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		<id>https://rodpedia.realmsofdespair.info/index.php?title=Druid&amp;diff=20405</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://rodpedia.realmsofdespair.info/index.php?title=Druid&amp;diff=20405"/>
		<updated>2018-08-07T15:13:12Z</updated>

		<summary type="html">&lt;p&gt;Zistrosk: fixed some reported stat values that are different with max wis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Classmenu}}&lt;br /&gt;
The &#039;&#039;&#039;Druid&#039;&#039;&#039; is a lover and protector of the natural land. Be it the forests full of centaurs and deer, the streams full of fish, or the bug-infested swamps, a Druid always strives to protect and preserve nature. Wielding spells drawn from the might of nature, druids are vigilant and dutiful. A Druid possesses spells capable of both healing and harming. They can soothe the pain of combat and provide sustenance for the weary. In times of combat they can quake the land and split the sky. The Shattering of the Realms, while devastating, has brought the druids more in tune with the world surrounding them. Their mastery of elemental skills has been greatly enhanced beyond their capacity in previous years. While not exponentially more powerful, the druids are certainly more diverse and stand ready to guard their shattered world.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:80%;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;&amp;quot;&#039;&#039;I believe in the way of an older law, when we used to dance to a different drum; And we are changing our ways, yes we are taking on different roads. Tell me about the forest you once called home.&#039;&#039;&amp;quot; Dead Can Dance, &amp;quot;Tell Me About The Forest&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Druid is blessed with wisdom to aid in wilderness survival. Survival does not owe solely to wits. A Druid must be strong in body as well as mind. Dwelling in the bowels of nature has made the Druid exceptionally hardy. They possess extraordinary constitution. However, their time spent in the woods among the creatures has done little for their social graces. Druids tend to be gruff, blunt and occasionally odoriferous. Charisma is not their strong point.&lt;br /&gt;
&lt;br /&gt;
== Information ==&lt;br /&gt;
&lt;br /&gt;
* Primary [[statistic]]: [[Wisdom]]&lt;br /&gt;
* Secondary [[statistic]]: [[Constitution]]&lt;br /&gt;
* Deficient [[statistic]]: [[Charisma]]&lt;br /&gt;
* [[Race|Races]] allowed: [[Human]], [[Elf]], [[Dwarf]], [[Pixie]], [[Half-Elf]], [[Sea-Elf]], [[Gnome]].&lt;br /&gt;
* [[Deity|Deities]] allowed: [[Adendra]], [[A&#039;enari]], [[Bron&#039;trel]], [[Cawyn]], [[Estathius]], [[Ghordohl]], [[Gre&#039;Vos]], [[Grishnakh]], [[Kalerd]], [[Keltas]], [[LaChte]], [[Masefi]], [[Sarane]], [[Shivvan]], [[Sh&#039;Vath]], [[Sil-Galith]], [[Tirebaen]], [[Vl&#039;aresch]], [[Z&#039;hyal]].&lt;br /&gt;
* Favored weapons: [[:Category:Crushing Weapon|Crushing]], [[:Category:Pounding Weapon|Pounding]].&lt;br /&gt;
* Least favored weapons: [[:Category:Piercing Weapon|Piercing]], [[:Category:Flailing Weapon|Flailing]], [[:Category:Stabbing Weapon|Stabbing]], [[:Category:Whipping Weapon|Whipping]].&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
See Also: [[:Category:{{PAGENAME}} Skills]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300pt; background:#fcfcfc; border:1px solid #ccc; margin-top:.4em;&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill&lt;br /&gt;
!Max&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[cook]] || 95 ||  resting&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[evasive style]] || 75 ||  any&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[standard style]] || 80 ||  any&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[bludgeons]] || 95 ||  any&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[flexible arms]] || 30 ||  any&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[long blades]] || 50 ||  any&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[pugilism]] || 90 ||  any&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[short blades]] || 30 ||  any&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[talonous arms]] || 70 ||  any&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[starlight]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[dig]] || 90 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[mount]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[strike]] || 95 ||  fighting ([[aggressive style|aggressive]])&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[create food]] || 95 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[create water]] || 95 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[forage]] || 70 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[wind storm]] || 80 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[dall loisg]] || 95 ||  fighting ([[berserk style|berserk]])&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[ioc beag]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[ioc dall]] || 95 ||  fighting ([[defensive style|defensive]])&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[oaken consecration]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[create fire]] || 95 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[float]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[infravision]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[aid]] || 95 ||  fighting ([[aggressive style|aggressive]])&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[climb]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[kick]] || 95 ||  fighting ([[berserk style|berserk]])&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[search]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[refresh]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[aggressive style]] || 75 ||  fighting ([[aggressive style|aggressive]])&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[enhanced damage]] || 80 ||  fighting ([[berserk style|berserk]])&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[earthquake]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[ioc puinsean]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[gather wood]] || 70 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[control weather]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[fly]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[puinsean]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[wisteria]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[ciall]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[create spring]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[invis]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[stalk]] || 95 ||  standing ([[Deadly player|pkill]] only)&lt;br /&gt;
|-&lt;br /&gt;
|11 || [[dion]] || 80 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|11 || [[ioc abhbhal]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|12 || [[call lightning]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|12 || [[nadur ciall]] || 95 ||  resting&lt;br /&gt;
|-&lt;br /&gt;
|13 || [[faic puinsean]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|13 || [[fireball]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|13 || [[identify]] || 95 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|13 || [[locate object]] || 95 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|14 || [[dispel magic]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|14 || [[nuadhaich]] || 90 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|14 || [[remove invis]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|15 || [[lightning bolt]] || 95 ||  fighting ([[defensive style|defensive]])&lt;br /&gt;
|-&lt;br /&gt;
|15 || [[weaken]] || 95 ||  fighting ([[aggressive style|aggressive]])&lt;br /&gt;
|-&lt;br /&gt;
|15 || [[scan]] || 60 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|15 || [[second attack]] || 95 ||  fighting ([[berserk style|berserk]])&lt;br /&gt;
|-&lt;br /&gt;
|15 || [[swipe]] || 80 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|16 || [[ceangail nadur]] || 80 ||  fighting ([[aggressive style|aggressive]])&lt;br /&gt;
|-&lt;br /&gt;
|16 || [[flamestrike]] || 95 ||  fighting ([[defensive style|defensive]])&lt;br /&gt;
|-&lt;br /&gt;
|16 || [[sylvan shell]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|17 || [[asgaidh nadur]] || 85 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|17 || [[dream]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|17 || [[defensive style]] || 80 ||  any&lt;br /&gt;
|-&lt;br /&gt;
|17 || [[sneak]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|18 || [[aqua breath]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|18 || [[hail storm]] || 80 ||  fighting ([[defensive style|defensive]])&lt;br /&gt;
|-&lt;br /&gt;
|18 || [[spurn]] || 80 ||  fighting ([[berserk style|berserk]])&lt;br /&gt;
|-&lt;br /&gt;
|19 || [[fire breath]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|19 || [[slainte]] || 95 ||  fighting ([[aggressive style|aggressive]])&lt;br /&gt;
|-&lt;br /&gt;
|20 || [[luths nadur]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|20 || [[mass invis]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|20 || [[word of recall]] || 95 ||  resting&lt;br /&gt;
|-&lt;br /&gt;
|20 || [[meditate]] || 95 ||  resting&lt;br /&gt;
|-&lt;br /&gt;
|20 || [[rescue]] || 95 ||  fighting ([[berserk style|berserk]])&lt;br /&gt;
|-&lt;br /&gt;
|21 || [[disarm]] || 95 ||  fighting ([[aggressive style|aggressive]])&lt;br /&gt;
|-&lt;br /&gt;
|24 || [[ceoban]] || 95 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|25 || [[iceshield]] || 95 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|26 || [[ice storm]] || 80 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|28 || [[berserk style]] || 45 ||  fighting ([[defensive style|defensive]])&lt;br /&gt;
|-&lt;br /&gt;
|29 || [[charged beacon]] || 95 ||  fighting ([[defensive style|defensive]])&lt;br /&gt;
|-&lt;br /&gt;
|30 || [[nadur dion]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|30 || [[snare]] || 80 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|30 || [[third attack]] || 90 ||  fighting ([[berserk style|berserk]])&lt;br /&gt;
|-&lt;br /&gt;
|31 || [[organic infusion]] || 80 ||  any&lt;br /&gt;
|-&lt;br /&gt;
|32 || [[depuinsean]] || 75 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|32 || [[sgorr craiceann]] || 75 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|34 || [[sleep]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|35 || [[fireshield]] || 95 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|35 || [[forest walk]] || 90 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|35 || [[track]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|38 || [[abrar beathach]] || 70 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|39 || [[two handed]] || 25 ||  fighting ([[aggressive style|aggressive]])&lt;br /&gt;
|-&lt;br /&gt;
|40 || [[parry]] || 95 ||  fighting ([[aggressive style|aggressive]])&lt;br /&gt;
|-&lt;br /&gt;
|41 || [[fire storm]] || 80 ||  fighting ([[defensive style|defensive]])&lt;br /&gt;
|-&lt;br /&gt;
|44 || [[shockshield]] || 95 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|45 || [[fourth attack]] || 65 ||  fighting ([[berserk style|berserk]])&lt;br /&gt;
|-&lt;br /&gt;
|46 || [[hide]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|47 || [[dance of vines]] || 95 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|48 || [[firinn faic]] || 45 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|49 || [[manadh taosg]] || 95 ||  fighting ([[aggressive style|aggressive]]) ([[Deadly player|pkill]] only)&lt;br /&gt;
|-&lt;br /&gt;
|49 || [[sylvan mist]] || 85 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|50 || [[boannaich nadur]] || 90 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|50 || [[dorn nadur]] || 90 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|50 || [[dodge]] || 95 ||  fighting ([[aggressive style|aggressive]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spell List of Old and New Spellnames and Spells after the Druid Update==&lt;br /&gt;
                                                                                                              &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300pt; background:#fcfcfc; border:1px solid #ccc; margin-top:.4em;&amp;quot;&lt;br /&gt;
!Old Spellname&lt;br /&gt;
