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
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Desk of the Editor By Diblin
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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
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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
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Santa: From an engineers perspective By Aleir
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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
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Pokimmon
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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
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Cooking with the Drow By Tinani
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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.
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Funny Bones
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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!.
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Quest Section
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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
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Guild/Order Corner By Kyrstal
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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
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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
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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.
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