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		<id>http://govbanned.info/index.php?title=Category:Archers&amp;diff=50050</id>
		<title>Category:Archers</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Archers&amp;diff=50050"/>
		<updated>2013-12-19T11:23:05Z</updated>

		<summary type="html">&lt;p&gt;Belag: Added info on scattershot and fletching&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''ARCHERS are skilled hunters and scouts, as well as being masters with their chosen weapon, the [[:Category: Bows |bow]].  Their [[:Category: Archer Skills And Spells |skills]] represent their ability to survive in the wild, track down their foes, and their self-sufficiency in building and repairing the tools of their trade.  Achieving real skill in archery takes such a lengthy commitment that master archers are generally reluctant to teach those who have already started down a different path.  Tall, agile [[:Category: Races |races]] with good eyesight make the best archers, notably [[Elves |ELVES]] and [[Centaurs |CENTAURs]].  Clumsy, bulky or non-humanoid races such as [[Ogres |OGREs]] and [[Griffons |GRIFFONs]] will not fare so well.  The [[Prime Requisite |PRIME REQUISITE]] of archers is [[Dexterity |DEXterity]].''&lt;br /&gt;
&lt;br /&gt;
'''Abbreviation:''' Arc.&lt;br /&gt;
&lt;br /&gt;
'''[[Prime Requisite |Prime Requisite]]:''' [[Dexterity |Dexterity]].&lt;br /&gt;
&lt;br /&gt;
== Archers in General ==&lt;br /&gt;
&lt;br /&gt;
Archers can be generally described as hard hitting [[Sponge|sponges]]. This is because archers do most damage when using long bows - weapons which only operate properly if the archer is not tanking the mobs but instead remaining at the back, out of harm's way. Because of this, most archers live a relaxed life of being warmly accepted, grouped, tanked and enjoying huge damage they dish out. &lt;br /&gt;
&lt;br /&gt;
To elaborate on this point a bit further - during a standard lowmort/hero run, archer damage far outweighs other beneficial actions an archer may perform, like rescuing groupies, brandishing a staff, or doing some other activity. Thus, the leaders prefer to &amp;quot;leave them be&amp;quot;, and require little of the archers save to perhaps choose a proper set of ammunition for a particular area.&lt;br /&gt;
&lt;br /&gt;
However. Archers make for quite capable soloers, have a plethora of utility abilities, and are quite proficient tanks, should the player wish to play them like that. Read on for details.&lt;br /&gt;
&lt;br /&gt;
Archer statistics are somewhat comparable to (small) warriors - they recieve low mana but have plenty of HP.&lt;br /&gt;
&lt;br /&gt;
== Archer Creation ==&lt;br /&gt;
&lt;br /&gt;
[[:Category:Races|Race]] is very important for an archer.  The most common choices are [[elf]], [[orc]], [[centaur]], [[drow]], and [[Lizard Man|lizard man]]. Large or &amp;quot;clawed&amp;quot; races (with the exception of harpies) have a penalty at archery. See the [[Racial Archery Modifier]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Archers at Lowmort Tier ==&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Once you have created a new archer - the choice which weapon to use is up to you. Some archers prefer to use regular swords for the first 10-15 levels, while others stick to the crossbow from start.&lt;br /&gt;
&lt;br /&gt;
What is important to memorize is that there are several weapons archers can use:&lt;br /&gt;
&lt;br /&gt;
* Long Bows - these deal most damage, but are unusable in direct melee. Use them only if being tanked.&lt;br /&gt;
* Short Bows - these do less damage, but have less of a penalty for melee. Generally, archers do not use them at all.&lt;br /&gt;
* Heavy Crossbows - these do high damage, but are moderately difficult to use in melee and also carry reload penalties. Generally they are not used at all, either.&lt;br /&gt;
* Light Crossbows - thse do low damage but carry no penalty for melee use. These are used when soloing or tanking.&lt;br /&gt;
&lt;br /&gt;
The exotic weapon categories like blowguns, guns (arbalests), compound bows or slings are never used by archers due to lackluster performance in both melee and out of it.&lt;br /&gt;
&lt;br /&gt;
The exception are the slings which are exclusively used by [[:Category:Fusiliers|Fusiliers]] - the only prestige class archers are eligible for.&lt;br /&gt;
&lt;br /&gt;
=== HR and Ammunition ===&lt;br /&gt;
&lt;br /&gt;
Unlike all other classes that rely on [[Damage Roll]] to define the strength of their attacks, archers function differently and use the [[Hit Roll]]. The higher their HR, the more damaging the attack.&lt;br /&gt;
&lt;br /&gt;
Also, unlike all other classes that attack several times a round, archers usually fire a single arrow per round. &lt;br /&gt;
&lt;br /&gt;
However, the ammo gets used up, so be mindful of your ammo status and replenish it well in advance. An archer with no ammo does no damage.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
Similar to most classes, train wisdom first, then constitution and intelligence. Strength should be increased next since every point of strength also benefits the archer's HR, and dexterity generally does nothing save boost the [[Armor Class]].&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
&lt;br /&gt;
Key skills that make using bows more effective are: &lt;br /&gt;
&lt;br /&gt;
* [[Fletch]] (level 9), which allows one to make an ample supply of ammunition, &lt;br /&gt;
* various ammunition skills, allowing fletching of better types of ammo,&lt;br /&gt;
* [[Target Leading]] (level 15) and [[Improved Aim]] (level 31), which greatly improve accuracy with bows (and thus damage), &lt;br /&gt;
* [[Dodge]] helps with soloing. &lt;br /&gt;
&lt;br /&gt;
The rest are utility skills which can be deferred till later if needed.&lt;br /&gt;
&lt;br /&gt;
=== Worshipping ===&lt;br /&gt;
&lt;br /&gt;
Most archers worship [[Roixa]]. Those in a hurry to remort sometimes worship [[Werredan]] because of the XP boost. [[Durr]] is also occasionally worshiped for the large fletching boost it provides.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''&amp;lt;big&amp;gt;Excerpt from [[Worship]] Effects Table&amp;lt;/big&amp;gt;'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffdead;&amp;quot; colspan=2 | EFFECTS PER DEITY&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffdead;width:48px&amp;quot; | [[Durr      |Dur]]&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffdead;width:48px&amp;quot; | [[Roixa     |Rxa]]&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffdead;width:48px&amp;quot; | [[Werredan  |Wer]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; rowspan=2 | [[Cast |Spellcasting]]&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Cost&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff;color:#ffffff&amp;quot; |  00%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff;color:#ffffff&amp;quot; |  00%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffdddd;color:#ff0000&amp;quot; | +10%&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Lag&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffdddd;color:#ff0000&amp;quot; | +10%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff;color:#ffffff&amp;quot; | 00%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff;color:#ffffff&amp;quot; | 00%&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; rowspan=2 | [[Cast |Spellcasting]]: Buffing&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Amount&amp;lt;sup&amp;gt;[8]&amp;lt;/sup&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff;color:#0000ff&amp;quot; | +05%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffcccc;color:#ff0000&amp;quot; | -15%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff;color:#ffffff&amp;quot; |  00%&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Duration&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff;color:#0000ff&amp;quot; | +05%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff;color:#ffffff&amp;quot; |  00%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff;color:#ffffff&amp;quot; |  00%&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; rowspan=1 | Combat Damage&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Missile Weapon&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ddddff;color:#0000ff&amp;quot; | better&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#bbbbff;color:#0000ff&amp;quot; | best&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ddddff;color:#0000ff&amp;quot; | better&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; colspan=2 | Combat [[Experience Points |Experience-Point]] Gains&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffbbbb;color:#ff0000&amp;quot; | -10%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffbbbb;color:#ff0000&amp;quot; | -05%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ddddff;color:#0000ff&amp;quot; | +10%&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; colspan=2 | Death [[Experience Points |Experience-Point]] Losses&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffdddd;color:#ff0000&amp;quot; | +10%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ff8888;color:#ff0000&amp;quot; | +80%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff;color:#ffffff&amp;quot; |  00%&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; rowspan=3 | Levelup Gains&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | [[Hit Points |Hit Points]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff;color:#ffffff&amp;quot; | same&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ddddff;color:#0000ff&amp;quot; | better&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ddddff;color:#0000ff&amp;quot; | better&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | [[Mana Points |Mana Points]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff;color:#ffffff&amp;quot; | same&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ddddff;color:#0000ff&amp;quot; | better&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffdddd;color:#ff0000&amp;quot; | worse&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | [[Practice Points |Practice Points]]&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff;color:#ffffff&amp;quot; |  0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff;color:#ffffff&amp;quot; |  0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff;color:#ffffff&amp;quot; |  0&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; colspan=2 | Effective [[Intelligence|Int]] for [[Practice Points|Practicing]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff;color:#0000ff&amp;quot; | +0.5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff;color:#ffffff&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee;color:#ff0000&amp;quot; | -0.5&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; colspan=2 | [[Fletch |Fletching]]&amp;lt;sup&amp;gt;[7]&amp;lt;/sup&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#bbbbff;color:#0000ff&amp;quot; | best&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff;color:#000000&amp;quot; | ??&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff;color:#000000&amp;quot; | ??&lt;br /&gt;
|-&lt;br /&gt;
|+ align=&amp;quot;bottom&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:''' If using a missile weapon, you must use a [[:Category:Light Crossbows|light crossbow]] for either soloing or tanking.  Other missile weapons (bows specifically) suffer a penalty when the user is being attacked, resulting in a large number of missed shots. &lt;br /&gt;
&lt;br /&gt;
As far as gear is concerned, remember to wear HR improving gear to maximize your damage.&lt;br /&gt;
&lt;br /&gt;
'''Tanking:''' Identical to soloing. However, if grouped, hitting is far more effective.&lt;br /&gt;
&lt;br /&gt;
'''Hitting:''' Long bows are used when hitting in a group, since they typically have more HR and ordinarily do much more damage. &lt;br /&gt;
&lt;br /&gt;
'''Healing:''' Archers cannot heal at lowmort tier.&lt;br /&gt;
&lt;br /&gt;
== Archer Prestige Options ==&lt;br /&gt;
&lt;br /&gt;
Archers can prestige to [[:Category: Fusiliers|fusiliers]] at lvl 50. Fusiliers are specialized archer-types who use slings and excel at [[Scattershot]] and [[Dodge]].&lt;br /&gt;
&lt;br /&gt;
== Archers at Hero Tier ==&lt;br /&gt;
&lt;br /&gt;
It is rare to see an archer doing anything except hitting at hero tier. Most group leaders will always welcome an archer in the fold.&lt;br /&gt;
&lt;br /&gt;
Aside for damage output, archers at hero tier can cast [[Barkskin]] on others, which is a relatively rare spell. They also can utilize their [[Track]]ing proficiencies, as well as [[Skin]] corpses for special items, and thus help with farming gear.&lt;br /&gt;
&lt;br /&gt;
=== Scattershot vs. Held Shot ===&lt;br /&gt;
&lt;br /&gt;
Using scattershot at hero tier is possible if not tanking - otherwise the amount of scatterable projectiles is reduced and generally not worth the effort. When scattershoting a portion of arrows will hit, and generally speaking, they will deal more combined damage than a single projectile. To be able to see all projectiles remember to have CONFIG +BATTLESELF configured.&lt;br /&gt;
&lt;br /&gt;
However, scattershoting eats ammunition at a high rate (often 5x faster) so one needs to have enough to last over a run.&lt;br /&gt;
&lt;br /&gt;
Held shot spares ammunition and deals multiplied damage every other round, but few mobs are big enough to survive that long during regular hero runs. Thus, it is more used at lord tier.&lt;br /&gt;
&lt;br /&gt;
Also, unlike scattershot, held shots will be interrupted if the archer receives any damage mid-round (from spells, smashes, etc), and will put the archer in a huge lag.&lt;br /&gt;
&lt;br /&gt;
=== Ammunition ===&lt;br /&gt;
&lt;br /&gt;
Archers usually either use piercing or splinter arrows. Splinter arrows do more damage (about one * difference) against unarmored mobs but are useless against mobs with armor. Since the difference is not that large, some people just prefer to use piercing arrows against all mobs and save themselves the hassle of changing ammunition. You fletch splinter arrows at twice the rate of piercing arrows. However splinter arrows are destroyed on use whereas piercing arrows can often be recovered after a fight.&lt;br /&gt;
&lt;br /&gt;
Explosive arrows are incredibly difficult to fletch, only do about one * above splinters, but damage armored enemies. When you fletch enough explosive arrows, you will enter a hidden exhaust during which time you won't be able to make any more of them. To stockpile explosive arrows, fletch 3 to 4 batches of explosives (or until you fail to produce anything twice in a row), each time you fletch would normally. Assuming you fletch arrows after every run or every other run, that will be enough time to let the exhaustion wear off. Generally no one uses this type of ammo except for the [[Ultimate Dragon]] battle.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
Increase your gain-generating stats first: wisdom, constitution, intelligence (in that order). Strength comes next for a Hr boost, and lastly dexterity. Train those two only when you have enough practices to spare.&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
&lt;br /&gt;
Of hero abilities notable are:&lt;br /&gt;
&lt;br /&gt;
* [[Enhanced Aim]] - final accuracy/damage boosting skill, very important.&lt;br /&gt;
* [[Sanctuary]], [[Frenzy]], Cure blindness/poison/disease, [[Fly]], [[Water Breathing]] - archers are idle most of the runs, so leaders sometimes expect them to help others who cannot cast these themselves.&lt;br /&gt;
* [[Barkskin]] - when no other alternatives are around, archers can help spell up others.&lt;br /&gt;
* [[Longshot]] - this is an ability often mapped to a trigger so the group leader may order the archer to immediately longshot mobs in adjacent rooms. The concept is simple - draw one enemy at a time towards the group instead of rushing a group in a highly-populated aggressive room.&lt;br /&gt;
* [[Scattershot]] - Rarely used at hero tier due to the quickness of individual battles.&lt;br /&gt;
&lt;br /&gt;
=== Devoting ===&lt;br /&gt;
&lt;br /&gt;
Archers usually devote to whoever they're worshiping.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Excerpt from the [[Devotion]] Effects Table'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffdead;width:50px&amp;quot; | [[:Category: Gods And Goddesses |God]]&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffdead;width:25px&amp;quot; | [[Strength     |Str]]&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffdead;width:25px&amp;quot; | [[Intelligence |Int]]&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffdead;width:25px&amp;quot; | [[Wisdom       |Wis]]&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffdead;width:25px&amp;quot; | [[Dexterity    |Dex]]&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffdead;width:25px&amp;quot; | [[Constitution |Con]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Durr      |Dur]]&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee;color:#ff0000&amp;quot; | -1&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff;color:#0000ff&amp;quot; | +1&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff;color:#0000ff&amp;quot; | +1&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff;color:#0000ff&amp;quot; | +1&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee;color:#ff0000&amp;quot; | -1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Roixa     |Rxa]]&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee;color:#ff0000&amp;quot; | -1&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee;color:#ff0000&amp;quot; | -1&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff;color:#0000ff&amp;quot; | +1&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff;color:#0000ff&amp;quot; | +1&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff;color:#0000ff&amp;quot; | +1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Werredan  |Wer]]&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff;color:#0000ff&amp;quot; | +1&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee;color:#ff0000&amp;quot; | -1&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff;color:#ffffff&amp;quot; |  0&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee;color:#ff0000&amp;quot; | -1&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff;color:#0000ff&amp;quot; | +1&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Durr: Those worshiping Durr do it for the fletching bonus. This may or may not be affected by intelligence or dexterity. Losing strength means one less HR, and losing constitution means less HP at level-ups.&lt;br /&gt;
&lt;br /&gt;
* Werredan: Devotion means even less mana and less AC, for more damage (1 more STR translates to HR) and more HP on level-ups. The downside of devoting is marginal.&lt;br /&gt;
&lt;br /&gt;
* Roxia: Lower HR (by a single point) and lower mana gains are exchanged for more AC, more HP gains and (potentially) more practices. Since archers rarely use mana, this is generally acceptable.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:'''   Soloing is hard until you can get enough HP to cover the hits you will take. Using appropriate mix of hit and AC gear is important - see [[Tanking In Hit Gear]] for more information. A light crossbow is essential. Also, try and find areas with bow-wielding mobs; [[Arrow Dodge|arrow dodge]] is a very useful skill.&lt;br /&gt;
&lt;br /&gt;
'''Tanking:''' Arcs can certainly tank, and can even do well - but you'll need excellent AC and a good [[:Category:Light Crossbows|light crossbow]] (unless you want to tank with wield/shield - which probably won't be worth it). If larger you can tank in mixed or full-HR gear, or optionally simply pack a healer.&lt;br /&gt;
&lt;br /&gt;
'''Hitting:''' Archers are the best hitters after 101 overall. After defeating the [[Ultimate Dragon]], they hit even harder. A centaur in proper gear and wearing [[Ultimate Dragon]] gear can easily average a *MANGLE during the course of a run, and several other races with [[Racial Archery Modifier]] bonus can approach this closely.&lt;br /&gt;
&lt;br /&gt;
'''Healing:''' While archer certainly ''can'' brandish, it requires removing arrows from held slot and for that time the archer cannot shoot. Thus nobody does that since archer damage is generally too precious. Archers do get access to [[Heal]] to be used in emergencies.&lt;br /&gt;
&lt;br /&gt;
== Archers at Lord Tier ==&lt;br /&gt;
&lt;br /&gt;
Normally, regular archer damage is low even in T1 gear - however, see the comments on scattershot below It is near the bottom, beating out only Fus and War/Bod. Therefore archers are not as popular in lord groups like they are in hero groups, and are usually required (beckoned) only if there is something that requires skinning on the run. &lt;br /&gt;
&lt;br /&gt;
Archers at lord tier use in either ice arrows or lightning arrows (mithril arrows do junk damage), but fletching these does cost mana - which means fletching is a grueling affair requiring a lot of sleep and time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When running, archers can choose to either held or scatter their shots, held does less overall damage and is prone to (frequent) interruptions, but it saves the ammo, whereas scatter does more damage due to increased scattershot limits (can fire 7 arrows if not tanking), but this can consume huge amounts of ammo (1-3 thousand arrows a run).&lt;br /&gt;
&lt;br /&gt;
Occasionally on gear runs an archer might be placed near the end of a tank chain and to quote someone else, &amp;quot;there is absolutely nothing wrong with an arc being in tank chain, even naked, or wearing all Arcgear. Buying the casters more time to kill the mobs is a GOOD thing&amp;quot;. An archer at lord might be asked to cast spells on group members, usually sanctuary for those without it or regeneration on tanks. Occasionally an archer may even be asked to bash for the group. Archers are needed for a couple of runs for skinning. Due to the death exp penalty Rxa can be a very bad choice of worship at lord as lord exp is harder to come by therefore a lot of archers worship Wer or Dur at lord.&lt;br /&gt;
&lt;br /&gt;
In general hero is relatively easy for an archer and there is a big chance to sponge, at lord this is harder to do and usually frowned upon by your fellow group members. AFK archers have been known to be ungrouped in dangerous places.&lt;br /&gt;
&lt;br /&gt;
=== Using scattershot ===&lt;br /&gt;
Archers can do a fair amount of damage using scattershot, especially if the mob is bashed - comparable to a caster. The best way to do this is to first initiate combat normally (either with the ''kill'' command or wait to be drawn into combat after the tank) and then scatter 7 every round (initiating combat with scattershot will put you in lag, 1 sec for each arrow you use in scattershot). To see the damage from each shot, you need to ''config +battleself''. Note that scattershot uses up ammunition extremely fast, so you need to have fletched a lot of them in advance. Together with the mana requirement for fletching at lord, this can be a tedious affair, requiring lot of regenning. The best way to do this is via a script in your mud client. You can keep the arrows (braces of 500 each) in a locker.&lt;br /&gt;
&lt;br /&gt;
== Archer Remort Options ==&lt;br /&gt;
&lt;br /&gt;
Archers can remort into [[:Category:Assassins|assassins]]. &lt;br /&gt;
&lt;br /&gt;
Remort races that benefit archery are [[High Elves]] (terrific archers akin to centaurs), and [[Tuataurs]] (very good archers). Archers also remort to [[Sprites]] after defeating the [[Ultimate Dragon]] in order to create powerful fusiliers that carry the [[Ultimate Archer's Gauntlet]] - which is otherwise unavailable to fusiliers.&lt;br /&gt;
&lt;br /&gt;
[[Category: Core Classes]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Fusiliers&amp;diff=50049</id>
		<title>Category:Fusiliers</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Fusiliers&amp;diff=50049"/>
		<updated>2013-12-19T11:20:31Z</updated>

		<summary type="html">&lt;p&gt;Belag: Updated damage information at lord&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''The first Fusiliers were [[Gnomes |gnomish]], [[Dwarves |dwarvish]] and [[Halflings |halfling]] heroes during the Great Wars when the Giants of Straul devastated the world.  Armed with little more than [[:Category: Slings |slings]], throwing axes and boomerangs, they fought enemies five times their size and prevailed.  This tradition continues in the Fusilier [[:Category: Prestige Classes |Prestige Class]].  They are adept at abusing their small size to confound larger opponents, are highly skilled with [[:Category: Slings |slings]] and [[:Category: Throwing Weapons |throwing weapons]].  Like all [[:Category: Prestige Classes |Prestige Classes]], they retain the original class's [[Prime Requisite |Prime Requisite]], in this case, [[Dexterity |Dexterity]]. Fusiliers cannot become [[:Category: Assassins |Assassins]], like [[:Category: Archers |Archers]] can.  Given that Fusiliers hunt [[Giants |giants]], the few who remain might be found in the vicinity of their prey.''&lt;br /&gt;
&lt;br /&gt;
'''Abbreviation:''' Fus.&lt;br /&gt;
&lt;br /&gt;
'''[[:Category: Core Classes |Base Class]]:''' [[:Category: Archers |Archer]].&lt;br /&gt;
&lt;br /&gt;
'''[[Prime Requisite |Prime Requisite]]:''' [[Dexterity |Dexterity]].&lt;br /&gt;
&lt;br /&gt;
== Fusiliers in General ==&lt;br /&gt;
&lt;br /&gt;
Fusiliers are similar to [[:Category: Archers|archers]] in their abilities, but gameplay is somewhat different. Unlike archers who work best while being tanked, fusiliers are at their best while either tanking or solo adventuring. This is not to say that in groups they don't contribute, quite the contrary - read on for more details.&lt;br /&gt;
&lt;br /&gt;
Fusiliers excel at dodging enemies larger than themselves and get bonuses when targeting the same with their slings. This is why only small races can become fusiliers, and sprites are notable for two reasons - they are the smallest race available (virtually all mobs will be larger than it), as well as the fusilier's dodge bonuses stack well with sprite's racial dodge.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the general concept behind fusilier gameplay is to use scattershot extensively - when launching many stones the damage they do is similar to mages at high surge - ie. very high damage output.&lt;br /&gt;
&lt;br /&gt;
== Fusilier Creation ==&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
* level 50 Archer&lt;br /&gt;
* Fairly healthy&lt;br /&gt;
* Small&lt;br /&gt;
* Slay an untamed giant&lt;br /&gt;
&lt;br /&gt;
The giant you need to slay is the strong-willed giant in Trials of Zin. Directions from [[Zin]]: e, s, 2u, w, s.&lt;br /&gt;
&lt;br /&gt;
When it says &amp;quot;fairly healthy&amp;quot; it should say &amp;quot;very healthy&amp;quot;, particularly given that you have to be a  small race. A full set of hp gear will easily give you 500 hp though, so this shouldn't be an issue. Based on some testing, 690 hp was not sufficient, but 705 was, so 700 seems to be the cutoff point.&lt;br /&gt;
&lt;br /&gt;
Races that can gain the fusilier prestige are all either small or very small. Note that is it possible to remort a fus into a medium or larger race - but this only limits them since they will lose the bonuses against the mobs they &amp;quot;overgrew&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Of the races that work well as fusiliers, selection is broad - most of the races will have similar HP (with dwarves/duergar being much larger, and sprites being the smallest). Demonseeds are a good choice as well due to very high dexterity and good archery.&lt;br /&gt;
&lt;br /&gt;
== Fusiliers at Hero Tier ==&lt;br /&gt;
&lt;br /&gt;
At hero tier fusiliers are very versatile. They can farm gear with ease, explore areas using their archer skills like [[Map Lore]] and [[Track]], are not limited in anti-magic rooms, and can [[Skin]] the mobs for special items, same as archers.&lt;br /&gt;
&lt;br /&gt;
The combined damage output from scattershot is very high - approximately similar to surge 4 disintegrate if all stones hit the target, but they can scatter 2 extra stones if being tanked for even more damage. To keep track of all stone hits have CONFIG +BATTLESELF configured.&lt;br /&gt;
&lt;br /&gt;
Another aspect of Fusilier gameplay is their proficiency with [[:Category:Throwing_Weapons | thrown weapons]]. When scattershoting is impractical (hero groups moving quickly, one-rounding mobs, or lack of ammo) thrown weapons can give a moderate boost to damage, but they will require foddering and often pick-up triggers, lest they be left behind.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
Train attributes in the usual order for non-casters: wisdom, constitution, and then intelligence. You can leave strength (which will give a HR bonus) and dexterity (AC bonus) for later.&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
&lt;br /&gt;
Practice all the important skills first: transportation spells, sanctuary/frenzy, pass door, fly, water breathing, cure spells, sneak, move hidden, dodge.&lt;br /&gt;
&lt;br /&gt;
Of special note are:&lt;br /&gt;
&lt;br /&gt;
* [[Precise Shot]] - this enables fusiliers to use slings,&lt;br /&gt;
* [[Underfoot]] - increases damage significantly and gives &amp;quot;second dodge&amp;quot; (or &amp;quot;third&amp;quot; if sprite),&lt;br /&gt;
* [[Barkskin]] - useful when barkskin isn't otherwise available,&lt;br /&gt;
* [[Fusillade]] - only available at hero 500, it allows 2 more stones to be fired - effectively increasing damage by 60% if soloing.&lt;br /&gt;
&lt;br /&gt;
The [[Quick Draw]] and [[Trick Throw]] skills are used with thrown weapons, but these are best used when grouped, something many fusiliers do not have the need for - so it depends on your personal gameplay style.&lt;br /&gt;
&lt;br /&gt;
=== Devoting ===&lt;br /&gt;
&lt;br /&gt;
Worship and devotion choices are identical to archers.&lt;br /&gt;
&lt;br /&gt;
See: [[:Category:Archers#Worshipping|Archer Worship]] and [[:Category:Archers#Devoting|Archer Devoting]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:''' Soloing is where fusiliers find themselves easily. After Hero 101 when [[Underfoot]] and [[Scattershot]] become available, they can solo as well as spellcasters. At first use mixed gear (see [[Tanking In Hit Gear]] for information on gear selection), and later use regular HR gear - fusiliers won't be left wanting for HP. When soloing, scattershot is used almost exclusively.&lt;br /&gt;
&lt;br /&gt;
'''Tanking:''' If one can solo, one can also tank. With a healer in tow, using mixed or straight HR gear (depending on size), nothing prevents fusiliers to tank and deal solid damage while at it. Their rescue will be out-of-class and slow, but that is true for most classes.&lt;br /&gt;
&lt;br /&gt;
'''Hitting:''' After [[Fusillade]], fusiliers can scatter 7 stones when being tanked, and depending on area selection can deal significant damage. If using single stones only, their damage will be somewhat less than that of an archer, but consistent.&lt;br /&gt;
&lt;br /&gt;
'''Healing:''' Similar to archers, fulsiliers are usually too busy to heal. Equipping brandishes or wands will leave them unable to shoot, but they can cast [[Heal]] and other curatives when idle.&lt;br /&gt;
&lt;br /&gt;
=== Fusiliers and UD ===&lt;br /&gt;
&lt;br /&gt;
One more thing to keep in mind is that unlike archers, fusiliers cannot skin the Ultimate Dragon for [[Ultimate Archer's Gauntlet]]. &lt;br /&gt;
&lt;br /&gt;
If you are intent on getting this important piece of archer gear, only two options are available:&lt;br /&gt;
* use a regular archer to defeat UD and skin the gauntlet, then remort onto a sprite/dsd and become a fusilier,&lt;br /&gt;
* defeat UD as a creatable archer and then descend and become a fusilier - solution for remaining dwarf, halfling, etc.&lt;br /&gt;
&lt;br /&gt;
== Fusiliers at Lord Tier ==&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Archers#Archers_at_Lord_Tier|Archers at lord tier]].&lt;br /&gt;
&lt;br /&gt;
Fusiliers can do even better damage than archers using [[scattershot]] to fire 9 stones per round. The damage is comparable to a spellcaster if you use scattershot consistently through the run. Moreover, if the mob is bashed, the damage increases by 50%. Therefore, with a basher/pusher/feller in the group, fusiliers are capable of doing a tremendous amount of damage. However keep in mind that scattershot uses up ammunition very fast, so you need to have fletched a '''large''' amount of them in advance.&lt;br /&gt;
&lt;br /&gt;
== Fusilier Remort Options ==&lt;br /&gt;
&lt;br /&gt;
[[Sprites]] and [[demonseeds]] are good options for remort. Fusiliers cannot remort to [[:Category: Assassins|assassins]], like archers can.&lt;br /&gt;
&lt;br /&gt;
[[Category: Prestige Classes]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Racial_Spell_Cost_Modifier&amp;diff=48180</id>
		<title>Racial Spell Cost Modifier</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Racial_Spell_Cost_Modifier&amp;diff=48180"/>
		<updated>2012-12-21T14:02:50Z</updated>

