some -75 armor (tier 5 or something) and an Aurora Bow (42 hr, t2 or t3).  You can decide whether or not you want to add these to the lotto.  I suggest clearing these 5 mobs each time the gear room repops, to make sure that your sleep is uninterrupted for as long as possible during regen.&lt;br /&gt;
:- A traditional tank chain does not work so well in the gear room, as the mobs toss, which causes them to target your groupies seemingly randomly.  You will need to ask your tanks to watch each other and just spread damage as best as possible.  This is also a great reason to have two priests, since it is very likely your casters will take a round or two during the gear room, and you can't afford the extra time to target heal them, as the mobs do hit relatively hard (3x anni-erad).&lt;br /&gt;
:- Because of the way the gear room works, lower mana casters such as mages won't be able to surge 5 meteor swarm, as they will run out of mana as the bigger mobs spawn.  I suggest letting your area casters surge 3 throughout the room (HiE wizards and other wizards with a lot of mana may be able to get away with higher surges), while letting your sors surge 4-5.  Sors with 35k+ mana can probably afford surge 5 throughout.&lt;br /&gt;
:- If you intend to camp, try not to run your casters completely empty.  The 5 mobs found before the gear room will probably repop before you can regen to full, so you want to budget your mana such that you don't miss a pop if possible.  If you are low on mana after clearing the 5 mobs before the gear room,  I suggest just skipping the current pop and regenning.  &lt;br /&gt;
[[Category:Gear In Karnath]]&lt;br /&gt;
[[Category:Patriarchs' Gulch]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44656</id>
		<title>Category:Gear In Patriarchs' Gulch</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44656"/>
		<updated>2011-10-16T07:16:30Z</updated>

		<summary type="html">&lt;p&gt;Atris: /* Facing the Patriarchs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Karnath}}&lt;br /&gt;
&lt;br /&gt;
= Accessing the gulch =&lt;br /&gt;
To enter the [[:Category:Forbidden Wasteland|Forbidden Wasteland]] planeshift to [[:Category:Karnath|Karnath]] and go n, 4w.&lt;br /&gt;
The first room of the Wasteland has 3 [[Shrouded Warder|shrouded warder]]s.&lt;br /&gt;
&lt;br /&gt;
Go w,n,w,n,w,s,w to reach the '''wall of gristle and bone'''.  Get the [[Skeletal Hand|skeletal hand]] from the wall.&lt;br /&gt;
&lt;br /&gt;
Go s,e,s,e,n.  To your east is a 2x2 temple that contains a stabber and a blackjacker.&lt;br /&gt;
&lt;br /&gt;
Go e,s,e to reach the altar.  Pull switch to reveal a down exit to [[Zedek The Desecrator|Zedek the desecrator]].&lt;br /&gt;
&lt;br /&gt;
Give Zedek the hand and he'll blow up the wall for you, clearing the way to [[:Category:Patriarchs' Gulch|Patriarchs' Gulch]].  He also creates a portal for you, so you don't have to walk back to the wall. The room he portals to is presumably [[Lloydable]], so summon the anchor here to farm multiple Gulch runs.&lt;br /&gt;
&lt;br /&gt;
Zedek also accepts the [[Last Remaining Drop Of Goo|last remaining drop of goo]].&lt;br /&gt;
This item can be obtained by killing all the &amp;quot;goo&amp;quot; related mobs in the [[:Category:Forbidden Wasteland|Forbidden Wasteland]] (they don't repop).&lt;br /&gt;
The drop is tougher to get than the hand, but it's a good option if you want to move the [[Planar Anchor]] out of [[:Category:Karnath|Karnath]]&lt;br /&gt;
and still be able to easily return to the gulch later on.&lt;br /&gt;
&lt;br /&gt;
Opening Gulch will take about 24-48 tics, depending on your group.&lt;br /&gt;
&lt;br /&gt;
= Discovering the royal tomb =&lt;br /&gt;
Suggested group size: ~20, with at least 1 bzk and 1 prs.  Having 2+ bzk and 2 prs is highly recommended.  A good balance between melee and caster is also necessary to clear the symbol portion of this run.  The run is doable with less, but will probably take significantly longer.  &lt;br /&gt;
&lt;br /&gt;
From the [[Lloydable]] room go d,w,s and kill the [[Restless Spirit|restless spirit]] to get the [[Golden Scarab Medallion|golden scarab medallion]].&lt;br /&gt;
This is a key that unlocks the '''unfinished tomb'''.&lt;br /&gt;
&lt;br /&gt;
Go u,w and kill the [[Captain Of The Honor Guard|captain of the honor guard]].  He spawns an [[Olive Branch|olive branch]] on death.  This is one of four tickets&lt;br /&gt;
you need to get the [[Key To The Royal Burial Chamber|key to the royal burial chamber]].  &lt;br /&gt;
:- Note that this room is one of the most painful rooms on the run.  The mobs can toss/bash and hit very very hard.  I suggest letting your bzk get their hp knocked down quite a bit in this room to prepare for the symbols. &lt;br /&gt;
&lt;br /&gt;
Go n,e,{e} to enter the '''unfinished tomb'''.  Get the [[Broken Pickaxe|broken pickaxe]] from the pile of stoneworking tools.&lt;br /&gt;
Next go e,s.  Give the [[Broken Pickaxe|broken pickaxe]] to the [[Undead Contractor|undead contractor]] before he dies.  He will repair&lt;br /&gt;
it into the [[Well-Maintained Pickaxe|well-maintained pickaxe]], which is the key you need to open the '''ransacked tomb'''.  On death the contractor&lt;br /&gt;
will spawn the [[Dusty Work Gloves|dusty work gloves]], ticket #2 of 4.&lt;br /&gt;
:- The dusty work gloves spawn on the ground, but the well-maintained pickaxe will be on the contractor's corpse and looted (or not looted) by the person who lands the killing blow.&lt;br /&gt;
&lt;br /&gt;
From the contractor's room Go n,w,w,u.  This room has two portals in it: the '''symbol of Shizaga''' and the '''symbol of Werredan'''.&lt;br /&gt;
Only casters can enter Shizaga's portal, and only melee-types can enter Werredan's portal.  &lt;br /&gt;
At the end of the caster's leg there's a lever which opens up the final room of the brute's path.&lt;br /&gt;
Here you will find the [[Master Blacksmith|master blacksmith]].  He can also repair your pickaxe if you forgot to get the contractor to do it.&lt;br /&gt;
Kill him and get the [[Handle Of A Broken Knife|handle of a broken knife]].&lt;br /&gt;
:- When I do this part of the run, I ideally want the bzk to be within 2-3 scars of FF upon entering the symbol.  This will give you a huge source of melee damage, and allow you to clear the melee only section much more quickly.    &lt;br /&gt;
:- Each section consists of 3 rooms; access to the next room is through the portal that spawns after the last mob dies.  The last room in the melee section has a mob that can call for additional mobs to join the fray, which means you will want to kill him quickly.  This can be done by having your bzk in Final Fury. &lt;br /&gt;
:- As an added incentive to bring 2+ bzk with FF, the blacksmith appears to be spec'd like a Tortuga in Tortuga Cay.  He is immune to melee, with the exception of blunt weapons.  This is why having 2 bzks is nice, as the mob has a fairly large amount of hp, and without a high source of damage from blunt (FF), the room will take a while.&lt;br /&gt;
:- I have never personally led the caster section, but I would suggest sending in your largest caster (probably a mage or mindbender) through the portal first to soak up the damage.  I like having two priests for this section just in case a repop gets your group messed up, since caster rescue is laggy.&lt;br /&gt;
&lt;br /&gt;
From the symbol room go s, enter beam, n.  [[Inpuvultu, Lord Of The Dead|Inpuvultu, lord of the dead]] will tell you that he's&lt;br /&gt;
looking for ''objects which bear the stain of evil''.  The knife handle is one such object.  Give it to him and he'll awaken the&lt;br /&gt;
[[Prince Of Knives|Prince of Knives]] within the '''ransacked tomb'''.  To get there from Inpuvultu: enter patch,w,{s},s.&lt;br /&gt;
The prince wanders this small 3 room crypt.  Killing him will yield the [[Well-Oiled Leather Sheath|well-oiled leathed sheath]], ticket #3.&lt;br /&gt;
While in the ransacked tomb, get the [[Stray Chess Piece|stray chess piece]] from the [[Corpse Of A Karnathian Temple Guard|corpse of a Karnathian temple guard]] in the room furthest south.&lt;br /&gt;
:- Crypt is 6 or 7 rooms long, not 3.&lt;br /&gt;
:- The prince carries two knives which are weight 3, 20/25 piercing weapons.  Giving Inpuvultu the knife handle will also spawn another mob that has the [[Cool Onyx Bracelent|cool onyx bracelet]], which is t1 wrist mana.  There is also another mob in this section that may or may not be spawned by turning in the knife handle; it is a mob that carries the Looter's Sack, a 2 lb container that can carry 750 lbs.&lt;br /&gt;
:- The fire before the corpse contains a Bright Silver Bracer, which is type treasure and can be sold for about 350k.&lt;br /&gt;
&lt;br /&gt;
Bring the [[Stray Chess Piece|stray chess piece]] to Inpuvultu and he will summon the [[Disgraced Patriarch|disgraced patriarch]].&lt;br /&gt;
To get to him, enter patch &amp;amp; go north.  Upon his death you will received the [[Evenly Balanced Scale|evenly balanced scale]], the final ticket.&lt;br /&gt;
:- The disgraced patriarch carries the Clenched Fist, a 7/7 gauntlet (t1 hit). &lt;br /&gt;
&lt;br /&gt;
Turn in all four tickets to Inpuvultu.  He will open an ominous passageway.&lt;br /&gt;
Through this portal you will find a full-safe infirmary room that contains the [[Key To The Royal Burial Chamber|key to the royal burial chamber]].&lt;br /&gt;
When you're ready, go down.  The door to the royal tomb will be to your north.&lt;br /&gt;
&lt;br /&gt;
A short synopsis on a few goals you want to do to make your gulch run not take over 2 spellups:&lt;br /&gt;
#Keep the amount of times you need to regen low.  Ideally, you will regen only twice, once after you clear the symbols, and once in the room with the key to the royal chamber.&lt;br /&gt;
#Let your bzk reach Final Fury (FF) hp right before you enter the symbol portion so that the melee section is cleared more quickly.  To do this, try not to let your priests heal your bzk too much.&lt;br /&gt;
#When you turn in the broken knife and the stray chess piece, ask your group to remain in the room with the beam of sunlight.  Only the leader needs to give the ticket to Inpuvultu, and his rooms are noregen anyways.  Only after you collect the scale ticket from the disgraced patriach should you ask your entire group to enter the beam of sunlight.&lt;br /&gt;
#At the end of this section, you should have the Clenched Fist, Cool Onyx Bracelet, Bright Silver Bracer, 20/25 knives, and maybe the scythe that is a t1 basher.  I think the scythe comes from a reaper that is part of the main run, but I can't remember.&lt;br /&gt;
&lt;br /&gt;
= Facing the Patriarchs =&lt;br /&gt;
The royal tomb is located d,w,u,{e},e,n,{n} from the [[Lloydable]] room.  If you just got the key, you're already here.&lt;br /&gt;
The Patriarchs themselves are behind another closed door 2n.&lt;br /&gt;
The fight consists of 3 big mobs that each spawn a bigger mob upon death.&lt;br /&gt;
If you're looking to camp, '''the treasury''' s,e from the gear room is probably your best bet.&lt;br /&gt;
&lt;br /&gt;
:- Fleshing out this part a little, the royal tomb has 4 rooms.  In the 3 rooms before the gear room, 5 mobs will spawn each repop.  Some &amp;quot;notable&amp;quot; gear they carry are some -75 armor (tier 5 or something) and an Aurora Bow (42 hr, t2 or t3).  You can decide whether or not you want to add these to the lotto.  I suggest clearing these 5 mobs each time the gear room repops, to make sure that your sleep is uninterrupted for as long as possible during regen.&lt;br /&gt;
:- A traditional tank chain does not work so well in the gear room, as the mobs toss, which causes them to target your groupies seemingly randomly.  You will need to ask your tanks to watch each other and just spread damage as best as possible.  This is also a great reason to have two priests, since it is very likely your casters will take a round or two during the gear room, and you can't afford the extra time to target heal them, as the mobs do hit relatively hard (3x anni-erad).&lt;br /&gt;
:- Because of the way the gear room works, lower mana casters such as mages won't be able to surge 5 meteor swarm, as they will run out of mana as the bigger mobs spawn.  I suggest letting your area casters surge 3 throughout the room (HiE wizards and other wizards with a lot of mana may be able to get away with higher surges), while letting your sors surge 4-5.  Sors with 35k+ mana can probably afford surge 5 throughout.&lt;br /&gt;
:- If you intend to camp, try not to run your casters completely empty.  The 5 mobs found before the gear room will probably repop before you can regen to full, so you want to budget your mana such that you don't miss a pop if possible.  If you are low on mana after clearing the 5 mobs before the gear room,  I suggest just skipping the current pop and regenning.  &lt;br /&gt;
[[Category:Gear In Karnath]]&lt;br /&gt;
[[Category:Patriarchs' Gulch]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44655</id>
		<title>Category:Gear In Patriarchs' Gulch</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44655"/>
		<updated>2011-10-16T07:05:12Z</updated>

		<summary type="html">&lt;p&gt;Atris: /* Accessing the gulch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Karnath}}&lt;br /&gt;
&lt;br /&gt;
= Accessing the gulch =&lt;br /&gt;
To enter the [[:Category:Forbidden Wasteland|Forbidden Wasteland]] planeshift to [[:Category:Karnath|Karnath]] and go n, 4w.&lt;br /&gt;
The first room of the Wasteland has 3 [[Shrouded Warder|shrouded warder]]s.&lt;br /&gt;
&lt;br /&gt;
Go w,n,w,n,w,s,w to reach the '''wall of gristle and bone'''.  Get the [[Skeletal Hand|skeletal hand]] from the wall.&lt;br /&gt;
&lt;br /&gt;
Go s,e,s,e,n.  To your east is a 2x2 temple that contains a stabber and a blackjacker.&lt;br /&gt;
&lt;br /&gt;
Go e,s,e to reach the altar.  Pull switch to reveal a down exit to [[Zedek The Desecrator|Zedek the desecrator]].&lt;br /&gt;
&lt;br /&gt;
Give Zedek the hand and he'll blow up the wall for you, clearing the way to [[:Category:Patriarchs' Gulch|Patriarchs' Gulch]].  He also creates a portal for you, so you don't have to walk back to the wall. The room he portals to is presumably [[Lloydable]], so summon the anchor here to farm multiple Gulch runs.&lt;br /&gt;
&lt;br /&gt;
Zedek also accepts the [[Last Remaining Drop Of Goo|last remaining drop of goo]].&lt;br /&gt;
This item can be obtained by killing all the &amp;quot;goo&amp;quot; related mobs in the [[:Category:Forbidden Wasteland|Forbidden Wasteland]] (they don't repop).&lt;br /&gt;
The drop is tougher to get than the hand, but it's a good option if you want to move the [[Planar Anchor]] out of [[:Category:Karnath|Karnath]]&lt;br /&gt;
and still be able to easily return to the gulch later on.&lt;br /&gt;
&lt;br /&gt;
Opening Gulch will take about 24-48 tics, depending on your group.&lt;br /&gt;
&lt;br /&gt;
= Discovering the royal tomb =&lt;br /&gt;
Suggested group size: ~20, with at least 1 bzk and 1 prs.  Having 2+ bzk and 2 prs is highly recommended.  A good balance between melee and caster is also necessary to clear the symbol portion of this run.  The run is doable with less, but will probably take significantly longer.  &lt;br /&gt;
&lt;br /&gt;
From the [[Lloydable]] room go d,w,s and kill the [[Restless Spirit|restless spirit]] to get the [[Golden Scarab Medallion|golden scarab medallion]].&lt;br /&gt;
This is a key that unlocks the '''unfinished tomb'''.&lt;br /&gt;
&lt;br /&gt;
Go u,w and kill the [[Captain Of The Honor Guard|captain of the honor guard]].  He spawns an [[Olive Branch|olive branch]] on death.  This is one of four tickets&lt;br /&gt;
you need to get the [[Key To The Royal Burial Chamber|key to the royal burial chamber]].  &lt;br /&gt;
:- Note that this room is one of the most painful rooms on the run.  The mobs can toss/bash and hit very very hard.  I suggest letting your bzk get their hp knocked down quite a bit in this room to prepare for the symbols. &lt;br /&gt;
&lt;br /&gt;
Go n,e,{e} to enter the '''unfinished tomb'''.  Get the [[Broken Pickaxe|broken pickaxe]] from the pile of stoneworking tools.&lt;br /&gt;
Next go e,s.  Give the [[Broken Pickaxe|broken pickaxe]] to the [[Undead Contractor|undead contractor]] before he dies.  He will repair&lt;br /&gt;
it into the [[Well-Maintained Pickaxe|well-maintained pickaxe]], which is the key you need to open the '''ransacked tomb'''.  On death the contractor&lt;br /&gt;
will spawn the [[Dusty Work Gloves|dusty work gloves]], ticket #2 of 4.&lt;br /&gt;
:- The dusty work gloves spawn on the ground, but the well-maintained pickaxe will be on the contractor's corpse and looted (or not looted) by the person who lands the killing blow.&lt;br /&gt;
&lt;br /&gt;
From the contractor's room Go n,w,w,u.  This room has two portals in it: the '''symbol of Shizaga''' and the '''symbol of Werredan'''.&lt;br /&gt;
Only casters can enter Shizaga's portal, and only melee-types can enter Werredan's portal.  &lt;br /&gt;
At the end of the caster's leg there's a lever which opens up the final room of the brute's path.&lt;br /&gt;
Here you will find the [[Master Blacksmith|master blacksmith]].  He can also repair your pickaxe if you forgot to get the contractor to do it.&lt;br /&gt;
Kill him and get the [[Handle Of A Broken Knife|handle of a broken knife]].&lt;br /&gt;
:- When I do this part of the run, I ideally want the bzk to be within 2-3 scars of FF upon entering the symbol.  This will give you a huge source of melee damage, and allow you to clear the melee only section much more quickly.    &lt;br /&gt;
:- Each section consists of 3 rooms; access to the next room is through the portal that spawns after the last mob dies.  The last room in the melee section has a mob that can call for additional mobs to join the fray, which means you will want to kill him quickly.  This can be done by having your bzk in Final Fury. &lt;br /&gt;
:- As an added incentive to bring 2+ bzk with FF, the blacksmith appears to be spec'd like a Tortuga in Tortuga Cay.  He is immune to melee, with the exception of blunt weapons.  This is why having 2 bzks is nice, as the mob has a fairly large amount of hp, and without a high source of damage from blunt (FF), the room will take a while.&lt;br /&gt;
:- I have never personally led the caster section, but I would suggest sending in your largest caster (probably a mage or mindbender) through the portal first to soak up the damage.  I like having two priests for this section just in case a repop gets your group messed up, since caster rescue is laggy.&lt;br /&gt;
&lt;br /&gt;
From the symbol room go s, enter beam, n.  [[Inpuvultu, Lord Of The Dead|Inpuvultu, lord of the dead]] will tell you that he's&lt;br /&gt;
looking for ''objects which bear the stain of evil''.  The knife handle is one such object.  Give it to him and he'll awaken the&lt;br /&gt;
[[Prince Of Knives|Prince of Knives]] within the '''ransacked tomb'''.  To get there from Inpuvultu: enter patch,w,{s},s.&lt;br /&gt;
The prince wanders this small 3 room crypt.  Killing him will yield the [[Well-Oiled Leather Sheath|well-oiled leathed sheath]], ticket #3.&lt;br /&gt;
While in the ransacked tomb, get the [[Stray Chess Piece|stray chess piece]] from the [[Corpse Of A Karnathian Temple Guard|corpse of a Karnathian temple guard]] in the room furthest south.&lt;br /&gt;
:- Crypt is 6 or 7 rooms long, not 3.&lt;br /&gt;
:- The prince carries two knives which are weight 3, 20/25 piercing weapons.  Giving Inpuvultu the knife handle will also spawn another mob that has the [[Cool Onyx Bracelent|cool onyx bracelet]], which is t1 wrist mana.  There is also another mob in this section that may or may not be spawned by turning in the knife handle; it is a mob that carries the Looter's Sack, a 2 lb container that can carry 750 lbs.&lt;br /&gt;
:- The fire before the corpse contains a Bright Silver Bracer, which is type treasure and can be sold for about 350k.&lt;br /&gt;
&lt;br /&gt;
Bring the [[Stray Chess Piece|stray chess piece]] to Inpuvultu and he will summon the [[Disgraced Patriarch|disgraced patriarch]].&lt;br /&gt;
To get to him, enter patch &amp;amp; go north.  Upon his death you will received the [[Evenly Balanced Scale|evenly balanced scale]], the final ticket.&lt;br /&gt;
:- The disgraced patriarch carries the Clenched Fist, a 7/7 gauntlet (t1 hit). &lt;br /&gt;
&lt;br /&gt;
Turn in all four tickets to Inpuvultu.  He will open an ominous passageway.&lt;br /&gt;
Through this portal you will find a full-safe infirmary room that contains the [[Key To The Royal Burial Chamber|key to the royal burial chamber]].&lt;br /&gt;
When you're ready, go down.  The door to the royal tomb will be to your north.&lt;br /&gt;
&lt;br /&gt;
A short synopsis on a few goals you want to do to make your gulch run not take over 2 spellups:&lt;br /&gt;
#Keep the amount of times you need to regen low.  Ideally, you will regen only twice, once after you clear the symbols, and once in the room with the key to the royal chamber.&lt;br /&gt;
#Let your bzk reach Final Fury (FF) hp right before you enter the symbol portion so that the melee section is cleared more quickly.  To do this, try not to let your priests heal your bzk too much.&lt;br /&gt;
#When you turn in the broken knife and the stray chess piece, ask your group to remain in the room with the beam of sunlight.  Only the leader needs to give the ticket to Inpuvultu, and his rooms are noregen anyways.  Only after you collect the scale ticket from the disgraced patriach should you ask your entire group to enter the beam of sunlight.&lt;br /&gt;
#At the end of this section, you should have the Clenched Fist, Cool Onyx Bracelet, Bright Silver Bracer, 20/25 knives, and maybe the scythe that is a t1 basher.  I think the scythe comes from a reaper that is part of the main run, but I can't remember.&lt;br /&gt;
&lt;br /&gt;
= Facing the Patriarchs =&lt;br /&gt;
The royal tomb is located d,w,u,{e},e,n,{n} from the [[Lloydable]] room.  If you just got the key, you're already here.&lt;br /&gt;
The Patriarchs themselves are behind another closed door 2n.&lt;br /&gt;
The fight consists of 3 big mobs that each spawn a bigger mob upon death.&lt;br /&gt;
If you're looking to camp, '''the treasury''' s,e from the gear room is probably your best bet.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gear In Karnath]]&lt;br /&gt;
[[Category:Patriarchs' Gulch]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44654</id>
		<title>Category:Gear In Patriarchs' Gulch</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44654"/>
		<updated>2011-10-16T07:04:14Z</updated>

		<summary type="html">&lt;p&gt;Atris: /* Discovering the royal tomb */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Karnath}}&lt;br /&gt;
&lt;br /&gt;
= Accessing the gulch =&lt;br /&gt;
To enter the [[:Category:Forbidden Wasteland|Forbidden Wasteland]] planeshift to [[:Category:Karnath|Karnath]] and go n, 4w.&lt;br /&gt;
The first room of the Wasteland has 3 [[Shrouded Warder|shrouded warder]]s.&lt;br /&gt;
&lt;br /&gt;
Go w,n,w,n,w,s,w to reach the '''wall of gristle and bone'''.  Get the [[Skeletal Hand|skeletal hand]] from the wall.&lt;br /&gt;
&lt;br /&gt;
Go s,e,s,e,n.  To your east is a 2x2 temple that contains a stabber and a blackjacker.&lt;br /&gt;
&lt;br /&gt;
Go e,s,e to reach the altar.  Pull switch to reveal a down exit to [[Zedek The Desecrator|Zedek the desecrator]].&lt;br /&gt;
&lt;br /&gt;
Give Zedek the hand and he'll blow up the wall for you, clearing the way to [[:Category:Patriarchs' Gulch|Patriarchs' Gulch]].  He also creates a portal for you, so you don't have to walk back to the wall. The room he portals to is presumably [[Lloydable]], so summon the anchor here to farm multiple Gulch runs.&lt;br /&gt;
&lt;br /&gt;
Zedek also accepts the [[Last Remaining Drop Of Goo|last remaining drop of goo]].&lt;br /&gt;
This item can be obtained by killing all the &amp;quot;goo&amp;quot; related mobs in the [[:Category:Forbidden Wasteland|Forbidden Wasteland]] (they don't repop).&lt;br /&gt;
The drop is tougher to get than the hand, but it's a good option if you want to move the [[Planar Anchor]] out of [[:Category:Karnath|Karnath]]&lt;br /&gt;
and still be able to easily return to the gulch later on.&lt;br /&gt;
&lt;br /&gt;
= Discovering the royal tomb =&lt;br /&gt;
Suggested group size: ~20, with at least 1 bzk and 1 prs.  Having 2+ bzk and 2 prs is highly recommended.  A good balance between melee and caster is also necessary to clear the symbol portion of this run.  The run is doable with less, but will probably take significantly longer.  &lt;br /&gt;
&lt;br /&gt;
From the [[Lloydable]] room go d,w,s and kill the [[Restless Spirit|restless spirit]] to get the [[Golden Scarab Medallion|golden scarab medallion]].&lt;br /&gt;
This is a key that unlocks the '''unfinished tomb'''.&lt;br /&gt;
&lt;br /&gt;
Go u,w and kill the [[Captain Of The Honor Guard|captain of the honor guard]].  He spawns an [[Olive Branch|olive branch]] on death.  This is one of four tickets&lt;br /&gt;
you need to get the [[Key To The Royal Burial Chamber|key to the royal burial chamber]].  &lt;br /&gt;
:- Note that this room is one of the most painful rooms on the run.  The mobs can toss/bash and hit very very hard.  I suggest letting your bzk get their hp knocked down quite a bit in this room to prepare for the symbols. &lt;br /&gt;
&lt;br /&gt;
Go n,e,{e} to enter the '''unfinished tomb'''.  Get the [[Broken Pickaxe|broken pickaxe]] from the pile of stoneworking tools.&lt;br /&gt;
Next go e,s.  Give the [[Broken Pickaxe|broken pickaxe]] to the [[Undead Contractor|undead contractor]] before he dies.  He will repair&lt;br /&gt;
it into the [[Well-Maintained Pickaxe|well-maintained pickaxe]], which is the key you need to open the '''ransacked tomb'''.  On death the contractor&lt;br /&gt;
will spawn the [[Dusty Work Gloves|dusty work gloves]], ticket #2 of 4.&lt;br /&gt;
:- The dusty work gloves spawn on the ground, but the well-maintained pickaxe will be on the contractor's corpse and looted (or not looted) by the person who lands the killing blow.&lt;br /&gt;
&lt;br /&gt;
From the contractor's room Go n,w,w,u.  This room has two portals in it: the '''symbol of Shizaga''' and the '''symbol of Werredan'''.&lt;br /&gt;
Only casters can enter Shizaga's portal, and only melee-types can enter Werredan's portal.  &lt;br /&gt;
At the end of the caster's leg there's a lever which opens up the final room of the brute's path.&lt;br /&gt;
Here you will find the [[Master Blacksmith|master blacksmith]].  He can also repair your pickaxe if you forgot to get the contractor to do it.&lt;br /&gt;
Kill him and get the [[Handle Of A Broken Knife|handle of a broken knife]].&lt;br /&gt;
:- When I do this part of the run, I ideally want the bzk to be within 2-3 scars of FF upon entering the symbol.  This will give you a huge source of melee damage, and allow you to clear the melee only section much more quickly.    &lt;br /&gt;
:- Each section consists of 3 rooms; access to the next room is through the portal that spawns after the last mob dies.  The last room in the melee section has a mob that can call for additional mobs to join the fray, which means you will want to kill him quickly.  This can be done by having your bzk in Final Fury. &lt;br /&gt;
:- As an added incentive to bring 2+ bzk with FF, the blacksmith appears to be spec'd like a Tortuga in Tortuga Cay.  He is immune to melee, with the exception of blunt weapons.  This is why having 2 bzks is nice, as the mob has a fairly large amount of hp, and without a high source of damage from blunt (FF), the room will take a while.&lt;br /&gt;
:- I have never personally led the caster section, but I would suggest sending in your largest caster (probably a mage or mindbender) through the portal first to soak up the damage.  I like having two priests for this section just in case a repop gets your group messed up, since caster rescue is laggy.&lt;br /&gt;
&lt;br /&gt;
From the symbol room go s, enter beam, n.  [[Inpuvultu, Lord Of The Dead|Inpuvultu, lord of the dead]] will tell you that he's&lt;br /&gt;
looking for ''objects which bear the stain of evil''.  The knife handle is one such object.  Give it to him and he'll awaken the&lt;br /&gt;
[[Prince Of Knives|Prince of Knives]] within the '''ransacked tomb'''.  To get there from Inpuvultu: enter patch,w,{s},s.&lt;br /&gt;
The prince wanders this small 3 room crypt.  Killing him will yield the [[Well-Oiled Leather Sheath|well-oiled leathed sheath]], ticket #3.&lt;br /&gt;
While in the ransacked tomb, get the [[Stray Chess Piece|stray chess piece]] from the [[Corpse Of A Karnathian Temple Guard|corpse of a Karnathian temple guard]] in the room furthest south.&lt;br /&gt;
:- Crypt is 6 or 7 rooms long, not 3.&lt;br /&gt;
:- The prince carries two knives which are weight 3, 20/25 piercing weapons.  Giving Inpuvultu the knife handle will also spawn another mob that has the [[Cool Onyx Bracelent|cool onyx bracelet]], which is t1 wrist mana.  There is also another mob in this section that may or may not be spawned by turning in the knife handle; it is a mob that carries the Looter's Sack, a 2 lb container that can carry 750 lbs.&lt;br /&gt;
:- The fire before the corpse contains a Bright Silver Bracer, which is type treasure and can be sold for about 350k.&lt;br /&gt;
&lt;br /&gt;
Bring the [[Stray Chess Piece|stray chess piece]] to Inpuvultu and he will summon the [[Disgraced Patriarch|disgraced patriarch]].&lt;br /&gt;
To get to him, enter patch &amp;amp; go north.  Upon his death you will received the [[Evenly Balanced Scale|evenly balanced scale]], the final ticket.&lt;br /&gt;
:- The disgraced patriarch carries the Clenched Fist, a 7/7 gauntlet (t1 hit). &lt;br /&gt;
&lt;br /&gt;
Turn in all four tickets to Inpuvultu.  He will open an ominous passageway.&lt;br /&gt;
Through this portal you will find a full-safe infirmary room that contains the [[Key To The Royal Burial Chamber|key to the royal burial chamber]].&lt;br /&gt;
When you're ready, go down.  The door to the royal tomb will be to your north.&lt;br /&gt;
&lt;br /&gt;
A short synopsis on a few goals you want to do to make your gulch run not take over 2 spellups:&lt;br /&gt;
#Keep the amount of times you need to regen low.  Ideally, you will regen only twice, once after you clear the symbols, and once in the room with the key to the royal chamber.&lt;br /&gt;
#Let your bzk reach Final Fury (FF) hp right before you enter the symbol portion so that the melee section is cleared more quickly.  To do this, try not to let your priests heal your bzk too much.&lt;br /&gt;
#When you turn in the broken knife and the stray chess piece, ask your group to remain in the room with the beam of sunlight.  Only the leader needs to give the ticket to Inpuvultu, and his rooms are noregen anyways.  Only after you collect the scale ticket from the disgraced patriach should you ask your entire group to enter the beam of sunlight.&lt;br /&gt;
#At the end of this section, you should have the Clenched Fist, Cool Onyx Bracelet, Bright Silver Bracer, 20/25 knives, and maybe the scythe that is a t1 basher.  I think the scythe comes from a reaper that is part of the main run, but I can't remember.&lt;br /&gt;
&lt;br /&gt;
= Facing the Patriarchs =&lt;br /&gt;
The royal tomb is located d,w,u,{e},e,n,{n} from the [[Lloydable]] room.  If you just got the key, you're already here.&lt;br /&gt;
The Patriarchs themselves are behind another closed door 2n.&lt;br /&gt;
The fight consists of 3 big mobs that each spawn a bigger mob upon death.&lt;br /&gt;
If you're looking to camp, '''the treasury''' s,e from the gear room is probably your best bet.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gear In Karnath]]&lt;br /&gt;
[[Category:Patriarchs' Gulch]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44039</id>
		<title>Category:Gear In Patriarchs' Gulch</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44039"/>
		<updated>2011-08-23T04:35:57Z</updated>