!New Spellname or Affect&lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|continual light                  || starlight                            &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|blindness                        || dall loisg                           &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|cure light                       || ioc beag                             &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|cure blindness                   || ioc dall                             &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|cure poison                      || ioc puinsean                         &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|poison                           || puinsean                             &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|stun                             || wisteria                             &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|scry                             || ciall                                &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|protect                          || dion                                 &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|cure serious                     || ioc abhbhal                          &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|detect poison                    || faic puinsean                        &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|detect invis                     || nadur ciall                          &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|cure light and refresh           || nuadhaich                            &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|remove curse                     || asgaidh nadur                        &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|heal                             || slainte                              &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|kindred strength                 || luths nadur                          &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|mistform passdoor pass door      || ceoban                               &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|sanc sanctuary                   || nadur dion                           &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|enchant weapon                   || organic infusion                     &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|stone skin                       || sgorr craiceann                      &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|plant pass                       || forest walk                          &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|fireshield iceshield shockshield || dance of vines                       &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|true sight                       || firinn faic                          &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) forage                     || find food in grassy area             &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) wind storm                 || elemental attack                     &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) oaken consecration         || +8 HR, -8 sv vs spell (max wis)&lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) gather wood                || find fire fuel in grassy area        &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) wisteria                   || druidic stun                         &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) ceangail nadur             || druidic grapple anti-mob-flee        &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) flamestrike                || like fireball                        &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) sylvan shell               || -25 AC (max wis)&lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) hail storm                 || elemental attack spell               &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) fire breath                || druidic dragon breath                &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) ice storm                  || elemental attack spell               &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) charged beacon             || suscept electricity                  &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) depuinsean                 || +10 resist poison                   &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) abrar beathach             || summon familiar                      &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) fire storm                 || elemental attack spell               &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) sylvan mist                || -25 AC for the group (max wis)&lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) boannaich nadur            || resist fire/cold/electricity +15 each (max wis)&lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) dorn nadur                 || strongest elemental attack spell     &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) ceangail nadur             || curse                                  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shared notes on Druid Spells and Skills==&lt;br /&gt;
A helpful reference of Druid Spells and Skills shared by Barentin and Shingo&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ 18] Zistrosk: Barentin: New Druid Spells 1 Sun Aug 18 23:02:11 2002&lt;br /&gt;
Thu Oct 31 17:16:42 2013&lt;br /&gt;
To: Natures&lt;br /&gt;
New Druid Spells In Alphabetical order&lt;br /&gt;
Abrar Beathach -- Summon a familiar&lt;br /&gt;
Asgaidh Nadur --- Remove Curse&lt;br /&gt;
Boannaich Nadur - Helps resist Cold, Fire, and Electricity&lt;br /&gt;
Ceangail Nadur -- Helps reduce fleeing and fighting ability of an enemy&lt;br /&gt;
Ceoban ---------- Turns you into a fog, equivalent to Passdoor&lt;br /&gt;
Ciall ----------- Equivilent to Scry&lt;br /&gt;
Dall Loisg ------ Blinds enemy with fire, equivalent to Blind&lt;br /&gt;
Dance of Vines -- Helps resist Cold, Fire, and Electricity&lt;br /&gt;
Depuinsean ------ Helps resist poison&lt;br /&gt;
Dion ------------ Protection from attacks by evil enemies&lt;br /&gt;
Dorn Nadur ------ Highest magical attack for Druids&lt;br /&gt;
Faic Puinsean --- Detects toxins in food and drink&lt;br /&gt;
Fire Breath ----- A Druid only attack spell, will damage eq&lt;br /&gt;
Fire Storm ------ Strongest of the Druid&#039;s elemental spells&lt;br /&gt;
Firinn Faic ----- Equivalent to Detect Hidden&lt;br /&gt;
Forest Walk ----- Equivalent to Plant Pass&lt;br /&gt;
Hail Storm ------ 3rd most powerful of the Druid&#039;s elemental spells&lt;br /&gt;
Ice Storm ------- 2nd most powerful of the Druid&#039;s elemental spells&lt;br /&gt;
Ioc Abhbhal ----- Medium Cure&lt;br /&gt;
Ioc Beag -------- Small Cure&lt;br /&gt;
Ioc Dall -------- Cures Blindness&lt;br /&gt;
Ioc Puinsean ---- Cures poison&lt;br /&gt;
Luths Nadur ----- Raises strength, equivalent to Kindred Strength&lt;br /&gt;
&lt;br /&gt;
[ 19] Zistrosk: Barentin: New Druid Spells 2 Sun Aug 18 23:03:20 2002&lt;br /&gt;
Thu Oct 31 17:16:47 2013&lt;br /&gt;
To: Natures&lt;br /&gt;
New Druid Spells -cont-&lt;br /&gt;
Nadur Ciall -------- Equivilent to Detect Invis&lt;br /&gt;
Nadur Dion --------- Protection from all kinds of attacks&lt;br /&gt;
Nightmare ---------- Equivilent to Dream&lt;br /&gt;
Nuadhaich ---------- Minor refresh and cure&lt;br /&gt;
Oaken Consecration - Equivilent of Bless&lt;br /&gt;
Organic Infusion --- Near equivilent to Enchant Weapon becomes druid only&lt;br /&gt;
Puinsean ----------- Equivilent to Poison&lt;br /&gt;
Sgorr Craiceann ---- Equivilent to Stone Skin&lt;br /&gt;
Slainte ------------ Highest healing spell for a Druid&lt;br /&gt;
Starlight ---------- Equivilent to Continual Light&lt;br /&gt;
Sylvan Mist -------- Confuses enemy and protects caster&#039;s group&lt;br /&gt;
Sylvan Shell ------- Equivilent to Armour&lt;br /&gt;
Wind Storm --------- Weakest of Druid&#039;s elemtal attacks&lt;br /&gt;
Wisteria ----------- Slows enemy and lowers their protection&lt;br /&gt;
&lt;br /&gt;
[ 20] Zistrosk: Shingo: Druid Spells: In Depth -Part 1- Tue Mar  4 18:44:35 2003&lt;br /&gt;
Thu Oct 31 17:16:54 2013&lt;br /&gt;
To: Natures&lt;br /&gt;
Abrar Beathach: 37 mana. Requires a rabbit carcass. Summons an owl familiar.&lt;br /&gt;
Aqua Breath: 50 mana. 1150 rounds. Allows for underwater breathing. Can be&lt;br /&gt;
recast at any time to reset the rounds.&lt;br /&gt;
Asgaidh Nadur: 5 mana. Removes curses.&lt;br /&gt;
Boannaich Nadur: 200 mana. Random rounds. 15% fire/cold/electricity resist. Can&lt;br /&gt;
be cast anywhere.&lt;br /&gt;
Call Lightning: 25 mana. Area of effect. Electricity based damage. Requires bad&lt;br /&gt;
weather to be cast.&lt;br /&gt;
Ceangail Nadur: 15 mana. 1250 rounds. +3 save vs. spells, -3 hitroll. Victim&lt;br /&gt;
cannot recall.&lt;br /&gt;
Charged Beacon: 64 mana. 850 rounds. Victim is 10% susceptible to electricity.&lt;br /&gt;
Control Weather: 25 mana. On the next tick, changes the weather in the area to&lt;br /&gt;
what you specified.&lt;br /&gt;
Create Fire: 10 mana. Creates a light source in the room. Prerequisite for &lt;br /&gt;
brewing potions.&lt;br /&gt;
Create Food: 5 mana. Creates a magic mushroom food. If you&#039;re HUNGRY, it takes&lt;br /&gt;
6 mushrooms to fill up.&lt;br /&gt;
Create Spring: 20 mana. Creates a drink source in the room. Empties your gut to&lt;br /&gt;
allow for 8 more quaffs.&lt;br /&gt;
Create Water: 5 mana. Fills a drinkcon with normal water.&lt;br /&gt;
Dall Loisg: 5 mana. Random rounds. Blinds the victim. Fire based resistance.&lt;br /&gt;
&lt;br /&gt;
[ 21] Zistrosk: Shingo: Druid Spells: In Depth -Part 2- Tue Mar  4 18:44:59 2003&lt;br /&gt;
Thu Oct 31 17:16:59 2013&lt;br /&gt;
To: Natures&lt;br /&gt;
Dance of Vines: 100 mana. 250 rounds. Gives 10% resistance to fire, cold and&lt;br /&gt;
electricity. Can only be cast in field/forest sectors.&lt;br /&gt;
Dispel Magic: 15 mana. Self explanatory.&lt;br /&gt;
Dorn Nadur: 50 mana. Powerful raw magic elemental attack. Damage is increased&lt;br /&gt;
when wis is maxed out at 25.&lt;br /&gt;
Faic Puinsean: 5 mana. Detects if the item is poisoned.&lt;br /&gt;
Fire Breath: 15 mana. Damage based on current HP/max HP ratio. Fire element.&lt;br /&gt;
Fire Storm: 20 mana. Fire based damage.&lt;br /&gt;
Firinn Faic: 65 mana. 50 rounds. Gives true sight ability.&lt;br /&gt;
Forest Walk: 80 mana. Instant travel spell. Caster and target MUST be in a&lt;br /&gt;
field/forest type sector to be effective -as well as within distance-&lt;br /&gt;
Hail Storm: 10 mana. Cold based damage. Can only be cast outdoors.&lt;br /&gt;
Ice Storm: 20 mana. Area of effect. Cold based. Can only be cast outdoors.&lt;br /&gt;
&lt;br /&gt;
[ 22] Zistrosk: Shingo: Druid Spells: In Depth -Part 3- Tue Mar  4 18:45:01 2003&lt;br /&gt;
Thu Oct 31 17:17:06 2013&lt;br /&gt;
To: Natures&lt;br /&gt;
Ioc Abhbhal: 10 mana. Recovers HP by WIS x2.&lt;br /&gt;
Ioc Beag: 7 mana. Recovers HP by WIS x1.&lt;br /&gt;
Ioc Dall: 5 mana. Restores vision when blind.&lt;br /&gt;
Ioc Puinsean: 5 mana. Cures poison.&lt;br /&gt;
Lightning Bolt: 15 mana. Electricity based damage.&lt;br /&gt;
Locate Object: 40 mana. Locates the item anywhere in the Realms to some extent.&lt;br /&gt;
Luths Nadur: 15 mana. 1250 rounds. Requires a WIS of 25 to give +3 STR.&lt;br /&gt;
Mass Invis: 20 mana. 560 rounds. Gives the caster&#039;s group invisibility.&lt;br /&gt;
Nadur Ciall: 10 mana. 1250 rounds. Detects invis/hidden/magic/traps.&lt;br /&gt;
Nadur Dion: 75 mana. 250 rounds. All damage is reduced by 50%.&lt;br /&gt;
Oaken Consecration: 5 mana. 500 rounds. Save vs spell -8, Hitroll +8.&lt;br /&gt;
Organic Infusion: 100 mana. Enchants nonmagic and magic weapons. Requires a WIS&lt;br /&gt;
score of 21 or greater to enchant +3. Does not work on already enchanted items.&lt;br /&gt;
Infused weapon gains Hitroll/Damroll, druid only flag, and organic flag.&lt;br /&gt;
Remove Invis: 10 mana. Removes invisibility from objects. Aggressive if used on&lt;br /&gt;
a character.&lt;br /&gt;
Sgorr Craiceann: 40 mana. 375 rounds. AC bonus equals WIS x2. Blunt resist 10%.&lt;br /&gt;
shields.&lt;br /&gt;
&lt;br /&gt;
[ 23] Zistrosk: Shingo: Druid Spells: In Depth -Part 4- Tue Mar  4 18:57:03 2003&lt;br /&gt;
Thu Oct 31 17:17:10 2013&lt;br /&gt;
To: Natures&lt;br /&gt;
Sylvan Mist: 30 mana. 400 rounds. Grants casters group an AC bonus of WIS x1.&lt;br /&gt;
Sylvan Shell: 10 mana. 1250 rounds. AC bonus equal to WIS x1.&lt;br /&gt;
Wind Storm: 5 mana. Cold based damage. Can only be cast outdoors.&lt;br /&gt;
Also causes a DEX penalty. Requires a WIS of 23 or greater to affect DEX -4.&lt;br /&gt;
Word of Recall: 5 mana. Returns the caster to their recall point.&lt;br /&gt;
affects may vary if you have less wisdom.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
      &amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
      &amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&lt;br /&gt;
                   &amp;quot;I believe in the way of an older law&lt;br /&gt;
                 When we used to dance to a different drum&lt;br /&gt;
                        And we are changing our ways&lt;br /&gt;
                     Yes we are taking on different roads&lt;br /&gt;
                Tell me about the forest you once called home.&amp;quot;&lt;br /&gt;
                     Dead Can Dance, &amp;quot;Tell Me About The Forest&amp;quot;&lt;br /&gt;
      &amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
      &amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&lt;br /&gt;
 The Druid is a lover and protector of the natural land. Be it the forests&lt;br /&gt;
 full of centaurs and deer, the streams full of fish, or the bug-infested&lt;br /&gt;
 swamps, a Druid always strives to protect and preserve nature. Wielding&lt;br /&gt;
 spells drawn from the might of nature, druids are vigilant and dutiful.&lt;br /&gt;
