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Realms of Despair 101: Tanking; Battle for Darkhaven;

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  Cry of Despair, January 2002                           Contents
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  Desk of the Editor
  Diblin gives editing a whirl this issue.

  Realms of Despair 101
  Juliana returns with some great advice on tanking.

  Battle for Darkhaven
  Tinani recalls the battle against evil in Darkhaven.

  Santa: From an engineers perspective
  Aleir presents Santa from another angle.

  Pokimmon
  How well do you know your Pokimmon?

  Cooking with the Drow
  A delicious recipe from Tinani

  Funny Bones

  Quest Area
  
  Guild/Order Corner

  ---------------------------------------------------------------
  Desk of the Editor                                    By Diblin
  ---------------------------------------------------------------
  I'd have to agree with what Khaimran said last month -- Much
  more goes into the making of this paper than I'd ever realised.
  Having said that, I'd like to be the first to publicly
  congratulate him on rising to the position of full-time editor,
  beginning as of next edition.

  Well we're bringing a much shorter issue this month, but it's
  full of some interesting articles.  Juliana publishes her second
  article in her Realms of Despair 101 column, focusing on tips for
  tanking mobs, while Tinani shows a more creative side in a story
  of good and evil based in our own city of Darkhaven.
  
  On behalf of the Cry of Despair staff, I'd like to wish you luck
  with keeping those new years resolutions, and hope you enjoy this
  month's issue.

  -Diblin

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  Realms of Despair 101, Tanking                       By Juliana
  ---------------------------------------------------------------

  Realms of Despair 101 - Basic Run Tactics => Tanking

  Last month's issue gave some simple tips on mobkilling - how to
  confront and figure out mobs unknown to you. Face it, a lot of it
  is really unnecessary if the mob's easy. 

  You just type 'kill mobname,' watch the battle, play with
  secondary skills and ooh, it's dead. Yay. That's what almost all
  of us did when we first started out mudding, I'm sure. 

  Things get a tide more complex when the mob is avatar level
  (50-55), and is quite likely to massacre your character if you
  resort to a 'Hit mob, Wait and Pray' strategy.

  Somewhere in between all this, we start learning a few minor tips
  as we level.  Quaffing heal and mana potions, using the most
  damaging secondary skills, etc.  These habits get ingrained into
  us and we don't give them a second thought.  Most of these habits
  keep us alive. What's the reasoning behind them, though?

  Killing any mob requires two basic things:

  1) Tanking - the ability to withstand the blows of the mob so
      that you don't die before it does.
  2) Hitting - the ability to damage the mob enough so that it
      dies first.

  Tanking can be aided by:

  a) High Hitpoints (Base Hp + Hp-adding Equipment)

  This is a fairly obvious lesson learned from the get-go. The
  more hp you have, the longer it takes for you to die. If you put
  on equipment that gives you extra hp, it boosts how much hp you
  have. Duh.  

  As an aside though, despite common sense, extra armor class
  counts for very little after passing a set level. This is usually
  exceeded a great deal by avatars in standard gear.

  b) Healing Spells (cast by clerics/druids/paladins, etc.)

  Healers are your friends. They heal you. That's also obvious.
  They get nifty spells like heal and fortify. Divinity is of less
  use because of the high mana cost, but it's cool to look at. A
  tank should never count solely on a healer, though. You never
  know when they run out of mana, or their healing speed is just
  too slow to catch up with a mob.

  I'm a cleric. *coughs* And I hate to say this, but I must.
  Because of multi-guards and the necessity of ip1 on many mobs,
  healer-types have very limited use in some run strategies.
  They're great healers, they just aren't great hitters also.

  c) Heal Potions (standard brewed heal, violets, purples,
  double/triple heals)

  So what's a person to do, since I just said healers aren't
  totally reliable for tanking? The standard RoD way to tank to
  quaff heal potions. Practically guzzle them on the harder hitting
  mobs. Mystical springs work in conjunction with this to clear the
  tank's stomach. With experimentation, you can discover the exact 
  number of potions quaffed that will fill you up. 

  Personally I recommend keeping anything from 100-300 heals on
  your fighting characters at all times. It's just a good safeguard.
  And train yourself to quaff insanely if in trouble. Make a heal
  alias or a heal macro. It helps increase quaffing rate - hence
  survival rate. It can be something as simple as "quaff heal
  container," or complex that takes into account drinking springs.