		<summary type="html">&lt;p&gt;Belag: Imps are  roughly same for psionic and arcane spellcosts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Every race''' has a racial spell cost modifer associated with it. There are three kinds of spells, arcane (mage/wzd/sor type), divine (cleric type) and psionic.&lt;br /&gt;
&lt;br /&gt;
A negative modifier means the spell cost is lower.&lt;br /&gt;
&lt;br /&gt;
== Effective Mana ==&lt;br /&gt;
Note that the following shows the spell cost modifier. We can define the ''effective mana'' as the mana a human would need to cast the same amount as a particular race. If x is the racial spellcost modifier (in percentage), then the effective mana is 100 / (100 + x).&lt;br /&gt;
&lt;br /&gt;
For example, a 25% spellcost reduction (x = -25) for sprite translates into 33% more effective mana.&lt;br /&gt;
&lt;br /&gt;
Effective mana is the more directly useful notion, since finally, that's what determines how much you can cast.&lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
The effect of worship on spellcost is multiplicative. It is calculated by multiplying the worship modifier with racial spellcost modifier and then adding the result to the racial spellcost modifier:&lt;br /&gt;
&lt;br /&gt;
Bhyss (-10%) Sprite (75% normal cost):&lt;br /&gt;
 -0.1 x 0.75 = -0.075&lt;br /&gt;
 -0.075 + 0.75 = 0.675, which is 67.5% of regular cost - a 32.5% reduction.&lt;br /&gt;
&lt;br /&gt;
Werredan (+10%) Minotaur (125%)&lt;br /&gt;
 0.1 x 1.25 = 0.125&lt;br /&gt;
 0.125 + 1.25 = 1.375, a 37.5% increase in cost, driving for example Foci from 400 to 550.&lt;br /&gt;
&lt;br /&gt;
== The values ==&lt;br /&gt;
The entries have been computed usually by checking spell cost for [[Foci]] for arcane (400 mana for hum atheist), [[Fortitudes]] for psionic (400) and [[Awen]] for divine (500) and then accounting for worship reduction using the [[Worship]] table.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Legend&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#8080ff;&amp;quot; | Divine&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0ff;&amp;quot; | Legendary&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#ddffdd;&amp;quot; | Great&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | Good&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Average&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | Below Average&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#ffaaaa;&amp;quot; | Bad&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ &amp;lt;big&amp;gt;'''[[:Category: Creatable Races|Creatable Races]] Spell Cost Modifiers'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Race&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | &amp;amp;nbsp;Arcane Modifier&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | &amp;amp;nbsp;Divine Modifier&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | &amp;amp;nbsp;Psionic Modifier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Centaur]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
| style=&amp;quot;background-color:#ddffdd;&amp;quot; | -15%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Deep Gnome]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -7.5%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -5%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -5%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Draconian]]&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -5%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Drow]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -12.5%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Duergar]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -5%?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Dwarf]]&lt;br /&gt;
| none&lt;br /&gt;
| style=&amp;quot;background-color:#ddffdd;&amp;quot; | -15%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -5%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Elf]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -12.5%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Ent]]&lt;br /&gt;
| none&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0ff;&amp;quot; | -20%&lt;br /&gt;
| none&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Firedrake]]&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Gargoyle]]&lt;br /&gt;
| style=&amp;quot;background-color:#ddffdd;&amp;quot; | -15%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Giant]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Gnome]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -7.5%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -5%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -5%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Goblin]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | +10%&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | +10%&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | +10%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Halfling]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Half-Elf]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Half-Orc]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Harpy]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Human]]&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Imp]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | Good&lt;br /&gt;
| style=&amp;quot;background-color:#ffaaaa;&amp;quot; | Bad&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | Good&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Kobold]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Kzinti]]&lt;br /&gt;
| none&lt;br /&gt;
| ?&lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Lizardmen]]&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; |-5%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Ogres]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Orc]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | +10%&lt;br /&gt;
| none&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | +10%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Troglodyte]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffaaaa;&amp;quot; | +25%&lt;br /&gt;
| style=&amp;quot;background-color:#ffaaaa;&amp;quot; | +25%&lt;br /&gt;
| style=&amp;quot;background-color:#ffaaaa;&amp;quot; | +22.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ &amp;lt;big&amp;gt;'''[[:Category: Remort Races|Remort Races]] Spell Cost Modifiers'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Race&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | &amp;amp;nbsp;Arcane Modifier&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | &amp;amp;nbsp;Divine Modifier&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | &amp;amp;nbsp;Psionic Modifier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Demonseed]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -12.5%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Dragon]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
| style=&amp;quot;background-color:#ddffdd;&amp;quot; | -15%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Golem]]&lt;br /&gt;
| none&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | +10%&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | +10%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Griffon]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[High Elf]]&lt;br /&gt;
| style=&amp;quot;background-color:#ddffdd;&amp;quot; | -15%&lt;br /&gt;
| style=&amp;quot;background-color:#ddffdd;&amp;quot; | -15%&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0ff;&amp;quot; | -20%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Hobgoblin]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Minotaur]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffaaaa;&amp;quot; | +25%&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | +15%&lt;br /&gt;
| style=&amp;quot;background-color:#ffaaaa;&amp;quot; | +25%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Miraar]]&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Sprite]]&lt;br /&gt;
| style=&amp;quot;background-color:#8080ff;&amp;quot; | -25%&lt;br /&gt;
| style=&amp;quot;background-color:#8080ff;&amp;quot; | -25%&lt;br /&gt;
| style=&amp;quot;background-color:#8080ff;&amp;quot; | -25%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Troll]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | +5%&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | +10%&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | +10%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Tuataur]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0ff;&amp;quot; | -20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Races]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Barbed_Crescent_Talisman&amp;diff=47889</id>
		<title>Barbed Crescent Talisman</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Barbed_Crescent_Talisman&amp;diff=47889"/>
		<updated>2012-10-27T12:33:25Z</updated>

		<summary type="html">&lt;p&gt;Belag: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gear-Mob|&lt;br /&gt;
| Description=A crescent shaped talisman is here, snagging everything.&lt;br /&gt;
| ObjectAffects=[[Armor Class|Armor class]] is 10-12.&amp;lt;br&amp;gt;Modifies [[Hit Roll|hit roll]] by 5 continuous.&amp;lt;br&amp;gt;Modifies [[Armor Class |armor class]] by -10 continuous.&lt;br /&gt;
| Keywords=talisman crescent barbed&lt;br /&gt;
| Levels=50-52&lt;br /&gt;
| Slot=neck&lt;br /&gt;
| ObjectType=armor&lt;br /&gt;
| Quality=200&lt;br /&gt;
| Weight=1&lt;br /&gt;
| Flags=[[Glow Flag|glow]], [[Evil Flag|evil]],[[Nodrop Flag|nodrop]], [[Noremove Flag|noremove]],[[Nolocate Flag|nolocate]]&lt;br /&gt;
| Comments=The mobs wander around the Ponderous Flowers portion where the 3 ticket mobs are located.  Note the base armor class, which the cretelli tooth does not have. Also since this is object type armor, unlike the tooth, it can be further enchanted for more -ac.&lt;br /&gt;
| AreaName=Aculeata Jatha-La&lt;br /&gt;
| MobName=[[Skaggs]], [[Chalmers]]&lt;br /&gt;
| WalkingRoute=&lt;br /&gt;
| PortalPoint=&lt;br /&gt;
| Category=Armor&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gear In Aculeata Jatha-La]]&lt;br /&gt;
[[Category:Hero Archer Gear]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Demonic_Lapis_Lazuli&amp;diff=47876</id>
		<title>Demonic Lapis Lazuli</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Demonic_Lapis_Lazuli&amp;diff=47876"/>
		<updated>2012-10-20T08:43:55Z</updated>

		<summary type="html">&lt;p&gt;Belag: minor clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Little golden stars twinkle evilly in the deep blue surface of this gem.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
You need the see the demonic crafter in the area north of Bo'Vul. You need the [[Blood-Mithril Key]] from Bo'Vul to get inside. The crafter's near the end of the area. Giving the crafter the demonic gem and perfect gem allows him to modify things.&lt;br /&gt;
&lt;br /&gt;
* [[Silver Chestplate]]&lt;br /&gt;
** Robust - Hp bonus to player&lt;br /&gt;
** Stealth - Sneak on the item&lt;br /&gt;
&lt;br /&gt;
* [[Black Armband]]&lt;br /&gt;
** Robust - Hp bonus to player&lt;br /&gt;
** Stealth - Sneak on the item&lt;br /&gt;
** Fortify - Extra ac bonus on item&lt;br /&gt;
&lt;br /&gt;
* [[Assassin's Armband]]&lt;br /&gt;
** Weaponize - Damage boost and sneak but loss of archery mods&lt;br /&gt;
** Specialize - Hitroll boost and archer modifications&lt;br /&gt;
&lt;br /&gt;
* [[Watermark Tattoo]] - This will be bound to the player. These give up to 24 hours of the effect but end at midnight. There is a 5 day exhaust period (shows up as a &amp;quot;water stain&amp;quot; insignia).&lt;br /&gt;
** Defensive - Changes the affinity so player can receive werrebocler 1 day in 5&lt;br /&gt;
** Offensive - Changes the affinity so player can receive damroll bonus 1 day in 5&lt;br /&gt;
&lt;br /&gt;
* [[Silver Sword]] - One from commander only&lt;br /&gt;
** Brutish - Reforges the sword into a double hitting staff&lt;br /&gt;
** Divine - Reforges the sword into a small scepter&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47861</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47861"/>
		<updated>2012-10-17T15:06:14Z</updated>

		<summary type="html">&lt;p&gt;Belag: Minor edits to improve readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
Firstly, you need to buy the [[Blood-Mithril Key]] from [[Bo'Vul]] to get into the area. The key costs roughly 100k gold, but it can be copied to cut down costs. Check if some kind soul has kept some in the pot in Bandu's kitchen, or on the dwarf.&lt;br /&gt;
&lt;br /&gt;
To get to vault, go e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). The room is full safe and noregen. Up from here leads back to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank (also accessed using the key from Bo'Vul). The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle.&lt;br /&gt;
&lt;br /&gt;
If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY (always open), MENAGERIE (has to be unlocked by completing IMAGERY), GEARBOX (has to be unlocked by completing MENAGERIE), and REPOSITORY (has to be unlocked by completing GEARBOX). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Puzzle Solution&amp;quot;&amp;gt;&lt;br /&gt;
* Left to Right, Top to Bottom&lt;br /&gt;
* 7, 9, 8, 4, 1, 5, 7, 6, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Timelock Codes&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|97&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|6187&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3549&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9453&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7816&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|714&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|417&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|763&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The code is just the kakuro puzzle answers read off in the direction opposite to the corresponding sigil.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
Each area contains a different thief, which can be skinned for a ticket for the [[Vault Thief's Bane]] quest.&lt;br /&gt;
&lt;br /&gt;
=== Imagery ===&lt;br /&gt;
The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are a lot of drifting mobs (Creatures of Imagery) here, which also area spell. Group size: 12-15, with at least 3-4 tanks and a good healer or two. There is various t2ish loot on Eremis.&lt;br /&gt;
&lt;br /&gt;
===Mermen===&lt;br /&gt;
The MERMEN area is the only available late at night (from 2-9 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t2 ac chestplace, and various other gear). The area is mostly linear. There are a couple of Lloydable rooms here (including the first room). Group size: 8+.&lt;br /&gt;
&lt;br /&gt;
===Menagerie===&lt;br /&gt;
The MENAGERIE area has various mobs from many different planes. Each plane change is through an up/down exit. It's useful to drop coins at up/down exits so that you don't backtrack by accident. You can type '''where''' periodically to see in which plane you are. The final plane you'll reach is Arcadia. Some of the mobs eat corpses (including some who wander into the first room). I haven't found any stompers. &lt;br /&gt;
&lt;br /&gt;
At the end there is an animator deathwish in the [[:Category: Arcadia| Arcadian]] plane. Killing the deathwishes increases menagerie xp and opens the next area (GEARBOX). There's a fair bit of area spells, and some mobs hit quite hard. Group size: 12+&lt;br /&gt;
&lt;br /&gt;
=== Gearbox ===&lt;br /&gt;
In the GEARBOX you have to find out the passphrase from the prisoner near the beginning of the area and go through various gates. The passphrase should ideally be said by a different class at each gate (can be deduced by the name of the gate). If the wrong class says the password, a few extra mobs spawn and perhaps they also hit harder. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for 100 xp. &lt;br /&gt;
&lt;br /&gt;
At the end, you'll see a gnome ([[Unxavik]]) on scan, which is a very unusual room. The room is nofight in the beginning. The first person who enters will be abluted. The gnome summons a couple of automata to help him. All hit quite hard and the gnome can do various nifty things with his wand. Kill the automata first and then deal with the gnome. Requires a fairly long tank chain. Notable things he can do are (there is advance notice of what it's going to do by the color):&lt;br /&gt;
&lt;br /&gt;
* Cast [[Deaths Door|death's door]], which can reduce your tank's max hp to 1. Death's door can be cured with clarify. (color: black)&lt;br /&gt;
* Cast detonate on the tank (color: yellow)&lt;br /&gt;
* Make the room nospell (forgot the color)&lt;br /&gt;
* Heal himself to full (forgot the color)&lt;br /&gt;
&lt;br /&gt;
The gnome eventually runs out of mana. There is unusual loot on the gnome, including a book worth 1k xp, which contains 6 pages (scrolls) giving orbit, intervention, triple mass comfort, werrebocler, ablution and spiritlink respectively.&lt;br /&gt;
&lt;br /&gt;
Group size: 15+, with a fair amount of tanks. It's good to have a prs for clarify and a one or two det tanks.&lt;br /&gt;
&lt;br /&gt;
===Repository===&lt;br /&gt;
The REPOSITORY area has various gemstone themed mobs and gem tenders. WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits. Beware: some mobs in repository scavenge. This can be bad for psi weapons. Group size: 10+. &lt;br /&gt;
&lt;br /&gt;
There are also some special mobs (all are trackable): &lt;br /&gt;
* Zlatan: fae, flees around, cannot be overconfidence-d, can be very rarely vs-kneed. He is the thief in this part of the vault, so his corpse can be skinned. He carries a demonic lapis lazuli (a special type of gem to craft special items). To see how to use the demonic gem, go to the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
* Golem: spawns when you walk into a room with a Heart. Note that there are two hearts (one in the first room of the area), track will mostly lead you to this (wrong) one. The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. Golems also have some loot, which is sometimes useful. Note that the diamond golem (if it spawns) is invisible.&lt;br /&gt;
* Dragons: can be skinned for treasure items (dragon statuettes). They use gas breath.&lt;br /&gt;
* Mounds of topaz: can be immolated/astral prisoned.&lt;br /&gt;
* Gem counters: These spawn when you spawn the golem (5 of them each time). They are non-aggie and wimpy, but can be overconfidence-d. Killing all of these will spawn one or more pgems and a demonic lapis lazuli in the piles of gems. As a courtesy to future runners, try to kill the counters when you spawn the golem.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Holy_Zeal&amp;diff=47860</id>
		<title>Holy Zeal</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Holy_Zeal&amp;diff=47860"/>
		<updated>2012-10-17T14:51:23Z</updated>

		<summary type="html">&lt;p&gt;Belag: Added clarification on oath of war&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''The path of the Paladin leads through many epic battles. This spell temporarily increases the battle prowess of the Paladin and provides them with the chance of making an additional attack on every round of combat.''&lt;br /&gt;
&lt;br /&gt;
An active Oath of War is required in order to cast this spell.&lt;br /&gt;
&lt;br /&gt;
Syntax: cast 'holy zeal'&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
Note that while this spell is available at lowmort 25, it cannot be used unless the paladin can activate an oath of war, which requires hero 100 or 101 (I forget). So, don't bother learning this until later.&lt;br /&gt;
&lt;br /&gt;
See also: [[Oath]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Skills And Spells]]&lt;br /&gt;
[[Category: Spells]]&lt;br /&gt;
[[Category: Divine Spells]]&lt;br /&gt;
[[Category: Paladin Lowmort Skills And Spells]]&lt;br /&gt;
[[Category: Paladin Class Definers]]&lt;br /&gt;
[[Category: Skills And Spells That Buff Characters]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Tanking_Hero_Experience&amp;diff=47859</id>
		<title>Tanking Hero Experience</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Tanking_Hero_Experience&amp;diff=47859"/>
		<updated>2012-10-17T14:47:44Z</updated>

		<summary type="html">&lt;p&gt;Belag: Emphasis on change&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;
=== One rounding monsters ===&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 need to run with cleric-types; consistent one-rounding and careful management of linkrefresh causes them to (almost) 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;
=== Usage of bots to heal === &lt;br /&gt;
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;
== Armor Class ==&lt;br /&gt;
&lt;br /&gt;
Armor Class is obviously important while tanking. 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;
=== Hitters ===&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 - however diversity considerations may tip the balance either way.&lt;br /&gt;
&lt;br /&gt;
It is also useful to have a large war/bzk type in group who can rescue smaller groupmates in case they get aggied. They are colloquially known as &amp;quot;meatshields&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Healers ===&lt;br /&gt;
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 (it might even be free, see notes on diversity below).  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;
=== Diversity and Group Size ===&lt;br /&gt;
&lt;br /&gt;
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.  The following contains some quality areas to learn, including detailed area descriptions.  All of these areas have their own pages about adventuring. '''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;
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;
=== Group 1: ===&lt;br /&gt;
* [[:Category: Igecsoz| Igecsoz]] (pp Ajuu)&lt;br /&gt;
* [[:Category: Greed's Gallows|Upper Greed’s Gallows]] (pp barrel monkey)&lt;br /&gt;
* [[:Category: Hamlet Of Kreigstadt| Hamlet Of Kreigstadt]] (pp otto)&lt;br /&gt;
* [[:Category: Dream Steppes| Dream Steppes]] (pp displacer beast) &lt;br /&gt;
&lt;br /&gt;
==== Igecsoz ====  &lt;br /&gt;
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 ==== &lt;br /&gt;
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 ====&lt;br /&gt;
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 ====&lt;br /&gt;
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;
* [[:Category: Greed's Gallows|Lower Greed’s Gallows]] (pp pod manatee)&lt;br /&gt;
* [[:Category: Frozen Wastes| Frozen Wastes]] (pp snowbird)&lt;br /&gt;
* [[:Category: Shogun| Shogun]] (pp Pansho)&lt;br /&gt;
* [[:Category: Deepways| Deepways]] (pp leper)&lt;br /&gt;
* [[:Category: Alpha Thule| Alpha Thule]] (pp selkie or Big Fish)&lt;br /&gt;
&lt;br /&gt;
==== Lower Greed’s ====&lt;br /&gt;
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 ==== &lt;br /&gt;
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 ====&lt;br /&gt;
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 ====&lt;br /&gt;
'''Note:''' This area was changed in July 2012 to be run in groups of size &amp;lt;= 3. Anything above that will drastically reduce xp gained.&lt;br /&gt;
&lt;br /&gt;
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 ====&lt;br /&gt;
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;
* [[:Category: Great Divide| Great Divide]] (pp Wartha)&lt;br /&gt;
* [[:Category: Morte Vallta| Morte Vallta]] (pp giant vulture)&lt;br /&gt;
&lt;br /&gt;
==== The Great Divide ====&lt;br /&gt;
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;
Most mobs here are aggie and in many rooms there are several of them. Also many wander so there will be walk-ins. Therefore it's common for groupies to get aggied and then rescued, which sometimes takes a few rounds, so it's advisable to have a healer and/or groupies that have enough hp to withstand a couple rounds of hits fairly regularly; the damage adds up over the course of a run. If you're a smaller groupie it's worth bringing a few quaffs along, in case there's no healer.&lt;br /&gt;
&lt;br /&gt;
==== Morte Vallta ====&lt;br /&gt;
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;
* [[:Category: Graves Of Reveria| Graves Of Reveria]] (pp mourning drow)&lt;br /&gt;
* [[:Category: Necropolis| Necropolis]] (pp mourning drow)&lt;br /&gt;
* [[:Category: Transfigured Forest| Transfigured Forest]] (pp stone trickster)&lt;br /&gt;
&lt;br /&gt;
These are big and very swarmy areas. More info can be found on their individual pages.&lt;br /&gt;
&lt;br /&gt;
=== Elite Hero Areas (EHA) ===&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:kill %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;
# You type ‘k mob’, then ‘sca’&lt;br /&gt;
# All your hitters trigger off your emote&lt;br /&gt;
# Scan goes off, you find a mob to kill&lt;br /&gt;
# Type the direction and kill command in your prompt (eg, in Zmud, e;k tr)&lt;br /&gt;
# Mob dies in the first round of combat&lt;br /&gt;
# Hit enter&lt;br /&gt;
# 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;
=== Aliases ===&lt;br /&gt;
A few aliases can help reduce the typing effort.&lt;br /&gt;
&lt;br /&gt;
* alias k emote is killing %1:kill %1:scan&lt;br /&gt;
* alias n north:scan (and similarly for other directions)&lt;br /&gt;
* alias nk north:emote is killing %1:kill %1:scan (and so on for other directions)&lt;br /&gt;
* alias heal tell bot1 div:tell bot2 div:tell bot3 div&lt;br /&gt;
* alias rs recall set&lt;br /&gt;
* alias lig linkrefresh group&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;br /&gt;
[[Category: Hero]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Deepways&amp;diff=47858</id>
		<title>Category:Deepways</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Deepways&amp;diff=47858"/>
		<updated>2012-10-17T14:46:55Z</updated>