 A Druid possesses spells capable of both healing and harming. They can&lt;br /&gt;
 soothe the pain of combat and provide sustenance for the weary. In times&lt;br /&gt;
 of combat they can quake the land and split the sky. The Shattering of&lt;br /&gt;
 the Realms, while devastating, has brought the druids more in tune with&lt;br /&gt;
 the world surrounding them. Their mastery of elemental skills has been&lt;br /&gt;
 greatly enhanced beyond their capacity in previous years. While not&lt;br /&gt;
 exponentially more powerful, the druids are certainly more diverse and&lt;br /&gt;
 stand ready to guard their shattered world.&lt;br /&gt;
      &amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&lt;br /&gt;
 A Druid is blessed with wisdom to aid in wilderness survival. Survival&lt;br /&gt;
 does not owe solely to wits. A Druid must be strong in body as well as&lt;br /&gt;
 mind. Dwelling in the bowels of nature has made the Druid exceptionally&lt;br /&gt;
 hardy. They possess extraordinary constitution. However, their time spent&lt;br /&gt;
 in the woods among the creatures has done little for their social graces.&lt;br /&gt;
 Druids tend to be gruff, blunt and occasionally odoriferous. Charisma&lt;br /&gt;
 is not their strong point.&lt;br /&gt;
      &amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&lt;br /&gt;
 Nature teaches her lessons to Humans, Elves, Dwarves, Pixies, Half-Elves,&lt;br /&gt;
 Sea-Elves and Gnomes.&lt;br /&gt;
      &amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]] [[Category:Shaman]]&lt;/div&gt;</summary>
		<author><name>Zistrosk</name></author>
	</entry>
	<entry>
		<id>https://rodpedia.realmsofdespair.info/index.php?title=Druid&amp;diff=20404</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://rodpedia.realmsofdespair.info/index.php?title=Druid&amp;diff=20404"/>
		<updated>2018-08-07T14:56:29Z</updated>

		<summary type="html">&lt;p&gt;Zistrosk: Updated with list of old versus new druid spells and spell names for reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Classmenu}}&lt;br /&gt;
The &#039;&#039;&#039;Druid&#039;&#039;&#039; is a lover and protector of the natural land. Be it the forests full of centaurs and deer, the streams full of fish, or the bug-infested swamps, a Druid always strives to protect and preserve nature. Wielding spells drawn from the might of nature, druids are vigilant and dutiful. A Druid possesses spells capable of both healing and harming. They can soothe the pain of combat and provide sustenance for the weary. In times of combat they can quake the land and split the sky. The Shattering of the Realms, while devastating, has brought the druids more in tune with the world surrounding them. Their mastery of elemental skills has been greatly enhanced beyond their capacity in previous years. While not exponentially more powerful, the druids are certainly more diverse and stand ready to guard their shattered world.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:80%;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;&amp;quot;&#039;&#039;I believe in the way of an older law, when we used to dance to a different drum; And we are changing our ways, yes we are taking on different roads. Tell me about the forest you once called home.&#039;&#039;&amp;quot; Dead Can Dance, &amp;quot;Tell Me About The Forest&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Druid is blessed with wisdom to aid in wilderness survival. Survival does not owe solely to wits. A Druid must be strong in body as well as mind. Dwelling in the bowels of nature has made the Druid exceptionally hardy. They possess extraordinary constitution. However, their time spent in the woods among the creatures has done little for their social graces. Druids tend to be gruff, blunt and occasionally odoriferous. Charisma is not their strong point.&lt;br /&gt;
&lt;br /&gt;
== Information ==&lt;br /&gt;
&lt;br /&gt;
* Primary [[statistic]]: [[Wisdom]]&lt;br /&gt;
* Secondary [[statistic]]: [[Constitution]]&lt;br /&gt;
* Deficient [[statistic]]: [[Charisma]]&lt;br /&gt;
* [[Race|Races]] allowed: [[Human]], [[Elf]], [[Dwarf]], [[Pixie]], [[Half-Elf]], [[Sea-Elf]], [[Gnome]].&lt;br /&gt;
* [[Deity|Deities]] allowed: [[Adendra]], [[A&#039;enari]], [[Bron&#039;trel]], [[Cawyn]], [[Estathius]], [[Ghordohl]], [[Gre&#039;Vos]], [[Grishnakh]], [[Kalerd]], [[Keltas]], [[LaChte]], [[Masefi]], [[Sarane]], [[Shivvan]], [[Sh&#039;Vath]], [[Sil-Galith]], [[Tirebaen]], [[Vl&#039;aresch]], [[Z&#039;hyal]].&lt;br /&gt;
* Favored weapons: [[:Category:Crushing Weapon|Crushing]], [[:Category:Pounding Weapon|Pounding]].&lt;br /&gt;
* Least favored weapons: [[:Category:Piercing Weapon|Piercing]], [[:Category:Flailing Weapon|Flailing]], [[:Category:Stabbing Weapon|Stabbing]], [[:Category:Whipping Weapon|Whipping]].&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
See Also: [[:Category:{{PAGENAME}} Skills]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300pt; background:#fcfcfc; border:1px solid #ccc; margin-top:.4em;&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill&lt;br /&gt;
!Max&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[cook]] || 95 ||  resting&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[evasive style]] || 75 ||  any&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[standard style]] || 80 ||  any&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[bludgeons]] || 95 ||  any&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[flexible arms]] || 30 ||  any&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[long blades]] || 50 ||  any&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[pugilism]] || 90 ||  any&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[short blades]] || 30 ||  any&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[talonous arms]] || 70 ||  any&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[starlight]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[dig]] || 90 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[mount]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[strike]] || 95 ||  fighting ([[aggressive style|aggressive]])&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[create food]] || 95 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[create water]] || 95 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[forage]] || 70 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[wind storm]] || 80 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[dall loisg]] || 95 ||  fighting ([[berserk style|berserk]])&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[ioc beag]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[ioc dall]] || 95 ||  fighting ([[defensive style|defensive]])&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[oaken consecration]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[create fire]] || 95 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[float]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[infravision]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[aid]] || 95 ||  fighting ([[aggressive style|aggressive]])&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[climb]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[kick]] || 95 ||  fighting ([[berserk style|berserk]])&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[search]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[refresh]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[aggressive style]] || 75 ||  fighting ([[aggressive style|aggressive]])&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[enhanced damage]] || 80 ||  fighting ([[berserk style|berserk]])&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[earthquake]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[ioc puinsean]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[gather wood]] || 70 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[control weather]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[fly]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[puinsean]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[wisteria]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[ciall]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[create spring]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[invis]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[stalk]] || 95 ||  standing ([[Deadly player|pkill]] only)&lt;br /&gt;
|-&lt;br /&gt;
|11 || [[dion]] || 80 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|11 || [[ioc abhbhal]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|12 || [[call lightning]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|12 || [[nadur ciall]] || 95 ||  resting&lt;br /&gt;
|-&lt;br /&gt;
|13 || [[faic puinsean]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|13 || [[fireball]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|13 || [[identify]] || 95 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|13 || [[locate object]] || 95 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|14 || [[dispel magic]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|14 || [[nuadhaich]] || 90 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|14 || [[remove invis]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|15 || [[lightning bolt]] || 95 ||  fighting ([[defensive style|defensive]])&lt;br /&gt;
|-&lt;br /&gt;
|15 || [[weaken]] || 95 ||  fighting ([[aggressive style|aggressive]])&lt;br /&gt;
|-&lt;br /&gt;
|15 || [[scan]] || 60 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|15 || [[second attack]] || 95 ||  fighting ([[berserk style|berserk]])&lt;br /&gt;
|-&lt;br /&gt;
|15 || [[swipe]] || 80 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|16 || [[ceangail nadur]] || 80 ||  fighting ([[aggressive style|aggressive]])&lt;br /&gt;
|-&lt;br /&gt;
|16 || [[flamestrike]] || 95 ||  fighting ([[defensive style|defensive]])&lt;br /&gt;
|-&lt;br /&gt;
|16 || [[sylvan shell]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|17 || [[asgaidh nadur]] || 85 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|17 || [[dream]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|17 || [[defensive style]] || 80 ||  any&lt;br /&gt;
|-&lt;br /&gt;
|17 || [[sneak]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|18 || [[aqua breath]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|18 || [[hail storm]] || 80 ||  fighting ([[defensive style|defensive]])&lt;br /&gt;
|-&lt;br /&gt;
|18 || [[spurn]] || 80 ||  fighting ([[berserk style|berserk]])&lt;br /&gt;
|-&lt;br /&gt;
|19 || [[fire breath]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|19 || [[slainte]] || 95 ||  fighting ([[aggressive style|aggressive]])&lt;br /&gt;
|-&lt;br /&gt;
|20 || [[luths nadur]] || 95 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|20 || [[mass invis]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|20 || [[word of recall]] || 95 ||  resting&lt;br /&gt;
|-&lt;br /&gt;
|20 || [[meditate]] || 95 ||  resting&lt;br /&gt;
|-&lt;br /&gt;
|20 || [[rescue]] || 95 ||  fighting ([[berserk style|berserk]])&lt;br /&gt;
|-&lt;br /&gt;
|21 || [[disarm]] || 95 ||  fighting ([[aggressive style|aggressive]])&lt;br /&gt;
|-&lt;br /&gt;
|24 || [[ceoban]] || 95 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|25 || [[iceshield]] || 95 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|26 || [[ice storm]] || 80 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|28 || [[berserk style]] || 45 ||  fighting ([[defensive style|defensive]])&lt;br /&gt;
|-&lt;br /&gt;
|29 || [[charged beacon]] || 95 ||  fighting ([[defensive style|defensive]])&lt;br /&gt;
|-&lt;br /&gt;
|30 || [[nadur dion]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|30 || [[snare]] || 80 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|30 || [[third attack]] || 90 ||  fighting ([[berserk style|berserk]])&lt;br /&gt;
|-&lt;br /&gt;
|31 || [[organic infusion]] || 80 ||  any&lt;br /&gt;
|-&lt;br /&gt;
|32 || [[depuinsean]] || 75 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|32 || [[sgorr craiceann]] || 75 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|34 || [[sleep]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|35 || [[fireshield]] || 95 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|35 || [[forest walk]] || 90 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|35 || [[track]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|38 || [[abrar beathach]] || 70 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|39 || [[two handed]] || 25 ||  fighting ([[aggressive style|aggressive]])&lt;br /&gt;
|-&lt;br /&gt;
|40 || [[parry]] || 95 ||  fighting ([[aggressive style|aggressive]])&lt;br /&gt;
|-&lt;br /&gt;
|41 || [[fire storm]] || 80 ||  fighting ([[defensive style|defensive]])&lt;br /&gt;
|-&lt;br /&gt;
|44 || [[shockshield]] || 95 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|45 || [[fourth attack]] || 65 ||  fighting ([[berserk style|berserk]])&lt;br /&gt;
|-&lt;br /&gt;
|46 || [[hide]] || 95 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|47 || [[dance of vines]] || 95 ||  fighting ([[evasive style|evasive]])&lt;br /&gt;
|-&lt;br /&gt;
|48 || [[firinn faic]] || 45 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|49 || [[manadh taosg]] || 95 ||  fighting ([[aggressive style|aggressive]]) ([[Deadly player|pkill]] only)&lt;br /&gt;
