<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://immwiki.addictmud.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gargamel</id>
	<title>Immortal Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://immwiki.addictmud.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gargamel"/>
	<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php/Special:Contributions/Gargamel"/>
	<updated>2026-05-05T19:02:01Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.3</generator>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Thanksgiving_2010&amp;diff=2345</id>
		<title>Thanksgiving 2010</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Thanksgiving_2010&amp;diff=2345"/>
		<updated>2011-11-10T20:23:37Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quest Notes:&lt;br /&gt;
&lt;br /&gt;
Using the same mobs as 2009&#039;s quest.  Changing the items.  Turkeys will continue to load colored feathers.  However assemble items will be different.&lt;br /&gt;
&lt;br /&gt;
Thinking of having two different assembles this time, with the same feathers:&lt;br /&gt;
&lt;br /&gt;
A dreamcatcher (floating? .. i think I like it as a shield better!)&lt;br /&gt;
&lt;br /&gt;
Tomahawk (weapon? holdable?)&lt;br /&gt;
&lt;br /&gt;
Might change up the Pilgrim Shoes as well with another Pilgrim-ey item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Final Quest notes:&lt;br /&gt;
&lt;br /&gt;
* 6 colored turkeys - each loading colored feathers&lt;br /&gt;
* Pilgrim - loads a Pilgrim Hat this year instead of Pilgrim shoes, and a piece to the dreamcatcher&lt;br /&gt;
* Indian - loads a piece to the dreamcatcher, and Indian mocasins&lt;br /&gt;
* dreamcatcher is final item - assembled from wooden ring, string, and 6 colored feathers&lt;br /&gt;
* New theme - each year I&#039;ll add new Pilgrim gear and new Indian gear.  The basis will be Pilgrim gets bonuses during daytime, but weaknesses at night, and vice versa for Indian.  I think it&#039;ll be a pretty cool touch to create an entire set of eq over the years.&lt;br /&gt;
&lt;br /&gt;
Keywords are split between thanksgivingquest2009 and thanksgivingquest2010&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
UPDATE For 2011:&lt;br /&gt;
&lt;br /&gt;
*Pilgrim loads Pilgrim Vest and will load Multicolored string&lt;br /&gt;
*Indian loads turquiose belt and hatchet&lt;br /&gt;
*Hatchet, String, and one each of the feathers will assemble to an indian tomohawk.&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Thanksgiving_2010&amp;diff=2344</id>
		<title>Thanksgiving 2010</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Thanksgiving_2010&amp;diff=2344"/>
		<updated>2011-11-10T20:23:11Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: 2010/2011 quest details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quest Notes:&lt;br /&gt;
&lt;br /&gt;
Using the same mobs as 2009&#039;s quest.  Changing the items.  Turkeys will continue to load colored feathers.  However assemble items will be different.&lt;br /&gt;
&lt;br /&gt;
Thinking of having two different assembles this time, with the same feathers:&lt;br /&gt;
&lt;br /&gt;
A dreamcatcher (floating? .. i think I like it as a shield better!)&lt;br /&gt;
&lt;br /&gt;
Tomahawk (weapon? holdable?)&lt;br /&gt;
&lt;br /&gt;
Might change up the Pilgrim Shoes as well with another Pilgrim-ey item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Final Quest notes:&lt;br /&gt;
&lt;br /&gt;
* 6 colored turkeys - each loading colored feathers&lt;br /&gt;
* Pilgrim - loads a Pilgrim Hat this year instead of Pilgrim shoes, and a piece to the dreamcatcher&lt;br /&gt;
* Indian - loads a piece to the dreamcatcher, and Indian mocasins&lt;br /&gt;
* dreamcatcher is final item - assembled from wooden ring, string, and 6 colored feathers&lt;br /&gt;
* New theme - each year I&#039;ll add new Pilgrim gear and new Indian gear.  The basis will be Pilgrim gets bonuses during daytime, but weaknesses at night, and vice versa for Indian.  I think it&#039;ll be a pretty cool touch to create an entire set of eq over the years.&lt;br /&gt;
&lt;br /&gt;
Keywords are split between thanksgivingquest2009 and thanksgivingquest2010&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
UPDATE For 2011:&lt;br /&gt;
&lt;br /&gt;
Pilgrim loads Pilgrim Vest and will load Multicolored string&lt;br /&gt;
Indian loads turquiose belt and hatchet&lt;br /&gt;
Hatchet, String, and one each of the feathers will assemble to an indian tomohawk.&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Talk:Scrollmaker&amp;diff=2318</id>
		<title>Talk:Scrollmaker</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Talk:Scrollmaker&amp;diff=2318"/>
		<updated>2011-03-29T18:47:27Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some things to consider:&lt;br /&gt;
&lt;br /&gt;
* Do we want to make all spells scrollable?&lt;br /&gt;
** Things like lloyds beacon, which is remort only; other specialized types of spells like timefold; high powered spells like Word of Souls, Burrowing Digits, etc.&lt;br /&gt;
** We dont want to make certain classes obsolete by turning them into scrollmakers only, and having players blast away at everything with a fully scrolled up psi or ninja.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This obviously would have the potential for &amp;quot;botting&amp;quot; issues, so we&#039;d have to be on the lookout for that.&lt;br /&gt;
&lt;br /&gt;
* I do kind of like the idea of having the limited abiltiy to create &amp;quot;grant&amp;quot; scrolls.. that&#039;s something we really haven&#039;t done enough with.&lt;br /&gt;
&lt;br /&gt;
* Is there going to be some kind of time penalty to scribe?  Or just mana penalties?  The mana penalties might not be all that steep, with elven mages having up over 1300 mana, and zealous regen as well.  Something to consider...&lt;br /&gt;
&lt;br /&gt;
== limitations ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I would love to hear more ideas on limitations because the mana regen.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been putting thought into it, but I haven&#039;t been able to come up with anything I like.  Including more components, like a quill and inkwell, which eventually runs out, but I wasn&#039;t sure if that wasn&#039;t just more annoying that useful.&lt;br /&gt;
&lt;br /&gt;
I&#039;m with you on psionicists.  I didn&#039;t want to immediately discount them until someone else gave feedback, in case I was crazy.&lt;br /&gt;
&lt;br /&gt;
Did you have thoughts on what spells to limit?  Now that I think about psi&#039;s, the normal OLC code I think limits almost all PSI spells from being put on scrolls, so allowing psi&#039;s to be scrollmaker&#039;s would be useless.&lt;br /&gt;
&lt;br /&gt;
Brazil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hmm..  well, currently with wizards being the only class that can scribe.. the only limitation is time.  Specifically the time it takes to memorize a spell.  The actual scribing of the spell is virtually instantaneous.  By changing the scribe system to a mana-style system, we lose that automatic time sink that memorize gave us.  Even without a mana regen hit, a 1,000 mana sorc with 30% cast cost (I dont have the mud open, so i&#039;m going to assume haste is 30 mana after cast cost) could make 30 haste scrolls almost instantly.&lt;br /&gt;
&lt;br /&gt;
So from a time standpoint, what if the limitation was related to the mana cost of the spell?  So a 10 mana spell like detect invisible, could be scribed in 1 second.  But a 30 mana spell might take 5 seconds.  A 75 mana spell might take 30 seconds.  etc, etc... (i&#039;d almost look at the mem times of similar spells as a basis for the timing, and adjust from there)&lt;br /&gt;
&lt;br /&gt;
I think that limiting some of necro&#039;s spells would be good - especially the polymorph type ones (as well as sorc&#039;s polymorph - which i doubt would even be scribable...).&lt;br /&gt;
&lt;br /&gt;
== time ==&lt;br /&gt;
&lt;br /&gt;
hmm, the instantaneous scribing is potentially a problem.  But what kind of affect do you think the 200% mana regen penalty will have on that?&lt;br /&gt;
&lt;br /&gt;
Maybe it should be more like chaos and the nuke spells, where mana is drained to power the shield.  We drain the mana into the scroll over the course of X number of seconds, based on the mana cost (or what the mem-time would be?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BTW- sorcerer poly can&#039;t be on a scroll because you can&#039;t pass arguments with a scroll, which is required to specify what you want to poly into.  The necro poly&#039;s COULD be scrolls since they are one form per spell, but I don&#039;t think I allowed that (I&#039;ll double check).&lt;br /&gt;
&lt;br /&gt;
Thoughts?&lt;br /&gt;
&lt;br /&gt;
Brazil.&lt;br /&gt;
&lt;br /&gt;
== random thought ==&lt;br /&gt;
&lt;br /&gt;
In Oblivion, if you join the mage guild (forget what it&#039;s called), you gain access to create your own spells.  They cost something, but you basically get the ability to customize your own spells based on affects of spells you already know.  We could eventually work that in as a sub-class, that requires you be a master Scrollmaker, and make all of such created spells as scrolls only.  Scribe times based on the power of the spell (assigned at creation of the spell).&lt;br /&gt;
&lt;br /&gt;
--[[User:Brazil|Brazil]] 13:57, 5 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible Trouble Spots ==&lt;br /&gt;
If scribe is mana based - we could have some trouble with Necro, regardless of mana regen penalties.  I&#039;m thinking of the immense mana totals that can be gained during 2x hp/mana events and with the use of the Allure of Death spell (allows for conversion of HP to mana).  also, some of the necro forms have nicely high mana totals.... just a thought.&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Remort_Options&amp;diff=2317</id>
		<title>Remort Options</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Remort_Options&amp;diff=2317"/>
		<updated>2011-02-10T19:47:23Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Current Remort Options ==&lt;br /&gt;
&lt;br /&gt;
(We should list the current options, remort point values, and level requirements)&lt;br /&gt;
&lt;br /&gt;
{| border =1										&lt;br /&gt;
										&lt;br /&gt;
|	Remort Option	||	Min Level	||	Remort Points	||	Notes			&lt;br /&gt;
|-										&lt;br /&gt;
|	Change of Class	||	31	||	1	||	Includes Nj/Pr/Wz			&lt;br /&gt;
|-										&lt;br /&gt;
|	Stat	||	31	||	1 (each)	||	Maximum of 3 increases per remort			&lt;br /&gt;
|-										&lt;br /&gt;
|	Age	||	31	||	2	||	Resets age to 17			&lt;br /&gt;
|-										&lt;br /&gt;
|	Race Change - Dwarf	||	31	||	5	||				&lt;br /&gt;
|-										&lt;br /&gt;
|	Race Change - Elf	||	31	||	5	||				&lt;br /&gt;
|-										&lt;br /&gt;
|	Race Change - Human	||	31	||	1	||				&lt;br /&gt;
|-										&lt;br /&gt;
|	Eq Slot - Floating	||	31	||	5	||	Can only add one eq slot per remort			&lt;br /&gt;
|-										&lt;br /&gt;
|	Castcost reduction	||	31	||	2% for 2 points spent	||	Max of 30%, does not impact granted or psionic spells			&lt;br /&gt;
|-										&lt;br /&gt;
|	Lloyds Beacon	||	40	||	1	||	Spell is lost if remorted			&lt;br /&gt;
|-										&lt;br /&gt;
|	Perm Lloyds Beacon	||	45	||	5	||	Spell is retained through all remorts			&lt;br /&gt;
|-										&lt;br /&gt;
|	Eq Slot - Ear	||	45	||	5	||	Can only add one eq slot per remort			&lt;br /&gt;
|-										&lt;br /&gt;
|	Eq Slot - Ankle	||	60	||	5	||	Can only add one eq slot per remort			&lt;br /&gt;
|-										&lt;br /&gt;
|	Small Remort Orb	||	31	||	2	||	small orbs give +10 Boost to their respective element			&lt;br /&gt;
|-										&lt;br /&gt;
|	Medium Remort Orb	||	55	||	3	||	medium orbs give +20 Boost to their respective element			&lt;br /&gt;
|-										&lt;br /&gt;
|	Small Enchant Orb	||	31	||	3	||	gives an increased chance of a perm affect on ENCHANT ARMOR			&lt;br /&gt;
|-										&lt;br /&gt;
|	Medium Enchant Orb	||	55	||	4	||	gives an increased chance of a perm affect on ENCHANT ARMOR			&lt;br /&gt;
|-										&lt;br /&gt;
|	See Spell Duration	||	35	||	3	||				&lt;br /&gt;
|-										&lt;br /&gt;
|	See Battle Damage	||	45	||	3	||				&lt;br /&gt;
|-										&lt;br /&gt;
|	Max HP	||	32	||	2	||	For every 2 points spent, 2 additional hp per level, to a maximum of 10			&lt;br /&gt;
|-										&lt;br /&gt;
|	Max Move	||	32	||	2	||	For every 2 points spent, 2 additional moves per level, to a maximum of 10			&lt;br /&gt;
|-										&lt;br /&gt;
										&lt;br /&gt;
|}										&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Future Remort Option Ideas ==&lt;br /&gt;
&lt;br /&gt;
* Talked to BZ about this earlier.  Something along the lines of allowing a player to learn a skill/spell without using a guildmaster.  Would essentially reward people who go out on leveling bonanza&#039;s and either can&#039;t (because of zone restricts) or don&#039;t want to return to prac. at a master.&lt;br /&gt;
&lt;br /&gt;
** Floated the idea of a granted spell that would create a temporary guildmaster mob.  Not a huge fan of this&lt;br /&gt;
** Bz had mentioned having the remort points spent correlate to a percent chance to automatically learn a spell/skill upon gaining access to it.&lt;br /&gt;
** Building on Bz&#039;s point - we could also layer this process to utilize the levels of practicing a spell - right now it&#039;s pretty much (not learned) and (superb).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* What if we provided a remort option to expand remort options?  For instance:  You can currently only add one eq slot per remort.  What if we had a remort option that would allow you to remort more than one slot?  (I&#039;m trying to think of options that would cater to our frequent remorters)&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Remort_Options&amp;diff=2316</id>
		<title>Remort Options</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Remort_Options&amp;diff=2316"/>
		<updated>2011-02-10T19:44:13Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: Summary of current remort options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Current Remort Options ==&lt;br /&gt;
&lt;br /&gt;
(We should list the current options, remort point values, and level requirements)&lt;br /&gt;
&lt;br /&gt;
{| border =1										&lt;br /&gt;
										&lt;br /&gt;
|	Remort Option	||	Min Level	||	Remort Points	||	Notes			&lt;br /&gt;
|-										&lt;br /&gt;
|	Change of Class	||	31	||	1	||	Includes Nj/Pr/Wz			&lt;br /&gt;