  Here's a little secret. Once upon a time, I sucked at tanking.
  I'd quaff a few heals, anxiously peer into my container, and get
  smited by mobs. If this sad tale sounds familiar, try this, find
  some way to stop counting heals. I have to stock up a huge number
  of heals before I can overcome my miserly instinct not to waste
  any. 

  The certain way to die when tanking is to worry or suspect that
  you will. Get a steady cash flow if you worry about money. If you
  doubt your skills, steady practice will increase your self-esteem
  and confidence when tanking.

  To tank well, you must be ready to quaff heals like drinking
  water and never mind about how much that just cost... The
  slightest hesitation can be fatal. Better to overquaff and live,
  than underquaff and die. Lean on the quaffing button when you
  have to.

  Tanking in RoD is really not so much a matter of how many hps you
  have, but how hard and fast you quaff heals.

  d) Healing Pills

  These guys are helluva costly lil things. Ask about, explore,
  you'll find their locations. They are either area repops or sold
  really expensively from shop keepers. The advantage of pills is
  that they don't fill you up, there's no lag time on drinking from
  a spring, so you can heal faster eating pills. 

  Most of the time, heal potions will work fine though. If you need
  the edge and are willing to pay the price, then by all means, go
  for it. They're invaluable.

  e) Mageprotects (& cleric protects and what not)

  Also referred to in mudslang as "spell ups" or "magespells",
  these are brewed protective spells from mages and clerics. Unlike
  the above four items, they don't increase your hp, but they
  reduce the damage received from the mob when used appropriately.
  These are mainly spells that give resistances, but also include
  increasing armor class and stats. 

  So What -Are- Resistances? 

  Currently, resists, suscepts, immunes are all flags - on/off
  toggles. If you have the specific resist for a damage type,
  you're as protected as you can be. Judging by news from the Smaug
  Mailing List, this might change in the future. 

  Resistances reduce all damage of that particular type by a factor
  of x0.8. Susceptibilities increase damage of that type by a factor
  of x1.2. Immunities are found on mobs, and totally nullify any
  damage of that type. 

  The Types of Resistances are: (as of this time)

  (Mage/Cleric Spells Available) 
  Pierce, slash, magic, nonmagic, cold, fire, energy,
  electricity, drain, paralysis and sleep. 

  (Racial Ability or Equipment Affect Only) 
  Blunt, acid, poison, charm, hold and plus1. 

  Below is a compiled chart of all the available spells:

  Resist                              Suscept
  &Bdragonskin      - pierce            - &Brazorbait  
  &Bdemonskin       - slash             - &Bswordbait
  &Bantimagic shell - magic             - &Bunravel defense
  &Bshadowform      - nonmagic          - &Bunravel defense
  &Binner warmth    - cold              - &Bwinter mist
  &Bblazeward       - fire              - &Bblazebane
  &Bethereal shield - energy            - &Bethereal funnel
  &Bgrounding       - lightning         - &Bcharged beacon   
  &Bresilience      - drain             - &Bfeebleness
  &Balertness       - sleep             - &Bfatigue
  &Bvaliance        - paralysis
  &Beldritch sphere - magic, nonmagic

  Stat Lowers (-)                     Stat Raisers (+)
  &Bweaken          - 2 STR             &Bkindred strength - 3 STR
  &Blethargy        - 2 DEX             &Bslink            - 3 DEX
  &Bill fortune     - 3 LCK             &Bdragon wit       - 3 INT
  &Btrollish vigor  - 1 CHA             &Bsagacity         - 3 WIS
                                      &Belven beauty     - 3 CHA
                                      &Btrollish vigor   - 3 CON
                                      &Bmind fortress    - 1 INT

  P.S. There's a common phrase thrown about in quest mobs and other
  mobkilling. "Immune circle." Actually, there's no actual flag for
  this, it's caused by having both immune magic and nonmagic.
  Interestingly enough, immune pierce does not mean immune circle.
  
 
  We're running out of space this issue, join us next month to find
  out how to maximise how to hit and damage things. Also in the
  near future, the four categories of common run strategies... 
 
  Here's hoping this article's inspired you to go figure out all
  those questions I've left unanswered. How about making this your
  New Year's Mud Resolution? :P 
 
                               "I Shalt Explore!"