|-&lt;br /&gt;
|49 || [[sylvan mist]] || 85 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|50 || [[boannaich nadur]] || 90 ||  standing&lt;br /&gt;
|-&lt;br /&gt;
|50 || [[dorn nadur]] || 90 ||  fighting&lt;br /&gt;
|-&lt;br /&gt;
|50 || [[dodge]] || 95 ||  fighting ([[aggressive style|aggressive]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spell List of Old and New Spellnames and Spells after the Druid Update==&lt;br /&gt;
                                                                                                              &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300pt; background:#fcfcfc; border:1px solid #ccc; margin-top:.4em;&amp;quot;&lt;br /&gt;
!Old Spellname&lt;br /&gt;
!New Spellname or Affect&lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|continual light                  || starlight                            &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|blindness                        || dall loisg                           &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|cure light                       || ioc beag                             &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|cure blindness                   || ioc dall                             &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|cure poison                      || ioc puinsean                         &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|poison                           || puinsean                             &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|stun                             || wisteria                             &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|scry                             || ciall                                &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|protect                          || dion                                 &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|cure serious                     || ioc abhbhal                          &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|detect poison                    || faic puinsean                        &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|detect invis                     || nadur ciall                          &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|cure light and refresh           || nuadhaich                            &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|remove curse                     || asgaidh nadur                        &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|heal                             || slainte                              &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|kindred strength                 || luths nadur                          &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|mistform passdoor pass door      || ceoban                               &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|sanc sanctuary                   || nadur dion                           &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|enchant weapon                   || organic infusion                     &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|stone skin                       || sgorr craiceann                      &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|plant pass                       || forest walk                          &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|fireshield iceshield shockshield || dance of vines                       &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|true sight                       || firinn faic                          &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) forage                     || find food in grassy area             &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) wind storm                 || elemental attack                     &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) oaken consecration         || +6 HR, -6 sv vs spell                &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) gather wood                || find fire fuel in grassy area        &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) wisteria                   || druidic stun                         &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) ceangail nadur             || druidic grapple anti-mob-flee        &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) flamestrike                || like fireball                        &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) sylvan shell               || -19 AC                               &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) hail storm                 || elemental attack spell               &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) fire breath                || druidic dragon breath                &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) ice storm                  || elemental attack spell               &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) charged beacon             || suscept electricity                  &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) depuinsean                 || +256 resist poison                   &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) abrar beathach             || summon familiar                      &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) fire storm                 || elemental attack spell               &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) sylvan mist                || -19 AC for the group                 &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) boannaich nadur            || resist fire/cold/electricity +10 each&lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) dorn nadur                 || strongest elemental attack spell     &lt;br /&gt;
|-                                                                                                            &lt;br /&gt;
|(new) ceangail nadur             || curse                                  &lt;br /&gt;
|}                                                                                                            &lt;br /&gt;
&lt;br /&gt;
==Shared notes on Druid Spells and Skills==&lt;br /&gt;
A helpful reference of Druid Spells and Skills shared by Barentin and Shingo&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ 18] Zistrosk: Barentin: New Druid Spells 1 Sun Aug 18 23:02:11 2002&lt;br /&gt;
Thu Oct 31 17:16:42 2013&lt;br /&gt;
To: Natures&lt;br /&gt;
New Druid Spells In Alphabetical order&lt;br /&gt;
Abrar Beathach -- Summon a familiar&lt;br /&gt;
Asgaidh Nadur --- Remove Curse&lt;br /&gt;
Boannaich Nadur - Helps resist Cold, Fire, and Electricity&lt;br /&gt;
Ceangail Nadur -- Helps reduce fleeing and fighting ability of an enemy&lt;br /&gt;
Ceoban ---------- Turns you into a fog, equivalent to Passdoor&lt;br /&gt;
Ciall ----------- Equivilent to Scry&lt;br /&gt;
Dall Loisg ------ Blinds enemy with fire, equivalent to Blind&lt;br /&gt;
Dance of Vines -- Helps resist Cold, Fire, and Electricity&lt;br /&gt;
Depuinsean ------ Helps resist poison&lt;br /&gt;
Dion ------------ Protection from attacks by evil enemies&lt;br /&gt;
Dorn Nadur ------ Highest magical attack for Druids&lt;br /&gt;
Faic Puinsean --- Detects toxins in food and drink&lt;br /&gt;
Fire Breath ----- A Druid only attack spell, will damage eq&lt;br /&gt;
Fire Storm ------ Strongest of the Druid&#039;s elemental spells&lt;br /&gt;
Firinn Faic ----- Equivalent to Detect Hidden&lt;br /&gt;
Forest Walk ----- Equivalent to Plant Pass&lt;br /&gt;
Hail Storm ------ 3rd most powerful of the Druid&#039;s elemental spells&lt;br /&gt;
Ice Storm ------- 2nd most powerful of the Druid&#039;s elemental spells&lt;br /&gt;
Ioc Abhbhal ----- Medium Cure&lt;br /&gt;
Ioc Beag -------- Small Cure&lt;br /&gt;
Ioc Dall -------- Cures Blindness&lt;br /&gt;
Ioc Puinsean ---- Cures poison&lt;br /&gt;
Luths Nadur ----- Raises strength, equivalent to Kindred Strength&lt;br /&gt;
&lt;br /&gt;
[ 19] Zistrosk: Barentin: New Druid Spells 2 Sun Aug 18 23:03:20 2002&lt;br /&gt;
Thu Oct 31 17:16:47 2013&lt;br /&gt;
To: Natures&lt;br /&gt;
New Druid Spells -cont-&lt;br /&gt;
Nadur Ciall -------- Equivilent to Detect Invis&lt;br /&gt;
Nadur Dion --------- Protection from all kinds of attacks&lt;br /&gt;
Nightmare ---------- Equivilent to Dream&lt;br /&gt;
Nuadhaich ---------- Minor refresh and cure&lt;br /&gt;
Oaken Consecration - Equivilent of Bless&lt;br /&gt;
Organic Infusion --- Near equivilent to Enchant Weapon becomes druid only&lt;br /&gt;
Puinsean ----------- Equivilent to Poison&lt;br /&gt;
Sgorr Craiceann ---- Equivilent to Stone Skin&lt;br /&gt;
Slainte ------------ Highest healing spell for a Druid&lt;br /&gt;
Starlight ---------- Equivilent to Continual Light&lt;br /&gt;
Sylvan Mist -------- Confuses enemy and protects caster&#039;s group&lt;br /&gt;
Sylvan Shell ------- Equivilent to Armour&lt;br /&gt;
Wind Storm --------- Weakest of Druid&#039;s elemtal attacks&lt;br /&gt;
Wisteria ----------- Slows enemy and lowers their protection&lt;br /&gt;
&lt;br /&gt;
[ 20] Zistrosk: Shingo: Druid Spells: In Depth -Part 1- Tue Mar  4 18:44:35 2003&lt;br /&gt;
Thu Oct 31 17:16:54 2013&lt;br /&gt;
To: Natures&lt;br /&gt;
Abrar Beathach: 37 mana. Requires a rabbit carcass. Summons an owl familiar.&lt;br /&gt;
Aqua Breath: 50 mana. 1150 rounds. Allows for underwater breathing. Can be&lt;br /&gt;
recast at any time to reset the rounds.&lt;br /&gt;
Asgaidh Nadur: 5 mana. Removes curses.&lt;br /&gt;
Boannaich Nadur: 200 mana. Random rounds. 15% fire/cold/electricity resist. Can&lt;br /&gt;
be cast anywhere.&lt;br /&gt;
Call Lightning: 25 mana. Area of effect. Electricity based damage. Requires bad&lt;br /&gt;
weather to be cast.&lt;br /&gt;
Ceangail Nadur: 15 mana. 1250 rounds. +3 save vs. spells, -3 hitroll. Victim&lt;br /&gt;
cannot recall.&lt;br /&gt;
Charged Beacon: 64 mana. 850 rounds. Victim is 10% susceptible to electricity.&lt;br /&gt;
Control Weather: 25 mana. On the next tick, changes the weather in the area to&lt;br /&gt;
what you specified.&lt;br /&gt;
Create Fire: 10 mana. Creates a light source in the room. Prerequisite for &lt;br /&gt;
brewing potions.&lt;br /&gt;
Create Food: 5 mana. Creates a magic mushroom food. If you&#039;re HUNGRY, it takes&lt;br /&gt;
6 mushrooms to fill up.&lt;br /&gt;
Create Spring: 20 mana. Creates a drink source in the room. Empties your gut to&lt;br /&gt;
allow for 8 more quaffs.&lt;br /&gt;
Create Water: 5 mana. Fills a drinkcon with normal water.&lt;br /&gt;
Dall Loisg: 5 mana. Random rounds. Blinds the victim. Fire based resistance.&lt;br /&gt;
&lt;br /&gt;
[ 21] Zistrosk: Shingo: Druid Spells: In Depth -Part 2- Tue Mar  4 18:44:59 2003&lt;br /&gt;
Thu Oct 31 17:16:59 2013&lt;br /&gt;
To: Natures&lt;br /&gt;
Dance of Vines: 100 mana. 250 rounds. Gives 10% resistance to fire, cold and&lt;br /&gt;
electricity. Can only be cast in field/forest sectors.&lt;br /&gt;
Dispel Magic: 15 mana. Self explanatory.&lt;br /&gt;
Dorn Nadur: 50 mana. Powerful raw magic elemental attack. Damage is increased&lt;br /&gt;
when wis is maxed out at 25.&lt;br /&gt;
Faic Puinsean: 5 mana. Detects if the item is poisoned.&lt;br /&gt;
Fire Breath: 15 mana. Damage based on current HP/max HP ratio. Fire element.&lt;br /&gt;
Fire Storm: 20 mana. Fire based damage.&lt;br /&gt;
Firinn Faic: 65 mana. 50 rounds. Gives true sight ability.&lt;br /&gt;
Forest Walk: 80 mana. Instant travel spell. Caster and target MUST be in a&lt;br /&gt;
field/forest type sector to be effective -as well as within distance-&lt;br /&gt;
Hail Storm: 10 mana. Cold based damage. Can only be cast outdoors.&lt;br /&gt;
Ice Storm: 20 mana. Area of effect. Cold based. Can only be cast outdoors.&lt;br /&gt;
&lt;br /&gt;
[ 22] Zistrosk: Shingo: Druid Spells: In Depth -Part 3- Tue Mar  4 18:45:01 2003&lt;br /&gt;
Thu Oct 31 17:17:06 2013&lt;br /&gt;
To: Natures&lt;br /&gt;
Ioc Abhbhal: 10 mana. Recovers HP by WIS x2.&lt;br /&gt;
Ioc Beag: 7 mana. Recovers HP by WIS x1.&lt;br /&gt;
Ioc Dall: 5 mana. Restores vision when blind.&lt;br /&gt;
Ioc Puinsean: 5 mana. Cures poison.&lt;br /&gt;
Lightning Bolt: 15 mana. Electricity based damage.&lt;br /&gt;
Locate Object: 40 mana. Locates the item anywhere in the Realms to some extent.&lt;br /&gt;
Luths Nadur: 15 mana. 1250 rounds. Requires a WIS of 25 to give +3 STR.&lt;br /&gt;
Mass Invis: 20 mana. 560 rounds. Gives the caster&#039;s group invisibility.&lt;br /&gt;
Nadur Ciall: 10 mana. 1250 rounds. Detects invis/hidden/magic/traps.&lt;br /&gt;
Nadur Dion: 75 mana. 250 rounds. All damage is reduced by 50%.&lt;br /&gt;
Oaken Consecration: 5 mana. 500 rounds. Save vs spell -8, Hitroll +8.&lt;br /&gt;
Organic Infusion: 100 mana. Enchants nonmagic and magic weapons. Requires a WIS&lt;br /&gt;
score of 21 or greater to enchant +3. Does not work on already enchanted items.&lt;br /&gt;
Infused weapon gains Hitroll/Damroll, druid only flag, and organic flag.&lt;br /&gt;
Remove Invis: 10 mana. Removes invisibility from objects. Aggressive if used on&lt;br /&gt;
a character.&lt;br /&gt;
Sgorr Craiceann: 40 mana. 375 rounds. AC bonus equals WIS x2. Blunt resist 10%.&lt;br /&gt;
shields.&lt;br /&gt;