|-										&lt;br /&gt;
|	Stat	||	31	||	1 (each)	||	Maximum of 3 increases per remort			&lt;br /&gt;
|-										&lt;br /&gt;
|	Age	||	31	||	2	||	Resets age to 17			&lt;br /&gt;
|-										&lt;br /&gt;
|	Race Change - Dwarf	||	31	||	5	||				&lt;br /&gt;
|-										&lt;br /&gt;
|	Race Change - Elf	||	31	||	5	||				&lt;br /&gt;
|-										&lt;br /&gt;
|	Race Change - Human	||	31	||	1	||				&lt;br /&gt;
|-										&lt;br /&gt;
|	Eq Slot - Floating	||	31	||	5	||	Can only add one eq slot per remort			&lt;br /&gt;
|-										&lt;br /&gt;
|	Castcost reduction	||	31	||	2% for 2 points spent	||	Max of 30%, does not impact granted or psionic spells			&lt;br /&gt;
|-										&lt;br /&gt;
|	Lloyds Beacon	||	40	||	1	||	Spell is lost if remorted			&lt;br /&gt;
|-										&lt;br /&gt;
|	Perm Lloyds Beacon	||	45	||	5	||	Spell is retained through all remorts			&lt;br /&gt;
|-										&lt;br /&gt;
|	Eq Slot - Ear	||	45	||	5	||	Can only add one eq slot per remort			&lt;br /&gt;
|-										&lt;br /&gt;
|	Eq Slot - Ankle	||	60	||	5	||	Can only add one eq slot per remort			&lt;br /&gt;
|-										&lt;br /&gt;
|	Small Remort Orb	||	31	||	2	||	small orbs give +10 Boost to their respective element			&lt;br /&gt;
|-										&lt;br /&gt;
|	Medium Remort Orb	||	55	||	3	||	medium orbs give +20 Boost to their respective element			&lt;br /&gt;
|-										&lt;br /&gt;
|	Small Enchant Orb	||	31	||	3	||	gives an increased chance of a perm affect on ENCHANT ARMOR			&lt;br /&gt;
|-										&lt;br /&gt;
|	Medium Enchant Orb	||	55	||	4	||	gives an increased chance of a perm affect on ENCHANT ARMOR			&lt;br /&gt;
|-										&lt;br /&gt;
|	See Spell Duration	||	35	||	3	||				&lt;br /&gt;
|-										&lt;br /&gt;
|	See Battle Damage	||	45	||	3	||				&lt;br /&gt;
|-										&lt;br /&gt;
|	Max HP	||	32	||	2	||	For every 2 points spent, 2 additional hp per level, to a maximum of 10			&lt;br /&gt;
|-										&lt;br /&gt;
|	Max Move	||	32	||	2	||	For every 2 points spent, 2 additional moves per level, to a maximum of 10			&lt;br /&gt;
|-										&lt;br /&gt;
										&lt;br /&gt;
|}										&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Future Remort Option Ideas ==&lt;br /&gt;
&lt;br /&gt;
* Talked to BZ about this earlier.  Something along the lines of allowing a player to learn a skill/spell without using a guildmaster.  Would essentially reward people who go out on leveling bonanza&#039;s and either can&#039;t (because of zone restricts) or don&#039;t want to return to prac. at a master.&lt;br /&gt;
&lt;br /&gt;
** Floated the idea of a granted spell that would create a temporary guildmaster mob.  Not a huge fan of this&lt;br /&gt;
** Bz had mentioned having the remort points spent correlate to a percent chance to automatically learn a spell/skill upon gaining access to it.&lt;br /&gt;
** Building on Bz&#039;s point - we could also layer this process to utilize the levels of practicing a spell - right now it&#039;s pretty much (not learned) and (superb).&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Remort_Options&amp;diff=2315</id>
		<title>Remort Options</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Remort_Options&amp;diff=2315"/>
		<updated>2011-01-21T15:51:51Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: A place to list the current remort options, and discuss future plans/ideas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Current Remort Options ==&lt;br /&gt;
&lt;br /&gt;
(We should list the current options, remort point values, and level requirements)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Future Remort Option Ideas ==&lt;br /&gt;
&lt;br /&gt;
* Talked to BZ about this earlier.  Something along the lines of allowing a player to learn a skill/spell without using a guildmaster.  Would essentially reward people who go out on leveling bonanza&#039;s and either can&#039;t (because of zone restricts) or don&#039;t want to return to prac. at a master.&lt;br /&gt;
&lt;br /&gt;
** Floated the idea of a granted spell that would create a temporary guildmaster mob.  Not a huge fan of this&lt;br /&gt;
** Bz had mentioned having the remort points spent correlate to a percent chance to automatically learn a spell/skill upon gaining access to it.&lt;br /&gt;
** Building on Bz&#039;s point - we could also layer this process to utilize the levels of practicing a spell - right now it&#039;s pretty much (not learned) and (superb).&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Newbie_Experience&amp;diff=2314</id>
		<title>Newbie Experience</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Newbie_Experience&amp;diff=2314"/>
		<updated>2011-01-19T16:45:04Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trying to turn this into instructions on what we want to do with The Newbie Experience.&lt;br /&gt;
&lt;br /&gt;
(first section removed (for now))&lt;br /&gt;
&lt;br /&gt;
= Newbie Simulation =&lt;br /&gt;
* The idea is to show them what Addict is about.  Give them a taste of what makes us unique, as well as important information to help them play on their own.&lt;br /&gt;
&lt;br /&gt;
== The Details == &lt;br /&gt;
&lt;br /&gt;
A simulation experience for newbies that want to see what things look like on Addict when your characters are higher level. &lt;br /&gt;
&lt;br /&gt;
Create a special mob for every class (to start, this could work with just a generic &amp;quot;Cleric&amp;quot;, &amp;quot;Fighter&amp;quot;, and &amp;quot;Spell caster&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
When they enter the game as new players, explicitly present instructions for those wishing to participate in the experience (aimed at people who have Mudded before, which, as I mentioned before, I believe is the majority of all our new players).&lt;br /&gt;
&lt;br /&gt;
Similar to the immortal switch command (as I understand it), the new player will have the ability to step into the shoes of a high level * (where * is a class, or one of the generalization I mentioned earlier), whereupon he will be able to access all the skills that particular class is given.&lt;br /&gt;
&lt;br /&gt;
* Couple of ideas on how to make this less code-intensive (see bz - i DO care about you!) - what if we create spells for this, similar to the polymorph spells for necro.  we make the spells GRANTED, and provide these newbies with grants upon char creation?  (possibly removing the grants after the newbie reaches a certain level - we&#039;d have to figure out some way for existing players to not exploit this by creating new chars) ~garg&lt;br /&gt;
&lt;br /&gt;
To complement this, we will need to create a special &amp;quot;Arena&amp;quot;, filled with mobs to challenge high level characters of the specific classes. Of course, there will need to be abundant documentation and clear instructions for new players as to where and what skills/spells they might want to try out on their adversaries. The idea behind this is to give new players a preview of what kind of skills and spells will be available to them as they reach the higher levels in certain classes. I feel like this is something that does not become very clear, even to long time players, until they have invested a significant amount of time into the game. If we provide such a simulation, I feel like the retention rate for new players could increase significantly.&lt;br /&gt;
&lt;br /&gt;
There are certainly issues with this kind of system. There need to be extensive checks in the system to prevent current high level players from exploiting the simulation. Specifically, &amp;quot;simulated&amp;quot; sorcerers, for example, should not be able to teleport out of the arena and be used elsewhere, etc...you get the idea.&lt;br /&gt;
&lt;br /&gt;
Equipment: Obviously, game play is often heavily influenced by a character&#039;s equipment set. I vaguely propose that these &amp;quot;simulation&amp;quot; mobs be outfitted with a (as Garg suggested, !MORT) set of equipment that, in our best judgment, represents the &amp;quot;average&amp;quot; set of equipment of a character of that class.&lt;br /&gt;
&lt;br /&gt;
* Well, it&#039;s not equipment, but if we go the poly spell route, we could just give the mobs the hp/mana/hit/dam/etc of a eq&#039;d up character.  now, granted the newbie wouldn&#039;t see themselves with a fully decked out char - but the intended effect would be there... ~garg&lt;br /&gt;
&lt;br /&gt;
Inexperience: Ok...so we let you assume the body of a level 65 Ninja...now what? Well, I suggest we draft a set of instructions for each class, or whatever subdivision is chosen, that suggests skills that you might want to try out, how they work, and possible combinations with other classes, since we offer multiplay. Furthermore, we can conjure up some mobs that are specifically (and obviously) weak to certain attacks, and immune (or almost immune) to others. We can clearly explain this to new players either via the class guide mentioned before or through very clear mob and/or room descriptions.&lt;br /&gt;
&lt;br /&gt;
Anyway, all ambitious ideas. In my opinion, though, definitely worth pondering. Let&#039;s face it, we are in an era where interest in MUDs is dwindling and the community is not likely to increase in size anytime soon. So, the few players we get, lets make our best effort to show them what Addict is really about and keep them on board for countless hours of fun, mindless killing ;)&lt;br /&gt;
&lt;br /&gt;
Please post comments, suggestions, etc. as you see fit!&lt;br /&gt;
&lt;br /&gt;
-G&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Talk:Tokenizer&amp;diff=2307</id>
		<title>Talk:Tokenizer</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Talk:Tokenizer&amp;diff=2307"/>
		<updated>2011-01-07T18:56:56Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hmmm...&lt;br /&gt;
Hmmmmmmmm......&lt;br /&gt;
&lt;br /&gt;
This seems very interesting.&lt;br /&gt;
&lt;br /&gt;
Other things to possibly consider:&lt;br /&gt;
&lt;br /&gt;
* Could we have events tied to the tokens?&lt;br /&gt;
** 2x EXP tokens, or while in control of the token that zone gets the event? (not sure if this is too customized)&lt;br /&gt;
** 2x HP tokens, etc&lt;br /&gt;
* When you say &amp;quot;control&amp;quot; of the zone - does that mean no one else may enter the zone?&lt;br /&gt;
** If that&#039;s the case, we should definitely have some sort of timer ... &lt;br /&gt;
** You wouldn&#039;t want Caniffe logging in and grabbing &amp;quot;control&amp;quot; only to not log in again for 3 months!&lt;br /&gt;
* Could we have different &amp;quot;levels&amp;quot; of tokens?&lt;br /&gt;
* In terms of assigning a spell - this might be a great way to utilize the &amp;quot;grant&amp;quot; system!&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Talk:Tokenizer&amp;diff=2306</id>
		<title>Talk:Tokenizer</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Talk:Tokenizer&amp;diff=2306"/>
		<updated>2011-01-07T18:56:17Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: New page: Hmmm... Hmmmmmmmm......  This seems very interesting.  Other things to possibly consider:  * Could we have events tied to the tokens? ** 2x EXP tokens, or while in control of the token tha...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hmmm...&lt;br /&gt;
Hmmmmmmmm......&lt;br /&gt;
&lt;br /&gt;
This seems very interesting.&lt;br /&gt;
&lt;br /&gt;
Other things to possibly consider:&lt;br /&gt;
&lt;br /&gt;
* Could we have events tied to the tokens?&lt;br /&gt;
** 2x EXP tokens, or while in control of the token that zone gets the event? (not sure if this is too customized)&lt;br /&gt;
** 2x HP tokens, etc&lt;br /&gt;
* When you say &amp;quot;control&amp;quot; of the zone - does that mean no one else may enter the zone?&lt;br /&gt;
** If that&#039;s the case, we should definitely have some sort of timer ... &lt;br /&gt;
** You wouldn&#039;t want Caniffe logging in and grabbing &amp;quot;control&amp;quot; only to not log in again for 3 months!&lt;br /&gt;
* Could we have different &amp;quot;levels&amp;quot; of tokens?&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Christmas_2010&amp;diff=2294</id>
		<title>Christmas 2010</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Christmas_2010&amp;diff=2294"/>
		<updated>2010-12-14T14:44:08Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jotting down some ideas for the 2010 Christmas Quest...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Grinch/Seuss related?&lt;br /&gt;
** Maybe something else - not sure if I have the time to get all of the Seuss mobs figured out...&lt;br /&gt;
&lt;br /&gt;
* Instead of Seuss, how about a bunch of Santa&#039;s and Elves running around...&lt;br /&gt;
** A few (5?) fake santa&#039;s and a real one .. fakes load an assemble?  real one loads a nice item?&lt;br /&gt;
** Elves have toys/boxes - maybe containers that load grant scrolls? (haven&#039;t done anything with those in awhile)&lt;br /&gt;
** continue to use christmas cookies as edible quest points&lt;br /&gt;
&lt;br /&gt;
* maybe have a special prize for the first person to do &amp;quot;something&amp;quot; ? first person to make the assemble ?  Redeems it for a slightly upgraded version?&lt;br /&gt;
&lt;br /&gt;
* kind of want to have a treasure as an item this year - maybe a jingle ball? - similar to uni gem? (4dam?) - that could be the good load for the real Santa...&lt;br /&gt;
** thinking 6 piece assemble? - strap of leather loads on real santa, imposters load colored bells - final assemble is &amp;quot;Jingle Bells&amp;quot; - 4/4? 20 maxhit? - first to send one to me gets a choice of sanc or enhance? (too much?)&lt;br /&gt;
** maybe a holdable instead? - 6-piece insettable might be too much to ask for... maybe have the real santa load a treasure?&lt;br /&gt;
&lt;br /&gt;
* Dominick the Donkey!!!!&lt;br /&gt;
** loads 7 fish items, each one is quest point when eaten - assembles into the feast of 7 fishes - 10 qps when eaten! (only load 1 donkey into the game though)&lt;br /&gt;
&lt;br /&gt;
* elves will load some lower-ish level items as well&lt;br /&gt;
&lt;br /&gt;
* Real Santa should load something(s) too - maybe pieces to a santa suit? the suit itself?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Thinking ahead to 2011 Xmas (for ideas) - either run with Seuss/Grinch - or do a Charlie Brown themed Christmas - never done one of those before..&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Christmas_2010&amp;diff=2293</id>
		<title>Christmas 2010</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Christmas_2010&amp;diff=2293"/>