		<summary type="html">&lt;p&gt;Belag: Emphasis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Far below the surface of Midgaardia dwell many races, some of which prefer to live their entire lives without seeing the open sky or the light of the sun. These races have long used a sprawling system of tunnels and caves to move around from one place to another, without ever setting foot above ground. One section of these caves are known as the Deepways.''&lt;br /&gt;
&lt;br /&gt;
'''Level Range:''' 51-51&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Izanagi&lt;br /&gt;
&lt;br /&gt;
This area was added in February 2011.&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
Walking route from [[Aelmon |Aelmon]]: 13e, n, 2e, 2s, 3w, n.&lt;br /&gt;
&lt;br /&gt;
[[Portal |Portaling]] point(s) suggested: [[Leper]]: 2w, or [[Voli]]: 3w or [[Stone Trickster]]: w u 2s w d, or [[Dirty Troll]]: e 3n&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
* [[:Category: Cavern Of The Fates|Cavern Of The Fates]]&lt;br /&gt;
* [[:Category: Fortress Of Kra|Fortress Of Kra]], [[:Category: Fungal Forest| Fungal Forest]]&lt;br /&gt;
* [[:Category: Graw Akkuurattaan| Graw Akkuurattaan]], [[:Category: Great Divide|Great Divide]]&lt;br /&gt;
* [[:Category: Iceways| Iceways]]&lt;br /&gt;
* [[:Category: Rivers Of Avatar|Rivers Of Avatar]], [[:Category: River Tunnels|River Tunnels]], [[:Category: Ruins Of Reveria|Ruins Of Reveria]]&lt;br /&gt;
* [[:Category: Shadow Forest| Shadow Forest]]&lt;br /&gt;
* [[:Category: Underway Tunnels| Underway Tunnels]]&lt;br /&gt;
* [[:Category: Veil Of Ecstasy|Veil Of Ecstasy]]&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
This place is an area connector, like [[:Category: Valley Of The Sun| Valley Of The Sun]] and [[:Category:North Of Ofcol|North Of Ofcol]]. Of the many exits, some are recognizable by the monoliths standing by them.&lt;br /&gt;
&lt;br /&gt;
In the lower part of this area, all rooms are cursed. If you wish to recall out of the area, find a place where you can go up, or walk into the connecting areas (some of those are cursed too so I recommend walking up).&lt;br /&gt;
&lt;br /&gt;
This area is made up of a series of interconnected tunnels and caves, which tend to start from the edges of the map at higher elevations and work their way towards the centre of the map and deeper down.&lt;br /&gt;
&lt;br /&gt;
* '''A steep chasm''' on the far west of the area leads from the [[:Category: Fortress Of Kra|Fortress of Kra]] down to '''the Crystal Cavern''', and '''a neatly carved passage''' connects on [[:Category: Graw Akkuurattaan|Graw Akkuurattaan]] and to bottom of '''the Steps of Durr'''.&lt;br /&gt;
* '''A played out series of mine shafts''' connects the top of '''the Steps of Durr''' and [[:Category: River Tunnels|River Tunnels]].&lt;br /&gt;
* '''A forest of fungus''' runs from the bottom of '''the Steps of Durr''' in a south-easterly direction to '''The Hall of the Mountain King''', and the entrance to [[:Category: Fungal Forest|Fungal Forest]] proper can be found here.&lt;br /&gt;
* '''A long-dry underground river''' runs from below '''the Hall of the Mountain King''' to the [[:Category: Rivers Of Avatar|Rivers of Avatar]] near an entrance to [[:Category: Flipside Altar|Flipside Altar]], via the '''Pyramid Cave''', and is essentially the furthest south the area extends. '''The Hall of the Mountain King''' also connects to the [[:Category: Ruins Of Reveria|Ruins of Reveria]] above.&lt;br /&gt;
* '''A subterranean canyon''' connects '''the Grand Sinkhole''', which forms the entrance from [[:Category: Great Divide|Great Divide]], '''the Well of Lost Dreams''' and '''the Painted Cave''' in the the north-west with '''Fallen Angel Cave'''.&lt;br /&gt;
* '''A wide glacial, tunnel''' runs from '''Fallen Angel Cave''' east and north the [[:Category: Iceways|Iceways]], close to the entrance to [[:Category: Icewolf|Icewolf]] and can be considered the most northern limit of the area.&lt;br /&gt;
* '''A sharply sloping passage''' runs north-east from '''the Amphitheatre''' but ends in a dead end.&lt;br /&gt;
* '''A twisting lava tube''' runs for some distance east of '''the Amphitheatre''' via the '''Cavern of Seven Echoes''' before twisting south to reach '''the Cloisters''', '''Earthheart Grotto''' and '''the Spider's Stair'''.&lt;br /&gt;
* '''A fault in the earth''' joins the '''Cavern of Seven Echoes''' with [[:Category: Cavern Of The Fates|Cavern of the Fates]] in the [[:Category:Wildwood|Wildwood]].&lt;br /&gt;
* '''A limestone gallery''' connects '''the Spider's Stair''' with [[:Category: Shadow Forest|Shadow Forest]] and via the '''Cerulean Pool''' forms a dead end in the south east of the area.&lt;br /&gt;
* '''A labyrinth of catacombs''' connects all of the central and deepest part of the area, in a rough circle, including touching on '''the Hall of the Mountain King''', '''Pyramid Cave''', '''Fallen Angel Cave''', '''the Amphitheatre''' and the entrance to [[:Category:Veil Of Ecstasy|Veil of Ecstasy]].&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
'''Note:''' This area was changed in July 2012 to be run in groups of size &amp;lt;= 3. Anything above that will drastically reduce xp gained.&lt;br /&gt;
&lt;br /&gt;
The mobs in this area are generally of levels 65 and up. Each time a mob is killed, it will spawn a larger version of itself somewhere in the area (up to a maximum, of course). If you are the only group/person in the area, you should expect xp and difficulty to gradually increase towards the end of the run.&lt;br /&gt;
&lt;br /&gt;
If you are not the only group/person in the area, please be considerate in choosing which mobs to kill. Someone else might have been trying to spawn that mob you're about to kill.&lt;br /&gt;
&lt;br /&gt;
The area has a huge variety of the mobs - almost a hundred unique mobs, and many of them carry special rewards, can be skinned for quest tickets, or give gems and large amounts of gold. See the [[:Category:Mobs In Deepways|Mobs in Deepways]] section for a breakdown of mob chains and rewards.&lt;br /&gt;
&lt;br /&gt;
The area also connects to [[Fungal Forest]] where you'll see a myconoid meditating (Psilocybin). The room is full safe.&lt;br /&gt;
&lt;br /&gt;
Depending on where you choose to start running this area - essentially your selection of which portal point to use - you will generally fight your way along one of the tunnels towards the '''labyrinth of catacombs''' and from there branch out to clear the tunnels which connect out from the middle. Depending on the size of the group and the tunnels you choose, it can make a good run to skip briefly into some of the other connecting areas such as [[:Category: Great Divide| Great Divide]], [[:Category: Fungal Forest|Fungal Forest]] or [[:Category: Cavern Of The Fates|Cavern of the Fates]], and then to return back into Deepways for a continued run.&lt;br /&gt;
&lt;br /&gt;
[[Category: Hero Areas]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Racial_Spell_Cost_Modifier&amp;diff=47685</id>
		<title>Racial Spell Cost Modifier</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Racial_Spell_Cost_Modifier&amp;diff=47685"/>
		<updated>2012-09-05T09:19:51Z</updated>

		<summary type="html">&lt;p&gt;Belag: Typo: should be +x instead of -x because of convention adopted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Every race''' has a racial spell cost modifer associated with it. There are three kinds of spells, arcane (mage/wzd/sor type), divine (cleric type) and psionic.&lt;br /&gt;
&lt;br /&gt;
A negative modifier means the spell cost is lower.&lt;br /&gt;
&lt;br /&gt;
== Effective Mana ==&lt;br /&gt;
Note that the following shows the spell cost modifier. We can define the ''effective mana'' as the mana a human would need to cast the same amount as a particular race. If x is the racial spellcost modifier (in percentage), then the effective mana is 100 / (100 + x).&lt;br /&gt;
&lt;br /&gt;
For example, a 25% spellcost reduction (x = -25) for sprite translates into 33% more effective mana.&lt;br /&gt;
&lt;br /&gt;
Effective mana is the more directly useful notion, since finally, that's what determines how much you can cast.&lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
The effect of worship on spellcost is multiplicative. It is calculated by multiplying the worship modifier with racial spellcost modifier and then adding the result to the racial spellcost modifier:&lt;br /&gt;
&lt;br /&gt;
Bhyss (-10%) Sprite (75% normal cost):&lt;br /&gt;
 -0.1 x 0.75 = -0.075&lt;br /&gt;
 -0.075 + 0.75 = 0.675, which is 67.5% of regular cost - a 32.5% reduction.&lt;br /&gt;
&lt;br /&gt;
Werredan (+10%) Minotaur (125%)&lt;br /&gt;
 0.1 x 1.25 = 0.125&lt;br /&gt;
 0.125 + 1.25 = 1.375, a 37.5% increase in cost, driving for example Foci from 400 to 550.&lt;br /&gt;
&lt;br /&gt;
== The values ==&lt;br /&gt;
The entries have been computed usually by checking spell cost for [[Foci]] for arcane (400 mana for hum atheist), [[Fortitudes]] for psionic (400) and [[Awen]] for divine (500) and then accounting for worship reduction using the [[Worship]] table.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Legend&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#8080ff;&amp;quot; | Divine&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0ff;&amp;quot; | Legendary&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#ddffdd;&amp;quot; | Great&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | Good&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Average&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | Below Average&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#ffaaaa;&amp;quot; | Bad&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ &amp;lt;big&amp;gt;'''[[:Category: Creatable Races|Creatable Races]] Spell Cost Modifiers'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Race&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | &amp;amp;nbsp;Arcane Modifier&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | &amp;amp;nbsp;Divine Modifier&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | &amp;amp;nbsp;Psionic Modifier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Centaur]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
| style=&amp;quot;background-color:#ddffdd;&amp;quot; | -15%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Deep Gnome]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -7.5%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -5%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -5%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Draconian]]&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -5%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Drow]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -12.5%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Duergar]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -5%?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Dwarf]]&lt;br /&gt;
| none&lt;br /&gt;
| style=&amp;quot;background-color:#ddffdd;&amp;quot; | -15%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -5%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Elf]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -12.5%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Ent]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Firedrake]]&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Gargoyle]]&lt;br /&gt;
| style=&amp;quot;background-color:#ddffdd;&amp;quot; | -15%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Giant]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Gnome]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -7.5%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -5%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -5%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Goblin]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | +10%&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | +10%&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | +10%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Halfling]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Half-Elf]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Half-Orc]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Harpy]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Human]]&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Imp]]&lt;br /&gt;
| average&lt;br /&gt;
| style=&amp;quot;background-color:#ffaaaa;&amp;quot; | Bad&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | Good&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Kobold]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Kzinti]]&lt;br /&gt;
| none&lt;br /&gt;
| ?&lt;br /&gt;
| none&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Lizardmen]]&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; |-5%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Ogres]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Orc]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | +10%&lt;br /&gt;
| none&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | +10%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Troglodyte]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffaaaa;&amp;quot; | +25%&lt;br /&gt;
| style=&amp;quot;background-color:#ffaaaa;&amp;quot; | +25%&lt;br /&gt;
| style=&amp;quot;background-color:#ffaaaa;&amp;quot; | +22.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ &amp;lt;big&amp;gt;'''[[:Category: Remort Races|Remort Races]] Spell Cost Modifiers'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Race&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | &amp;amp;nbsp;Arcane Modifier&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | &amp;amp;nbsp;Divine Modifier&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | &amp;amp;nbsp;Psionic Modifier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Demonseed]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -12.5%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Dragon]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
| style=&amp;quot;background-color:#ddffdd;&amp;quot; | -15%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Golem]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Griffon]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[High Elf]]&lt;br /&gt;
| style=&amp;quot;background-color:#ddffdd;&amp;quot; | -15%&lt;br /&gt;
| style=&amp;quot;background-color:#ddffdd;&amp;quot; | -15%&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0ff;&amp;quot; | -20%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Hobgoblin]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Minotaur]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffaaaa;&amp;quot; | +25%&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | +15%&lt;br /&gt;
| style=&amp;quot;background-color:#ffaaaa;&amp;quot; | +25%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Miraar]]&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Sprite]]&lt;br /&gt;
| style=&amp;quot;background-color:#8080ff;&amp;quot; | -25%&lt;br /&gt;
| style=&amp;quot;background-color:#8080ff;&amp;quot; | -25%&lt;br /&gt;
| style=&amp;quot;background-color:#8080ff;&amp;quot; | -25%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Troll]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | +5%&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | +10%&lt;br /&gt;
| style=&amp;quot;background-color:#ffdddd;&amp;quot; | +10%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | [[Tuataur]]&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
| style=&amp;quot;background-color:#ffffbb;&amp;quot; | -10%&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0ff;&amp;quot; | -20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Races]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47645</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47645"/>
		<updated>2012-08-19T14:04:56Z</updated>

		<summary type="html">&lt;p&gt;Belag: Added info about counters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
Firstly, you need to buy the [[Blood-Mithril Key]] from [[Bo'Vul]] to get into the area. The key costs roughly 100k gold, but it can be copied to cut down costs. Check if some kind soul has kept some in the pot in Bandu's kitchen, or on the dwarf.&lt;br /&gt;
&lt;br /&gt;
To get to vault, go e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). The room is full safe and noregen. Up from here leads back to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank (also accessed using the key from Bo'Vul). The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle.&lt;br /&gt;
&lt;br /&gt;
If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY (always open), MENAGERIE (has to be unlocked by completing IMAGERY), GEARBOX (has to be unlocked by completing MENAGERIE), and REPOSITORY (has to be unlocked by completing GEARBOX). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Puzzle Solution&amp;quot;&amp;gt;&lt;br /&gt;
* Left to Right, Top to Bottom&lt;br /&gt;
* 7, 9, 8, 4, 1, 5, 7, 6, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Timelock Codes&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|97&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|6187&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3549&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9453&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7816&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|714&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|417&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|763&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The code is just the kakuro puzzle answers read off in the direction opposite to the corresponding sigil.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
Each area contains a different thief, which can be skinned for a ticket for the [[Vault Thief's Bane]] quest.&lt;br /&gt;
&lt;br /&gt;
=== Imagery ===&lt;br /&gt;
The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are a lot of drifting mobs (Creatures of Imagery) here, which also area spell. Group size: 12-15, with at least 3-4 tanks and a good healer or two. There is various t2ish loot on Eremis.&lt;br /&gt;
&lt;br /&gt;
===Mermen===&lt;br /&gt;
The MERMEN area is the only available late at night (from 2-9 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t2 ac chestplace, and various other gear). The area is mostly linear. There are a couple of Lloydable rooms here (including the first room). Group size: 8+.&lt;br /&gt;
&lt;br /&gt;
===Menagerie===&lt;br /&gt;
The MENAGERIE area has various mobs from many different planes. Each plane change is through an up/down exit. It's useful to drop coins at up/down exits so that you don't backtrack by accident. You can type '''where''' periodically to see in which plane you are. The final plane you'll reach is Arcadia. Some of the mobs eat corpses (including some who wander into the first room). I haven't found any stompers. &lt;br /&gt;
&lt;br /&gt;
At the end there is an animator deathwish in the [[:Category: Arcadia| Arcadian]] plane. Killing the deathwishes increases menagerie xp and opens the next area (GEARBOX). There's a fair bit of area spells, and some mobs hit quite hard. Group size: 12+&lt;br /&gt;
&lt;br /&gt;
=== Gearbox ===&lt;br /&gt;
In the GEARBOX you have to find out the passphrase from the prisoner near the beginning of the area and go through various gates. The passphrase should ideally be said by a different class at each gate (can be deduced by the name of the gate). If the wrong class says the password, a few extra mobs spawn and perhaps they also hit harder. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for 100 xp. &lt;br /&gt;
&lt;br /&gt;
At the end, you'll see a gnome ([[Unxavik]]) on scan, which is a very unusual room. The room is nofight in the beginning. The first person who enters will be abluted. The gnome summons a couple of automata to help him. All hit quite hard and the gnome can do various nifty things with his wand. Kill the automata first and then deal with the gnome. Requires a fairly long tank chain. Notable things he can do are (there is advance notice of what it's going to do by the color):&lt;br /&gt;
&lt;br /&gt;
* Cast [[Deaths Door|death's door]], which can reduce your tank's max hp to 1. Death's door can be cured with clarify. (color: black)&lt;br /&gt;
* Cast detonate on the tank (color: yellow)&lt;br /&gt;
* Make the room nospell (forgot the color)&lt;br /&gt;
* Heal himself to full (forgot the color)&lt;br /&gt;
&lt;br /&gt;
The gnome eventually runs out of mana. There is unusual loot on the gnome, including a book worth 1k xp, which contains 6 pages (scrolls) giving orbit, intervention, triple mass comfort, werrebocler, ablution and spiritlink respectively.&lt;br /&gt;
&lt;br /&gt;
Group size: 15+, with a fair amount of tanks. It's good to have a prs for clarify and a one or two det tanks.&lt;br /&gt;
&lt;br /&gt;
===Repository===&lt;br /&gt;
The REPOSITORY area has various gemstone themed mobs and gem tenders. WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits. Beware: some mobs in repository scavenge. This can be bad for psi weapons. Group size: 10+. &lt;br /&gt;
&lt;br /&gt;
There are also some special mobs: &lt;br /&gt;
* Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). His corpse can also be skinned. See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
* Golem (who spawns when you walk into a room with a Heart). The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
* Dragons who skin for treasure items. The use gas breath.&lt;br /&gt;
* Mounds of topaz can be immolated/astral prisoned.&lt;br /&gt;
* Gem counters: These spawn when you spawn the golem (5 of them each time). They are non-aggie and wimpy, but can be overconfidence-d. Killing all of these will spawn one or more pgems and a demonic lapis lazuli in the piles of gems. As a courtesy to future runners, try to kill the counters when you spawn the golem.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Deepways&amp;diff=47644</id>
		<title>Category:Deepways</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Deepways&amp;diff=47644"/>
		<updated>2012-08-19T13:54:23Z</updated>

		<summary type="html">&lt;p&gt;Belag: Added info about change in xp code&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Far below the surface of Midgaardia dwell many races, some of which prefer to live their entire lives without seeing the open sky or the light of the sun. These races have long used a sprawling system of tunnels and caves to move around from one place to another, without ever setting foot above ground. One section of these caves are known as the Deepways.''&lt;br /&gt;
&lt;br /&gt;
'''Level Range:''' 51-51&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Izanagi&lt;br /&gt;
&lt;br /&gt;
This area was added in February 2011.&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
Walking route from [[Aelmon |Aelmon]]: 13e, n, 2e, 2s, 3w, n.&lt;br /&gt;
&lt;br /&gt;
[[Portal |Portaling]] point(s) suggested: [[Leper]]: 2w, or [[Voli]]: 3w or [[Stone Trickster]]: w u 2s w d, or [[Dirty Troll]]: e 3n&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
* [[:Category: Cavern Of The Fates|Cavern Of The Fates]]&lt;br /&gt;
* [[:Category: Fortress Of Kra|Fortress Of Kra]], [[:Category: Fungal Forest| Fungal Forest]]&lt;br /&gt;
* [[:Category: Graw Akkuurattaan| Graw Akkuurattaan]], [[:Category: Great Divide|Great Divide]]&lt;br /&gt;
* [[:Category: Iceways| Iceways]]&lt;br /&gt;
* [[:Category: Rivers Of Avatar|Rivers Of Avatar]], [[:Category: River Tunnels|River Tunnels]], [[:Category: Ruins Of Reveria|Ruins Of Reveria]]&lt;br /&gt;
* [[:Category: Shadow Forest| Shadow Forest]]&lt;br /&gt;
* [[:Category: Underway Tunnels| Underway Tunnels]]&lt;br /&gt;
* [[:Category: Veil Of Ecstasy|Veil Of Ecstasy]]&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
This place is an area connector, like [[:Category: Valley Of The Sun| Valley Of The Sun]] and [[:Category:North Of Ofcol|North Of Ofcol]]. Of the many exits, some are recognizable by the monoliths standing by them.&lt;br /&gt;
&lt;br /&gt;
In the lower part of this area, all rooms are cursed. If you wish to recall out of the area, find a place where you can go up, or walk into the connecting areas (some of those are cursed too so I recommend walking up).&lt;br /&gt;
&lt;br /&gt;
This area is made up of a series of interconnected tunnels and caves, which tend to start from the edges of the map at higher elevations and work their way towards the centre of the map and deeper down.&lt;br /&gt;
&lt;br /&gt;
* '''A steep chasm''' on the far west of the area leads from the [[:Category: Fortress Of Kra|Fortress of Kra]] down to '''the Crystal Cavern''', and '''a neatly carved passage''' connects on [[:Category: Graw Akkuurattaan|Graw Akkuurattaan]] and to bottom of '''the Steps of Durr'''.&lt;br /&gt;
* '''A played out series of mine shafts''' connects the top of '''the Steps of Durr''' and [[:Category: River Tunnels|River Tunnels]].&lt;br /&gt;
* '''A forest of fungus''' runs from the bottom of '''the Steps of Durr''' in a south-easterly direction to '''The Hall of the Mountain King''', and the entrance to [[:Category: Fungal Forest|Fungal Forest]] proper can be found here.&lt;br /&gt;
* '''A long-dry underground river''' runs from below '''the Hall of the Mountain King''' to the [[:Category: Rivers Of Avatar|Rivers of Avatar]] near an entrance to [[:Category: Flipside Altar|Flipside Altar]], via the '''Pyramid Cave''', and is essentially the furthest south the area extends. '''The Hall of the Mountain King''' also connects to the [[:Category: Ruins Of Reveria|Ruins of Reveria]] above.&lt;br /&gt;
* '''A subterranean canyon''' connects '''the Grand Sinkhole''', which forms the entrance from [[:Category: Great Divide|Great Divide]], '''the Well of Lost Dreams''' and '''the Painted Cave''' in the the north-west with '''Fallen Angel Cave'''.&lt;br /&gt;
* '''A wide glacial, tunnel''' runs from '''Fallen Angel Cave''' east and north the [[:Category: Iceways|Iceways]], close to the entrance to [[:Category: Icewolf|Icewolf]] and can be considered the most northern limit of the area.&lt;br /&gt;
* '''A sharply sloping passage''' runs north-east from '''the Amphitheatre''' but ends in a dead end.&lt;br /&gt;
* '''A twisting lava tube''' runs for some distance east of '''the Amphitheatre''' via the '''Cavern of Seven Echoes''' before twisting south to reach '''the Cloisters''', '''Earthheart Grotto''' and '''the Spider's Stair'''.&lt;br /&gt;
* '''A fault in the earth''' joins the '''Cavern of Seven Echoes''' with [[:Category: Cavern Of The Fates|Cavern of the Fates]] in the [[:Category:Wildwood|Wildwood]].&lt;br /&gt;
* '''A limestone gallery''' connects '''the Spider's Stair''' with [[:Category: Shadow Forest|Shadow Forest]] and via the '''Cerulean Pool''' forms a dead end in the south east of the area.&lt;br /&gt;
* '''A labyrinth of catacombs''' connects all of the central and deepest part of the area, in a rough circle, including touching on '''the Hall of the Mountain King''', '''Pyramid Cave''', '''Fallen Angel Cave''', '''the Amphitheatre''' and the entrance to [[:Category:Veil Of Ecstasy|Veil of Ecstasy]].&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
The area was changed in July 2012 to be run in groups of size &amp;lt;= 3. Anything above that will drastically reduce xp gained.&lt;br /&gt;
&lt;br /&gt;
The mobs in this area are generally of levels 65 and up. Each time a mob is killed, it will spawn a larger version of itself somewhere in the area (up to a maximum, of course). If you are the only group/person in the area, you should expect xp and difficulty to gradually increase towards the end of the run.&lt;br /&gt;
&lt;br /&gt;
If you are not the only group/person in the area, please be considerate in choosing which mobs to kill. Someone else might have been trying to spawn that mob you're about to kill.&lt;br /&gt;
&lt;br /&gt;
The area has a huge variety of the mobs - almost a hundred unique mobs, and many of them carry special rewards, can be skinned for quest tickets, or give gems and large amounts of gold. See the [[:Category:Mobs In Deepways|Mobs in Deepways]] section for a breakdown of mob chains and rewards.&lt;br /&gt;
&lt;br /&gt;
The area also connects to [[Fungal Forest]] where you'll see a myconoid meditating (Psilocybin). The room is full safe.&lt;br /&gt;
&lt;br /&gt;
Depending on where you choose to start running this area - essentially your selection of which portal point to use - you will generally fight your way along one of the tunnels towards the '''labyrinth of catacombs''' and from there branch out to clear the tunnels which connect out from the middle. Depending on the size of the group and the tunnels you choose, it can make a good run to skip briefly into some of the other connecting areas such as [[:Category: Great Divide| Great Divide]], [[:Category: Fungal Forest|Fungal Forest]] or [[:Category: Cavern Of The Fates|Cavern of the Fates]], and then to return back into Deepways for a continued run.&lt;br /&gt;
&lt;br /&gt;
[[Category: Hero Areas]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47602</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47602"/>
		<updated>2012-08-02T10:52:51Z</updated>