&lt;br /&gt;
[ 23] Zistrosk: Shingo: Druid Spells: In Depth -Part 4- Tue Mar  4 18:57:03 2003&lt;br /&gt;
Thu Oct 31 17:17:10 2013&lt;br /&gt;
To: Natures&lt;br /&gt;
Sylvan Mist: 30 mana. 400 rounds. Grants casters group an AC bonus of WIS x1.&lt;br /&gt;
Sylvan Shell: 10 mana. 1250 rounds. AC bonus equal to WIS x1.&lt;br /&gt;
Wind Storm: 5 mana. Cold based damage. Can only be cast outdoors.&lt;br /&gt;
Also causes a DEX penalty. Requires a WIS of 23 or greater to affect DEX -4.&lt;br /&gt;
Word of Recall: 5 mana. Returns the caster to their recall point.&lt;br /&gt;
affects may vary if you have less wisdom.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
      &amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&lt;br /&gt;
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      &amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&lt;br /&gt;
                   &amp;quot;I believe in the way of an older law&lt;br /&gt;
                 When we used to dance to a different drum&lt;br /&gt;
                        And we are changing our ways&lt;br /&gt;
                     Yes we are taking on different roads&lt;br /&gt;
                Tell me about the forest you once called home.&amp;quot;&lt;br /&gt;
                     Dead Can Dance, &amp;quot;Tell Me About The Forest&amp;quot;&lt;br /&gt;
      &amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
      &amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&lt;br /&gt;
 The Druid is a lover and protector of the natural land. Be it the forests&lt;br /&gt;
 full of centaurs and deer, the streams full of fish, or the bug-infested&lt;br /&gt;
 swamps, a Druid always strives to protect and preserve nature. Wielding&lt;br /&gt;
 spells drawn from the might of nature, druids are vigilant and dutiful.&lt;br /&gt;
 A Druid possesses spells capable of both healing and harming. They can&lt;br /&gt;
 soothe the pain of combat and provide sustenance for the weary. In times&lt;br /&gt;
 of combat they can quake the land and split the sky. The Shattering of&lt;br /&gt;
 the Realms, while devastating, has brought the druids more in tune with&lt;br /&gt;
 the world surrounding them. Their mastery of elemental skills has been&lt;br /&gt;
 greatly enhanced beyond their capacity in previous years. While not&lt;br /&gt;
 exponentially more powerful, the druids are certainly more diverse and&lt;br /&gt;
 stand ready to guard their shattered world.&lt;br /&gt;
      &amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&lt;br /&gt;
 A Druid is blessed with wisdom to aid in wilderness survival. Survival&lt;br /&gt;
 does not owe solely to wits. A Druid must be strong in body as well as&lt;br /&gt;
 mind. Dwelling in the bowels of nature has made the Druid exceptionally&lt;br /&gt;
 hardy. They possess extraordinary constitution. However, their time spent&lt;br /&gt;
 in the woods among the creatures has done little for their social graces.&lt;br /&gt;
 Druids tend to be gruff, blunt and occasionally odoriferous. Charisma&lt;br /&gt;
 is not their strong point.&lt;br /&gt;
      &amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&lt;br /&gt;
 Nature teaches her lessons to Humans, Elves, Dwarves, Pixies, Half-Elves,&lt;br /&gt;
 Sea-Elves and Gnomes.&lt;br /&gt;
      &amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&amp;lt;&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]] [[Category:Shaman]]&lt;/div&gt;</summary>
		<author><name>Zistrosk</name></author>
	</entry>
	<entry>
		<id>https://rodpedia.realmsofdespair.info/index.php?title=Cook&amp;diff=20080</id>
		<title>Cook</title>
		<link rel="alternate" type="text/html" href="https://rodpedia.realmsofdespair.info/index.php?title=Cook&amp;diff=20080"/>
		<updated>2017-09-19T16:44:14Z</updated>

		<summary type="html">&lt;p&gt;Zistrosk: /* Added an example of a cookable item */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Commandmenu|collapsed}}&lt;br /&gt;
&#039;&#039;&#039;Cooking&#039;&#039;&#039; requires certain food types and a fire. Cooking ones&#039; food will keep it preserved longer, and remove many poisons. However, overcooking may destroy the item.&lt;br /&gt;
&lt;br /&gt;
== Syntax == &lt;br /&gt;
&lt;br /&gt;
* cook &amp;lt;item&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* To cook an item, it must be in your inventory and be cookable.  When identified, cookable items will show up as a item type of &amp;quot;cook&amp;quot;.  For example: https://rodpedia.realmsofdespair.info/wiki/A_defeathered_chicken&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Augurer Skills]][[Category:Barbarian Skills]][[Category:Bladesinger Skills]][[Category:Cleric Skills]][[Category:Druid Skills]][[Category:Fathomer Skills]][[Category:Mage Skills]][[Category:Nephandi Skills]][[Category:Paladin Skills]][[Category:Ranger Skills]][[Category:Thief Skills]][[Category:Warrior Skills]]&lt;/div&gt;</summary>
		<author><name>Zistrosk</name></author>
	</entry>
	<entry>
		<id>https://rodpedia.realmsofdespair.info/index.php?title=The_witch_doctor&amp;diff=20048</id>
		<title>The witch doctor</title>
		<link rel="alternate" type="text/html" href="https://rodpedia.realmsofdespair.info/index.php?title=The_witch_doctor&amp;diff=20048"/>
		<updated>2017-07-29T15:38:44Z</updated>

		<summary type="html">&lt;p&gt;Zistrosk: Witch doctor description and items as explored on Zisteroni&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Witch Doctor in Otherland&lt;br /&gt;
&lt;br /&gt;
Open 11pm to 6am&lt;br /&gt;
     &lt;br /&gt;
     The witch doctor appears to be between level 50 and 55.&lt;br /&gt;
     The witch doctor looks like a neanderthal, and follows the ways of the druid.&lt;br /&gt;
&lt;br /&gt;
     Piercing yellow eyes blink open as the woman senses your gaze upon her, a&lt;br /&gt;
     slight frown mars her brow as she ponders the intrusion on her sanctuary.&lt;br /&gt;
     Dark yellow hair, heavily streaked with gray, hangs down in thick cords to&lt;br /&gt;
     sweep the floor beside her. Her skin is a chalky bluish white color that&lt;br /&gt;
     hangs in wrinkled folds around her eyes and neck. Strips of rawhide are tied&lt;br /&gt;
     about her arms, clear up past her elbows. A simple white fur robe is just&lt;br /&gt;
     visible beneath the layers of furs that cover her. Even from her sitting&lt;br /&gt;
     position, this woman commands respect and exudes power. Her height, were&lt;br /&gt;
     she to unfurl her gnarled limbs, reaches well past the average human. She&lt;br /&gt;
     is very old and has been with the frost giant jarl&#039;s band for eternity.&lt;br /&gt;
     -&lt;br /&gt;
     The Witch Doctor is in perfect health.&lt;br /&gt;
     -&lt;br /&gt;
     The Witch Doctor is using:&lt;br /&gt;
     &amp;lt;worn on body&amp;gt;       a long, white fur robe&lt;br /&gt;
     &amp;lt;worn on arms&amp;gt;       strips of rawhide&lt;br /&gt;
     &amp;lt;worn about body&amp;gt;    a woolly mammoth hide&lt;br /&gt;
     &amp;lt;wielded&amp;gt;            (Magical) (Glowing) fetters of rhyme&lt;br /&gt;
     &amp;lt;held&amp;gt;               a witch doctor&#039;s rattle&lt;br /&gt;
&lt;br /&gt;
     [Lv Price] Item&lt;br /&gt;
     [50 872370] An herbal pack.&lt;br /&gt;
     [30 89793] Eyes of z&#039;hyal.&lt;br /&gt;
     [30 82573] Scent of gre&#039;vos.&lt;br /&gt;
     [19 177771] Touch of bael-morte.&lt;br /&gt;
     [16  5387] Nacre cicatrix.&lt;br /&gt;
     [15  8216] Despair thy eyes.&lt;br /&gt;
     [15 108621] Gambit of the eight.&lt;br /&gt;
     [ 0 14367] Evil seek.&lt;br /&gt;
     [ 0 547649] Mad god&#039;s rage.&lt;br /&gt;
&lt;br /&gt;
     An herbal pack contains:&lt;br /&gt;
          a dried clump of seaweed (4)&lt;br /&gt;
&lt;br /&gt;
     Object &#039;a dried clump of seaweed&#039; is infused with your magic...&lt;br /&gt;
     It is a level 50 pill, weight 1.&lt;br /&gt;
     Special properties:  none&lt;br /&gt;
     This pill has a gold value of 5000.&lt;br /&gt;
     Level 14 spell(s) of:&lt;br /&gt;
       &#039;cure poison&#039;  &#039;remove curse&#039;  &#039;cure light&#039;&lt;br /&gt;
&lt;br /&gt;
     Object &#039;eyes of Z&#039;hyal&#039; is infused with your magic...&lt;br /&gt;
     It is a level 30 potion, weight 2.&lt;br /&gt;
     Special properties:  none&lt;br /&gt;
     This potion has a gold value of 50000.&lt;br /&gt;
     Level 16 spell(s) of:&lt;br /&gt;
       &#039;detect invis&#039;  &#039;detect traps&#039;&lt;br /&gt;
&lt;br /&gt;
     Object &#039;scent of Gre&#039;vos&#039; is infused with your magic...&lt;br /&gt;
     It is a level 30 potion, weight 1.&lt;br /&gt;
     Special properties:  none&lt;br /&gt;
     This potion has a gold value of 45980.&lt;br /&gt;
     Level 16 spell(s) of:&lt;br /&gt;
       &#039;infravision&#039;&lt;br /&gt;
&lt;br /&gt;
     Object &#039;touch of Bael-morte&#039; is infused with your magic...&lt;br /&gt;
     It is a level 19 pill, weight 1.&lt;br /&gt;
     Special properties:  none&lt;br /&gt;
     This pill has a gold value of 98989.&lt;br /&gt;
     Level 14 spell(s) of:&lt;br /&gt;
       &#039;demonic aura&#039;&lt;br /&gt;
&lt;br /&gt;
     Object &#039;nacre cicatrix&#039; is infused with your magic...&lt;br /&gt;
     It is a level 16 potion, weight 1.&lt;br /&gt;
     Special properties:  none&lt;br /&gt;
     This potion has a gold value of 3000.&lt;br /&gt;
     Level 14 spell(s) of:&lt;br /&gt;
       &#039;create food&#039;  &#039;create food&#039;&lt;br /&gt;
&lt;br /&gt;
     Object &#039;despair thy eyes&#039; is infused with your magic...&lt;br /&gt;
     It is a level 15 scroll, weight 1.&lt;br /&gt;
     Special properties:  none&lt;br /&gt;
     This scroll has a gold value of 4576.&lt;br /&gt;
     Level 15 spell(s) of:&lt;br /&gt;
       &#039;blindness&#039;&lt;br /&gt;
&lt;br /&gt;
     Object &#039;gambit of the eight&#039; is infused with your magic...&lt;br /&gt;
     It is a level 15 scroll, weight 2.&lt;br /&gt;
     Special properties:  none&lt;br /&gt;
     This scroll has a gold value of 60485.&lt;br /&gt;
     Level 14 spell(s) of:&lt;br /&gt;
       &#039;weaken&#039;  &#039;curse&#039;  &#039;poison&#039;&lt;br /&gt;
&lt;br /&gt;
     Object &#039;evil seek&#039; is infused with your magic...&lt;br /&gt;
     It is a level 0 projectile, weight 1.&lt;br /&gt;
     Special properties:  hum&lt;br /&gt;
     This projectile has a gold value of 8000.&lt;br /&gt;
     Damage is 3 to 8 (average 5).&lt;br /&gt;
&lt;br /&gt;
     Object &#039;mad god&#039;s rage&#039; is infused with your magic...&lt;br /&gt;
     It is a level 0 salve, weight 1.&lt;br /&gt;
     Special properties:  none&lt;br /&gt;
     This salve has a gold value of 304949.&lt;br /&gt;
     Has 3(3) applications of level 55:&lt;br /&gt;
       &#039;ogre might&#039;  &#039;blindness&#039;&lt;/div&gt;</summary>
		<author><name>Zistrosk</name></author>
	</entry>
	<entry>
		<id>https://rodpedia.realmsofdespair.info/index.php?title=Steading_of_the_Hill_Giants&amp;diff=19757</id>
		<title>Steading of the Hill Giants</title>
		<link rel="alternate" type="text/html" href="https://rodpedia.realmsofdespair.info/index.php?title=Steading_of_the_Hill_Giants&amp;diff=19757"/>
		<updated>2016-08-30T12:16:46Z</updated>

		<summary type="html">&lt;p&gt;Zistrosk: added walking directions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Area&lt;br /&gt;
|cname = Steading of the Hill Giants&lt;br /&gt;
|description = &lt;br /&gt;
 High in the mountains a large steading is home to a tribe of&lt;br /&gt;
 Hill Giants. While the Giants feast and carouse, celebrating&lt;br /&gt;
 victorious raids against all who stand in their path,&lt;br /&gt;
 challenges to the Giants&#039; domination are gathering in the&lt;br /&gt;
 darkest corners of the land. The Orcs, with kin long held&lt;br /&gt;
 captive by the Giants, plan rescue and revenge, while within&lt;br /&gt;
 the dark recesses of the fortress an ancient terror resides,&lt;br /&gt;
 biding its time. While these forces amass, the drunken Giants&lt;br /&gt;
 and their minions remain blissfully unaware of the chaos that&lt;br /&gt;
 awaits them.&lt;br /&gt;
|author = Rolindar&lt;br /&gt;
|credits = Loril/Destre&lt;br /&gt;
|level = 25 - 40&lt;br /&gt;
|repop = A giant roars in a drunk rage as he clambers about the steading.&lt;br /&gt;
|repoptimer = &lt;br /&gt;
|astral = &lt;br /&gt;
|roddir = &lt;br /&gt;
|zmuddir = #13 s;#2 e;#2 u;w;sw;w;sw;se;sw;u;w;sw;#2 w;sw;#3 s;sw;n&lt;br /&gt;
|mushdir = 13(s) 2(e) 2(u) w sw w sw se sw u w sw 2(w) sw 3(s) sw n&lt;br /&gt;
|notes = &lt;br /&gt;
|geo = Southern Mountain Range Geo&lt;br /&gt;
|map = &lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zistrosk</name></author>
	</entry>
	<entry>
		<id>https://rodpedia.realmsofdespair.info/index.php?title=Danbala_Wedo&amp;diff=14726</id>
		<title>Danbala Wedo</title>
		<link rel="alternate" type="text/html" href="https://rodpedia.realmsofdespair.info/index.php?title=Danbala_Wedo&amp;diff=14726"/>
		<updated>2013-08-31T23:25:17Z</updated>

		<summary type="html">&lt;p&gt;Zistrosk: /* Zistrosk&amp;#039;s Danbala Run Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ stub }}&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
* Area: [[La Chute D&#039;eau De L&#039;ancients]]&lt;br /&gt;
* Status: [[Aggressive mob|Aggressive]]&lt;br /&gt;