		<updated>2010-12-11T01:00:37Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jotting down some ideas for the 2010 Christmas Quest...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Grinch/Seuss related?&lt;br /&gt;
** Maybe something else - not sure if I have the time to get all of the Seuss mobs figured out...&lt;br /&gt;
&lt;br /&gt;
* Instead of Seuss, how about a bunch of Santa&#039;s and Elves running around...&lt;br /&gt;
** A few (5?) fake santa&#039;s and a real one .. fakes load an assemble?  real one loads a nice item?&lt;br /&gt;
** Elves have toys/boxes - maybe containers that load grant scrolls? (haven&#039;t done anything with those in awhile)&lt;br /&gt;
** continue to use christmas cookies as edible quest points&lt;br /&gt;
&lt;br /&gt;
* maybe have a special prize for the first person to do &amp;quot;something&amp;quot; ? first person to make the assemble ?  Redeems it for a slightly upgraded version?&lt;br /&gt;
&lt;br /&gt;
* kind of want to have a treasure as an item this year - maybe a jingle ball? - similar to uni gem? (4dam?) - that could be the good load for the real Santa...&lt;br /&gt;
** thinking 6 piece assemble? - strap of leather loads on real santa, imposters load colored bells - final assemble is &amp;quot;Jingle Bells&amp;quot; - 4/4? 20 maxhit? - first to send one to me gets a choice of sanc or enhance? (too much?)&lt;br /&gt;
&lt;br /&gt;
* Dominick the Donkey!!!!&lt;br /&gt;
** loads 7 fish items, each one is quest point when eaten - assembles into the feast of 7 fishes - 10 qps when eaten! (only load 1 donkey into the game though)&lt;br /&gt;
&lt;br /&gt;
* elves will load some lower-ish level items as well&lt;br /&gt;
&lt;br /&gt;
* Real Santa should load something(s) too - maybe pieces to a santa suit? the suit itself?&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Christmas_2010&amp;diff=2292</id>
		<title>Christmas 2010</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Christmas_2010&amp;diff=2292"/>
		<updated>2010-12-11T00:58:12Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jotting down some ideas for the 2010 Christmas Quest...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Grinch/Seuss related?&lt;br /&gt;
** Maybe something else - not sure if I have the time to get all of the Seuss mobs figured out...&lt;br /&gt;
&lt;br /&gt;
* Instead of Seuss, how about a bunch of Santa&#039;s and Elves running around...&lt;br /&gt;
** A few (5?) fake santa&#039;s and a real one .. fakes load an assemble?  real one loads a nice item?&lt;br /&gt;
** Elves have toys/boxes - maybe containers that load grant scrolls? (haven&#039;t done anything with those in awhile)&lt;br /&gt;
** continue to use christmas cookies as edible quest points&lt;br /&gt;
&lt;br /&gt;
* maybe have a special prize for the first person to do &amp;quot;something&amp;quot; ? first person to make the assemble ?  Redeems it for a slightly upgraded version?&lt;br /&gt;
&lt;br /&gt;
* kind of want to have a treasure as an item this year - maybe a jingle ball? - similar to uni gem? (4dam?) - that could be the good load for the real Santa...&lt;br /&gt;
** thinking 6 piece assemble? - strap of leather loads on real santa, imposters load colored bells - final assemble is &amp;quot;Jingle Bells&amp;quot; - 4/4? 20 maxhit? - first to send one to me gets a choice of sanc or enhance? (too much?)&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Christmas_2010&amp;diff=2291</id>
		<title>Christmas 2010</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Christmas_2010&amp;diff=2291"/>
		<updated>2010-12-10T14:56:34Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jotting down some ideas for the 2010 Christmas Quest...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Grinch/Seuss related?&lt;br /&gt;
** Maybe something else - not sure if I have the time to get all of the Seuss mobs figured out...&lt;br /&gt;
&lt;br /&gt;
* Instead of Seuss, how about a bunch of Santa&#039;s and Elves running around...&lt;br /&gt;
** A few (5?) fake santa&#039;s and a real one .. fakes load an assemble?  real one loads a nice item?&lt;br /&gt;
** Elves have toys/boxes - maybe containers that load grant scrolls? (haven&#039;t done anything with those in awhile)&lt;br /&gt;
** continue to use christmas cookies as edible quest points&lt;br /&gt;
&lt;br /&gt;
* maybe have a special prize for the first person to do &amp;quot;something&amp;quot; ? first person to make the assemble ?  Redeems it for a slightly upgraded version?&lt;br /&gt;
&lt;br /&gt;
* kind of want to have a treasure as an item this year - maybe a jingle ball? - similar to uni gem? (4dam?) - that could be the good load for the real Santa...&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Talk:Scrollmaker&amp;diff=2290</id>
		<title>Talk:Scrollmaker</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Talk:Scrollmaker&amp;diff=2290"/>
		<updated>2010-12-10T14:49:12Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some things to consider:&lt;br /&gt;
&lt;br /&gt;
* Do we want to make all spells scrollable?&lt;br /&gt;
** Things like lloyds beacon, which is remort only; other specialized types of spells like timefold; high powered spells like Word of Souls, Burrowing Digits, etc.&lt;br /&gt;
** We dont want to make certain classes obsolete by turning them into scrollmakers only, and having players blast away at everything with a fully scrolled up psi or ninja.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This obviously would have the potential for &amp;quot;botting&amp;quot; issues, so we&#039;d have to be on the lookout for that.&lt;br /&gt;
&lt;br /&gt;
* I do kind of like the idea of having the limited abiltiy to create &amp;quot;grant&amp;quot; scrolls.. that&#039;s something we really haven&#039;t done enough with.&lt;br /&gt;
&lt;br /&gt;
* Is there going to be some kind of time penalty to scribe?  Or just mana penalties?  The mana penalties might not be all that steep, with elven mages having up over 1300 mana, and zealous regen as well.  Something to consider...&lt;br /&gt;
&lt;br /&gt;
== limitations ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I would love to hear more ideas on limitations because the mana regen.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been putting thought into it, but I haven&#039;t been able to come up with anything I like.  Including more components, like a quill and inkwell, which eventually runs out, but I wasn&#039;t sure if that wasn&#039;t just more annoying that useful.&lt;br /&gt;
&lt;br /&gt;
I&#039;m with you on psionicists.  I didn&#039;t want to immediately discount them until someone else gave feedback, in case I was crazy.&lt;br /&gt;
&lt;br /&gt;
Did you have thoughts on what spells to limit?  Now that I think about psi&#039;s, the normal OLC code I think limits almost all PSI spells from being put on scrolls, so allowing psi&#039;s to be scrollmaker&#039;s would be useless.&lt;br /&gt;
&lt;br /&gt;
Brazil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hmm..  well, currently with wizards being the only class that can scribe.. the only limitation is time.  Specifically the time it takes to memorize a spell.  The actual scribing of the spell is virtually instantaneous.  By changing the scribe system to a mana-style system, we lose that automatic time sink that memorize gave us.  Even without a mana regen hit, a 1,000 mana sorc with 30% cast cost (I dont have the mud open, so i&#039;m going to assume haste is 30 mana after cast cost) could make 30 haste scrolls almost instantly.&lt;br /&gt;
&lt;br /&gt;
So from a time standpoint, what if the limitation was related to the mana cost of the spell?  So a 10 mana spell like detect invisible, could be scribed in 1 second.  But a 30 mana spell might take 5 seconds.  A 75 mana spell might take 30 seconds.  etc, etc... (i&#039;d almost look at the mem times of similar spells as a basis for the timing, and adjust from there)&lt;br /&gt;
&lt;br /&gt;
I think that limiting some of necro&#039;s spells would be good - especially the polymorph type ones (as well as sorc&#039;s polymorph - which i doubt would even be scribable...).&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Christmas_2010&amp;diff=2288</id>
		<title>Christmas 2010</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Christmas_2010&amp;diff=2288"/>
		<updated>2010-12-09T21:48:12Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: Overview and notes about the 2010 Christmas Quest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jotting down some ideas for the 2010 Christmas Quest...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Grinch/Seuss related?&lt;br /&gt;
** Maybe something else - not sure if I have the time to get all of the Seuss mobs figured out...&lt;br /&gt;
&lt;br /&gt;
* Instead of Seuss, how about a bunch of Santa&#039;s and Elves running around...&lt;br /&gt;
** A few (5?) fake santa&#039;s and a real one .. fakes load an assemble?  real one loads a nice item?&lt;br /&gt;
** Elves have toys/boxes - maybe containers that load grant scrolls? (haven&#039;t done anything with those in awhile)&lt;br /&gt;
** continue to use christmas cookies as edible quest points&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Christmas_2010&amp;diff=2287</id>
		<title>Christmas 2010</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Christmas_2010&amp;diff=2287"/>
		<updated>2010-12-09T20:59:17Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: New page: Jotting down some ideas for the 2010 Christmas Quest...   * Grinch/Seuss related? ** Maybe something else - not sure if I have the time to get all of the Seuss mobs figured out...  * Inste...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jotting down some ideas for the 2010 Christmas Quest...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Grinch/Seuss related?&lt;br /&gt;
** Maybe something else - not sure if I have the time to get all of the Seuss mobs figured out...&lt;br /&gt;
&lt;br /&gt;
* Instead of Seuss, how about a bunch of Santa&#039;s and Elves running around...&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Talk:Scrollmaker&amp;diff=2286</id>
		<title>Talk:Scrollmaker</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Talk:Scrollmaker&amp;diff=2286"/>
		<updated>2010-12-09T18:14:14Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some things to consider:&lt;br /&gt;
&lt;br /&gt;
* Do we want to make all spells scrollable?&lt;br /&gt;
** Things like lloyds beacon, which is remort only; other specialized types of spells like timefold; high powered spells like Word of Souls, Burrowing Digits, etc.&lt;br /&gt;
** We dont want to make certain classes obsolete by turning them into scrollmakers only, and having players blast away at everything with a fully scrolled up psi or ninja.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This obviously would have the potential for &amp;quot;botting&amp;quot; issues, so we&#039;d have to be on the lookout for that.&lt;br /&gt;
&lt;br /&gt;
* I do kind of like the idea of having the limited abiltiy to create &amp;quot;grant&amp;quot; scrolls.. that&#039;s something we really haven&#039;t done enough with.&lt;br /&gt;
&lt;br /&gt;
* Is there going to be some kind of time penalty to scribe?  Or just mana penalties?  The mana penalties might not be all that steep, with elven mages having up over 1300 mana, and zealous regen as well.  Something to consider...&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Talk:Scrollmaker&amp;diff=2285</id>
		<title>Talk:Scrollmaker</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Talk:Scrollmaker&amp;diff=2285"/>
		<updated>2010-12-09T17:48:15Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: New page: Some things to consider:  * Do we want to make all spells scrollable? ** Things like lloyds beacon, which is remort only; other specialized types of spells like timefold; high powered spel...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some things to consider:&lt;br /&gt;
&lt;br /&gt;
* Do we want to make all spells scrollable?&lt;br /&gt;
** Things like lloyds beacon, which is remort only; other specialized types of spells like timefold; high powered spells like Word of Souls, Burrowing Digits, etc.&lt;br /&gt;
** We dont want to make certain classes obsolete by turning them into scrollmakers only, and having players blast away at everything with a fully scrolled up psi or ninja.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This obviously would have the potential for &amp;quot;botting&amp;quot; issues, so we&#039;d have to be on the lookout for that.&lt;br /&gt;
&lt;br /&gt;
* I do kind of like the idea of having the limited abiltiy to create &amp;quot;grant&amp;quot; scrolls.. that&#039;s something we really haven&#039;t done enough with.&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2284</id>
		<title>Scrollmaker</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2284"/>
		<updated>2010-12-08T23:06:40Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scribe&lt;br /&gt;
* Only one type of scroll (a blank one) required (no more scroll levels)&lt;br /&gt;
* Mana cost of spell is drained from scroll maker when scribing (or 125% of cast cost?)&lt;br /&gt;
* Specify level of scroll&lt;br /&gt;
* Amount of mana drained depend on level of scroll (scroll-level / spell-level * spell-mana-cost)&lt;br /&gt;
** Level 10 spell, 50 mana, Level 10 scroll, costs 50 mana&lt;br /&gt;
** Level 10 spell, 50 mana, level 60 scroll, costs 300 mana (60 / 10 * 50)&lt;br /&gt;
** Level 10 spell, 50 mana, level 1 scroll, costs 5 mana&lt;br /&gt;
** This system gives players room to experiment with scroll strength, how much mana they want to invest, lots of mana to store high powered spells, or little bits of mana for a quick-fix&lt;br /&gt;
*** Not a fan of the third scenario, so I don&#039;t think it&#039;ll happen&lt;br /&gt;
* 200% mana regen penalty for 4 ticks (each scroll after the first increases penalty by 1 tick)&lt;br /&gt;
* Scrolls are 800 gold (or something) everywhere&lt;br /&gt;
* 5 levels of Scribe skills, determines how high level of spell you can scribe&lt;br /&gt;
* Grant-scroll skill, allows you to make scrolls that give grants to the reciter&lt;br /&gt;
** costs 200% of mana cost&lt;br /&gt;
** I want to work this in, but I&#039;m not seeing a fully logical way to present it&lt;br /&gt;
* Scrollmaker guild will have a &amp;quot;desk&amp;quot; in a room that you must be &amp;quot;at&amp;quot; in order to make scrolls&lt;br /&gt;