  By Juliana

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  Battle for Darkhaven                                  By Tinani
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   ___,  ___,   ____, ____, __    ____,       ____, ____,  ___,  
  (-|_) (-|_\_,(-|   (-|   (-|   (-|_,       (-|_, (-/  \ (-|_) 
   _|__) _|  )  _|    _|    _|__, _|__,       _|     \__/  _| \_,
  (     (      (     (     (     (           (            (      
   ____, ___,   ___,   __  _, __   _, ___,   __  _, ____, ____,  
  (-|  \(-|_\_,(-|_)  (-|_/  (-|__|  (-|_\_ (-\ |  (-|_, (-|  | 
   _|__/ _|  )  _| \_, _| \_, _|  |_, _|  )    \|   _|__, _|  |_,
  (     (      (      (      (       (             (     (     
                                         By Tinani Blood'Drake

   Night fell on the great city of Darkhaven. The year of the
  great evil was nearing it's end. Four city guards, finishing
  their rounds begin to lock the gates. From the west, a solemn
  figure approached the city. The guard, having not yet sealed
  the gate waved the traveller  in. He stood as tall as a troll
  and by the size of his cloak he must be a warrior. At the
  Eastern gate, the holy grove grew silent. The small animals
  that roam there seemed to stand still the dark clouds blocked
  out the moon, and two dark shadows approached the city walls.
  Cracks of thunder rattled the windows in Notre Dame de Sioux
  causing Sonoria to stare upwards uneasily. In Darkhaven Square,
  droves of commoners sat quietly enjoying the night air.

   *CRASH* a massive bolt of lightning struck Thoth's Rune,
  Harakiem fell with a single blow. The mighty warrior lay
  smouldering on the street. The arcane runes serving as a
  beacon in Darkhaven were snuffed out. Again lightning struck
  the rune and in it's wake a tall white form appeared in the
  destruction. The eastern walls grew black as the shadowy
  forms entered the city. The gates slammed shut and seemed to 
  glow with an evil light. The Dark Ones had come.

   Sonoria became worried, dozens of adventurers were appearing
  in her hall. Something terrible was happening. Rushing out of
  the church the priestess saw the beloved city of Darkhaven
  ablaze as the great powers destroyed the Duke's palace. Moving
  her eyes towards the street an immense cloaked figure
  approached her. Lifting his hood set moved with demonic speed
  towards her. She could barely utter the words of a divine
  spell before the horrible set ran her through. Screaming in
  anger set pounded on the doors of the church that now glowed
  with a blue aura of protection. Kellandra's Guild of Clerics
  was protected and she awoke from her meditation knowing not
  what to do.

   The immortals in their domain were blocked out of the city. The
  mighty orders ready for battle pounded at the sealed gates.
  Masses of weak academy students were slaughtered by Froghemoth,
  Seth, Set, and Orcus. It lay in the hands of the guilds. Kinship
  was filled with battle

  hungry Guildies. The Warrior Guild had suffered great losses
  when the palace had collapsed. The thieves were already on
  the streets, crouching in the shadows doing their best
  against Froghemoth. A young initiate of the thieves ran into
  the room to report that the massive toad had grown in
  strength and slew mighty avatars with a single blow. Kyrstal
  leader of the Vampires along with Riley leader of the Mages
  and Kellandra head of Clerics to protect who they could. 

   Above the city in the astral plane, the remainder of the
  Guilds gathered for an assault on Zeus and Set. Druids,
  Rangers, Nephandi, and Augers equipped themselves and floated
  unseen above the mighty mobs. Those that remained unguilded
  gathered on the battlements in make shift groups aiding the
  Thieves in their battle against the strengthened Froghemoth.
  Myra a powerful vampire plunged her lifebane into the back
  of Toad killing him. a dark energy arose from the corpse and
  entered the body of Set. Screaming with power he moved his
  hand towards the church, still protected by the shield created
  by the late Sonoria. A blast of power struck Notre Dame de
  Sioux reducing the building to rubble. Kellandra saw her
  beautiful guild fall, and with eyes tear filled she summoned
  forth all the power she had and slew the mob Set with a
  powerful necromantic touch.