		<summary type="html">&lt;p&gt;Atris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Karnath}}&lt;br /&gt;
&lt;br /&gt;
Entrance to the Gulch is northwest of shift.  When you find 3 mobs on scan, you're in the right place.&lt;br /&gt;
&lt;br /&gt;
Enter through the [[:Category:Forbidden Wasteland|Forbidden Wasteland]].  To open the way to the gulch, you must bring one of two items to Zedek in the temple to the south.  Either get the [[Skeletal Hand]] from the wall in the north or kill all the Goo mobs and bring him the drop.  The latter option takes longer but opens up a shortcut that persists until reboot.&lt;br /&gt;
&lt;br /&gt;
:More information on this.  The mobs here are not particularly strong, but there is a fair amount of gas and it can be swarmy.  The area is best described as two semi-circles with the center cut out.  To get the hand, you want to head, from the entrance, northwest then southwest to the wall.  The altar is southwest then northwest from the entrance.  You'll need to open a west to reach the temple, a 2x2 room.  There is a mob here who can blackjack and stab for EXTREME.  In the southwest corner of this 2x2, you can push switch to open a down to Zedek. &lt;br /&gt;
&lt;br /&gt;
Once you get in you need to bring four tickets to [[Inpuvultu, Lord Of The Dead|Inpuvultu, lord of the dead]].  These can be obtained by defeating four restless spirits that haunt the gulch:&lt;br /&gt;
&lt;br /&gt;
*the warriors (in the &amp;quot;outdoor&amp;quot; section of the area)&lt;br /&gt;
*the laborers (in the unfinished tomb)&lt;br /&gt;
*the prince of knives&lt;br /&gt;
*the disgraced Patriarch&lt;br /&gt;
&lt;br /&gt;
The last two mobs need to be summoned by bringing an &amp;quot;evil&amp;quot; item to Inpuvultu.  Only once you bring all four tickets to the lord of the dead will you be allowed to face the Patriarchs.  This path will remain open until reboot.&lt;br /&gt;
&lt;br /&gt;
:In this section, there are two symbols, one of Werredan and one of Shizaga.  Only caster types can enter Shizaga, melee types Werredan.  To get to Shizaga symbol, go d w 2u from anchor.  From Shizaga, the Werredan symbol is w d or d w.  At the end of Shizaga is a switch that can be pushed which appears to activate something for the melee side.&lt;br /&gt;
&lt;br /&gt;
Ran around from anchor southwestish, pulled a chain, opened a west, closed east, safe room with no exits.  Here is the following text.&lt;br /&gt;
You give the idol of Tysimiche 3 coins.&lt;br /&gt;
&lt;br /&gt;
::The idol of Tysimiche asks '3 is a very lucky number!  Did you know that?'&lt;br /&gt;
::The idol of Tysimiche says 'There's 3 other numbers which are also special to me.'&lt;br /&gt;
::The idol of Tysimiche says 'These three numbers may pop into your head during a moment of quiet examination.'&lt;br /&gt;
::The idol of Tysimiche says 'However, they will only reveal themselves to you in certain locations.'&lt;br /&gt;
::The idol of Tysimiche says 'There are nearby places where the holy numbers are embedded into the very spirit of the land itself.'&lt;br /&gt;
::The idol of Tysimiche says 'Since this is a difficult task, I will give you some hints as to where these places are.'&lt;br /&gt;
::The idol of Tysimiche says 'The first number awaits discovery as you approach the sacred valley.'&lt;br /&gt;
::The idol of Tysimiche says 'The second number is hidden high above the gulch, where beautiful vistas can be had.'&lt;br /&gt;
::The idol of Tysimiche says 'The final number is entrusted to an Icon of the Goddess of Tranquility.'&lt;br /&gt;
::The idol of Tysimiche says 'I hope I didn't make this task too easy for you.'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gear In Karnath]]&lt;br /&gt;
[[Category:Patriarchs' Gulch]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44038</id>
		<title>Category:Gear In Patriarchs' Gulch</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44038"/>
		<updated>2011-08-23T04:19:52Z</updated>

		<summary type="html">&lt;p&gt;Atris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Karnath}}&lt;br /&gt;
&lt;br /&gt;
Entrance to the Gulch is northwest of shift.  When you find 3 mobs on scan, you're in the right place.&lt;br /&gt;
&lt;br /&gt;
Enter through the [[:Category:Forbidden Wasteland|Forbidden Wasteland]].  To open the way to the gulch, you must bring one of two items to Zedek in the temple to the south.  Either get the [[Skeletal Hand]] from the wall in the north or kill all the Goo mobs and bring him the drop.  The latter option takes longer but opens up a shortcut that persists until reboot.&lt;br /&gt;
&lt;br /&gt;
:More information on this.  The mobs here are not particularly strong, but there is a fair amount of gas and it can be swarmy.  The area is best described as two semi-circles with the center cut out.  To get the hand, you want to head, from the entrance, northwest then southwest to the wall.  The altar is southwest then northwest from the entrance.  You'll need to open a west to reach the temple, a 2x2 room.  There is a mob here who can blackjack and stab for EXTREME.  In the southwest corner of this 2x2, you can push switch to open a down to Zedek. &lt;br /&gt;
&lt;br /&gt;
Once you get in you need to bring four tickets to [[Inpuvultu, Lord Of The Dead|Inpuvultu, lord of the dead]].  These can be obtained by defeating four restless spirits that haunt the gulch:&lt;br /&gt;
&lt;br /&gt;
*the warriors (in the &amp;quot;outdoor&amp;quot; section of the area)&lt;br /&gt;
*the laborers (in the unfinished tomb)&lt;br /&gt;
*the prince of knives&lt;br /&gt;
*the disgraced Patriarch&lt;br /&gt;
&lt;br /&gt;
The last two mobs need to be summoned by bringing an &amp;quot;evil&amp;quot; item to Inpuvultu.  Only once you bring all four tickets to the lord of the dead will you be allowed to face the Patriarchs.  This path will remain open until reboot.&lt;br /&gt;
&lt;br /&gt;
:In this section, there are two symbols, one of Werredan and one of Shizaga.  Only caster types can enter Shizaga, melee types Werredan.  From Shizaga, the Werredan symbol is w d or d w.  At the end of Shizaga is a switch that can be pushed which appears to activate something for the melee side.&lt;br /&gt;
&lt;br /&gt;
Ran around from anchor southwestish, pulled a chain, opened a west, closed east, safe room with no exits.  Here is the following text.&lt;br /&gt;
You give the idol of Tysimiche 3 coins.&lt;br /&gt;
&lt;br /&gt;
::The idol of Tysimiche asks '3 is a very lucky number!  Did you know that?'&lt;br /&gt;
::The idol of Tysimiche says 'There's 3 other numbers which are also special to me.'&lt;br /&gt;
::The idol of Tysimiche says 'These three numbers may pop into your head during a moment of quiet examination.'&lt;br /&gt;
::The idol of Tysimiche says 'However, they will only reveal themselves to you in certain locations.'&lt;br /&gt;
::The idol of Tysimiche says 'There are nearby places where the holy numbers are embedded into the very spirit of the land itself.'&lt;br /&gt;
::The idol of Tysimiche says 'Since this is a difficult task, I will give you some hints as to where these places are.'&lt;br /&gt;
::The idol of Tysimiche says 'The first number awaits discovery as you approach the sacred valley.'&lt;br /&gt;
::The idol of Tysimiche says 'The second number is hidden high above the gulch, where beautiful vistas can be had.'&lt;br /&gt;
::The idol of Tysimiche says 'The final number is entrusted to an Icon of the Goddess of Tranquility.'&lt;br /&gt;
::The idol of Tysimiche says 'I hope I didn't make this task too easy for you.'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gear In Karnath]]&lt;br /&gt;
[[Category:Patriarchs' Gulch]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44037</id>
		<title>Category:Gear In Patriarchs' Gulch</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44037"/>
		<updated>2011-08-23T04:16:14Z</updated>

		<summary type="html">&lt;p&gt;Atris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Karnath}}&lt;br /&gt;
&lt;br /&gt;
Entrance to the Gulch is northwest of shift.  When you find 3 mobs on scan, you're in the right place.&lt;br /&gt;
&lt;br /&gt;
Enter through the [[:Category:Forbidden Wasteland|Forbidden Wasteland]].  To open the way to the gulch, you must bring one of two items to Zedek in the temple to the south.  Either get the [[Skeletal Hand]] from the wall in the north or kill all the Goo mobs and bring him the drop.  The latter option takes longer but opens up a shortcut that persists until reboot.&lt;br /&gt;
&lt;br /&gt;
:More information on this.  The mobs here are not particularly strong, but there is a fair amount of gas and it can be swarmy.  The area is best described as two semi-circles with the center cut out.  To get the hand, you want to head, from the entrance, northwest then southwest to the wall.  The altar is southwest then northwest from the entrance.  You'll need to open a west to reach the temple, a 2x2 room.  There is a mob here who can blackjack and stab for EXTREME.  In the southwest corner of this 2x2, you can push switch to open a down to Zedek. &lt;br /&gt;
&lt;br /&gt;
Once you get in you need to bring four tickets to [[Inpuvultu, Lord Of The Dead|Inpuvultu, lord of the dead]].  These can be obtained by defeating four restless spirits that haunt the gulch:&lt;br /&gt;
&lt;br /&gt;
*the warriors (in the &amp;quot;outdoor&amp;quot; section of the area)&lt;br /&gt;
*the laborers (in the unfinished tomb)&lt;br /&gt;
*the prince of knives&lt;br /&gt;
*the disgraced Patriarch&lt;br /&gt;
&lt;br /&gt;
The last two mobs need to be summoned by bringing an &amp;quot;evil&amp;quot; item to Inpuvultu.  Only once you bring all four tickets to the lord of the dead will you be allowed to face the Patriarchs.  This path will remain open until reboot.&lt;br /&gt;
&lt;br /&gt;
:In this section, there are two symbols, one of Werredan and one of Shizaga.  Only caster types can enter Shizaga, melee types Werredan.  From Shizaga, the Werredan symbol is w d or d w.  At the end of Shizaga is a switch that can be pushed which appears to activate something for the melee side.&lt;br /&gt;
&lt;br /&gt;
:Ran around from anchor southwestish, pulled a chain, opened a west, closed east, safe room with no exits.  Here is the following text.&lt;br /&gt;
You give the idol of Tysimiche 3 coins.&lt;br /&gt;
&lt;br /&gt;
::The idol of Tysimiche asks '3 is a very lucky number!  Did you know that?'&lt;br /&gt;
::The idol of Tysimiche says 'There's 3 other numbers which are also special to me.'&lt;br /&gt;
::The idol of Tysimiche says 'These three numbers may pop into your head during a moment of quiet examination.'&lt;br /&gt;
::The idol of Tysimiche says 'However, they will only reveal themselves to you in certain locations.'&lt;br /&gt;
::The idol of Tysimiche says 'There are nearby places where the holy numbers are embedded into the very spirit of the land itself.'&lt;br /&gt;
::The idol of Tysimiche says 'Since this is a difficult task, I will give you some hints as to where these places are.'&lt;br /&gt;
::The idol of Tysimiche says 'The first number awaits discovery as you approach the sacred valley.'&lt;br /&gt;
::The idol of Tysimiche says 'The second number is hidden high above the gulch, where beautiful vistas can be had.'&lt;br /&gt;
::The idol of Tysimiche says 'The final number is entrusted to an Icon of the Goddess of Tranquility.'&lt;br /&gt;
::The idol of Tysimiche says 'I hope I didn't make this task too easy for you.'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gear In Karnath]]&lt;br /&gt;
[[Category:Patriarchs' Gulch]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44035</id>
		<title>Category:Gear In Patriarchs' Gulch</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44035"/>
		<updated>2011-08-23T04:01:49Z</updated>

		<summary type="html">&lt;p&gt;Atris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Karnath}}&lt;br /&gt;
&lt;br /&gt;
Entrance to the Gulch is northwest of shift.  When you find 3 mobs on scan, you're in the right place.&lt;br /&gt;
&lt;br /&gt;
Enter through the [[:Category:Forbidden Wasteland|Forbidden Wasteland]].  To open the way to the gulch, you must bring one of two items to Zedek in the temple to the south.  Either get the [[Skeletal Hand]] from the wall in the north or kill all the Goo mobs and bring him the drop.  The latter option takes longer but opens up a shortcut that persists until reboot.&lt;br /&gt;
&lt;br /&gt;
:More information on this.  The mobs here are not particularly strong, but there is a fair amount of gas and it can be swarmy.  The area is best described as two semi-circles with the center cut out.  To get the hand, you want to head, from the entrance, northwest then southwest to the wall.  The altar is southwest then northwest from the entrance.  You'll need to open a west to reach the temple, a 2x2 room.  There is a mob here who can blackjack and stab for EXTREME.  In the southwest corner of this 2x2, you can push switch to open a down to Zedek. &lt;br /&gt;
&lt;br /&gt;
Once you get in you need to bring four tickets to [[Inpuvultu, Lord Of The Dead|Inpuvultu, lord of the dead]].  These can be obtained by defeating four restless spirits that haunt the gulch:&lt;br /&gt;
&lt;br /&gt;
:In this section, there are two symbols, one of Werredan and one of Shizaga.  Only caster types can enter Shizaga, melee types Werredan.  From Shizaga, the Werredan symbol is w d or d w.  At the end of Shizaga is a switch that can be pushed which appears to activate something for the melee side.&lt;br /&gt;
&lt;br /&gt;
*the warriors (in the &amp;quot;outdoor&amp;quot; section of the area)&lt;br /&gt;
*the laborers (in the unfinished tomb)&lt;br /&gt;
*the prince of knives&lt;br /&gt;
*the disgraced Patriarch&lt;br /&gt;
&lt;br /&gt;
The last two mobs need to be summoned by bringing an &amp;quot;evil&amp;quot; item to Inpuvultu.  Only once you bring all four tickets to the lord of the dead will you be allowed to face the Patriarchs.  This path will remain open until reboot.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gear In Karnath]]&lt;br /&gt;
[[Category:Patriarchs' Gulch]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44034</id>
		<title>Category:Gear In Patriarchs' Gulch</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Gear_In_Patriarchs%27_Gulch&amp;diff=44034"/>
		<updated>2011-08-23T04:01:29Z</updated>

		<summary type="html">&lt;p&gt;Atris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Karnath}}&lt;br /&gt;
&lt;br /&gt;
Entrance to the Gulch is northwest of shift.  When you find 3 mobs on scan, you're in the right place.&lt;br /&gt;
&lt;br /&gt;
Enter through the [[:Category:Forbidden Wasteland|Forbidden Wasteland]].  To open the way to the gulch, you must bring one of two items to Zedek in the temple to the south.  Either get the [[Skeletal Hand]] from the wall in the north or kill all the Goo mobs and bring him the drop.  The latter option takes longer but opens up a shortcut that persists until reboot.&lt;br /&gt;
&lt;br /&gt;
More information on this.  The mobs here are not particularly strong, but there is a fair amount of gas and it can be swarmy.  The area is best described as two semi-circles with the center cut out.  To get the hand, you want to head, from the entrance, northwest then southwest to the wall.  The altar is southwest then northwest from the entrance.  You'll need to open a west to reach the temple, a 2x2 room.  There is a mob here who can blackjack and stab for EXTREME.  In the southwest corner of this 2x2, you can push switch to open a down to Zedek. &lt;br /&gt;
&lt;br /&gt;
Once you get in you need to bring four tickets to [[Inpuvultu, Lord Of The Dead|Inpuvultu, lord of the dead]].  These can be obtained by defeating four restless spirits that haunt the gulch:&lt;br /&gt;
&lt;br /&gt;
In this section, there are two symbols, one of Werredan and one of Shizaga.  Only caster types can enter Shizaga, melee types Werredan.  From Shizaga, the Werredan symbol is w d or d w.  At the end of Shizaga is a switch that can be pushed which appears to activate something for the melee side.&lt;br /&gt;
&lt;br /&gt;
*the warriors (in the &amp;quot;outdoor&amp;quot; section of the area)&lt;br /&gt;
*the laborers (in the unfinished tomb)&lt;br /&gt;
*the prince of knives&lt;br /&gt;
*the disgraced Patriarch&lt;br /&gt;
&lt;br /&gt;
The last two mobs need to be summoned by bringing an &amp;quot;evil&amp;quot; item to Inpuvultu.  Only once you bring all four tickets to the lord of the dead will you be allowed to face the Patriarchs.  This path will remain open until reboot.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gear In Karnath]]&lt;br /&gt;
[[Category:Patriarchs' Gulch]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Tanking_Hero_Experience&amp;diff=43880</id>
		<title>Tanking Hero Experience</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Tanking_Hero_Experience&amp;diff=43880"/>
		<updated>2011-07-21T18:36:16Z</updated>

		<summary type="html">&lt;p&gt;Atris: /* Leading Technique */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
At hero tier, grouping is widely considered the best (read: fastest) way to gain experience.  It’s not very hard to get grouped as a hitter; finding people who are willing to tank is more difficult.  People new to tanking are hesitant to try doing it for various reasons, whether it be fear of leading others or not knowing what areas to lead.  This guide is meant to teach you about all aspects of tanking: the general theory, group composition, area selection, and actual technique (what you should be typing).&lt;br /&gt;
&lt;br /&gt;
You may be asking why you should listen to this guide (and you should, since it is a guide, not law).  After the change in group experience logic, I’ve been leading very consistent runs ranging from anywhere from 9k-12k atheist (depending on group composition), on my alts Mestre and Iratha.  It should be noted that I consider myself a powergamer, and the guide reflects this.  Nevertheless, the information here should be useful and applicable for every type of person out there.&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
&lt;br /&gt;
Tanking hero experience involves '''maximizing the amount of experience over time'''.  Notice that I used the word time, not per run.  If you have to wait a long time between runs, or need to farm an excessive amount of consumables per run, I consider that less efficient, as that is wasted time that could be spent running experience. &lt;br /&gt;
 &lt;br /&gt;
Maximizing the amount of experience you get over time has one major idea, and that is '''one rounding monsters'''.  One rounding a mob involves killing it in one round using the preround hits (gained by having an emote from your kill alias and your hitters triggering off that emote) and the first round of combat, ideally before the mob even has a chance to hit you.  A lot of new tanks don’t understand the importance of this concept.  By one rounding monsters, you are simultaneously maximizing the damage you deal and minimizing the damage you take.  If you successfully one round the monster while you are on top of it (via linkrefreshing), you will take zero damage.  It is for this reason that so-called “elite” runners don’t run with cleric-types; consistent one-rounding and careful management of linkrefresh causes them to never get hit.  The same reasoning also applies for not needing sky high AC- if you never get a chance to be hit, you can tank naked.  Note that some areas don’t agree with linkrefreshing, and you will attack after the monster.  Even in this scenario, you are reducing the monster to only one chance at hitting you.&lt;br /&gt;
&lt;br /&gt;
::'''NOTE''': If you are a hitter, you '''MUST''' have a kill trigger.  If you don’t have a kill trigger, you are doing '''50%''' less damage than you should, and making the tank’s job a lot harder.  If you don’t know how to write one, ask over a public channel.  The AVATAR playerbase will probably know how to make one for your MUDclient.  If you are a tank, ask your hitters to turn on their trigger if it’s off.  It makes a huge difference.&lt;br /&gt;
&lt;br /&gt;
Another important aspect is the proper usage of bots to heal, especially without a cleric.  Most areas have at least one uncursed room where you can recall set and pop back to Sanctum to quickly replenish your hp with bots.  Planning your run around these stops will take some prior experience, but will allow you to run without a cleric if your AC or hp are low.&lt;br /&gt;
&lt;br /&gt;
Finally, we come to the aspect of AC.  You’ll often see a bunch of questions on herochat asking if some random amount of unspelled AC is enough to tank.  The answer is if you have an unenchanted set of b12 hero tank gear, you can tank.  Having higher is obviously helpful, but if you follow the above two concepts, you can easily overcome the AC/hp barrier.  If you absolutely need hard numbers, I will say that reaching -1250 spelled is probably not too hard and a good starting goal, and -1300 spelled is plenty (this is applicable for classes with shields.  Bld/monk are diffferent.  I would shoot for  -1150 AC minimum.  -1200 is a good first goal).  I run with -1330ish with full kra spells (including kra steel/bark) and it’s been enough to carry me ever since I had 1.1k hp.  Note that I like to bring a cleric when I tank with something with less than 1k hp, as the hit to exp is marginal if at all.&lt;br /&gt;
::'''NOTE''': I have since intentionally nerfed myself and tanked without invincibility to have around -1220 AC.  The difference IS noticeable, but it can be mitigated with a healer and more usage of bot healing.  It DOES NOT mean you can’t tank with a lesser amount of AC.&lt;br /&gt;
&lt;br /&gt;
== Group Composition ==&lt;br /&gt;
&lt;br /&gt;
At hero tier, hitters can largely be tiered like this (In order):&lt;br /&gt;
&lt;br /&gt;
::Tier 1: Arc/Asn spec'd arc, fus/101+ pal (with oath of war), war/bod, bzk&lt;br /&gt;
::Tier 2: Everything else except sor and wizard&lt;br /&gt;
::Tier 3: Sor and Wzd&lt;br /&gt;
&lt;br /&gt;
There are arguments for rogues being better than mages and whatnot, but I don’t really care about them because in terms of efficiency, none of them get close to the top six.  I put Sor and Wzd below everything else because they don’t even get third attack/enhanced damage, so you can’t put on a set of hit gear to try and be useful.  Note however, that the damage you get from tier 2 is not negligible; it can often times carry you from one rounding 50% of the time to 80-90% of the time.&lt;br /&gt;
&lt;br /&gt;
So what do you pick?  Get 3-4 hitters from the tier 1 group and you’ll probably one round nearly every popular hero area consistently, with the exception of Alpha Thule.  There are differences between a war who is sub101 vs a war who is 101+, but that is mitigated by lowhero experience bonus.  A sub101 war is still probably better than anything in tier 2 anyways.  &lt;br /&gt;
	&lt;br /&gt;
I’ll write a small paragraph on clerics/druids/priests.  If you’re new, and you’re not sure how your group will do, bring one.  They will provide you peace of mind and ensure that your run goes more smoothly.  With diversity playing a role, adding a healer is now a significantly smaller reduction in experience that before.  I bring dru/cle/prs in my groups sometimes for this reason: I lose out on a small amount of experience, but I help them level.  And we do need more priests at lord tier.  &lt;br /&gt;
&lt;br /&gt;
Finally, group size and diversity.  In my experience, the amount of experience doesn’t get hit hard until after the group is 7+ big.  You can run with a group of 6 without too harsh of a hit to experience, especially if you have decent diversity.  What this basically means is that if you have you (the tank) and 3 quality hitters, you can afford to take a cleric and mage/rogue if you felt nice, and not get completely slammed on experience gains.  I find that the fourth hitter (assuming it is at least tier 2) tends to tip the one-rounding ratio much closer to 100% than just having 3 quality hitters. If you have a group composed entirely of melee, you’ll actually notice your experience gains seem to worsen, so you may want to take something else to increase diversity.  Diversity also encourages casters to tank, since they count as a caster for diversity, and you can add an extra hitter without taking as large a penalty.&lt;br /&gt;
&lt;br /&gt;
== Area Selection ==&lt;br /&gt;
&lt;br /&gt;
There are several popular areas to get experience, and the one you pick will greatly influence the amount you get per hour.  I’ll breakdown what I feel are some quality areas to learn, including detailed area descriptions.  '''Please note that for all these areas, I assume all your members have fly/passdoor/water breathing active.'''  Otherwise, you may at times be stopped because you lack these spells. &lt;br /&gt;
&lt;br /&gt;
Note that I’ve grouped these areas into relative danger only, ie how aggie the area tends to be. I run only in the areas in group 2 myself, and can still regularly do 10k runs. &lt;br /&gt;
&lt;br /&gt;
Seeing this show up on the wiki shows me it's kind of hard to read.  You may want to copy/paste into a word editor to make it easier.  Or if someone more knowledgeable on wikis can make it look nice, that'd be cool too.&lt;br /&gt;
&lt;br /&gt;
=== Group 1: ===&lt;br /&gt;
'''Igecsoz''' (pp Ajuu), '''Upper Greed’s Gallows''' (pp barrel monkey), '''Hamlet of Kreigstadt''' (pp otto), '''Dream Steppes''' (pp displacer beast) &lt;br /&gt;
&lt;br /&gt;
:'''Igecsoz''':  k ajuu, s, k hji, 2e, k ekj, n, k hlu, n, k kins, w s d, k hle, u n w, k brg, 2w n e 2n w, k arm, e n w, k weap, e 2n w 2n u s w, k sig, e s w, k sil, e s w, kill iov&lt;br /&gt;
&lt;br /&gt;
:'''Upper Greed’s''': The area is mostly circular.  Try and keep track of the directions you’ve been to and scan/kill.  Note that these mobs are good aligned, so you will want to watch your alignment and leave once it dips below 450ish, as you are then in danger of having your gear zap off.&lt;br /&gt;
&lt;br /&gt;
:'''Hamlet of Kreigstadt''': k otto, k wolf, k uda, k sieg, w n n, k kru, s, k kru, 4s 3w k bow, e s, k cle, s, k sch, 2n e 6s 2e s, k ivan, k sash, k raj, e, kill golem, w s, kill madam (beware, this mob can cast disint for ~500 hp damage.  Skip if tiny.), 2n 2e s, k wode, n e n, kill hol, s e s, k change, n e, kill sha (x3)&lt;br /&gt;
::Note:  This area also connects to Saints of the Blade Temple, which is a pretty decent place to tack on if you want to.  You can access it by heading 2n e 4s w after the Schulz.  Head west and down into the main part of the area and kill dragoons/pilgrims/priests while avoiding the slaves.  After you head d n d and go 2e, you can open north to find a large amount of dragoons to kill. ''' NOTE THAT THE DRAGON LIEUTENANTS (Show up on scan as flying) CAN STAB.  The damage is not THAT high (dismember or so), but it can still be dangerous with small heroes.'''  Heading all east and up, then following the path will take you out of the area and back to the entrance, where you can head towards Ivan/Raja/Sasha and finish the rest of the area.&lt;br /&gt;
&lt;br /&gt;
:'''Dream Steppes''': Like Upper Greed’s, scan/kill.  Note that many mobs flee here, and the masked psionicists (show up on scan as mysterious masked men, and one as a sailor in agony) can be quite nasty for smaller heroes.&lt;br /&gt;
&lt;br /&gt;
=== Group 2: ===&lt;br /&gt;
''' Lower Greed’s Gallows''' (pp pod manatee), '''Frozen wastes''' (pp snowbird), '''Shogun''' (pp Pansho), '''Deepways''' (pp leper), '''Alpha Thule''' (pp selkie or Big Fish)&lt;br /&gt;
&lt;br /&gt;
:'''Lower Greed’s''': Find the down exit in the southeast.  Heading 3d u w n u will take you to the main area.  After the 3d you will have to kill some aggressive snakes before you can take the up to the Legless Cooper.  This area is somewhat circular, so scan/kill.  Some mobs are aggressive, which you’ll learn if you spend enough time here.  '''MAKE SURE TO HAVE SOMEONE WHO CAN PORTAL WHEN YOU GO ON THIS RUN'''.  This area has no exit and is cursed, and the quest to get out is hard to do while maintaining good experience, since you need to wait an agonizingly long time for the mobprog to finish.&lt;br /&gt;
&lt;br /&gt;
:'''Frozen Wastes''': The PP will take you to the top level of frozen wastes, where everything except snowbirds aggie.  The entrance into the glacier is found in the north end of the area.  I like to head south-ish at first and kill as many mobs as I can, then head north and find the down exit and clear all the mobs nearby.  After the first down, you can head 3s 3d into the main glacier. &lt;br /&gt;
&lt;br /&gt;
:To clear the main glacier: after 3d, k ice, s, k ice, e, k ice, s, k ice, w, k ice, w, k ice, n, k ice, n d s, k ice, e e, k ice, w s, k ice, w, k ice, e e, k ice, w 2n, k ice, n, k ice, w, k ice, 2e, k ice, portal out.  Make sure to loot the milks from the guardians when you kill them!&lt;br /&gt;
&lt;br /&gt;
:'''Shogun''': This area is rather large and hard to explain.  There are 3 main parts, which I will loosely call the west, middle, and east.  Scan and kill; everything is free game to be killed, but avoid the sanc’d mobs.  '''You may also want to avoid the High Guards and Emperor’s Peacekeepers.  These hit VERY hard (can hit up to massacre on a sanc’d character), and if you are not one-rounding it can be very taxing on HP. ''' &lt;br /&gt;
&lt;br /&gt;
:The west portion is found 1e and then north of Pansho.  This area contains a smathering of guards and the monk temple.  Note that you may wish to avoid the mob “A stern looking monk,” as he can cast disintegrate.  At the very north end is a down which will take you to a tunnel that contains some ghosts and ninjas.  Follow that tunnel south and east, then go up when you reach what appears to be a dead end.  Heading u 2w 3s from this room will put you in a room with a fountain, which is the start of Gaishan Road.&lt;br /&gt;
&lt;br /&gt;
:The middle section is found 3e from the fountain room.  From here you’ll want to clear the south and north sections.  The south section is composed of 4 rooms (2s, then e and w).  AVOID THE SANC’D MOBS NORTH OF 2S E.  They will probably kill your group if you are weak, and is certainly not worth the effort experience-wise.  After you clears this small section, head north and then west to the Mashan headquarters.  Here you can kill the Clerk,and the Trainer directly north of him.  You may or may not want to kill the High Mage west of the Clerk, as he wields and can cast disintegrate/acid rain.  Once these mobs are dead, head east and south to get back to the Gaishan road.&lt;br /&gt;
&lt;br /&gt;
:The east section is found 2e from this intersection.  Heading n e n from here will take you to 3 generals.  Target Bensai upon entering the room, he’s the only aggie.  Kill the second general, then leave the sanc’d mob alone.  Head back to where you came from and head further north.  Clear the up branch when you get to it, then clear the west branch.  The room 2n of the cook is the last room on your stop in this area, after which you can portal out.&lt;br /&gt;
&lt;br /&gt;
:Note that there you can head 2e after the “east section.”  After that scan will put red eyes north of you.  This is the ninja leader, and he hits pretty hard and casts.  I’d avoid him when you’re running the area, but you can kill anything in the 2e after the “east section.”&lt;br /&gt;
&lt;br /&gt;
:'''Deepways''': This area is even larger and also hard to explain.  There are 4 main sections to this area:  The northeast section (The Amphitheatre), the middle section (Fallen Angel Cave), the west section (Hall of the Mountain King/Steps of Durr), and the tunnel section.  You will be using the scan/kill method, but following a path.  I will try to explain the path I use with as much detail as possible.  '''Note that the red eyes on scans are quest mobs, and are not worth killing for experience.  Do not areaspell these to make them visible'''.  If you ever see a monolith, head the opposite direction, as you’re leaving the area.  If you ever kill a mob worth zero experience, head the opposite direction, as you’ve entered a different area.  &lt;br /&gt;
&lt;br /&gt;
:From Leper head 2w to enter the area.  From here, head north and east until you get to a room called “The Amphitheatre.” Head north and clear the small up section, then return to The Amphitheatre.  Head east and follow the past south until you reach “The Cloisters.” From here, you can head e u and clear the small section.&lt;br /&gt;
&lt;br /&gt;
:After the section is cleared (It’s about 10 rooms big), head down and back to the Amphitheatre, killing the freshly spawned mobs as you go.  From this room, head s w 2s 2w 3n (killing everything along the way) until you reach the “Fallen Angel Cave.” This room has the two forks, east and west, which you can go up and follow the path until everything dies.  Once both forks are cleared, return to the “Fallen Angel Cave.”&lt;br /&gt;
&lt;br /&gt;
:From this room, head 2s 2w s u s w (Again, kill everything along the way) to reach “The Hall of the Mountain King.”  Kill everything on scan, then go s w n 2w n w to reach “The Steps of Durr.”  Head up and clear the small section (it’s got 6 rooms), then head n 2w u.  This is the last room of the western section.  After you clear this, retrace your steps to The Hall of the Mountain King.  From the up (Room Desc: A steep chasm), the directions are: d 2e s e s 2e s e.  &lt;br /&gt;
::'''NOTE''': There will be a sanc’d myconoid s w n 2w from “The Hall of the Mountain King.” In this room, you can linkrefresh group without any lag!  It’s a good idea to do as you enter and exit the western section since it takes almost no time at all and can save you a decent amount of hp.&lt;br /&gt;
&lt;br /&gt;
:Once you’re in The Hall of the Mountain King again, head down.  Follow the path south and east until you reach a fork.  You will want to take the north exit and follow the path.  Once you head north and find a room with exists [north east south], you will be at the room 2w of Leper.  You can then repeat the loop, or leave to another area.  &lt;br /&gt;
&lt;br /&gt;
:'''Alpha Thule''': From the selkie portal point, you’ll want to head north, trying to find the room “Northern Shoreline.”  Chances are you’ll be too far east/west, which will show up as Northeastern/Northwestern Shoreline, respectively.  Head the opposite direction and continue working your way in a northward direction until you find the right shoreline.  One north from this room will take you into Alpha Thule.  The area is split into 4 main areas, the entrance circle, the shafts, the bottom area, and the top area. &lt;br /&gt;
&lt;br /&gt;
:The entrance circle is made up of golem-type mobs (all have a keyword of ancient, so k anc will hit them all).  They are somewhat painful and have armorancient, so you will hit a little less hard.  You’ll want to choose a direction after the initial sentinel and follow that path until you can take a south.  Taking this south will put you into the shafts.&lt;br /&gt;
&lt;br /&gt;
:The shafts contain souls which do not have armorancient and as such are much easier to kill.   There are a total of 5 of these shafts; three will lead down into the bottom area, and two will lead you to the top area.   Clear the 3 shafts in the middle of the area first, heading in a down-up-down path before taking the final down into the bottom of Alpha Thule.&lt;br /&gt;
&lt;br /&gt;
:The bottom of this area has Energized Clays.  These also have armorancient, but are lower level than the mobs found in the entrance circle and thus hit less hard.  The area is a 3x5 rectangle with the entrance/exit in the dead center.  Clear out all the clays, then take the shafts to the top level, killing the souls in the shafts as you go.  &lt;br /&gt;
&lt;br /&gt;
:The top level is interesting.  After passing an ancient sentinel, you’ll be able to head up one more time into an area with sanc’d, non-aggie mobs named “The Ancient.”  These mobs are very high level (90 iirc), sanc’d and have armorancient, and will thus take many rounds to kill.  There are six of these Ancients.  If you head up one more time, you’ll be able to find the Celestial, the biggest mob in the area.  He sells bullets and carries the Celestial’s Arbalest, the best gun-type weapon for hero tier.  &lt;br /&gt;
&lt;br /&gt;
:It’s arguable whether the sanc’d Ancients are worth running.  They take many rounds, but are worth ~150 exp per group member.  My personal feelings on this are as follows: If you want to stay in Alpha Thule the entire run, you should come to the Ancients last to try and get the area to repop.  If you are not interested, you should leave to a new area as soon as you clear out the souls and the energized clays.&lt;br /&gt;
&lt;br /&gt;
:If you’re interested in staying in the area and the souls have not repopped once all the Ancients are dead, make your way back to the entrance circle and start clearing the second half.  Chances are by the time you get back to the entrance of the area, the rest of it will have repopped.  If it hasn’t, you can head south onto the Lake of Tears to kill some mobs there while waiting, or just switch to a new area entirely.&lt;br /&gt;
&lt;br /&gt;
=== Group 3: === &lt;br /&gt;
'''The Great Divide''' (pp Wartha), '''Morte Vallta''' (pp giant vulture),&lt;br /&gt;
&lt;br /&gt;
:'''The Great Divide''': From Wartha, head 4w 2n 2e 2n w n to enter the main area.  From here it’s scan and kill.  There are two main “temples” to the west and east which you have a bunch of mobs to clear.  I would put more notes, but I can’t really think of any.  Beware, the insatiable one eats corpses.&lt;br /&gt;
&lt;br /&gt;
:'''Morte''': From giant vulture, head down.  Scan and kill.  Watch out for Colossus (A towering stone golem) and Azric (A blindingly bright light).  The first hits really really hard, the second takes forever to kill and casts annoying spells.&lt;br /&gt;
&lt;br /&gt;
=== Group 4: ===&lt;br /&gt;
&lt;br /&gt;
'''Graves of Reveria/Necropolis''' (pp mourning drow),''' Transfigured Forest''' (pp stone trickster)&lt;br /&gt;
&lt;br /&gt;
:I don’t know these areas, sorry!  If you’re familiar with them, go ahead and fill them out.&lt;br /&gt;
&lt;br /&gt;
If you have very squishy hitters, you probably want to avoid groups 3 and 4.  Those two groups are very swarmy and aggressive, so unless you have someone who is willing to brandish your hitters may find themselves in danger of dying quite often.    &lt;br /&gt;
&lt;br /&gt;
I won’t talk about EHA because I don’t find them time/resource efficient.  The general theory applies just the same though, you’ll just need more hitters and 2-3 dedicated brandishers.  There is a map of the area on the wiki if you are interested in trying to learn the layout of the area.&lt;br /&gt;
&lt;br /&gt;
== Leading Technique ==&lt;br /&gt;
&lt;br /&gt;
First of all, make sure that your kill command has an emote in front of it, ie alias k emote is killing %1:k %1.  This will allow your hitters to hit before the first round of combat begins.&lt;br /&gt;
&lt;br /&gt;
So, what are you typing?  There’s exactly one order of commands you should be typing, and it goes as follows:&lt;br /&gt;
&lt;br /&gt;
k mob, sca, stack commands to kill next mob, repeat&lt;br /&gt;
&lt;br /&gt;
Here’s how the actions should (ideally) play out:&lt;br /&gt;
&lt;br /&gt;
::1) You type ‘k mob’, then ‘sca’&lt;br /&gt;
::2) All your hitters trigger off your emote&lt;br /&gt;
::3) Scan goes off, you find a mob to kill&lt;br /&gt;
::4) Type the direction and kill command in your prompt (eg, in Zmud, e;k tr)&lt;br /&gt;
::5) Mob dies in the first round of combat&lt;br /&gt;
::6) Hit enter&lt;br /&gt;
::7) Repeat&lt;br /&gt;
&lt;br /&gt;
This is, as far as I’m aware, the most efficient set of commands.  You should be typing scan right after you hit kill, as the time between the attack triggers from your hitters firing and the time the actual first round of combat begins is usually enough to find your next mob.  &lt;br /&gt;
&lt;br /&gt;
That’s it.  Easy, huh?  It just takes practice before you start running through mobs at breakneck speed.&lt;br /&gt;
&lt;br /&gt;
== End Notes ==&lt;br /&gt;
If you’re completely new to tanking, you’re not going to become amazing on your first run.  Your experience gains over time will increase as the layout of areas becomes burned into your memory and as you get more comfortable with keeping up the string of commands listed above.  Remember that most classes can only solo about 5k/spellup at most.  If your run brings in more experience that this and has similar downtimes, you’re benefiting everyone by tanking.  &lt;br /&gt;
&lt;br /&gt;
Get tanking!  With new experience logic and diversity, consistent 10k runs are in everyone’s reach.  &lt;br /&gt;
&lt;br /&gt;
- Atris/Mestre/Iratha et alts&lt;br /&gt;
&lt;br /&gt;
== Nuances ==&lt;br /&gt;
This section of the guide has random nuances that may help your runs in specific scenarios.  More may be added as I think of them.&lt;br /&gt;
&lt;br /&gt;
- If you are a monk/shf with counterpush or a bld with inspiring dance, it may be beneficial to NOT linkrefresh.  Having the mob go first will then cause it to be pushed in the first case, or cause your casters monitoring you to have a shot at regaining some mana in the second.  Note that this is more draining on your hp, so test and see!&lt;br /&gt;
&lt;br /&gt;
- Asking your warriors to have bash in their trigger is only beneficial if you are constantly two rounding monsters, and the bash will reduce this to one round.  This is the case because when you fail bash, you have a round of lag to stand up, whereas if you succeed bash, this lag is maybe half a round.  The scenario goes as follows:&lt;br /&gt;
:No bash: Mob dies in 2 rounds.&lt;br /&gt;
:Fail bash: You kill the mob in the second round, then stand up, then your attack trigger fires on the next mob&lt;br /&gt;
:Succeed bash: You kill the mob in the first round, then your attack trigger fires on the next mob.&lt;br /&gt;
If you one round without bash, you risk missing the attack gained by attack triggers, and this should thus be avoided.&lt;br /&gt;
&lt;br /&gt;
[[Category: Gameplay]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Tanking_Hero_Experience&amp;diff=43879</id>
		<title>Tanking Hero Experience</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Tanking_Hero_Experience&amp;diff=43879"/>
		<updated>2011-07-21T18:27:25Z</updated>