** Ability to buy a desk for your personal room (dedicated room, no storage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Classes&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Paladin&lt;br /&gt;
* AntiPaladin&lt;br /&gt;
* Necromancer&lt;br /&gt;
* Psionicist? (replace mana with PSP)&#039;&#039;&#039;Not sure if I like this .. could have some balance issues downstream... players would be able to scribe biofeedback and body control and use on other classes - which could really create some invincible chars - Garg&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2283</id>
		<title>Scrollmaker</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2283"/>
		<updated>2010-12-08T23:06:05Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scribe&lt;br /&gt;
* Only one type of scroll (a blank one) required (no more scroll levels)&lt;br /&gt;
* Mana cost of spell is drained from scroll maker when scribing (or 125% of cast cost?)&lt;br /&gt;
* Specify level of scroll&lt;br /&gt;
* Amount of mana drained depend on level of scroll (scroll-level / spell-level * spell-mana-cost)&lt;br /&gt;
** Level 10 spell, 50 mana, Level 10 scroll, costs 50 mana&lt;br /&gt;
** Level 10 spell, 50 mana, level 60 scroll, costs 300 mana (60 / 10 * 50)&lt;br /&gt;
** Level 10 spell, 50 mana, level 1 scroll, costs 5 mana&lt;br /&gt;
** This system gives players room to experiment with scroll strength, how much mana they want to invest, lots of mana to store high powered spells, or little bits of mana for a quick-fix&lt;br /&gt;
*** Not a fan of the third scenario, so I don&#039;t think it&#039;ll happen&lt;br /&gt;
* 200% mana regen penalty for 4 ticks (each scroll after the first increases penalty by 1 tick)&lt;br /&gt;
* Scrolls are 800 gold (or something) everywhere&lt;br /&gt;
* 5 levels of Scribe skills, determines how high level of spell you can scribe&lt;br /&gt;
* Grant-scroll skill, allows you to make scrolls that give grants to the reciter&lt;br /&gt;
** costs 200% of mana cost&lt;br /&gt;
** I want to work this in, but I&#039;m not seeing a fully logical way to present it&lt;br /&gt;
* Scrollmaker guild will have a &amp;quot;desk&amp;quot; in a room that you must be &amp;quot;at&amp;quot; in order to make scrolls&lt;br /&gt;
** Ability to buy a desk for your personal room (dedicated room, no storage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Classes&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Paladin&lt;br /&gt;
* AntiPaladin&lt;br /&gt;
* Necromancer&lt;br /&gt;
* Psionicist? (replace mana with PSP)&#039;Not sure if I like this .. could have some balance issues downstream... players would be able to scribe biofeedback and body control and use on other classes - which could really create some invincible chars - Garg&#039;&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=OLC_Zones&amp;diff=2279</id>
		<title>OLC Zones</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=OLC_Zones&amp;diff=2279"/>
		<updated>2010-12-01T22:31:39Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=1 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|| zone || name || Author || Status&lt;br /&gt;
|-&lt;br /&gt;
||   81 || Sleeping Beauty                      || Nancee     || &lt;br /&gt;
|-&lt;br /&gt;
||  139 || Two Kings                            || Nightwind  || NW just got back online after being gone for 2 years.  says this zone is basically complete - however he wants to implement a &amp;quot;talk&amp;quot; quest into it - which can&#039;t be done on the olc port...&lt;br /&gt;
|-&lt;br /&gt;
||  169 || Seasons                              || Nancee     || &lt;br /&gt;
|-&lt;br /&gt;
||  227 || Tree of Life                         || Jagang     || &lt;br /&gt;
|-&lt;br /&gt;
||  380 || Smurf Village                        || Gargamel   || &lt;br /&gt;
|-&lt;br /&gt;
||  750 || Town of Barovia - Done               || Nynaeve    || Done&lt;br /&gt;
|-&lt;br /&gt;
||  752 || The Balinok Forest - Done            || Nynaeve    || Done&lt;br /&gt;
|-&lt;br /&gt;
||  754 || Castle Entrance and Grounds - Done   || Nynaeve    || Done&lt;br /&gt;
|-&lt;br /&gt;
||  755 || Court of the Count/Main Floor        || Nynaeve    || &lt;br /&gt;
|-&lt;br /&gt;
||  757 || Rooms of Weeping/Larders of Ill Omen || Nynaeve    || &lt;br /&gt;
|-&lt;br /&gt;
||  759 || Spires of Ravenloft                  || Nynaeve    || &lt;br /&gt;
|-&lt;br /&gt;
||  761 || Dungeons and Catacombs               || Nynaeve    || &lt;br /&gt;
|-&lt;br /&gt;
||  800 || Valgourn Estate                      || Jagang     || &lt;br /&gt;
|-&lt;br /&gt;
|| 1500 || Ovatheston Newbie Town               || Caniffe    || &lt;br /&gt;
|-&lt;br /&gt;
|| 1505 || The River of Wateeria                || Booma      || &lt;br /&gt;
|-&lt;br /&gt;
|| 1510 || Dread Mire Marsh                     || ???        || &lt;br /&gt;
|-&lt;br /&gt;
|| 1515 || Tyrone County DONE                   || Xen        || Done&lt;br /&gt;
|-&lt;br /&gt;
|| 1517 || d                                    || Xen        || &lt;br /&gt;
|-&lt;br /&gt;
|| 1525 || AddictMud Transport                  || Victoria   || &lt;br /&gt;
|-&lt;br /&gt;
|| 1600 || n                                    || Nightwind  || &lt;br /&gt;
|-&lt;br /&gt;
|| 1700 || Pool of Radiance                     || Zerglin    || &lt;br /&gt;
|-&lt;br /&gt;
|| 1900 || East Timmra DONE                     || Orchid     || In Game (requested to stay in olc)&lt;br /&gt;
|-&lt;br /&gt;
|| 1902 || Fortress of Janal DONE               || Orchid     || In Game (requested to stay in olc)&lt;br /&gt;
|-&lt;br /&gt;
|| 1905 || Palace of Janal DONE                 || Orchid     || In Game (requested to stay in olc)&lt;br /&gt;
|-&lt;br /&gt;
|| 1906 || Ansilora&#039;s Tower                     || Orchid     || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
Not sure if Tyrone County is truly done .. I think I walked through it some time ago and was pretty underwhelmed...&lt;br /&gt;
-G&lt;br /&gt;
&lt;br /&gt;
Also, Smurf Village is close - but I&#039;ve been away from it for a long time, so I&#039;d need to run through and see what left needs to be done - I know most of the mobs and rooms are complete at least.&lt;br /&gt;
-G&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Thanksgiving_2010&amp;diff=2276</id>
		<title>Thanksgiving 2010</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Thanksgiving_2010&amp;diff=2276"/>
		<updated>2010-11-18T16:12:30Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quest Notes:&lt;br /&gt;
&lt;br /&gt;
Using the same mobs as 2009&#039;s quest.  Changing the items.  Turkeys will continue to load colored feathers.  However assemble items will be different.&lt;br /&gt;
&lt;br /&gt;
Thinking of having two different assembles this time, with the same feathers:&lt;br /&gt;
&lt;br /&gt;
A dreamcatcher (floating? .. i think I like it as a shield better!)&lt;br /&gt;
&lt;br /&gt;
Tomahawk (weapon? holdable?)&lt;br /&gt;
&lt;br /&gt;
Might change up the Pilgrim Shoes as well with another Pilgrim-ey item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Final Quest notes:&lt;br /&gt;
&lt;br /&gt;
* 6 colored turkeys - each loading colored feathers&lt;br /&gt;
* Pilgrim - loads a Pilgrim Hat this year instead of Pilgrim shoes, and a piece to the dreamcatcher&lt;br /&gt;
* Indian - loads a piece to the dreamcatcher, and Indian mocasins&lt;br /&gt;
* dreamcatcher is final item - assembled from wooden ring, string, and 6 colored feathers&lt;br /&gt;
* New theme - each year I&#039;ll add new Pilgrim gear and new Indian gear.  The basis will be Pilgrim gets bonuses during daytime, but weaknesses at night, and vice versa for Indian.  I think it&#039;ll be a pretty cool touch to create an entire set of eq over the years.&lt;br /&gt;
&lt;br /&gt;
Keywords are split between thanksgivingquest2009 and thanksgivingquest2010&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Thanksgiving_2010&amp;diff=2272</id>
		<title>Thanksgiving 2010</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Thanksgiving_2010&amp;diff=2272"/>
		<updated>2010-11-10T22:12:31Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quest Notes:&lt;br /&gt;
&lt;br /&gt;
Using the same mobs as 2009&#039;s quest.  Changing the items.  Turkeys will continue to load colored feathers.  However assemble items will be different.&lt;br /&gt;
&lt;br /&gt;
Thinking of having two different assembles this time, with the same feathers:&lt;br /&gt;
&lt;br /&gt;
A dreamcatcher (floating? .. i think I like it as a shield better!)&lt;br /&gt;
&lt;br /&gt;
Tomahawk (weapon? holdable?)&lt;br /&gt;
&lt;br /&gt;
Might change up the Pilgrim Shoes as well with another Pilgrim-ey item.&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Thanksgiving_2010&amp;diff=2271</id>
		<title>Thanksgiving 2010</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Thanksgiving_2010&amp;diff=2271"/>
		<updated>2010-11-10T21:00:56Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: Overview and notes for the 2010 Thanksgiving Quest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quest Notes:&lt;br /&gt;
&lt;br /&gt;
Using the same mobs as 2009&#039;s quest.  Changing the items.  Turkeys will continue to load colored feathers.  However assemble items will be different.&lt;br /&gt;
&lt;br /&gt;
Thinking of having two different assembles this time, with the same feathers:&lt;br /&gt;
&lt;br /&gt;
A dreamcatcher (floating?)&lt;br /&gt;
&lt;br /&gt;
Tomahawk (weapon? holdable?)&lt;br /&gt;
&lt;br /&gt;
Might change up the Pilgrim Shoes as well with another Pilgrim-ey item.&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Talk:Gargamel:_Sorcerer&amp;diff=2262</id>
		<title>Talk:Gargamel: Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Talk:Gargamel:_Sorcerer&amp;diff=2262"/>
		<updated>2010-10-26T18:27:46Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border =1&lt;br /&gt;
&lt;br /&gt;
|	Spell Name	||	Min Mana	||	Max Mana	||	Level	||	ELEMENT	&lt;br /&gt;
|-&lt;br /&gt;
|	magic missile	||	5	||	25	||	1	||	ENERGY	&lt;br /&gt;
|-&lt;br /&gt;
|	detect invisibility	||	10	||	20	||	2	||		&lt;br /&gt;
|-&lt;br /&gt;
|	detect magic	||	10	||	20	||	2	||		&lt;br /&gt;
|-&lt;br /&gt;
|	chill touch	||	2	||	40	||	3	||	COLD	&lt;br /&gt;
|-&lt;br /&gt;
|	infravision	||	10	||	25	||	3	||		&lt;br /&gt;
|-&lt;br /&gt;
|	armor	||	15	||	30	||	4	||		&lt;br /&gt;
|-&lt;br /&gt;
|	invisibility	||	25	||	35	||	4	||		&lt;br /&gt;
|-&lt;br /&gt;
|	burning hands	||	30	||	40	||	5	||	FIRE	&lt;br /&gt;
|-&lt;br /&gt;
|	information	||	30	||	75	||	5	||		&lt;br /&gt;
|-&lt;br /&gt;
|	locate object	||	20	||	25	||	6	||		&lt;br /&gt;
|-&lt;br /&gt;
|	strength	||	25	||	35	||	6	||		&lt;br /&gt;
|-&lt;br /&gt;
|	dexterity	||	25	||	45	||	7	||		&lt;br /&gt;
|-&lt;br /&gt;
|	shocking grasp	||	15	||	30	||	7	||	ELEC	&lt;br /&gt;
|-&lt;br /&gt;
|	sleep	||	25	||	40	||	8	||	SLEEP	&lt;br /&gt;
|-&lt;br /&gt;
|	waterbreathe	||	45	||	60	||	8	||		&lt;br /&gt;
|-&lt;br /&gt;
|	blindness	||	5	||	20	||	9	||		&lt;br /&gt;
|-&lt;br /&gt;
|	lightning bolt	||	15	||	30	||	9	||	ELEC	&lt;br /&gt;
|-&lt;br /&gt;
|	detect poison	||	5	||	15	||	10	||		&lt;br /&gt;
|-&lt;br /&gt;
|	color spray	||	30	||	40	||	11	||	ENERGY	&lt;br /&gt;
|-&lt;br /&gt;
|	teleport	||	30	||	75	||	11	||		&lt;br /&gt;
|-&lt;br /&gt;
|	polymorph	||	150	||	200	||	12	||		&lt;br /&gt;
|-&lt;br /&gt;
|	energy drain	||	25	||	40	||	13	||	DRAIN	&lt;br /&gt;
|-&lt;br /&gt;
|	curse	||	50	||	80	||	14	||	undefined?	&lt;br /&gt;
|-&lt;br /&gt;
|	ensorcellment	||	180	||	240	||	15	||		&lt;br /&gt;
|-&lt;br /&gt;
|	fireball	||	40	||	60	||	15	||	FIRE	&lt;br /&gt;
|-&lt;br /&gt;
|	group invisibility	||	40	||	50	||	15	||		&lt;br /&gt;
|-&lt;br /&gt;
|	charm person	||	50	||	75	||	16	||	CHARM	&lt;br /&gt;
|-&lt;br /&gt;
|	monsum two	||	55	||	60	||	16	||		&lt;br /&gt;
|-&lt;br /&gt;
|	minor create	||	30	||	40	||	17	||		&lt;br /&gt;
|-&lt;br /&gt;
|	weaken	||	25	||	50	||	17	||	undefined?	&lt;br /&gt;
|-&lt;br /&gt;
|	firefly	||	35	||	55	||	18	||		&lt;br /&gt;
|-&lt;br /&gt;
|	fly	||	25	||	50	||	18	||		&lt;br /&gt;
|-&lt;br /&gt;
|	haste	||	50	||	60	||	18	||		&lt;br /&gt;
|-&lt;br /&gt;
|	fireblast	||	55	||	65	||	19	||	FIRE	&lt;br /&gt;
|-&lt;br /&gt;
|	augmentation one	||	40	||	60	||	20	||		&lt;br /&gt;
|-&lt;br /&gt;
|	magical burst	||	50	||	80	||	20	||		&lt;br /&gt;
|-&lt;br /&gt;
|	monsum three	||	70	||	75	||	20	||		&lt;br /&gt;
|-&lt;br /&gt;
|	ice storm	||	80	||	90	||	21	||	COLD	&lt;br /&gt;
|-&lt;br /&gt;
|	minor malison	||	45	||	80	||	21	||	undefined?	&lt;br /&gt;
|-&lt;br /&gt;
|	conjure air elemental	||	55	||	65	||	22	||		&lt;br /&gt;
|-&lt;br /&gt;
|	locate traps	||	30	||	40	||	22	||		&lt;br /&gt;
|-&lt;br /&gt;
|	slay	||	75	||	75	||	23	||	ENERGY	&lt;br /&gt;
|-&lt;br /&gt;
|	cone of silence	||	40	||	60	||	24	||		&lt;br /&gt;
|-&lt;br /&gt;
|	enchant armor	||	200	||	250	||	24	||		&lt;br /&gt;
|-&lt;br /&gt;
|	meteor swarm	||	120	||	127	||	25	||	ENERGY	&lt;br /&gt;
|-&lt;br /&gt;
|	portal	||	75	||	140	||	25	||		&lt;br /&gt;
|-&lt;br /&gt;
|	conjure earth elemental	||	55	||	65	||	26	||		&lt;br /&gt;
|-&lt;br /&gt;
|	enchant weapon	||	200	||	250	||	26	||		&lt;br /&gt;
|-&lt;br /&gt;
|	akheva	||	35	||	60	||	27	||		&lt;br /&gt;
|-&lt;br /&gt;
|	golem	||	75	||	110	||	27	||		&lt;br /&gt;
|-&lt;br /&gt;
|	gift of magic	||	GRANTED	||		||	29	||		&lt;br /&gt;
|-&lt;br /&gt;
|	rainbow	||	250	||	250	||	29	||		&lt;br /&gt;
|-&lt;br /&gt;
|	conjure water elemental	||	55	||	65	||	30	||		&lt;br /&gt;
|-&lt;br /&gt;
|	word of death	||	90	||	130	||	30	||	ENERGY	&lt;br /&gt;
|-&lt;br /&gt;
|	spirit armor	||	40	||	65	||	31	||		&lt;br /&gt;
|-&lt;br /&gt;
|	taper enchantment	||	75	||	120	||	31	||		&lt;br /&gt;
|-&lt;br /&gt;
|	mellon collie	||	45	||	65	||	32	||		&lt;br /&gt;
|-&lt;br /&gt;
|	conjure fire elemental	||	55	||	65	||	33	||		&lt;br /&gt;
|-&lt;br /&gt;
|	freedom	||	55	||	75	||	34	||		&lt;br /&gt;
|-&lt;br /&gt;
|	death fog	||	80	||	130	||	36	||	ACID	&lt;br /&gt;
|-&lt;br /&gt;
|	earthen grasp	||	76	||	110	||	37	||	undefined?	&lt;br /&gt;
|-&lt;br /&gt;
|	absorb mana	||	GRANTED	||		||	39	||		&lt;br /&gt;
|-&lt;br /&gt;
|	plasma ball	||	100	||	155	||	40	||	ENERGY	&lt;br /&gt;
|-&lt;br /&gt;
|	waterwalk	||	45	||	60	||	41	||		&lt;br /&gt;
|-&lt;br /&gt;
|	arcane tome	||	50	||	75	||	42	||		&lt;br /&gt;
|-&lt;br /&gt;
|	all seeing eye	||	75	||	120	||	43	||		&lt;br /&gt;
|-&lt;br /&gt;
|	horrid wilting	||	80	||	115	||	44	||	COLD	&lt;br /&gt;
|-&lt;br /&gt;
|	leech field	||	130	||	150	||	46	||	undefined?	&lt;br /&gt;
|-&lt;br /&gt;
|	steelskin	||	15	||	30	||	49	||		&lt;br /&gt;
|-&lt;br /&gt;