		<summary type="html">&lt;p&gt;Belag: Time lock code is confirmed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
Firstly, you need to buy the [[Blood-Mithril Key]] from [[Bo'Vul]] to get into the area. The key costs roughly 100k gold, but it can be copied to cut down costs. Check if some kind soul has kept some in the pot in Bandu's kitchen, or on the dwarf.&lt;br /&gt;
&lt;br /&gt;
To get to vault, go e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). The room is full safe and noregen. Up from here leads back to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank (also accessed using the key from Bo'Vul). The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle.&lt;br /&gt;
&lt;br /&gt;
If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY (always open), MENAGERIE (has to be unlocked by completing IMAGERY), GEARBOX (has to be unlocked by completing MENAGERIE), and REPOSITORY (has to be unlocked by completing GEARBOX). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Puzzle Solution&amp;quot;&amp;gt;&lt;br /&gt;
* Left to Right, Top to Bottom&lt;br /&gt;
* 7, 9, 8, 4, 1, 5, 7, 6, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Timelock Codes&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|97&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|6187&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3549&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9453&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7816&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|714&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|417&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|763&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The code is just the kakuro puzzle answers read off in the direction opposite to the corresponding sigil.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
Each area contains a different thief, which can be skinned for a ticket for the [[Vault Thief's Bane]] quest.&lt;br /&gt;
&lt;br /&gt;
=== Imagery ===&lt;br /&gt;
The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are a lot of drifting mobs (Creatures of Imagery) here, which also area spell. Group size: 12-15, with at least 3-4 tanks and a good healer or two. There is various t2ish loot on Eremis.&lt;br /&gt;
&lt;br /&gt;
===Mermen===&lt;br /&gt;
The MERMEN area is the only available late at night (from 2-9 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t2 ac chestplace, and various other gear). The area is mostly linear. There are a couple of Lloydable rooms here (including the first room). Group size: 8+.&lt;br /&gt;
&lt;br /&gt;
===Menagerie===&lt;br /&gt;
The MENAGERIE area has various mobs from many different planes. Each plane change is through an up/down exit. It's useful to drop coins at up/down exits so that you don't backtrack by accident. You can type '''where''' periodically to see in which plane you are. The final plane you'll reach is Arcadia. Some of the mobs eat corpses (including some who wander into the first room). I haven't found any stompers. &lt;br /&gt;
&lt;br /&gt;
At the end there is an animator deathwish in the [[:Category: Arcadia| Arcadian]] plane. Killing the deathwishes increases menagerie xp and opens the next area (GEARBOX). There's a fair bit of area spells, and some mobs hit quite hard. Group size: 12+&lt;br /&gt;
&lt;br /&gt;
=== Gearbox ===&lt;br /&gt;
In the GEARBOX you have to find out the passphrase from the prisoner near the beginning of the area and go through various gates. The passphrase should ideally be said by a different class at each gate (can be deduced by the name of the gate). If the wrong class says the password, a few extra mobs spawn and perhaps they also hit harder. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for 100 xp. &lt;br /&gt;
&lt;br /&gt;
At the end, you'll see a gnome ([[Unxavik]]) on scan, which is a very unusual room. The room is nofight in the beginning. The first person who enters will be abluted. The gnome summons a couple of automata to help him. All hit quite hard and the gnome can do various nifty things with his wand. Kill the automata first and then deal with the gnome. Requires a fairly long tank chain. Notable things he can do are (there is advance notice of what it's going to do by the color):&lt;br /&gt;
&lt;br /&gt;
* Cast [[Deaths Door|death's door]], which can reduce your tank's max hp to 1. Death's door can be cured with clarify. (color: black)&lt;br /&gt;
* Cast detonate on the tank (color: yellow)&lt;br /&gt;
* Make the room nospell (forgot the color)&lt;br /&gt;
* Heal himself to full (forgot the color)&lt;br /&gt;
&lt;br /&gt;
The gnome eventually runs out of mana. There is unusual loot on the gnome, including a book worth 1k xp, which contains 6 pages (scrolls) giving orbit, intervention, triple mass comfort, werrebocler, ablution and spiritlink respectively.&lt;br /&gt;
&lt;br /&gt;
Group size: 15+, with a fair amount of tanks. It's good to have a prs for clarify and a one or two det tanks.&lt;br /&gt;
&lt;br /&gt;
===Repository===&lt;br /&gt;
The REPOSITORY area has various gemstone themed mobs, gem tenders and jewel counters. WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits. Beware: some mobs in repository scavenge. This can be bad for psi weapons. Group size: 10+. &lt;br /&gt;
&lt;br /&gt;
There are also some special mobs: &lt;br /&gt;
* Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). His corpse can also be skinned. See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
* Golem (who spawns when you walk into a room with a Heart). The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
* Dragons who skin for treasure items.&lt;br /&gt;
* Mounds of topaz can be immolated/astral prisoned.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Talk:Optimum_Morph_Level&amp;diff=47593</id>
		<title>Talk:Optimum Morph Level</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Talk:Optimum_Morph_Level&amp;diff=47593"/>
		<updated>2012-07-27T11:59:37Z</updated>

		<summary type="html">&lt;p&gt;Belag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FYI: did a 10000 round simulation for each level (twice).  I was optimizing on effective levels (so I counted the 1/2 xp penalty levels for failure twice).  By and large, I came up with the same results; I just tightened up the bounds a little bit.&lt;br /&gt;
&lt;br /&gt;
As an aside: i get ~550 expected levels worth of xp to gain (morph level + penalties).  &lt;br /&gt;
&lt;br /&gt;
--Nauti&lt;br /&gt;
&lt;br /&gt;
: Nice. I suppose a simulation would give better results than my somewhat back-of-the-envelope calculations here :P &lt;br /&gt;
: [[User:Belag|Belag]] 06:59, 27 July 2012 (CDT)&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47592</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47592"/>
		<updated>2012-07-27T11:57:39Z</updated>

		<summary type="html">&lt;p&gt;Belag: added werrebocler scroll on unxavik&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
Firstly, you need to buy the [[Blood-Mithril Key]] from [[Bo'Vul]] to get into the area. The key costs roughly 100k gold, but it can be copied to cut down costs. Check if some kind soul has kept some in the pot in Bandu's kitchen, or on the dwarf.&lt;br /&gt;
&lt;br /&gt;
To get to vault, go e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). The room is full safe and noregen. Up from here leads back to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank (also accessed using the key from Bo'Vul). The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle.&lt;br /&gt;
&lt;br /&gt;
If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY (always open), MENAGERIE (has to be unlocked by completing IMAGERY), GEARBOX (has to be unlocked by completing MENAGERIE), and REPOSITORY (has to be unlocked by completing GEARBOX). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Puzzle Solution&amp;quot;&amp;gt;&lt;br /&gt;
* Left to Right, Top to Bottom&lt;br /&gt;
* 7, 9, 8, 4, 1, 5, 7, 6, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Timelock Codes (incomplete)&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|51 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|97 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|6187 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3549 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9453 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|75 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7816 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|57 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|714 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|417 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|763 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The code is just the kakuro puzzle answers read off in the direction opposite to the corresponding sigil.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
Each area contains a different thief, which can be skinned for a ticket for the [[Vault Thief's Bane]] quest.&lt;br /&gt;
&lt;br /&gt;
=== Imagery ===&lt;br /&gt;
The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are a lot of drifting mobs (Creatures of Imagery) here, which also area spell. Group size: 12-15, with at least 3-4 tanks and a good healer or two. There is various t2ish loot on Eremis.&lt;br /&gt;
&lt;br /&gt;
===Mermen===&lt;br /&gt;
The MERMEN area is the only available late at night (from 2-9 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t2 ac chestplace, and various other gear). The area is mostly linear. There are a couple of Lloydable rooms here (including the first room). Group size: 8+.&lt;br /&gt;
&lt;br /&gt;
===Menagerie===&lt;br /&gt;
The MENAGERIE area has various mobs from many different planes. Each plane change is through an up/down exit. It's useful to drop coins at up/down exits so that you don't backtrack by accident. You can type '''where''' periodically to see in which plane you are. The final plane you'll reach is Arcadia. Some of the mobs eat corpses (including some who wander into the first room). I haven't found any stompers. &lt;br /&gt;
&lt;br /&gt;
At the end there is an animator deathwish in the [[:Category: Arcadia| Arcadian]] plane. Killing the deathwishes increases menagerie xp and opens the next area (GEARBOX). There's a fair bit of area spells, and some mobs hit quite hard. Group size: 12+&lt;br /&gt;
&lt;br /&gt;
=== Gearbox ===&lt;br /&gt;
In the GEARBOX you have to find out the passphrase from the prisoner near the beginning of the area and go through various gates. The passphrase should ideally be said by a different class at each gate (can be deduced by the name of the gate). If the wrong class says the password, a few extra mobs spawn and perhaps they also hit harder. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for 100 xp. &lt;br /&gt;
&lt;br /&gt;
At the end, you'll see a gnome ([[Unxavik]]) on scan, which is a very unusual room. The room is nofight in the beginning. The first person who enters will be abluted. The gnome summons a couple of automata to help him. All hit quite hard and the gnome can do various nifty things with his wand. Kill the automata first and then deal with the gnome. Requires a fairly long tank chain. Notable things he can do are (there is advance notice of what it's going to do by the color):&lt;br /&gt;
&lt;br /&gt;
* Cast [[Deaths Door|death's door]], which can reduce your tank's max hp to 1. Death's door can be cured with clarify. (color: black)&lt;br /&gt;
* Cast detonate on the tank (color: yellow)&lt;br /&gt;
* Make the room nospell (forgot the color)&lt;br /&gt;
* Heal himself to full (forgot the color)&lt;br /&gt;
&lt;br /&gt;
The gnome eventually runs out of mana. There is unusual loot on the gnome, including a book worth 1k xp, which contains 6 pages (scrolls) giving orbit, intervention, triple mass comfort, werrebocler, ablution and spiritlink respectively.&lt;br /&gt;
&lt;br /&gt;
Group size: 15+, with a fair amount of tanks. It's good to have a prs for clarify and a one or two det tanks.&lt;br /&gt;
&lt;br /&gt;
===Repository===&lt;br /&gt;
The REPOSITORY area has various gemstone themed mobs, gem tenders and jewel counters. WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits. Beware: some mobs in repository scavenge. This can be bad for psi weapons. Group size: 10+. &lt;br /&gt;
&lt;br /&gt;
There are also some special mobs: &lt;br /&gt;
* Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). His corpse can also be skinned. See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
* Golem (who spawns when you walk into a room with a Heart). The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
* Dragons who skin for treasure items.&lt;br /&gt;
* Mounds of topaz can be immolated/astral prisoned.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47591</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47591"/>
		<updated>2012-07-27T11:11:09Z</updated>

		<summary type="html">&lt;p&gt;Belag: Tormak's room is no longer lloydable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
Firstly, you need to buy the [[Blood-Mithril Key]] from [[Bo'Vul]] to get into the area. The key costs roughly 100k gold, but it can be copied to cut down costs. Check if some kind soul has kept some in the pot in Bandu's kitchen, or on the dwarf.&lt;br /&gt;
&lt;br /&gt;
To get to vault, go e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). The room is full safe and noregen. Up from here leads back to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank (also accessed using the key from Bo'Vul). The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle.&lt;br /&gt;
&lt;br /&gt;
If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY (always open), MENAGERIE (has to be unlocked by completing IMAGERY), GEARBOX (has to be unlocked by completing MENAGERIE), and REPOSITORY (has to be unlocked by completing GEARBOX). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Puzzle Solution&amp;quot;&amp;gt;&lt;br /&gt;
* Left to Right, Top to Bottom&lt;br /&gt;
* 7, 9, 8, 4, 1, 5, 7, 6, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Timelock Codes (incomplete)&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|51 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|97 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|6187 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3549 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9453 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|75 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7816 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|57 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|714 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|417 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|763 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The code is just the kakuro puzzle answers read off in the direction opposite to the corresponding sigil.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
Each area contains a different thief, which can be skinned for a ticket for the [[Vault Thief's Bane]] quest.&lt;br /&gt;
&lt;br /&gt;
=== Imagery ===&lt;br /&gt;
The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are a lot of drifting mobs (Creatures of Imagery) here, which also area spell. Group size: 12-15, with at least 3-4 tanks and a good healer or two. There is various t2ish loot on Eremis.&lt;br /&gt;
&lt;br /&gt;
===Mermen===&lt;br /&gt;
The MERMEN area is the only available late at night (from 2-9 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t2 ac chestplace, and various other gear). The area is mostly linear. There are a couple of Lloydable rooms here (including the first room). Group size: 8+.&lt;br /&gt;
&lt;br /&gt;
===Menagerie===&lt;br /&gt;
The MENAGERIE area has various mobs from many different planes. Each plane change is through an up/down exit. It's useful to drop coins at up/down exits so that you don't backtrack by accident. You can type '''where''' periodically to see in which plane you are. The final plane you'll reach is Arcadia. Some of the mobs eat corpses (including some who wander into the first room). I haven't found any stompers. &lt;br /&gt;
&lt;br /&gt;
At the end there is an animator deathwish in the [[:Category: Arcadia| Arcadian]] plane. Killing the deathwishes increases menagerie xp and opens the next area (GEARBOX). There's a fair bit of area spells, and some mobs hit quite hard. Group size: 12+&lt;br /&gt;
&lt;br /&gt;
=== Gearbox ===&lt;br /&gt;
In the GEARBOX you have to find out the passphrase from the prisoner near the beginning of the area and go through various gates. The passphrase should ideally be said by a different class at each gate (can be deduced by the name of the gate). If the wrong class says the password, a few extra mobs spawn and perhaps they also hit harder. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for 100 xp. &lt;br /&gt;
&lt;br /&gt;
At the end, you'll see a gnome ([[Unxavik]]) on scan, which is a very unusual room. The room is nofight in the beginning. The first person who enters will be abluted. The gnome summons a couple of automata to help him. All hit quite hard and the gnome can do various nifty things with his wand. Kill the automata first and then deal with the gnome. Requires a fairly long tank chain. Notable things he can do are (there is advance notice of what it's going to do by the color):&lt;br /&gt;
&lt;br /&gt;
* Cast [[Deaths Door|death's door]], which can reduce your tank's max hp to 1. Death's door can be cured with clarify. (color: black)&lt;br /&gt;
* Cast detonate on the tank (color: yellow)&lt;br /&gt;
* Make the room nospell (forgot the color)&lt;br /&gt;
* Heal himself to full (forgot the color)&lt;br /&gt;
&lt;br /&gt;
The gnome eventually runs out of mana. There is unusual loot on the gnome, including a book worth 1k xp, which contains pages (scrolls) giving orbit, intervention, triple mass comfort, ablution and spiritlink.&lt;br /&gt;
&lt;br /&gt;
Group size: 15+, with a fair amount of tanks. It's good to have a prs for clarify and a one or two det tanks.&lt;br /&gt;
&lt;br /&gt;
===Repository===&lt;br /&gt;
The REPOSITORY area has various gemstone themed mobs, gem tenders and jewel counters. WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits. Beware: some mobs in repository scavenge. This can be bad for psi weapons. Group size: 10+. &lt;br /&gt;
&lt;br /&gt;
There are also some special mobs: &lt;br /&gt;
* Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). His corpse can also be skinned. See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
* Golem (who spawns when you walk into a room with a Heart). The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
* Dragons who skin for treasure items.&lt;br /&gt;
* Mounds of topaz can be immolated/astral prisoned.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Demonic_Lapis_Lazuli&amp;diff=47582</id>
		<title>Demonic Lapis Lazuli</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Demonic_Lapis_Lazuli&amp;diff=47582"/>
		<updated>2012-07-21T09:16:10Z</updated>

		<summary type="html">&lt;p&gt;Belag: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Little golden stars twinkle evilly in the deep blue surface of this gem.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
You need the see the demonic crafter in the area north of Bo'Vul. You need the [[Blood-Mithril Key]] from Bo'Vul to get inside. The crafter's near the end of the area. Giving the crafter the demonic gem and perfect gem allows him to modify things.&lt;br /&gt;
&lt;br /&gt;
* Silver chest plate&lt;br /&gt;
** Robust - Hp bonus to player&lt;br /&gt;
** Stealth - Sneak on the item&lt;br /&gt;
&lt;br /&gt;
* Black armband&lt;br /&gt;
** Robust - Hp bonus to player&lt;br /&gt;
** Stealth - Sneak on the item&lt;br /&gt;
** Fortify - Extra ac bonus on item&lt;br /&gt;
&lt;br /&gt;
* Assassin's armband&lt;br /&gt;
** Weaponize - Damage boost and sneak but loss of archery mods&lt;br /&gt;
** Specialize - Hitroll boost and archer modifications&lt;br /&gt;
&lt;br /&gt;
* Watermark tattoo - This will be bound to the player. These give up to 24 hours of the effect but end at midnight.&lt;br /&gt;
** Defensive - Changes the affinity so player can receive werrebocler 1 day in 5&lt;br /&gt;
** Offensive - Changes the affinity so player can receive damroll bonus 1 day in 5&lt;br /&gt;
&lt;br /&gt;
* Silver sword - One from commander only&lt;br /&gt;
** Brutish - Reforges the sword into a double hitting staff&lt;br /&gt;
** Divine - Reforges the sword into a small scepter&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47571</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47571"/>
		<updated>2012-07-13T23:00:27Z</updated>

		<summary type="html">&lt;p&gt;Belag: Some info on various things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
Firstly, you need to buy the [[Blood-Mithril Key]] from [[Bo'Vul]] to get into the area. The key costs roughly 100k gold, but it can be copied to cut down costs. Check if some kind soul has kept some in the pot in Bandu's kitchen, or on the dwarf.&lt;br /&gt;
&lt;br /&gt;
To get to vault, go e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). You can set anchor in this room. The room is full safe and noregen. Up from here leads back to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank (also accessed using the key from Bo'Vul). The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle.&lt;br /&gt;
&lt;br /&gt;
If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY (always open), MENAGERIE (has to be unlocked by completing IMAGERY), GEARBOX (has to be unlocked by completing MENAGERIE), and REPOSITORY (has to be unlocked by completing GEARBOX). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Puzzle Solution&amp;quot;&amp;gt;&lt;br /&gt;
* Left to Right, Top to Bottom&lt;br /&gt;
* 7, 9, 8, 4, 1, 5, 7, 6, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Timelock Codes (incomplete)&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|51 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|97 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|6187 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3549 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9453 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|75 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7816 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|57 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|714 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|417 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|763 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The code is just the kakuro puzzle answers read off in the direction opposite to the corresponding sigil.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
Each area contains a different thief, which can be skinned for a ticket for the [[Vault Thief's Bane]] quest.&lt;br /&gt;
&lt;br /&gt;
=== Imagery ===&lt;br /&gt;
The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are a lot of drifting mobs (Creatures of Imagery) here, which also area spell. Group size: 12-15, with at least 3-4 tanks and a good healer or two. There is various t2ish loot on Eremis.&lt;br /&gt;
&lt;br /&gt;
===Mermen===&lt;br /&gt;
The MERMEN area is the only available late at night (from 2-9 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t2 ac chestplace, and various other gear). The area is mostly linear. There are a couple of Lloydable rooms here (including the first room). Group size: 8+.&lt;br /&gt;
&lt;br /&gt;
===Menagerie===&lt;br /&gt;
The MENAGERIE area has various mobs from many different planes. Each plane change is through an up/down exit. It's useful to drop coins at up/down exits so that you don't backtrack by accident. You can type '''where''' periodically to see in which plane you are. The final plane you'll reach is Arcadia. Some of the mobs eat corpses (including some who wander into the first room). I haven't found any stompers. &lt;br /&gt;
&lt;br /&gt;
At the end there is an animator deathwish in the [[:Category: Arcadia| Arcadian]] plane. Killing the deathwishes increases menagerie xp and opens the next area (GEARBOX). There's a fair bit of area spells, and some mobs hit quite hard. Group size: 12+&lt;br /&gt;
&lt;br /&gt;
=== Gearbox ===&lt;br /&gt;
In the GEARBOX you have to find out the passphrase from the prisoner near the beginning of the area and go through various gates. The passphrase should ideally be said by a different class at each gate (can be deduced by the name of the gate). If the wrong class says the password, a few extra mobs spawn and perhaps they also hit harder. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for 100 xp. &lt;br /&gt;
&lt;br /&gt;
At the end, you'll see a gnome ([[Unxavik]]) on scan, which is a very unusual room. The room is nofight in the beginning. The first person who enters will be abluted. The gnome summons a couple of automata to help him. All hit quite hard and the gnome can do various nifty things with his wand. Kill the automata first and then deal with the gnome. Requires a fairly long tank chain. Notable things he can do are (there is advance notice of what it's going to do by the color):&lt;br /&gt;
&lt;br /&gt;
* Cast [[Deaths Door|death's door]], which can reduce your tank's max hp to 1. Death's door can be cured with clarify. (color: black)&lt;br /&gt;
* Cast detonate on the tank (color: yellow)&lt;br /&gt;
* Make the room nospell (forgot the color)&lt;br /&gt;
* Heal himself to full (forgot the color)&lt;br /&gt;
&lt;br /&gt;
The gnome eventually runs out of mana. There is unusual loot on the gnome, including a book worth 1k xp, which contains pages (scrolls) giving orbit, intervention, triple mass comfort, ablution and spiritlink.&lt;br /&gt;
&lt;br /&gt;
Group size: 15+, with a fair amount of tanks. It's good to have a prs for clarify and a one or two det tanks.&lt;br /&gt;
&lt;br /&gt;
===Repository===&lt;br /&gt;
The REPOSITORY area has various gemstone themed mobs, gem tenders and jewel counters. WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits. Beware: some mobs in repository scavenge. This can be bad for psi weapons. Group size: 10+. &lt;br /&gt;
&lt;br /&gt;
There are also some special mobs: &lt;br /&gt;
* Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). His corpse can also be skinned. See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
* Golem (who spawns when you walk into a room with a Heart). The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
* Dragons who skin for treasure items.&lt;br /&gt;
* Mounds of topaz can be immolated/astral prisoned.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Mauve_Mollusc_Mukluks_Quest&amp;diff=47525</id>
		<title>Mauve Mollusc Mukluks Quest</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Mauve_Mollusc_Mukluks_Quest&amp;diff=47525"/>
		<updated>2012-07-07T14:51:18Z</updated>

		<summary type="html">&lt;p&gt;Belag: Some elaborations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This quest is highly difficult for a solo hero, but it's fairly manageable for a normal hero group with a large tank and at least one beefy hitter. A pair of casters can complete this as well.&lt;br /&gt;
&lt;br /&gt;
Once at Eragora proper:&lt;br /&gt;
&lt;br /&gt;
* Portal to [[Clam-Digger|clam girl]], move 2n, w (aggie).&lt;br /&gt;
* Go d, kill [[Deacon (Halfling's Paradise)|Deacon]], loot the fishing rod. &lt;br /&gt;
&lt;br /&gt;
Killing Deacon is the hardest part of the quest, be extra careful. If you die here, you will be Auto-CR-ed though, which is not the case for any other room in the area. &lt;br /&gt;
&lt;br /&gt;
The Deacon is a priest, capable of instantly healing from almost dead to full or some scratches (at random, depends on your luck). He keeps company with two mobs: A [[Bloodthirsty Idealist]] (bodyguard and bci specs) and [[True Believer]] (psi - can decept and death field, but doesn't det). Best advice to defeating them is to flash the room if possible, target Deacon and surge high. Note that the idealist will intercede your opening hit on Deacon and can even intercede area spells!&lt;br /&gt;
&lt;br /&gt;
* Portal to [[Halfling fisherman|old fish]].&lt;br /&gt;
&lt;br /&gt;
If the fisherman is sleeping, you're out of luck. You need to come here while it is in-game day, AND good weather (the sky should be better than 'snowy' - i.e. at least cloudy). Thus, use ''time'' and ''weather'' commands, and you may try to influence weather via [[Control Weather]] spell.&lt;br /&gt;
&lt;br /&gt;
* Once the fisherman asks for the rod, give it to him, he will fish you a nice kraken (tentacles).&lt;br /&gt;
* Kraken will open up with [[Cataclysm]] spell, kill it (much easier than Deacon's room) and skin it for the octopod organza.&lt;br /&gt;
&lt;br /&gt;
''Tip'': If you have multiple rods, avoid using any area spells or affects here since you will kill the fisherman. If he survives, turn the rods in one by one and skin the krakens as they come.&lt;br /&gt;
&lt;br /&gt;
* Once you have the organza(s), go 2n, 2e, d, w, n, scan for seamstress (''a small halfling lady..'' or some-such, trackable). Be careful, since there are various aggies around.&lt;br /&gt;
* Turn in the organza to seamstress for the [[Mauve Mollusc Mukluks]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Hero Quests]] [[Category:Quests In Halfling's Paradise]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47511</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47511"/>
		<updated>2012-07-02T15:27:11Z</updated>