		<summary type="html">&lt;p&gt;Atris: /* Theory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
At hero tier, grouping is widely considered the best (read: fastest) way to gain experience.  It’s not very hard to get grouped as a hitter; finding people who are willing to tank is more difficult.  People new to tanking are hesitant to try doing it for various reasons, whether it be fear of leading others or not knowing what areas to lead.  This guide is meant to teach you about all aspects of tanking: the general theory, group composition, area selection, and actual technique (what you should be typing).&lt;br /&gt;
&lt;br /&gt;
You may be asking why you should listen to this guide (and you should, since it is a guide, not law).  After the change in group experience logic, I’ve been leading very consistent runs ranging from anywhere from 9k-12k atheist (depending on group composition), on my alts Mestre and Iratha.  It should be noted that I consider myself a powergamer, and the guide reflects this.  Nevertheless, the information here should be useful and applicable for every type of person out there.&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
&lt;br /&gt;
Tanking hero experience involves '''maximizing the amount of experience over time'''.  Notice that I used the word time, not per run.  If you have to wait a long time between runs, or need to farm an excessive amount of consumables per run, I consider that less efficient, as that is wasted time that could be spent running experience. &lt;br /&gt;
 &lt;br /&gt;
Maximizing the amount of experience you get over time has one major idea, and that is '''one rounding monsters'''.  One rounding a mob involves killing it in one round using the preround hits (gained by having an emote from your kill alias and your hitters triggering off that emote) and the first round of combat, ideally before the mob even has a chance to hit you.  A lot of new tanks don’t understand the importance of this concept.  By one rounding monsters, you are simultaneously maximizing the damage you deal and minimizing the damage you take.  If you successfully one round the monster while you are on top of it (via linkrefreshing), you will take zero damage.  It is for this reason that so-called “elite” runners don’t run with cleric-types; consistent one-rounding and careful management of linkrefresh causes them to never get hit.  The same reasoning also applies for not needing sky high AC- if you never get a chance to be hit, you can tank naked.  Note that some areas don’t agree with linkrefreshing, and you will attack after the monster.  Even in this scenario, you are reducing the monster to only one chance at hitting you.&lt;br /&gt;
&lt;br /&gt;
::'''NOTE''': If you are a hitter, you '''MUST''' have a kill trigger.  If you don’t have a kill trigger, you are doing '''50%''' less damage than you should, and making the tank’s job a lot harder.  If you don’t know how to write one, ask over a public channel.  The AVATAR playerbase will probably know how to make one for your MUDclient.  If you are a tank, ask your hitters to turn on their trigger if it’s off.  It makes a huge difference.&lt;br /&gt;
&lt;br /&gt;
Another important aspect is the proper usage of bots to heal, especially without a cleric.  Most areas have at least one uncursed room where you can recall set and pop back to Sanctum to quickly replenish your hp with bots.  Planning your run around these stops will take some prior experience, but will allow you to run without a cleric if your AC or hp are low.&lt;br /&gt;
&lt;br /&gt;
Finally, we come to the aspect of AC.  You’ll often see a bunch of questions on herochat asking if some random amount of unspelled AC is enough to tank.  The answer is if you have an unenchanted set of b12 hero tank gear, you can tank.  Having higher is obviously helpful, but if you follow the above two concepts, you can easily overcome the AC/hp barrier.  If you absolutely need hard numbers, I will say that reaching -1250 spelled is probably not too hard and a good starting goal, and -1300 spelled is plenty (this is applicable for classes with shields.  Bld/monk are diffferent.  I would shoot for  -1150 AC minimum.  -1200 is a good first goal).  I run with -1330ish with full kra spells (including kra steel/bark) and it’s been enough to carry me ever since I had 1.1k hp.  Note that I like to bring a cleric when I tank with something with less than 1k hp, as the hit to exp is marginal if at all.&lt;br /&gt;
::'''NOTE''': I have since intentionally nerfed myself and tanked without invincibility to have around -1220 AC.  The difference IS noticeable, but it can be mitigated with a healer and more usage of bot healing.  It DOES NOT mean you can’t tank with a lesser amount of AC.&lt;br /&gt;
&lt;br /&gt;
== Group Composition ==&lt;br /&gt;
&lt;br /&gt;
At hero tier, hitters can largely be tiered like this (In order):&lt;br /&gt;
&lt;br /&gt;
::Tier 1: Arc/Asn spec'd arc, fus/101+ pal (with oath of war), war/bod, bzk&lt;br /&gt;
::Tier 2: Everything else except sor and wizard&lt;br /&gt;
::Tier 3: Sor and Wzd&lt;br /&gt;
&lt;br /&gt;
There are arguments for rogues being better than mages and whatnot, but I don’t really care about them because in terms of efficiency, none of them get close to the top six.  I put Sor and Wzd below everything else because they don’t even get third attack/enhanced damage, so you can’t put on a set of hit gear to try and be useful.  Note however, that the damage you get from tier 2 is not negligible; it can often times carry you from one rounding 50% of the time to 80-90% of the time.&lt;br /&gt;
&lt;br /&gt;
So what do you pick?  Get 3-4 hitters from the tier 1 group and you’ll probably one round nearly every popular hero area consistently, with the exception of Alpha Thule.  There are differences between a war who is sub101 vs a war who is 101+, but that is mitigated by lowhero experience bonus.  A sub101 war is still probably better than anything in tier 2 anyways.  &lt;br /&gt;
	&lt;br /&gt;
I’ll write a small paragraph on clerics/druids/priests.  If you’re new, and you’re not sure how your group will do, bring one.  They will provide you peace of mind and ensure that your run goes more smoothly.  With diversity playing a role, adding a healer is now a significantly smaller reduction in experience that before.  I bring dru/cle/prs in my groups sometimes for this reason: I lose out on a small amount of experience, but I help them level.  And we do need more priests at lord tier.  &lt;br /&gt;
&lt;br /&gt;
Finally, group size and diversity.  In my experience, the amount of experience doesn’t get hit hard until after the group is 7+ big.  You can run with a group of 6 without too harsh of a hit to experience, especially if you have decent diversity.  What this basically means is that if you have you (the tank) and 3 quality hitters, you can afford to take a cleric and mage/rogue if you felt nice, and not get completely slammed on experience gains.  I find that the fourth hitter (assuming it is at least tier 2) tends to tip the one-rounding ratio much closer to 100% than just having 3 quality hitters. If you have a group composed entirely of melee, you’ll actually notice your experience gains seem to worsen, so you may want to take something else to increase diversity.  Diversity also encourages casters to tank, since they count as a caster for diversity, and you can add an extra hitter without taking as large a penalty.&lt;br /&gt;
&lt;br /&gt;
== Area Selection ==&lt;br /&gt;
&lt;br /&gt;
There are several popular areas to get experience, and the one you pick will greatly influence the amount you get per hour.  I’ll breakdown what I feel are some quality areas to learn, including detailed area descriptions.  '''Please note that for all these areas, I assume all your members have fly/passdoor/water breathing active.'''  Otherwise, you may at times be stopped because you lack these spells. &lt;br /&gt;
&lt;br /&gt;
Note that I’ve grouped these areas into relative danger only, ie how aggie the area tends to be. I run only in the areas in group 2 myself, and can still regularly do 10k runs. &lt;br /&gt;
&lt;br /&gt;
Seeing this show up on the wiki shows me it's kind of hard to read.  You may want to copy/paste into a word editor to make it easier.  Or if someone more knowledgeable on wikis can make it look nice, that'd be cool too.&lt;br /&gt;
&lt;br /&gt;
=== Group 1: ===&lt;br /&gt;
'''Igecsoz''' (pp Ajuu), '''Upper Greed’s Gallows''' (pp barrel monkey), '''Hamlet of Kreigstadt''' (pp otto), '''Dream Steppes''' (pp displacer beast) &lt;br /&gt;
&lt;br /&gt;
:'''Igecsoz''':  k ajuu, s, k hji, 2e, k ekj, n, k hlu, n, k kins, w s d, k hle, u n w, k brg, 2w n e 2n w, k arm, e n w, k weap, e 2n w 2n u s w, k sig, e s w, k sil, e s w, kill iov&lt;br /&gt;
&lt;br /&gt;
:'''Upper Greed’s''': The area is mostly circular.  Try and keep track of the directions you’ve been to and scan/kill.  Note that these mobs are good aligned, so you will want to watch your alignment and leave once it dips below 450ish, as you are then in danger of having your gear zap off.&lt;br /&gt;
&lt;br /&gt;
:'''Hamlet of Kreigstadt''': k otto, k wolf, k uda, k sieg, w n n, k kru, s, k kru, 4s 3w k bow, e s, k cle, s, k sch, 2n e 6s 2e s, k ivan, k sash, k raj, e, kill golem, w s, kill madam (beware, this mob can cast disint for ~500 hp damage.  Skip if tiny.), 2n 2e s, k wode, n e n, kill hol, s e s, k change, n e, kill sha (x3)&lt;br /&gt;
::Note:  This area also connects to Saints of the Blade Temple, which is a pretty decent place to tack on if you want to.  You can access it by heading 2n e 4s w after the Schulz.  Head west and down into the main part of the area and kill dragoons/pilgrims/priests while avoiding the slaves.  After you head d n d and go 2e, you can open north to find a large amount of dragoons to kill. ''' NOTE THAT THE DRAGON LIEUTENANTS (Show up on scan as flying) CAN STAB.  The damage is not THAT high (dismember or so), but it can still be dangerous with small heroes.'''  Heading all east and up, then following the path will take you out of the area and back to the entrance, where you can head towards Ivan/Raja/Sasha and finish the rest of the area.&lt;br /&gt;
&lt;br /&gt;
:'''Dream Steppes''': Like Upper Greed’s, scan/kill.  Note that many mobs flee here, and the masked psionicists (show up on scan as mysterious masked men, and one as a sailor in agony) can be quite nasty for smaller heroes.&lt;br /&gt;
&lt;br /&gt;
=== Group 2: ===&lt;br /&gt;
''' Lower Greed’s Gallows''' (pp pod manatee), '''Frozen wastes''' (pp snowbird), '''Shogun''' (pp Pansho), '''Deepways''' (pp leper), '''Alpha Thule''' (pp selkie or Big Fish)&lt;br /&gt;
&lt;br /&gt;
:'''Lower Greed’s''': Find the down exit in the southeast.  Heading 3d u w n u will take you to the main area.  After the 3d you will have to kill some aggressive snakes before you can take the up to the Legless Cooper.  This area is somewhat circular, so scan/kill.  Some mobs are aggressive, which you’ll learn if you spend enough time here.  '''MAKE SURE TO HAVE SOMEONE WHO CAN PORTAL WHEN YOU GO ON THIS RUN'''.  This area has no exit and is cursed, and the quest to get out is hard to do while maintaining good experience, since you need to wait an agonizingly long time for the mobprog to finish.&lt;br /&gt;
&lt;br /&gt;
:'''Frozen Wastes''': The PP will take you to the top level of frozen wastes, where everything except snowbirds aggie.  The entrance into the glacier is found in the north end of the area.  I like to head south-ish at first and kill as many mobs as I can, then head north and find the down exit and clear all the mobs nearby.  After the first down, you can head 3s 3d into the main glacier. &lt;br /&gt;
&lt;br /&gt;
:To clear the main glacier: after 3d, k ice, s, k ice, e, k ice, s, k ice, w, k ice, w, k ice, n, k ice, n d s, k ice, e e, k ice, w s, k ice, w, k ice, e e, k ice, w 2n, k ice, n, k ice, w, k ice, 2e, k ice, portal out.  Make sure to loot the milks from the guardians when you kill them!&lt;br /&gt;
&lt;br /&gt;
:'''Shogun''': This area is rather large and hard to explain.  There are 3 main parts, which I will loosely call the west, middle, and east.  Scan and kill; everything is free game to be killed, but avoid the sanc’d mobs.  '''You may also want to avoid the High Guards and Emperor’s Peacekeepers.  These hit VERY hard (can hit up to massacre on a sanc’d character), and if you are not one-rounding it can be very taxing on HP. ''' &lt;br /&gt;
&lt;br /&gt;
:The west portion is found 1e and then north of Pansho.  This area contains a smathering of guards and the monk temple.  Note that you may wish to avoid the mob “A stern looking monk,” as he can cast disintegrate.  At the very north end is a down which will take you to a tunnel that contains some ghosts and ninjas.  Follow that tunnel south and east, then go up when you reach what appears to be a dead end.  Heading u 2w 3s from this room will put you in a room with a fountain, which is the start of Gaishan Road.&lt;br /&gt;
&lt;br /&gt;
:The middle section is found 3e from the fountain room.  From here you’ll want to clear the south and north sections.  The south section is composed of 4 rooms (2s, then e and w).  AVOID THE SANC’D MOBS NORTH OF 2S E.  They will probably kill your group if you are weak, and is certainly not worth the effort experience-wise.  After you clears this small section, head north and then west to the Mashan headquarters.  Here you can kill the Clerk,and the Trainer directly north of him.  You may or may not want to kill the High Mage west of the Clerk, as he wields and can cast disintegrate/acid rain.  Once these mobs are dead, head east and south to get back to the Gaishan road.&lt;br /&gt;
&lt;br /&gt;
:The east section is found 2e from this intersection.  Heading n e n from here will take you to 3 generals.  Target Bensai upon entering the room, he’s the only aggie.  Kill the second general, then leave the sanc’d mob alone.  Head back to where you came from and head further north.  Clear the up branch when you get to it, then clear the west branch.  The room 2n of the cook is the last room on your stop in this area, after which you can portal out.&lt;br /&gt;
&lt;br /&gt;
:Note that there you can head 2e after the “east section.”  After that scan will put red eyes north of you.  This is the ninja leader, and he hits pretty hard and casts.  I’d avoid him when you’re running the area, but you can kill anything in the 2e after the “east section.”&lt;br /&gt;
&lt;br /&gt;
:'''Deepways''': This area is even larger and also hard to explain.  There are 4 main sections to this area:  The northeast section (The Amphitheatre), the middle section (Fallen Angel Cave), the west section (Hall of the Mountain King/Steps of Durr), and the tunnel section.  You will be using the scan/kill method, but following a path.  I will try to explain the path I use with as much detail as possible.  '''Note that the red eyes on scans are quest mobs, and are not worth killing for experience.  Do not areaspell these to make them visible'''.  If you ever see a monolith, head the opposite direction, as you’re leaving the area.  If you ever kill a mob worth zero experience, head the opposite direction, as you’ve entered a different area.  &lt;br /&gt;
&lt;br /&gt;
:From Leper head 2w to enter the area.  From here, head north and east until you get to a room called “The Amphitheatre.” Head north and clear the small up section, then return to The Amphitheatre.  Head east and follow the past south until you reach “The Cloisters.” From here, you can head e u and clear the small section.&lt;br /&gt;
&lt;br /&gt;
:After the section is cleared (It’s about 10 rooms big), head down and back to the Amphitheatre, killing the freshly spawned mobs as you go.  From this room, head s w 2s 2w 3n (killing everything along the way) until you reach the “Fallen Angel Cave.” This room has the two forks, east and west, which you can go up and follow the path until everything dies.  Once both forks are cleared, return to the “Fallen Angel Cave.”&lt;br /&gt;
&lt;br /&gt;
:From this room, head 2s 2w s u s w (Again, kill everything along the way) to reach “The Hall of the Mountain King.”  Kill everything on scan, then go s w n 2w n w to reach “The Steps of Durr.”  Head up and clear the small section (it’s got 6 rooms), then head n 2w u.  This is the last room of the western section.  After you clear this, retrace your steps to The Hall of the Mountain King.  From the up (Room Desc: A steep chasm), the directions are: d 2e s e s 2e s e.  &lt;br /&gt;
::'''NOTE''': There will be a sanc’d myconoid s w n 2w from “The Hall of the Mountain King.” In this room, you can linkrefresh group without any lag!  It’s a good idea to do as you enter and exit the western section since it takes almost no time at all and can save you a decent amount of hp.&lt;br /&gt;
&lt;br /&gt;
:Once you’re in The Hall of the Mountain King again, head down.  Follow the path south and east until you reach a fork.  You will want to take the north exit and follow the path.  Once you head north and find a room with exists [north east south], you will be at the room 2w of Leper.  You can then repeat the loop, or leave to another area.  &lt;br /&gt;
&lt;br /&gt;
:'''Alpha Thule''': From the selkie portal point, you’ll want to head north, trying to find the room “Northern Shoreline.”  Chances are you’ll be too far east/west, which will show up as Northeastern/Northwestern Shoreline, respectively.  Head the opposite direction and continue working your way in a northward direction until you find the right shoreline.  One north from this room will take you into Alpha Thule.  The area is split into 4 main areas, the entrance circle, the shafts, the bottom area, and the top area. &lt;br /&gt;
&lt;br /&gt;
:The entrance circle is made up of golem-type mobs (all have a keyword of ancient, so k anc will hit them all).  They are somewhat painful and have armorancient, so you will hit a little less hard.  You’ll want to choose a direction after the initial sentinel and follow that path until you can take a south.  Taking this south will put you into the shafts.&lt;br /&gt;
&lt;br /&gt;
:The shafts contain souls which do not have armorancient and as such are much easier to kill.   There are a total of 5 of these shafts; three will lead down into the bottom area, and two will lead you to the top area.   Clear the 3 shafts in the middle of the area first, heading in a down-up-down path before taking the final down into the bottom of Alpha Thule.&lt;br /&gt;
&lt;br /&gt;
:The bottom of this area has Energized Clays.  These also have armorancient, but are lower level than the mobs found in the entrance circle and thus hit less hard.  The area is a 3x5 rectangle with the entrance/exit in the dead center.  Clear out all the clays, then take the shafts to the top level, killing the souls in the shafts as you go.  &lt;br /&gt;
&lt;br /&gt;
:The top level is interesting.  After passing an ancient sentinel, you’ll be able to head up one more time into an area with sanc’d, non-aggie mobs named “The Ancient.”  These mobs are very high level (90 iirc), sanc’d and have armorancient, and will thus take many rounds to kill.  There are six of these Ancients.  If you head up one more time, you’ll be able to find the Celestial, the biggest mob in the area.  He sells bullets and carries the Celestial’s Arbalest, the best gun-type weapon for hero tier.  &lt;br /&gt;
&lt;br /&gt;
:It’s arguable whether the sanc’d Ancients are worth running.  They take many rounds, but are worth ~150 exp per group member.  My personal feelings on this are as follows: If you want to stay in Alpha Thule the entire run, you should come to the Ancients last to try and get the area to repop.  If you are not interested, you should leave to a new area as soon as you clear out the souls and the energized clays.&lt;br /&gt;
&lt;br /&gt;
:If you’re interested in staying in the area and the souls have not repopped once all the Ancients are dead, make your way back to the entrance circle and start clearing the second half.  Chances are by the time you get back to the entrance of the area, the rest of it will have repopped.  If it hasn’t, you can head south onto the Lake of Tears to kill some mobs there while waiting, or just switch to a new area entirely.&lt;br /&gt;
&lt;br /&gt;
=== Group 3: === &lt;br /&gt;
'''The Great Divide''' (pp Wartha), '''Morte Vallta''' (pp giant vulture),&lt;br /&gt;
&lt;br /&gt;
:'''The Great Divide''': From Wartha, head 4w 2n 2e 2n w n to enter the main area.  From here it’s scan and kill.  There are two main “temples” to the west and east which you have a bunch of mobs to clear.  I would put more notes, but I can’t really think of any.  Beware, the insatiable one eats corpses.&lt;br /&gt;
&lt;br /&gt;
:'''Morte''': From giant vulture, head down.  Scan and kill.  Watch out for Colossus (A towering stone golem) and Azric (A blindingly bright light).  The first hits really really hard, the second takes forever to kill and casts annoying spells.&lt;br /&gt;
&lt;br /&gt;
=== Group 4: ===&lt;br /&gt;
&lt;br /&gt;
'''Graves of Reveria/Necropolis''' (pp mourning drow),''' Transfigured Forest''' (pp stone trickster)&lt;br /&gt;
&lt;br /&gt;
:I don’t know these areas, sorry!  If you’re familiar with them, go ahead and fill them out.&lt;br /&gt;
&lt;br /&gt;
If you have very squishy hitters, you probably want to avoid groups 3 and 4.  Those two groups are very swarmy and aggressive, so unless you have someone who is willing to brandish your hitters may find themselves in danger of dying quite often.    &lt;br /&gt;
&lt;br /&gt;
I won’t talk about EHA because I don’t find them time/resource efficient.  The general theory applies just the same though, you’ll just need more hitters and 2-3 dedicated brandishers.  There is a map of the area on the wiki if you are interested in trying to learn the layout of the area.&lt;br /&gt;
&lt;br /&gt;
== Leading Technique ==&lt;br /&gt;
&lt;br /&gt;
First of all, make sure that your kill command has an emote in front of it, ie alias k emote is killing %1:k %1&lt;br /&gt;
&lt;br /&gt;
So, what are you typing?  There’s exactly one order of commands you should be typing, and it goes as follows:&lt;br /&gt;
&lt;br /&gt;
k mob, sca, stack commands to kill next mob, repeat&lt;br /&gt;
&lt;br /&gt;
Here’s how the actions should (ideally) play out:&lt;br /&gt;
&lt;br /&gt;
::1) You type ‘k mob’, then ‘sca’&lt;br /&gt;
::2) All your hitters trigger off your emote&lt;br /&gt;
::3) Scan goes off, you find a mob to kill&lt;br /&gt;
::4) Type the direction and kill command in your prompt (eg, in Zmud, e;k tr)&lt;br /&gt;
::5) Mob dies in the first round of combat&lt;br /&gt;
::6) Hit enter&lt;br /&gt;
::7) Repeat&lt;br /&gt;
&lt;br /&gt;
This is, as far as I’m aware, the most efficient set of commands.  You should be typing scan right after you hit kill, as the time between the attack triggers from your hitters firing and the time the actual first round of combat begins is usually enough to find your next mob.  &lt;br /&gt;
&lt;br /&gt;
That’s it.  Easy, huh?  It just takes practice before you start running through mobs at breakneck speed.&lt;br /&gt;
&lt;br /&gt;
== End Notes ==&lt;br /&gt;
If you’re completely new to tanking, you’re not going to become amazing on your first run.  Your experience gains over time will increase as the layout of areas becomes burned into your memory and as you get more comfortable with keeping up the string of commands listed above.  Remember that most classes can only solo about 5k/spellup at most.  If your run brings in more experience that this and has similar downtimes, you’re benefiting everyone by tanking.  &lt;br /&gt;
&lt;br /&gt;
Get tanking!  With new experience logic and diversity, consistent 10k runs are in everyone’s reach.  &lt;br /&gt;
&lt;br /&gt;
- Atris/Mestre/Iratha et alts&lt;br /&gt;
&lt;br /&gt;
== Nuances ==&lt;br /&gt;
This section of the guide has random nuances that may help your runs in specific scenarios.  More may be added as I think of them.&lt;br /&gt;
&lt;br /&gt;
- If you are a monk/shf with counterpush or a bld with inspiring dance, it may be beneficial to NOT linkrefresh.  Having the mob go first will then cause it to be pushed in the first case, or cause your casters monitoring you to have a shot at regaining some mana in the second.  Note that this is more draining on your hp, so test and see!&lt;br /&gt;
&lt;br /&gt;
- Asking your warriors to have bash in their trigger is only beneficial if you are constantly two rounding monsters, and the bash will reduce this to one round.  This is the case because when you fail bash, you have a round of lag to stand up, whereas if you succeed bash, this lag is maybe half a round.  The scenario goes as follows:&lt;br /&gt;
:No bash: Mob dies in 2 rounds.&lt;br /&gt;
:Fail bash: You kill the mob in the second round, then stand up, then your attack trigger fires on the next mob&lt;br /&gt;
:Succeed bash: You kill the mob in the first round, then your attack trigger fires on the next mob.&lt;br /&gt;
If you one round without bash, you risk missing the attack gained by attack triggers, and this should thus be avoided.&lt;br /&gt;
&lt;br /&gt;
[[Category: Gameplay]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Tanking_Hero_Experience&amp;diff=43878</id>
		<title>Tanking Hero Experience</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Tanking_Hero_Experience&amp;diff=43878"/>
		<updated>2011-07-21T18:05:09Z</updated>