   As the energy left Set's body the darkness holding the
  city closed was removed. the Orders and Clans rushed into the
  city and piled upon their enemies. Baali, Arcanes, and Inconnu,
  subdued Orcus in a matter of seconds with the help of the
  vampires. Zeus now fighting the Rangers and Nephandi in
  Darkhaven Square had wiped out the Nephandi and Augurers. Druids
  arrived on the scene only to be brushed away by strikes of
  lightning. Only this one evil remained in Darkhaven, gaining
  strength from his fallen companions and growing even more evil
  with every kill. No mortal beings could face him. Closing his
  hands on the beloved warrior Tinani a brave and strong vampire.
  The sky opened and the immortals entered the mortal realm. With
  divine power they attempted to strike down the King of the Gods
  but to no avail. Their arms were held fast by some unknown
  force, someone, something did not want their interference.
  Letting his blood fall to the ground the doomed Drow Tinani
  summoned the last of his power. Seeping power from the spilled
  blood of a thousand adventurers Tinani's power grew ten fold.
  Dark red clouds gathered over head, and the true dominating
  power of the vampires came to Tinani. With a force unknown in
  this world, the vampire forced his hand and took control of
  the mighty Zeus. The God's thunderbolt moved slowly towards
  his heart and with his last bit of strength Tinani forced the
  blow and Zeus' heart was pierced by his own immense power.
  The darkness left the city with Tinani's last breath the last
  hero of Darkhaven had fallen. With immense gratitude towards
  the mortal the Immortal beings that inhabit realms breathed
  life back into the hero, Who remembered nothing of his great
  feat.

   To this day, not one man, mortal or divine, knows what
  caused the great evils to attack the city. Nor do they know
  what bestowed such a great power onto them. That only an
  immortal blow would dispel the evil within these mobs. The
  city now in ruins, two great citizens Sonoria and Harakiem
  gone forever and the adventurers of the Realms of Despair are
  left to rebuild.
 
     The End...
                 Or Is It?
   Probably...
                            But Who Knows?

    Author Attachment
  The above tale is a work of fiction. Please do not take as
  a historical Account Multi Avs will not invade Darkhaven. Zeus
  is a push over and  wont come after you when your sleeping.
  There is not evil maniacal force in control of the world...
  other than Elisabet. And she hardly ever ransacks through
  the city anymore :)

  By Tinani Blood'Drake Killer of Small Bunnies

  ---------------------------------------------------------------
  Santa: From an engineers perspective                   By Aleir
  ---------------------------------------------------------------
  There are approximately two billion children (persons under 18)
  in the world.  However, since Santa does not visit children of
  Muslim, Hindu, Jewish or Buddhist (except maybe in Japan)
  religions, this reduces the workload for Christmas night to 15%
  of the total, or 378 million (according to the Population
  Reference Bureau). At an average (census) rate of 3.5 children
  per household, that comes to 108 million homes, presuming that
  there is at least one good child in each.  Santa has about 31
  hours of Christmas to work with, thanks to the different time
  zones and the rotation of the earth, assuming he travels east to
  west(which seems logical). This works out to 967.7 visits per
  second. This is to say that for each Christian household with a
  good child, Santa has around 1/1000 of a second to park the
  sleigh, hop out, jump down the chimney, fill the stockings,
  distribute the remaining presents under the tree, eat whatever
  snacks have been left for him, get back up the chimney, jump
  into the sleigh and get on to the next house.  Assuming that
  each of these 108 million stops is evenly distributed around
  the earth (which, of course, we know to be false, but will accept
  for the purposes of our calculations), we are now talking about
  0.78 miles per household, a total trip of 75.5 million miles, not
  counting bathroom stops or breaks. This means Santa's sleigh is
  moving at 650 miles per second--3,000 times the speed of sound.
  For purposes of comparison, the fastest man-made vehicle, the
  Ulysses space probe, moves at a poky 27.4 miles per second, and a
  conventional reindeer can run (at best) 15 miles per hour.