|	fission bomb	||	100	||	155	||	50	||	RADIATION	&lt;br /&gt;
|-&lt;br /&gt;
|	burrowing bony digits	||	150	||	200	||	53	||	SHADOW	&lt;br /&gt;
|-&lt;br /&gt;
|	augmentation three	||	50	||	70	||	60	||		&lt;br /&gt;
|-&lt;br /&gt;
|	alacrity	||	45	||	85	||	64	||		&lt;br /&gt;
|-&lt;br /&gt;
|	chaos	||	150	||	150	||	65	||	undefined?	&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Talk:Gargamel:_Sorcerer&amp;diff=2261</id>
		<title>Talk:Gargamel: Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Talk:Gargamel:_Sorcerer&amp;diff=2261"/>
		<updated>2010-10-26T18:27:25Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border =1&lt;br /&gt;
&lt;br /&gt;
|	Spell Name	||	Min Mana	||	Max Mana	||	Level	||	ELEMENT	&lt;br /&gt;
|-&lt;br /&gt;
|	magic missile	||	5	||	25	||	1	||	ENERGY	&lt;br /&gt;
|-&lt;br /&gt;
|	detect invisibility	||	10	||	20	||	2	||		&lt;br /&gt;
|-&lt;br /&gt;
|	detect magic	||	10	||	20	||	2	||		&lt;br /&gt;
|-&lt;br /&gt;
|	chill touch	||	2	||	40	||	3	||	COLD	|&lt;br /&gt;
-&lt;br /&gt;
|	infravision	||	10	||	25	||	3	||		&lt;br /&gt;
|-&lt;br /&gt;
|	armor	||	15	||	30	||	4	||		&lt;br /&gt;
|-&lt;br /&gt;
|	invisibility	||	25	||	35	||	4	||		&lt;br /&gt;
|-&lt;br /&gt;
|	burning hands	||	30	||	40	||	5	||	FIRE	&lt;br /&gt;
|-&lt;br /&gt;
|	information	||	30	||	75	||	5	||		&lt;br /&gt;
|-&lt;br /&gt;
|	locate object	||	20	||	25	||	6	||		&lt;br /&gt;
|-&lt;br /&gt;
|	strength	||	25	||	35	||	6	||		&lt;br /&gt;
|-&lt;br /&gt;
|	dexterity	||	25	||	45	||	7	||		&lt;br /&gt;
|-&lt;br /&gt;
|	shocking grasp	||	15	||	30	||	7	||	ELEC	&lt;br /&gt;
|-&lt;br /&gt;
|	sleep	||	25	||	40	||	8	||	SLEEP	&lt;br /&gt;
|-&lt;br /&gt;
|	waterbreathe	||	45	||	60	||	8	||		&lt;br /&gt;
|-&lt;br /&gt;
|	blindness	||	5	||	20	||	9	||		&lt;br /&gt;
|-&lt;br /&gt;
|	lightning bolt	||	15	||	30	||	9	||	ELEC	&lt;br /&gt;
|-&lt;br /&gt;
|	detect poison	||	5	||	15	||	10	||		&lt;br /&gt;
|-&lt;br /&gt;
|	color spray	||	30	||	40	||	11	||	ENERGY	&lt;br /&gt;
|-&lt;br /&gt;
|	teleport	||	30	||	75	||	11	||		&lt;br /&gt;
|-&lt;br /&gt;
|	polymorph	||	150	||	200	||	12	||		&lt;br /&gt;
|-&lt;br /&gt;
|	energy drain	||	25	||	40	||	13	||	DRAIN	&lt;br /&gt;
|-&lt;br /&gt;
|	curse	||	50	||	80	||	14	||	undefined?	&lt;br /&gt;
|-&lt;br /&gt;
|	ensorcellment	||	180	||	240	||	15	||		&lt;br /&gt;
|-&lt;br /&gt;
|	fireball	||	40	||	60	||	15	||	FIRE	&lt;br /&gt;
|-&lt;br /&gt;
|	group invisibility	||	40	||	50	||	15	||		&lt;br /&gt;
|-&lt;br /&gt;
|	charm person	||	50	||	75	||	16	||	CHARM	&lt;br /&gt;
|-&lt;br /&gt;
|	monsum two	||	55	||	60	||	16	||		&lt;br /&gt;
|-&lt;br /&gt;
|	minor create	||	30	||	40	||	17	||		&lt;br /&gt;
|-&lt;br /&gt;
|	weaken	||	25	||	50	||	17	||	undefined?	&lt;br /&gt;
|-&lt;br /&gt;
|	firefly	||	35	||	55	||	18	||		&lt;br /&gt;
|-&lt;br /&gt;
|	fly	||	25	||	50	||	18	||		&lt;br /&gt;
|-&lt;br /&gt;
|	haste	||	50	||	60	||	18	||		&lt;br /&gt;
|-&lt;br /&gt;
|	fireblast	||	55	||	65	||	19	||	FIRE	&lt;br /&gt;
|-&lt;br /&gt;
|	augmentation one	||	40	||	60	||	20	||		&lt;br /&gt;
|-&lt;br /&gt;
|	magical burst	||	50	||	80	||	20	||		&lt;br /&gt;
|-&lt;br /&gt;
|	monsum three	||	70	||	75	||	20	||		&lt;br /&gt;
|-&lt;br /&gt;
|	ice storm	||	80	||	90	||	21	||	COLD	&lt;br /&gt;
|-&lt;br /&gt;
|	minor malison	||	45	||	80	||	21	||	undefined?	&lt;br /&gt;
|-&lt;br /&gt;
|	conjure air elemental	||	55	||	65	||	22	||		&lt;br /&gt;
|-&lt;br /&gt;
|	locate traps	||	30	||	40	||	22	||		&lt;br /&gt;
|-&lt;br /&gt;
|	slay	||	75	||	75	||	23	||	ENERGY	&lt;br /&gt;
|-&lt;br /&gt;
|	cone of silence	||	40	||	60	||	24	||		&lt;br /&gt;
|-&lt;br /&gt;
|	enchant armor	||	200	||	250	||	24	||		&lt;br /&gt;
|-&lt;br /&gt;
|	meteor swarm	||	120	||	127	||	25	||	ENERGY	&lt;br /&gt;
|-&lt;br /&gt;
|	portal	||	75	||	140	||	25	||		&lt;br /&gt;
|-&lt;br /&gt;
|	conjure earth elemental	||	55	||	65	||	26	||		&lt;br /&gt;
|-&lt;br /&gt;
|	enchant weapon	||	200	||	250	||	26	||		&lt;br /&gt;
|-&lt;br /&gt;
|	akheva	||	35	||	60	||	27	||		&lt;br /&gt;
|-&lt;br /&gt;
|	golem	||	75	||	110	||	27	||		&lt;br /&gt;
|-&lt;br /&gt;
|	gift of magic	||	GRANTED	||		||	29	||		&lt;br /&gt;
|-&lt;br /&gt;
|	rainbow	||	250	||	250	||	29	||		&lt;br /&gt;
|-&lt;br /&gt;
|	conjure water elemental	||	55	||	65	||	30	||		&lt;br /&gt;
|-&lt;br /&gt;
|	word of death	||	90	||	130	||	30	||	ENERGY	&lt;br /&gt;
|-&lt;br /&gt;
|	spirit armor	||	40	||	65	||	31	||		&lt;br /&gt;
|-&lt;br /&gt;
|	taper enchantment	||	75	||	120	||	31	||		&lt;br /&gt;
|-&lt;br /&gt;
|	mellon collie	||	45	||	65	||	32	||		&lt;br /&gt;
|-&lt;br /&gt;
|	conjure fire elemental	||	55	||	65	||	33	||		&lt;br /&gt;
|-&lt;br /&gt;
|	freedom	||	55	||	75	||	34	||		&lt;br /&gt;
|-&lt;br /&gt;
|	death fog	||	80	||	130	||	36	||	ACID	&lt;br /&gt;
|-&lt;br /&gt;
|	earthen grasp	||	76	||	110	||	37	||	undefined?	&lt;br /&gt;
|-&lt;br /&gt;
|	absorb mana	||	GRANTED	||		||	39	||		&lt;br /&gt;
|-&lt;br /&gt;
|	plasma ball	||	100	||	155	||	40	||	ENERGY	&lt;br /&gt;
|-&lt;br /&gt;
|	waterwalk	||	45	||	60	||	41	||		&lt;br /&gt;
|-&lt;br /&gt;
|	arcane tome	||	50	||	75	||	42	||		&lt;br /&gt;
|-&lt;br /&gt;
|	all seeing eye	||	75	||	120	||	43	||		&lt;br /&gt;
|-&lt;br /&gt;
|	horrid wilting	||	80	||	115	||	44	||	COLD	&lt;br /&gt;
|-&lt;br /&gt;
|	leech field	||	130	||	150	||	46	||	undefined?	&lt;br /&gt;
|-&lt;br /&gt;
|	steelskin	||	15	||	30	||	49	||		&lt;br /&gt;
|-&lt;br /&gt;
|	fission bomb	||	100	||	155	||	50	||	RADIATION	&lt;br /&gt;
|-&lt;br /&gt;
|	burrowing bony digits	||	150	||	200	||	53	||	SHADOW	&lt;br /&gt;
|-&lt;br /&gt;
|	augmentation three	||	50	||	70	||	60	||		&lt;br /&gt;
|-&lt;br /&gt;
|	alacrity	||	45	||	85	||	64	||		&lt;br /&gt;
|-&lt;br /&gt;
|	chaos	||	150	||	150	||	65	||	undefined?	&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Talk:Gargamel:_Sorcerer&amp;diff=2258</id>
		<title>Talk:Gargamel: Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Talk:Gargamel:_Sorcerer&amp;diff=2258"/>
		<updated>2010-10-26T18:22:47Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: New page: {| border =1  |	Spell Name	||	Min Mana	||	Max Mana	||	Level	||	ELEMENT	|- |	magic missile	||	5	||	25	||	1	||	ENERGY	|- |	detect invisibility	||	10	||	20	||	2	||		|- |	detect magic	||	10	||...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border =1&lt;br /&gt;
&lt;br /&gt;
|	Spell Name	||	Min Mana	||	Max Mana	||	Level	||	ELEMENT	|-&lt;br /&gt;
|	magic missile	||	5	||	25	||	1	||	ENERGY	|-&lt;br /&gt;
|	detect invisibility	||	10	||	20	||	2	||		|-&lt;br /&gt;
|	detect magic	||	10	||	20	||	2	||		|-&lt;br /&gt;
|	chill touch	||	2	||	40	||	3	||	COLD	|-&lt;br /&gt;
|	infravision	||	10	||	25	||	3	||		|-&lt;br /&gt;
|	armor	||	15	||	30	||	4	||		|-&lt;br /&gt;
|	invisibility	||	25	||	35	||	4	||		|-&lt;br /&gt;
|	burning hands	||	30	||	40	||	5	||	FIRE	|-&lt;br /&gt;
|	information	||	30	||	75	||	5	||		|-&lt;br /&gt;
|	locate object	||	20	||	25	||	6	||		|-&lt;br /&gt;
|	strength	||	25	||	35	||	6	||		|-&lt;br /&gt;
|	dexterity	||	25	||	45	||	7	||		|-&lt;br /&gt;
|	shocking grasp	||	15	||	30	||	7	||	ELEC	|-&lt;br /&gt;
|	sleep	||	25	||	40	||	8	||	SLEEP	|-&lt;br /&gt;
|	waterbreathe	||	45	||	60	||	8	||		|-&lt;br /&gt;
|	blindness	||	5	||	20	||	9	||		|-&lt;br /&gt;
|	lightning bolt	||	15	||	30	||	9	||	ELEC	|-&lt;br /&gt;
|	detect poison	||	5	||	15	||	10	||		|-&lt;br /&gt;
|	color spray	||	30	||	40	||	11	||	ENERGY	|-&lt;br /&gt;
|	teleport	||	30	||	75	||	11	||		|-&lt;br /&gt;
|	polymorph	||	150	||	200	||	12	||		|-&lt;br /&gt;
|	energy drain	||	25	||	40	||	13	||	DRAIN	|-&lt;br /&gt;
|	curse	||	50	||	80	||	14	||	undefined?	|-&lt;br /&gt;
|	ensorcellment	||	180	||	240	||	15	||		|-&lt;br /&gt;
|	fireball	||	40	||	60	||	15	||	FIRE	|-&lt;br /&gt;
|	group invisibility	||	40	||	50	||	15	||		|-&lt;br /&gt;
|	charm person	||	50	||	75	||	16	||	CHARM	|-&lt;br /&gt;
|	monsum two	||	55	||	60	||	16	||		|-&lt;br /&gt;
|	minor create	||	30	||	40	||	17	||		|-&lt;br /&gt;
|	weaken	||	25	||	50	||	17	||	undefined?	|-&lt;br /&gt;
|	firefly	||	35	||	55	||	18	||		|-&lt;br /&gt;
|	fly	||	25	||	50	||	18	||		|-&lt;br /&gt;
|	haste	||	50	||	60	||	18	||		|-&lt;br /&gt;
|	fireblast	||	55	||	65	||	19	||	FIRE	|-&lt;br /&gt;
|	augmentation one	||	40	||	60	||	20	||		|-&lt;br /&gt;
|	magical burst	||	50	||	80	||	20	||		|-&lt;br /&gt;
|	monsum three	||	70	||	75	||	20	||		|-&lt;br /&gt;
|	ice storm	||	80	||	90	||	21	||	COLD	|-&lt;br /&gt;
|	minor malison	||	45	||	80	||	21	||	undefined?	|-&lt;br /&gt;
|	conjure air elemental	||	55	||	65	||	22	||		|-&lt;br /&gt;
|	locate traps	||	30	||	40	||	22	||		|-&lt;br /&gt;
|	slay	||	75	||	75	||	23	||	ENERGY	|-&lt;br /&gt;
|	cone of silence	||	40	||	60	||	24	||		|-&lt;br /&gt;
|	enchant armor	||	200	||	250	||	24	||		|-&lt;br /&gt;
|	meteor swarm	||	120	||	127	||	25	||	ENERGY	|-&lt;br /&gt;
|	portal	||	75	||	140	||	25	||		|-&lt;br /&gt;
|	conjure earth elemental	||	55	||	65	||	26	||		|-&lt;br /&gt;
|	enchant weapon	||	200	||	250	||	26	||		|-&lt;br /&gt;
|	akheva	||	35	||	60	||	27	||		|-&lt;br /&gt;
|	golem	||	75	||	110	||	27	||		|-&lt;br /&gt;
|	gift of magic	||	GRANTED	||		||	29	||		|-&lt;br /&gt;
|	rainbow	||	250	||	250	||	29	||		|-&lt;br /&gt;
|	conjure water elemental	||	55	||	65	||	30	||		|-&lt;br /&gt;
|	word of death	||	90	||	130	||	30	||	ENERGY	|-&lt;br /&gt;
|	spirit armor	||	40	||	65	||	31	||		|-&lt;br /&gt;
|	taper enchantment	||	75	||	120	||	31	||		|-&lt;br /&gt;
|	mellon collie	||	45	||	65	||	32	||		|-&lt;br /&gt;
|	conjure fire elemental	||	55	||	65	||	33	||		|-&lt;br /&gt;
|	freedom	||	55	||	75	||	34	||		|-&lt;br /&gt;
|	death fog	||	80	||	130	||	36	||	ACID	|-&lt;br /&gt;
|	earthen grasp	||	76	||	110	||	37	||	undefined?	|-&lt;br /&gt;
|	absorb mana	||	GRANTED	||		||	39	||		|-&lt;br /&gt;
|	plasma ball	||	100	||	155	||	40	||	ENERGY	|-&lt;br /&gt;
|	waterwalk	||	45	||	60	||	41	||		|-&lt;br /&gt;
|	arcane tome	||	50	||	75	||	42	||		|-&lt;br /&gt;
|	all seeing eye	||	75	||	120	||	43	||		|-&lt;br /&gt;
|	horrid wilting	||	80	||	115	||	44	||	COLD	|-&lt;br /&gt;
|	leech field	||	130	||	150	||	46	||	undefined?	|-&lt;br /&gt;
|	steelskin	||	15	||	30	||	49	||		|-&lt;br /&gt;
|	fission bomb	||	100	||	155	||	50	||	RADIATION	|-&lt;br /&gt;
|	burrowing bony digits	||	150	||	200	||	53	||	SHADOW	|-&lt;br /&gt;
|	augmentation three	||	50	||	70	||	60	||		|-&lt;br /&gt;
|	alacrity	||	45	||	85	||	64	||		|-&lt;br /&gt;
|	chaos	||	150	||	150	||	65	||	undefined?	|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Fire:_changes&amp;diff=2257</id>
		<title>Fire: changes</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Fire:_changes&amp;diff=2257"/>
		<updated>2010-10-26T17:18:23Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: (just fixed the spacing - garg)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Black Market dealer sales&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2 super daggers - $100m (69004)&lt;br /&gt;
&lt;br /&gt;
2 British maces - $100 m (69022)&lt;br /&gt;
&lt;br /&gt;
2 Mark IV Phaser - $125m (69023)&lt;br /&gt;
&lt;br /&gt;
2 Puff slayers - $100m (127)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Astral Plane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now is the central portal to other planes.  Review zone 164&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ruined Midgaard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exits from south ocean deleted:&lt;br /&gt;
14305&lt;br /&gt;
14309&lt;br /&gt;
14311&lt;br /&gt;
14313&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Newbie_Area&amp;diff=2250</id>
		<title>Newbie Area</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Newbie_Area&amp;diff=2250"/>
		<updated>2010-03-05T18:31:34Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: New page: Some ideas to toss around regarding enhancing/revamping our Newbie area/initiation.  * Similar to another mud, perhaps create a room off of the hometown templs which would act as a Newbie ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some ideas to toss around regarding enhancing/revamping our Newbie area/initiation.&lt;br /&gt;
&lt;br /&gt;
* Similar to another mud, perhaps create a room off of the hometown templs which would act as a Newbie Annex - a place to link various newbie zones to.&lt;br /&gt;
&lt;br /&gt;
* Allow for re-access to the newbie town and introductory zones (via this annex?)&lt;br /&gt;
&lt;br /&gt;
* Make sure that there are guildmasters in the various places that newbies can gain levels/spells/skills (especially the newbie town).&lt;br /&gt;
&lt;br /&gt;
* Something I&#039;ve thought about for awhile ... possibly allow for a limited number of re-rolls after level 5?  This would decrease on the recreation issue for current players ... and would also allow newer players to feel that they have some control over stats.&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Events&amp;diff=2238</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Events&amp;diff=2238"/>
		<updated>2010-01-26T15:32:32Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Events currently available in the game: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Double Experience - doubles experience gained (includes battle experience)&lt;br /&gt;
* Double HP - doubles all player hitpoints (natural only? or affected hp&#039;s as well?)&lt;br /&gt;
* Double Mana - doubles all player mana points (again, unsure if it&#039;s natural or applied mana)&lt;br /&gt;
* Double Damage Cap - doubles the 400 physical damage limit&lt;br /&gt;
* Double Spell Damage Cap - doubles the 3,000 magical damage limit.&lt;br /&gt;
* Double Heals - doubles the effect of all healing spells&lt;br /&gt;
* Triple Experience - triples experience gained&lt;br /&gt;
* Fast Regen - not sure if this quickens the pulse timer, and if so by how much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Future Events/Event Ideas ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* We could also consider some events that impact mobs more than players .. playing around with mob damage/hps/etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Event Triggers ==&lt;br /&gt;
&lt;br /&gt;
Currently, Immortals have to trigger events manually.  Would it be feasible/possibe/wise to allow for actual mud events to trigger a special event?  Consider these for ideas...&lt;br /&gt;
&lt;br /&gt;
* For every 1,000,000 damage taken, a 30 minute double HP event.  (not sure how often this would be, so the number could be tweaked).&lt;br /&gt;
&lt;br /&gt;
* For every 1,000,000 mana spent, a 30 minute double mana event.&lt;br /&gt;
&lt;br /&gt;
* For every 50 total remorts, a 30 minute double exp event.&lt;br /&gt;
&lt;br /&gt;