		<summary type="html">&lt;p&gt;Atris: /* Leading Technique */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
At hero tier, grouping is widely considered the best (read: fastest) way to gain experience.  It’s not very hard to get grouped as a hitter; finding people who are willing to tank is more difficult.  People new to tanking are hesitant to try doing it for various reasons, whether it be fear of leading others or not knowing what areas to lead.  This guide is meant to teach you about all aspects of tanking: the general theory, group composition, area selection, and actual technique (what you should be typing).&lt;br /&gt;
&lt;br /&gt;
You may be asking why you should listen to this guide (and you should, since it is a guide, not law).  After the change in group experience logic, I’ve been leading very consistent runs ranging from anywhere from 9k-12k atheist (depending on group composition), on my alts Mestre and Iratha.  It should be noted that I consider myself a powergamer, and the guide reflects this.  Nevertheless, the information here should be useful and applicable for every type of person out there.&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
&lt;br /&gt;
Tanking hero experience involves '''maximizing the amount of experience over time'''.  Notice that I used the word time, not per run.  If you have to wait a long time between runs, or need to farm an excessive amount of consumables per run, I consider that less efficient, as that is wasted time that could be spent running experience. &lt;br /&gt;
 &lt;br /&gt;
Maximizing the amount of experience you get over time has one major idea, and that is '''one rounding monsters'''.  A lot of new tanks don’t understand the importance of this concept.  By one rounding monsters, you are simultaneously maximizing the damage you deal and minimizing the damage you take.  If you successfully one round the monster while you are on top of it (via linkrefreshing), you will take zero damage.  It is for this reason that so-called “elite” runners don’t run with cleric-types; consistent one-rounding and careful management of linkrefresh causes them to never get hit.  The same reasoning also applies for not needing sky high AC- if you never get a chance to be hit, you can tank naked.  Note that some areas don’t agree with linkrefreshing, and you will attack after the monster.  Even in this scenario, you are reducing the monster to only one chance at hitting you.&lt;br /&gt;
&lt;br /&gt;
::'''NOTE''': If you are a hitter, you '''MUST''' have a kill trigger.  If you don’t have a kill trigger, you are doing '''50%''' less damage than you should, and making the tank’s job a lot harder.  If you don’t know how to write one, ask over a public channel.  The AVATAR playerbase will probably know how to make one for your MUDclient.  If you are a tank, ask your hitters to turn on their trigger if it’s off.  It makes a huge difference.&lt;br /&gt;
&lt;br /&gt;
Another important aspect is the proper usage of bots to heal, especially without a cleric.  Most areas have at least one uncursed room where you can recall set and pop back to Sanctum to quickly replenish your hp with bots.  Planning your run around these stops will take some prior experience, but will allow you to run without a cleric if your AC or hp are low.&lt;br /&gt;
&lt;br /&gt;
Finally, we come to the aspect of AC.  You’ll often see a bunch of questions on herochat asking if some random amount of unspelled AC is enough to tank.  The answer is if you have an unenchanted set of b12 hero tank gear, you can tank.  Having higher is obviously helpful, but if you follow the above two concepts, you can easily overcome the AC/hp barrier.  If you absolutely need hard numbers, I will say that reaching -1250 spelled is probably not too hard and a good starting goal, and -1300 spelled is plenty (this is applicable for classes with shields.  Bld/monk are diffferent.  I would shoot for  -1150 AC minimum.  -1200 is a good first goal).  I run with -1330ish with full kra spells (including kra steel/bark) and it’s been enough to carry me ever since I had 1.1k hp.  Note that I like to bring a cleric when I tank with something with less than 1k hp, as the hit to exp is marginal if at all.&lt;br /&gt;
::'''NOTE''': I have since intentionally nerfed myself and tanked without invincibility to have around -1220 AC.  The difference IS noticeable, but it can be mitigated with a healer and more usage of bot healing.  It DOES NOT mean you can’t tank with a lesser amount of AC.&lt;br /&gt;
&lt;br /&gt;
== Group Composition ==&lt;br /&gt;
&lt;br /&gt;
At hero tier, hitters can largely be tiered like this (In order):&lt;br /&gt;
&lt;br /&gt;
::Tier 1: Arc/Asn spec'd arc, fus/101+ pal (with oath of war), war/bod, bzk&lt;br /&gt;
::Tier 2: Everything else except sor and wizard&lt;br /&gt;
::Tier 3: Sor and Wzd&lt;br /&gt;
&lt;br /&gt;
There are arguments for rogues being better than mages and whatnot, but I don’t really care about them because in terms of efficiency, none of them get close to the top six.  I put Sor and Wzd below everything else because they don’t even get third attack/enhanced damage, so you can’t put on a set of hit gear to try and be useful.  Note however, that the damage you get from tier 2 is not negligible; it can often times carry you from one rounding 50% of the time to 80-90% of the time.&lt;br /&gt;
&lt;br /&gt;
So what do you pick?  Get 3-4 hitters from the tier 1 group and you’ll probably one round nearly every popular hero area consistently, with the exception of Alpha Thule.  There are differences between a war who is sub101 vs a war who is 101+, but that is mitigated by lowhero experience bonus.  A sub101 war is still probably better than anything in tier 2 anyways.  &lt;br /&gt;
	&lt;br /&gt;
I’ll write a small paragraph on clerics/druids/priests.  If you’re new, and you’re not sure how your group will do, bring one.  They will provide you peace of mind and ensure that your run goes more smoothly.  With diversity playing a role, adding a healer is now a significantly smaller reduction in experience that before.  I bring dru/cle/prs in my groups sometimes for this reason: I lose out on a small amount of experience, but I help them level.  And we do need more priests at lord tier.  &lt;br /&gt;
&lt;br /&gt;
Finally, group size and diversity.  In my experience, the amount of experience doesn’t get hit hard until after the group is 7+ big.  You can run with a group of 6 without too harsh of a hit to experience, especially if you have decent diversity.  What this basically means is that if you have you (the tank) and 3 quality hitters, you can afford to take a cleric and mage/rogue if you felt nice, and not get completely slammed on experience gains.  I find that the fourth hitter (assuming it is at least tier 2) tends to tip the one-rounding ratio much closer to 100% than just having 3 quality hitters. If you have a group composed entirely of melee, you’ll actually notice your experience gains seem to worsen, so you may want to take something else to increase diversity.  Diversity also encourages casters to tank, since they count as a caster for diversity, and you can add an extra hitter without taking as large a penalty.&lt;br /&gt;
&lt;br /&gt;
== Area Selection ==&lt;br /&gt;
&lt;br /&gt;
There are several popular areas to get experience, and the one you pick will greatly influence the amount you get per hour.  I’ll breakdown what I feel are some quality areas to learn, including detailed area descriptions.  '''Please note that for all these areas, I assume all your members have fly/passdoor/water breathing active.'''  Otherwise, you may at times be stopped because you lack these spells. &lt;br /&gt;
&lt;br /&gt;
Note that I’ve grouped these areas into relative danger only, ie how aggie the area tends to be. I run only in the areas in group 2 myself, and can still regularly do 10k runs. &lt;br /&gt;
&lt;br /&gt;
Seeing this show up on the wiki shows me it's kind of hard to read.  You may want to copy/paste into a word editor to make it easier.  Or if someone more knowledgeable on wikis can make it look nice, that'd be cool too.&lt;br /&gt;
&lt;br /&gt;
=== Group 1: ===&lt;br /&gt;
'''Igecsoz''' (pp Ajuu), '''Upper Greed’s Gallows''' (pp barrel monkey), '''Hamlet of Kreigstadt''' (pp otto), '''Dream Steppes''' (pp displacer beast) &lt;br /&gt;
&lt;br /&gt;
:'''Igecsoz''':  k ajuu, s, k hji, 2e, k ekj, n, k hlu, n, k kins, w s d, k hle, u n w, k brg, 2w n e 2n w, k arm, e n w, k weap, e 2n w 2n u s w, k sig, e s w, k sil, e s w, kill iov&lt;br /&gt;
&lt;br /&gt;
:'''Upper Greed’s''': The area is mostly circular.  Try and keep track of the directions you’ve been to and scan/kill.  Note that these mobs are good aligned, so you will want to watch your alignment and leave once it dips below 450ish, as you are then in danger of having your gear zap off.&lt;br /&gt;
&lt;br /&gt;
:'''Hamlet of Kreigstadt''': k otto, k wolf, k uda, k sieg, w n n, k kru, s, k kru, 4s 3w k bow, e s, k cle, s, k sch, 2n e 6s 2e s, k ivan, k sash, k raj, e, kill golem, w s, kill madam (beware, this mob can cast disint for ~500 hp damage.  Skip if tiny.), 2n 2e s, k wode, n e n, kill hol, s e s, k change, n e, kill sha (x3)&lt;br /&gt;
::Note:  This area also connects to Saints of the Blade Temple, which is a pretty decent place to tack on if you want to.  You can access it by heading 2n e 4s w after the Schulz.  Head west and down into the main part of the area and kill dragoons/pilgrims/priests while avoiding the slaves.  After you head d n d and go 2e, you can open north to find a large amount of dragoons to kill. ''' NOTE THAT THE DRAGON LIEUTENANTS (Show up on scan as flying) CAN STAB.  The damage is not THAT high (dismember or so), but it can still be dangerous with small heroes.'''  Heading all east and up, then following the path will take you out of the area and back to the entrance, where you can head towards Ivan/Raja/Sasha and finish the rest of the area.&lt;br /&gt;
&lt;br /&gt;
:'''Dream Steppes''': Like Upper Greed’s, scan/kill.  Note that many mobs flee here, and the masked psionicists (show up on scan as mysterious masked men, and one as a sailor in agony) can be quite nasty for smaller heroes.&lt;br /&gt;
&lt;br /&gt;
=== Group 2: ===&lt;br /&gt;
''' Lower Greed’s Gallows''' (pp pod manatee), '''Frozen wastes''' (pp snowbird), '''Shogun''' (pp Pansho), '''Deepways''' (pp leper), '''Alpha Thule''' (pp selkie or Big Fish)&lt;br /&gt;
&lt;br /&gt;
:'''Lower Greed’s''': Find the down exit in the southeast.  Heading 3d u w n u will take you to the main area.  After the 3d you will have to kill some aggressive snakes before you can take the up to the Legless Cooper.  This area is somewhat circular, so scan/kill.  Some mobs are aggressive, which you’ll learn if you spend enough time here.  '''MAKE SURE TO HAVE SOMEONE WHO CAN PORTAL WHEN YOU GO ON THIS RUN'''.  This area has no exit and is cursed, and the quest to get out is hard to do while maintaining good experience, since you need to wait an agonizingly long time for the mobprog to finish.&lt;br /&gt;
&lt;br /&gt;
:'''Frozen Wastes''': The PP will take you to the top level of frozen wastes, where everything except snowbirds aggie.  The entrance into the glacier is found in the north end of the area.  I like to head south-ish at first and kill as many mobs as I can, then head north and find the down exit and clear all the mobs nearby.  After the first down, you can head 3s 3d into the main glacier. &lt;br /&gt;
&lt;br /&gt;
:To clear the main glacier: after 3d, k ice, s, k ice, e, k ice, s, k ice, w, k ice, w, k ice, n, k ice, n d s, k ice, e e, k ice, w s, k ice, w, k ice, e e, k ice, w 2n, k ice, n, k ice, w, k ice, 2e, k ice, portal out.  Make sure to loot the milks from the guardians when you kill them!&lt;br /&gt;
&lt;br /&gt;
:'''Shogun''': This area is rather large and hard to explain.  There are 3 main parts, which I will loosely call the west, middle, and east.  Scan and kill; everything is free game to be killed, but avoid the sanc’d mobs.  '''You may also want to avoid the High Guards and Emperor’s Peacekeepers.  These hit VERY hard (can hit up to massacre on a sanc’d character), and if you are not one-rounding it can be very taxing on HP. ''' &lt;br /&gt;
&lt;br /&gt;
:The west portion is found 1e and then north of Pansho.  This area contains a smathering of guards and the monk temple.  Note that you may wish to avoid the mob “A stern looking monk,” as he can cast disintegrate.  At the very north end is a down which will take you to a tunnel that contains some ghosts and ninjas.  Follow that tunnel south and east, then go up when you reach what appears to be a dead end.  Heading u 2w 3s from this room will put you in a room with a fountain, which is the start of Gaishan Road.&lt;br /&gt;
&lt;br /&gt;
:The middle section is found 3e from the fountain room.  From here you’ll want to clear the south and north sections.  The south section is composed of 4 rooms (2s, then e and w).  AVOID THE SANC’D MOBS NORTH OF 2S E.  They will probably kill your group if you are weak, and is certainly not worth the effort experience-wise.  After you clears this small section, head north and then west to the Mashan headquarters.  Here you can kill the Clerk,and the Trainer directly north of him.  You may or may not want to kill the High Mage west of the Clerk, as he wields and can cast disintegrate/acid rain.  Once these mobs are dead, head east and south to get back to the Gaishan road.&lt;br /&gt;
&lt;br /&gt;
:The east section is found 2e from this intersection.  Heading n e n from here will take you to 3 generals.  Target Bensai upon entering the room, he’s the only aggie.  Kill the second general, then leave the sanc’d mob alone.  Head back to where you came from and head further north.  Clear the up branch when you get to it, then clear the west branch.  The room 2n of the cook is the last room on your stop in this area, after which you can portal out.&lt;br /&gt;
&lt;br /&gt;
:Note that there you can head 2e after the “east section.”  After that scan will put red eyes north of you.  This is the ninja leader, and he hits pretty hard and casts.  I’d avoid him when you’re running the area, but you can kill anything in the 2e after the “east section.”&lt;br /&gt;
&lt;br /&gt;
:'''Deepways''': This area is even larger and also hard to explain.  There are 4 main sections to this area:  The northeast section (The Amphitheatre), the middle section (Fallen Angel Cave), the west section (Hall of the Mountain King/Steps of Durr), and the tunnel section.  You will be using the scan/kill method, but following a path.  I will try to explain the path I use with as much detail as possible.  '''Note that the red eyes on scans are quest mobs, and are not worth killing for experience.  Do not areaspell these to make them visible'''.  If you ever see a monolith, head the opposite direction, as you’re leaving the area.  If you ever kill a mob worth zero experience, head the opposite direction, as you’ve entered a different area.  &lt;br /&gt;
&lt;br /&gt;
:From Leper head 2w to enter the area.  From here, head north and east until you get to a room called “The Amphitheatre.” Head north and clear the small up section, then return to The Amphitheatre.  Head east and follow the past south until you reach “The Cloisters.” From here, you can head e u and clear the small section.&lt;br /&gt;
&lt;br /&gt;
:After the section is cleared (It’s about 10 rooms big), head down and back to the Amphitheatre, killing the freshly spawned mobs as you go.  From this room, head s w 2s 2w 3n (killing everything along the way) until you reach the “Fallen Angel Cave.” This room has the two forks, east and west, which you can go up and follow the path until everything dies.  Once both forks are cleared, return to the “Fallen Angel Cave.”&lt;br /&gt;
&lt;br /&gt;
:From this room, head 2s 2w s u s w (Again, kill everything along the way) to reach “The Hall of the Mountain King.”  Kill everything on scan, then go s w n 2w n w to reach “The Steps of Durr.”  Head up and clear the small section (it’s got 6 rooms), then head n 2w u.  This is the last room of the western section.  After you clear this, retrace your steps to The Hall of the Mountain King.  From the up (Room Desc: A steep chasm), the directions are: d 2e s e s 2e s e.  &lt;br /&gt;
::'''NOTE''': There will be a sanc’d myconoid s w n 2w from “The Hall of the Mountain King.” In this room, you can linkrefresh group without any lag!  It’s a good idea to do as you enter and exit the western section since it takes almost no time at all and can save you a decent amount of hp.&lt;br /&gt;
&lt;br /&gt;
:Once you’re in The Hall of the Mountain King again, head down.  Follow the path south and east until you reach a fork.  You will want to take the north exit and follow the path.  Once you head north and find a room with exists [north east south], you will be at the room 2w of Leper.  You can then repeat the loop, or leave to another area.  &lt;br /&gt;
&lt;br /&gt;
:'''Alpha Thule''': From the selkie portal point, you’ll want to head north, trying to find the room “Northern Shoreline.”  Chances are you’ll be too far east/west, which will show up as Northeastern/Northwestern Shoreline, respectively.  Head the opposite direction and continue working your way in a northward direction until you find the right shoreline.  One north from this room will take you into Alpha Thule.  The area is split into 4 main areas, the entrance circle, the shafts, the bottom area, and the top area. &lt;br /&gt;
&lt;br /&gt;
:The entrance circle is made up of golem-type mobs (all have a keyword of ancient, so k anc will hit them all).  They are somewhat painful and have armorancient, so you will hit a little less hard.  You’ll want to choose a direction after the initial sentinel and follow that path until you can take a south.  Taking this south will put you into the shafts.&lt;br /&gt;
&lt;br /&gt;
:The shafts contain souls which do not have armorancient and as such are much easier to kill.   There are a total of 5 of these shafts; three will lead down into the bottom area, and two will lead you to the top area.   Clear the 3 shafts in the middle of the area first, heading in a down-up-down path before taking the final down into the bottom of Alpha Thule.&lt;br /&gt;
&lt;br /&gt;
:The bottom of this area has Energized Clays.  These also have armorancient, but are lower level than the mobs found in the entrance circle and thus hit less hard.  The area is a 3x5 rectangle with the entrance/exit in the dead center.  Clear out all the clays, then take the shafts to the top level, killing the souls in the shafts as you go.  &lt;br /&gt;
&lt;br /&gt;
:The top level is interesting.  After passing an ancient sentinel, you’ll be able to head up one more time into an area with sanc’d, non-aggie mobs named “The Ancient.”  These mobs are very high level (90 iirc), sanc’d and have armorancient, and will thus take many rounds to kill.  There are six of these Ancients.  If you head up one more time, you’ll be able to find the Celestial, the biggest mob in the area.  He sells bullets and carries the Celestial’s Arbalest, the best gun-type weapon for hero tier.  &lt;br /&gt;
&lt;br /&gt;
:It’s arguable whether the sanc’d Ancients are worth running.  They take many rounds, but are worth ~150 exp per group member.  My personal feelings on this are as follows: If you want to stay in Alpha Thule the entire run, you should come to the Ancients last to try and get the area to repop.  If you are not interested, you should leave to a new area as soon as you clear out the souls and the energized clays.&lt;br /&gt;
&lt;br /&gt;
:If you’re interested in staying in the area and the souls have not repopped once all the Ancients are dead, make your way back to the entrance circle and start clearing the second half.  Chances are by the time you get back to the entrance of the area, the rest of it will have repopped.  If it hasn’t, you can head south onto the Lake of Tears to kill some mobs there while waiting, or just switch to a new area entirely.&lt;br /&gt;
&lt;br /&gt;
=== Group 3: === &lt;br /&gt;
'''The Great Divide''' (pp Wartha), '''Morte Vallta''' (pp giant vulture),&lt;br /&gt;
&lt;br /&gt;
:'''The Great Divide''': From Wartha, head 4w 2n 2e 2n w n to enter the main area.  From here it’s scan and kill.  There are two main “temples” to the west and east which you have a bunch of mobs to clear.  I would put more notes, but I can’t really think of any.  Beware, the insatiable one eats corpses.&lt;br /&gt;
&lt;br /&gt;
:'''Morte''': From giant vulture, head down.  Scan and kill.  Watch out for Colossus (A towering stone golem) and Azric (A blindingly bright light).  The first hits really really hard, the second takes forever to kill and casts annoying spells.&lt;br /&gt;
&lt;br /&gt;
=== Group 4: ===&lt;br /&gt;
&lt;br /&gt;
'''Graves of Reveria/Necropolis''' (pp mourning drow),''' Transfigured Forest''' (pp stone trickster)&lt;br /&gt;
&lt;br /&gt;
:I don’t know these areas, sorry!  If you’re familiar with them, go ahead and fill them out.&lt;br /&gt;
&lt;br /&gt;
If you have very squishy hitters, you probably want to avoid groups 3 and 4.  Those two groups are very swarmy and aggressive, so unless you have someone who is willing to brandish your hitters may find themselves in danger of dying quite often.    &lt;br /&gt;
&lt;br /&gt;
I won’t talk about EHA because I don’t find them time/resource efficient.  The general theory applies just the same though, you’ll just need more hitters and 2-3 dedicated brandishers.  There is a map of the area on the wiki if you are interested in trying to learn the layout of the area.&lt;br /&gt;
&lt;br /&gt;
== Leading Technique ==&lt;br /&gt;
&lt;br /&gt;
First of all, make sure that your kill command has an emote in front of it, ie alias k emote is killing %1:k %1&lt;br /&gt;
&lt;br /&gt;
So, what are you typing?  There’s exactly one order of commands you should be typing, and it goes as follows:&lt;br /&gt;
&lt;br /&gt;
k mob, sca, stack commands to kill next mob, repeat&lt;br /&gt;
&lt;br /&gt;
Here’s how the actions should (ideally) play out:&lt;br /&gt;
&lt;br /&gt;
::1) You type ‘k mob’, then ‘sca’&lt;br /&gt;
::2) All your hitters trigger off your emote&lt;br /&gt;
::3) Scan goes off, you find a mob to kill&lt;br /&gt;
::4) Type the direction and kill command in your prompt (eg, in Zmud, e;k tr)&lt;br /&gt;
::5) Mob dies in the first round of combat&lt;br /&gt;
::6) Hit enter&lt;br /&gt;
::7) Repeat&lt;br /&gt;
&lt;br /&gt;
This is, as far as I’m aware, the most efficient set of commands.  You should be typing scan right after you hit kill, as the time between the attack triggers from your hitters firing and the time the actual first round of combat begins is usually enough to find your next mob.  &lt;br /&gt;
&lt;br /&gt;
That’s it.  Easy, huh?  It just takes practice before you start running through mobs at breakneck speed.&lt;br /&gt;
&lt;br /&gt;
== End Notes ==&lt;br /&gt;
If you’re completely new to tanking, you’re not going to become amazing on your first run.  Your experience gains over time will increase as the layout of areas becomes burned into your memory and as you get more comfortable with keeping up the string of commands listed above.  Remember that most classes can only solo about 5k/spellup at most.  If your run brings in more experience that this and has similar downtimes, you’re benefiting everyone by tanking.  &lt;br /&gt;
&lt;br /&gt;
Get tanking!  With new experience logic and diversity, consistent 10k runs are in everyone’s reach.  &lt;br /&gt;
&lt;br /&gt;
- Atris/Mestre/Iratha et alts&lt;br /&gt;
&lt;br /&gt;
== Nuances ==&lt;br /&gt;
This section of the guide has random nuances that may help your runs in specific scenarios.  More may be added as I think of them.&lt;br /&gt;
&lt;br /&gt;
- If you are a monk/shf with counterpush or a bld with inspiring dance, it may be beneficial to NOT linkrefresh.  Having the mob go first will then cause it to be pushed in the first case, or cause your casters monitoring you to have a shot at regaining some mana in the second.  Note that this is more draining on your hp, so test and see!&lt;br /&gt;
&lt;br /&gt;
- Asking your warriors to have bash in their trigger is only beneficial if you are constantly two rounding monsters, and the bash will reduce this to one round.  This is the case because when you fail bash, you have a round of lag to stand up, whereas if you succeed bash, this lag is maybe half a round.  The scenario goes as follows:&lt;br /&gt;
:No bash: Mob dies in 2 rounds.&lt;br /&gt;
:Fail bash: You kill the mob in the second round, then stand up, then your attack trigger fires on the next mob&lt;br /&gt;
:Succeed bash: You kill the mob in the first round, then your attack trigger fires on the next mob.&lt;br /&gt;
If you one round without bash, you risk missing the attack gained by attack triggers, and this should thus be avoided.&lt;br /&gt;
&lt;br /&gt;
[[Category: Gameplay]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Tanking_Hero_Experience&amp;diff=43877</id>
		<title>Tanking Hero Experience</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Tanking_Hero_Experience&amp;diff=43877"/>
		<updated>2011-07-21T18:04:17Z</updated>