  The payload of the sleigh adds another interesting element.
  Assuming that each child gets nothing more than a medium sized
  Lego set (two pounds), the sleigh is carrying over 500 thousand
  tons, not counting Santa himself. On land, a conventional
  reindeer can pull no more than 300 pounds. Even granting that the
  "flying" reindeer could pull ten times the normal amount, the job
  can't be done with eight or even nine of them--Santa would need
  360,000 of them. This increases the payload, not counting the
  weight of the sleigh, another 54,000 tons, or roughly seven times
  the weight of the Queen Elizabeth (the ship, not the monarch).
  600,000 tons travelling at 650 miles per second creates enormous
  air resistance--this would heat up the reindeer in the same
  fashion as a spacecraft re-entering the earth's atmosphere. The
  lead pair of reindeer would absorb 14.3 quintillion joules of
  energy per second each. In short, they would burst into flames
  almost instantaneously, exposing the reindeer behind them and
  creating deafening sonic booms in their wake. The entire reindeer
  team would be vaporized within 4.26 thousandths of a second, or
  right about the time Santa reached the fifth house on his trip.
  Not that it matters, however, since Santa, as a result of
  accelerating from a dead stop to 650 m.p.s. in . 001 seconds,
  would be subjected to acceleration 17,500 g's. A 250 pound Santa
  (which seems ludicrously slim) would be forces of 17,500 g's. A
  250 pound Santa (which seems ludicrously slim) would be pinned to
  the back of the sleigh by 4,315,015 pounds of force, instantly
  crushing his bones and organs and reducing him to a quivering
  blob of pink goo. Therefore, if Santa did exist, he's dead now.

  By Aleir

  ---------------------------------------------------------------
  Pokimmon
  ---------------------------------------------------------------
  Thormuk          Jigglyblod        Kamonli        Niveking

  Scryrtle         Politrag          Darredude      Meowbeam

  Dodria           Eddeen            Pikaboo        Machoereoke

  Stonyta          Eeveeana          Lucitung       Growlithabet

  Ralticate        Cerseel           Aleartkazam    Rapidonia

  Bulbaceir        Psylina           Victreecocha   Aphearow

  Warthorple       Korellder         Cadizard       Mysterowak

  Articalno        Lorish            Dratiki        Clepheayre  

  Aeridactel       Rhyherne          Lengaskhakin   Gyralasian

  Sharmie          Kinglerux

  ---------------------------------------------------------------
  Cooking with the Drow                                 By Tinani
  ---------------------------------------------------------------
  Welcome to Cooking With The Drow an in-depth look at cool
  food items that are fun to eat and taste great. The recipe below
  has been translated from the common mud language to be of
  use in the "other" place (shudder) anyway, here is the ultimate
  recipe for the original Midnight Ice (frozen dessert)
 
  What do you need?
  2 Canopy Specials (Bananas)
  1 1/2 Cups of Pipeweed Blossoms (Black Berries)
  1/3 of a Cup of Spice of Elisabet (Sugar)
  A wild Boar (Blender)
  Icingdeath's home (A Freezer)
  Tupper Wear (um.. Tupper Wear)
  Volcanic Oven (a microwave)
 
  set your microwave on auto-defrost and half melt your frozen 
  blackberries (fresh will work in a pinch) blend until smooth and
  add in 2 bananas and sugar. Pour into Tupper Wear and freeze.
  Scrape with large spoon and serve, a fantastic treat for any
  season. 
 
  By Tinani Blood'Drake Killer of Small Bunnies.

  ---------------------------------------------------------------
  Funny Bones
  ---------------------------------------------------------------
  Type help sadism and see who comes on top.   Coincidence?
    -Capadocius

  Chronic Mudders Syndrome or C.M.S.
 
  Symptoms-
   - Waking thought being I had better get to coral depths to get
      that gold
   - Begin using Say in other chat programs
   - You begin using terms like *lol* and *chuc* in verbal
      conversations
   - You use terms like imms and GoV and Mob way to often
   - Hitting a DT affects your every day performance
   - You start dreaming in TEXT
 
  Treatments/Cures-
   - Unfortunately there is no cure. YOU WILL BE OURS FOREVER!


  Titles  

  Madizyn 'Trouble' Fluttersnuggle.  Thats right, trouble..
  Walach has Viagra. Needs woman. Any woman. 18-80. Call me.
  Garrund Ravenyze 'A man is as old as the woman he feels'.
  Sandrax Tenchu, Doesn't wanna grow up, he's a GoP KID!.

  ---------------------------------------------------------------
  Quest Section
  ---------------------------------------------------------------
  This month's quest has been designed to follow a rhyming
  riddle format.  on the next few pages you will find 12
  questions and the game board. Read  each clue and fill in the
  game board accordingly. The "RED" highlighted spaces make up a
  secret message. so, to win mudmail your answers by  Jan 15th
  2002 to Elisabet. Please include your 12 answers and the secret
  message. 3 will be chosen at random from the highest point
  class.

  Enjoy.