		<summary type="html">&lt;p&gt;Belag: Added gearbox info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
There are various ways to get to the entrance of the vault. The simplest is e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). You can set anchor in this room. The room is full safe. Up from here leads to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank. The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle (I haven't been able to figure out how they align yet).&lt;br /&gt;
&lt;br /&gt;
You also need the key from [[Bo'Vul]] to get into here. If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY, MENAGERIE (has to be unlocked via a quest), GEARBOX (has to be unlocked via a quest), and REPOSITORY (has to be unlocked via a quest). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Puzzle Solution&amp;quot;&amp;gt;&lt;br /&gt;
* Left to Right, Top to Bottom&lt;br /&gt;
* 7, 9, 8, 4, 1, 5, 7, 6, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Timelock Codes (incomplete)&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|51 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|97 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|6187 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3549 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9453 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|75 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7816 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|57 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|714 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|417 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|763 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The code is just the kakuro puzzle answers read off in the direction opposite to the corresponding sigil.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
=== Imagery ===&lt;br /&gt;
The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are a lot of drifting mobs (Creatures of Imagery) here, which also area spell. Group size: 12-15, with at least 3-4 tanks and a good healer or two.&lt;br /&gt;
&lt;br /&gt;
===Mermen===&lt;br /&gt;
The MERMEN area is the only available late at night (from 2-9 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t2 ac chestplace, and various other gear). The area is mostly linear. There are a couple of Lloydable rooms here (including the first room). Group size: 8+.&lt;br /&gt;
&lt;br /&gt;
===Menagerie===&lt;br /&gt;
The MENAGERIE area has various mobs from many different planes. Each plane change is through an up/down exit. It's useful to drop coins at up/down exits so that you don't backtrack by accident. You can type '''where''' periodically to see in which plane you are. The final plane you'll reach is Arcadia. Some of the mobs eat corpses (including some who wander into the first room). At the end there is an animator deathwish in the [[:Category: Arcadia| Arcadian]] plane. Killing the deathwishes increases menagerie xp and opens the next area (GEARBOX). There's a fair bit of area spells, and some mobs hit quite hard. Group size: 12+&lt;br /&gt;
&lt;br /&gt;
=== Gearbox ===&lt;br /&gt;
In the GEARBOX you have to find out the passphrase and go through various gates. The passphrase should be said by a different class at each gate (can be deduced by the name of the gate). The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for 100 xp. At the end, you'll see a gnome on scan, which is a very unusual room. It contains a gnome with two automata. All hit quite hard and the gnome can do various nifty things with his wand. Kill the automata first and then deal with the gnome. Requires a fairly long tank chain. Notable things he can do are (there is advance notice of what it's going to do by the color):&lt;br /&gt;
&lt;br /&gt;
* He can also cast [[Deaths Door|death's door]], which can reduce your tank's max hp to 1. Death's door can be cured with clarify. (color: black)&lt;br /&gt;
* Cast detonate on the tank (color: yellow)&lt;br /&gt;
* Making the room nospell for a few rounds (forgot the color)&lt;br /&gt;
&lt;br /&gt;
The gnome eventually runs out of mana. There is unusual loot on the gnome, including a book worth 1k xp, scrolls giving orbit, intervention, triple mass comfort, ablution and spiritlink.&lt;br /&gt;
&lt;br /&gt;
Group size: 15+, with a fair amount of tanks. It's good to have a prs for clarify and a one or two det tanks.&lt;br /&gt;
&lt;br /&gt;
===Repository===&lt;br /&gt;
The REPOSITORY area has various gemstone themed mobs, gem tenders and jewel counters. WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits. Beware: some mobs in repository scavenge. This can be bad for psi weapons. Group size: 10+. &lt;br /&gt;
&lt;br /&gt;
There are also some special mobs: &lt;br /&gt;
* Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). His corpse can also be skinned. See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
* Golem (who spawns when you walk into a room with a Heart). The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
* Dragons who skin for treasure items.&lt;br /&gt;
* Mounds of topaz can be immolated/astral prisoned.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47510</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47510"/>
		<updated>2012-06-30T19:39:06Z</updated>

		<summary type="html">&lt;p&gt;Belag: Added some info on mermen and menagerie&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
There are various ways to get to the entrance of the vault. The simplest is e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). You can set anchor in this room. The room is full safe. Up from here leads to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank. The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle (I haven't been able to figure out how they align yet).&lt;br /&gt;
&lt;br /&gt;
You also need the key from [[Bo'Vul]] to get into here. If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY, MENAGERIE (has to be unlocked via a quest), GEARBOX (has to be unlocked via a quest), and REPOSITORY (has to be unlocked via a quest). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Puzzle Solution&amp;quot;&amp;gt;&lt;br /&gt;
* Left to Right, Top to Bottom&lt;br /&gt;
* 7, 9, 8, 4, 1, 5, 7, 6, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Timelock Codes (incomplete)&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|51 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|97 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|6187 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3549 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9453 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|75 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7816 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|57 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|714 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|417 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|763 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The code is just the kakuro puzzle answers read off in the direction opposite to the corresponding sigil.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
=== Imagery ===&lt;br /&gt;
The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are a lot of drifting mobs (Creatures of Imagery) here, which also area spell. Group size: 12-15, with at least 3-4 tanks and a good healer or two.&lt;br /&gt;
&lt;br /&gt;
===Mermen===&lt;br /&gt;
The MERMEN area is the only available late at night (from 2-9 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t2 ac chestplace, and various other gear). The area is mostly linear. There are a couple of Lloydable rooms here (including the first room). Group size: 8+.&lt;br /&gt;
&lt;br /&gt;
===Menagerie===&lt;br /&gt;
The MENAGERIE area has various mobs from many different planes. Each plane change is through an up/down exit. It's useful to drop coins at up/down exits so that you don't backtrack by accident. You can type '''where''' periodically to see in which plane you are. The final plane you'll reach is Arcadia. Some of the mobs eat corpses (including some who wander into the first room). At the end there is an animator deathwish in the [[:Category: Arcadia| Arcadian]] plane. Killing the deathwishes increases menagerie xp and opens the next area (GEARBOX). There's a fair bit of area spells, and some mobs hit quite hard. Group size: 12+&lt;br /&gt;
&lt;br /&gt;
=== Gearbox ===&lt;br /&gt;
In the GEARBOX you have to find out the passphrase and go through various gates. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for random amounts of xp. At the end, you'll see a gnome on scan, which is a very unusual room. It contains a gnome with two automata. All hit quite hard and the gnome can do various nifty things with his wand, like making the room nospell for a few rounds. Kill the automata first and then deal with the gnome. Requires a fairly long tank chain. He can also cast [[Deaths Door|death's door]], which can reduce your tank's max hp to 1. Death's door can be cured with clarify. Group size: 15+, with a fair amount of tanks.&lt;br /&gt;
&lt;br /&gt;
===Repository===&lt;br /&gt;
The REPOSITORY area has various gemstone themed mobs, gem tenders and jewel counters. WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits. Beware: some mobs in repository scavenge. This can be bad for psi weapons. Group size: 10+. &lt;br /&gt;
&lt;br /&gt;
There are also some special mobs: &lt;br /&gt;
* Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). His corpse can also be skinned. See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
* Golem (who spawns when you walk into a room with a Heart). The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
* Dragons who skin for treasure items.&lt;br /&gt;
* Mounds of topaz can be immolated/astral prisoned.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Temple_Of_Gorn&amp;diff=47487</id>
		<title>Category:Temple Of Gorn</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Temple_Of_Gorn&amp;diff=47487"/>
		<updated>2012-06-23T20:38:08Z</updated>

		<summary type="html">&lt;p&gt;Belag: cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''A temple of [[Gorn |Gorn]] is a rare thing in the known worlds.  Nobody knows how these temples form and where the [[:Category: Monks |monks]] who inhabit them arrive from.  It is an enigma.  They exist for their own reasons yet some, like the one existing in the Plane of Thorngate, invite people to come and take advantage of their strange soothing temple which somehow makes healing easier.  As long as you stay only within the path of silks and the Inner Sanctum, the [[:Category: Monks |monks]] will allow you to rest.  To seek their hidden secrets is to seek death.&lt;br /&gt;
&lt;br /&gt;
'''Level Range:''' 25-30&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Odin&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
Walking route from [[Aelmon |Aelmon]]: 14n, w, n.&lt;br /&gt;
&lt;br /&gt;
[[Portal |Portaling]] point(s) suggested: None (all cursed)&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;
''&amp;lt;font color=red&amp;gt; Warning! The whole interior of the temple is seething with monks who will attack everyone who is not of that class!'' &amp;lt;br&amp;gt;&lt;br /&gt;
''Furthermore, it is cursed and nospell!  This makes for really good dying and tricky CRs.  It is NOT suitable for level-25 NON-monks! &amp;lt;/font&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
For [[:Category: Monks |monks]], on the other hand, it is safe and the place they can find [[:Category: Monk Trainers |their trainer]].  The [[:Category: Mobs |mobs]] in this area wear hitroll gear.&lt;br /&gt;
&lt;br /&gt;
[[Category: Lowmort 21-30 Areas]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Vault_Thief%27s_Bane&amp;diff=47479</id>
		<title>Vault Thief's Bane</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Vault_Thief%27s_Bane&amp;diff=47479"/>
		<updated>2012-06-19T17:57:43Z</updated>

		<summary type="html">&lt;p&gt;Belag: Added nubuc hide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are five thieves in the vaults, one in each area. These can be skinned into furniture items which Bo'Vul will accept.&lt;br /&gt;
&lt;br /&gt;
The first turn in of a hide type will be rewarded with a fizora.&lt;br /&gt;
Subsequent turn ins of the same hide will be rewarded with a ruby unless the quest has been completed.&lt;br /&gt;
&lt;br /&gt;
Turning in all five hide types gives the player a 25 quest point reward and a permanent 10% death xp loss reduction insignia and higher rewards on any future hide turn ins.&lt;br /&gt;
&lt;br /&gt;
* Imagery - Corpse of a gith thief - glazed gith hide (wt 10, type furniture)&lt;br /&gt;
* Repository - Corpse of Zlatan - [[Nubuc Hide]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Quests in Bo'Vul's Vault]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47475</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47475"/>
		<updated>2012-06-18T04:01:04Z</updated>

		<summary type="html">&lt;p&gt;Belag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
There are various ways to get to the entrance of the vault. The simplest is e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). You can set anchor in this room. The room is full safe. Up from here leads to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank. The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle (I haven't been able to figure out how they align yet).&lt;br /&gt;
&lt;br /&gt;
You also need the key from [[Bo'Vul]] to get into here. If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY, MENAGERIE (has to be unlocked via a quest), GEARBOX (has to be unlocked via a quest), and REPOSITORY (has to be unlocked via a quest). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Puzzle Solution&amp;quot;&amp;gt;&lt;br /&gt;
* Left to Right, Top to Bottom&lt;br /&gt;
* 7, 9, 8, 4, 1, 5, 7, 6, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Timelock Codes (incomplete)&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|51 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|97 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|6187 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3549 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9453 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|75 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7816 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|57 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|714 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|417 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|763 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The code is just the kakuro puzzle answers read off in the direction opposite to the corresponding sigil.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
=== Imagery ===&lt;br /&gt;
The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are a lot of drifting mobs (Creatures of Imagery) here, which also area spell. Group size: 12-15, with at least 3-4 tanks and a good healer or two.&lt;br /&gt;
&lt;br /&gt;
===Mermen===&lt;br /&gt;
The MERMEN area is the only available late at night (from 2-9 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t3 ac chestplace, and various other gear). The area is mostly linear. Group size: 10+.&lt;br /&gt;
&lt;br /&gt;
===Menagerie===&lt;br /&gt;
The MENAGERIE area has various mobs from many different planes. Each plane change is through an up/down exit. It's useful to drop coins at up/down exits so that you don't backtrack by accident. You can type '''where''' periodically to see where you are. The final plane you'll reach is Arcadia. Some of the mobs eat corpses and there is also a animator deathwish in the [[:Category: Arcadia| Arcadian]] plane. Killing the deathwishes increases menagerie xp and opens the next area (GEARBOX). There's a fair bit of area spells, and some mobs hit quite hard. Group size: 12+&lt;br /&gt;
&lt;br /&gt;
=== Gearbox ===&lt;br /&gt;
In the GEARBOX you have to find out the passphrase and go through various gates. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for random amounts of xp. At the end, you'll see a gnome on scan, which is a very unusual room. It contains a gnome with two automata. All hit quite hard and the gnome can do various nifty things with his wand, like making the room nospell for a few rounds. Kill the automata first and then deal with the gnome. Requires a fairly long tank chain. He can also cast [[Deaths Door|death's door]], which can reduce your tank's max hp to 1. Death's door can be cured with clarify. Group size: 15+, with a fair amount of tanks.&lt;br /&gt;
&lt;br /&gt;
===Repository===&lt;br /&gt;
The REPOSITORY area has various gemstone themed mobs, gem tenders and jewel counters. WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits. Beware: some mobs in repository scavenge. This can be bad for psi weapons. Group size: 10+. &lt;br /&gt;
&lt;br /&gt;
There are also some special mobs: &lt;br /&gt;
* Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). His corpse can also be skinned. See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
* Golem (who spawns when you walk into a room with a Heart). The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
* Dragons who skin for treasure items.&lt;br /&gt;
* Mounds of topaz can be immolated/astral prisoned.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47474</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47474"/>
		<updated>2012-06-17T17:07:04Z</updated>

		<summary type="html">&lt;p&gt;Belag: clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
There are various ways to get to the entrance of the vault. The simplest is e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). You can set anchor in this room. The room is full safe. Up from here leads to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank. The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle (I haven't been able to figure out how they align yet).&lt;br /&gt;
&lt;br /&gt;
You also need the key from [[Bo'Vul]] to get into here. If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY, MENAGERIE (has to be unlocked via a quest), GEARBOX (has to be unlocked via a quest), and REPOSITORY (has to be unlocked via a quest). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Puzzle Solution&amp;quot;&amp;gt;&lt;br /&gt;
* Left to Right, Top to Bottom&lt;br /&gt;
* 7, 9, 8, 4, 1, 5, 7, 6, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Timelock Codes (incomplete)&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|51 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|97 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|6187 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3549 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9453 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|75 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7816 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|57 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|714 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|417 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|763 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The code is just the kakuro puzzle answers read off in the direction opposite to the corresponding sigil.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
=== Imagery ===&lt;br /&gt;
The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are a lot of drifting mobs (Creatures of Imagery) here, which also area spell. Group size: 12-15, with at least 3-4 tanks and a good healer or two.&lt;br /&gt;
&lt;br /&gt;
===Mermen===&lt;br /&gt;
The MERMEN area is the only available late at night (from 2-9 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t3 ac chestplace, and various other gear). The area is mostly linear. Group size: 10+.&lt;br /&gt;
&lt;br /&gt;
===Menagerie===&lt;br /&gt;
The MENAGERIE area has various mobs from many different planes. Each plane change is through an up/down exit. It's useful to drop coins at up/down exits so that you don't backtrack by accident. You can type '''where''' periodically to see where you are. The final plane you'll reach is Arcadia. Some of the mobs eat corpses and there is also a animator deathwish in the [[:Category: Arcadia| Arcadian]] plane. Killing the deathwishes increases menagerie xp and opens the next area (GEARBOX). There's a fair bit of area spells, and some mobs hit quite hard. Group size: 12+&lt;br /&gt;
&lt;br /&gt;
=== Gearbox ===&lt;br /&gt;
In the GEARBOX you have to find out the passphrase and go through various gates. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for random amounts of xp. At the end, you'll see a gnome on scan, which is a very unusual room. It contains a gnome with two automata. All hit quite hard and the gnome can do various nifty things with his wand, like making the room nospell for a few rounds. Kill the automata first and then deal with the gnome. Requires a fairly long tank chain. He can also cast [[Deaths Door|death's door]], which can reduce your tank's max hp to 1. Death's door can be cured with clarify. Group size: 15+, with a fair amount of tanks.&lt;br /&gt;
&lt;br /&gt;
===Repository===&lt;br /&gt;
The REPOSITORY area has various gemstone themed mobs, gem tenders and jewel counters. WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits. Beware: some mobs in repository scavenge. This can be bad for psi weapons. Group size: 10+. &lt;br /&gt;
&lt;br /&gt;
There are also three special mobs: &lt;br /&gt;
* Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). His corpse can also be skinned. See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
* Golem (who spawns when you walk into a room with a Heart). The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
* Dragons who skin for treasure items.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47473</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47473"/>
		<updated>2012-06-17T17:05:21Z</updated>

		<summary type="html">&lt;p&gt;Belag: Added some info on various areas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
There are various ways to get to the entrance of the vault. The simplest is e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). You can set anchor in this room. The room is full safe. Up from here leads to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank. The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle (I haven't been able to figure out how they align yet).&lt;br /&gt;
&lt;br /&gt;
You also need the key from [[Bo'Vul]] to get into here. If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY, MENAGERIE (has to be unlocked via a quest), GEARBOX (has to be unlocked via a quest), and REPOSITORY (has to be unlocked via a quest). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Puzzle Solution&amp;quot;&amp;gt;&lt;br /&gt;
* Left to Right, Top to Bottom&lt;br /&gt;
* 7, 9, 8, 4, 1, 5, 7, 6, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Timelock Codes (incomplete)&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|51 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|97 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|6187 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3549 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9453 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|75 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7816 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|57 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|714 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|417 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|763 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The code is just the kakuro puzzle answers read off in the direction opposite to the corresponding sigil.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
=== Imagery ===&lt;br /&gt;
The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are a lot of drifting mobs (Creatures of Imagery) here, which also area spell. Not sure what else needs to be done to open MENAGERIE. Group size: 12-15, with at least 3-4 tanks and a good healer or two.&lt;br /&gt;
&lt;br /&gt;
===Mermen===&lt;br /&gt;
The MERMEN area is the only available late at night (from 2-9 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t3 ac chestplace, and various other gear). The area is mostly linear. Group size: 10+.&lt;br /&gt;
&lt;br /&gt;
===Menagerie===&lt;br /&gt;
The MENAGERIE area has various mobs from many different planes. Each plane change is through an up/down exit. It's useful to drop coins at up/down exits so that you don't backtrack by accident. You can type '''where''' periodically to see where you are. The final plane you'll reach is Arcadia. Some of the mobs eat corpses and there is also a animator deathwish in the [[:Category: Arcadia| Arcadian]] plane. Killing the deathwishes increases menagerie xp and opens the next area (GEARBOX). There's a fair bit of area spells, and some mobs hit quite hard. Group size: 10+&lt;br /&gt;
&lt;br /&gt;
=== Gearbox ===&lt;br /&gt;
In the GEARBOX you have to find out the passphrase and go through various gates. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for random amounts of xp. At the end, you'll see a gnome on scan, which is a very unusual room. It contains a gnome with two automata. All hit quite hard and the gnome can do various nifty things with his wand, like making the room nospell for a few rounds. Kill the automata first and then deal with the gnome. Requires a fairly long tank chain. He can also cast [[Deaths Door|death's door]], which can reduce your tank's max hp to 1. Death's door can be cured with clarify. Group size: 15+, with a fair amount of tanks.&lt;br /&gt;
&lt;br /&gt;
===Repository===&lt;br /&gt;
The REPOSITORY area has various gemstone themed mobs, gem tenders and jewel counters. WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits. Beware: some mobs in repository scavenge. This can be bad for psi weapons. Group size: 10+. &lt;br /&gt;
&lt;br /&gt;
There are also three special mobs: &lt;br /&gt;
* Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). His corpse can also be skinned. See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
* Golem (who spawns when you walk into a room with a Heart). The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
* Dragons who skin for treasure items.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47472</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47472"/>
		<updated>2012-06-17T14:47:21Z</updated>

		<summary type="html">&lt;p&gt;Belag: Added menagerie info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
There are various ways to get to the entrance of the vault. The simplest is e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). You can set anchor in this room. The room is full safe. Up from here leads to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank. The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle (I haven't been able to figure out how they align yet).&lt;br /&gt;
&lt;br /&gt;
You also need the key from [[Bo'Vul]] to get into here. If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY, MENAGERIE (has to be unlocked via a quest), GEARBOX (has to be unlocked via a quest), and REPOSITORY (has to be unlocked via a quest). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Puzzle Solution&amp;quot;&amp;gt;&lt;br /&gt;
* Left to Right, Top to Bottom&lt;br /&gt;
* 7, 9, 8, 4, 1, 5, 7, 6, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Timelock Codes (incomplete)&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|51 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|97 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|6187 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3549 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9453 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|75 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7816 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|57 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|714 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|417 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|763 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The code is just the kakuro puzzle answers read off in the direction opposite to the corresponding sigil.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
* The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are a lot of drifting mobs (Creatures of Imagery) here, which also area spell. Not sure what else needs to be done to open MENAGERIE. Group size: 12-15, with at least 3-4 tanks and a good healer or two.&lt;br /&gt;
&lt;br /&gt;
* The MERMEN area is the only available late at night (from 2-9 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t3 ac chestplace, and various other gear). The area is mostly linear. Group size: 10+.&lt;br /&gt;
&lt;br /&gt;
* The MENAGERIE area has various mobs from many different planes. Each plane change is through an up/down exit. It's useful to drop coins at up/down exits so that you don't backtrack by accident. You can type '''where''' periodically to see where you are. The final plane you'll reach is Arcadia. Some of the mobs eat corpses and there is also a animator deathwish in the [[:Category: Arcadia| Arcadian]] plane. Killing the deathwishes increases menagerie xp and opens the next area (GEARBOX). There's a fair bit of area spells, and some mobs hit quite hard. Group size: 10+&lt;br /&gt;
&lt;br /&gt;
* In the GEARBOX you have to find out the passphrase and go through various gates. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for random amounts of xp. Group size: Some parts are pretty swarmy and big, but other parts can be done with less. 12-20&lt;br /&gt;
&lt;br /&gt;
* The REPOSITORY part has various gemstone themed mobs, gem tenders and gem counters. WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits. Group size: 10+. There are also three special mobs: &lt;br /&gt;
** Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
** Golem (who spawns when you walk into a room with a Heart. The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
** Dragons who skin for treasure items.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Shard_Storm&amp;diff=47461</id>
		<title>Shard Storm</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Shard_Storm&amp;diff=47461"/>
		<updated>2012-06-17T11:51:48Z</updated>

		<summary type="html">&lt;p&gt;Belag: formatting and some info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1 'SHARD STORM'&lt;br /&gt;
Syntax: cast 'shard storm' (area spell)&lt;br /&gt;
Prerequisites: none&lt;br /&gt;
&lt;br /&gt;
Shard storm conjures a metallic sphere, which then erupts into a wild spray of jagged shards. The damage done by these shards depends on the armor of the victims. Those with very low armor take considerably more damage. Those with high armor may take none at all. This is a spell which is primarily for the benefit of mobs. Since mobs have very high hp, the damage it does to them is relatively little even if they're naked. But it can seriously hurt less-armoured casters like [[:Category: Psionicists|psis]].&lt;br /&gt;
&lt;br /&gt;
Shard Storm is a lost art. None teach it, but rumors circulate that spellbooks of Shard Storm still exist.&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47457</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47457"/>
		<updated>2012-06-15T20:33:55Z</updated>

		<summary type="html">&lt;p&gt;Belag: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
There are various ways to get to the entrance of the vault. The simplest is e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). You can set anchor in this room. The room is full safe. Up from here leads to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank. The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle (I haven't been able to figure out how they align yet).&lt;br /&gt;
&lt;br /&gt;
You also need the key from [[Bo'Vul]] to get into here. If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY, MENAGERIE (has to be unlocked via a quest), GEARBOX (has to be unlocked via a quest), and REPOSITORY (has to be unlocked via a quest). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Puzzle Solution&amp;quot;&amp;gt;&lt;br /&gt;
* Left to Right, Top to Bottom&lt;br /&gt;
* 7, 9, 8, 4, 1, 5, 7, 6, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Timelock Codes (incomplete)&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|51 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|97 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|6187 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3549 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9453 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|75 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7816 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|57 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|714 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|417 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|56 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|763 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The code is just the kakuro puzzle answers read off in the direction opposite to the corresponding sigil.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
* The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are a lot of drifting mobs (Creatures of Imagery) here, which also area spell. Not sure what else needs to be done to open MENAGERIE. Group size: 12-15, with at least 3-4 tanks and a good healer or two.&lt;br /&gt;
&lt;br /&gt;
* The MERMEN area is the only available late at night (from 2-6 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t3 ac chestplace, and various other gear). The area is mostly linear. Group size: 10+.&lt;br /&gt;
&lt;br /&gt;
* The MENAGERIE area has various mobs from many different planes. Some of them eat corpses and there is also a animator deathwish from [[:Category: Arcadia| Arcadia]]. Killing the deathwishes increases menagerie xp and opens the next area. Group size: 10+&lt;br /&gt;
&lt;br /&gt;
* In the GEARBOX you have to find out the passphrase and go through various gates. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for random amounts of xp. Group size: Some parts are pretty swarmy and big, but other parts can be done with less. 12-20&lt;br /&gt;
&lt;br /&gt;
* The REPOSITORY part has various gemstone themed mobs, gem tenders and gem counters. WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits. Group size: 10+. There are also three special mobs: &lt;br /&gt;
** Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
** Golem (who spawns when you walk into a room with a Heart. The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
** Dragons who skin for treasure items.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47448</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47448"/>
		<updated>2012-06-15T09:07:05Z</updated>

		<summary type="html">&lt;p&gt;Belag: Corrected guesses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
There are various ways to get to the entrance of the vault. The simplest is e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). You can set anchor in this room. The room is full safe. Up from here leads to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank. The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle (I haven't been able to figure out how they align yet).&lt;br /&gt;
&lt;br /&gt;
You also need the key from [[Bo'Vul]] to get into here. If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY, MENAGERIE (has to be unlocked via a quest), GEARBOX (has to be unlocked via a quest), and REPOSITORY (has to be unlocked via a quest). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
The timelock code table is as follows (hidden in the spoiler text). If anyone has more info, please add.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
* Not Error Checked:&lt;br /&gt;
* L to R T to B&lt;br /&gt;
* 7, 9, 8, 4, 1, 5, 7, 6, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Community Review of Time-Code Answers (Ultra spoiler)(incomplete)&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|51 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|97 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|6187 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3549 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9453 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|75 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7816 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|57 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|714 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|417 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|56 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|763 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The code is just the kakuro puzzle answers read off in the direction opposite to the corresponding sigil.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
* The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are a lot of drifting mobs (Creatures of Imagery) here, which also area spell. Not sure what else needs to be done to open MENAGERIE. Group size: 12-15, with at least 3-4 tanks and a good healer or two.&lt;br /&gt;
&lt;br /&gt;
* The MERMEN area is the only available late at night (from 2-6 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t3 ac chestplace, and various other gear). The area is mostly linear. Group size: 10+.&lt;br /&gt;
&lt;br /&gt;
* The MENAGERIE area has various mobs from many different planes. Some of them eat corpses and there is also a animator deathwish from [[:Category: Arcadia| Arcadia]]. Killing the deathwishes increases menagerie xp and opens the next area. Group size: 10+&lt;br /&gt;
&lt;br /&gt;
* In the GEARBOX you have to find out the passphrase and go through various gates. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for random amounts of xp. Group size: Some parts are pretty swarmy and big, but other parts can be done with less. 12-20&lt;br /&gt;
&lt;br /&gt;
* The REPOSITORY part has various gemstone themed mobs, gem tenders and gem counters. WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits. Group size: 10+. There are also three special mobs: &lt;br /&gt;
** Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
** Golem (who spawns when you walk into a room with a Heart. The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
** Dragons who skin for treasure items.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47441</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47441"/>
		<updated>2012-06-14T19:01:12Z</updated>