		<summary type="html">&lt;p&gt;Atris: /* Leading Technique */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
At hero tier, grouping is widely considered the best (read: fastest) way to gain experience.  It’s not very hard to get grouped as a hitter; finding people who are willing to tank is more difficult.  People new to tanking are hesitant to try doing it for various reasons, whether it be fear of leading others or not knowing what areas to lead.  This guide is meant to teach you about all aspects of tanking: the general theory, group composition, area selection, and actual technique (what you should be typing).&lt;br /&gt;
&lt;br /&gt;
You may be asking why you should listen to this guide (and you should, since it is a guide, not law).  After the change in group experience logic, I’ve been leading very consistent runs ranging from anywhere from 9k-12k atheist (depending on group composition), on my alts Mestre and Iratha.  It should be noted that I consider myself a powergamer, and the guide reflects this.  Nevertheless, the information here should be useful and applicable for every type of person out there.&lt;br /&gt;
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== Theory ==&lt;br /&gt;
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Tanking hero experience involves '''maximizing the amount of experience over time'''.  Notice that I used the word time, not per run.  If you have to wait a long time between runs, or need to farm an excessive amount of consumables per run, I consider that less efficient, as that is wasted time that could be spent running experience. &lt;br /&gt;
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Maximizing the amount of experience you get over time has one major idea, and that is '''one rounding monsters'''.  A lot of new tanks don’t understand the importance of this concept.  By one rounding monsters, you are simultaneously maximizing the damage you deal and minimizing the damage you take.  If you successfully one round the monster while you are on top of it (via linkrefreshing), you will take zero damage.  It is for this reason that so-called “elite” runners don’t run with cleric-types; consistent one-rounding and careful management of linkrefresh causes them to never get hit.  The same reasoning also applies for not needing sky high AC- if you never get a chance to be hit, you can tank naked.  Note that some areas don’t agree with linkrefreshing, and you will attack after the monster.  Even in this scenario, you are reducing the monster to only one chance at hitting you.&lt;br /&gt;
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::'''NOTE''': If you are a hitter, you '''MUST''' have a kill trigger.  If you don’t have a kill trigger, you are doing '''50%''' less damage than you should, and making the tank’s job a lot harder.  If you don’t know how to write one, ask over a public channel.  The AVATAR playerbase will probably know how to make one for your MUDclient.  If you are a tank, ask your hitters to turn on their trigger if it’s off.  It makes a huge difference.&lt;br /&gt;
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Another important aspect is the proper usage of bots to heal, especially without a cleric.  Most areas have at least one uncursed room where you can recall set and pop back to Sanctum to quickly replenish your hp with bots.  Planning your run around these stops will take some prior experience, but will allow you to run without a cleric if your AC or hp are low.&lt;br /&gt;
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Finally, we come to the aspect of AC.  You’ll often see a bunch of questions on herochat asking if some random amount of unspelled AC is enough to tank.  The answer is if you have an unenchanted set of b12 hero tank gear, you can tank.  Having higher is obviously helpful, but if you follow the above two concepts, you can easily overcome the AC/hp barrier.  If you absolutely need hard numbers, I will say that reaching -1250 spelled is probably not too hard and a good starting goal, and -1300 spelled is plenty (this is applicable for classes with shields.  Bld/monk are diffferent.  I would shoot for  -1150 AC minimum.  -1200 is a good first goal).  I run with -1330ish with full kra spells (including kra steel/bark) and it’s been enough to carry me ever since I had 1.1k hp.  Note that I like to bring a cleric when I tank with something with less than 1k hp, as the hit to exp is marginal if at all.&lt;br /&gt;
::'''NOTE''': I have since intentionally nerfed myself and tanked without invincibility to have around -1220 AC.  The difference IS noticeable, but it can be mitigated with a healer and more usage of bot healing.  It DOES NOT mean you can’t tank with a lesser amount of AC.&lt;br /&gt;
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== Group Composition ==&lt;br /&gt;
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At hero tier, hitters can largely be tiered like this (In order):&lt;br /&gt;
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::Tier 1: Arc/Asn spec'd arc, fus/101+ pal (with oath of war), war/bod, bzk&lt;br /&gt;
::Tier 2: Everything else except sor and wizard&lt;br /&gt;
::Tier 3: Sor and Wzd&lt;br /&gt;
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There are arguments for rogues being better than mages and whatnot, but I don’t really care about them because in terms of efficiency, none of them get close to the top six.  I put Sor and Wzd below everything else because they don’t even get third attack/enhanced damage, so you can’t put on a set of hit gear to try and be useful.  Note however, that the damage you get from tier 2 is not negligible; it can often times carry you from one rounding 50% of the time to 80-90% of the time.&lt;br /&gt;
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So what do you pick?  Get 3-4 hitters from the tier 1 group and you’ll probably one round nearly every popular hero area consistently, with the exception of Alpha Thule.  There are differences between a war who is sub101 vs a war who is 101+, but that is mitigated by lowhero experience bonus.  A sub101 war is still probably better than anything in tier 2 anyways.  &lt;br /&gt;
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I’ll write a small paragraph on clerics/druids/priests.  If you’re new, and you’re not sure how your group will do, bring one.  They will provide you peace of mind and ensure that your run goes more smoothly.  With diversity playing a role, adding a healer is now a significantly smaller reduction in experience that before.  I bring dru/cle/prs in my groups sometimes for this reason: I lose out on a small amount of experience, but I help them level.  And we do need more priests at lord tier.  &lt;br /&gt;
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Finally, group size and diversity.  In my experience, the amount of experience doesn’t get hit hard until after the group is 7+ big.  You can run with a group of 6 without too harsh of a hit to experience, especially if you have decent diversity.  What this basically means is that if you have you (the tank) and 3 quality hitters, you can afford to take a cleric and mage/rogue if you felt nice, and not get completely slammed on experience gains.  I find that the fourth hitter (assuming it is at least tier 2) tends to tip the one-rounding ratio much closer to 100% than just having 3 quality hitters. If you have a group composed entirely of melee, you’ll actually notice your experience gains seem to worsen, so you may want to take something else to increase diversity.  Diversity also encourages casters to tank, since they count as a caster for diversity, and you can add an extra hitter without taking as large a penalty.&lt;br /&gt;
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== Area Selection ==&lt;br /&gt;
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There are several popular areas to get experience, and the one you pick will greatly influence the amount you get per hour.  I’ll breakdown what I feel are some quality areas to learn, including detailed area descriptions.  '''Please note that for all these areas, I assume all your members have fly/passdoor/water breathing active.'''  Otherwise, you may at times be stopped because you lack these spells. &lt;br /&gt;
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Note that I’ve grouped these areas into relative danger only, ie how aggie the area tends to be. I run only in the areas in group 2 myself, and can still regularly do 10k runs. &lt;br /&gt;
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Seeing this show up on the wiki shows me it's kind of hard to read.  You may want to copy/paste into a word editor to make it easier.  Or if someone more knowledgeable on wikis can make it look nice, that'd be cool too.&lt;br /&gt;
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=== Group 1: ===&lt;br /&gt;
'''Igecsoz''' (pp Ajuu), '''Upper Greed’s Gallows''' (pp barrel monkey), '''Hamlet of Kreigstadt''' (pp otto), '''Dream Steppes''' (pp displacer beast) &lt;br /&gt;
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:'''Igecsoz''':  k ajuu, s, k hji, 2e, k ekj, n, k hlu, n, k kins, w s d, k hle, u n w, k brg, 2w n e 2n w, k arm, e n w, k weap, e 2n w 2n u s w, k sig, e s w, k sil, e s w, kill iov&lt;br /&gt;
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:'''Upper Greed’s''': The area is mostly circular.  Try and keep track of the directions you’ve been to and scan/kill.  Note that these mobs are good aligned, so you will want to watch your alignment and leave once it dips below 450ish, as you are then in danger of having your gear zap off.&lt;br /&gt;
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:'''Hamlet of Kreigstadt''': k otto, k wolf, k uda, k sieg, w n n, k kru, s, k kru, 4s 3w k bow, e s, k cle, s, k sch, 2n e 6s 2e s, k ivan, k sash, k raj, e, kill golem, w s, kill madam (beware, this mob can cast disint for ~500 hp damage.  Skip if tiny.), 2n 2e s, k wode, n e n, kill hol, s e s, k change, n e, kill sha (x3)&lt;br /&gt;
::Note:  This area also connects to Saints of the Blade Temple, which is a pretty decent place to tack on if you want to.  You can access it by heading 2n e 4s w after the Schulz.  Head west and down into the main part of the area and kill dragoons/pilgrims/priests while avoiding the slaves.  After you head d n d and go 2e, you can open north to find a large amount of dragoons to kill. ''' NOTE THAT THE DRAGON LIEUTENANTS (Show up on scan as flying) CAN STAB.  The damage is not THAT high (dismember or so), but it can still be dangerous with small heroes.'''  Heading all east and up, then following the path will take you out of the area and back to the entrance, where you can head towards Ivan/Raja/Sasha and finish the rest of the area.&lt;br /&gt;
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:'''Dream Steppes''': Like Upper Greed’s, scan/kill.  Note that many mobs flee here, and the masked psionicists (show up on scan as mysterious masked men, and one as a sailor in agony) can be quite nasty for smaller heroes.&lt;br /&gt;
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=== Group 2: ===&lt;br /&gt;
''' Lower Greed’s Gallows''' (pp pod manatee), '''Frozen wastes''' (pp snowbird), '''Shogun''' (pp Pansho), '''Deepways''' (pp leper), '''Alpha Thule''' (pp selkie or Big Fish)&lt;br /&gt;
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:'''Lower Greed’s''': Find the down exit in the southeast.  Heading 3d u w n u will take you to the main area.  After the 3d you will have to kill some aggressive snakes before you can take the up to the Legless Cooper.  This area is somewhat circular, so scan/kill.  Some mobs are aggressive, which you’ll learn if you spend enough time here.  '''MAKE SURE TO HAVE SOMEONE WHO CAN PORTAL WHEN YOU GO ON THIS RUN'''.  This area has no exit and is cursed, and the quest to get out is hard to do while maintaining good experience, since you need to wait an agonizingly long time for the mobprog to finish.&lt;br /&gt;
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:'''Frozen Wastes''': The PP will take you to the top level of frozen wastes, where everything except snowbirds aggie.  The entrance into the glacier is found in the north end of the area.  I like to head south-ish at first and kill as many mobs as I can, then head north and find the down exit and clear all the mobs nearby.  After the first down, you can head 3s 3d into the main glacier. &lt;br /&gt;
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:To clear the main glacier: after 3d, k ice, s, k ice, e, k ice, s, k ice, w, k ice, w, k ice, n, k ice, n d s, k ice, e e, k ice, w s, k ice, w, k ice, e e, k ice, w 2n, k ice, n, k ice, w, k ice, 2e, k ice, portal out.  Make sure to loot the milks from the guardians when you kill them!&lt;br /&gt;
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:'''Shogun''': This area is rather large and hard to explain.  There are 3 main parts, which I will loosely call the west, middle, and east.  Scan and kill; everything is free game to be killed, but avoid the sanc’d mobs.  '''You may also want to avoid the High Guards and Emperor’s Peacekeepers.  These hit VERY hard (can hit up to massacre on a sanc’d character), and if you are not one-rounding it can be very taxing on HP. ''' &lt;br /&gt;
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:The west portion is found 1e and then north of Pansho.  This area contains a smathering of guards and the monk temple.  Note that you may wish to avoid the mob “A stern looking monk,” as he can cast disintegrate.  At the very north end is a down which will take you to a tunnel that contains some ghosts and ninjas.  Follow that tunnel south and east, then go up when you reach what appears to be a dead end.  Heading u 2w 3s from this room will put you in a room with a fountain, which is the start of Gaishan Road.&lt;br /&gt;
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:The middle section is found 3e from the fountain room.  From here you’ll want to clear the south and north sections.  The south section is composed of 4 rooms (2s, then e and w).  AVOID THE SANC’D MOBS NORTH OF 2S E.  They will probably kill your group if you are weak, and is certainly not worth the effort experience-wise.  After you clears this small section, head north and then west to the Mashan headquarters.  Here you can kill the Clerk,and the Trainer directly north of him.  You may or may not want to kill the High Mage west of the Clerk, as he wields and can cast disintegrate/acid rain.  Once these mobs are dead, head east and south to get back to the Gaishan road.&lt;br /&gt;
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:The east section is found 2e from this intersection.  Heading n e n from here will take you to 3 generals.  Target Bensai upon entering the room, he’s the only aggie.  Kill the second general, then leave the sanc’d mob alone.  Head back to where you came from and head further north.  Clear the up branch when you get to it, then clear the west branch.  The room 2n of the cook is the last room on your stop in this area, after which you can portal out.&lt;br /&gt;
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:Note that there you can head 2e after the “east section.”  After that scan will put red eyes north of you.  This is the ninja leader, and he hits pretty hard and casts.  I’d avoid him when you’re running the area, but you can kill anything in the 2e after the “east section.”&lt;br /&gt;
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:'''Deepways''': This area is even larger and also hard to explain.  There are 4 main sections to this area:  The northeast section (The Amphitheatre), the middle section (Fallen Angel Cave), the west section (Hall of the Mountain King/Steps of Durr), and the tunnel section.  You will be using the scan/kill method, but following a path.  I will try to explain the path I use with as much detail as possible.  '''Note that the red eyes on scans are quest mobs, and are not worth killing for experience.  Do not areaspell these to make them visible'''.  If you ever see a monolith, head the opposite direction, as you’re leaving the area.  If you ever kill a mob worth zero experience, head the opposite direction, as you’ve entered a different area.  &lt;br /&gt;
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:From Leper head 2w to enter the area.  From here, head north and east until you get to a room called “The Amphitheatre.” Head north and clear the small up section, then return to The Amphitheatre.  Head east and follow the past south until you reach “The Cloisters.” From here, you can head e u and clear the small section.&lt;br /&gt;
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:After the section is cleared (It’s about 10 rooms big), head down and back to the Amphitheatre, killing the freshly spawned mobs as you go.  From this room, head s w 2s 2w 3n (killing everything along the way) until you reach the “Fallen Angel Cave.” This room has the two forks, east and west, which you can go up and follow the path until everything dies.  Once both forks are cleared, return to the “Fallen Angel Cave.”&lt;br /&gt;
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:From this room, head 2s 2w s u s w (Again, kill everything along the way) to reach “The Hall of the Mountain King.”  Kill everything on scan, then go s w n 2w n w to reach “The Steps of Durr.”  Head up and clear the small section (it’s got 6 rooms), then head n 2w u.  This is the last room of the western section.  After you clear this, retrace your steps to The Hall of the Mountain King.  From the up (Room Desc: A steep chasm), the directions are: d 2e s e s 2e s e.  &lt;br /&gt;
::'''NOTE''': There will be a sanc’d myconoid s w n 2w from “The Hall of the Mountain King.” In this room, you can linkrefresh group without any lag!  It’s a good idea to do as you enter and exit the western section since it takes almost no time at all and can save you a decent amount of hp.&lt;br /&gt;
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:Once you’re in The Hall of the Mountain King again, head down.  Follow the path south and east until you reach a fork.  You will want to take the north exit and follow the path.  Once you head north and find a room with exists [north east south], you will be at the room 2w of Leper.  You can then repeat the loop, or leave to another area.  &lt;br /&gt;
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:'''Alpha Thule''': From the selkie portal point, you’ll want to head north, trying to find the room “Northern Shoreline.”  Chances are you’ll be too far east/west, which will show up as Northeastern/Northwestern Shoreline, respectively.  Head the opposite direction and continue working your way in a northward direction until you find the right shoreline.  One north from this room will take you into Alpha Thule.  The area is split into 4 main areas, the entrance circle, the shafts, the bottom area, and the top area. &lt;br /&gt;
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:The entrance circle is made up of golem-type mobs (all have a keyword of ancient, so k anc will hit them all).  They are somewhat painful and have armorancient, so you will hit a little less hard.  You’ll want to choose a direction after the initial sentinel and follow that path until you can take a south.  Taking this south will put you into the shafts.&lt;br /&gt;
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:The shafts contain souls which do not have armorancient and as such are much easier to kill.   There are a total of 5 of these shafts; three will lead down into the bottom area, and two will lead you to the top area.   Clear the 3 shafts in the middle of the area first, heading in a down-up-down path before taking the final down into the bottom of Alpha Thule.&lt;br /&gt;
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:The bottom of this area has Energized Clays.  These also have armorancient, but are lower level than the mobs found in the entrance circle and thus hit less hard.  The area is a 3x5 rectangle with the entrance/exit in the dead center.  Clear out all the clays, then take the shafts to the top level, killing the souls in the shafts as you go.  &lt;br /&gt;
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:The top level is interesting.  After passing an ancient sentinel, you’ll be able to head up one more time into an area with sanc’d, non-aggie mobs named “The Ancient.”  These mobs are very high level (90 iirc), sanc’d and have armorancient, and will thus take many rounds to kill.  There are six of these Ancients.  If you head up one more time, you’ll be able to find the Celestial, the biggest mob in the area.  He sells bullets and carries the Celestial’s Arbalest, the best gun-type weapon for hero tier.  &lt;br /&gt;
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:It’s arguable whether the sanc’d Ancients are worth running.  They take many rounds, but are worth ~150 exp per group member.  My personal feelings on this are as follows: If you want to stay in Alpha Thule the entire run, you should come to the Ancients last to try and get the area to repop.  If you are not interested, you should leave to a new area as soon as you clear out the souls and the energized clays.&lt;br /&gt;
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:If you’re interested in staying in the area and the souls have not repopped once all the Ancients are dead, make your way back to the entrance circle and start clearing the second half.  Chances are by the time you get back to the entrance of the area, the rest of it will have repopped.  If it hasn’t, you can head south onto the Lake of Tears to kill some mobs there while waiting, or just switch to a new area entirely.&lt;br /&gt;
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=== Group 3: === &lt;br /&gt;
'''The Great Divide''' (pp Wartha), '''Morte Vallta''' (pp giant vulture),&lt;br /&gt;
&lt;br /&gt;
:'''The Great Divide''': From Wartha, head 4w 2n 2e 2n w n to enter the main area.  From here it’s scan and kill.  There are two main “temples” to the west and east which you have a bunch of mobs to clear.  I would put more notes, but I can’t really think of any.  Beware, the insatiable one eats corpses.&lt;br /&gt;
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:'''Morte''': From giant vulture, head down.  Scan and kill.  Watch out for Colossus (A towering stone golem) and Azric (A blindingly bright light).  The first hits really really hard, the second takes forever to kill and casts annoying spells.&lt;br /&gt;
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=== Group 4: ===&lt;br /&gt;
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'''Graves of Reveria/Necropolis''' (pp mourning drow),''' Transfigured Forest''' (pp stone trickster)&lt;br /&gt;
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:I don’t know these areas, sorry!  If you’re familiar with them, go ahead and fill them out.&lt;br /&gt;
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If you have very squishy hitters, you probably want to avoid groups 3 and 4.  Those two groups are very swarmy and aggressive, so unless you have someone who is willing to brandish your hitters may find themselves in danger of dying quite often.    &lt;br /&gt;
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I won’t talk about EHA because I don’t find them time/resource efficient.  The general theory applies just the same though, you’ll just need more hitters and 2-3 dedicated brandishers.  There is a map of the area on the wiki if you are interested in trying to learn the layout of the area.&lt;br /&gt;
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== Leading Technique ==&lt;br /&gt;
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First of all, make sure that your kill command has an emote in front of it, ie alias k emote is killing %1:k %1&lt;br /&gt;
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So, what are you typing?  There’s exactly one order of commands you should be typing, and it goes as follows:&lt;br /&gt;
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k mob, sca, stack commands to kill next mob, repeat&lt;br /&gt;
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Here’s how the actions should (ideally) play out:&lt;br /&gt;
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::1) You type ‘k mob’, then ‘sca’&lt;br /&gt;
::2) All your hitters trigger off your emote&lt;br /&gt;
::3) Scan goes off, you find a mob to kill&lt;br /&gt;
::4) Type the direction and kill command in your prompt (eg, in Zmud, e;k tr)&lt;br /&gt;
::5) Mob dies&lt;br /&gt;
::6) Hit enter&lt;br /&gt;
::7) Repeat&lt;br /&gt;
&lt;br /&gt;
This is, as far as I’m aware, the most efficient set of commands.  You should be typing scan right after you hit kill, as the time between the attack triggers from your hitters firing and the time the actual first round of combat begins is usually enough to find your next mob.  &lt;br /&gt;
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That’s it.  Easy, huh?  It just takes practice before you start running through mobs at breakneck speed.&lt;br /&gt;
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== End Notes ==&lt;br /&gt;
If you’re completely new to tanking, you’re not going to become amazing on your first run.  Your experience gains over time will increase as the layout of areas becomes burned into your memory and as you get more comfortable with keeping up the string of commands listed above.  Remember that most classes can only solo about 5k/spellup at most.  If your run brings in more experience that this and has similar downtimes, you’re benefiting everyone by tanking.  &lt;br /&gt;
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Get tanking!  With new experience logic and diversity, consistent 10k runs are in everyone’s reach.  &lt;br /&gt;
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- Atris/Mestre/Iratha et alts&lt;br /&gt;
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== Nuances ==&lt;br /&gt;
This section of the guide has random nuances that may help your runs in specific scenarios.  More may be added as I think of them.&lt;br /&gt;
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- If you are a monk/shf with counterpush or a bld with inspiring dance, it may be beneficial to NOT linkrefresh.  Having the mob go first will then cause it to be pushed in the first case, or cause your casters monitoring you to have a shot at regaining some mana in the second.  Note that this is more draining on your hp, so test and see!&lt;br /&gt;
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- Asking your warriors to have bash in their trigger is only beneficial if you are constantly two rounding monsters, and the bash will reduce this to one round.  This is the case because when you fail bash, you have a round of lag to stand up, whereas if you succeed bash, this lag is maybe half a round.  The scenario goes as follows:&lt;br /&gt;
:No bash: Mob dies in 2 rounds.&lt;br /&gt;
:Fail bash: You kill the mob in the second round, then stand up, then your attack trigger fires on the next mob&lt;br /&gt;
:Succeed bash: You kill the mob in the first round, then your attack trigger fires on the next mob.&lt;br /&gt;
If you one round without bash, you risk missing the attack gained by attack triggers, and this should thus be avoided.&lt;br /&gt;
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[[Category: Gameplay]]&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Tanking_Hero_Experience&amp;diff=43875</id>
		<title>Tanking Hero Experience</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Tanking_Hero_Experience&amp;diff=43875"/>
		<updated>2011-07-21T10:10:27Z</updated>

		<summary type="html">&lt;p&gt;Atris: /* Area Selection */&lt;/p&gt;
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&lt;div&gt;== Introduction ==&lt;br /&gt;
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At hero tier, grouping is widely considered the best (read: fastest) way to gain experience.  It’s not very hard to get grouped as a hitter; finding people who are willing to tank is more difficult.  People new to tanking are hesitant to try doing it for various reasons, whether it be fear of leading others or not knowing what areas to lead.  This guide is meant to teach you about all aspects of tanking: the general theory, group composition, area selection, and actual technique (what you should be typing).&lt;br /&gt;
&lt;br /&gt;
You may be asking why you should listen to this guide (and you should, since it is a guide, not law).  After the change in group experience logic, I’ve been leading very consistent runs ranging from anywhere from 9k-12k atheist (depending on group composition), on my alts Mestre and Iratha.  It should be noted that I consider myself a powergamer, and the guide reflects this.  Nevertheless, the information here should be useful and applicable for every type of person out there.&lt;br /&gt;
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== Theory ==&lt;br /&gt;
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Tanking hero experience involves '''maximizing the amount of experience over time'''.  Notice that I used the word time, not per run.  If you have to wait a long time between runs, or need to farm an excessive amount of consumables per run, I consider that less efficient, as that is wasted time that could be spent running experience. &lt;br /&gt;
 &lt;br /&gt;
Maximizing the amount of experience you get over time has one major idea, and that is '''one rounding monsters'''.  A lot of new tanks don’t understand the importance of this concept.  By one rounding monsters, you are simultaneously maximizing the damage you deal and minimizing the damage you take.  If you successfully one round the monster while you are on top of it (via linkrefreshing), you will take zero damage.  It is for this reason that so-called “elite” runners don’t run with cleric-types; consistent one-rounding and careful management of linkrefresh causes them to never get hit.  The same reasoning also applies for not needing sky high AC- if you never get a chance to be hit, you can tank naked.  Note that some areas don’t agree with linkrefreshing, and you will attack after the monster.  Even in this scenario, you are reducing the monster to only one chance at hitting you.&lt;br /&gt;
&lt;br /&gt;
::'''NOTE''': If you are a hitter, you '''MUST''' have a kill trigger.  If you don’t have a kill trigger, you are doing '''50%''' less damage than you should, and making the tank’s job a lot harder.  If you don’t know how to write one, ask over a public channel.  The AVATAR playerbase will probably know how to make one for your MUDclient.  If you are a tank, ask your hitters to turn on their trigger if it’s off.  It makes a huge difference.&lt;br /&gt;
&lt;br /&gt;
Another important aspect is the proper usage of bots to heal, especially without a cleric.  Most areas have at least one uncursed room where you can recall set and pop back to Sanctum to quickly replenish your hp with bots.  Planning your run around these stops will take some prior experience, but will allow you to run without a cleric if your AC or hp are low.&lt;br /&gt;
&lt;br /&gt;
Finally, we come to the aspect of AC.  You’ll often see a bunch of questions on herochat asking if some random amount of unspelled AC is enough to tank.  The answer is if you have an unenchanted set of b12 hero tank gear, you can tank.  Having higher is obviously helpful, but if you follow the above two concepts, you can easily overcome the AC/hp barrier.  If you absolutely need hard numbers, I will say that reaching -1250 spelled is probably not too hard and a good starting goal, and -1300 spelled is plenty (this is applicable for classes with shields.  Bld/monk are diffferent.  I would shoot for  -1150 AC minimum.  -1200 is a good first goal).  I run with -1330ish with full kra spells (including kra steel/bark) and it’s been enough to carry me ever since I had 1.1k hp.  Note that I like to bring a cleric when I tank with something with less than 1k hp, as the hit to exp is marginal if at all.&lt;br /&gt;
::'''NOTE''': I have since intentionally nerfed myself and tanked without invincibility to have around -1220 AC.  The difference IS noticeable, but it can be mitigated with a healer and more usage of bot healing.  It DOES NOT mean you can’t tank with a lesser amount of AC.&lt;br /&gt;
&lt;br /&gt;
== Group Composition ==&lt;br /&gt;
&lt;br /&gt;
At hero tier, hitters can largely be tiered like this (In order):&lt;br /&gt;
&lt;br /&gt;
::Tier 1: Arc/Asn spec'd arc, fus/101+ pal (with oath of war), war/bod, bzk&lt;br /&gt;
::Tier 2: Everything else except sor and wizard&lt;br /&gt;
::Tier 3: Sor and Wzd&lt;br /&gt;
&lt;br /&gt;
There are arguments for rogues being better than mages and whatnot, but I don’t really care about them because in terms of efficiency, none of them get close to the top six.  I put Sor and Wzd below everything else because they don’t even get third attack/enhanced damage, so you can’t put on a set of hit gear to try and be useful.  Note however, that the damage you get from tier 2 is not negligible; it can often times carry you from one rounding 50% of the time to 80-90% of the time.&lt;br /&gt;
&lt;br /&gt;
So what do you pick?  Get 3-4 hitters from the tier 1 group and you’ll probably one round nearly every popular hero area consistently, with the exception of Alpha Thule.  There are differences between a war who is sub101 vs a war who is 101+, but that is mitigated by lowhero experience bonus.  A sub101 war is still probably better than anything in tier 2 anyways.  &lt;br /&gt;
	&lt;br /&gt;
I’ll write a small paragraph on clerics/druids/priests.  If you’re new, and you’re not sure how your group will do, bring one.  They will provide you peace of mind and ensure that your run goes more smoothly.  With diversity playing a role, adding a healer is now a significantly smaller reduction in experience that before.  I bring dru/cle/prs in my groups sometimes for this reason: I lose out on a small amount of experience, but I help them level.  And we do need more priests at lord tier.  &lt;br /&gt;
&lt;br /&gt;
Finally, group size and diversity.  In my experience, the amount of experience doesn’t get hit hard until after the group is 7+ big.  You can run with a group of 6 without too harsh of a hit to experience, especially if you have decent diversity.  What this basically means is that if you have you (the tank) and 3 quality hitters, you can afford to take a cleric and mage/rogue if you felt nice, and not get completely slammed on experience gains.  I find that the fourth hitter (assuming it is at least tier 2) tends to tip the one-rounding ratio much closer to 100% than just having 3 quality hitters. If you have a group composed entirely of melee, you’ll actually notice your experience gains seem to worsen, so you may want to take something else to increase diversity.  Diversity also encourages casters to tank, since they count as a caster for diversity, and you can add an extra hitter without taking as large a penalty.&lt;br /&gt;
&lt;br /&gt;
== Area Selection ==&lt;br /&gt;
&lt;br /&gt;
There are several popular areas to get experience, and the one you pick will greatly influence the amount you get per hour.  I’ll breakdown what I feel are some quality areas to learn, including detailed area descriptions.  '''Please note that for all these areas, I assume all your members have fly/passdoor/water breathing active.'''  Otherwise, you may at times be stopped because you lack these spells. &lt;br /&gt;
&lt;br /&gt;
Note that I’ve grouped these areas into relative danger only, ie how aggie the area tends to be. I run only in the areas in group 2 myself, and can still regularly do 10k runs. &lt;br /&gt;
&lt;br /&gt;
Seeing this show up on the wiki shows me it's kind of hard to read.  You may want to copy/paste into a word editor to make it easier.  Or if someone more knowledgeable on wikis can make it look nice, that'd be cool too.&lt;br /&gt;
&lt;br /&gt;
=== Group 1: ===&lt;br /&gt;
'''Igecsoz''' (pp Ajuu), '''Upper Greed’s Gallows''' (pp barrel monkey), '''Hamlet of Kreigstadt''' (pp otto), '''Dream Steppes''' (pp displacer beast) &lt;br /&gt;
&lt;br /&gt;
:'''Igecsoz''':  k ajuu, s, k hji, 2e, k ekj, n, k hlu, n, k kins, w s d, k hle, u n w, k brg, 2w n e 2n w, k arm, e n w, k weap, e 2n w 2n u s w, k sig, e s w, k sil, e s w, kill iov&lt;br /&gt;
&lt;br /&gt;
:'''Upper Greed’s''': The area is mostly circular.  Try and keep track of the directions you’ve been to and scan/kill.  Note that these mobs are good aligned, so you will want to watch your alignment and leave once it dips below 450ish, as you are then in danger of having your gear zap off.&lt;br /&gt;
&lt;br /&gt;
:'''Hamlet of Kreigstadt''': k otto, k wolf, k uda, k sieg, w n n, k kru, s, k kru, 4s 3w k bow, e s, k cle, s, k sch, 2n e 6s 2e s, k ivan, k sash, k raj, e, kill golem, w s, kill madam (beware, this mob can cast disint for ~500 hp damage.  Skip if tiny.), 2n 2e s, k wode, n e n, kill hol, s e s, k change, n e, kill sha (x3)&lt;br /&gt;
::Note:  This area also connects to Saints of the Blade Temple, which is a pretty decent place to tack on if you want to.  You can access it by heading 2n e 4s w after the Schulz.  Head west and down into the main part of the area and kill dragoons/pilgrims/priests while avoiding the slaves.  After you head d n d and go 2e, you can open north to find a large amount of dragoons to kill. ''' NOTE THAT THE DRAGON LIEUTENANTS (Show up on scan as flying) CAN STAB.  The damage is not THAT high (dismember or so), but it can still be dangerous with small heroes.'''  Heading all east and up, then following the path will take you out of the area and back to the entrance, where you can head towards Ivan/Raja/Sasha and finish the rest of the area.&lt;br /&gt;
&lt;br /&gt;
:'''Dream Steppes''': Like Upper Greed’s, scan/kill.  Note that many mobs flee here, and the masked psionicists (show up on scan as mysterious masked men, and one as a sailor in agony) can be quite nasty for smaller heroes.&lt;br /&gt;
&lt;br /&gt;
=== Group 2: ===&lt;br /&gt;
''' Lower Greed’s Gallows''' (pp pod manatee), '''Frozen wastes''' (pp snowbird), '''Shogun''' (pp Pansho), '''Deepways''' (pp leper), '''Alpha Thule''' (pp selkie or Big Fish)&lt;br /&gt;
&lt;br /&gt;
:'''Lower Greed’s''': Find the down exit in the southeast.  Heading 3d u w n u will take you to the main area.  After the 3d you will have to kill some aggressive snakes before you can take the up to the Legless Cooper.  This area is somewhat circular, so scan/kill.  Some mobs are aggressive, which you’ll learn if you spend enough time here.  '''MAKE SURE TO HAVE SOMEONE WHO CAN PORTAL WHEN YOU GO ON THIS RUN'''.  This area has no exit and is cursed, and the quest to get out is hard to do while maintaining good experience, since you need to wait an agonizingly long time for the mobprog to finish.&lt;br /&gt;
&lt;br /&gt;
:'''Frozen Wastes''': The PP will take you to the top level of frozen wastes, where everything except snowbirds aggie.  The entrance into the glacier is found in the north end of the area.  I like to head south-ish at first and kill as many mobs as I can, then head north and find the down exit and clear all the mobs nearby.  After the first down, you can head 3s 3d into the main glacier. &lt;br /&gt;
&lt;br /&gt;
:To clear the main glacier: after 3d, k ice, s, k ice, e, k ice, s, k ice, w, k ice, w, k ice, n, k ice, n d s, k ice, e e, k ice, w s, k ice, w, k ice, e e, k ice, w 2n, k ice, n, k ice, w, k ice, 2e, k ice, portal out.  Make sure to loot the milks from the guardians when you kill them!&lt;br /&gt;
&lt;br /&gt;
:'''Shogun''': This area is rather large and hard to explain.  There are 3 main parts, which I will loosely call the west, middle, and east.  Scan and kill; everything is free game to be killed, but avoid the sanc’d mobs.  '''You may also want to avoid the High Guards and Emperor’s Peacekeepers.  These hit VERY hard (can hit up to massacre on a sanc’d character), and if you are not one-rounding it can be very taxing on HP. ''' &lt;br /&gt;
&lt;br /&gt;
:The west portion is found 1e and then north of Pansho.  This area contains a smathering of guards and the monk temple.  Note that you may wish to avoid the mob “A stern looking monk,” as he can cast disintegrate.  At the very north end is a down which will take you to a tunnel that contains some ghosts and ninjas.  Follow that tunnel south and east, then go up when you reach what appears to be a dead end.  Heading u 2w 3s from this room will put you in a room with a fountain, which is the start of Gaishan Road.&lt;br /&gt;
&lt;br /&gt;
:The middle section is found 3e from the fountain room.  From here you’ll want to clear the south and north sections.  The south section is composed of 4 rooms (2s, then e and w).  AVOID THE SANC’D MOBS NORTH OF 2S E.  They will probably kill your group if you are weak, and is certainly not worth the effort experience-wise.  After you clears this small section, head north and then west to the Mashan headquarters.  Here you can kill the Clerk,and the Trainer directly north of him.  You may or may not want to kill the High Mage west of the Clerk, as he wields and can cast disintegrate/acid rain.  Once these mobs are dead, head east and south to get back to the Gaishan road.&lt;br /&gt;
&lt;br /&gt;
:The east section is found 2e from this intersection.  Heading n e n from here will take you to 3 generals.  Target Bensai upon entering the room, he’s the only aggie.  Kill the second general, then leave the sanc’d mob alone.  Head back to where you came from and head further north.  Clear the up branch when you get to it, then clear the west branch.  The room 2n of the cook is the last room on your stop in this area, after which you can portal out.&lt;br /&gt;
&lt;br /&gt;
:Note that there you can head 2e after the “east section.”  After that scan will put red eyes north of you.  This is the ninja leader, and he hits pretty hard and casts.  I’d avoid him when you’re running the area, but you can kill anything in the 2e after the “east section.”&lt;br /&gt;
&lt;br /&gt;
:'''Deepways''': This area is even larger and also hard to explain.  There are 4 main sections to this area:  The northeast section (The Amphitheatre), the middle section (Fallen Angel Cave), the west section (Hall of the Mountain King/Steps of Durr), and the tunnel section.  You will be using the scan/kill method, but following a path.  I will try to explain the path I use with as much detail as possible.  '''Note that the red eyes on scans are quest mobs, and are not worth killing for experience.  Do not areaspell these to make them visible'''.  If you ever see a monolith, head the opposite direction, as you’re leaving the area.  If you ever kill a mob worth zero experience, head the opposite direction, as you’ve entered a different area.  &lt;br /&gt;
&lt;br /&gt;
:From Leper head 2w to enter the area.  From here, head north and east until you get to a room called “The Amphitheatre.” Head north and clear the small up section, then return to The Amphitheatre.  Head east and follow the past south until you reach “The Cloisters.” From here, you can head e u and clear the small section.&lt;br /&gt;
&lt;br /&gt;
:After the section is cleared (It’s about 10 rooms big), head down and back to the Amphitheatre, killing the freshly spawned mobs as you go.  From this room, head s w 2s 2w 3n (killing everything along the way) until you reach the “Fallen Angel Cave.” This room has the two forks, east and west, which you can go up and follow the path until everything dies.  Once both forks are cleared, return to the “Fallen Angel Cave.”&lt;br /&gt;
&lt;br /&gt;
:From this room, head 2s 2w s u s w (Again, kill everything along the way) to reach “The Hall of the Mountain King.”  Kill everything on scan, then go s w n 2w n w to reach “The Steps of Durr.”  Head up and clear the small section (it’s got 6 rooms), then head n 2w u.  This is the last room of the western section.  After you clear this, retrace your steps to The Hall of the Mountain King.  From the up (Room Desc: A steep chasm), the directions are: d 2e s e s 2e s e.  &lt;br /&gt;
::'''NOTE''': There will be a sanc’d myconoid s w n 2w from “The Hall of the Mountain King.” In this room, you can linkrefresh group without any lag!  It’s a good idea to do as you enter and exit the western section since it takes almost no time at all and can save you a decent amount of hp.&lt;br /&gt;
&lt;br /&gt;
:Once you’re in The Hall of the Mountain King again, head down.  Follow the path south and east until you reach a fork.  You will want to take the north exit and follow the path.  Once you head north and find a room with exists [north east south], you will be at the room 2w of Leper.  You can then repeat the loop, or leave to another area.  &lt;br /&gt;
&lt;br /&gt;
:'''Alpha Thule''': From the selkie portal point, you’ll want to head north, trying to find the room “Northern Shoreline.”  Chances are you’ll be too far east/west, which will show up as Northeastern/Northwestern Shoreline, respectively.  Head the opposite direction and continue working your way in a northward direction until you find the right shoreline.  One north from this room will take you into Alpha Thule.  The area is split into 4 main areas, the entrance circle, the shafts, the bottom area, and the top area. &lt;br /&gt;
&lt;br /&gt;
:The entrance circle is made up of golem-type mobs (all have a keyword of ancient, so k anc will hit them all).  They are somewhat painful and have armorancient, so you will hit a little less hard.  You’ll want to choose a direction after the initial sentinel and follow that path until you can take a south.  Taking this south will put you into the shafts.&lt;br /&gt;
&lt;br /&gt;
:The shafts contain souls which do not have armorancient and as such are much easier to kill.   There are a total of 5 of these shafts; three will lead down into the bottom area, and two will lead you to the top area.   Clear the 3 shafts in the middle of the area first, heading in a down-up-down path before taking the final down into the bottom of Alpha Thule.&lt;br /&gt;
&lt;br /&gt;
:The bottom of this area has Energized Clays.  These also have armorancient, but are lower level than the mobs found in the entrance circle and thus hit less hard.  The area is a 3x5 rectangle with the entrance/exit in the dead center.  Clear out all the clays, then take the shafts to the top level, killing the souls in the shafts as you go.  &lt;br /&gt;
&lt;br /&gt;
:The top level is interesting.  After passing an ancient sentinel, you’ll be able to head up one more time into an area with sanc’d, non-aggie mobs named “The Ancient.”  These mobs are very high level (90 iirc), sanc’d and have armorancient, and will thus take many rounds to kill.  There are six of these Ancients.  If you head up one more time, you’ll be able to find the Celestial, the biggest mob in the area.  He sells bullets and carries the Celestial’s Arbalest, the best gun-type weapon for hero tier.  &lt;br /&gt;
&lt;br /&gt;
:It’s arguable whether the sanc’d Ancients are worth running.  They take many rounds, but are worth ~150 exp per group member.  My personal feelings on this are as follows: If you want to stay in Alpha Thule the entire run, you should come to the Ancients last to try and get the area to repop.  If you are not interested, you should leave to a new area as soon as you clear out the souls and the energized clays.&lt;br /&gt;
&lt;br /&gt;
:If you’re interested in staying in the area and the souls have not repopped once all the Ancients are dead, make your way back to the entrance circle and start clearing the second half.  Chances are by the time you get back to the entrance of the area, the rest of it will have repopped.  If it hasn’t, you can head south onto the Lake of Tears to kill some mobs there while waiting, or just switch to a new area entirely.&lt;br /&gt;
&lt;br /&gt;
=== Group 3: === &lt;br /&gt;
'''The Great Divide''' (pp Wartha), '''Morte Vallta''' (pp giant vulture),&lt;br /&gt;
&lt;br /&gt;
:'''The Great Divide''': From Wartha, head 4w 2n 2e 2n w n to enter the main area.  From here it’s scan and kill.  There are two main “temples” to the west and east which you have a bunch of mobs to clear.  I would put more notes, but I can’t really think of any.  Beware, the insatiable one eats corpses.&lt;br /&gt;
&lt;br /&gt;
:'''Morte''': From giant vulture, head down.  Scan and kill.  Watch out for Colossus (A towering stone golem) and Azric (A blindingly bright light).  The first hits really really hard, the second takes forever to kill and casts annoying spells.&lt;br /&gt;
&lt;br /&gt;
=== Group 4: ===&lt;br /&gt;
&lt;br /&gt;
'''Graves of Reveria/Necropolis''' (pp mourning drow),''' Transfigured Forest''' (pp stone trickster)&lt;br /&gt;
&lt;br /&gt;
:I don’t know these areas, sorry!  If you’re familiar with them, go ahead and fill them out.&lt;br /&gt;
&lt;br /&gt;
If you have very squishy hitters, you probably want to avoid groups 3 and 4.  Those two groups are very swarmy and aggressive, so unless you have someone who is willing to brandish your hitters may find themselves in danger of dying quite often.    &lt;br /&gt;
&lt;br /&gt;
I won’t talk about EHA because I don’t find them time/resource efficient.  The general theory applies just the same though, you’ll just need more hitters and 2-3 dedicated brandishers.  There is a map of the area on the wiki if you are interested in trying to learn the layout of the area.&lt;br /&gt;
&lt;br /&gt;
== Leading Technique ==&lt;br /&gt;
&lt;br /&gt;
So, what are you typing?  There’s exactly one order of commands you should be typing, and it goes as follows:&lt;br /&gt;
&lt;br /&gt;
k mob, sca, stack commands to kill next mob, repeat&lt;br /&gt;
&lt;br /&gt;
Here’s how the actions should (ideally) play out:&lt;br /&gt;
&lt;br /&gt;
::1) You type ‘k mob’, then ‘sca’&lt;br /&gt;
::2) All your hitters trigger off your emote&lt;br /&gt;
::3) Scan goes off, you find a mob to kill&lt;br /&gt;
::4) Type the direction and kill command in your prompt (eg, in Zmud, e;k tr)&lt;br /&gt;
::5) Mob dies&lt;br /&gt;
::6) Hit enter&lt;br /&gt;
::7) Repeat&lt;br /&gt;
&lt;br /&gt;
This is, as far as I’m aware, the most efficient set of commands.  You should be typing scan right after you hit kill, as the time between the attack triggers from your hitters firing and the time the actual first round of combat begins is usually enough to find your next mob.  &lt;br /&gt;
&lt;br /&gt;
That’s it.  Easy, huh?  It just takes practice before you start running through mobs at breakneck speed.&lt;br /&gt;
&lt;br /&gt;
== End Notes ==&lt;br /&gt;
If you’re completely new to tanking, you’re not going to become amazing on your first run.  Your experience gains over time will increase as the layout of areas becomes burned into your memory and as you get more comfortable with keeping up the string of commands listed above.  Remember that most classes can only solo about 5k/spellup at most.  If your run brings in more experience that this and has similar downtimes, you’re benefiting everyone by tanking.  &lt;br /&gt;
&lt;br /&gt;
Get tanking!  With new experience logic and diversity, consistent 10k runs are in everyone’s reach.  &lt;br /&gt;
&lt;br /&gt;
- Atris/Mestre/Iratha et alts&lt;br /&gt;
&lt;br /&gt;
== Nuances ==&lt;br /&gt;
This section of the guide has random nuances that may help your runs in specific scenarios.  More may be added as I think of them.&lt;br /&gt;
&lt;br /&gt;
- If you are a monk/shf with counterpush or a bld with inspiring dance, it may be beneficial to NOT linkrefresh.  Having the mob go first will then cause it to be pushed in the first case, or cause your casters monitoring you to have a shot at regaining some mana in the second.  Note that this is more draining on your hp, so test and see!&lt;br /&gt;
&lt;br /&gt;
- Asking your warriors to have bash in their trigger is only beneficial if you are constantly two rounding monsters, and the bash will reduce this to one round.  This is the case because when you fail bash, you have a round of lag to stand up, whereas if you succeed bash, this lag is maybe half a round.  The scenario goes as follows:&lt;br /&gt;
:No bash: Mob dies in 2 rounds.&lt;br /&gt;
:Fail bash: You kill the mob in the second round, then stand up, then your attack trigger fires on the next mob&lt;br /&gt;
:Succeed bash: You kill the mob in the first round, then your attack trigger fires on the next mob.&lt;br /&gt;
If you one round without bash, you risk missing the attack gained by attack triggers, and this should thus be avoided.&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Tanking_Hero_Experience&amp;diff=43874</id>
		<title>Tanking Hero Experience</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Tanking_Hero_Experience&amp;diff=43874"/>
		<updated>2011-07-21T10:10:12Z</updated>