  1                    _ _ _ _ _ _ _ _
  2      _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
  3                          _ _ _ _ _ _
  4                          _ _ _ _ _ _
  5                _ _ _ _ _ _   _ _ _ _
  6      _ _ _ _ _ _ _ _ _ _ _ _
 
  7  _   _ _ _   _ _   _ _ _ _ _ _ _ _ _ _   _ _ _ _ _ _ _ _
  8                          _ _ _
 
  9        _ _ _ _ _ _ _   _ _ _ _ _   _ _ _ _ _ _ _ _ _
  10                     _ _ _ _ _ _ _ _ _ _
  11                       _ _ _ _   _ _ _ _ _
  12                     _ _ _ _ _ _
 
  SECRET WORD  _ _ _ _ _ _   _ _   _ _ _ _


  1.  Gods are now strong in Olympus they stay but upon their
      doorstep is where lowbies play no elders will be in this site
      so alive with mobs they grow and they thrive.
  2.  Game.org it is our site but maps and dirs wont cause your
      plight. These seekers of life, and lovers of plant, have made
      strong this site for what will forever last.
  3.  Bling Bling Bling bot is free he levels you like 1 2 3 not
      in the city he stands so strong his name be known to one and
      all.
  4.  Blood does run in this fountain strong where this city lays
      the northern lights are found.
  5.  This blade is found in one Thalos anew the chamber secured
      under shop askew
  6.  The message is strong it hits on that minute that 15 becomes
      the mobs do refill it. the area is named for the sound does
      redeem what is it called  what's the answer we ream. 'An air
      of expectancy descends over the town, as the dead come
      home...'
  7.  a salve of scorched objects casting heal easily is sold in
      this piece of creativity what is this object I seek?
  8.  Powerful rings, and a rod to be midased, a bone to now fall
      to be faced by the might'est. Who is it?
  9 . This prompt it is basic by default it is named but what is
      the code, make it for fame. we seek all the letters with
      this you decode what is it that's simple what started this
      road.
  10. To read Tinani's story it is your task the mobs that invaded
      Darkhaven were fast. onto the west this monster did come now
      what is its name what made them all run?
  11. This sweet is not sweet it hides right away on the highest
      of trees the birds only play. It lies in a part far away in
      the brush what is its name now hurry now rush.
  12. This recharger exists in the tower now broken he sits there
      insane, his ramblings inane. What be his name what caused
      his havoc where does this master of magic?


  Below are the results from last month's Wizlist Limerick
  Quest held by Pheayre.  Congratulations!

  First
  -----
  Herne was a bit of a sod, 
  All the women knew him to be odd. 
  He logs on day to day, 
  As a man he's cliche, 
  But his otters consider him God. 
  -By Cresis
  
  Second
  -----
  When you think of an imm being great,
  You would probably think of poor Shargate.
  He lost all his clan,
  Because of "The Man",
  And now he's no longer First Mate.
  -By Ubamakaji

  Third
  -----
  One imm named Darrek,
  Who was definately not a cleric,
  One summer night was betrayed,
  Took revenge by dropping a grenade,
  In a fit of hysterics.
  -By Racin

  ---------------------------------------------------------------
  Guild/Order Corner                                   By Kyrstal
  ---------------------------------------------------------------
  It's time to strut your stuff!  Time to shine and show the
  other guilds what your guild is made of!  Time for Guild Wars!!
                  - Darshanin (Look at that guild spirit!)
 
  Battles are fought two guilds versus two guilds. There are 5
  members from each guild making up a total of 10 per team. If
  fewer than 5 show from one guild then the team is short. They
  cannot use extra players from their pairing guild to fill the
  vacant slot(s). So make sure you come on out and support your
  guild!
 
  The winning guilds receive 3 points, losing guild 2 points, and
  a draw awards all guilds 1 point. Should a tie occur, sudden
  death matches will be scheduled. The wars started in November
  and are scheduled to end in February.
 
  Guild wars is brought to you with the hard work and effort of
  Darshanin, Bravadan, Tical, and Selina.