* For every 1,000,000,000 experience gained, a 30 minute double exp event.&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Talk:Spellweaver&amp;diff=2237</id>
		<title>Talk:Spellweaver</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Talk:Spellweaver&amp;diff=2237"/>
		<updated>2010-01-25T19:48:30Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: /* invoke! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== oooo ==&lt;br /&gt;
&lt;br /&gt;
I really like where you&#039;re going here...&lt;br /&gt;
&lt;br /&gt;
To build on that, we could have words for &amp;quot;greater&amp;quot; or &amp;quot;massive&amp;quot; to get larger heals / damage / resistance / weakness.&lt;br /&gt;
&lt;br /&gt;
My only concern with that would be that when they earn the &amp;quot;massive&amp;quot; word, they suddenly could have massive resistance / heal / damage all at once.&lt;br /&gt;
&lt;br /&gt;
I think it would result in some new spells, but only where we need to map word a combination to an affect.  hmm... unless... I have thoughts forming for an abstracted magic system that could calculate how a spell works based on the word combination.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;lower fire protection&amp;quot;&lt;br /&gt;
&lt;br /&gt;
we could even create quests to earn words, and have rare words that were only available during a mud-wide quest or something... like getting a scroll that when recited will teach you the word...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Well, if massive resistances are a concern - this type of class doesn&#039;t necessarily have to receive the words for resistance .. we could structure it so that it&#039;s damage/healing oriented (or just damage).&lt;br /&gt;
&lt;br /&gt;
If we wanted to get really wacky - we could allow for branches of weavers - damage OR heal (not both).  OR OR OR - make the languages learned inherrantly tied to your underlying class.  Sorcs/Wizards would have similar words to learn, Clerics/Priests would be similar - but unable to learn most of the Sor/Wiz words, and Necros would be their own beast...&lt;br /&gt;
&lt;br /&gt;
--[[User:Gargamel|Gargamel]] 21:23, 11 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== control words ==&lt;br /&gt;
&lt;br /&gt;
I think we need base control words... to make an effective customizable system one these control words would be the first of every spell...&lt;br /&gt;
&lt;br /&gt;
Trying to think of the best way to phase them...&lt;br /&gt;
&lt;br /&gt;
* healing (heal, cure poison, etc)&lt;br /&gt;
* harmful (damage spells, combined with element words for elemental attacks)&lt;br /&gt;
* protective? (resistances?) &#039;protect fire greater&#039; (+15 fire resistance)&lt;br /&gt;
&lt;br /&gt;
 not happy with that list yet...&lt;br /&gt;
&lt;br /&gt;
* I&#039;m thinking resistances and weaknesses need their own word somehow... but maybe they can be lumped with the other two words&lt;br /&gt;
&lt;br /&gt;
 cast &#039;heal toxin&#039;&lt;br /&gt;
 cast &#039;harm damage fire&#039;&lt;br /&gt;
&lt;br /&gt;
i&#039;m really thinking on the generic system... I&#039;m dreaming of having a list of words... and each word of the spell adds to the mana cost... like &#039;harm damage fire&#039; could be 10+10+15 mana... then if you add &amp;quot;greater&amp;quot; in there to get &#039;harm damage fire greater&#039; you get 10+10+15+30 mana cost...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This sounds really neat - I like the idea of the dynamic word combinations having dynamic mana totals - makes for very interesting potential spells - G&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
And I want to be able to say in code... add &amp;quot;fire&amp;quot; to the mix, and just define, if it&#039;s offensive it does this to the spell... if it&#039;s defensive it does this...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hmm... would more than 1 fire word make sense then?  Fire-offensive, Fire-defensive/protection?  Or is that getting too complicated (not that complicated is bad .. just simple is sometimes better :P )  -G&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
a system like this would be infinitely expandable... and I&#039;m sure contain more than a surprises for us when people get creative. heh&lt;br /&gt;
--[[User:Brazil|Brazil]] 21:04, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== invoke! ==&lt;br /&gt;
&lt;br /&gt;
Ok, so I got a basic invoke command coded...&lt;br /&gt;
&lt;br /&gt;
It analyzes the words you&#039;ve cast, to determine how to proceed.  There&#039;s a few things to iron out, but right now it can do a basic heal.&lt;br /&gt;
&lt;br /&gt;
 struct invoke_words_type invoke_list[] = {&lt;br /&gt;
    { INV_TYPE_BASE , &amp;quot;create&amp;quot; , &amp;quot;create&amp;quot; , 10, INV_PWR_CREATE   },&lt;br /&gt;
    { INV_TYPE_BASE , &amp;quot;negate&amp;quot; , &amp;quot;negate&amp;quot; , 10, INV_PWR_NEGATE   },&lt;br /&gt;
    { INV_TYPE_POWER, &amp;quot;minor&amp;quot;  , &amp;quot;minor&amp;quot;  , 10, INV_WORD_MINOR   },&lt;br /&gt;
    { INV_TYPE_POWER, &amp;quot;major&amp;quot;  , &amp;quot;major&amp;quot;  , 30, INV_WORD_MAJOR   },&lt;br /&gt;
    { INV_TYPE_WORD , &amp;quot;life&amp;quot;   , &amp;quot;life&amp;quot;   , 10, INV_WORD_LIFE    },&lt;br /&gt;
    { INV_TYPE_WORD , &amp;quot;defense&amp;quot;, &amp;quot;defense&amp;quot;, 15, INV_WORD_DEFENSE },&lt;br /&gt;
    { INV_TYPE_WORD , &amp;quot;pain&amp;quot;   , &amp;quot;pain&amp;quot;   , 10, INV_WORD_PAIN    },&lt;br /&gt;
    { INV_TYPE_WORD , &amp;quot;fire&amp;quot;   , &amp;quot;fire&amp;quot;   , 15, INV_WORD_FIRE    },&lt;br /&gt;
    {             -1, &amp;quot;\n&amp;quot;     , &amp;quot;\n&amp;quot;     , -1,               -1 }&lt;br /&gt;
 };&lt;br /&gt;
&lt;br /&gt;
The first column is the word type... you only get one &amp;quot;base&amp;quot; word, that determines the direction of the spell.  I was originally thinking that would determine offensive / defensive, but negate and create can be used for both circumstances.&lt;br /&gt;
&lt;br /&gt;
You also only get one POWER word.  That is the strength level of the spell.  Right now, I&#039;ve got it assuming that not using any power word equates to &amp;quot;minor&amp;quot;.  It&#039;ll be easy to add more power words as we go (or change their names... everything is abstract).&lt;br /&gt;
&lt;br /&gt;
Second is the word used in casting.  The third is the more for our reference, it&#039;s a description of what the word is for.&lt;br /&gt;
&lt;br /&gt;
The number column is how much mana that word requires to use.  More words used = more complex the spell = more mana to cast.&lt;br /&gt;
&lt;br /&gt;
Last column is for internal reference during calculations of what to do.  Safe for anyone but me to ignore, but it&#039;s a straight copy / paste from code.&lt;br /&gt;
&lt;br /&gt;
We can reword this or rename words and their meanings, if you have different ideas.  I just wanted to get something working.&lt;br /&gt;
&lt;br /&gt;
Right now this is what I have in place (with some debug output)... (order if invoked words is has no significance... we can change that if it makes sense later)&lt;br /&gt;
&lt;br /&gt;
 1H 1900M 200V &amp;gt; invoke &#039;minor create life&#039; me&lt;br /&gt;
 Mana cost: 30&lt;br /&gt;
 Words found: create minor life&lt;br /&gt;
 A warm feeling floods your body.&lt;br /&gt;
 Power level: 1&lt;br /&gt;
 Amt: 129&lt;br /&gt;
 &lt;br /&gt;
 130H 1900M 200V &amp;gt;&lt;br /&gt;
&lt;br /&gt;
 131H 1900M 200V &amp;gt; invoke &#039;major create life&#039; me&lt;br /&gt;
 Mana cost: 50&lt;br /&gt;
 Words found: create major life&lt;br /&gt;
 A warm feeling floods your body.&lt;br /&gt;
 Power level: 3&lt;br /&gt;
 Amt: 387&lt;br /&gt;
 &lt;br /&gt;
 518H 1900M 200V &amp;gt;&lt;br /&gt;
&lt;br /&gt;
Power words are coded as a multiplication factor.  Minor = 1, so no change to the amount.  Major = 3, so it does thrice what a Minor would do.  If need be, we can change them to decimals, i.e. 2.5 or whatever.  Just started with something.&lt;br /&gt;
&lt;br /&gt;
In that case, a minor resistance would be say... 3.  A major resistance would become 9.&lt;br /&gt;
&lt;br /&gt;
My biggest stumbling block at the moment is affects.  Right now I think they need to be tied to a spell, or things get unpredictable.  It&#039;s going to take some tinkering to get it so they can&#039;t cast the same major resistance spell 10 times and wind up with 90% resistance, heh.&lt;br /&gt;
&lt;br /&gt;
We need to come up with a list of words and define what each &amp;quot;word&amp;quot; means.&lt;br /&gt;
&lt;br /&gt;
 pain = AC&lt;br /&gt;
 life = hit points&lt;br /&gt;
 fire = fire element to spell&lt;br /&gt;
&lt;br /&gt;
Another thing I&#039;m having trouble with, is &amp;quot;pain resistance&amp;quot; could mean AC, or it could be made to mean weapon type resistance.  Feels vague to me.  Maybe &amp;quot;negate&amp;quot; is too broad.  Maybe it should be &amp;quot;create&amp;quot;, &amp;quot;destroy&amp;quot;, &amp;quot;defend&amp;quot;, &amp;quot;resist&amp;quot;.  &amp;quot;defend pain&amp;quot; could mean AC, &amp;quot;resist pain&amp;quot; could be a resistance.  Or maybe &amp;quot;negate pain&amp;quot; should be AC, and &amp;quot;major negate pain&amp;quot; or &amp;quot;negate pain blade&amp;quot; would be a resistance.&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;m starting to ramble, but I wanted to get these thoughts out before we head out on the town tonight.  Read it over and let me know your thoughts.  I got really into this, I&#039;d love to see it go live.  I&#039;ve been wanting to do something similar to this for many years, and you got me motivated ;)&lt;br /&gt;
&lt;br /&gt;
--[[User:Brazil|Brazil]] 00:45, 24 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wow.  This looks really cool, now that I&#039;ve got a chance to read it over.  One thing to think about is how much AC really matters in-game.  I think in theory AC is cool, but I don&#039;t know if in the actual in-game mechanics, it works properly.  I know pretty much no mort players really care about it .. and most people cast the AC buff spells as a matter of habit than of use.  Maybe &amp;quot;pain&amp;quot; would work better as adding/subtracting to maxHP?&lt;br /&gt;
&lt;br /&gt;
Now you&#039;ve gotten me to thinking.  Originally this started out as a macro-subclass (like darkknight).  What if &#039;&#039;this&#039;&#039; became the replacement/solution for Wizard and Priest?  Wizard benefiting from the offensive words of the spells, and Priest benefiting from the healing/buffing words?&lt;br /&gt;
&lt;br /&gt;
Which would leave memorize/pray gone by the wayside.&lt;br /&gt;
&lt;br /&gt;
UNLESS!!!&lt;br /&gt;
&lt;br /&gt;
We created subclasses for Cleric/Sorc/Necro(? - necro always seems to be the redheaded stepkid in these conversations) - that would allow for memorize/pray (and therefore scribe, etc).&lt;br /&gt;
&lt;br /&gt;
With regard to the words themselves ... one thing to consider would be to try to use words that already exist or are used in the game.  Things like Boost, Resist, Enhance, Damage.  That way, if we use words/concepts that are already familiar, it&#039;ll be easier to identify (on the front end) potential bugs/exploits.  For example, if my sorceror can get 25% resist blunt with eq already, and can then stack a couple of well worded spells, that could easily accomplish 100% resistance - which would be problematic.  normally the resist type spells are non-stackable.  but the +maxhit ones usually stack (like the various paladin spells).  Now I&#039;m starting to ramble... Let me know what you think about the Wiz/Priest concept ... -G&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Talk:Spellweaver&amp;diff=2236</id>
		<title>Talk:Spellweaver</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Talk:Spellweaver&amp;diff=2236"/>
		<updated>2010-01-25T19:38:45Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: /* control words */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== oooo ==&lt;br /&gt;
&lt;br /&gt;
I really like where you&#039;re going here...&lt;br /&gt;
&lt;br /&gt;
To build on that, we could have words for &amp;quot;greater&amp;quot; or &amp;quot;massive&amp;quot; to get larger heals / damage / resistance / weakness.&lt;br /&gt;
&lt;br /&gt;
My only concern with that would be that when they earn the &amp;quot;massive&amp;quot; word, they suddenly could have massive resistance / heal / damage all at once.&lt;br /&gt;
&lt;br /&gt;
I think it would result in some new spells, but only where we need to map word a combination to an affect.  hmm... unless... I have thoughts forming for an abstracted magic system that could calculate how a spell works based on the word combination.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;lower fire protection&amp;quot;&lt;br /&gt;
&lt;br /&gt;
we could even create quests to earn words, and have rare words that were only available during a mud-wide quest or something... like getting a scroll that when recited will teach you the word...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Well, if massive resistances are a concern - this type of class doesn&#039;t necessarily have to receive the words for resistance .. we could structure it so that it&#039;s damage/healing oriented (or just damage).&lt;br /&gt;
&lt;br /&gt;
If we wanted to get really wacky - we could allow for branches of weavers - damage OR heal (not both).  OR OR OR - make the languages learned inherrantly tied to your underlying class.  Sorcs/Wizards would have similar words to learn, Clerics/Priests would be similar - but unable to learn most of the Sor/Wiz words, and Necros would be their own beast...&lt;br /&gt;
&lt;br /&gt;
--[[User:Gargamel|Gargamel]] 21:23, 11 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== control words ==&lt;br /&gt;
&lt;br /&gt;
I think we need base control words... to make an effective customizable system one these control words would be the first of every spell...&lt;br /&gt;
&lt;br /&gt;
Trying to think of the best way to phase them...&lt;br /&gt;
&lt;br /&gt;
* healing (heal, cure poison, etc)&lt;br /&gt;
* harmful (damage spells, combined with element words for elemental attacks)&lt;br /&gt;
* protective? (resistances?) &#039;protect fire greater&#039; (+15 fire resistance)&lt;br /&gt;
&lt;br /&gt;
 not happy with that list yet...&lt;br /&gt;
&lt;br /&gt;
* I&#039;m thinking resistances and weaknesses need their own word somehow... but maybe they can be lumped with the other two words&lt;br /&gt;
&lt;br /&gt;
 cast &#039;heal toxin&#039;&lt;br /&gt;