		<summary type="html">&lt;p&gt;Atris: /* Area Selection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
At hero tier, grouping is widely considered the best (read: fastest) way to gain experience.  It’s not very hard to get grouped as a hitter; finding people who are willing to tank is more difficult.  People new to tanking are hesitant to try doing it for various reasons, whether it be fear of leading others or not knowing what areas to lead.  This guide is meant to teach you about all aspects of tanking: the general theory, group composition, area selection, and actual technique (what you should be typing).&lt;br /&gt;
&lt;br /&gt;
You may be asking why you should listen to this guide (and you should, since it is a guide, not law).  After the change in group experience logic, I’ve been leading very consistent runs ranging from anywhere from 9k-12k atheist (depending on group composition), on my alts Mestre and Iratha.  It should be noted that I consider myself a powergamer, and the guide reflects this.  Nevertheless, the information here should be useful and applicable for every type of person out there.&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
&lt;br /&gt;
Tanking hero experience involves '''maximizing the amount of experience over time'''.  Notice that I used the word time, not per run.  If you have to wait a long time between runs, or need to farm an excessive amount of consumables per run, I consider that less efficient, as that is wasted time that could be spent running experience. &lt;br /&gt;
 &lt;br /&gt;
Maximizing the amount of experience you get over time has one major idea, and that is '''one rounding monsters'''.  A lot of new tanks don’t understand the importance of this concept.  By one rounding monsters, you are simultaneously maximizing the damage you deal and minimizing the damage you take.  If you successfully one round the monster while you are on top of it (via linkrefreshing), you will take zero damage.  It is for this reason that so-called “elite” runners don’t run with cleric-types; consistent one-rounding and careful management of linkrefresh causes them to never get hit.  The same reasoning also applies for not needing sky high AC- if you never get a chance to be hit, you can tank naked.  Note that some areas don’t agree with linkrefreshing, and you will attack after the monster.  Even in this scenario, you are reducing the monster to only one chance at hitting you.&lt;br /&gt;
&lt;br /&gt;
::'''NOTE''': If you are a hitter, you '''MUST''' have a kill trigger.  If you don’t have a kill trigger, you are doing '''50%''' less damage than you should, and making the tank’s job a lot harder.  If you don’t know how to write one, ask over a public channel.  The AVATAR playerbase will probably know how to make one for your MUDclient.  If you are a tank, ask your hitters to turn on their trigger if it’s off.  It makes a huge difference.&lt;br /&gt;
&lt;br /&gt;
Another important aspect is the proper usage of bots to heal, especially without a cleric.  Most areas have at least one uncursed room where you can recall set and pop back to Sanctum to quickly replenish your hp with bots.  Planning your run around these stops will take some prior experience, but will allow you to run without a cleric if your AC or hp are low.&lt;br /&gt;
&lt;br /&gt;
Finally, we come to the aspect of AC.  You’ll often see a bunch of questions on herochat asking if some random amount of unspelled AC is enough to tank.  The answer is if you have an unenchanted set of b12 hero tank gear, you can tank.  Having higher is obviously helpful, but if you follow the above two concepts, you can easily overcome the AC/hp barrier.  If you absolutely need hard numbers, I will say that reaching -1250 spelled is probably not too hard and a good starting goal, and -1300 spelled is plenty (this is applicable for classes with shields.  Bld/monk are diffferent.  I would shoot for  -1150 AC minimum.  -1200 is a good first goal).  I run with -1330ish with full kra spells (including kra steel/bark) and it’s been enough to carry me ever since I had 1.1k hp.  Note that I like to bring a cleric when I tank with something with less than 1k hp, as the hit to exp is marginal if at all.&lt;br /&gt;
::'''NOTE''': I have since intentionally nerfed myself and tanked without invincibility to have around -1220 AC.  The difference IS noticeable, but it can be mitigated with a healer and more usage of bot healing.  It DOES NOT mean you can’t tank with a lesser amount of AC.&lt;br /&gt;
&lt;br /&gt;
== Group Composition ==&lt;br /&gt;
&lt;br /&gt;
At hero tier, hitters can largely be tiered like this (In order):&lt;br /&gt;
&lt;br /&gt;
::Tier 1: Arc/Asn spec'd arc, fus/101+ pal (with oath of war), war/bod, bzk&lt;br /&gt;
::Tier 2: Everything else except sor and wizard&lt;br /&gt;
::Tier 3: Sor and Wzd&lt;br /&gt;
&lt;br /&gt;
There are arguments for rogues being better than mages and whatnot, but I don’t really care about them because in terms of efficiency, none of them get close to the top six.  I put Sor and Wzd below everything else because they don’t even get third attack/enhanced damage, so you can’t put on a set of hit gear to try and be useful.  Note however, that the damage you get from tier 2 is not negligible; it can often times carry you from one rounding 50% of the time to 80-90% of the time.&lt;br /&gt;
&lt;br /&gt;
So what do you pick?  Get 3-4 hitters from the tier 1 group and you’ll probably one round nearly every popular hero area consistently, with the exception of Alpha Thule.  There are differences between a war who is sub101 vs a war who is 101+, but that is mitigated by lowhero experience bonus.  A sub101 war is still probably better than anything in tier 2 anyways.  &lt;br /&gt;
	&lt;br /&gt;
I’ll write a small paragraph on clerics/druids/priests.  If you’re new, and you’re not sure how your group will do, bring one.  They will provide you peace of mind and ensure that your run goes more smoothly.  With diversity playing a role, adding a healer is now a significantly smaller reduction in experience that before.  I bring dru/cle/prs in my groups sometimes for this reason: I lose out on a small amount of experience, but I help them level.  And we do need more priests at lord tier.  &lt;br /&gt;
&lt;br /&gt;
Finally, group size and diversity.  In my experience, the amount of experience doesn’t get hit hard until after the group is 7+ big.  You can run with a group of 6 without too harsh of a hit to experience, especially if you have decent diversity.  What this basically means is that if you have you (the tank) and 3 quality hitters, you can afford to take a cleric and mage/rogue if you felt nice, and not get completely slammed on experience gains.  I find that the fourth hitter (assuming it is at least tier 2) tends to tip the one-rounding ratio much closer to 100% than just having 3 quality hitters. If you have a group composed entirely of melee, you’ll actually notice your experience gains seem to worsen, so you may want to take something else to increase diversity.  Diversity also encourages casters to tank, since they count as a caster for diversity, and you can add an extra hitter without taking as large a penalty.&lt;br /&gt;
&lt;br /&gt;
== Area Selection ==&lt;br /&gt;
&lt;br /&gt;
There are several popular areas to get experience, and the one you pick will greatly influence the amount you get per hour.  I’ll breakdown what I feel are some quality areas to learn, including detailed area descriptions.  '''Please note that for all these areas, I assume all your members have fly/passdoor/water breathing active.'''  Otherwise, you may at times be stopped because you lack these spells. &lt;br /&gt;
&lt;br /&gt;
Note that I’ve grouped these areas into relative danger only. I run only in the areas in group 2 myself, and can still regularly do 10k runs. &lt;br /&gt;
&lt;br /&gt;
Seeing this show up on the wiki shows me it's kind of hard to read.  You may want to copy/paste into a word editor to make it easier.  Or if someone more knowledgeable on wikis can make it look nice, that'd be cool too.&lt;br /&gt;
&lt;br /&gt;
=== Group 1: ===&lt;br /&gt;
'''Igecsoz''' (pp Ajuu), '''Upper Greed’s Gallows''' (pp barrel monkey), '''Hamlet of Kreigstadt''' (pp otto), '''Dream Steppes''' (pp displacer beast) &lt;br /&gt;
&lt;br /&gt;
:'''Igecsoz''':  k ajuu, s, k hji, 2e, k ekj, n, k hlu, n, k kins, w s d, k hle, u n w, k brg, 2w n e 2n w, k arm, e n w, k weap, e 2n w 2n u s w, k sig, e s w, k sil, e s w, kill iov&lt;br /&gt;
&lt;br /&gt;
:'''Upper Greed’s''': The area is mostly circular.  Try and keep track of the directions you’ve been to and scan/kill.  Note that these mobs are good aligned, so you will want to watch your alignment and leave once it dips below 450ish, as you are then in danger of having your gear zap off.&lt;br /&gt;
&lt;br /&gt;
:'''Hamlet of Kreigstadt''': k otto, k wolf, k uda, k sieg, w n n, k kru, s, k kru, 4s 3w k bow, e s, k cle, s, k sch, 2n e 6s 2e s, k ivan, k sash, k raj, e, kill golem, w s, kill madam (beware, this mob can cast disint for ~500 hp damage.  Skip if tiny.), 2n 2e s, k wode, n e n, kill hol, s e s, k change, n e, kill sha (x3)&lt;br /&gt;
::Note:  This area also connects to Saints of the Blade Temple, which is a pretty decent place to tack on if you want to.  You can access it by heading 2n e 4s w after the Schulz.  Head west and down into the main part of the area and kill dragoons/pilgrims/priests while avoiding the slaves.  After you head d n d and go 2e, you can open north to find a large amount of dragoons to kill. ''' NOTE THAT THE DRAGON LIEUTENANTS (Show up on scan as flying) CAN STAB.  The damage is not THAT high (dismember or so), but it can still be dangerous with small heroes.'''  Heading all east and up, then following the path will take you out of the area and back to the entrance, where you can head towards Ivan/Raja/Sasha and finish the rest of the area.&lt;br /&gt;
&lt;br /&gt;
:'''Dream Steppes''': Like Upper Greed’s, scan/kill.  Note that many mobs flee here, and the masked psionicists (show up on scan as mysterious masked men, and one as a sailor in agony) can be quite nasty for smaller heroes.&lt;br /&gt;
&lt;br /&gt;
=== Group 2: ===&lt;br /&gt;
''' Lower Greed’s Gallows''' (pp pod manatee), '''Frozen wastes''' (pp snowbird), '''Shogun''' (pp Pansho), '''Deepways''' (pp leper), '''Alpha Thule''' (pp selkie or Big Fish)&lt;br /&gt;
&lt;br /&gt;
:'''Lower Greed’s''': Find the down exit in the southeast.  Heading 3d u w n u will take you to the main area.  After the 3d you will have to kill some aggressive snakes before you can take the up to the Legless Cooper.  This area is somewhat circular, so scan/kill.  Some mobs are aggressive, which you’ll learn if you spend enough time here.  '''MAKE SURE TO HAVE SOMEONE WHO CAN PORTAL WHEN YOU GO ON THIS RUN'''.  This area has no exit and is cursed, and the quest to get out is hard to do while maintaining good experience, since you need to wait an agonizingly long time for the mobprog to finish.&lt;br /&gt;
&lt;br /&gt;
:'''Frozen Wastes''': The PP will take you to the top level of frozen wastes, where everything except snowbirds aggie.  The entrance into the glacier is found in the north end of the area.  I like to head south-ish at first and kill as many mobs as I can, then head north and find the down exit and clear all the mobs nearby.  After the first down, you can head 3s 3d into the main glacier. &lt;br /&gt;
&lt;br /&gt;
:To clear the main glacier: after 3d, k ice, s, k ice, e, k ice, s, k ice, w, k ice, w, k ice, n, k ice, n d s, k ice, e e, k ice, w s, k ice, w, k ice, e e, k ice, w 2n, k ice, n, k ice, w, k ice, 2e, k ice, portal out.  Make sure to loot the milks from the guardians when you kill them!&lt;br /&gt;
&lt;br /&gt;
:'''Shogun''': This area is rather large and hard to explain.  There are 3 main parts, which I will loosely call the west, middle, and east.  Scan and kill; everything is free game to be killed, but avoid the sanc’d mobs.  '''You may also want to avoid the High Guards and Emperor’s Peacekeepers.  These hit VERY hard (can hit up to massacre on a sanc’d character), and if you are not one-rounding it can be very taxing on HP. ''' &lt;br /&gt;
&lt;br /&gt;
:The west portion is found 1e and then north of Pansho.  This area contains a smathering of guards and the monk temple.  Note that you may wish to avoid the mob “A stern looking monk,” as he can cast disintegrate.  At the very north end is a down which will take you to a tunnel that contains some ghosts and ninjas.  Follow that tunnel south and east, then go up when you reach what appears to be a dead end.  Heading u 2w 3s from this room will put you in a room with a fountain, which is the start of Gaishan Road.&lt;br /&gt;
&lt;br /&gt;
:The middle section is found 3e from the fountain room.  From here you’ll want to clear the south and north sections.  The south section is composed of 4 rooms (2s, then e and w).  AVOID THE SANC’D MOBS NORTH OF 2S E.  They will probably kill your group if you are weak, and is certainly not worth the effort experience-wise.  After you clears this small section, head north and then west to the Mashan headquarters.  Here you can kill the Clerk,and the Trainer directly north of him.  You may or may not want to kill the High Mage west of the Clerk, as he wields and can cast disintegrate/acid rain.  Once these mobs are dead, head east and south to get back to the Gaishan road.&lt;br /&gt;
&lt;br /&gt;
:The east section is found 2e from this intersection.  Heading n e n from here will take you to 3 generals.  Target Bensai upon entering the room, he’s the only aggie.  Kill the second general, then leave the sanc’d mob alone.  Head back to where you came from and head further north.  Clear the up branch when you get to it, then clear the west branch.  The room 2n of the cook is the last room on your stop in this area, after which you can portal out.&lt;br /&gt;
&lt;br /&gt;
:Note that there you can head 2e after the “east section.”  After that scan will put red eyes north of you.  This is the ninja leader, and he hits pretty hard and casts.  I’d avoid him when you’re running the area, but you can kill anything in the 2e after the “east section.”&lt;br /&gt;
&lt;br /&gt;
:'''Deepways''': This area is even larger and also hard to explain.  There are 4 main sections to this area:  The northeast section (The Amphitheatre), the middle section (Fallen Angel Cave), the west section (Hall of the Mountain King/Steps of Durr), and the tunnel section.  You will be using the scan/kill method, but following a path.  I will try to explain the path I use with as much detail as possible.  '''Note that the red eyes on scans are quest mobs, and are not worth killing for experience.  Do not areaspell these to make them visible'''.  If you ever see a monolith, head the opposite direction, as you’re leaving the area.  If you ever kill a mob worth zero experience, head the opposite direction, as you’ve entered a different area.  &lt;br /&gt;
&lt;br /&gt;
:From Leper head 2w to enter the area.  From here, head north and east until you get to a room called “The Amphitheatre.” Head north and clear the small up section, then return to The Amphitheatre.  Head east and follow the past south until you reach “The Cloisters.” From here, you can head e u and clear the small section.&lt;br /&gt;
&lt;br /&gt;
:After the section is cleared (It’s about 10 rooms big), head down and back to the Amphitheatre, killing the freshly spawned mobs as you go.  From this room, head s w 2s 2w 3n (killing everything along the way) until you reach the “Fallen Angel Cave.” This room has the two forks, east and west, which you can go up and follow the path until everything dies.  Once both forks are cleared, return to the “Fallen Angel Cave.”&lt;br /&gt;
&lt;br /&gt;
:From this room, head 2s 2w s u s w (Again, kill everything along the way) to reach “The Hall of the Mountain King.”  Kill everything on scan, then go s w n 2w n w to reach “The Steps of Durr.”  Head up and clear the small section (it’s got 6 rooms), then head n 2w u.  This is the last room of the western section.  After you clear this, retrace your steps to The Hall of the Mountain King.  From the up (Room Desc: A steep chasm), the directions are: d 2e s e s 2e s e.  &lt;br /&gt;
::'''NOTE''': There will be a sanc’d myconoid s w n 2w from “The Hall of the Mountain King.” In this room, you can linkrefresh group without any lag!  It’s a good idea to do as you enter and exit the western section since it takes almost no time at all and can save you a decent amount of hp.&lt;br /&gt;
&lt;br /&gt;
:Once you’re in The Hall of the Mountain King again, head down.  Follow the path south and east until you reach a fork.  You will want to take the north exit and follow the path.  Once you head north and find a room with exists [north east south], you will be at the room 2w of Leper.  You can then repeat the loop, or leave to another area.  &lt;br /&gt;
&lt;br /&gt;
:'''Alpha Thule''': From the selkie portal point, you’ll want to head north, trying to find the room “Northern Shoreline.”  Chances are you’ll be too far east/west, which will show up as Northeastern/Northwestern Shoreline, respectively.  Head the opposite direction and continue working your way in a northward direction until you find the right shoreline.  One north from this room will take you into Alpha Thule.  The area is split into 4 main areas, the entrance circle, the shafts, the bottom area, and the top area. &lt;br /&gt;
&lt;br /&gt;
:The entrance circle is made up of golem-type mobs (all have a keyword of ancient, so k anc will hit them all).  They are somewhat painful and have armorancient, so you will hit a little less hard.  You’ll want to choose a direction after the initial sentinel and follow that path until you can take a south.  Taking this south will put you into the shafts.&lt;br /&gt;
&lt;br /&gt;
:The shafts contain souls which do not have armorancient and as such are much easier to kill.   There are a total of 5 of these shafts; three will lead down into the bottom area, and two will lead you to the top area.   Clear the 3 shafts in the middle of the area first, heading in a down-up-down path before taking the final down into the bottom of Alpha Thule.&lt;br /&gt;
&lt;br /&gt;
:The bottom of this area has Energized Clays.  These also have armorancient, but are lower level than the mobs found in the entrance circle and thus hit less hard.  The area is a 3x5 rectangle with the entrance/exit in the dead center.  Clear out all the clays, then take the shafts to the top level, killing the souls in the shafts as you go.  &lt;br /&gt;
&lt;br /&gt;
:The top level is interesting.  After passing an ancient sentinel, you’ll be able to head up one more time into an area with sanc’d, non-aggie mobs named “The Ancient.”  These mobs are very high level (90 iirc), sanc’d and have armorancient, and will thus take many rounds to kill.  There are six of these Ancients.  If you head up one more time, you’ll be able to find the Celestial, the biggest mob in the area.  He sells bullets and carries the Celestial’s Arbalest, the best gun-type weapon for hero tier.  &lt;br /&gt;
&lt;br /&gt;
:It’s arguable whether the sanc’d Ancients are worth running.  They take many rounds, but are worth ~150 exp per group member.  My personal feelings on this are as follows: If you want to stay in Alpha Thule the entire run, you should come to the Ancients last to try and get the area to repop.  If you are not interested, you should leave to a new area as soon as you clear out the souls and the energized clays.&lt;br /&gt;
&lt;br /&gt;
:If you’re interested in staying in the area and the souls have not repopped once all the Ancients are dead, make your way back to the entrance circle and start clearing the second half.  Chances are by the time you get back to the entrance of the area, the rest of it will have repopped.  If it hasn’t, you can head south onto the Lake of Tears to kill some mobs there while waiting, or just switch to a new area entirely.&lt;br /&gt;
&lt;br /&gt;
=== Group 3: === &lt;br /&gt;
'''The Great Divide''' (pp Wartha), '''Morte Vallta''' (pp giant vulture),&lt;br /&gt;
&lt;br /&gt;
:'''The Great Divide''': From Wartha, head 4w 2n 2e 2n w n to enter the main area.  From here it’s scan and kill.  There are two main “temples” to the west and east which you have a bunch of mobs to clear.  I would put more notes, but I can’t really think of any.  Beware, the insatiable one eats corpses.&lt;br /&gt;
&lt;br /&gt;
:'''Morte''': From giant vulture, head down.  Scan and kill.  Watch out for Colossus (A towering stone golem) and Azric (A blindingly bright light).  The first hits really really hard, the second takes forever to kill and casts annoying spells.&lt;br /&gt;
&lt;br /&gt;
=== Group 4: ===&lt;br /&gt;
&lt;br /&gt;
'''Graves of Reveria/Necropolis''' (pp mourning drow),''' Transfigured Forest''' (pp stone trickster)&lt;br /&gt;
&lt;br /&gt;
:I don’t know these areas, sorry!  If you’re familiar with them, go ahead and fill them out.&lt;br /&gt;
&lt;br /&gt;
If you have very squishy hitters, you probably want to avoid groups 3 and 4.  Those two groups are very swarmy and aggressive, so unless you have someone who is willing to brandish your hitters may find themselves in danger of dying quite often.    &lt;br /&gt;
&lt;br /&gt;
I won’t talk about EHA because I don’t find them time/resource efficient.  The general theory applies just the same though, you’ll just need more hitters and 2-3 dedicated brandishers.  There is a map of the area on the wiki if you are interested in trying to learn the layout of the area.&lt;br /&gt;
&lt;br /&gt;
== Leading Technique ==&lt;br /&gt;
&lt;br /&gt;
So, what are you typing?  There’s exactly one order of commands you should be typing, and it goes as follows:&lt;br /&gt;
&lt;br /&gt;
k mob, sca, stack commands to kill next mob, repeat&lt;br /&gt;
&lt;br /&gt;
Here’s how the actions should (ideally) play out:&lt;br /&gt;
&lt;br /&gt;
::1) You type ‘k mob’, then ‘sca’&lt;br /&gt;
::2) All your hitters trigger off your emote&lt;br /&gt;
::3) Scan goes off, you find a mob to kill&lt;br /&gt;
::4) Type the direction and kill command in your prompt (eg, in Zmud, e;k tr)&lt;br /&gt;
::5) Mob dies&lt;br /&gt;
::6) Hit enter&lt;br /&gt;
::7) Repeat&lt;br /&gt;
&lt;br /&gt;
This is, as far as I’m aware, the most efficient set of commands.  You should be typing scan right after you hit kill, as the time between the attack triggers from your hitters firing and the time the actual first round of combat begins is usually enough to find your next mob.  &lt;br /&gt;
&lt;br /&gt;
That’s it.  Easy, huh?  It just takes practice before you start running through mobs at breakneck speed.&lt;br /&gt;
&lt;br /&gt;
== End Notes ==&lt;br /&gt;
If you’re completely new to tanking, you’re not going to become amazing on your first run.  Your experience gains over time will increase as the layout of areas becomes burned into your memory and as you get more comfortable with keeping up the string of commands listed above.  Remember that most classes can only solo about 5k/spellup at most.  If your run brings in more experience that this and has similar downtimes, you’re benefiting everyone by tanking.  &lt;br /&gt;
&lt;br /&gt;
Get tanking!  With new experience logic and diversity, consistent 10k runs are in everyone’s reach.  &lt;br /&gt;
&lt;br /&gt;
- Atris/Mestre/Iratha et alts&lt;br /&gt;
&lt;br /&gt;
== Nuances ==&lt;br /&gt;
This section of the guide has random nuances that may help your runs in specific scenarios.  More may be added as I think of them.&lt;br /&gt;
&lt;br /&gt;
- If you are a monk/shf with counterpush or a bld with inspiring dance, it may be beneficial to NOT linkrefresh.  Having the mob go first will then cause it to be pushed in the first case, or cause your casters monitoring you to have a shot at regaining some mana in the second.  Note that this is more draining on your hp, so test and see!&lt;br /&gt;
&lt;br /&gt;
- Asking your warriors to have bash in their trigger is only beneficial if you are constantly two rounding monsters, and the bash will reduce this to one round.  This is the case because when you fail bash, you have a round of lag to stand up, whereas if you succeed bash, this lag is maybe half a round.  The scenario goes as follows:&lt;br /&gt;
:No bash: Mob dies in 2 rounds.&lt;br /&gt;
:Fail bash: You kill the mob in the second round, then stand up, then your attack trigger fires on the next mob&lt;br /&gt;
:Succeed bash: You kill the mob in the first round, then your attack trigger fires on the next mob.&lt;br /&gt;
If you one round without bash, you risk missing the attack gained by attack triggers, and this should thus be avoided.&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Tanking_Hero_Experience&amp;diff=43873</id>
		<title>Tanking Hero Experience</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Tanking_Hero_Experience&amp;diff=43873"/>
		<updated>2011-07-21T10:09:53Z</updated>