* Detects: Unknown&lt;br /&gt;
* Mob Alignment: [[Neutral alignment|Neutral]]&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
* To Lachute : #6 n;#6 e;se;e;ne;ne;e;nw;n;n;ne;ne;w;nw;nw;e;n;n;ne;n;ne;w;w&lt;br /&gt;
* Chop section: se;sw;w;w;s;sw;w;nw;w;w;nw;ne&lt;br /&gt;
* To Demon Prep : n;n;ne;u;e;ne;e;u;u;u&lt;br /&gt;
* To Mirage: w;u;u;n;u;u&lt;br /&gt;
* Tunneled Section: n;nw;u;u;u;u;u;ne;u&lt;br /&gt;
* Oufo Section: open doors;n;e;n;n;w;w;window&lt;br /&gt;
* Firemaze : x;x (trans to Watery Channel)&lt;br /&gt;
* To Dry Land : u,u,say place my feet on the ground again&lt;br /&gt;
* Through Oyas: ne;e;open drain;e;u;e;ne;u;u;u;say I am ready now to face danbala&lt;br /&gt;
* To Prep area; n;u&lt;br /&gt;
* To Danbala; n;get key;un e;op e;drop key;e;e;ne&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
 The dark form of Danbala Wedo lies stretched out before you. His long&lt;br /&gt;
 body is coiled in the shadows so it is hard to tell how large he is. Rising&lt;br /&gt;
 from the pile of dark scales is a large head, hooded and slowly weaving&lt;br /&gt;
 back and forth in the silence. Lighter colored scales form strange patterns&lt;br /&gt;
 up the underside of Danbala&#039;s neck, then slowly turn darker again. His&lt;br /&gt;
 eyes glitter with ancient knowledge of the gods. Venom drips off two&lt;br /&gt;
 large fangs as he opens his mouth to hiss at you for intruding in his&lt;br /&gt;
 chamber.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
* [[the ring of the ancient gods]]&lt;br /&gt;
* [[the Snake&#039;s eye]] ([[Pop item|pop]])&lt;br /&gt;
* [[the essence of kundalini]] ([[Pop item|pop]])&lt;br /&gt;
* [[the skull of Danbala]] (rare [[Pop item|pop]])&lt;br /&gt;
* [[the ancient sight of the snake]] (very rare [[Pop item|pop]])&lt;br /&gt;
&lt;br /&gt;
== Run Instructions ==&lt;br /&gt;
&lt;br /&gt;
* Characters: 4 [[fighter|fighters]], preferably [[warrior|warriors]]&lt;br /&gt;
* Weapons: Any&lt;br /&gt;
* [[Tunnel]]: 4 + [[mobile|mob]]&lt;br /&gt;
* [[IP check]]: One&lt;br /&gt;
&lt;br /&gt;
=== Protective Spells ===&lt;br /&gt;
&lt;br /&gt;
* Spells for [[tank]]: [[Basic spells]], full [[tankset]], [[acidward]]&lt;br /&gt;
* Spells for others: [[Basic spells]], full [[tankset]], [[acidward]]&lt;br /&gt;
* [[Elemental shields]]: [[Fireshield]], [[Iceshield]], [[Shockshield]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Don&#039;t [[disarm]] or [[rescue]]! Danbala has several nasty progs for when you do this, so don&#039;t. Set your [[wimpy]], around 800. Make sure you [[create spring|create a spring]] as soon as you get into the room. You may wish to bring a fifth warrior, even though Danny&#039;s room is only [[tunnel|tunneled]] to five (minus the mob himself, of course, which means four players can get in), just to act as a backup and hopefully make the run a little easier. Be careful though, because the room outside his one is [[tunnel|tunneled]] to two, so if two people are idling there then the rest are trapped. Don&#039;t log off or disappear into the void, or you&#039;ll be sent right back to the entrance of the area. You also need about 1000 [[heal|heals]] to take on Danbala (assuming you&#039;re going to kill him a few times, of course).&lt;br /&gt;
&lt;br /&gt;
Avoid using empty head containers from the [[Northern Trade Route]]; Danbala has been found to heal himself significantly when someone quaffs heals from such container.&lt;br /&gt;
&lt;br /&gt;
== Zistrosk&#039;s Danbala Run Notes ==&lt;br /&gt;
(updated 31Aug2013)&lt;br /&gt;
&lt;br /&gt;
Stuff to have to prepare:&lt;br /&gt;
#  As many warriors as you can tote that have 1600+ hp and good resists (plate of ravager, etc)&lt;br /&gt;
#  At least three tanksets per character brought along&lt;br /&gt;
#  Plenty of Staff of Barad-Dur (fireshield), Jade Cameo (iceshield), and Sorcerer&#039;s Walking Stick (shockshield).&lt;br /&gt;
#  At least one extra cleric and mage for spelling up, brandishing, etc.&lt;br /&gt;
#  5+ hours of time (1-2 hours to trans &amp;amp; get up there, 40 minutes per repop)&lt;br /&gt;
#  Any extra AV characters you have to carry spare heals, tanksets, staffs, etc.&lt;br /&gt;
#  If you have Zmud, see the bottom of these instructions for handy settings for the Danbala run&lt;br /&gt;
    --NOTE: Barbarians are good hitters as well, and should dual-wield justices.  Too much lag for rend.&lt;br /&gt;
            Warriors will need to style up to standard as Barbarians cannot style below that.&lt;br /&gt;
&lt;br /&gt;
Walkthrough for the run:&lt;br /&gt;
&lt;br /&gt;
1.  Go to LaChute&lt;br /&gt;
from dh square: #6 n;#6 e;se;e;ne;ne;e;nw;n;n;ne;ne;w;nw;nw;e;n;n;ne;n;ne;w;w&lt;br /&gt;
&lt;br /&gt;
2.  Chop Through The Briars (need 20 STR or more to proceed)&lt;br /&gt;
chop;se;chop;sw;chop;w;chop;w;chop;s;chop;sw;chop;w;chop;nw;chop;w;chop;w;chop;nw;ne&lt;br /&gt;
Dirs without chop commands: SE SW W W S SW W NW W W NW NE&lt;br /&gt;
Last room is &amp;quot;Piercing Shafts of Light in the Darkness&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3.  Get to the room before the fire demons&lt;br /&gt;
n,n,ne,u,e,ne,e,u,u,u, spell up in room &amp;quot;Clinging to the Side&amp;quot; to kill demons&lt;br /&gt;
&lt;br /&gt;
4.  Kill some demons, and then enter the fire maze&lt;br /&gt;
w,u,u,n,u,u, room &amp;quot;A Glimpse of the Peak&amp;quot; - glowing mirage healer mob, individually follow the tunneled path north (n;nw;u;u;u;u;u;ne;u) and regroup at &amp;quot;Before the Doors of the Oufo&amp;quot;, then n,e,n,n,w,w,type window at &amp;quot;Before a Stained-Glass Window&amp;quot; and you&#039;re in the fire maze&lt;br /&gt;
&lt;br /&gt;
5.  Map the Fire Maze: &amp;quot;Floating in Fire&amp;quot;&lt;br /&gt;
When you enter the maze have everyone sit except the one that&#039;s mapping the maze.  There are four exits from that room, N, S, E and W.  Three of these rooms are magic, and one is not.  Pick a character that can track, and make springs/fires to map it.  Have them pick a direction, and try to make a spring or fire there.  Track back to sitters.  Repeat until you find which of the four exits is the nonmagic room.  Move one (or all) sitting character(s) into the nonmagic room.  From the nonmagic room, there are 2 magic and 2 nonmagic rooms, so repeat the spring creation and tracking back until you&#039;ve marked both magic rooms, only mark them differently (like two springs in one and two fires in another or whatever).  One of these two magic rooms is the trans room out of the maze.  There are several ways to figure out which room it is.  You can place characters in them, and wait to see which one transes.  You can SCAN ALL, and one room will repeatedly show over and over in one direction, and another will be a bunch of empty rooms and maybe a repeat of your markings after a couple rooms - it is this second room that is the trans room (the inconsistent one).  The third way is to log off a character in each room, and the room that transes you back to the beginning of the area on log out is the trans room - and since you have sitting characters still near there it&#039;s easy enough to get back to where you were.  So to sum it up:&lt;br /&gt;
&lt;br /&gt;
5a.  Find nonmag room, go there.  (This an excellent time to check your aquabreath on all characters!!)&lt;br /&gt;
&lt;br /&gt;
5b.  Find magic rooms, figure out which of the two of them is the trans room.&lt;br /&gt;
&lt;br /&gt;
5c.  Spend the next 20-45 minutes transing through.&lt;br /&gt;
&lt;br /&gt;
6.  Transing through the maze.&lt;br /&gt;
&lt;br /&gt;
6a. If you are using the zmud settings below and cannot cast aqua breath on yourself, put a a tablet of effervescence in your inventory just in case&lt;br /&gt;
&lt;br /&gt;
6b. You will see various trans messages while you&#039;re waiting to complete your trans through the fire maze, Tunnels of Darkness, and Escape From the Tunnels.  Here are the messages you will see:&lt;br /&gt;
    A blinding flame surrounds you, scorching your armor and pulling you into a black void...&lt;br /&gt;
    You are momentarily encased in a column of blinding light.&lt;br /&gt;
    A cloud of energy waves surrounds you suddenly, drawing you deeper into the mountain...&lt;br /&gt;
    --When you see this last trans message, you&#039;ll be in &amp;quot;A Watery Channel&amp;quot; and will have trans&#039;d out of the maze and tunnels.  I recommend using a trigger, if you have zMud, to automatically keep from drowning&lt;br /&gt;
&lt;br /&gt;
6c. Once you&#039;ve transed through to &amp;quot;A Watery Channel&amp;quot; make sure you enter the following commands:&lt;br /&gt;
    u,u,say place my feet on the ground again&lt;br /&gt;
&lt;br /&gt;
7.  On to &amp;quot;A Final Ascent&amp;quot;&lt;br /&gt;
ne,e, open drain at &amp;quot;A Dripping Fissure&amp;quot;,e,spell up for some more killing!&lt;br /&gt;
&lt;br /&gt;
8.  Switch to Magic Weapons, Kill Oya, Oshun, Obatala, Eleggua, get key from Eleggua, say I am ready now to face danbala&lt;br /&gt;
First Switch to Magic Weapons, they are necessary to hit Oshun.  Nonmag will hit Oya, Obatala, and Eleggua fine.&lt;br /&gt;
u,kill Oya (Aggro, easy kill - 3 rounds or less with full group)&lt;br /&gt;
e,kill Oshun (Aggro, little harder, gasses, 4-5 rounds with full group, suscept to Virtue)&lt;br /&gt;
ne,kill Obatala (Aggro, little harder, gasses, spells self up with shockshield, 5-6 rounds with full group, Virtue hits)&lt;br /&gt;
U,u,u,kill Eleggua (Aggro, hardest of the four, 6-7 rounds with full group)&lt;br /&gt;
MAKE SURE YOU GET THE BLUE CRYSTAL KEY FROM ELEGGUA!! -- you&#039;ll need this later.&lt;br /&gt;
to move on, say I am ready now to face danbala&lt;br /&gt;
&lt;br /&gt;
8a.  Note - If you are returning, and don&#039;t have a large group to kill the four, you can flee past them.  When you get past Obatala, you can rest and heal before going up to Eleggua.  Once in Eleggua&#039;s room, there is no need to kill her as long as someone has already gotten the key, just &amp;quot;say I am ready now to face danbala&amp;quot; and you&#039;ll be transed to the next room in midfight.  Fleeing past might take a few tries, since there are other rooms to flee into, but is effective as long as you&#039;re spelled up.  It might be just as easy to go ahead and forgo this fight, and if you have zMud, trigger all of your characters with :&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#trigger {An Eerie Blue Glow} {say I am ready now to face danbala} &amp;quot;lachute&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;(to disable this class, type #t- lachute, and to enable it type #t+ lachute)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
9.  Set up camp in room named &amp;quot;Still on the Pathway&amp;quot;&lt;br /&gt;
n,u,rest&lt;br /&gt;
&lt;br /&gt;
9a.  Fly is not required to remain in this room, though the room descrip leads one to believe that it is&lt;br /&gt;
&lt;br /&gt;
9b.  Alts should rest to wait shields out here&lt;br /&gt;
&lt;br /&gt;
9c.  Do not log out here, just go linkdead with alts, or else you will be trans&#039;d back to the start of the area&lt;br /&gt;
&lt;br /&gt;
9d.  Do not void (be linkdead for 10 minutes or more) because when you come out of the void you&#039;ll be back at the beginning of the area&lt;br /&gt;
&lt;br /&gt;
10.  Spell up for the kill&lt;br /&gt;
&lt;br /&gt;
10a.  Everyone follow an alt that is going to be linkdead for the kill.  Do not follow a char that will participate in the kill, so that there are no accidental movements by any tank character.&lt;br /&gt;
&lt;br /&gt;
10b.  All eligible tank characters that MIGHT be used for the kill should spell up.  If one of your tank chars dies, log them out, and then reconnect on another and join the fight -- with spells already on you, you can just run in and beat on him and not endanger the other tanks by taking a long time to quaff tanksets.&lt;br /&gt;
&lt;br /&gt;
10c.  Someone make a mystical spring, everyone drink at least once&lt;br /&gt;
&lt;br /&gt;
10d.  Everyone that is spelling up should quaff a dispel magic - all spells should be fresh&lt;br /&gt;
&lt;br /&gt;
10e.  Each tank character quaffs a tankset.  If you have zmud, here&#039;s a handy alias you can use which allows you to quaff a full tankset from whichever container you have.  The command is qtank, and to use it just follow it with the name of the container that has the potions in it.  For example, if you have a tankset in a rune covered bag, type : qtank rune&lt;br /&gt;
&lt;br /&gt;
10f.  Have a cleric cast acid ward, holy sanctity, minor invocation, brandish a staff of barad-dur (fireshield), brandish a jade cameo (iceshield), brandish a sorceror&#039;s walking stick (shockshield)&lt;br /&gt;
&lt;br /&gt;
10g.  Have a mage cast prismatic shield on each tank.&lt;br /&gt;
&lt;br /&gt;
10h.  Right before linkdeading alts, have a cleric cast holy indignation (fury of the high gods)&lt;br /&gt;
      --NOTE: if using the zmud settings below, type &amp;quot;ltimer&amp;quot; to start the linkdead timer as you linkdead the alts.&lt;br /&gt;
      You can also use &amp;quot;ctimer&amp;quot; to cancel the linkdead timer if necessary (the next timer will fire, but none after).&lt;br /&gt;
10i.  Everyone linkdead but the 3 or 4 tanks to make the kill.&lt;br /&gt;