 cast &#039;harm damage fire&#039;&lt;br /&gt;
&lt;br /&gt;
i&#039;m really thinking on the generic system... I&#039;m dreaming of having a list of words... and each word of the spell adds to the mana cost... like &#039;harm damage fire&#039; could be 10+10+15 mana... then if you add &amp;quot;greater&amp;quot; in there to get &#039;harm damage fire greater&#039; you get 10+10+15+30 mana cost...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This sounds really neat - I like the idea of the dynamic word combinations having dynamic mana totals - makes for very interesting potential spells - G&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
And I want to be able to say in code... add &amp;quot;fire&amp;quot; to the mix, and just define, if it&#039;s offensive it does this to the spell... if it&#039;s defensive it does this...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hmm... would more than 1 fire word make sense then?  Fire-offensive, Fire-defensive/protection?  Or is that getting too complicated (not that complicated is bad .. just simple is sometimes better :P )  -G&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
a system like this would be infinitely expandable... and I&#039;m sure contain more than a surprises for us when people get creative. heh&lt;br /&gt;
--[[User:Brazil|Brazil]] 21:04, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== invoke! ==&lt;br /&gt;
&lt;br /&gt;
Ok, so I got a basic invoke command coded...&lt;br /&gt;
&lt;br /&gt;
It analyzes the words you&#039;ve cast, to determine how to proceed.  There&#039;s a few things to iron out, but right now it can do a basic heal.&lt;br /&gt;
&lt;br /&gt;
 struct invoke_words_type invoke_list[] = {&lt;br /&gt;
    { INV_TYPE_BASE , &amp;quot;create&amp;quot; , &amp;quot;create&amp;quot; , 10, INV_PWR_CREATE   },&lt;br /&gt;
    { INV_TYPE_BASE , &amp;quot;negate&amp;quot; , &amp;quot;negate&amp;quot; , 10, INV_PWR_NEGATE   },&lt;br /&gt;
    { INV_TYPE_POWER, &amp;quot;minor&amp;quot;  , &amp;quot;minor&amp;quot;  , 10, INV_WORD_MINOR   },&lt;br /&gt;
    { INV_TYPE_POWER, &amp;quot;major&amp;quot;  , &amp;quot;major&amp;quot;  , 30, INV_WORD_MAJOR   },&lt;br /&gt;
    { INV_TYPE_WORD , &amp;quot;life&amp;quot;   , &amp;quot;life&amp;quot;   , 10, INV_WORD_LIFE    },&lt;br /&gt;
    { INV_TYPE_WORD , &amp;quot;defense&amp;quot;, &amp;quot;defense&amp;quot;, 15, INV_WORD_DEFENSE },&lt;br /&gt;
    { INV_TYPE_WORD , &amp;quot;pain&amp;quot;   , &amp;quot;pain&amp;quot;   , 10, INV_WORD_PAIN    },&lt;br /&gt;
    { INV_TYPE_WORD , &amp;quot;fire&amp;quot;   , &amp;quot;fire&amp;quot;   , 15, INV_WORD_FIRE    },&lt;br /&gt;
    {             -1, &amp;quot;\n&amp;quot;     , &amp;quot;\n&amp;quot;     , -1,               -1 }&lt;br /&gt;
 };&lt;br /&gt;
&lt;br /&gt;
The first column is the word type... you only get one &amp;quot;base&amp;quot; word, that determines the direction of the spell.  I was originally thinking that would determine offensive / defensive, but negate and create can be used for both circumstances.&lt;br /&gt;
&lt;br /&gt;
You also only get one POWER word.  That is the strength level of the spell.  Right now, I&#039;ve got it assuming that not using any power word equates to &amp;quot;minor&amp;quot;.  It&#039;ll be easy to add more power words as we go (or change their names... everything is abstract).&lt;br /&gt;
&lt;br /&gt;
Second is the word used in casting.  The third is the more for our reference, it&#039;s a description of what the word is for.&lt;br /&gt;
&lt;br /&gt;
The number column is how much mana that word requires to use.  More words used = more complex the spell = more mana to cast.&lt;br /&gt;
&lt;br /&gt;
Last column is for internal reference during calculations of what to do.  Safe for anyone but me to ignore, but it&#039;s a straight copy / paste from code.&lt;br /&gt;
&lt;br /&gt;
We can reword this or rename words and their meanings, if you have different ideas.  I just wanted to get something working.&lt;br /&gt;
&lt;br /&gt;
Right now this is what I have in place (with some debug output)... (order if invoked words is has no significance... we can change that if it makes sense later)&lt;br /&gt;
&lt;br /&gt;
 1H 1900M 200V &amp;gt; invoke &#039;minor create life&#039; me&lt;br /&gt;
 Mana cost: 30&lt;br /&gt;
 Words found: create minor life&lt;br /&gt;
 A warm feeling floods your body.&lt;br /&gt;
 Power level: 1&lt;br /&gt;
 Amt: 129&lt;br /&gt;
 &lt;br /&gt;
 130H 1900M 200V &amp;gt;&lt;br /&gt;
&lt;br /&gt;
 131H 1900M 200V &amp;gt; invoke &#039;major create life&#039; me&lt;br /&gt;
 Mana cost: 50&lt;br /&gt;
 Words found: create major life&lt;br /&gt;
 A warm feeling floods your body.&lt;br /&gt;
 Power level: 3&lt;br /&gt;
 Amt: 387&lt;br /&gt;
 &lt;br /&gt;
 518H 1900M 200V &amp;gt;&lt;br /&gt;
&lt;br /&gt;
Power words are coded as a multiplication factor.  Minor = 1, so no change to the amount.  Major = 3, so it does thrice what a Minor would do.  If need be, we can change them to decimals, i.e. 2.5 or whatever.  Just started with something.&lt;br /&gt;
&lt;br /&gt;
In that case, a minor resistance would be say... 3.  A major resistance would become 9.&lt;br /&gt;
&lt;br /&gt;
My biggest stumbling block at the moment is affects.  Right now I think they need to be tied to a spell, or things get unpredictable.  It&#039;s going to take some tinkering to get it so they can&#039;t cast the same major resistance spell 10 times and wind up with 90% resistance, heh.&lt;br /&gt;
&lt;br /&gt;
We need to come up with a list of words and define what each &amp;quot;word&amp;quot; means.&lt;br /&gt;
&lt;br /&gt;
 pain = AC&lt;br /&gt;
 life = hit points&lt;br /&gt;
 fire = fire element to spell&lt;br /&gt;
&lt;br /&gt;
Another thing I&#039;m having trouble with, is &amp;quot;pain resistance&amp;quot; could mean AC, or it could be made to mean weapon type resistance.  Feels vague to me.  Maybe &amp;quot;negate&amp;quot; is too broad.  Maybe it should be &amp;quot;create&amp;quot;, &amp;quot;destroy&amp;quot;, &amp;quot;defend&amp;quot;, &amp;quot;resist&amp;quot;.  &amp;quot;defend pain&amp;quot; could mean AC, &amp;quot;resist pain&amp;quot; could be a resistance.  Or maybe &amp;quot;negate pain&amp;quot; should be AC, and &amp;quot;major negate pain&amp;quot; or &amp;quot;negate pain blade&amp;quot; would be a resistance.&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;m starting to ramble, but I wanted to get these thoughts out before we head out on the town tonight.  Read it over and let me know your thoughts.  I got really into this, I&#039;d love to see it go live.  I&#039;ve been wanting to do something similar to this for many years, and you got me motivated ;)&lt;br /&gt;
&lt;br /&gt;
--[[User:Brazil|Brazil]] 00:45, 24 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Events&amp;diff=2233</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Events&amp;diff=2233"/>
		<updated>2010-01-19T23:52:06Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: /* Events currently available in the game: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Events currently available in the game: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Double Experience - doubles experience gained (includes battle experience)&lt;br /&gt;
* Double HP - doubles all player hitpoints (natural only? or affected hp&#039;s as well?)&lt;br /&gt;
* Double Mana - doubles all player mana points (again, unsure if it&#039;s natural or applied mana)&lt;br /&gt;
&lt;br /&gt;
== Future Events/Event Ideas ==&lt;br /&gt;
&lt;br /&gt;
* Double Damage Cap - effectively doubles the 400 physical damage limit.  We could have 2 versions, one for physical, and one for magic (3000 damage)&lt;br /&gt;
&lt;br /&gt;
* Double Heals - doubles the effect of healing spells&lt;br /&gt;
&lt;br /&gt;
* We could also consider some events that impact mobs more than players .. playing around with mob damage/hps/etc.&lt;br /&gt;
&lt;br /&gt;
* Regen based events? - Double Regen?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Event Triggers ==&lt;br /&gt;
&lt;br /&gt;
Currently, Immortals have to trigger events manually.  Would it be feasible/possibe/wise to allow for actual mud events to trigger a special event?  Consider these for ideas...&lt;br /&gt;
&lt;br /&gt;
* For every 1,000,000 damage taken, a 30 minute double HP event.  (not sure how often this would be, so the number could be tweaked).&lt;br /&gt;
&lt;br /&gt;
* For every 1,000,000 mana spent, a 30 minute double mana event.&lt;br /&gt;
&lt;br /&gt;
* For every 50 total remorts, a 30 minute double exp event.&lt;br /&gt;
&lt;br /&gt;
* For every 1,000,000,000 experience gained, a 30 minute double exp event.&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Events&amp;diff=2232</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Events&amp;diff=2232"/>
		<updated>2010-01-19T23:51:34Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Events currently available in the game: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Double Experience - doubles experience gained (includes battle experience)&lt;br /&gt;
* Double HP - doubles all player hitpoints (natural only? or affected hp&#039;s as well?)&lt;br /&gt;
* Double Mana - should be showing up in the game shortly - doubles all player mana points (again, unsure if it&#039;s natural or applied mana)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Future Events/Event Ideas ==&lt;br /&gt;
&lt;br /&gt;
* Double Damage Cap - effectively doubles the 400 physical damage limit.  We could have 2 versions, one for physical, and one for magic (3000 damage)&lt;br /&gt;
&lt;br /&gt;
* Double Heals - doubles the effect of healing spells&lt;br /&gt;
&lt;br /&gt;
* We could also consider some events that impact mobs more than players .. playing around with mob damage/hps/etc.&lt;br /&gt;
&lt;br /&gt;
* Regen based events? - Double Regen?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Event Triggers ==&lt;br /&gt;
&lt;br /&gt;
Currently, Immortals have to trigger events manually.  Would it be feasible/possibe/wise to allow for actual mud events to trigger a special event?  Consider these for ideas...&lt;br /&gt;
&lt;br /&gt;
* For every 1,000,000 damage taken, a 30 minute double HP event.  (not sure how often this would be, so the number could be tweaked).&lt;br /&gt;
&lt;br /&gt;
* For every 1,000,000 mana spent, a 30 minute double mana event.&lt;br /&gt;
&lt;br /&gt;
* For every 50 total remorts, a 30 minute double exp event.&lt;br /&gt;
&lt;br /&gt;
* For every 1,000,000,000 experience gained, a 30 minute double exp event.&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Events&amp;diff=2225</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Events&amp;diff=2225"/>
		<updated>2010-01-12T17:14:30Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Events currently available in the game: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Double Experience - doubles experience gained (includes battle experience)&lt;br /&gt;
* Double HP - doubles all player hitpoints (natural only? or affected hp&#039;s as well?)&lt;br /&gt;
* Double Mana - should be showing up in the game shortly - doubles all player mana points (again, unsure if it&#039;s natural or applied mana)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Future Events/Event Ideas ==&lt;br /&gt;
&lt;br /&gt;
* Double Damage Cap - effectively doubles the 400 physical damage limit.  We could have 2 versions, one for physical, and one for magic (3000 damage)&lt;br /&gt;
&lt;br /&gt;
* Double Heals - doubles the effect of healing spells&lt;br /&gt;
&lt;br /&gt;
* We could also consider some events that impact mobs more than players .. playing around with mob damage/hps/etc.&lt;br /&gt;
&lt;br /&gt;
* Regen based events? - Double Regen?&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Events&amp;diff=2224</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Events&amp;diff=2224"/>
		<updated>2010-01-12T17:14:15Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: A place to document and discuss &amp;quot;events&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Events currently available in the game: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Double Experience - doubles experience gained (includes battle experience)&lt;br /&gt;
* Double HP - doubles all player hitpoints (natural only? or affected hp&#039;s as well?)&lt;br /&gt;
* Double Mana - should be showing up in the game shortly - doubles all player mana points (again, unsure if it&#039;s natural or applied mana)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Future Events/Event Ideas ==&lt;br /&gt;
&lt;br /&gt;
* Double Damage Cap - effectively doubles the 400 physical damage limit.  We could have 2 versions, one for physical, and one for magic (3000 damage)&lt;br /&gt;
&lt;br /&gt;
* Double Heals - doubles the effect of healing spells&lt;br /&gt;
&lt;br /&gt;
* We could also consider some events that impact mobs more than players .. playing around with mob damage/hps/etc.&lt;br /&gt;
&lt;br /&gt;
* Regen based events? - Double Regen?&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Talk:Spellweaver&amp;diff=2223</id>
		<title>Talk:Spellweaver</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Talk:Spellweaver&amp;diff=2223"/>
		<updated>2010-01-11T21:23:01Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: some thoughts via Garg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== oooo ==&lt;br /&gt;
&lt;br /&gt;
I really like where you&#039;re going here...&lt;br /&gt;
&lt;br /&gt;
To build on that, we could have words for &amp;quot;greater&amp;quot; or &amp;quot;massive&amp;quot; to get larger heals / damage / resistance / weakness.&lt;br /&gt;
&lt;br /&gt;
My only concern with that would be that when they earn the &amp;quot;massive&amp;quot; word, they suddenly could have massive resistance / heal / damage all at once.&lt;br /&gt;
&lt;br /&gt;
I think it would result in some new spells, but only where we need to map word a combination to an affect.  hmm... unless... I have thoughts forming for an abstracted magic system that could calculate how a spell works based on the word combination.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;lower fire protection&amp;quot;&lt;br /&gt;
&lt;br /&gt;
we could even create quests to earn words, and have rare words that were only available during a mud-wide quest or something... like getting a scroll that when recited will teach you the word...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Well, if massive resistances are a concern - this type of class doesn&#039;t necessarily have to receive the words for resistance .. we could structure it so that it&#039;s damage/healing oriented (or just damage).&lt;br /&gt;