		<summary type="html">&lt;p&gt;Atris: /* Group 4: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
At hero tier, grouping is widely considered the best (read: fastest) way to gain experience.  It’s not very hard to get grouped as a hitter; finding people who are willing to tank is more difficult.  People new to tanking are hesitant to try doing it for various reasons, whether it be fear of leading others or not knowing what areas to lead.  This guide is meant to teach you about all aspects of tanking: the general theory, group composition, area selection, and actual technique (what you should be typing).&lt;br /&gt;
&lt;br /&gt;
You may be asking why you should listen to this guide (and you should, since it is a guide, not law).  After the change in group experience logic, I’ve been leading very consistent runs ranging from anywhere from 9k-12k atheist (depending on group composition), on my alts Mestre and Iratha.  It should be noted that I consider myself a powergamer, and the guide reflects this.  Nevertheless, the information here should be useful and applicable for every type of person out there.&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
&lt;br /&gt;
Tanking hero experience involves '''maximizing the amount of experience over time'''.  Notice that I used the word time, not per run.  If you have to wait a long time between runs, or need to farm an excessive amount of consumables per run, I consider that less efficient, as that is wasted time that could be spent running experience. &lt;br /&gt;
 &lt;br /&gt;
Maximizing the amount of experience you get over time has one major idea, and that is '''one rounding monsters'''.  A lot of new tanks don’t understand the importance of this concept.  By one rounding monsters, you are simultaneously maximizing the damage you deal and minimizing the damage you take.  If you successfully one round the monster while you are on top of it (via linkrefreshing), you will take zero damage.  It is for this reason that so-called “elite” runners don’t run with cleric-types; consistent one-rounding and careful management of linkrefresh causes them to never get hit.  The same reasoning also applies for not needing sky high AC- if you never get a chance to be hit, you can tank naked.  Note that some areas don’t agree with linkrefreshing, and you will attack after the monster.  Even in this scenario, you are reducing the monster to only one chance at hitting you.&lt;br /&gt;
&lt;br /&gt;
::'''NOTE''': If you are a hitter, you '''MUST''' have a kill trigger.  If you don’t have a kill trigger, you are doing '''50%''' less damage than you should, and making the tank’s job a lot harder.  If you don’t know how to write one, ask over a public channel.  The AVATAR playerbase will probably know how to make one for your MUDclient.  If you are a tank, ask your hitters to turn on their trigger if it’s off.  It makes a huge difference.&lt;br /&gt;
&lt;br /&gt;
Another important aspect is the proper usage of bots to heal, especially without a cleric.  Most areas have at least one uncursed room where you can recall set and pop back to Sanctum to quickly replenish your hp with bots.  Planning your run around these stops will take some prior experience, but will allow you to run without a cleric if your AC or hp are low.&lt;br /&gt;
&lt;br /&gt;
Finally, we come to the aspect of AC.  You’ll often see a bunch of questions on herochat asking if some random amount of unspelled AC is enough to tank.  The answer is if you have an unenchanted set of b12 hero tank gear, you can tank.  Having higher is obviously helpful, but if you follow the above two concepts, you can easily overcome the AC/hp barrier.  If you absolutely need hard numbers, I will say that reaching -1250 spelled is probably not too hard and a good starting goal, and -1300 spelled is plenty (this is applicable for classes with shields.  Bld/monk are diffferent.  I would shoot for  -1150 AC minimum.  -1200 is a good first goal).  I run with -1330ish with full kra spells (including kra steel/bark) and it’s been enough to carry me ever since I had 1.1k hp.  Note that I like to bring a cleric when I tank with something with less than 1k hp, as the hit to exp is marginal if at all.&lt;br /&gt;
::'''NOTE''': I have since intentionally nerfed myself and tanked without invincibility to have around -1220 AC.  The difference IS noticeable, but it can be mitigated with a healer and more usage of bot healing.  It DOES NOT mean you can’t tank with a lesser amount of AC.&lt;br /&gt;
&lt;br /&gt;
== Group Composition ==&lt;br /&gt;
&lt;br /&gt;
At hero tier, hitters can largely be tiered like this (In order):&lt;br /&gt;
&lt;br /&gt;
::Tier 1: Arc/Asn spec'd arc, fus/101+ pal (with oath of war), war/bod, bzk&lt;br /&gt;
::Tier 2: Everything else except sor and wizard&lt;br /&gt;
::Tier 3: Sor and Wzd&lt;br /&gt;
&lt;br /&gt;
There are arguments for rogues being better than mages and whatnot, but I don’t really care about them because in terms of efficiency, none of them get close to the top six.  I put Sor and Wzd below everything else because they don’t even get third attack/enhanced damage, so you can’t put on a set of hit gear to try and be useful.  Note however, that the damage you get from tier 2 is not negligible; it can often times carry you from one rounding 50% of the time to 80-90% of the time.&lt;br /&gt;
&lt;br /&gt;
So what do you pick?  Get 3-4 hitters from the tier 1 group and you’ll probably one round nearly every popular hero area consistently, with the exception of Alpha Thule.  There are differences between a war who is sub101 vs a war who is 101+, but that is mitigated by lowhero experience bonus.  A sub101 war is still probably better than anything in tier 2 anyways.  &lt;br /&gt;
	&lt;br /&gt;
I’ll write a small paragraph on clerics/druids/priests.  If you’re new, and you’re not sure how your group will do, bring one.  They will provide you peace of mind and ensure that your run goes more smoothly.  With diversity playing a role, adding a healer is now a significantly smaller reduction in experience that before.  I bring dru/cle/prs in my groups sometimes for this reason: I lose out on a small amount of experience, but I help them level.  And we do need more priests at lord tier.  &lt;br /&gt;
&lt;br /&gt;
Finally, group size and diversity.  In my experience, the amount of experience doesn’t get hit hard until after the group is 7+ big.  You can run with a group of 6 without too harsh of a hit to experience, especially if you have decent diversity.  What this basically means is that if you have you (the tank) and 3 quality hitters, you can afford to take a cleric and mage/rogue if you felt nice, and not get completely slammed on experience gains.  I find that the fourth hitter (assuming it is at least tier 2) tends to tip the one-rounding ratio much closer to 100% than just having 3 quality hitters. If you have a group composed entirely of melee, you’ll actually notice your experience gains seem to worsen, so you may want to take something else to increase diversity.  Diversity also encourages casters to tank, since they count as a caster for diversity, and you can add an extra hitter without taking as large a penalty.&lt;br /&gt;
&lt;br /&gt;
== Area Selection ==&lt;br /&gt;
&lt;br /&gt;
There are several popular areas to get experience, and the one you pick will greatly influence the amount you get per hour.  I’ll breakdown what I feel are some quality areas to learn, including detailed area descriptions.  '''Please note that for all these areas, I assume all your members have fly/passdoor/water breathing active.'''  Otherwise, you may at times be stopped because you lack these spells. &lt;br /&gt;
&lt;br /&gt;
Seeing this show up on the wiki shows me it's kind of hard to read.  You may want to copy/paste into a word editor to make it easier.  Or if someone more knowledgeable on wikis can make it look nice, that'd be cool too.&lt;br /&gt;
&lt;br /&gt;
=== Group 1: ===&lt;br /&gt;
'''Igecsoz''' (pp Ajuu), '''Upper Greed’s Gallows''' (pp barrel monkey), '''Hamlet of Kreigstadt''' (pp otto), '''Dream Steppes''' (pp displacer beast) &lt;br /&gt;
&lt;br /&gt;
:'''Igecsoz''':  k ajuu, s, k hji, 2e, k ekj, n, k hlu, n, k kins, w s d, k hle, u n w, k brg, 2w n e 2n w, k arm, e n w, k weap, e 2n w 2n u s w, k sig, e s w, k sil, e s w, kill iov&lt;br /&gt;
&lt;br /&gt;
:'''Upper Greed’s''': The area is mostly circular.  Try and keep track of the directions you’ve been to and scan/kill.  Note that these mobs are good aligned, so you will want to watch your alignment and leave once it dips below 450ish, as you are then in danger of having your gear zap off.&lt;br /&gt;
&lt;br /&gt;
:'''Hamlet of Kreigstadt''': k otto, k wolf, k uda, k sieg, w n n, k kru, s, k kru, 4s 3w k bow, e s, k cle, s, k sch, 2n e 6s 2e s, k ivan, k sash, k raj, e, kill golem, w s, kill madam (beware, this mob can cast disint for ~500 hp damage.  Skip if tiny.), 2n 2e s, k wode, n e n, kill hol, s e s, k change, n e, kill sha (x3)&lt;br /&gt;
::Note:  This area also connects to Saints of the Blade Temple, which is a pretty decent place to tack on if you want to.  You can access it by heading 2n e 4s w after the Schulz.  Head west and down into the main part of the area and kill dragoons/pilgrims/priests while avoiding the slaves.  After you head d n d and go 2e, you can open north to find a large amount of dragoons to kill. ''' NOTE THAT THE DRAGON LIEUTENANTS (Show up on scan as flying) CAN STAB.  The damage is not THAT high (dismember or so), but it can still be dangerous with small heroes.'''  Heading all east and up, then following the path will take you out of the area and back to the entrance, where you can head towards Ivan/Raja/Sasha and finish the rest of the area.&lt;br /&gt;
&lt;br /&gt;
:'''Dream Steppes''': Like Upper Greed’s, scan/kill.  Note that many mobs flee here, and the masked psionicists (show up on scan as mysterious masked men, and one as a sailor in agony) can be quite nasty for smaller heroes.&lt;br /&gt;
&lt;br /&gt;
=== Group 2: ===&lt;br /&gt;
''' Lower Greed’s Gallows''' (pp pod manatee), '''Frozen wastes''' (pp snowbird), '''Shogun''' (pp Pansho), '''Deepways''' (pp leper), '''Alpha Thule''' (pp selkie or Big Fish)&lt;br /&gt;
&lt;br /&gt;
:'''Lower Greed’s''': Find the down exit in the southeast.  Heading 3d u w n u will take you to the main area.  After the 3d you will have to kill some aggressive snakes before you can take the up to the Legless Cooper.  This area is somewhat circular, so scan/kill.  Some mobs are aggressive, which you’ll learn if you spend enough time here.  '''MAKE SURE TO HAVE SOMEONE WHO CAN PORTAL WHEN YOU GO ON THIS RUN'''.  This area has no exit and is cursed, and the quest to get out is hard to do while maintaining good experience, since you need to wait an agonizingly long time for the mobprog to finish.&lt;br /&gt;
&lt;br /&gt;
:'''Frozen Wastes''': The PP will take you to the top level of frozen wastes, where everything except snowbirds aggie.  The entrance into the glacier is found in the north end of the area.  I like to head south-ish at first and kill as many mobs as I can, then head north and find the down exit and clear all the mobs nearby.  After the first down, you can head 3s 3d into the main glacier. &lt;br /&gt;
&lt;br /&gt;
:To clear the main glacier: after 3d, k ice, s, k ice, e, k ice, s, k ice, w, k ice, w, k ice, n, k ice, n d s, k ice, e e, k ice, w s, k ice, w, k ice, e e, k ice, w 2n, k ice, n, k ice, w, k ice, 2e, k ice, portal out.  Make sure to loot the milks from the guardians when you kill them!&lt;br /&gt;
&lt;br /&gt;
:'''Shogun''': This area is rather large and hard to explain.  There are 3 main parts, which I will loosely call the west, middle, and east.  Scan and kill; everything is free game to be killed, but avoid the sanc’d mobs.  '''You may also want to avoid the High Guards and Emperor’s Peacekeepers.  These hit VERY hard (can hit up to massacre on a sanc’d character), and if you are not one-rounding it can be very taxing on HP. ''' &lt;br /&gt;
&lt;br /&gt;
:The west portion is found 1e and then north of Pansho.  This area contains a smathering of guards and the monk temple.  Note that you may wish to avoid the mob “A stern looking monk,” as he can cast disintegrate.  At the very north end is a down which will take you to a tunnel that contains some ghosts and ninjas.  Follow that tunnel south and east, then go up when you reach what appears to be a dead end.  Heading u 2w 3s from this room will put you in a room with a fountain, which is the start of Gaishan Road.&lt;br /&gt;
&lt;br /&gt;
:The middle section is found 3e from the fountain room.  From here you’ll want to clear the south and north sections.  The south section is composed of 4 rooms (2s, then e and w).  AVOID THE SANC’D MOBS NORTH OF 2S E.  They will probably kill your group if you are weak, and is certainly not worth the effort experience-wise.  After you clears this small section, head north and then west to the Mashan headquarters.  Here you can kill the Clerk,and the Trainer directly north of him.  You may or may not want to kill the High Mage west of the Clerk, as he wields and can cast disintegrate/acid rain.  Once these mobs are dead, head east and south to get back to the Gaishan road.&lt;br /&gt;
&lt;br /&gt;
:The east section is found 2e from this intersection.  Heading n e n from here will take you to 3 generals.  Target Bensai upon entering the room, he’s the only aggie.  Kill the second general, then leave the sanc’d mob alone.  Head back to where you came from and head further north.  Clear the up branch when you get to it, then clear the west branch.  The room 2n of the cook is the last room on your stop in this area, after which you can portal out.&lt;br /&gt;
&lt;br /&gt;
:Note that there you can head 2e after the “east section.”  After that scan will put red eyes north of you.  This is the ninja leader, and he hits pretty hard and casts.  I’d avoid him when you’re running the area, but you can kill anything in the 2e after the “east section.”&lt;br /&gt;
&lt;br /&gt;
:'''Deepways''': This area is even larger and also hard to explain.  There are 4 main sections to this area:  The northeast section (The Amphitheatre), the middle section (Fallen Angel Cave), the west section (Hall of the Mountain King/Steps of Durr), and the tunnel section.  You will be using the scan/kill method, but following a path.  I will try to explain the path I use with as much detail as possible.  '''Note that the red eyes on scans are quest mobs, and are not worth killing for experience.  Do not areaspell these to make them visible'''.  If you ever see a monolith, head the opposite direction, as you’re leaving the area.  If you ever kill a mob worth zero experience, head the opposite direction, as you’ve entered a different area.  &lt;br /&gt;
&lt;br /&gt;
:From Leper head 2w to enter the area.  From here, head north and east until you get to a room called “The Amphitheatre.” Head north and clear the small up section, then return to The Amphitheatre.  Head east and follow the past south until you reach “The Cloisters.” From here, you can head e u and clear the small section.&lt;br /&gt;
&lt;br /&gt;
:After the section is cleared (It’s about 10 rooms big), head down and back to the Amphitheatre, killing the freshly spawned mobs as you go.  From this room, head s w 2s 2w 3n (killing everything along the way) until you reach the “Fallen Angel Cave.” This room has the two forks, east and west, which you can go up and follow the path until everything dies.  Once both forks are cleared, return to the “Fallen Angel Cave.”&lt;br /&gt;
&lt;br /&gt;
:From this room, head 2s 2w s u s w (Again, kill everything along the way) to reach “The Hall of the Mountain King.”  Kill everything on scan, then go s w n 2w n w to reach “The Steps of Durr.”  Head up and clear the small section (it’s got 6 rooms), then head n 2w u.  This is the last room of the western section.  After you clear this, retrace your steps to The Hall of the Mountain King.  From the up (Room Desc: A steep chasm), the directions are: d 2e s e s 2e s e.  &lt;br /&gt;
::'''NOTE''': There will be a sanc’d myconoid s w n 2w from “The Hall of the Mountain King.” In this room, you can linkrefresh group without any lag!  It’s a good idea to do as you enter and exit the western section since it takes almost no time at all and can save you a decent amount of hp.&lt;br /&gt;
&lt;br /&gt;
:Once you’re in The Hall of the Mountain King again, head down.  Follow the path south and east until you reach a fork.  You will want to take the north exit and follow the path.  Once you head north and find a room with exists [north east south], you will be at the room 2w of Leper.  You can then repeat the loop, or leave to another area.  &lt;br /&gt;
&lt;br /&gt;
:'''Alpha Thule''': From the selkie portal point, you’ll want to head north, trying to find the room “Northern Shoreline.”  Chances are you’ll be too far east/west, which will show up as Northeastern/Northwestern Shoreline, respectively.  Head the opposite direction and continue working your way in a northward direction until you find the right shoreline.  One north from this room will take you into Alpha Thule.  The area is split into 4 main areas, the entrance circle, the shafts, the bottom area, and the top area. &lt;br /&gt;
&lt;br /&gt;
:The entrance circle is made up of golem-type mobs (all have a keyword of ancient, so k anc will hit them all).  They are somewhat painful and have armorancient, so you will hit a little less hard.  You’ll want to choose a direction after the initial sentinel and follow that path until you can take a south.  Taking this south will put you into the shafts.&lt;br /&gt;
&lt;br /&gt;
:The shafts contain souls which do not have armorancient and as such are much easier to kill.   There are a total of 5 of these shafts; three will lead down into the bottom area, and two will lead you to the top area.   Clear the 3 shafts in the middle of the area first, heading in a down-up-down path before taking the final down into the bottom of Alpha Thule.&lt;br /&gt;
&lt;br /&gt;
:The bottom of this area has Energized Clays.  These also have armorancient, but are lower level than the mobs found in the entrance circle and thus hit less hard.  The area is a 3x5 rectangle with the entrance/exit in the dead center.  Clear out all the clays, then take the shafts to the top level, killing the souls in the shafts as you go.  &lt;br /&gt;
&lt;br /&gt;
:The top level is interesting.  After passing an ancient sentinel, you’ll be able to head up one more time into an area with sanc’d, non-aggie mobs named “The Ancient.”  These mobs are very high level (90 iirc), sanc’d and have armorancient, and will thus take many rounds to kill.  There are six of these Ancients.  If you head up one more time, you’ll be able to find the Celestial, the biggest mob in the area.  He sells bullets and carries the Celestial’s Arbalest, the best gun-type weapon for hero tier.  &lt;br /&gt;
&lt;br /&gt;
:It’s arguable whether the sanc’d Ancients are worth running.  They take many rounds, but are worth ~150 exp per group member.  My personal feelings on this are as follows: If you want to stay in Alpha Thule the entire run, you should come to the Ancients last to try and get the area to repop.  If you are not interested, you should leave to a new area as soon as you clear out the souls and the energized clays.&lt;br /&gt;
&lt;br /&gt;
:If you’re interested in staying in the area and the souls have not repopped once all the Ancients are dead, make your way back to the entrance circle and start clearing the second half.  Chances are by the time you get back to the entrance of the area, the rest of it will have repopped.  If it hasn’t, you can head south onto the Lake of Tears to kill some mobs there while waiting, or just switch to a new area entirely.&lt;br /&gt;
&lt;br /&gt;
=== Group 3: === &lt;br /&gt;
'''The Great Divide''' (pp Wartha), '''Morte Vallta''' (pp giant vulture),&lt;br /&gt;
&lt;br /&gt;
:'''The Great Divide''': From Wartha, head 4w 2n 2e 2n w n to enter the main area.  From here it’s scan and kill.  There are two main “temples” to the west and east which you have a bunch of mobs to clear.  I would put more notes, but I can’t really think of any.  Beware, the insatiable one eats corpses.&lt;br /&gt;
&lt;br /&gt;
:'''Morte''': From giant vulture, head down.  Scan and kill.  Watch out for Colossus (A towering stone golem) and Azric (A blindingly bright light).  The first hits really really hard, the second takes forever to kill and casts annoying spells.&lt;br /&gt;
&lt;br /&gt;
=== Group 4: ===&lt;br /&gt;
&lt;br /&gt;
'''Graves of Reveria/Necropolis''' (pp mourning drow),''' Transfigured Forest''' (pp stone trickster)&lt;br /&gt;
&lt;br /&gt;
:I don’t know these areas, sorry!  If you’re familiar with them, go ahead and fill them out.&lt;br /&gt;
&lt;br /&gt;
If you have very squishy hitters, you probably want to avoid groups 3 and 4.  Those two groups are very swarmy and aggressive, so unless you have someone who is willing to brandish your hitters may find themselves in danger of dying quite often.    &lt;br /&gt;
&lt;br /&gt;
I won’t talk about EHA because I don’t find them time/resource efficient.  The general theory applies just the same though, you’ll just need more hitters and 2-3 dedicated brandishers.  There is a map of the area on the wiki if you are interested in trying to learn the layout of the area.&lt;br /&gt;
&lt;br /&gt;
== Leading Technique ==&lt;br /&gt;
&lt;br /&gt;
So, what are you typing?  There’s exactly one order of commands you should be typing, and it goes as follows:&lt;br /&gt;
&lt;br /&gt;
k mob, sca, stack commands to kill next mob, repeat&lt;br /&gt;
&lt;br /&gt;
Here’s how the actions should (ideally) play out:&lt;br /&gt;
&lt;br /&gt;
::1) You type ‘k mob’, then ‘sca’&lt;br /&gt;
::2) All your hitters trigger off your emote&lt;br /&gt;
::3) Scan goes off, you find a mob to kill&lt;br /&gt;
::4) Type the direction and kill command in your prompt (eg, in Zmud, e;k tr)&lt;br /&gt;
::5) Mob dies&lt;br /&gt;
::6) Hit enter&lt;br /&gt;
::7) Repeat&lt;br /&gt;
&lt;br /&gt;
This is, as far as I’m aware, the most efficient set of commands.  You should be typing scan right after you hit kill, as the time between the attack triggers from your hitters firing and the time the actual first round of combat begins is usually enough to find your next mob.  &lt;br /&gt;
&lt;br /&gt;
That’s it.  Easy, huh?  It just takes practice before you start running through mobs at breakneck speed.&lt;br /&gt;
&lt;br /&gt;
== End Notes ==&lt;br /&gt;
If you’re completely new to tanking, you’re not going to become amazing on your first run.  Your experience gains over time will increase as the layout of areas becomes burned into your memory and as you get more comfortable with keeping up the string of commands listed above.  Remember that most classes can only solo about 5k/spellup at most.  If your run brings in more experience that this and has similar downtimes, you’re benefiting everyone by tanking.  &lt;br /&gt;
&lt;br /&gt;
Get tanking!  With new experience logic and diversity, consistent 10k runs are in everyone’s reach.  &lt;br /&gt;
&lt;br /&gt;
- Atris/Mestre/Iratha et alts&lt;br /&gt;
&lt;br /&gt;
== Nuances ==&lt;br /&gt;
This section of the guide has random nuances that may help your runs in specific scenarios.  More may be added as I think of them.&lt;br /&gt;
&lt;br /&gt;
- If you are a monk/shf with counterpush or a bld with inspiring dance, it may be beneficial to NOT linkrefresh.  Having the mob go first will then cause it to be pushed in the first case, or cause your casters monitoring you to have a shot at regaining some mana in the second.  Note that this is more draining on your hp, so test and see!&lt;br /&gt;
&lt;br /&gt;
- Asking your warriors to have bash in their trigger is only beneficial if you are constantly two rounding monsters, and the bash will reduce this to one round.  This is the case because when you fail bash, you have a round of lag to stand up, whereas if you succeed bash, this lag is maybe half a round.  The scenario goes as follows:&lt;br /&gt;
:No bash: Mob dies in 2 rounds.&lt;br /&gt;
:Fail bash: You kill the mob in the second round, then stand up, then your attack trigger fires on the next mob&lt;br /&gt;
:Succeed bash: You kill the mob in the first round, then your attack trigger fires on the next mob.&lt;br /&gt;
If you one round without bash, you risk missing the attack gained by attack triggers, and this should thus be avoided.&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Tanking_Hero_Experience&amp;diff=43872</id>
		<title>Tanking Hero Experience</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Tanking_Hero_Experience&amp;diff=43872"/>
		<updated>2011-07-21T09:45:37Z</updated>

		<summary type="html">&lt;p&gt;Atris: /* Group Composition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
At hero tier, grouping is widely considered the best (read: fastest) way to gain experience.  It’s not very hard to get grouped as a hitter; finding people who are willing to tank is more difficult.  People new to tanking are hesitant to try doing it for various reasons, whether it be fear of leading others or not knowing what areas to lead.  This guide is meant to teach you about all aspects of tanking: the general theory, group composition, area selection, and actual technique (what you should be typing).&lt;br /&gt;
&lt;br /&gt;
You may be asking why you should listen to this guide (and you should, since it is a guide, not law).  After the change in group experience logic, I’ve been leading very consistent runs ranging from anywhere from 9k-12k atheist (depending on group composition), on my alts Mestre and Iratha.  It should be noted that I consider myself a powergamer, and the guide reflects this.  Nevertheless, the information here should be useful and applicable for every type of person out there.&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
&lt;br /&gt;
Tanking hero experience involves '''maximizing the amount of experience over time'''.  Notice that I used the word time, not per run.  If you have to wait a long time between runs, or need to farm an excessive amount of consumables per run, I consider that less efficient, as that is wasted time that could be spent running experience. &lt;br /&gt;
 &lt;br /&gt;
Maximizing the amount of experience you get over time has one major idea, and that is '''one rounding monsters'''.  A lot of new tanks don’t understand the importance of this concept.  By one rounding monsters, you are simultaneously maximizing the damage you deal and minimizing the damage you take.  If you successfully one round the monster while you are on top of it (via linkrefreshing), you will take zero damage.  It is for this reason that so-called “elite” runners don’t run with cleric-types; consistent one-rounding and careful management of linkrefresh causes them to never get hit.  The same reasoning also applies for not needing sky high AC- if you never get a chance to be hit, you can tank naked.  Note that some areas don’t agree with linkrefreshing, and you will attack after the monster.  Even in this scenario, you are reducing the monster to only one chance at hitting you.&lt;br /&gt;
&lt;br /&gt;
::'''NOTE''': If you are a hitter, you '''MUST''' have a kill trigger.  If you don’t have a kill trigger, you are doing '''50%''' less damage than you should, and making the tank’s job a lot harder.  If you don’t know how to write one, ask over a public channel.  The AVATAR playerbase will probably know how to make one for your MUDclient.  If you are a tank, ask your hitters to turn on their trigger if it’s off.  It makes a huge difference.&lt;br /&gt;
&lt;br /&gt;
Another important aspect is the proper usage of bots to heal, especially without a cleric.  Most areas have at least one uncursed room where you can recall set and pop back to Sanctum to quickly replenish your hp with bots.  Planning your run around these stops will take some prior experience, but will allow you to run without a cleric if your AC or hp are low.&lt;br /&gt;
&lt;br /&gt;
Finally, we come to the aspect of AC.  You’ll often see a bunch of questions on herochat asking if some random amount of unspelled AC is enough to tank.  The answer is if you have an unenchanted set of b12 hero tank gear, you can tank.  Having higher is obviously helpful, but if you follow the above two concepts, you can easily overcome the AC/hp barrier.  If you absolutely need hard numbers, I will say that reaching -1250 spelled is probably not too hard and a good starting goal, and -1300 spelled is plenty (this is applicable for classes with shields.  Bld/monk are diffferent.  I would shoot for  -1150 AC minimum.  -1200 is a good first goal).  I run with -1330ish with full kra spells (including kra steel/bark) and it’s been enough to carry me ever since I had 1.1k hp.  Note that I like to bring a cleric when I tank with something with less than 1k hp, as the hit to exp is marginal if at all.&lt;br /&gt;
::'''NOTE''': I have since intentionally nerfed myself and tanked without invincibility to have around -1220 AC.  The difference IS noticeable, but it can be mitigated with a healer and more usage of bot healing.  It DOES NOT mean you can’t tank with a lesser amount of AC.&lt;br /&gt;
&lt;br /&gt;
== Group Composition ==&lt;br /&gt;
&lt;br /&gt;
At hero tier, hitters can largely be tiered like this (In order):&lt;br /&gt;
&lt;br /&gt;
::Tier 1: Arc/Asn spec'd arc, fus/101+ pal (with oath of war), war/bod, bzk&lt;br /&gt;
::Tier 2: Everything else except sor and wizard&lt;br /&gt;
::Tier 3: Sor and Wzd&lt;br /&gt;
&lt;br /&gt;
There are arguments for rogues being better than mages and whatnot, but I don’t really care about them because in terms of efficiency, none of them get close to the top six.  I put Sor and Wzd below everything else because they don’t even get third attack/enhanced damage, so you can’t put on a set of hit gear to try and be useful.  Note however, that the damage you get from tier 2 is not negligible; it can often times carry you from one rounding 50% of the time to 80-90% of the time.&lt;br /&gt;
&lt;br /&gt;
So what do you pick?  Get 3-4 hitters from the tier 1 group and you’ll probably one round nearly every popular hero area consistently, with the exception of Alpha Thule.  There are differences between a war who is sub101 vs a war who is 101+, but that is mitigated by lowhero experience bonus.  A sub101 war is still probably better than anything in tier 2 anyways.  &lt;br /&gt;
	&lt;br /&gt;
I’ll write a small paragraph on clerics/druids/priests.  If you’re new, and you’re not sure how your group will do, bring one.  They will provide you peace of mind and ensure that your run goes more smoothly.  With diversity playing a role, adding a healer is now a significantly smaller reduction in experience that before.  I bring dru/cle/prs in my groups sometimes for this reason: I lose out on a small amount of experience, but I help them level.  And we do need more priests at lord tier.  &lt;br /&gt;
&lt;br /&gt;
Finally, group size and diversity.  In my experience, the amount of experience doesn’t get hit hard until after the group is 7+ big.  You can run with a group of 6 without too harsh of a hit to experience, especially if you have decent diversity.  What this basically means is that if you have you (the tank) and 3 quality hitters, you can afford to take a cleric and mage/rogue if you felt nice, and not get completely slammed on experience gains.  I find that the fourth hitter (assuming it is at least tier 2) tends to tip the one-rounding ratio much closer to 100% than just having 3 quality hitters. If you have a group composed entirely of melee, you’ll actually notice your experience gains seem to worsen, so you may want to take something else to increase diversity.  Diversity also encourages casters to tank, since they count as a caster for diversity, and you can add an extra hitter without taking as large a penalty.&lt;br /&gt;
&lt;br /&gt;
== Area Selection ==&lt;br /&gt;
&lt;br /&gt;
There are several popular areas to get experience, and the one you pick will greatly influence the amount you get per hour.  I’ll breakdown what I feel are some quality areas to learn, including detailed area descriptions.  '''Please note that for all these areas, I assume all your members have fly/passdoor/water breathing active.'''  Otherwise, you may at times be stopped because you lack these spells. &lt;br /&gt;
&lt;br /&gt;
Seeing this show up on the wiki shows me it's kind of hard to read.  You may want to copy/paste into a word editor to make it easier.  Or if someone more knowledgeable on wikis can make it look nice, that'd be cool too.&lt;br /&gt;
&lt;br /&gt;
=== Group 1: ===&lt;br /&gt;
'''Igecsoz''' (pp Ajuu), '''Upper Greed’s Gallows''' (pp barrel monkey), '''Hamlet of Kreigstadt''' (pp otto), '''Dream Steppes''' (pp displacer beast) &lt;br /&gt;
&lt;br /&gt;
:'''Igecsoz''':  k ajuu, s, k hji, 2e, k ekj, n, k hlu, n, k kins, w s d, k hle, u n w, k brg, 2w n e 2n w, k arm, e n w, k weap, e 2n w 2n u s w, k sig, e s w, k sil, e s w, kill iov&lt;br /&gt;
&lt;br /&gt;
:'''Upper Greed’s''': The area is mostly circular.  Try and keep track of the directions you’ve been to and scan/kill.  Note that these mobs are good aligned, so you will want to watch your alignment and leave once it dips below 450ish, as you are then in danger of having your gear zap off.&lt;br /&gt;
&lt;br /&gt;
:'''Hamlet of Kreigstadt''': k otto, k wolf, k uda, k sieg, w n n, k kru, s, k kru, 4s 3w k bow, e s, k cle, s, k sch, 2n e 6s 2e s, k ivan, k sash, k raj, e, kill golem, w s, kill madam (beware, this mob can cast disint for ~500 hp damage.  Skip if tiny.), 2n 2e s, k wode, n e n, kill hol, s e s, k change, n e, kill sha (x3)&lt;br /&gt;
::Note:  This area also connects to Saints of the Blade Temple, which is a pretty decent place to tack on if you want to.  You can access it by heading 2n e 4s w after the Schulz.  Head west and down into the main part of the area and kill dragoons/pilgrims/priests while avoiding the slaves.  After you head d n d and go 2e, you can open north to find a large amount of dragoons to kill. ''' NOTE THAT THE DRAGON LIEUTENANTS (Show up on scan as flying) CAN STAB.  The damage is not THAT high (dismember or so), but it can still be dangerous with small heroes.'''  Heading all east and up, then following the path will take you out of the area and back to the entrance, where you can head towards Ivan/Raja/Sasha and finish the rest of the area.&lt;br /&gt;
&lt;br /&gt;
:'''Dream Steppes''': Like Upper Greed’s, scan/kill.  Note that many mobs flee here, and the masked psionicists (show up on scan as mysterious masked men, and one as a sailor in agony) can be quite nasty for smaller heroes.&lt;br /&gt;
&lt;br /&gt;
=== Group 2: ===&lt;br /&gt;
''' Lower Greed’s Gallows''' (pp pod manatee), '''Frozen wastes''' (pp snowbird), '''Shogun''' (pp Pansho), '''Deepways''' (pp leper), '''Alpha Thule''' (pp selkie or Big Fish)&lt;br /&gt;
&lt;br /&gt;
:'''Lower Greed’s''': Find the down exit in the southeast.  Heading 3d u w n u will take you to the main area.  After the 3d you will have to kill some aggressive snakes before you can take the up to the Legless Cooper.  This area is somewhat circular, so scan/kill.  Some mobs are aggressive, which you’ll learn if you spend enough time here.  '''MAKE SURE TO HAVE SOMEONE WHO CAN PORTAL WHEN YOU GO ON THIS RUN'''.  This area has no exit and is cursed, and the quest to get out is hard to do while maintaining good experience, since you need to wait an agonizingly long time for the mobprog to finish.&lt;br /&gt;
&lt;br /&gt;
:'''Frozen Wastes''': The PP will take you to the top level of frozen wastes, where everything except snowbirds aggie.  The entrance into the glacier is found in the north end of the area.  I like to head south-ish at first and kill as many mobs as I can, then head north and find the down exit and clear all the mobs nearby.  After the first down, you can head 3s 3d into the main glacier. &lt;br /&gt;
&lt;br /&gt;
:To clear the main glacier: after 3d, k ice, s, k ice, e, k ice, s, k ice, w, k ice, w, k ice, n, k ice, n d s, k ice, e e, k ice, w s, k ice, w, k ice, e e, k ice, w 2n, k ice, n, k ice, w, k ice, 2e, k ice, portal out.  Make sure to loot the milks from the guardians when you kill them!&lt;br /&gt;
&lt;br /&gt;
:'''Shogun''': This area is rather large and hard to explain.  There are 3 main parts, which I will loosely call the west, middle, and east.  Scan and kill; everything is free game to be killed, but avoid the sanc’d mobs.  '''You may also want to avoid the High Guards and Emperor’s Peacekeepers.  These hit VERY hard (can hit up to massacre on a sanc’d character), and if you are not one-rounding it can be very taxing on HP. ''' &lt;br /&gt;
&lt;br /&gt;
:The west portion is found 1e and then north of Pansho.  This area contains a smathering of guards and the monk temple.  Note that you may wish to avoid the mob “A stern looking monk,” as he can cast disintegrate.  At the very north end is a down which will take you to a tunnel that contains some ghosts and ninjas.  Follow that tunnel south and east, then go up when you reach what appears to be a dead end.  Heading u 2w 3s from this room will put you in a room with a fountain, which is the start of Gaishan Road.&lt;br /&gt;
&lt;br /&gt;
:The middle section is found 3e from the fountain room.  From here you’ll want to clear the south and north sections.  The south section is composed of 4 rooms (2s, then e and w).  AVOID THE SANC’D MOBS NORTH OF 2S E.  They will probably kill your group if you are weak, and is certainly not worth the effort experience-wise.  After you clears this small section, head north and then west to the Mashan headquarters.  Here you can kill the Clerk,and the Trainer directly north of him.  You may or may not want to kill the High Mage west of the Clerk, as he wields and can cast disintegrate/acid rain.  Once these mobs are dead, head east and south to get back to the Gaishan road.&lt;br /&gt;
&lt;br /&gt;
:The east section is found 2e from this intersection.  Heading n e n from here will take you to 3 generals.  Target Bensai upon entering the room, he’s the only aggie.  Kill the second general, then leave the sanc’d mob alone.  Head back to where you came from and head further north.  Clear the up branch when you get to it, then clear the west branch.  The room 2n of the cook is the last room on your stop in this area, after which you can portal out.&lt;br /&gt;
&lt;br /&gt;
:Note that there you can head 2e after the “east section.”  After that scan will put red eyes north of you.  This is the ninja leader, and he hits pretty hard and casts.  I’d avoid him when you’re running the area, but you can kill anything in the 2e after the “east section.”&lt;br /&gt;
&lt;br /&gt;
:'''Deepways''': This area is even larger and also hard to explain.  There are 4 main sections to this area:  The northeast section (The Amphitheatre), the middle section (Fallen Angel Cave), the west section (Hall of the Mountain King/Steps of Durr), and the tunnel section.  You will be using the scan/kill method, but following a path.  I will try to explain the path I use with as much detail as possible.  '''Note that the red eyes on scans are quest mobs, and are not worth killing for experience.  Do not areaspell these to make them visible'''.  If you ever see a monolith, head the opposite direction, as you’re leaving the area.  If you ever kill a mob worth zero experience, head the opposite direction, as you’ve entered a different area.  &lt;br /&gt;
&lt;br /&gt;
:From Leper head 2w to enter the area.  From here, head north and east until you get to a room called “The Amphitheatre.” Head north and clear the small up section, then return to The Amphitheatre.  Head east and follow the past south until you reach “The Cloisters.” From here, you can head e u and clear the small section.&lt;br /&gt;
&lt;br /&gt;
:After the section is cleared (It’s about 10 rooms big), head down and back to the Amphitheatre, killing the freshly spawned mobs as you go.  From this room, head s w 2s 2w 3n (killing everything along the way) until you reach the “Fallen Angel Cave.” This room has the two forks, east and west, which you can go up and follow the path until everything dies.  Once both forks are cleared, return to the “Fallen Angel Cave.”&lt;br /&gt;
&lt;br /&gt;
:From this room, head 2s 2w s u s w (Again, kill everything along the way) to reach “The Hall of the Mountain King.”  Kill everything on scan, then go s w n 2w n w to reach “The Steps of Durr.”  Head up and clear the small section (it’s got 6 rooms), then head n 2w u.  This is the last room of the western section.  After you clear this, retrace your steps to The Hall of the Mountain King.  From the up (Room Desc: A steep chasm), the directions are: d 2e s e s 2e s e.  &lt;br /&gt;
::'''NOTE''': There will be a sanc’d myconoid s w n 2w from “The Hall of the Mountain King.” In this room, you can linkrefresh group without any lag!  It’s a good idea to do as you enter and exit the western section since it takes almost no time at all and can save you a decent amount of hp.&lt;br /&gt;
&lt;br /&gt;
:Once you’re in The Hall of the Mountain King again, head down.  Follow the path south and east until you reach a fork.  You will want to take the north exit and follow the path.  Once you head north and find a room with exists [north east south], you will be at the room 2w of Leper.  You can then repeat the loop, or leave to another area.  &lt;br /&gt;
&lt;br /&gt;
:'''Alpha Thule''': From the selkie portal point, you’ll want to head north, trying to find the room “Northern Shoreline.”  Chances are you’ll be too far east/west, which will show up as Northeastern/Northwestern Shoreline, respectively.  Head the opposite direction and continue working your way in a northward direction until you find the right shoreline.  One north from this room will take you into Alpha Thule.  The area is split into 4 main areas, the entrance circle, the shafts, the bottom area, and the top area. &lt;br /&gt;
&lt;br /&gt;
:The entrance circle is made up of golem-type mobs (all have a keyword of ancient, so k anc will hit them all).  They are somewhat painful and have armorancient, so you will hit a little less hard.  You’ll want to choose a direction after the initial sentinel and follow that path until you can take a south.  Taking this south will put you into the shafts.&lt;br /&gt;
&lt;br /&gt;
:The shafts contain souls which do not have armorancient and as such are much easier to kill.   There are a total of 5 of these shafts; three will lead down into the bottom area, and two will lead you to the top area.   Clear the 3 shafts in the middle of the area first, heading in a down-up-down path before taking the final down into the bottom of Alpha Thule.&lt;br /&gt;
&lt;br /&gt;
:The bottom of this area has Energized Clays.  These also have armorancient, but are lower level than the mobs found in the entrance circle and thus hit less hard.  The area is a 3x5 rectangle with the entrance/exit in the dead center.  Clear out all the clays, then take the shafts to the top level, killing the souls in the shafts as you go.  &lt;br /&gt;
&lt;br /&gt;
:The top level is interesting.  After passing an ancient sentinel, you’ll be able to head up one more time into an area with sanc’d, non-aggie mobs named “The Ancient.”  These mobs are very high level (90 iirc), sanc’d and have armorancient, and will thus take many rounds to kill.  There are six of these Ancients.  If you head up one more time, you’ll be able to find the Celestial, the biggest mob in the area.  He sells bullets and carries the Celestial’s Arbalest, the best gun-type weapon for hero tier.  &lt;br /&gt;
&lt;br /&gt;
:It’s arguable whether the sanc’d Ancients are worth running.  They take many rounds, but are worth ~150 exp per group member.  My personal feelings on this are as follows: If you want to stay in Alpha Thule the entire run, you should come to the Ancients last to try and get the area to repop.  If you are not interested, you should leave to a new area as soon as you clear out the souls and the energized clays.&lt;br /&gt;
&lt;br /&gt;
:If you’re interested in staying in the area and the souls have not repopped once all the Ancients are dead, make your way back to the entrance circle and start clearing the second half.  Chances are by the time you get back to the entrance of the area, the rest of it will have repopped.  If it hasn’t, you can head south onto the Lake of Tears to kill some mobs there while waiting, or just switch to a new area entirely.&lt;br /&gt;
&lt;br /&gt;
=== Group 3: === &lt;br /&gt;
'''The Great Divide''' (pp Wartha), '''Morte Vallta''' (pp giant vulture),&lt;br /&gt;
&lt;br /&gt;
:'''The Great Divide''': From Wartha, head 4w 2n 2e 2n w n to enter the main area.  From here it’s scan and kill.  There are two main “temples” to the west and east which you have a bunch of mobs to clear.  I would put more notes, but I can’t really think of any.  Beware, the insatiable one eats corpses.&lt;br /&gt;
&lt;br /&gt;
:'''Morte''': From giant vulture, head down.  Scan and kill.  Watch out for Colossus (A towering stone golem) and Azric (A blindingly bright light).  The first hits really really hard, the second takes forever to kill and casts annoying spells.&lt;br /&gt;
&lt;br /&gt;
=== Group 4: ===&lt;br /&gt;
&lt;br /&gt;
'''Graves of Reveria/Necropolis''' (pp mourning drow),''' Transfigured Forest''' (pp stone trickster)&lt;br /&gt;
&lt;br /&gt;
:I don’t know these areas, sorry!  If you’re familiar with them, go ahead and fill them out.&lt;br /&gt;
&lt;br /&gt;
If you have very squishy hitters, you probably want to avoid groups 3 and 4.  Those two groups are very swarmy and aggressive, so unless you have someone who is willing to brandish your hitters may find themselves in danger of dying quite often.  &lt;br /&gt;
&lt;br /&gt;
Note that I’ve grouped these areas into relative danger only.  I run only in the areas in group 2 myself, and can still regularly do 10k runs.  &lt;br /&gt;
&lt;br /&gt;
I won’t talk about EHA because I don’t find them time/resource efficient.  The general theory applies just the same though, you’ll just need more hitters and 2-3 dedicated brandishers.  There is a map of the area on the wiki if you are interested in trying to learn the layout of the area.&lt;br /&gt;
&lt;br /&gt;
== Leading Technique ==&lt;br /&gt;
&lt;br /&gt;
So, what are you typing?  There’s exactly one order of commands you should be typing, and it goes as follows:&lt;br /&gt;
&lt;br /&gt;
k mob, sca, stack commands to kill next mob, repeat&lt;br /&gt;
&lt;br /&gt;
Here’s how the actions should (ideally) play out:&lt;br /&gt;
&lt;br /&gt;
::1) You type ‘k mob’, then ‘sca’&lt;br /&gt;
::2) All your hitters trigger off your emote&lt;br /&gt;
::3) Scan goes off, you find a mob to kill&lt;br /&gt;
::4) Type the direction and kill command in your prompt (eg, in Zmud, e;k tr)&lt;br /&gt;
::5) Mob dies&lt;br /&gt;
::6) Hit enter&lt;br /&gt;
::7) Repeat&lt;br /&gt;
&lt;br /&gt;
This is, as far as I’m aware, the most efficient set of commands.  You should be typing scan right after you hit kill, as the time between the attack triggers from your hitters firing and the time the actual first round of combat begins is usually enough to find your next mob.  &lt;br /&gt;
&lt;br /&gt;
That’s it.  Easy, huh?  It just takes practice before you start running through mobs at breakneck speed.&lt;br /&gt;
&lt;br /&gt;
== End Notes ==&lt;br /&gt;
If you’re completely new to tanking, you’re not going to become amazing on your first run.  Your experience gains over time will increase as the layout of areas becomes burned into your memory and as you get more comfortable with keeping up the string of commands listed above.  Remember that most classes can only solo about 5k/spellup at most.  If your run brings in more experience that this and has similar downtimes, you’re benefiting everyone by tanking.  &lt;br /&gt;
&lt;br /&gt;
Get tanking!  With new experience logic and diversity, consistent 10k runs are in everyone’s reach.  &lt;br /&gt;
&lt;br /&gt;
- Atris/Mestre/Iratha et alts&lt;br /&gt;
&lt;br /&gt;
== Nuances ==&lt;br /&gt;
This section of the guide has random nuances that may help your runs in specific scenarios.  More may be added as I think of them.&lt;br /&gt;
&lt;br /&gt;
- If you are a monk/shf with counterpush or a bld with inspiring dance, it may be beneficial to NOT linkrefresh.  Having the mob go first will then cause it to be pushed in the first case, or cause your casters monitoring you to have a shot at regaining some mana in the second.  Note that this is more draining on your hp, so test and see!&lt;br /&gt;
&lt;br /&gt;
- Asking your warriors to have bash in their trigger is only beneficial if you are constantly two rounding monsters, and the bash will reduce this to one round.  This is the case because when you fail bash, you have a round of lag to stand up, whereas if you succeed bash, this lag is maybe half a round.  The scenario goes as follows:&lt;br /&gt;
:No bash: Mob dies in 2 rounds.&lt;br /&gt;
:Fail bash: You kill the mob in the second round, then stand up, then your attack trigger fires on the next mob&lt;br /&gt;
:Succeed bash: You kill the mob in the first round, then your attack trigger fires on the next mob.&lt;br /&gt;
If you one round without bash, you risk missing the attack gained by attack triggers, and this should thus be avoided.&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Tanking_Hero_Experience&amp;diff=43871</id>
		<title>Tanking Hero Experience</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Tanking_Hero_Experience&amp;diff=43871"/>
		<updated>2011-07-21T07:59:35Z</updated>