&lt;br /&gt;
11.  Kick Danbala&#039;s medieval arse&lt;br /&gt;
&lt;br /&gt;
11a.  Go north from where all the alts are linkdead.  MAKE SURE YOU ARE IP1!&lt;br /&gt;
&lt;br /&gt;
11b.  Check Fly!  Don&#039;t fall into the DT, have FLY ON!!&lt;br /&gt;
&lt;br /&gt;
11c.  Whomever has the blue key, unlock gate, open gate, drop key&lt;br /&gt;
&lt;br /&gt;
11d.  Style Evasive (all Standard if barbarians are present)&lt;br /&gt;
&lt;br /&gt;
11e.  Wimpy 800&lt;br /&gt;
&lt;br /&gt;
11f.  config -autosac&lt;br /&gt;
&lt;br /&gt;
11g.  config -autoloot&lt;br /&gt;
&lt;br /&gt;
11h.  First to go in gets two spring potions, goes 2 east, quaff spring&lt;br /&gt;
&lt;br /&gt;
11i.  Everone verify over grouptalk that they&#039;re ready!&lt;br /&gt;
&lt;br /&gt;
11j.  First one in grouptalks GO! and then goes NE and quaff spring, starts fight&lt;br /&gt;
&lt;br /&gt;
11k.  Everyone else rushes in, 2e, ne, joins fight&lt;br /&gt;
&lt;br /&gt;
12.  As the fight progresses...&lt;br /&gt;
&lt;br /&gt;
12a.  Quaff 8 heals, drink spring, repeat, as fast as you can.&lt;br /&gt;
&lt;br /&gt;
12b.  If you autoflee out, quaff up to full as fast as you can, reenter battle.  DO NOT HOG this room or others cannot flee, and they will die because of you!!&lt;br /&gt;
&lt;br /&gt;
12c.  At &amp;quot;Nasty Wounds&amp;quot; you can style up to Standard&lt;br /&gt;
&lt;br /&gt;
12d.  At &amp;quot;DYING&amp;quot; you can style up again&lt;br /&gt;
&lt;br /&gt;
12e.  You&#039;ll typically use between 120 and 180 heals per kill.&lt;br /&gt;
&lt;br /&gt;
12f.  Alternate strategy : have warriors equip nasr until &amp;quot;Nasty Wounds&amp;quot; and then switch to standard style and dual justices.  The appears to have the effect of taking down Danbala a little faster.&lt;br /&gt;
&lt;br /&gt;
13.  After the fight is over...&lt;br /&gt;
&lt;br /&gt;
13a.  Someone has to loot, and then everyone should get out of Danbala&#039;s lair right away.  Danbala will pop some, or all, of the following items: &amp;quot;ring of the ancient gods&amp;quot;, &amp;quot;essence of kundalini&amp;quot;, &amp;quot;Snake&#039;s eye&amp;quot;, and/or an extremely rare pop called &amp;quot;the ancient sight of the snake&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
13b.  Reconnect alts&lt;br /&gt;
&lt;br /&gt;
13c.  Clerics fortify or heal to save heal potions and bring tanks back up to full.&lt;br /&gt;
&lt;br /&gt;
13d.  Sit and wait for spells to run out for next fight, or quaff dispels / use amulets of dispersal&lt;br /&gt;
&lt;br /&gt;
13e.  Repair at least every 3 or 4 kills to keep from scrapping eq.&lt;br /&gt;
&lt;br /&gt;
14.  Repairs, if available are:&lt;br /&gt;
&lt;br /&gt;
14a.  At room &amp;quot;A Mysterious Gate&amp;quot; (n of prep room) go:&lt;br /&gt;
      open skulls;n;d;se;e;remove all;repair all;wear all;say back to danbala&lt;br /&gt;
14b.  When you say &amp;quot;back to danbala&amp;quot; it returns you to &amp;quot;A Mysterious Gate&amp;quot;&lt;br /&gt;
&lt;br /&gt;
15.  Recall afterwards&lt;br /&gt;
&lt;br /&gt;
15a. Log out and reconnect and you&#039;ll be in the hedge maze&lt;br /&gt;
&lt;br /&gt;
15b. Go sw from that room and you can recall.&lt;br /&gt;
&lt;br /&gt;
16. Some handy zmud settings for Danbala:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#CLASS {Danbala} {enable}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#TRIGGER {You are momentarily encased in a column of blinding light.} {look;where}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#TRIGGER {^A watery channel} {up;up;say place my feet on the ground again}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#TRIGGER {A cloud of energy waves surrounds you suddenly} {look;#alarm +5 {glance;look};#alarm +10 {glance;look;where}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#TRIGGER {^A Dripping Fissure} {open drain;e}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#TRIGGER {^You cough and choke as you try to breathe water!} {cast &#039;aqua breath&#039;;cast &#039;aqua breath&#039;;eat tablet}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#ALIAS repairdanny {open skulls;n;d;se;e;remove all;repair all;wear all;say back to danbala}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#ALIAS qtank {#show quaff tank spells - usage is qtank container;cast &#039;create spring&#039;;q &#039;create spring&#039; %1;q &#039;protection&#039; %1;q &#039;sanctuary&#039; %1;q &#039;bless&#039; %1;q &#039;antimagic shell&#039; %1;q &#039;valiance&#039; %1;q &#039;ogre might&#039; %1;q &#039;blazeward&#039; %1;drink mystical;q &#039;inner warmth&#039; %1;q &#039;demonskin&#039; %1;q &#039;dragonskin&#039; %1;q &#039;ethereal shield&#039; %1;q &#039;slink&#039; %1;q &#039;eldritch sphere&#039; %1;q &#039;shadowform&#039; %1;drink mystical;q &#039;grounding&#039; %1;get &#039;true sight&#039; %1;drink mystical;ready;#show DON&#039;T FORGET TO QUAFF TRUESIGHT!!! : quaff true %1}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#ALIAS ltimer {#var ltimer 1;ltimer6;#show STARTED LINKDEAD TIMER AT %time}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#ALIAS ltimer6 {#alarm +360 {#if (@ltimer = 1) {say FOUR MINUTES REMAIN ON LINKDEAD CHARS - SIX MINUTES HAS PASSED!;ltimer7} } }&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#ALIAS ltimer7 {#alarm +60 {#if (@ltimer = 1) {say THREE MINUTES REMAIN ON LINKDEAD CHARS - SEVEN MINUTES HAS PASSED!;ltimer8} } }&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#ALIAS ltimer8 {#alarm +60 {#if (@ltimer = 1) {say TWO MINUTES REMAIN ON LINKDEAD CHARS - EIGHT MINUTES HAS PASSED!;ltimer9} } }&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#ALIAS ltimer9 {#alarm +60 {#if (@ltimer = 1) {say ONE MINUTE REMAINS ON LINKDEAD CHARS - NINE MINUTES HAS PASSED!;ltimer95} } }&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#ALIAS ltimer95 {#alarm +30 {#if (@ltimer = 1) {say 30 SECONDS REMAIN ON LINKDEAD CHARS - GET OUT AND RELOG THEM NOW!!!} } }&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#ALIAS ctimer {#var ltimer 0;#show TURNED OFF LINKDEAD TIMER AT %time}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#CLASS 0&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mobs]] [[Category:La Chute D&#039;eau De L&#039;ancients]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Zistrosk</name></author>
	</entry>
	<entry>
		<id>https://rodpedia.realmsofdespair.info/index.php?title=Danbala_Wedo&amp;diff=14725</id>
		<title>Danbala Wedo</title>
		<link rel="alternate" type="text/html" href="https://rodpedia.realmsofdespair.info/index.php?title=Danbala_Wedo&amp;diff=14725"/>
		<updated>2013-08-31T20:26:02Z</updated>

		<summary type="html">&lt;p&gt;Zistrosk: /* Zistrosk&amp;#039;s Danbala Run Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ stub }}&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
* Area: [[La Chute D&#039;eau De L&#039;ancients]]&lt;br /&gt;
* Status: [[Aggressive mob|Aggressive]]&lt;br /&gt;
* Detects: Unknown&lt;br /&gt;
* Mob Alignment: [[Neutral alignment|Neutral]]&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
* To Lachute : #6 n;#6 e;se;e;ne;ne;e;nw;n;n;ne;ne;w;nw;nw;e;n;n;ne;n;ne;w;w&lt;br /&gt;
* Chop section: se;sw;w;w;s;sw;w;nw;w;w;nw;ne&lt;br /&gt;
* To Demon Prep : n;n;ne;u;e;ne;e;u;u;u&lt;br /&gt;
* To Mirage: w;u;u;n;u;u&lt;br /&gt;
* Tunneled Section: n;nw;u;u;u;u;u;ne;u&lt;br /&gt;
* Oufo Section: open doors;n;e;n;n;w;w;window&lt;br /&gt;
* Firemaze : x;x (trans to Watery Channel)&lt;br /&gt;
* To Dry Land : u,u,say place my feet on the ground again&lt;br /&gt;
* Through Oyas: ne;e;open drain;e;u;e;ne;u;u;u;say I am ready now to face danbala&lt;br /&gt;
* To Prep area; n;u&lt;br /&gt;
* To Danbala; n;get key;un e;op e;drop key;e;e;ne&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
 The dark form of Danbala Wedo lies stretched out before you. His long&lt;br /&gt;
 body is coiled in the shadows so it is hard to tell how large he is. Rising&lt;br /&gt;
 from the pile of dark scales is a large head, hooded and slowly weaving&lt;br /&gt;
 back and forth in the silence. Lighter colored scales form strange patterns&lt;br /&gt;
 up the underside of Danbala&#039;s neck, then slowly turn darker again. His&lt;br /&gt;
 eyes glitter with ancient knowledge of the gods. Venom drips off two&lt;br /&gt;
 large fangs as he opens his mouth to hiss at you for intruding in his&lt;br /&gt;
 chamber.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
* [[the ring of the ancient gods]]&lt;br /&gt;
* [[the Snake&#039;s eye]] ([[Pop item|pop]])&lt;br /&gt;
* [[the essence of kundalini]] ([[Pop item|pop]])&lt;br /&gt;
* [[the skull of Danbala]] (rare [[Pop item|pop]])&lt;br /&gt;
* [[the ancient sight of the snake]] (very rare [[Pop item|pop]])&lt;br /&gt;
&lt;br /&gt;
== Run Instructions ==&lt;br /&gt;
&lt;br /&gt;
* Characters: 4 [[fighter|fighters]], preferably [[warrior|warriors]]&lt;br /&gt;
* Weapons: Any&lt;br /&gt;
* [[Tunnel]]: 4 + [[mobile|mob]]&lt;br /&gt;
* [[IP check]]: One&lt;br /&gt;
&lt;br /&gt;
=== Protective Spells ===&lt;br /&gt;
&lt;br /&gt;
* Spells for [[tank]]: [[Basic spells]], full [[tankset]], [[acidward]]&lt;br /&gt;
* Spells for others: [[Basic spells]], full [[tankset]], [[acidward]]&lt;br /&gt;
* [[Elemental shields]]: [[Fireshield]], [[Iceshield]], [[Shockshield]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Don&#039;t [[disarm]] or [[rescue]]! Danbala has several nasty progs for when you do this, so don&#039;t. Set your [[wimpy]], around 800. Make sure you [[create spring|create a spring]] as soon as you get into the room. You may wish to bring a fifth warrior, even though Danny&#039;s room is only [[tunnel|tunneled]] to five (minus the mob himself, of course, which means four players can get in), just to act as a backup and hopefully make the run a little easier. Be careful though, because the room outside his one is [[tunnel|tunneled]] to two, so if two people are idling there then the rest are trapped. Don&#039;t log off or disappear into the void, or you&#039;ll be sent right back to the entrance of the area. You also need about 1000 [[heal|heals]] to take on Danbala (assuming you&#039;re going to kill him a few times, of course).&lt;br /&gt;
&lt;br /&gt;
Avoid using empty head containers from the [[Northern Trade Route]]; Danbala has been found to heal himself significantly when someone quaffs heals from such container.&lt;br /&gt;
&lt;br /&gt;
== Zistrosk&#039;s Danbala Run Notes ==&lt;br /&gt;
&lt;br /&gt;
Stuff to have to prepare:&lt;br /&gt;
#  As many warriors as you can tote that have 1600+ hp and good resists (plate of ravager, etc)&lt;br /&gt;
#  At least three tanksets per character brought along&lt;br /&gt;
#  Plenty of Staff of Barad-Dur (fireshield), Jade Cameo (iceshield), and Sorcerer&#039;s Walking Stick (shockshield).&lt;br /&gt;
#  At least one extra cleric and mage for spelling up, brandishing, etc.&lt;br /&gt;
#  5+ hours of time (1-2 hours to trans &amp;amp; get up there, 40 minutes per repop)&lt;br /&gt;
#  Any extra AV characters you have to carry spare heals, tanksets, staffs, etc.&lt;br /&gt;
#  If you have Zmud, see the bottom of these instructions for handy settings for the Danbala run&lt;br /&gt;
    --NOTE: Barbarians are good hitters as well, and should dual-wield justices.  Too much lag for rend.&lt;br /&gt;
            Warriors will need to style up to standard as Barbarians cannot style below that.&lt;br /&gt;
&lt;br /&gt;
Walkthrough for the run:&lt;br /&gt;
&lt;br /&gt;
1.  Go to LaChute&lt;br /&gt;
from dh square: #6 n;#6 e;se;e;ne;ne;e;nw;n;n;ne;ne;w;nw;nw;e;n;n;ne;n;ne;w;w&lt;br /&gt;
&lt;br /&gt;
2.  Chop Through The Briars (need 20 STR or more to proceed)&lt;br /&gt;
chop;se;chop;sw;chop;w;chop;w;chop;s;chop;sw;chop;w;chop;nw;chop;w;chop;w;chop;nw;ne&lt;br /&gt;
Dirs without chop commands: SE SW W W S SW W NW W W NW NE&lt;br /&gt;
Last room is &amp;quot;Piercing Shafts of Light in the Darkness&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3.  Get to the room before the fire demons&lt;br /&gt;
n,n,ne,u,e,ne,e,u,u,u, spell up in room &amp;quot;Clinging to the Side&amp;quot; to kill demons&lt;br /&gt;
&lt;br /&gt;
4.  Kill some demons, and then enter the fire maze&lt;br /&gt;
w,u,u,n,u,u, room &amp;quot;A Glimpse of the Peak&amp;quot; - glowing mirage healer mob, individually follow the tunneled path north (n;nw;u;u;u;u;u;ne;u) and regroup at &amp;quot;Before the Doord of the Oufo&amp;quot;, then n,e,n,n,w,w,type window at &amp;quot;Before a Stained-Glass Window&amp;quot; and you&#039;re in the fire maze&lt;br /&gt;
&lt;br /&gt;
5.  Map the Fire Maze: &amp;quot;Floating in Fire&amp;quot;&lt;br /&gt;