		<summary type="html">&lt;p&gt;Belag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
There are various ways to get to the entrance of the vault. The simplest is e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). You can set anchor in this room. The room is full safe. Up from here leads to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank. The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle (I haven't been able to figure out how they align yet).&lt;br /&gt;
&lt;br /&gt;
You also need the key from [[Bo'Vul]] to get into here. If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY, MENAGERIE (has to be unlocked via a quest), GEARBOX (has to be unlocked via a quest), and REPOSITORY (has to be unlocked via a quest). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
The timelock code table is as follows (hidden in the spoiler text). If anyone has more info, please add.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
* Not Error Checked:&lt;br /&gt;
* L to R T to B&lt;br /&gt;
* 7, 9, 8, 4, 1, 5, 7, 6, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Community Review of Time-Code Answers (Ultra spoiler)(incomplete)&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|42, 24, 4, 2 (all incorrect)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|7782 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3944 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9344 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|64 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7827 (incorrect)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|46, 64, 42 (all incorrect)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|65 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|642 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|462 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|47 (incorrect)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|24 (dubious)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|637 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Only a few are confirmed.&amp;lt;br&amp;gt;&lt;br /&gt;
Please feel free to contribute.&amp;lt;br&amp;gt;&lt;br /&gt;
- Setus and Are&amp;lt;br&amp;gt;&lt;br /&gt;
Time lords, still afraid of trashcans.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
* The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are various drifting mobs here. Not sure what else needs to be done to open MENAGERIE. Group size: 12-15, but can be done with less.&lt;br /&gt;
&lt;br /&gt;
* The MERMEN area is the only available late at night (from 2-6 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t3 ac chestplace, and various other gear). The area is mostly linear. Group size: 10+.&lt;br /&gt;
&lt;br /&gt;
* The MENAGERIE area has various mobs from many different planes. Some of them eat corpses and there is also a animator deathwish from [[:Category: Arcadia| Arcadia]]. Killing the deathwishes increases menagerie xp and opens the next area. Group size: 10+&lt;br /&gt;
&lt;br /&gt;
* In the GEARBOX you have to find out the passphrase and go through various gates. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for random amounts of xp. Group size: Some parts are pretty swarmy and big, but other parts can be done with less. 12-20&lt;br /&gt;
&lt;br /&gt;
* The REPOSITORY part has various gemstone themed mobs, gem tenders and gem counters. WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits. Group size: 10+. There are also three special mobs: &lt;br /&gt;
** Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
** Golem (who spawns when you walk into a room with a Heart. The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
** Dragons who skin for treasure items.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47440</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47440"/>
		<updated>2012-06-14T18:31:07Z</updated>

		<summary type="html">&lt;p&gt;Belag: the kakuro puzzle solution was wrong (not unique): fixed it and confirmed by finding one correct entry in table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
There are various ways to get to the entrance of the vault. The simplest is e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). You can set anchor in this room. The room is full safe. Up from here leads to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank. The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle (I haven't been able to figure out how they align yet).&lt;br /&gt;
&lt;br /&gt;
You also need the key from [[Bo'Vul]] to get into here. If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY, MENAGERIE (has to be unlocked via a quest), GEARBOX (has to be unlocked via a quest), and REPOSITORY (has to be unlocked via a quest). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
The timelock code table is as follows (hidden in the spoiler text). If anyone has more info, please add.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
* Not Error Checked:&lt;br /&gt;
* L to R T to B&lt;br /&gt;
* 7, 9, 8, 4, 1, 5, 7, 6, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Community Review of Time-Code Answers (Ultra spoiler)(incomplete)&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|42, 24, 4, 2 (all incorrect)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|7782 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3944 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9344 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|64 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7827 (incorrect)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|46, 64, 42 (all incorrect)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|65 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|642 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|462 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|47 (incorrect)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|24 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|637 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Only a few are confirmed.&amp;lt;br&amp;gt;&lt;br /&gt;
Please feel free to contribute.&amp;lt;br&amp;gt;&lt;br /&gt;
- Setus and Are&amp;lt;br&amp;gt;&lt;br /&gt;
Time lords, still afraid of trashcans.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
* The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are various drifting mobs here. Not sure what else needs to be done to open MENAGERIE. Group size: 12-15, but can be done with less.&lt;br /&gt;
&lt;br /&gt;
* The MERMEN area is the only available late at night (from 2-6 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t3 ac chestplace, and various other gear). The area is mostly linear. Group size: 10+.&lt;br /&gt;
&lt;br /&gt;
* The MENAGERIE area has various mobs from many different planes. Some of them eat corpses and there is also a animator deathwish from [[:Category: Arcadia| Arcadia]]. Killing the deathwishes increases menagerie xp and opens the next area. Group size: 10+&lt;br /&gt;
&lt;br /&gt;
* In the GEARBOX you have to find out the passphrase and go through various gates. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for random amounts of xp. Group size: Some parts are pretty swarmy and big, but other parts can be done with less. 12-20&lt;br /&gt;
&lt;br /&gt;
* The REPOSITORY part has various gemstone themed mobs, gem tenders and gem counters. WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits. Group size: 10+. There are also three special mobs: &lt;br /&gt;
** Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
** Golem (who spawns when you walk into a room with a Heart. The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
** Dragons who skin for treasure items.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47438</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47438"/>
		<updated>2012-06-14T09:52:45Z</updated>

		<summary type="html">&lt;p&gt;Belag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
There are various ways to get to the entrance of the vault. The simplest is e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). You can set anchor in this room. The room is full safe. Up from here leads to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank. The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle (I haven't been able to figure out how they align yet).&lt;br /&gt;
&lt;br /&gt;
You also need the key from [[Bo'Vul]] to get into here. If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY, MENAGERIE (has to be unlocked via a quest), GEARBOX (has to be unlocked via a quest), and REPOSITORY (has to be unlocked via a quest). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
The timelock code table is as follows (hidden in the spoiler text). If anyone has more info, please add.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
* Not Error Checked:&lt;br /&gt;
* L to R T to B&lt;br /&gt;
* 7, 9, 8 ,4 ,2 ,4, 6, 7, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Community Review of Time-Code Answers (Ultra spoiler)(incomplete)&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|42, 24, 4, 2 (all incorrect)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|7782 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3944 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9344 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|64 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7827 (incorrect)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|46, 64, 42 (all incorrect)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|74 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|642 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|462 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|47 (incorrect)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|24 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|637 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Only a few are confirmed.&amp;lt;br&amp;gt;&lt;br /&gt;
Please feel free to contribute.&amp;lt;br&amp;gt;&lt;br /&gt;
- Setus and Are&amp;lt;br&amp;gt;&lt;br /&gt;
Time lords, still afraid of trashcans.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
* The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are various drifting mobs here. Not sure what else needs to be done to open MENAGERIE. Group size: 12-15, but can be done with less.&lt;br /&gt;
&lt;br /&gt;
* The MERMEN area is the only available late at night (from 2-6 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t3 ac chestplace, and various other gear). The area is mostly linear. Group size: 10+.&lt;br /&gt;
&lt;br /&gt;
* The MENAGERIE area has various mobs from many different planes. Some of them eat corpses and there is also a animator deathwish from [[:Category: Arcadia| Arcadia]]. Killing the deathwishes increases menagerie xp and opens the next area. Group size: 10+&lt;br /&gt;
&lt;br /&gt;
* In the GEARBOX you have to find out the passphrase and go through various gates. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for random amounts of xp. Group size: Some parts are pretty swarmy and big, but other parts can be done with less. 12-20&lt;br /&gt;
&lt;br /&gt;
* The REPOSITORY part has various gemstone themed mobs, gem tenders and gem counters. WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits. Group size: 10+. There are also three special mobs: &lt;br /&gt;
** Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
** Golem (who spawns when you walk into a room with a Heart. The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
** Dragons who skin for treasure items.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47437</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47437"/>
		<updated>2012-06-14T09:47:11Z</updated>

		<summary type="html">&lt;p&gt;Belag: Removed duplicate timelock table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits.&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
There are various ways to get to the entrance of the vault. The simplest is e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). You can set anchor in this room. The room is full safe. Up from here leads to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank. The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle (I haven't been able to figure out how they align yet).&lt;br /&gt;
&lt;br /&gt;
You also need the key from [[Bo'Vul]] to get into here. If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY, MENAGERIE (has to be unlocked via a quest), GEARBOX (has to be unlocked via a quest), and REPOSITORY (has to be unlocked via a quest). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
The timelock code table is as follows (hidden in the spoiler text). If anyone has more info, please add.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
* Not Error Checked:&lt;br /&gt;
* L to R T to B&lt;br /&gt;
* 7, 9, 8 ,4 ,2 ,4, 6, 7, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Community Review of Time-Code Answers (Ultra spoiler)(incomplete)&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|42, 24, 4, 2 (all incorrect)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|7782 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3944 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9344 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|64 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7827 (incorrect)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|46, 64, 42 (all incorrect)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|74 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|642 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|462 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|47 (incorrect)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|24 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|637 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Only a few are confirmed.&amp;lt;br&amp;gt;&lt;br /&gt;
Please feel free to contribute.&amp;lt;br&amp;gt;&lt;br /&gt;
- Setus and Are&amp;lt;br&amp;gt;&lt;br /&gt;
Time lords, still afraid of trashcans.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
* The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are various drifting mobs here. Not sure what else needs to be done to open MENAGERIE. Group size: 12-15, but can be done with less.&lt;br /&gt;
&lt;br /&gt;
* The MERMEN area is the only available late at night (from 2-6 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t3 ac chestplace, and various other gear). The area is mostly linear. Group size: 10+.&lt;br /&gt;
&lt;br /&gt;
* The MENAGERIE area has various mobs from many different planes. Some of them eat corpses and there is also a animator deathwish from [[:Category: Arcadia| Arcadia]]. Killing the deathwishes increases menagerie xp and opens the next area.&lt;br /&gt;
&lt;br /&gt;
* In the GEARBOX you have to find out the passphrase and go through various gates. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for random amounts of xp. Group size: Some parts are pretty swarmy and big, but other parts can be done with less. 12-20&lt;br /&gt;
&lt;br /&gt;
* The REPOSITORY part has various gemstone themed mobs, gem tenders and gem counters. Group size: 10+. There are also three special mobs: &lt;br /&gt;
** Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
** Golem (who spawns when you walk into a room with a Heart. The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
** Dragons who skin for treasure items.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47436</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47436"/>
		<updated>2012-06-14T09:46:01Z</updated>

		<summary type="html">&lt;p&gt;Belag: Removed gates column, doesn't serve any purpose&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits.&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
There are various ways to get to the entrance of the vault. The simplest is e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). You can set anchor in this room. The room is full safe. Up from here leads to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank. The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle (I haven't been able to figure out how they align yet).&lt;br /&gt;
&lt;br /&gt;
You also need the key from [[Bo'Vul]] to get into here. If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY, MENAGERIE (has to be unlocked via a quest), GEARBOX (has to be unlocked via a quest), and REPOSITORY (has to be unlocked via a quest). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
The timelock code table is as follows (hidden in the spoiler text). If anyone has more info, please add.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Timelock code spoiler&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
* Not Error Checked:&lt;br /&gt;
* L to R T to B&lt;br /&gt;
* 7, 9, 8 ,4 ,2 ,4, 6, 7, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Community Review of Time-Code Answers (Ultra spoiler)(incomplete)&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|42, 24, 4, 2 (all incorrect)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|7782 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3944 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9344 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|64 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7827 (incorrect)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|46, 64, 42 (all incorrect)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|74 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|642 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|462 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|47 (incorrect)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|24 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84 (correct)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|637 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79 (unconfirmed)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Only a few are confirmed.&amp;lt;br&amp;gt;&lt;br /&gt;
Please feel free to contribute.&amp;lt;br&amp;gt;&lt;br /&gt;
- Setus and Are&amp;lt;br&amp;gt;&lt;br /&gt;
Time lords, still afraid of trashcans.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
* The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are various drifting mobs here. Not sure what else needs to be done to open MENAGERIE. Group size: 12-15, but can be done with less.&lt;br /&gt;
&lt;br /&gt;
* The MERMEN area is the only available late at night (from 2-6 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t3 ac chestplace, and various other gear). The area is mostly linear. Group size: 10+.&lt;br /&gt;
&lt;br /&gt;
* The MENAGERIE area has various mobs from many different planes. Some of them eat corpses and there is also a animator deathwish from [[:Category: Arcadia| Arcadia]]. Killing the deathwishes increases menagerie xp and opens the next area.&lt;br /&gt;
&lt;br /&gt;
* In the GEARBOX you have to find out the passphrase and go through various gates. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for random amounts of xp. Group size: Some parts are pretty swarmy and big, but other parts can be done with less. 12-20&lt;br /&gt;
&lt;br /&gt;
* The REPOSITORY part has various gemstone themed mobs, gem tenders and gem counters. Group size: 10+. There are also three special mobs: &lt;br /&gt;
** Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
** Golem (who spawns when you walk into a room with a Heart. The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
** Dragons who skin for treasure items.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47435</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47435"/>
		<updated>2012-06-14T05:15:04Z</updated>

		<summary type="html">&lt;p&gt;Belag: added mermen info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits.&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
There are various ways to get to the entrance of the vault. The simplest is e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). You can set anchor in this room. The room is full safe. Up from here leads to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank. The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle (I haven't been able to figure out how they align yet).&lt;br /&gt;
&lt;br /&gt;
You also need the key from [[Bo'Vul]] to get into here. If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY, MENAGERIE (has to be unlocked via a quest), GEARBOX (has to be unlocked via a quest), and REPOSITORY (has to be unlocked via a quest). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
The timelock code table is as follows (hidden in the spoiler text). If anyone has more info, please add.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Timelock code spoiler&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
* Not Error Checked:&lt;br /&gt;
* L to R T to B&lt;br /&gt;
* 7, 9, 8 ,4 ,2 ,4, 6, 7, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Community Review of Time-Code Answers (Ultra spoiler)(incomplete)&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|'''Gates'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367 (correct)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|42, 24, 4, 2 (all incorrect)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|7782 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3944 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9344 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|64 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7827 (incorrect)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|46, 64, 42 (all incorrect)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|74 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|642 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|462 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|47 (incorrect)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3 (correct)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3 (correct)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7 (correct)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7 (correct)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|24 (correct)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84 (correct)&lt;br /&gt;
|Merman/Imagery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|637 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Only a few are confirmed.&amp;lt;br&amp;gt;&lt;br /&gt;
Please feel free to contribute.&amp;lt;br&amp;gt;&lt;br /&gt;
- Setus and Are&amp;lt;br&amp;gt;&lt;br /&gt;
Time lords, still afraid of trashcans.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
* The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are various drifting mobs here. Not sure what else needs to be done to open MENAGERIE. Group size: 12-15, but can be done with less.&lt;br /&gt;
&lt;br /&gt;
* The MERMEN area is the only available late at night (from 2-6 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t3 ac chestplace, and various other gear). The area is mostly linear. Group size: 10+.&lt;br /&gt;
&lt;br /&gt;
* The MENAGERIE area has various mobs from many different planes. Some of them eat corpses and there is also a animator deathwish from [[:Category: Arcadia| Arcadia]]. Killing the deathwishes increases menagerie xp and opens the next area.&lt;br /&gt;
&lt;br /&gt;
* In the GEARBOX you have to find out the passphrase and go through various gates. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for random amounts of xp. Group size: Some parts are pretty swarmy and big, but other parts can be done with less. 12-20&lt;br /&gt;
&lt;br /&gt;
* The REPOSITORY part has various gemstone themed mobs, gem tenders and gem counters. Group size: 10+. There are also three special mobs: &lt;br /&gt;
** Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
** Golem (who spawns when you walk into a room with a Heart. The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
** Dragons who skin for treasure items.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47434</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47434"/>
		<updated>2012-06-14T04:05:06Z</updated>

		<summary type="html">&lt;p&gt;Belag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits.&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
There are various ways to get to the entrance of the vault. The simplest is e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). You can set anchor in this room. The room is full safe. Up from here leads to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank. The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle (I haven't been able to figure out how they align yet).&lt;br /&gt;
&lt;br /&gt;
You also need the key from [[Bo'Vul]] to get into here. If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY, MENAGERIE (has to be unlocked via a quest), GEARBOX (has to be unlocked via a quest), and REPOSITORY (has to be unlocked via a quest). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
The timelock code table is as follows (hidden in the spoiler text). If anyone has more info, please add.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Timelock code spoiler&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
* Not Error Checked:&lt;br /&gt;
* L to R T to B&lt;br /&gt;
* 7, 9, 8 ,4 ,2 ,4, 6, 7, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Community Review of Time-Code Answers (Ultra spoiler)(incomplete)&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|'''Gates'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367 (correct)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|42, 24, 4, 2 (all incorrect)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|48 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|7782 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|3944 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9344 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|64 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7827 (incorrect)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|46, 64, 42 (all incorrect)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|74 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|642 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|462 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|47 (incorrect)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3 (correct)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3 (correct)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7 (correct)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7 (correct)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|24 (correct)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|84 (correct)&lt;br /&gt;
|Merman/Imagery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|637 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79 (unconfirmed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Only a few are confirmed.&amp;lt;br&amp;gt;&lt;br /&gt;
Please feel free to contribute.&amp;lt;br&amp;gt;&lt;br /&gt;
- Setus and Are&amp;lt;br&amp;gt;&lt;br /&gt;
Time lords, still afraid of trashcans.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
* The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are various drifting mobs here. Not sure what else needs to be done to open MENAGERIE. Group size: 12-15, but can be done with less.&lt;br /&gt;
&lt;br /&gt;
* The MENAGERIE area has various mobs from many different planes. Some of them eat corpses and there is also a animator deathwish from [[:Category: Arcadia| Arcadia]]. Killing the deathwishes increases menagerie xp and opens the next area.&lt;br /&gt;
&lt;br /&gt;
* In the GEARBOX you have to find out the passphrase and go through various gates. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for random amounts of xp. Group size: Some parts are pretty swarmy and big, but other parts can be done with less. 12-20&lt;br /&gt;
&lt;br /&gt;
* The REPOSITORY part has various gemstone themed mobs, gem tenders and gem counters. Group size: 10+. There are also three special mobs: &lt;br /&gt;
** Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
** Golem (who spawns when you walk into a room with a Heart. The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
** Dragons who skin for treasure items.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47433</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47433"/>
		<updated>2012-06-14T03:49:52Z</updated>

		<summary type="html">&lt;p&gt;Belag: Added incorrect guesses to table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits.&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
There are various ways to get to the entrance of the vault. The simplest is e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). You can set anchor in this room. The room is full safe. Up from here leads to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank. The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle (I haven't been able to figure out how they align yet).&lt;br /&gt;
&lt;br /&gt;
You also need the key from [[Bo'Vul]] to get into here. If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY, MENAGERIE (has to be unlocked via a quest), GEARBOX (has to be unlocked via a quest), and REPOSITORY (has to be unlocked via a quest). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
The timelock code table is as follows (hidden in the spoiler text). If anyone has more info, please add.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Timelock code spoiler&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Sigil Rooms Spoiler&amp;quot;&amp;gt;&lt;br /&gt;
START ROOM&lt;br /&gt;
       &lt;br /&gt;
    North     Northwest     West     South&lt;br /&gt;
      7          -           16        -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      4          15          0         5&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northwest     East&lt;br /&gt;
      17         -           -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      9          17          20&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST, SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    West     South&lt;br /&gt;
    12        -&lt;br /&gt;
    xx        xx&lt;br /&gt;
    2         10&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     East&lt;br /&gt;
      12       -&lt;br /&gt;
      xx       xx&lt;br /&gt;
      11       21&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    West&lt;br /&gt;
     6&lt;br /&gt;
     xx&lt;br /&gt;
     3&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Northeast     East&lt;br /&gt;
      11          -          -&lt;br /&gt;
      xx         xx          xx&lt;br /&gt;
      8          14          22&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southwest     West     South&lt;br /&gt;
       -           16        -&lt;br /&gt;
       xx          xx        xx&lt;br /&gt;
       16          1         12&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    Southeast     South&lt;br /&gt;
       -           -&lt;br /&gt;
       xx          xx&lt;br /&gt;
       19          13&lt;br /&gt;
     &lt;br /&gt;
    EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM&lt;br /&gt;
     &lt;br /&gt;
    North     Southeast     East     South&lt;br /&gt;
      3          -           -         -&lt;br /&gt;
      xx         xx          xx        xx&lt;br /&gt;
      6          18          23        7&lt;br /&gt;
&lt;br /&gt;
Haha. You still have to buy the key. So say the Time Lords,&lt;br /&gt;
Setus and Are, time lords&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
* Not Error Checked:&lt;br /&gt;
* L to R T to B&lt;br /&gt;
* 7, 9, 8 ,4 ,2 ,4, 6, 7, 3&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Community Review of Time-Code Answers (Ultra spoiler)(incomplete)&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|'''Gates'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
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|-&lt;br /&gt;
|22&lt;br /&gt;
|42, 24, 4, 2 (all incorrect)&lt;br /&gt;
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|21&lt;br /&gt;
|48&lt;br /&gt;
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|20&lt;br /&gt;
|48&lt;br /&gt;
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|19&lt;br /&gt;
|7782&lt;br /&gt;
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|-&lt;br /&gt;
|18&lt;br /&gt;
|3944&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|9344&lt;br /&gt;
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|-&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|7827 (incorrect)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|46, 64, 42 (all incorrect)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|74&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|642&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|462&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|89&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|98&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|47(Incorrect)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7(confirmed)&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6(confirmed)&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5(confirmed)&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4(confirmed)&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3(confirmed)&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2(confirmed)&lt;br /&gt;
|84&lt;br /&gt;
|Merman/Imagery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|637&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|79&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Only a few are confirmed.&amp;lt;br&amp;gt;&lt;br /&gt;
Please feel free to contribute.&amp;lt;br&amp;gt;&lt;br /&gt;
- Setus and Are&amp;lt;br&amp;gt;&lt;br /&gt;
Time lords, still afraid of trashcans.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
* The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are various drifting mobs here. Not sure what else needs to be done to open MENAGERIE. Group size: 12-15, but can be done with less.&lt;br /&gt;
&lt;br /&gt;
* The MENAGERIE area has various mobs from many different planes. Some of them eat corpses and there is also a animator deathwish from [[:Category: Arcadia| Arcadia]]. Killing the deathwishes increases menagerie xp and opens the next area.&lt;br /&gt;
&lt;br /&gt;
* In the GEARBOX you have to find out the passphrase and go through various gates. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for random amounts of xp. Group size: Some parts are pretty swarmy and big, but other parts can be done with less. 12-20&lt;br /&gt;
&lt;br /&gt;
* The REPOSITORY part has various gemstone themed mobs, gem tenders and gem counters. Group size: 10+. There are also three special mobs: &lt;br /&gt;
** Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
** Golem (who spawns when you walk into a room with a Heart. The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
** Dragons who skin for treasure items.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Gear_In_Kzinti_Spire_Of_Knowledge&amp;diff=47414</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=47414"/>
		<updated>2012-06-11T09:54:09Z</updated>

		<summary type="html">&lt;p&gt;Belag: Fixed info on key mechanic&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.  Frankly, both of these secondary stats are of very marginal use. However, gray staff seems to be somewhat more popular.&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;
*-   Path to Elder in Shunned World is longer&lt;br /&gt;
*-   Need to have flame of imix from [[Sceptre Of Blazing Fury|sceptre]] run.&lt;br /&gt;
&lt;br /&gt;
Katar:&lt;br /&gt;
*+ Path to Sergeant is shorter.&lt;br /&gt;
*- Harder (more finicky) gear room - goes nospell in 4-5 rounds&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;
* '''Take what you bring''' - No regen path, bonus is regen room right before final room because a safe room&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;
* '''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;
''A peaceful kzinti says 'SOUTH '''all is lost'''.' ''&lt;br /&gt;
&lt;br /&gt;
* '''All is lost''' - Shortest path but it is a maze, no modifications to gear room or regen room&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;
* '''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;
&lt;br /&gt;
''A peaceful kzinti says 'and finally, if you head WEST '''might makes right'''.' ''&lt;br /&gt;
&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;
&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>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Armor_Class&amp;diff=47406</id>
		<title>Armor Class</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Armor_Class&amp;diff=47406"/>
		<updated>2012-06-09T18:30:12Z</updated>