		<summary type="html">&lt;p&gt;Atris: /* Group 2: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
At hero tier, grouping is widely considered the best (read: fastest) way to gain experience.  It’s not very hard to get grouped as a hitter; finding people who are willing to tank is more difficult.  People new to tanking are hesitant to try doing it for various reasons, whether it be fear of leading others or not knowing what areas to lead.  This guide is meant to teach you about all aspects of tanking: the general theory, group composition, area selection, and actual technique (what you should be typing).&lt;br /&gt;
&lt;br /&gt;
You may be asking why you should listen to this guide (and you should, since it is a guide, not law).  After the change in group experience logic, I’ve been leading very consistent runs ranging from anywhere from 9k-12k atheist (depending on group composition), on my alts Mestre and Iratha.  It should be noted that I consider myself a powergamer, and the guide reflects this.  Nevertheless, the information here should be useful and applicable for every type of person out there.&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
&lt;br /&gt;
Tanking hero experience involves '''maximizing the amount of experience over time'''.  Notice that I used the word time, not per run.  If you have to wait a long time between runs, or need to farm an excessive amount of consumables per run, I consider that less efficient, as that is wasted time that could be spent running experience. &lt;br /&gt;
 &lt;br /&gt;
Maximizing the amount of experience you get over time has one major idea, and that is '''one rounding monsters'''.  A lot of new tanks don’t understand the importance of this concept.  By one rounding monsters, you are simultaneously maximizing the damage you deal and minimizing the damage you take.  If you successfully one round the monster while you are on top of it (via linkrefreshing), you will take zero damage.  It is for this reason that so-called “elite” runners don’t run with cleric-types; consistent one-rounding and careful management of linkrefresh causes them to never get hit.  The same reasoning also applies for not needing sky high AC- if you never get a chance to be hit, you can tank naked.  Note that some areas don’t agree with linkrefreshing, and you will attack after the monster.  Even in this scenario, you are reducing the monster to only one chance at hitting you.&lt;br /&gt;
&lt;br /&gt;
::'''NOTE''': If you are a hitter, you '''MUST''' have a kill trigger.  If you don’t have a kill trigger, you are doing '''50%''' less damage than you should, and making the tank’s job a lot harder.  If you don’t know how to write one, ask over a public channel.  The AVATAR playerbase will probably know how to make one for your MUDclient.  If you are a tank, ask your hitters to turn on their trigger if it’s off.  It makes a huge difference.&lt;br /&gt;
&lt;br /&gt;
Another important aspect is the proper usage of bots to heal, especially without a cleric.  Most areas have at least one uncursed room where you can recall set and pop back to Sanctum to quickly replenish your hp with bots.  Planning your run around these stops will take some prior experience, but will allow you to run without a cleric if your AC or hp are low.&lt;br /&gt;
&lt;br /&gt;
Finally, we come to the aspect of AC.  You’ll often see a bunch of questions on herochat asking if some random amount of unspelled AC is enough to tank.  The answer is if you have an unenchanted set of b12 hero tank gear, you can tank.  Having higher is obviously helpful, but if you follow the above two concepts, you can easily overcome the AC/hp barrier.  If you absolutely need hard numbers, I will say that reaching -1250 spelled is probably not too hard and a good starting goal, and -1300 spelled is plenty (this is applicable for classes with shields.  Bld/monk are diffferent.  I would shoot for  -1150 AC minimum.  -1200 is a good first goal).  I run with -1330ish with full kra spells (including kra steel/bark) and it’s been enough to carry me ever since I had 1.1k hp.  Note that I like to bring a cleric when I tank with something with less than 1k hp, as the hit to exp is marginal if at all.&lt;br /&gt;
::'''NOTE''': I have since intentionally nerfed myself and tanked without invincibility to have around -1220 AC.  The difference IS noticeable, but it can be mitigated with a healer and more usage of bot healing.  It DOES NOT mean you can’t tank with a lesser amount of AC.&lt;br /&gt;
&lt;br /&gt;
== Group Composition ==&lt;br /&gt;
&lt;br /&gt;
At hero tier, hitters can largely be tiered like this (In order):&lt;br /&gt;
&lt;br /&gt;
::Tier 1: Arc, fus/101+ pal (with oath of war), war/bod, bzk&lt;br /&gt;
::Tier 2: Everything else except sor and wizard&lt;br /&gt;
::Tier 3: Sor and Wzd&lt;br /&gt;
&lt;br /&gt;
There are arguments for rogues being better than mages and whatnot, but I don’t really care about them because in terms of efficiency, none of them get close to the top six.  I put Sor and Wzd below everything else because they don’t even get third attack/enhanced damage, so you can’t put on a set of hit gear to try and be useful.  Note however, that the damage you get from tier 2 is not negligible; it can often times carry you from one rounding 50% of the time to 80-90% of the time.&lt;br /&gt;
&lt;br /&gt;
So what do you pick?  Get 3-4 hitters from the tier 1 group and you’ll probably one round nearly every popular hero area consistently, with the exception of Alpha Thule.  There are differences between a war who is sub101 vs a war who is 101+, but that is mitigated by lowhero experience bonus.  A sub101 war is still probably better than anything in tier 2 anyways.  &lt;br /&gt;
	&lt;br /&gt;
I’ll write a small paragraph on clerics/druids/priests.  If you’re new, and you’re not sure how your group will do, bring one.  They will provide you peace of mind and ensure that your run goes more smoothly.  With diversity playing a role, adding a healer is now a significantly smaller reduction in experience that before.  I bring dru/cle/prs in my groups sometimes for this reason: I lose out on a small amount of experience, but I help them level.  And we do need more priests at lord tier.  &lt;br /&gt;
&lt;br /&gt;
Finally, group size and diversity.  In my experience, the amount of experience doesn’t get hit hard until after the group is 7+ big.  You can run with a group of 6 without too harsh of a hit to experience, especially if you have decent diversity.  What this basically means is that if you have you (the tank) and 3 quality hitters, you can afford to take a cleric and mage/rogue if you felt nice, and not get completely slammed on experience gains.  I find that the fourth hitter (assuming it is at least tier 2) tends to tip the one-rounding ratio much closer to 100% than just having 3 quality hitters. If you have a group composed entirely of melee, you’ll actually notice your experience gains seem to worsen, so you may want to take something else to increase diversity.  Diversity also encourages casters to tank, since they count as a caster for diversity, and you can add an extra hitter without taking as large a penalty.&lt;br /&gt;
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== Area Selection ==&lt;br /&gt;
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There are several popular areas to get experience, and the one you pick will greatly influence the amount you get per hour.  I’ll breakdown what I feel are some quality areas to learn, including detailed area descriptions.  '''Please note that for all these areas, I assume all your members have fly/passdoor/water breathing active.'''  Otherwise, you may at times be stopped because you lack these spells. &lt;br /&gt;
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Seeing this show up on the wiki shows me it's kind of hard to read.  You may want to copy/paste into a word editor to make it easier.  Or if someone more knowledgeable on wikis can make it look nice, that'd be cool too.&lt;br /&gt;
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=== Group 1: ===&lt;br /&gt;
'''Igecsoz''' (pp Ajuu), '''Upper Greed’s Gallows''' (pp barrel monkey), '''Hamlet of Kreigstadt''' (pp otto), '''Dream Steppes''' (pp displacer beast) &lt;br /&gt;
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:'''Igecsoz''':  k ajuu, s, k hji, 2e, k ekj, n, k hlu, n, k kins, w s d, k hle, u n w, k brg, 2w n e 2n w, k arm, e n w, k weap, e 2n w 2n u s w, k sig, e s w, k sil, e s w, kill iov&lt;br /&gt;
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:'''Upper Greed’s''': The area is mostly circular.  Try and keep track of the directions you’ve been to and scan/kill.  Note that these mobs are good aligned, so you will want to watch your alignment and leave once it dips below 450ish, as you are then in danger of having your gear zap off.&lt;br /&gt;
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:'''Hamlet of Kreigstadt''': k otto, k wolf, k uda, k sieg, w n n, k kru, s, k kru, 4s 3w k bow, e s, k cle, s, k sch, 2n e 6s 2e s, k ivan, k sash, k raj, e, kill golem, w s, kill madam (beware, this mob can cast disint for ~500 hp damage.  Skip if tiny.), 2n 2e s, k wode, n e n, kill hol, s e s, k change, n e, kill sha (x3)&lt;br /&gt;
::Note:  This area also connects to Saints of the Blade Temple, which is a pretty decent place to tack on if you want to.  You can access it by heading 2n e 4s w after the Schulz.  Head west and down into the main part of the area and kill dragoons/pilgrims/priests while avoiding the slaves.  After you head d n d and go 2e, you can open north to find a large amount of dragoons to kill. ''' NOTE THAT THE DRAGON LIEUTENANTS (Show up on scan as flying) CAN STAB.  The damage is not THAT high (dismember or so), but it can still be dangerous with small heroes.'''  Heading all east and up, then following the path will take you out of the area and back to the entrance, where you can head towards Ivan/Raja/Sasha and finish the rest of the area.&lt;br /&gt;
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:'''Dream Steppes''': Like Upper Greed’s, scan/kill.  Note that many mobs flee here, and the masked psionicists (show up on scan as mysterious masked men, and one as a sailor in agony) can be quite nasty for smaller heroes.&lt;br /&gt;
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=== Group 2: ===&lt;br /&gt;
''' Lower Greed’s Gallows''' (pp pod manatee), '''Frozen wastes''' (pp snowbird), '''Shogun''' (pp Pansho), '''Deepways''' (pp leper), '''Alpha Thule''' (pp selkie or Big Fish)&lt;br /&gt;
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:'''Lower Greed’s''': Find the down exit in the southeast.  Heading 3d u w n u will take you to the main area.  After the 3d you will have to kill some aggressive snakes before you can take the up to the Legless Cooper.  This area is somewhat circular, so scan/kill.  Some mobs are aggressive, which you’ll learn if you spend enough time here.  '''MAKE SURE TO HAVE SOMEONE WHO CAN PORTAL WHEN YOU GO ON THIS RUN'''.  This area has no exit and is cursed, and the quest to get out is hard to do while maintaining good experience, since you need to wait an agonizingly long time for the mobprog to finish.&lt;br /&gt;
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:'''Frozen Wastes''': The PP will take you to the top level of frozen wastes, where everything except snowbirds aggie.  The entrance into the glacier is found in the north end of the area.  I like to head south-ish at first and kill as many mobs as I can, then head north and find the down exit and clear all the mobs nearby.  After the first down, you can head 3s 3d into the main glacier. &lt;br /&gt;
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:To clear the main glacier: after 3d, k ice, s, k ice, e, k ice, s, k ice, w, k ice, w, k ice, n, k ice, n d s, k ice, e e, k ice, w s, k ice, w, k ice, e e, k ice, w 2n, k ice, n, k ice, w, k ice, 2e, k ice, portal out.  Make sure to loot the milks from the guardians when you kill them!&lt;br /&gt;
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:'''Shogun''': This area is rather large and hard to explain.  There are 3 main parts, which I will loosely call the west, middle, and east.  Scan and kill; everything is free game to be killed, but avoid the sanc’d mobs.  '''You may also want to avoid the High Guards and Emperor’s Peacekeepers.  These hit VERY hard (can hit up to massacre on a sanc’d character), and if you are not one-rounding it can be very taxing on HP. ''' &lt;br /&gt;
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:The west portion is found 1e and then north of Pansho.  This area contains a smathering of guards and the monk temple.  Note that you may wish to avoid the mob “A stern looking monk,” as he can cast disintegrate.  At the very north end is a down which will take you to a tunnel that contains some ghosts and ninjas.  Follow that tunnel south and east, then go up when you reach what appears to be a dead end.  Heading u 2w 3s from this room will put you in a room with a fountain, which is the start of Gaishan Road.&lt;br /&gt;
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:The middle section is found 3e from the fountain room.  From here you’ll want to clear the south and north sections.  The south section is composed of 4 rooms (2s, then e and w).  AVOID THE SANC’D MOBS NORTH OF 2S E.  They will probably kill your group if you are weak, and is certainly not worth the effort experience-wise.  After you clears this small section, head north and then west to the Mashan headquarters.  Here you can kill the Clerk,and the Trainer directly north of him.  You may or may not want to kill the High Mage west of the Clerk, as he wields and can cast disintegrate/acid rain.  Once these mobs are dead, head east and south to get back to the Gaishan road.&lt;br /&gt;
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:The east section is found 2e from this intersection.  Heading n e n from here will take you to 3 generals.  Target Bensai upon entering the room, he’s the only aggie.  Kill the second general, then leave the sanc’d mob alone.  Head back to where you came from and head further north.  Clear the up branch when you get to it, then clear the west branch.  The room 2n of the cook is the last room on your stop in this area, after which you can portal out.&lt;br /&gt;
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:Note that there you can head 2e after the “east section.”  After that scan will put red eyes north of you.  This is the ninja leader, and he hits pretty hard and casts.  I’d avoid him when you’re running the area, but you can kill anything in the 2e after the “east section.”&lt;br /&gt;
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:'''Deepways''': This area is even larger and also hard to explain.  There are 4 main sections to this area:  The northeast section (The Amphitheatre), the middle section (Fallen Angel Cave), the west section (Hall of the Mountain King/Steps of Durr), and the tunnel section.  You will be using the scan/kill method, but following a path.  I will try to explain the path I use with as much detail as possible.  '''Note that the red eyes on scans are quest mobs, and are not worth killing for experience.  Do not areaspell these to make them visible'''.  If you ever see a monolith, head the opposite direction, as you’re leaving the area.  If you ever kill a mob worth zero experience, head the opposite direction, as you’ve entered a different area.  &lt;br /&gt;
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:From Leper head 2w to enter the area.  From here, head north and east until you get to a room called “The Amphitheatre.” Head north and clear the small up section, then return to The Amphitheatre.  Head east and follow the past south until you reach “The Cloisters.” From here, you can head e u and clear the small section.&lt;br /&gt;
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:After the section is cleared (It’s about 10 rooms big), head down and back to the Amphitheatre, killing the freshly spawned mobs as you go.  From this room, head s w 2s 2w 3n (killing everything along the way) until you reach the “Fallen Angel Cave.” This room has the two forks, east and west, which you can go up and follow the path until everything dies.  Once both forks are cleared, return to the “Fallen Angel Cave.”&lt;br /&gt;
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:From this room, head 2s 2w s u s w (Again, kill everything along the way) to reach “The Hall of the Mountain King.”  Kill everything on scan, then go s w n 2w n w to reach “The Steps of Durr.”  Head up and clear the small section (it’s got 6 rooms), then head n 2w u.  This is the last room of the western section.  After you clear this, retrace your steps to The Hall of the Mountain King.  From the up (Room Desc: A steep chasm), the directions are: d 2e s e s 2e s e.  &lt;br /&gt;
::'''NOTE''': There will be a sanc’d myconoid s w n 2w from “The Hall of the Mountain King.” In this room, you can linkrefresh group without any lag!  It’s a good idea to do as you enter and exit the western section since it takes almost no time at all and can save you a decent amount of hp.&lt;br /&gt;
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:Once you’re in The Hall of the Mountain King again, head down.  Follow the path south and east until you reach a fork.  You will want to take the north exit and follow the path.  Once you head north and find a room with exists [north east south], you will be at the room 2w of Leper.  You can then repeat the loop, or leave to another area.  &lt;br /&gt;
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:'''Alpha Thule''': From the selkie portal point, you’ll want to head north, trying to find the room “Northern Shoreline.”  Chances are you’ll be too far east/west, which will show up as Northeastern/Northwestern Shoreline, respectively.  Head the opposite direction and continue working your way in a northward direction until you find the right shoreline.  One north from this room will take you into Alpha Thule.  The area is split into 4 main areas, the entrance circle, the shafts, the bottom area, and the top area. &lt;br /&gt;
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:The entrance circle is made up of golem-type mobs (all have a keyword of ancient, so k anc will hit them all).  They are somewhat painful and have armorancient, so you will hit a little less hard.  You’ll want to choose a direction after the initial sentinel and follow that path until you can take a south.  Taking this south will put you into the shafts.&lt;br /&gt;
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:The shafts contain souls which do not have armorancient and as such are much easier to kill.   There are a total of 5 of these shafts; three will lead down into the bottom area, and two will lead you to the top area.   Clear the 3 shafts in the middle of the area first, heading in a down-up-down path before taking the final down into the bottom of Alpha Thule.&lt;br /&gt;
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:The bottom of this area has Energized Clays.  These also have armorancient, but are lower level than the mobs found in the entrance circle and thus hit less hard.  The area is a 3x5 rectangle with the entrance/exit in the dead center.  Clear out all the clays, then take the shafts to the top level, killing the souls in the shafts as you go.  &lt;br /&gt;
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:The top level is interesting.  After passing an ancient sentinel, you’ll be able to head up one more time into an area with sanc’d, non-aggie mobs named “The Ancient.”  These mobs are very high level (90 iirc), sanc’d and have armorancient, and will thus take many rounds to kill.  There are six of these Ancients.  If you head up one more time, you’ll be able to find the Celestial, the biggest mob in the area.  He sells bullets and carries the Celestial’s Arbalest, the best gun-type weapon for hero tier.  &lt;br /&gt;
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:It’s arguable whether the sanc’d Ancients are worth running.  They take many rounds, but are worth ~150 exp per group member.  My personal feelings on this are as follows: If you want to stay in Alpha Thule the entire run, you should come to the Ancients last to try and get the area to repop.  If you are not interested, you should leave to a new area as soon as you clear out the souls and the energized clays.&lt;br /&gt;
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:If you’re interested in staying in the area and the souls have not repopped once all the Ancients are dead, make your way back to the entrance circle and start clearing the second half.  Chances are by the time you get back to the entrance of the area, the rest of it will have repopped.  If it hasn’t, you can head south onto the Lake of Tears to kill some mobs there while waiting, or just switch to a new area entirely.&lt;br /&gt;
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=== Group 3: === &lt;br /&gt;
'''The Great Divide''' (pp Wartha), '''Morte Vallta''' (pp giant vulture),&lt;br /&gt;
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:'''The Great Divide''': From Wartha, head 4w 2n 2e 2n w n to enter the main area.  From here it’s scan and kill.  There are two main “temples” to the west and east which you have a bunch of mobs to clear.  I would put more notes, but I can’t really think of any.  Beware, the insatiable one eats corpses.&lt;br /&gt;
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:'''Morte''': From giant vulture, head down.  Scan and kill.  Watch out for Colossus (A towering stone golem) and Azric (A blindingly bright light).  The first hits really really hard, the second takes forever to kill and casts annoying spells.&lt;br /&gt;
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=== Group 4: ===&lt;br /&gt;
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'''Graves of Reveria/Necropolis''' (pp mourning drow),''' Transfigured Forest''' (pp stone trickster)&lt;br /&gt;
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:I don’t know these areas, sorry!  If you’re familiar with them, go ahead and fill them out.&lt;br /&gt;
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If you have very squishy hitters, you probably want to avoid groups 3 and 4.  Those two groups are very swarmy and aggressive, so unless you have someone who is willing to brandish your hitters may find themselves in danger of dying quite often.  &lt;br /&gt;
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Note that I’ve grouped these areas into relative danger only.  I run only in the areas in group 2 myself, and can still regularly do 10k runs.  &lt;br /&gt;
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I won’t talk about EHA because I don’t find them time/resource efficient.  The general theory applies just the same though, you’ll just need more hitters and 2-3 dedicated brandishers.  There is a map of the area on the wiki if you are interested in trying to learn the layout of the area.&lt;br /&gt;
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== Leading Technique ==&lt;br /&gt;
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So, what are you typing?  There’s exactly one order of commands you should be typing, and it goes as follows:&lt;br /&gt;
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k mob, sca, stack commands to kill next mob, repeat&lt;br /&gt;
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Here’s how the actions should (ideally) play out:&lt;br /&gt;
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::1) You type ‘k mob’, then ‘sca’&lt;br /&gt;
::2) All your hitters trigger off your emote&lt;br /&gt;
::3) Scan goes off, you find a mob to kill&lt;br /&gt;
::4) Type the direction and kill command in your prompt (eg, in Zmud, e;k tr)&lt;br /&gt;
::5) Mob dies&lt;br /&gt;
::6) Hit enter&lt;br /&gt;
::7) Repeat&lt;br /&gt;
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This is, as far as I’m aware, the most efficient set of commands.  You should be typing scan right after you hit kill, as the time between the attack triggers from your hitters firing and the time the actual first round of combat begins is usually enough to find your next mob.  &lt;br /&gt;
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That’s it.  Easy, huh?  It just takes practice before you start running through mobs at breakneck speed.&lt;br /&gt;
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== End Notes ==&lt;br /&gt;
If you’re completely new to tanking, you’re not going to become amazing on your first run.  Your experience gains over time will increase as the layout of areas becomes burned into your memory and as you get more comfortable with keeping up the string of commands listed above.  Remember that most classes can only solo about 5k/spellup at most.  If your run brings in more experience that this and has similar downtimes, you’re benefiting everyone by tanking.  &lt;br /&gt;
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Get tanking!  With new experience logic and diversity, consistent 10k runs are in everyone’s reach.  &lt;br /&gt;
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- Atris/Mestre/Iratha et alts&lt;br /&gt;
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== Nuances ==&lt;br /&gt;
This section of the guide has random nuances that may help your runs in specific scenarios.  More may be added as I think of them.&lt;br /&gt;
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- If you are a monk/shf with counterpush or a bld with inspiring dance, it may be beneficial to NOT linkrefresh.  Having the mob go first will then cause it to be pushed in the first case, or cause your casters monitoring you to have a shot at regaining some mana in the second.  Note that this is more draining on your hp, so test and see!&lt;br /&gt;
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- Asking your warriors to have bash in their trigger is only beneficial if you are constantly two rounding monsters, and the bash will reduce this to one round.  This is the case because when you fail bash, you have a round of lag to stand up, whereas if you succeed bash, this lag is maybe half a round.  The scenario goes as follows:&lt;br /&gt;
:No bash: Mob dies in 2 rounds.&lt;br /&gt;
:Fail bash: You kill the mob in the second round, then stand up, then your attack trigger fires on the next mob&lt;br /&gt;
:Succeed bash: You kill the mob in the first round, then your attack trigger fires on the next mob.&lt;br /&gt;
If you one round without bash, you risk missing the attack gained by attack triggers, and this should thus be avoided.&lt;/div&gt;</summary>
		<author><name>Atris</name></author>
		
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