When you enter the maze have everyone sit except the one that&#039;s mapping the maze.  There are four exits from that room, N, S, E and W.  Three of these rooms are magic, and one is not.  Pick a character that can track, and make springs/fires to map it.  Have them pick a direction, and try to make a spring or fire there.  Track back to sitters.  Repeat until you find which of the four exits is the nonmagic room.  Move one (or all) sitting character(s) into the nonmagic room.  From the nonmagic room, there are 2 magic and 2 nonmagic rooms, so repeat the spring creation and tracking back until you&#039;ve marked both magic rooms, only mark them differently (like two springs in one and two fires in another or whatever).  One of these two magic rooms is the trans room out of the maze.  There are several ways to figure out which room it is.  You can place characters in them, and wait to see which one transes.  You can SCAN ALL, and one room will repeatedly show over and over in one direction, and another will be a bunch of empty rooms and maybe a repeat of your markings after a couple rooms - it is this second room that is the trans room (the inconsistent one).  The third way is to log off a character in each room, and the room that transes you back to the beginning of the area on log out is the trans room - and since you have sitting characters still near there it&#039;s easy enough to get back to where you were.  So to sum it up:&lt;br /&gt;
&lt;br /&gt;
5a.  Find nonmag room, go there.  (This an excellent time to check your aquabreath on all characters!!)&lt;br /&gt;
&lt;br /&gt;
5b.  Find magic rooms, figure out which of the two of them is the trans room.&lt;br /&gt;
&lt;br /&gt;
5c.  Spend the next 20-45 minutes transing through.&lt;br /&gt;
&lt;br /&gt;
6.  Transing through the maze.&lt;br /&gt;
&lt;br /&gt;
6a. If you are using the zmud settings below and cannot cast aqua breath on yourself, put a a tablet of effervescence in your inventory just in case&lt;br /&gt;
&lt;br /&gt;
6b. You will see various trans messages while you&#039;re waiting to complete your trans through the fire maze, Tunnels of Darkness, and Escape From the Tunnels.  Here are the messages you will see:&lt;br /&gt;
    A blinding flame surrounds you, scorching your armor and pulling you into a black void...&lt;br /&gt;
    You are momentarily encased in a column of blinding light.&lt;br /&gt;
    A cloud of energy waves surrounds you suddenly, drawing you deeper into the mountain...&lt;br /&gt;
    --When you see this last trans message, you&#039;ll be in &amp;quot;A Watery Channel&amp;quot; and will have trans&#039;d out of the maze and tunnels.  I recommend using a trigger, if you have zMud, to automatically keep from drowning&lt;br /&gt;
&lt;br /&gt;
6c. Once you&#039;ve transed through to &amp;quot;A Watery Channel&amp;quot; make sure you enter the following commands:&lt;br /&gt;
    u,u,say place my feet on the ground again&lt;br /&gt;
&lt;br /&gt;
7.  On to &amp;quot;A Final Ascent&amp;quot;&lt;br /&gt;
ne,e, open drain at &amp;quot;A Dripping Fissure&amp;quot;,e,spell up for some more killing!&lt;br /&gt;
&lt;br /&gt;
8.  Switch to Magic Weapons, Kill Oya, Oshun, Obatala, Eleggua, get key from Eleggua, say I am ready now to face danbala&lt;br /&gt;
First Switch to Magic Weapons, they are necessary to hit Oshun.  Nonmag will hit Oya, Obatala, and Eleggua fine.&lt;br /&gt;
u,kill Oya (Aggro, easy kill - 3 rounds or less with full group)&lt;br /&gt;
e,kill Oshun (Aggro, little harder, gasses, 4-5 rounds with full group, suscept to Virtue)&lt;br /&gt;
ne,kill Obatala (Aggro, little harder, gasses, spells self up with shockshield, 5-6 rounds with full group, Virtue hits)&lt;br /&gt;
U,u,u,kill Eleggua (Aggro, hardest of the four, 6-7 rounds with full group)&lt;br /&gt;
MAKE SURE YOU GET THE BLUE CRYSTAL KEY FROM ELEGGUA!! -- you&#039;ll need this later.&lt;br /&gt;
to move on, say I am ready now to face danbala&lt;br /&gt;
&lt;br /&gt;
8a.  Note - If you are returning, and don&#039;t have a large group to kill the four, you can flee past them.  When you get past Obatala, you can rest and heal before going up to Eleggua.  Once in Eleggua&#039;s room, there is no need to kill her as long as someone has already gotten the key, just &amp;quot;say I am ready now to face danbala&amp;quot; and you&#039;ll be transed to the next room in midfight.  Fleeing past might take a few tries, since there are other rooms to flee into, but is effective as long as you&#039;re spelled up.  It might be just as easy to go ahead and forgo this fight, and if you have zMud, trigger all of your characters with :&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#trigger {An Eerie Blue Glow} {say I am ready now to face danbala} &amp;quot;lachute&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;(to disable this class, type #t- lachute, and to enable it type #t+ lachute)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
9.  Set up camp in room named &amp;quot;Still on the Pathway&amp;quot;&lt;br /&gt;
n,u,rest&lt;br /&gt;
&lt;br /&gt;
9a.  Fly is not required to remain in this room, though the room descrip leads one to believe that it is&lt;br /&gt;
&lt;br /&gt;
9b.  Alts should rest to wait shields out here&lt;br /&gt;
&lt;br /&gt;
9c.  Do not log out here, just go linkdead with alts, or else you will be trans&#039;d back to the start of the area&lt;br /&gt;
&lt;br /&gt;
9d.  Do not void (be linkdead for 10 minutes or more) because when you come out of the void you&#039;ll be back at the beginning of the area&lt;br /&gt;
&lt;br /&gt;
10.  Spell up for the kill&lt;br /&gt;
&lt;br /&gt;
10a.  Everyone follow an alt that is going to be linkdead for the kill.  Do not follow a char that will participate in the kill, so that there are no accidental movements by any tank character.&lt;br /&gt;
&lt;br /&gt;
10b.  All eligible tank characters that MIGHT be used for the kill should spell up.  If one of your tank chars dies, log them out, and then reconnect on another and join the fight -- with spells already on you, you can just run in and beat on him and not endanger the other tanks by taking a long time to quaff tanksets.&lt;br /&gt;
&lt;br /&gt;
10c.  Someone make a mystical spring, everyone drink at least once&lt;br /&gt;
&lt;br /&gt;
10d.  Everyone that is spelling up should quaff a dispel magic - all spells should be fresh&lt;br /&gt;
&lt;br /&gt;
10e.  Each tank character quaffs a tankset.  If you have zmud, here&#039;s a handy alias you can use which allows you to quaff a full tankset from whichever container you have.  The command is qtank, and to use it just follow it with the name of the container that has the potions in it.  For example, if you have a tankset in a rune covered bag, type : qtank rune&lt;br /&gt;
&lt;br /&gt;
10f.  Have a cleric cast acid ward, holy sanctity, minor invocation, brandish a staff of barad-dur (fireshield), brandish a jade cameo (iceshield), brandish a sorceror&#039;s walking stick (shockshield)&lt;br /&gt;
&lt;br /&gt;
10g.  Have a mage cast prismatic shield on each tank.&lt;br /&gt;
&lt;br /&gt;
10h.  Right before linkdeading alts, have a cleric cast holy indignation (fury of the high gods)&lt;br /&gt;
      --NOTE: if using the zmud settings below, type &amp;quot;ltimer&amp;quot; to start the linkdead timer as you linkdead the alts.&lt;br /&gt;
      You can also use &amp;quot;ctimer&amp;quot; to cancel the linkdead timer if necessary (the next timer will fire, but none after).&lt;br /&gt;
10i.  Everyone linkdead but the 3 or 4 tanks to make the kill.&lt;br /&gt;
&lt;br /&gt;
11.  Kick Danbala&#039;s medieval arse&lt;br /&gt;
&lt;br /&gt;
11a.  Go north from where all the alts are linkdead.  MAKE SURE YOU ARE IP1!&lt;br /&gt;
&lt;br /&gt;
11b.  Check Fly!  Don&#039;t fall into the DT, have FLY ON!!&lt;br /&gt;
&lt;br /&gt;
11c.  Whomever has the blue key, unlock gate, open gate, drop key&lt;br /&gt;
&lt;br /&gt;
11d.  Style Evasive (all Standard if barbarians are present)&lt;br /&gt;
&lt;br /&gt;
11e.  Wimpy 800&lt;br /&gt;
&lt;br /&gt;
11f.  config -autosac&lt;br /&gt;
&lt;br /&gt;
11g.  config -autoloot&lt;br /&gt;
&lt;br /&gt;
11h.  First to go in gets two spring potions, goes 2 east, quaff spring&lt;br /&gt;
&lt;br /&gt;
11i.  Everone verify over grouptalk that they&#039;re ready!&lt;br /&gt;
&lt;br /&gt;
11j.  First one in grouptalks GO! and then goes NE and quaff spring, starts fight&lt;br /&gt;
&lt;br /&gt;
11k.  Everyone else rushes in, 2e, ne, joins fight&lt;br /&gt;
&lt;br /&gt;
12.  As the fight progresses...&lt;br /&gt;
&lt;br /&gt;
12a.  Quaff 8 heals, drink spring, repeat, as fast as you can.&lt;br /&gt;
&lt;br /&gt;
12b.  If you autoflee out, quaff up to full as fast as you can, reenter battle.  DO NOT HOG this room or others cannot flee, and they will die because of you!!&lt;br /&gt;
&lt;br /&gt;
12c.  At &amp;quot;Nasty Wounds&amp;quot; you can style up to Standard&lt;br /&gt;
&lt;br /&gt;
12d.  At &amp;quot;DYING&amp;quot; you can style up again&lt;br /&gt;
&lt;br /&gt;
12e.  You&#039;ll typically use between 120 and 180 heals per kill.&lt;br /&gt;
&lt;br /&gt;
12f.  Alternate strategy : have warriors equip nasr until &amp;quot;Nasty Wounds&amp;quot; and then switch to standard style and dual justices.  The appears to have the effect of taking down Danbala a little faster.&lt;br /&gt;
&lt;br /&gt;
13.  After the fight is over...&lt;br /&gt;
&lt;br /&gt;
13a.  Someone has to loot, and then everyone should get out of Danbala&#039;s lair right away.  Danbala will pop some, or all, of the following items: &amp;quot;ring of the ancient gods&amp;quot;, &amp;quot;essence of kundalini&amp;quot;, &amp;quot;Snake&#039;s eye&amp;quot;, and/or an extremely rare pop called &amp;quot;the ancient sight of the snake&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
13b.  Reconnect alts&lt;br /&gt;
&lt;br /&gt;
13c.  Clerics fortify or heal to save heal potions and bring tanks back up to full.&lt;br /&gt;
&lt;br /&gt;
13d.  Sit and wait for spells to run out for next fight, or quaff dispels / use amulets of dispersal&lt;br /&gt;
&lt;br /&gt;
13e.  Repair at least every 3 or 4 kills to keep from scrapping eq.&lt;br /&gt;
&lt;br /&gt;
14.  Repairs, if available are:&lt;br /&gt;
&lt;br /&gt;
14a.  At room &amp;quot;A Mysterious Gate&amp;quot; (n of prep room) go:&lt;br /&gt;
      open skulls;n;d;se;e;remove all;repair all;wear all;say back to danbala&lt;br /&gt;
14b.  When you say &amp;quot;back to danbala&amp;quot; it returns you to &amp;quot;A Mysterious Gate&amp;quot;&lt;br /&gt;
&lt;br /&gt;
15.  Recall afterwards&lt;br /&gt;
&lt;br /&gt;
15a. Log out and reconnect and you&#039;ll be in the hedge maze&lt;br /&gt;
&lt;br /&gt;
15b. Go sw from that room and you can recall.&lt;br /&gt;
&lt;br /&gt;
16. Some handy zmud settings for Danbala:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#CLASS {Danbala} {enable}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#TRIGGER {You are momentarily encased in a column of blinding light.} {look;where}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#TRIGGER {^A watery channel} {up;up;say place my feet on the ground again}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#TRIGGER {A cloud of energy waves surrounds you suddenly} {look;#alarm +5 {glance;look};#alarm +10 {glance;look;where}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#TRIGGER {^A Dripping Fissure} {open drain;e}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#TRIGGER {^You cough and choke as you try to breathe water!} {cast &#039;aqua breath&#039;;cast &#039;aqua breath&#039;;eat tablet}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#ALIAS repairdanny {open skulls;n;d;se;e;remove all;repair all;wear all;say back to danbala}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#ALIAS qtank {#show quaff tank spells - usage is qtank container;cast &#039;create spring&#039;;q &#039;create spring&#039; %1;q &#039;protection&#039; %1;q &#039;sanctuary&#039; %1;q &#039;bless&#039; %1;q &#039;antimagic shell&#039; %1;q &#039;valiance&#039; %1;q &#039;ogre might&#039; %1;q &#039;blazeward&#039; %1;drink mystical;q &#039;inner warmth&#039; %1;q &#039;demonskin&#039; %1;q &#039;dragonskin&#039; %1;q &#039;ethereal shield&#039; %1;q &#039;slink&#039; %1;q &#039;eldritch sphere&#039; %1;q &#039;shadowform&#039; %1;drink mystical;q &#039;grounding&#039; %1;get &#039;true sight&#039; %1;drink mystical;ready;#show DON&#039;T FORGET TO QUAFF TRUESIGHT!!! : quaff true %1}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#ALIAS ltimer {#var ltimer 1;ltimer6;#show STARTED LINKDEAD TIMER AT %time}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#ALIAS ltimer6 {#alarm +360 {#if (@ltimer = 1) {say FOUR MINUTES REMAIN ON LINKDEAD CHARS - SIX MINUTES HAS PASSED!;ltimer7} } }&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#ALIAS ltimer7 {#alarm +60 {#if (@ltimer = 1) {say THREE MINUTES REMAIN ON LINKDEAD CHARS - SEVEN MINUTES HAS PASSED!;ltimer8} } }&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#ALIAS ltimer8 {#alarm +60 {#if (@ltimer = 1) {say TWO MINUTES REMAIN ON LINKDEAD CHARS - EIGHT MINUTES HAS PASSED!;ltimer9} } }&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#ALIAS ltimer9 {#alarm +60 {#if (@ltimer = 1) {say ONE MINUTE REMAINS ON LINKDEAD CHARS - NINE MINUTES HAS PASSED!;ltimer95} } }&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#ALIAS ltimer95 {#alarm +30 {#if (@ltimer = 1) {say 30 SECONDS REMAIN ON LINKDEAD CHARS - GET OUT AND RELOG THEM NOW!!!} } }&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#ALIAS ctimer {#var ltimer 0;#show TURNED OFF LINKDEAD TIMER AT %time}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#CLASS 0&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mobs]] [[Category:La Chute D&#039;eau De L&#039;ancients]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Zistrosk</name></author>
	</entry>
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