		<summary type="html">&lt;p&gt;Belag: Added info about guard break&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also [[:Category: Tank Gear |Tank Gear]].&lt;br /&gt;
&lt;br /&gt;
''Armor Class is very important for fighting.  This number indicates how good your overall armor is.  This includes [[:Category: Skills And Spells That Buff Characters |spells]], all [[:Category: Gear |equipment]] [[Wear |worn]], [[Dexterity |dexterity]], and whether you're [[Stand |standing]], [[Rest |resting]], or [[Sleep (command) |sleeping]].'' &lt;br /&gt;
&lt;br /&gt;
''The [[Armor Values |AC value]] shown by the [[Identify (spell) |identify]] spell is a positive rating for a piece of armor.  The HIGHER this number is, the better.  [[Object Affects |Modifiers]] on armor generally say something like: &amp;quot;modifies armor class by -20&amp;quot; or something similar.  The LOWER this number, the better.  That is, -30 to AC is better than -20 to AC.''&lt;br /&gt;
&lt;br /&gt;
''When you reach a high enough [[Level |level]] (25), you will see an AC rating on your [[Score |score]] screen.  This rating takes into account all [[:Category: Skills And Spells That Buff Characters |spells]], [[:Category: Gear |equipment]] [[Wear |worn]], [[Dexterity |dexterity]], etc to form a total AC.  The LOWER this number, the better (ie, -300 is better than -50).''&lt;br /&gt;
&lt;br /&gt;
''The levels of armor are as follows:''&lt;br /&gt;
&lt;br /&gt;
  WORSE than Naked         Armored                 Angelically Armored&lt;br /&gt;
  Defenseless              Well Armored            Divinely Armored&lt;br /&gt;
  Almost Defenseless       Greatly Armored         Invincibly Armored&lt;br /&gt;
  Barely Armored           Strongly Armored        Indestructibly Armored&lt;br /&gt;
  Slightly Armored         Heavily Armored         Impossibly Armored&lt;br /&gt;
  Somewhat Armored         Superbly Armored        Supremely Armored&lt;br /&gt;
  Sadly Armored            Terrifically Armored    Sniktly Armored&lt;br /&gt;
  Almost Armored           Heroically Armored      Ironhand Armored&lt;br /&gt;
&lt;br /&gt;
== Armor Class from Gear ==&lt;br /&gt;
&lt;br /&gt;
[[:Category: Characters |Characters]] may [[Wear |wear]] [[:Category: Tank Gear |gear to increase their armor class]], which is commonly called &amp;quot;[[:Category: Tank Gear |tank gear]]&amp;quot; because it is particularly useful to [[Tanks |tanks]].  Most wearable [[:Category: Objects |objects]] are of [[:Category: Object Types |type]] &amp;quot;[[:Category: Armor |armor]]&amp;quot; and, thus, have a certain &amp;quot;[[Armor Values |base armor class]],&amp;quot; which ranges from 0–2 AC for [[Object Level |level]]-1 [[:Category: Objects |objects]] to 10–12 AC for [[Object Level |level]]-51 [[:Category: Objects |objects]] (see [[Armor Values |Armor Values]] for more information on this subject).  [[:Category: Characters |Characters]] who [[Wear |wear]] an [[:Category: Objects |object]] with a certain [[Armor Values |base armor class]] will usually find their total armor class improved (decreased) by at least this amount, if not by more (see table below for details).  Furthermore, an [[:Category: Objects |object]] of ''any'' [[:Category: Object Types |type]] (not just [[:Category: Armor |armor]]) may [[Object Affects |affect]] its wearer's total armor class by some additional amount, either for the better or for the worse—an [[Object Affects |affect]] that is completely independent from that of any [[Armor Values |base armor class]] that it may or may not have.  Most prime [[:Category: Tank Gear |tank gear]], in fact, has 'both' (1) has a [[Armor Values |base armor class]] ''and'' (2) provides an additional armor-class-improving [[Object Affects |modifier]].&lt;br /&gt;
&lt;br /&gt;
 '''[[Object Slots |Object Slot]]:         [[:Category: Objects |Object]] Improves AC by...       (with [[Armor Optimization |Armor Optimization]])&lt;br /&gt;
 &amp;lt;used as light&amp;gt;      (&amp;lt;font color=red&amp;gt;0.00&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=red&amp;gt;0.00&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn on finger&amp;gt;     (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn on finger&amp;gt;     (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn around neck&amp;gt;   (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn around neck&amp;gt;   (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn on body&amp;gt;       (&amp;lt;font color=blue&amp;gt;3.00&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=blue&amp;gt;3.50&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn on head&amp;gt;       (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=blue&amp;gt;1.25&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn on legs&amp;gt;       (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=blue&amp;gt;1.25&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn on feet&amp;gt;       (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn on hands&amp;gt;      (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn on arms&amp;gt;       (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=blue&amp;gt;1.25&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;held in offhand&amp;gt;    (&amp;lt;font color=blue&amp;gt;3.00&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=blue&amp;gt;3.50&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn about body&amp;gt;    (&amp;lt;font color=blue&amp;gt;2.00&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=blue&amp;gt;2.25&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn about waist&amp;gt;   (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=blue&amp;gt;1.25&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn on wrist&amp;gt;      (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=blue&amp;gt;1.10&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;worn on wrist&amp;gt;      (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=blue&amp;gt;1.10&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;wielded&amp;gt;            (&amp;lt;font color=red&amp;gt;0.00&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (&amp;lt;font color=red&amp;gt;0.00&amp;lt;/font&amp;gt; × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
 &amp;lt;held&amp;gt;               (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]    (1.00 × [[Armor Values |base-AC]]) + [[Object Affects |modifier]]&lt;br /&gt;
&lt;br /&gt;
== Armor Class from Spells ==&lt;br /&gt;
&lt;br /&gt;
Here is a breakdown of how a full spellup will improve AC (using the easier-to-understand &amp;quot;positive is good&amp;quot; notation).&lt;br /&gt;
{| border=1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 width=150px | '''Foci'''&lt;br /&gt;
| colspan=2 width=150px | '''Fortitude'''&lt;br /&gt;
| colspan=2 width=150px | '''Awen'''&lt;br /&gt;
| colspan=2 width=150px | '''Misc'''&lt;br /&gt;
|-&lt;br /&gt;
| width=110px | [[Shield]] || width=40px align=&amp;quot;center&amp;quot; | 20 || width=110px | [[Body Brace]] || width=40px align=&amp;quot;center&amp;quot; | 20 || width=110px | [[Armor (spell)|Armor]] || width=40px align=&amp;quot;center&amp;quot; | 20 || width=110px | [[Concentrate]] || width=40px align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone Skin]] || align=&amp;quot;center&amp;quot; | 40 || [[Mental Barrier]] || align=&amp;quot;center&amp;quot; | 20 || [[Holy Armor]] || align=&amp;quot;center&amp;quot; | 30 || [[Barkskin]] || align=&amp;quot;center&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=3 | || [[Displacement]] || align=&amp;quot;center&amp;quot; | 30 || [[Holy Aura]] || align=&amp;quot;center&amp;quot; | 40 || [[Iron Skin]] || align=&amp;quot;center&amp;quot; | 40&lt;br /&gt;
|-&lt;br /&gt;
| [[Calcify Flesh]] || align=&amp;quot;center&amp;quot; | 20 || [[Frenzy]] || align=&amp;quot;center&amp;quot; | -70 || [[Steel Skeleton]] || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| [[Adrenaline Pump]] || align=&amp;quot;center&amp;quot; | 40 || colspan=2 | || [[Invincibility]] || align=&amp;quot;center&amp;quot; | 100&lt;br /&gt;
|}&lt;br /&gt;
{| border=1&lt;br /&gt;
| width=110px | || width=40px align=&amp;quot;center&amp;quot; | 60 || width=110px align=&amp;quot;right&amp;quot; | 40 dex + || width=40px align=&amp;quot;center&amp;quot; | 90 || width=110px | || width=40px align=&amp;quot;center&amp;quot; | 20 || width=110px | || width=40px align=&amp;quot;center&amp;quot; | 230&lt;br /&gt;
|}&lt;br /&gt;
Here is a comparison of how some of the more popular dieties will improve or worsen AC from spells. Note that the the (usually) 40 AC bonus from [[Adrenaline Pump]] is listed separately because dexterity AC is not worship-dependant.&lt;br /&gt;
&lt;br /&gt;
{| border=1 style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
| width=150px | || width=100px | Atheist || width=50px | Shz || width=50px | Tul || width=50px | Kra || width=50px | Grn&lt;br /&gt;
|-&lt;br /&gt;
| align=left | 3 [[macro]]s: || 40 + 170 AC || -31 || +31 || +46 || +62&lt;br /&gt;
|-&lt;br /&gt;
| align=left | 2 [[macro]]s + split [[awen]]: || 40 + 240 AC || -24 || +24 || +35 || +48&lt;br /&gt;
|-&lt;br /&gt;
| align=left | Full spells without [[frenzy]]: || 40 + 470 AC || -47 || +47 || +68 || +94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gods who give AC bonuses will reduce frenzy's AC penalty, meaning that Tul-Sith Awen gives (90 * 1.1 - 70 * 0.9) = 36 AC, not (20 * 1.1) = 22 AC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor Class Advice for Lowmort Tanks ==&lt;br /&gt;
&lt;br /&gt;
''Courtesy of the Ramko Pfile:''&lt;br /&gt;
&lt;br /&gt;
Level         &amp;amp;     Recommended AC(With Spells)&lt;br /&gt;
&lt;br /&gt;
  20-30             -450&lt;br /&gt;
  30-40             -650&lt;br /&gt;
  40-45             -850&lt;br /&gt;
  45+               -1050&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor Class Advice for Hero Tanks ==&lt;br /&gt;
&lt;br /&gt;
Note: these numbers are heavily affected by both hp (the more hp you have, the more damage you can take, duh) and dexterity (dodge, shield block, other stuff is affected by dex).&lt;br /&gt;
 &lt;br /&gt;
===Unspelled AC: Assessment===&lt;br /&gt;
*-600: Work on getting better gear/enchanting&amp;lt;br&amp;gt;&lt;br /&gt;
*-650: This is a good starting point for mon/shf, otherwise see above.&amp;lt;br&amp;gt;&lt;br /&gt;
*-700: This is a decent starting point for non-[[:Category:Monks|monk]] tanks, and quite good for mon/shf.  With a healer, one can tank the smaller hero areas.  Larger hero areas will drain HP quickly, making the run rather inefficient.  With 2k+ hp you will probably be fine if you have good hitters.&amp;lt;br&amp;gt;&lt;br /&gt;
*-750: Very respectable level of armor. This should be achievable with high/max base ac items without extra enchants on them (depending on your dex).&amp;lt;br&amp;gt;&lt;br /&gt;
*-800: At this point you won't be taking much damage, and you'll go through multiple fights without taking damage, but you're still vulnerable, especially when you're at lowhero and have small hp. Note that to reach this requires all max base ac items with considerable extra enchants on them.&amp;lt;br&amp;gt;&lt;br /&gt;
*-850+: You can solo to Lord with no concern for the niceties of groups or surging. This AC is achievable through either twink quest and/or grandfathered gear or a very good enchanted AC set on a high-dexterity race in a dex-related class, such as rogues and similar.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor Class Advice for Lord Tanks ==&lt;br /&gt;
&lt;br /&gt;
note: these numbers are with full kra spells (about -589 ac from spells)&lt;br /&gt;
&lt;br /&gt;
* -1800 work on getting better gear&lt;br /&gt;
* -1900 decent (good for mon/shf)&lt;br /&gt;
* -2000 good&lt;br /&gt;
* -2100 quite good&lt;br /&gt;
* -2200 really good&lt;br /&gt;
&lt;br /&gt;
of course there are modifiers, for example if you're a brute race with low dex and high hp that can accomodate a lower number, or if you're a mon/shf a lower number would be expected (no wield or off-hand takes away roughly -150 to -225 ac depending on gear), etc. etc.&lt;br /&gt;
&lt;br /&gt;
for un-spelled in tank gear i'd say -1300 is good for mon/shf, about -1500 for those with a wield and off-hand (i.e, everyone else).&lt;br /&gt;
&lt;br /&gt;
'''Note''': Super high AC at lord is not as useful as at hero, because many big lord mobs have [[Guard Break]], which will allow them to hit you hard even if you have high AC. Anything better than 1900-2k ac (spelled) is usually good enough. I'm not sure how veil affects this.&lt;br /&gt;
&lt;br /&gt;
[[Category: Characters]] [[Category: Gameplay]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47358</id>
		<title>Category:Bo'Vul's Vault</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Bo%27Vul%27s_Vault&amp;diff=47358"/>
		<updated>2012-06-04T06:13:48Z</updated>

		<summary type="html">&lt;p&gt;Belag: Group size and composition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Airscape}}&lt;br /&gt;
&lt;br /&gt;
''Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Ctibor&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
There are various ways to get to the entrance of the vault. The simplest is e2d from [[:Category: Airscape| Airscape]] shift. You'll see [[Tormak]] there (scan desc: A wraithlike devil looks bored). You can set anchor in this room. The room is full safe. Up from here leads to [[:Category: Airscape Proper| Airscape Proper]].&lt;br /&gt;
&lt;br /&gt;
Note that the area spans multiple planes.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank. The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle (I haven't been able to figure out how they align yet).&lt;br /&gt;
&lt;br /&gt;
You also need the key from [[Bo'Vul]] to get into here. If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.&lt;br /&gt;
&lt;br /&gt;
Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak ask you where in the Vault you want to go. The possibilities are IMAGERY, MENAGERIE (has to be unlocked via a quest) and REPOSITORY (has to be unlocked via a quest). Tormak will eat the key and open the vault for 60 secs. Go east and ''enter pentagram''.&lt;br /&gt;
&lt;br /&gt;
The timelock code table is as follows (hidden in the spoiler text). If anyone has more info, please add.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Timelock code spoiler&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|'''Code'''&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|367&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler text=&amp;quot;Kakuro puzzle&amp;quot;&amp;gt;&lt;br /&gt;
[[File:kakuro.gif]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
* The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are various drifting mobs here. Not sure what else needs to be done to open MENAGERIE. Group size: 12-15, but can be done with less.&lt;br /&gt;
&lt;br /&gt;
* The MENAGERIE area has various mobs from many different planes. Some of them eat corpses and there is also a animator deathwish from [[:Category: Arcadia| Arcadia]]. From what I remember, you have to find out the passphrase and go through various gates. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for random amounts of xp. Group size: Some parts are pretty swarmy and big, but other parts can be done with less. 12-20&lt;br /&gt;
&lt;br /&gt;
* The REPOSITORY part has various gemstone themed mobs, gem tenders and gem counters. Group size: 10+. There are also two special mobs: &lt;br /&gt;
** Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). See the demonic crafter in the area north of the bank and type '''LOOK MENU'''.&lt;br /&gt;
** Golem (who spawns when you walk into a room with a Heart. The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone. &lt;br /&gt;
** Dragons who skin for treasure items.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lord Areas]]&lt;br /&gt;
[[Category:Airscape]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Category:Lord_Weapons&amp;diff=47357</id>
		<title>Category:Lord Weapons</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Category:Lord_Weapons&amp;diff=47357"/>
		<updated>2012-06-03T12:41:57Z</updated>

		<summary type="html">&lt;p&gt;Belag: Added bzk weapon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* The best manifest one-handed weapon is [[Crom's Pointy Stick]]. Next best is the 30/30 high max [[Subjugator]].  After that it's the [[Silver Sword]].  Psis sometimes use the [[Ant Chakram]] or [[Pure Psi-Blade]].  If you can transmute any these weapons you can offhand one as well.&lt;br /&gt;
* For tanking, the [[Gray Staff]] and the [[Katar Forged From Kzintium]] are best.&lt;br /&gt;
* For [[:Category:Bladedancers |bladedancers]] hitting the best cutting (slicing or slashing) weapon of low enough weight is the [[Sword Of Ascension]].&lt;br /&gt;
* The best manifest piercer is [[Lonewolf's Claw]]. The 1st tier piercer is the 25dr [[Ancient Dragon Claw]] or [[Long, Glinting Knife]].  The 2nd tier piercer is the [[Ruby Dagger]] or the [[Stiletto &amp;quot;Poignant Memories&amp;quot;]], 3rd tier is the [[Fire Dagger]], 4th tier is the [[Netherworld Dagger]], and 5th tier is the [[Diamond Dagger]]. In addition, for the price of 700 qp, you can turn [[Crom's Pointy Stick]] into a high max, high dr piercer.&lt;br /&gt;
* The two best two-handed sharpenable weapons are both 20/40.  These are the [[Sword Of Yorimandil, Restored]] ([[:Category:Double Weapons|double weapon]]) and the [[Chain Of Thorns]] ([[:Category:Chain Weapons|chain weapon]]).  Which one is better depends on whether you prefer the disarm bonus of the chain or the ability to parry &amp;amp; riposte with the sword.  After those two, the next best is the [[Iron Barbed Flail]].&lt;br /&gt;
* The best bzk weapon is [[Silver Githyanki Staff]] (32 dr). It requires a demonic gem from [[:Category: Bo'Vul's Vault| Bo'Vul's Vault]]. 1st tier bzk weapon is the [[Staff Of Karnath]] (25 dr).  2nd tier is the [[Staff Of The Lower Planes]].  3rd tier is the [[Staff Of Prophecy]].&lt;br /&gt;
* Hafted weapons are [[Heavily Tarnished Scythe]] from [[:Category: Patriarchs' Gulch| Patriarchs' Gulch]] (25 dr) or [[Glass Halberd]] (20 dr) from [[:Category: Citadel Arcadia| Citadel Arcadia]].&lt;br /&gt;
[[Category:Lord Hit Gear]]&lt;br /&gt;
&lt;br /&gt;
'''Lord Weapons Table'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''[[Damage Roll|DR]]'''&lt;br /&gt;
| '''[[Hit Roll|HR]]'''&lt;br /&gt;
| '''[[Object Weight|Weight]]'''&lt;br /&gt;
| '''Weapon Type'''&lt;br /&gt;
| '''Damage Type'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Crom's Pointy Stick]]&lt;br /&gt;
| 35&lt;br /&gt;
| 35&lt;br /&gt;
| 1&lt;br /&gt;
| [[:Category:Standard One-Handed Weapons|One-Handed]]&lt;br /&gt;
| [[:Category:Melee Weapons That Stab|Stabbing]]&lt;br /&gt;
| max 121 - 125&lt;br /&gt;
|-&lt;br /&gt;
| [[Subjugator]]&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 11&lt;br /&gt;
| [[:Category:Standard One-Handed Weapons|One-Handed]]&lt;br /&gt;
| [[:Category:Melee Weapons That Whip|Whipping]]&lt;br /&gt;
| max 110&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver Sword]]&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 22&lt;br /&gt;
| [[:Category:Standard One-Handed Weapons|One-Handed]]&lt;br /&gt;
| [[:Category:Melee Weapons That Slice|Slicing]]&lt;br /&gt;
| [[Strength|str]] +5&lt;br /&gt;
|-&lt;br /&gt;
| [[Lonewolf's Claw]]&lt;br /&gt;
| 30&lt;br /&gt;
| 25&lt;br /&gt;
| 15&lt;br /&gt;
| [[:Category:Standard One-Handed Weapons|One-Handed]]&lt;br /&gt;
| [[:Category:Melee Weapons That Pierce|Piercing]]&lt;br /&gt;
| max 121-125&lt;br /&gt;
|-&lt;br /&gt;
| [[Ancient Dragon Claw]]&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| [[:Category:Standard One-Handed Weapons|One-Handed]]&lt;br /&gt;
| [[:Category:Melee Weapons That Pierce|Piercing]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Long, Glinting Knife]]&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 3&lt;br /&gt;
| [[:Category:Standard One-Handed Weapons|One-Handed]]&lt;br /&gt;
| [[:Category:Melee Weapons That Pierce|Piercing]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Ruby Dagger]]&lt;br /&gt;
| 22&lt;br /&gt;
| 22&lt;br /&gt;
| 3&lt;br /&gt;
| [[:Category:Standard One-Handed Weapons|One-Handed]]&lt;br /&gt;
| [[:Category:Melee Weapons That Pierce|Piercing]]&lt;br /&gt;
| [[Strength|str]] +3&lt;br /&gt;
|-&lt;br /&gt;
| [[Stiletto &amp;quot;Poignant Memories&amp;quot;]]&lt;br /&gt;
| 22&lt;br /&gt;
| 11&lt;br /&gt;
| 4&lt;br /&gt;
| [[:Category:Standard One-Handed Weapons|One-Handed]]&lt;br /&gt;
| [[:Category:Melee Weapons That Pierce|Piercing]]&lt;br /&gt;
| [[Armor Class|AC]] -18&lt;br /&gt;
|-&lt;br /&gt;
| [[Sword Of Yorimandil, Restored]]&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 3&lt;br /&gt;
| [[:Category:Double Weapons|Double]]&lt;br /&gt;
| [[:Category:Melee Weapons That Slice|Slicing]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Chain Of Thorns]]&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 25&lt;br /&gt;
| [[:Category:Chain Weapons|Chain]]&lt;br /&gt;
| [[:Category:Melee Weapons That Slash|Slashing]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron Barbed Flail]]&lt;br /&gt;
| 20&lt;br /&gt;
| -10&lt;br /&gt;
| 12&lt;br /&gt;
| [[:Category:Chain Weapons|Chain]]&lt;br /&gt;
| [[:Category:Melee Weapons That Claw|Clawing]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Staff Of Karnath]]&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| 10&lt;br /&gt;
| [[:Category:Double Weapons|Double]]&lt;br /&gt;
| [[:Category:Melee Weapons That Pound|Pounding]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Staff Of The Lower Planes]]&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| 18&lt;br /&gt;
| [[:Category:Double Weapons|Double]]&lt;br /&gt;
| [[:Category:Melee Weapons That Pound|Pounding]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Staff Of Prophecy]]&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| [[:Category:Double Weapons|Double]]&lt;br /&gt;
| [[:Category:Melee Weapons That Pound|Pounding]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Pure Psi-Blade]]&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| [[:Category:Ethereal Weapons|Ethereal]]&lt;br /&gt;
| [[:Category:Melee Weapons That Slash|Slashing]]&lt;br /&gt;
| +20 kinetic damage roll&lt;br /&gt;
|-&lt;br /&gt;
| [[Ant Antenna]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| [[:Category:Standard One-Handed Weapons|One-Handed]]&lt;br /&gt;
| Blasting&lt;br /&gt;
| 10% chance of halved spell cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Ant Chakram]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| [[:Category:Standard One-Handed Weapons|One-Handed]]&lt;br /&gt;
| Slicing&lt;br /&gt;
| 30 KDR, 10% chance of reduced lag on psionic spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Eye_Of_The_Oni|Eye of the Oni]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| [[:Category:Standard One-Handed Weapons|One-Handed]]&lt;br /&gt;
| Pounding&lt;br /&gt;
| 25% chance of +10 caster level of arcane spells&lt;br /&gt;
|-&lt;br /&gt;
|[[&amp;quot;Howl, the Windhammer&amp;quot;]]&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| [[:Category:Standard Two-Handed Weapons|Two-Handed]]&lt;br /&gt;
| [[:Category:Melee Weapons That Crush|Crushing]]&lt;br /&gt;
| m116 from Airscape&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Silver_Sword&amp;diff=47356</id>
		<title>Silver Sword</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Silver_Sword&amp;diff=47356"/>
		<updated>2012-06-03T12:41:10Z</updated>

		<summary type="html">&lt;p&gt;Belag: Added some comments on vault&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You have the rare fortune to look upon one of the great''&amp;lt;br&amp;gt;&lt;br /&gt;
''githyanki silver blades.  Cherished above all things, this''&amp;lt;br&amp;gt;&lt;br /&gt;
''sword has hidden magic uncompared in other worlds.''&amp;lt;br&amp;gt;&lt;br /&gt;
 Modifies strength by 5 continuous.&lt;br /&gt;
 Modifies hit roll by 30 continuous.&lt;br /&gt;
 Modifies damage roll by 30 continuous.&lt;br /&gt;
Weight: 22&amp;lt;br&amp;gt;&lt;br /&gt;
Flags: glow hum magic nolocate&amp;lt;br&amp;gt;&lt;br /&gt;
Plane: [[:Category:Outland|Outland]]&amp;lt;br&amp;gt;&lt;br /&gt;
Area: [[:Category:Outland Proper|Outland Proper]]&amp;lt;br&amp;gt;&lt;br /&gt;
Mob: [[Githyanki Leader]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
This item is fairly good by itself and can also be used in crafting two special items (t0 healer weapon/t0 bzk weapon) by getting demonic gems from [[:Category: Bo'Vul's Vault| Bo'Vul's Vault]]. The main problem is that it requires the infamous &amp;quot;Commander run&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
See [[:Category:Gear In Outland Proper|Gear In Outland Proper]] for directions on how to obtain this item.&lt;br /&gt;
[[Category: Lord Weapons]]&lt;br /&gt;
[[Category: Gear In Outland Proper]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Ancient_Dragon_Claw&amp;diff=47355</id>
		<title>Ancient Dragon Claw</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Ancient_Dragon_Claw&amp;diff=47355"/>
		<updated>2012-06-03T12:24:08Z</updated>

		<summary type="html">&lt;p&gt;Belag: Formatting and minor clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''A claw from a long-dead dragon lies here.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Modifies damage roll by 25 continuous.&lt;br /&gt;
 Modifies hit roll by 20 continuous.&lt;br /&gt;
&lt;br /&gt;
Keyword(s): claw, dragon.&amp;lt;br&amp;gt;&lt;br /&gt;
Level(s): 125.&amp;lt;br&amp;gt;&lt;br /&gt;
Type: weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
Slot(s): &amp;lt;wielded&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
Quality: 250 hps.&amp;lt;br&amp;gt;&lt;br /&gt;
Weight: 15 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
Flag(s): glow, magic, nolocate.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
This is t1 stabber (though the manifest item [[Lonewolf's Claw]] is very cheap and much better).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Plane: [[:Category:World Of Stone|World Of Stone]]&amp;lt;br&amp;gt;&lt;br /&gt;
Area: [[:Category:Mountain Of Madness|Mountain Of Madness]]&amp;lt;br&amp;gt;&lt;br /&gt;
Mob: [[Bellius]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
See [[:Category:Gear In Mountain Of Madness|Gear In Mountain Of Madness]] for more details.&lt;br /&gt;
[[Category:Lord Weapons]]&lt;br /&gt;
[[Category:Gear In Mountain Of Madness]]&lt;br /&gt;
[[Category:Gear In World Of Stone]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Pain_Elementals&amp;diff=47291</id>
		<title>Pain Elementals</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Pain_Elementals&amp;diff=47291"/>
		<updated>2012-05-20T05:48:08Z</updated>