   -= Rules =-
  
  * 5 members of your guild may participate at one time 
  * 115 DR Cap 
  * 100 single shot heals 
  * 75 Manas 
  * Slist plus fly/sanc/springs 
  * No Looting 
  * No disarming 
  * No Poison Weapons 
  * No attack scrolls 
  * No handing off containers 
  * No Picking up or sacing items that do not belong to you 
  * No funny stuff
 
 
   -= Previous Battles =-
  
  Date      Guild        vs    Guild            Who won? 
  ------------------------------------------------------------
  Nov 21  Druid/Vamp     vs  Cleric/Thief     Cleric/Thief  
  Nov 24  Neph/Warrior   vs  Mage/Paladin     Mage/Paladin  
  Nov 28  Ranger/Pally   vs  Auggie/Thief     Auggie/Thief 
  ---------------------------------------------------------------
  Dec  1  Neph/Vamp      vs  Mage/Warrior     Mage/Warrior 
  Dec  5  Mage/Vamp      vs  Cleric/Paladin   Mage/Vampire 
  Dec  8  Ranger/Warrior vs  Thief/Druid      Thief/Druid 
  Dec 12  Cleric/Mage    vs  Neph/Auggie      Cleric/Mage  
  Dec 15  Mage/Ranger    vs  Druid/Auggie     Druid/Auggie 
  Dec 19  Warrior/Vamp   vs  Thief/Pally      Thief/Pally 
  Dec 22  Neph/Pally     vs  Druid/Ranger     Neph/Pally 
 
 
   -= Next Month's events =-
  
  Date     Time         Guild       vs    Guild 
  ------------------------------------------------------------
  Dec 29   2:00pm   Augurer/Vampire vs  Warrior/Paladin  
  Jan  5   2:00pm   Nephandi/Thief  vs  Cleric/Ranger  
  Jan  9   8:00pm   Cleric/Vampire  vs  Nephandi/Ranger  
  Jan 12   2:00pm   Mage/Thief      vs  Druid/Paladin  
  Jan 16   8:00pm   Druid/Warrior   vs  Cleric/Augurer  
  Jan 19   2:00pm   Augurer/Warrior vs  Paladin/Vampire  
  Jan 23   8:00pm   Cleric/Warrior  vs  Ranger/Augurer  
  Jan 26   2:00pm   Vampire/Ranger  vs  Warrior/Thief  
  Jan 30   8:00pm   Nephandi/Cleric vs  Augurer/Mage  
  ---------------------------------------------------------------

  News of the Guild of Warriors:
 
  The Guild of Warriors allows a warrior to quest at level 20,
  then levelling to level 25 before induction. There will be 2
  quests, targeted to your levels. Once quests are done then there
  is a final, where questions are asked, to help us to get to know
  the candidate and test his/her knowledge of the Guild Guide. All
  you have to do is place an application on the Recruit's board.
  This board is, from the Square, 2ne, e, ne, 2n, e, ne. An IT or
  Leader will contact you and set up an Interview.
 
  When RoD opens the new port, the Guild will have a mostly new
  Guild. The name of the new Guild area will be, Krigare Torn-This
  means Warrior Tower in Swedish and is named so in honor of our
  Swedish GuildMates.
 
  Eltharion, along with former and current Guild leaders, worked
  long and hard to perfect the new Guild. We have included a room
  inside the Guild to use as a Potion brewing room, and a room
  just on the outside of the Guild as a waiting room for questors
  or people brewing Potions.

  We are looking forward to seeing new people on our doorstep as
  questors as well as enjoying our new home. 
 
  If you have any questions direct them to any IT (Induction Team)
  member, or to any of the Leaders. 
 
 
  News from the Guild of Clerics:
 
  Wielding fiery dirty carrots and armed with kumquat grenades,
  the Guild of Clerics together with the Guild of Mages triumphed 
  over the augurers and nephandis in Inter Guild Pkill! 
 
  Next, our Angelic Assassins open up their wings again to take in
  Nebka Cloudkicker into their folds. May their halos shine
  bright and their ethereal wrath slay more! 
 
  The Guild also welcomes Zyto, April and Tinqa into our 
  wonderful family. We hope that they will bear the great torch
  of the dirty carrot for the Guild always!


  News from the Guild of Mages:
 
  The Guild of Mages would like to congratulate the following
  members on being named heads of the following councils:
 
  Sapetalus - Induction Team
  Qaul - War Magi
  Tahnyia - Mentor-Apprentice Program
  Elizan and Xaxus - Quest Council
  Maddyn and Xaxus - IGQC Representatives
  Haenlomal - Mages Expeditionary Force
 
 
  News from the Guild of Vampires:
 
  The Guild of Vampires welcomed Wiglaff into the Guild Second
  position in December. 
 
  December's quest winner was Walach, he is the proud owner of a
  shiny new morph.
  ---------------------------------------------------------------