		<summary type="html">&lt;p&gt;Belag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=&amp;quot;25&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''&amp;lt;big&amp;gt;Lesser Elemental Statistics Tables&amp;lt;/big&amp;gt;'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#efefef&amp;quot; colspan=6 | [[:Category: Lord |Lord]]-[[:Category: Tiers |Tier]] Lesser Elemental [[:Category: Statistics |Statistics]] by [[:Category: Classes |Class]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#efefef&amp;quot; | &amp;lt;small&amp;gt; &amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Berserkers |bzk]], [[:Category: Bodyguards |bod]], [[:Category: Paladins |pal]],&amp;lt;br&amp;gt; [[:Category: Warriors |war]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Assassins |asn]], [[:Category: Mages |mag]], [[:Category: Mindbenders |mnd]],&amp;lt;br&amp;gt; [[:Category: Psionicists |psi]], [[:Category: Sorcerers |sor]], [[:Category: Wizards |wzd]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Clerics |cle]], [[:Category: Druids |dru]], [[:Category: Priests |prs]]&amp;lt;br&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Archers |arc]], [[:Category: Black Circle Initiates |bci]], [[:Category: Fusiliers |fus]],&amp;lt;br&amp;gt; [[:Category: Monks |mon]], [[:Category: Rogues |rog]], [[:Category: Shadowfists |shf]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Rangers |ran]]&amp;lt;br&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Strength     |Str]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''25''' '''(28)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Intelligence |Int]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | ??–'''34''' '''(37)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Wisdom       |Wis]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''23''' '''(26)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Dexterity    |Dex]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''25''' '''(28)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
|-&lt;br /&gt;
 ! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Constitution |Con]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''25''' '''(28)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
|-&lt;br /&gt;
|+ align=&amp;quot;bottom&amp;quot; | &amp;lt;small&amp;gt;NOTES: ''numbers in each cell above are'' initial trained value – maximum trainable value '''(maximum allowable value for non-[[Devotion |devotees]])'''; ''[[:Category: Classes |class]] [[Prime Requisite |prime requisites]] are'' &amp;lt;font color=green&amp;gt;green&amp;lt;/font&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pain elementals are large and fearsome creatures.  They appear as humanoid forms comprised of base elements with a core of sparkling electricity.  Like their lesser cousins, they can rearrange their composition to ALIGN to a particular element, granting many of the characteristics of that element.  In addition, they can surround themselves with a powerful PAIN AURA, which causes intense pain in all enemies who get near them.''&lt;br /&gt;
&lt;br /&gt;
* '''Abbreviation:''' PaE.&lt;br /&gt;
&lt;br /&gt;
* '''[[:Category: Languages |Language(s)]]:''' [[Common Language |Common]], [[Verbit Language|Verbit]].&lt;br /&gt;
&lt;br /&gt;
* '''[[:Category: Racials |Racial(s)]]:''' [[Racial Align|Align]], [[Racial Pain Aura|Pain Aura]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Racial Size |Racial Size]]:''' ??.&lt;br /&gt;
&lt;br /&gt;
* '''[[Racial TNL |Racial TNL]]:''' 2000 XP.&lt;br /&gt;
&lt;br /&gt;
* '''Well-Suited to Be:''' ?&lt;br /&gt;
&lt;br /&gt;
* '''Ill-Suited to Be:''' ?&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
Pae have 10% arcane and psionic [[Racial Spell Cost Modifier|spellcost reduction]] and no divine penalty.&lt;br /&gt;
&lt;br /&gt;
For more general comments about this [[:Category: Evolutionary Races |evolutionary race]] check [[Imps]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Evolutionary Races]]&lt;br /&gt;
[[Category: Imps]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Pain_Elementals&amp;diff=47290</id>
		<title>Pain Elementals</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Pain_Elementals&amp;diff=47290"/>
		<updated>2012-05-20T05:47:44Z</updated>

		<summary type="html">&lt;p&gt;Belag: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=&amp;quot;25&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''&amp;lt;big&amp;gt;Lesser Elemental Statistics Tables&amp;lt;/big&amp;gt;'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#efefef&amp;quot; colspan=6 | [[:Category: Lord |Lord]]-[[:Category: Tiers |Tier]] Lesser Elemental [[:Category: Statistics |Statistics]] by [[:Category: Classes |Class]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#efefef&amp;quot; | &amp;lt;small&amp;gt; &amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Berserkers |bzk]], [[:Category: Bodyguards |bod]], [[:Category: Paladins |pal]],&amp;lt;br&amp;gt; [[:Category: Warriors |war]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Assassins |asn]], [[:Category: Mages |mag]], [[:Category: Mindbenders |mnd]],&amp;lt;br&amp;gt; [[:Category: Psionicists |psi]], [[:Category: Sorcerers |sor]], [[:Category: Wizards |wzd]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Clerics |cle]], [[:Category: Druids |dru]], [[:Category: Priests |prs]]&amp;lt;br&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Archers |arc]], [[:Category: Black Circle Initiates |bci]], [[:Category: Fusiliers |fus]],&amp;lt;br&amp;gt; [[:Category: Monks |mon]], [[:Category: Rogues |rog]], [[:Category: Shadowfists |shf]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Rangers |ran]]&amp;lt;br&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Strength     |Str]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''25''' '''(28)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Intelligence |Int]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | ??–'''34''' '''(38)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Wisdom       |Wis]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''23''' '''(26)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Dexterity    |Dex]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''25''' '''(28)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
|-&lt;br /&gt;
 ! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Constitution |Con]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''25''' '''(28)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
|-&lt;br /&gt;
|+ align=&amp;quot;bottom&amp;quot; | &amp;lt;small&amp;gt;NOTES: ''numbers in each cell above are'' initial trained value – maximum trainable value '''(maximum allowable value for non-[[Devotion |devotees]])'''; ''[[:Category: Classes |class]] [[Prime Requisite |prime requisites]] are'' &amp;lt;font color=green&amp;gt;green&amp;lt;/font&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pain elementals are large and fearsome creatures.  They appear as humanoid forms comprised of base elements with a core of sparkling electricity.  Like their lesser cousins, they can rearrange their composition to ALIGN to a particular element, granting many of the characteristics of that element.  In addition, they can surround themselves with a powerful PAIN AURA, which causes intense pain in all enemies who get near them.''&lt;br /&gt;
&lt;br /&gt;
* '''Abbreviation:''' PaE.&lt;br /&gt;
&lt;br /&gt;
* '''[[:Category: Languages |Language(s)]]:''' [[Common Language |Common]], [[Verbit Language|Verbit]].&lt;br /&gt;
&lt;br /&gt;
* '''[[:Category: Racials |Racial(s)]]:''' [[Racial Align|Align]], [[Racial Pain Aura|Pain Aura]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Racial Size |Racial Size]]:''' ??.&lt;br /&gt;
&lt;br /&gt;
* '''[[Racial TNL |Racial TNL]]:''' 2000 XP.&lt;br /&gt;
&lt;br /&gt;
* '''Well-Suited to Be:''' ?&lt;br /&gt;
&lt;br /&gt;
* '''Ill-Suited to Be:''' ?&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
Pae have 10% arcane and psionic [[Racial Spell Cost Modifier|spellcost reduction]] and no divine penalty.&lt;br /&gt;
&lt;br /&gt;
For more general comments about this [[:Category: Evolutionary Races |evolutionary race]] check [[Imps]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Evolutionary Races]]&lt;br /&gt;
[[Category: Imps]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Pain_Elementals&amp;diff=47289</id>
		<title>Pain Elementals</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Pain_Elementals&amp;diff=47289"/>
		<updated>2012-05-20T05:46:26Z</updated>

		<summary type="html">&lt;p&gt;Belag: added stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=&amp;quot;25&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''&amp;lt;big&amp;gt;Lesser Elemental Statistics Tables&amp;lt;/big&amp;gt;'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#efefef&amp;quot; colspan=6 | [[:Category: Lord |Lord]]-[[:Category: Tiers |Tier]] Lesser Elemental [[:Category: Statistics |Statistics]] by [[:Category: Classes |Class]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#efefef&amp;quot; | &amp;lt;small&amp;gt; &amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Berserkers |bzk]], [[:Category: Bodyguards |bod]], [[:Category: Paladins |pal]],&amp;lt;br&amp;gt; [[:Category: Warriors |war]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Assassins |asn]], [[:Category: Mages |mag]], [[:Category: Mindbenders |mnd]],&amp;lt;br&amp;gt; [[:Category: Psionicists |psi]], [[:Category: Sorcerers |sor]], [[:Category: Wizards |wzd]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Clerics |cle]], [[:Category: Druids |dru]], [[:Category: Priests |prs]]&amp;lt;br&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Archers |arc]], [[:Category: Black Circle Initiates |bci]], [[:Category: Fusiliers |fus]],&amp;lt;br&amp;gt; [[:Category: Monks |mon]], [[:Category: Rogues |rog]], [[:Category: Shadowfists |shf]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Rangers |ran]]&amp;lt;br&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Strength     |Str]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''25''' '''(27)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Intelligence |Int]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | ??–'''34''' '''(38)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Wisdom       |Wis]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''23''' '''(26)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Dexterity    |Dex]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''25''' '''(28)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
|-&lt;br /&gt;
 ! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Constitution |Con]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''25''' '''(27)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
|-&lt;br /&gt;
|+ align=&amp;quot;bottom&amp;quot; | &amp;lt;small&amp;gt;NOTES: ''numbers in each cell above are'' initial trained value – maximum trainable value '''(maximum allowable value for non-[[Devotion |devotees]])'''; ''[[:Category: Classes |class]] [[Prime Requisite |prime requisites]] are'' &amp;lt;font color=green&amp;gt;green&amp;lt;/font&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pain elementals are large and fearsome creatures.  They appear as humanoid forms comprised of base elements with a core of sparkling electricity.  Like their lesser cousins, they can rearrange their composition to ALIGN to a particular element, granting many of the characteristics of that element.  In addition, they can surround themselves with a powerful PAIN AURA, which causes intense pain in all enemies who get near them.''&lt;br /&gt;
&lt;br /&gt;
* '''Abbreviation:''' PaE.&lt;br /&gt;
&lt;br /&gt;
* '''[[:Category: Languages |Language(s)]]:''' [[Common Language |Common]], [[Verbit Language|Verbit]].&lt;br /&gt;
&lt;br /&gt;
* '''[[:Category: Racials |Racial(s)]]:''' [[Racial Align|Align]], [[Racial Pain Aura|Pain Aura]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Racial Size |Racial Size]]:''' ??.&lt;br /&gt;
&lt;br /&gt;
* '''[[Racial TNL |Racial TNL]]:''' 2000 XP.&lt;br /&gt;
&lt;br /&gt;
* '''Well-Suited to Be:''' ?&lt;br /&gt;
&lt;br /&gt;
* '''Ill-Suited to Be:''' ?&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
Pae have 10% arcane and psionic [[Racial Spell Cost Modifier|spellcost reduction]] and no divine penalty.&lt;br /&gt;
&lt;br /&gt;
For more general comments about this [[:Category: Evolutionary Races |evolutionary race]] check [[Imps]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Evolutionary Races]]&lt;br /&gt;
[[Category: Imps]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Pain_Elementals&amp;diff=47288</id>
		<title>Pain Elementals</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Pain_Elementals&amp;diff=47288"/>
		<updated>2012-05-20T05:41:53Z</updated>

		<summary type="html">&lt;p&gt;Belag: added spellcost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=&amp;quot;25&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''&amp;lt;big&amp;gt;Pain Elemental Statistics Tables&amp;lt;/big&amp;gt;'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#efefef&amp;quot; colspan=6 | [[:Category: Lord |Lord]]-[[:Category: Tiers |Tier]] Pain Elemental [[:Category: Statistics |Statistics]] by [[:Category: Classes |Class]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#efefef&amp;quot; | &amp;lt;small&amp;gt; &amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Berserkers |bzk]], [[:Category: Bodyguards |bod]], [[:Category: Paladins |pal]],&amp;lt;br&amp;gt; [[:Category: Warriors |war]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Assassins |asn]], [[:Category: Mages |mag]], [[:Category: Mindbenders |mnd]],&amp;lt;br&amp;gt; [[:Category: Psionicists |psi]], [[:Category: Sorcerers |sor]], [[:Category: Wizards |wzd]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Clerics |cle]], [[:Category: Druids |dru]], [[:Category: Priests |prs]]&amp;lt;br&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Archers |arc]], [[:Category: Black Circle Initiates |bci]], [[:Category: Fusiliers |fus]],&amp;lt;br&amp;gt; [[:Category: Monks |mon]], [[:Category: Rogues |rog]], [[:Category: Shadowfists |shf]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeeeff&amp;quot; | &amp;lt;small&amp;gt;[[:Category: Rangers |ran]]&amp;lt;br&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Strength     |Str]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Intelligence |Int]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Wisdom       |Wis]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Dexterity    |Dex]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
|-&lt;br /&gt;
 ! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffeeee&amp;quot; | [[Constitution |Con]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#eeffee&amp;quot; | ??–'''??''' '''(??)'''&lt;br /&gt;
|-&lt;br /&gt;
|+ align=&amp;quot;bottom&amp;quot; | &amp;lt;small&amp;gt;NOTES: ''numbers in each cell above are'' initial trained value – maximum trainable value '''(maximum allowable value for non-[[Devotion |devotees]])'''; ''[[:Category: Classes |class]] [[Prime Requisite |prime requisites]] are'' &amp;lt;font color=green&amp;gt;green&amp;lt;/font&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Pain elementals are large and fearsome creatures.  They appear as humanoid forms comprised of base elements with a core of sparkling electricity.  Like their lesser cousins, they can rearrange their composition to ALIGN to a particular element, granting many of the characteristics of that element.  In addition, they can surround themselves with a powerful PAIN AURA, which causes intense pain in all enemies who get near them.''&lt;br /&gt;
&lt;br /&gt;
* '''Abbreviation:''' PaE.&lt;br /&gt;
&lt;br /&gt;
* '''[[:Category: Languages |Language(s)]]:''' [[Common Language |Common]], [[Verbit Language|Verbit]].&lt;br /&gt;
&lt;br /&gt;
* '''[[:Category: Racials |Racial(s)]]:''' [[Racial Align|Align]], [[Racial Pain Aura|Pain Aura]].&lt;br /&gt;
&lt;br /&gt;
* '''[[Racial Size |Racial Size]]:''' ??.&lt;br /&gt;
&lt;br /&gt;
* '''[[Racial TNL |Racial TNL]]:''' 2000 XP.&lt;br /&gt;
&lt;br /&gt;
* '''Well-Suited to Be:''' ?&lt;br /&gt;
&lt;br /&gt;
* '''Ill-Suited to Be:''' ?&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
Pae have 10% arcane and psionic [[Racial Spell Cost Modifier|spellcost reduction]] and no divine penalty.&lt;br /&gt;
&lt;br /&gt;
For more general comments about this [[:Category: Evolutionary Races |evolutionary race]] check [[Imps]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Evolutionary Races]]&lt;br /&gt;
[[Category: Imps]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Unholy_Rampage&amp;diff=47284</id>
		<title>Unholy Rampage</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Unholy_Rampage&amp;diff=47284"/>
		<updated>2012-05-19T10:36:44Z</updated>

		<summary type="html">&lt;p&gt;Belag: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For years the clerics of Tor have been working on a new spell to appease their bloodthirsty adherents. This spell is more complex than most and requires two casts to fully activate. The spell begins with a simple cast which has no other purpose than to start the process. A second cast allows creation of an aura which infuses the cleric and his or her allies with unholy power.&lt;br /&gt;
&lt;br /&gt;
The strength of this aura can be increased by slaughtering enemies between the two castings required to complete the spell. Individual clerics aura strengths will also be influenced by how closely aspects of their deities correspond with those of Tor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Syntax: [[Cast |cast]] 'unholy rampage' &amp;lt;activate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the first of the many expected Cleric aura spells. Effect is increase in melee damage. There are many parameters, feel free to add what you find to table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Race'''&lt;br /&gt;
| '''Worship'''&lt;br /&gt;
| '''Tier'''&lt;br /&gt;
| '''Mobs Killed'''&lt;br /&gt;
| '''Percentage increase'''&lt;br /&gt;
|-&lt;br /&gt;
| Lizard Man&lt;br /&gt;
| Kra&lt;br /&gt;
| Lord&lt;br /&gt;
| 0&lt;br /&gt;
| 7%&lt;br /&gt;
|-&lt;br /&gt;
| Troll&lt;br /&gt;
| Atheist&lt;br /&gt;
| Lord&lt;br /&gt;
| 0&lt;br /&gt;
| 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elf&lt;br /&gt;
| Kra&lt;br /&gt;
| Lord&lt;br /&gt;
| 0&lt;br /&gt;
| 7%&lt;br /&gt;
|-&lt;br /&gt;
| Elf&lt;br /&gt;
| Shz&lt;br /&gt;
| Lord&lt;br /&gt;
| 3&lt;br /&gt;
| 8%&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf&lt;br /&gt;
| Kra&lt;br /&gt;
| Lord&lt;br /&gt;
| 0&lt;br /&gt;
| 12%&lt;br /&gt;
|-&lt;br /&gt;
| Gargolye&lt;br /&gt;
| Kra&lt;br /&gt;
| Hero&lt;br /&gt;
| 0&lt;br /&gt;
| 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gargolye&lt;br /&gt;
| Wer&lt;br /&gt;
| Hero&lt;br /&gt;
| 0&lt;br /&gt;
| 7%&lt;br /&gt;
|-&lt;br /&gt;
| Drow&lt;br /&gt;
| Kra&lt;br /&gt;
| Hero&lt;br /&gt;
| ?&lt;br /&gt;
| 13%&lt;br /&gt;
|-&lt;br /&gt;
| Gnome&lt;br /&gt;
| Shz&lt;br /&gt;
| Lord&lt;br /&gt;
| 0&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| Centaur&lt;br /&gt;
| Grn&lt;br /&gt;
| Lord&lt;br /&gt;
| 0&lt;br /&gt;
| 4%&lt;br /&gt;
|-&lt;br /&gt;
| Sprite&lt;br /&gt;
| Tul&lt;br /&gt;
| Lord&lt;br /&gt;
| 0&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| Deep Gnome&lt;br /&gt;
| Tul&lt;br /&gt;
| Hero&lt;br /&gt;
| 0&lt;br /&gt;
| 1%&lt;br /&gt;
|-&lt;br /&gt;
| Deep Gnome&lt;br /&gt;
| Tul&lt;br /&gt;
| Hero&lt;br /&gt;
| 5&lt;br /&gt;
| 3%&lt;br /&gt;
|-&lt;br /&gt;
| Deep Gnome&lt;br /&gt;
| Tul&lt;br /&gt;
| Hero&lt;br /&gt;
| 6&lt;br /&gt;
| 4%&lt;br /&gt;
|-&lt;br /&gt;
| Deep Gnome&lt;br /&gt;
| Tul&lt;br /&gt;
| Hero&lt;br /&gt;
| 7&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gnome&lt;br /&gt;
| Kra&lt;br /&gt;
| Lord&lt;br /&gt;
| 0&lt;br /&gt;
| 7%&lt;br /&gt;
|-&lt;br /&gt;
| Drow&lt;br /&gt;
| Tul&lt;br /&gt;
| Lord&lt;br /&gt;
| 0&lt;br /&gt;
| 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Skills And Spells]]&lt;br /&gt;
[[Category: Spells]]&lt;br /&gt;
[[Category: Divine Spells]]&lt;br /&gt;
[[Category: Cleric Hero Skills And Spells]]&lt;br /&gt;
[[Category: Cleric Aura Spells]]&lt;br /&gt;
[[Category: Skills And Spells That Buff Everyone in the room]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
	<entry>
		<id>http://govbanned.info/index.php?title=Unholy_Rampage&amp;diff=47283</id>
		<title>Unholy Rampage</title>
		<link rel="alternate" type="text/html" href="http://govbanned.info/index.php?title=Unholy_Rampage&amp;diff=47283"/>
		<updated>2012-05-19T10:35:35Z</updated>

		<summary type="html">&lt;p&gt;Belag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For years the clerics of Tor have been working on a new spell to appease their bloodthirsty adherents. This spell is more complex than most and requires two casts to fully activate. The spell begins with a simple cast which has no other purpose than to start the process. A second cast allows creation of an aura which infuses the cleric and his or her allies with unholy power.&lt;br /&gt;
&lt;br /&gt;
The strength of this aura can be increased by slaughtering enemies between the two castings required to complete the spell. Individual clerics aura strengths will also be influenced by how closely aspects of their deities correspond with those of Tor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Syntax: [[Cast |cast]] 'unholy rampage' &amp;lt;activate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the first of the many expected Cleric aura spells. Effect is increase in melee damage. There are many parameters, feel free to add what you find to table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Race'''&lt;br /&gt;
| '''Worship'''&lt;br /&gt;
| '''Tier'''&lt;br /&gt;
| '''Mobs Killed'''&lt;br /&gt;
| '''Percentage increase'''&lt;br /&gt;
|-&lt;br /&gt;
| Lizard Man&lt;br /&gt;
| Kra&lt;br /&gt;
| Hero&lt;br /&gt;
| 0&lt;br /&gt;
| 7%&lt;br /&gt;
|-&lt;br /&gt;
| Lizard Man&lt;br /&gt;
| Kra&lt;br /&gt;
| Lord&lt;br /&gt;
| 0&lt;br /&gt;
| 7%&lt;br /&gt;
|-&lt;br /&gt;
| Troll&lt;br /&gt;
| Atheist&lt;br /&gt;
| Lord&lt;br /&gt;
| 0&lt;br /&gt;
| 6%&lt;br /&gt;
|-&lt;br /&gt;
| Elf&lt;br /&gt;
| Kra&lt;br /&gt;
| Lord&lt;br /&gt;
| 0&lt;br /&gt;
| 7%&lt;br /&gt;
|-&lt;br /&gt;
| Elf&lt;br /&gt;
| Shz&lt;br /&gt;
| Lord&lt;br /&gt;
| 3&lt;br /&gt;
| 8%&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf&lt;br /&gt;
| Kra&lt;br /&gt;
| Lord&lt;br /&gt;
| 0&lt;br /&gt;
| 12%&lt;br /&gt;
|-&lt;br /&gt;
| Gargolye&lt;br /&gt;
| Kra&lt;br /&gt;
| Hero&lt;br /&gt;
| 0&lt;br /&gt;
| 3%&lt;br /&gt;
|-&lt;br /&gt;
| Gargolye&lt;br /&gt;
| Wer&lt;br /&gt;
| Hero&lt;br /&gt;
| 0&lt;br /&gt;
| 7%&lt;br /&gt;
|-&lt;br /&gt;
| Drow&lt;br /&gt;
| Kra&lt;br /&gt;
| Hero&lt;br /&gt;
| ?&lt;br /&gt;
| 13%&lt;br /&gt;
|-&lt;br /&gt;
| Gnome&lt;br /&gt;
| Shz&lt;br /&gt;
| Lord&lt;br /&gt;
| 0&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| Centaur&lt;br /&gt;
| Grn&lt;br /&gt;
| Lord&lt;br /&gt;
| 0&lt;br /&gt;
| 4%&lt;br /&gt;
|-&lt;br /&gt;
| Sprite&lt;br /&gt;
| Tul&lt;br /&gt;
| Lord&lt;br /&gt;
| 0&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| Deep Gnome&lt;br /&gt;
| Tul&lt;br /&gt;
| Hero&lt;br /&gt;
| 0&lt;br /&gt;
| 1%&lt;br /&gt;
|-&lt;br /&gt;
| Deep Gnome&lt;br /&gt;
| Tul&lt;br /&gt;
| Hero&lt;br /&gt;
| 5&lt;br /&gt;
| 3%&lt;br /&gt;
|-&lt;br /&gt;
| Deep Gnome&lt;br /&gt;
| Tul&lt;br /&gt;
| Hero&lt;br /&gt;
| 6&lt;br /&gt;
| 4%&lt;br /&gt;
|-&lt;br /&gt;
| Deep Gnome&lt;br /&gt;
| Tul&lt;br /&gt;
| Hero&lt;br /&gt;
| 7&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| Gnome&lt;br /&gt;
| Kra&lt;br /&gt;
| Lord&lt;br /&gt;
| 0&lt;br /&gt;
| 7%&lt;br /&gt;
|-&lt;br /&gt;
| Drow&lt;br /&gt;
| Tul&lt;br /&gt;
| Lord&lt;br /&gt;
| 0&lt;br /&gt;
| 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Skills And Spells]]&lt;br /&gt;
[[Category: Spells]]&lt;br /&gt;
[[Category: Divine Spells]]&lt;br /&gt;
[[Category: Cleric Hero Skills And Spells]]&lt;br /&gt;
[[Category: Cleric Aura Spells]]&lt;br /&gt;
[[Category: Skills And Spells That Buff Everyone in the room]]&lt;/div&gt;</summary>
		<author><name>Belag</name></author>
		
	</entry>
</feed>