&lt;br /&gt;
If we wanted to get really wacky - we could allow for branches of weavers - damage OR heal (not both).  OR OR OR - make the languages learned inherrantly tied to your underlying class.  Sorcs/Wizards would have similar words to learn, Clerics/Priests would be similar - but unable to learn most of the Sor/Wiz words, and Necros would be their own beast...&lt;br /&gt;
&lt;br /&gt;
--[[User:Gargamel|Gargamel]] 21:23, 11 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Spellweaver&amp;diff=2218</id>
		<title>Spellweaver</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Spellweaver&amp;diff=2218"/>
		<updated>2010-01-05T15:57:02Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: New page: Some notes to get the thought process started here.  It&amp;#039;s merely one direction we could go with a subclass like this...   I think of the spellweaver class as one that is able to utilize an...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some notes to get the thought process started here.  It&#039;s merely one direction we could go with a subclass like this...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think of the spellweaver class as one that is able to utilize and work with the underlying spell &amp;quot;language&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
What if we were to make the weavers actually master the language in order to be able to use any spells.  The lower the level, the more basic the words, and as levels increase, the more powerful the combinations could be.&lt;br /&gt;
&lt;br /&gt;
For instance.. lets say we have 3 basic traits(?) we want to give a spellweaver: heal, fire, and ice.&lt;br /&gt;
&lt;br /&gt;
So we would need words for those three abilities (for now, I&#039;m going to just use english!).&lt;br /&gt;
&lt;br /&gt;
Beyond that - the weaver would have to be able to &#039;&#039;do things&#039;&#039; with the words.  So maybe additional words like area damage, group affect, resistance, would apply as levels progress.&lt;br /&gt;
&lt;br /&gt;
So for a real basic setup maybe it would work like this:&lt;br /&gt;
*level 1 - learn word for heal&lt;br /&gt;
*level 2 - learn word for fire&lt;br /&gt;
*level 3 - learn word for ice&lt;br /&gt;
*level 5 - learn word for group affect - would enable the combination of group + heal for group heal&lt;br /&gt;
*level 10 - learn the word for area affect - would enable the combination of area + fire/ice for area damage&lt;br /&gt;
*level 15 - learn the word for resistance - would enable the ability to make fire/ice resistance spells&lt;br /&gt;
*level 25 - learn the word/ability for new-word creation (this could be cool) - allows for the ability to combine basic words for more complext spells - ice + fire - does combination damage (so would hurt a fire immune mob).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The only issue I see with this is ... how different is it than our normal spells/casters?  Would it be even used?  Would it require a completely brand new list of spells?  Could it enhance our current spells?&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Chronomancer&amp;diff=2217</id>
		<title>Chronomancer</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Chronomancer&amp;diff=2217"/>
		<updated>2010-01-04T22:15:38Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some quick notes/ideas to get this page started with some content:&lt;br /&gt;
&lt;br /&gt;
*haste type spells&lt;br /&gt;
*slow type spells&lt;br /&gt;
*stop type spells (would these work in our framework?)&lt;br /&gt;
*concept of actual global mud-time spells - to hinge on items with the new conditional applies&lt;br /&gt;
*conditional apply enchants?  Just had this thought - what if part of the chronomancer&#039;s appeal was that they could temporarily enchant an item (or maybe just on self to prevent stacking) with conditional or time related applies.  This might be an answer or short term solution if we can&#039;t figure out a method of allowing players to influence mud time.&lt;br /&gt;
*aging/youth-ening spells&lt;br /&gt;
*quickwalk - (this might be better for a different class) - the use would be &amp;quot;quickwalk &amp;lt;direction&amp;gt;&amp;quot; - essentially if you&#039;re in a room, and there is a path that is 5 rooms to the east - quickwalk would basically advance you to the end of the line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The question would be - how large should this subclass/guild be?  30 levels?  15 spells?  more?  less?&lt;br /&gt;
&lt;br /&gt;
What should be the leveling basis?  Kills?  Exp?  Something that has to do with time? (which might be difficult to work with).&lt;br /&gt;
&lt;br /&gt;
Should there be limitations/restrictions?  Only traditionally offensive magic casters?  Allowed to be combined with other macro-guilds?  (darkknight being the only one atm).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Gargamel|Gargamel]] 22:13, 4 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Chronomancer&amp;diff=2216</id>
		<title>Chronomancer</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Chronomancer&amp;diff=2216"/>
		<updated>2010-01-04T22:13:08Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: just some quick notes about chrono before i forget them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some quick notes/ideas to get this page started with some content:&lt;br /&gt;
&lt;br /&gt;
*haste type spells&lt;br /&gt;
*slow type spells&lt;br /&gt;
*stop type spells (would these work in our framework?)&lt;br /&gt;
*concept of actual global mud-time spells - to hinge on items with the new conditional applies&lt;br /&gt;
*conditional apply enchants?  Just had this thought - what if part of the chronomancer&#039;s appeal was that they could temporarily enchant an item (or maybe just on self to prevent stacking) with conditional or time related applies.  This might be an answer or short term solution if we can&#039;t figure out a method of allowing players to influence mud time.&lt;br /&gt;
*aging/youth-ening spells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The question would be - how large should this subclass/guild be?  30 levels?  15 spells?  more?  less?&lt;br /&gt;
&lt;br /&gt;
What should be the leveling basis?  Kills?  Exp?  Something that has to do with time? (which might be difficult to work with).&lt;br /&gt;
&lt;br /&gt;
Should there be limitations/restrictions?  Only traditionally offensive magic casters?  Allowed to be combined with other macro-guilds?  (darkknight being the only one atm).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Gargamel|Gargamel]] 22:13, 4 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=OLC_Zones&amp;diff=2213</id>
		<title>OLC Zones</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=OLC_Zones&amp;diff=2213"/>
		<updated>2009-12-14T18:30:50Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=1 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|| zone || name || Author || Status&lt;br /&gt;
|-&lt;br /&gt;
||   81 || Sleeping Beauty                      || Nancee     || &lt;br /&gt;
|-&lt;br /&gt;
||  139 || Two Kings                            || Nightwind  || &lt;br /&gt;
|-&lt;br /&gt;
||  169 || Seasons                              || Nancee     || &lt;br /&gt;
|-&lt;br /&gt;
||  227 || Tree of Life                         || Jagang     || &lt;br /&gt;
|-&lt;br /&gt;
||  380 || Smurf Village                        || Gargamel   || &lt;br /&gt;
|-&lt;br /&gt;
||  750 || Town of Barovia - Done               || Nynaeve    || Done&lt;br /&gt;
|-&lt;br /&gt;
||  752 || The Balinok Forest - Done            || Nynaeve    || Done&lt;br /&gt;
|-&lt;br /&gt;
||  754 || Castle Entrance and Grounds - Done   || Nynaeve    || Done&lt;br /&gt;
|-&lt;br /&gt;
||  755 || Court of the Count/Main Floor        || Nynaeve    || &lt;br /&gt;
|-&lt;br /&gt;
||  757 || Rooms of Weeping/Larders of Ill Omen || Nynaeve    || &lt;br /&gt;
|-&lt;br /&gt;
||  759 || Spires of Ravenloft                  || Nynaeve    || &lt;br /&gt;
|-&lt;br /&gt;
||  761 || Dungeons and Catacombs               || Nynaeve    || &lt;br /&gt;
|-&lt;br /&gt;
||  800 || Valgourn Estate                      || Jagang     || &lt;br /&gt;
|-&lt;br /&gt;
|| 1500 || Ovatheston Newbie Town               || Caniffe    || &lt;br /&gt;
|-&lt;br /&gt;
|| 1505 || The River of Wateeria                || Booma      || &lt;br /&gt;
|-&lt;br /&gt;
|| 1510 || Dread Mire Marsh                     || ???        || &lt;br /&gt;
|-&lt;br /&gt;
|| 1515 || Tyrone County DONE                   || Xen        || Done&lt;br /&gt;
|-&lt;br /&gt;
|| 1517 || d                                    || Xen        || &lt;br /&gt;
|-&lt;br /&gt;
|| 1525 || AddictMud Transport                  || Victoria   || &lt;br /&gt;
|-&lt;br /&gt;
|| 1600 || n                                    || Nightwind  || &lt;br /&gt;
|-&lt;br /&gt;
|| 1700 || Pool of Radiance                     || Zerglin    || &lt;br /&gt;
|-&lt;br /&gt;
|| 1900 || East Timmra DONE                     || Orchid     || In Game (requested to stay in olc)&lt;br /&gt;
|-&lt;br /&gt;
|| 1902 || Fortress of Janal DONE               || Orchid     || In Game (requested to stay in olc)&lt;br /&gt;
|-&lt;br /&gt;
|| 1905 || Palace of Janal DONE                 || Orchid     || In Game (requested to stay in olc)&lt;br /&gt;
|-&lt;br /&gt;
|| 1906 || Ansilora&#039;s Tower                     || Orchid     || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
Not sure if Tyrone County is truly done .. I think I walked through it some time ago and was pretty underwhelmed...&lt;br /&gt;
-G&lt;br /&gt;
&lt;br /&gt;
Also, Smurf Village is close - but I&#039;ve been away from it for a long time, so I&#039;d need to run through and see what left needs to be done - I know most of the mobs and rooms are complete at least.&lt;br /&gt;
-G&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=OLC_Zones&amp;diff=2212</id>
		<title>OLC Zones</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=OLC_Zones&amp;diff=2212"/>
		<updated>2009-12-14T18:28:56Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=1 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|| zone || name || Author || Status&lt;br /&gt;
|-&lt;br /&gt;
||   81 || Sleeping Beauty                      || Nancee     || &lt;br /&gt;
|-&lt;br /&gt;
||  139 || Two Kings                            || Nightwind  || &lt;br /&gt;
|-&lt;br /&gt;
||  169 || Seasons                              || Nancee     || &lt;br /&gt;
|-&lt;br /&gt;
||  227 || Tree of Life                         || Jagang     || &lt;br /&gt;
|-&lt;br /&gt;
||  380 || Smurf Village                        || Gargamel   || &lt;br /&gt;
|-&lt;br /&gt;
||  750 || Town of Barovia - Done               || Nynaeve    || Done&lt;br /&gt;
|-&lt;br /&gt;
||  752 || The Balinok Forest - Done            || Nynaeve    || Done&lt;br /&gt;
|-&lt;br /&gt;
||  754 || Castle Entrance and Grounds - Done   || Nynaeve    || Done&lt;br /&gt;
|-&lt;br /&gt;
||  755 || Court of the Count/Main Floor        || Nynaeve    || &lt;br /&gt;
|-&lt;br /&gt;
||  757 || Rooms of Weeping/Larders of Ill Omen || Nynaeve    || &lt;br /&gt;
|-&lt;br /&gt;
||  759 || Spires of Ravenloft                  || Nynaeve    || &lt;br /&gt;
|-&lt;br /&gt;
||  761 || Dungeons and Catacombs               || Nynaeve    || &lt;br /&gt;
|-&lt;br /&gt;
||  800 || Valgourn Estate                      || Jagang     || &lt;br /&gt;
|-&lt;br /&gt;
|| 1500 || Ovatheston Newbie Town               || Caniffe    || &lt;br /&gt;
|-&lt;br /&gt;
|| 1505 || The River of Wateeria                || Booma      || &lt;br /&gt;
|-&lt;br /&gt;
|| 1510 || Dread Mire Marsh                     || ???        || &lt;br /&gt;
|-&lt;br /&gt;
|| 1515 || Tyrone County DONE                   || Xen        || Done&lt;br /&gt;
|-&lt;br /&gt;
|| 1517 || d                                    || Xen        || &lt;br /&gt;
|-&lt;br /&gt;
|| 1525 || AddictMud Transport                  || Victoria   || &lt;br /&gt;
|-&lt;br /&gt;
|| 1600 || n                                    || Nightwind  || &lt;br /&gt;
|-&lt;br /&gt;
|| 1700 || Pool of Radiance                     || Zerglin    || &lt;br /&gt;
|-&lt;br /&gt;
|| 1900 || East Timmra DONE                     || Orchid     || In Game (requested to stay in olc)&lt;br /&gt;
|-&lt;br /&gt;
|| 1902 || Fortress of Janal DONE               || Orchid     || In Game (requested to stay in olc)&lt;br /&gt;
|-&lt;br /&gt;
|| 1905 || Palace of Janal DONE                 || Orchid     || In Game (requested to stay in olc)&lt;br /&gt;
|-&lt;br /&gt;
|| 1906 || Ansilora&#039;s Tower                     || Orchid     || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
Not sure if Tyrone County is truly done .. I think I walked through it some time ago and was pretty underwhelmed...&lt;br /&gt;
-G&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=User_talk:Gargamel&amp;diff=2207</id>
		<title>User talk:Gargamel</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=User_talk:Gargamel&amp;diff=2207"/>
		<updated>2009-12-09T01:43:35Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;random email from 2004 that I found ... I&#039;ll expand on these later:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Drainers&amp;quot; - I figure wizard can make some use of the &amp;quot;Drain&amp;quot; damage type, and hopefully these spells could be coded in a way that won&#039;t be easily exploited...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lifetap - (level 8-15ish) - drains 5% of the target mob&#039;s hitpoints, (obviously very useful in the beginning of a battle, but less so as the battle goes on), maybe have it damage the caster for 5% as well?, slight casting delay .... don&#039;t want to spamcast something like this and have a mob go down to low hps too quickly... maybe success dependent on the level of the caster v. the target.&lt;br /&gt;
&lt;br /&gt;
*Lifesteal - (level 40-50ish) - drains 10% of the target mobs hitpoints, same as above only maybe a slightly longer casting delay?&lt;br /&gt;
&lt;br /&gt;
*Lifedrain - (level 85-90) - drains 20% of the target mob&#039;s hitpoints, (higher %?), this one should have a penalty to the caster in terms of hps, fairly long casting delay...&lt;br /&gt;
&lt;br /&gt;
*Dieing Breath (level 35-50) - (or a cooler name if you can think of one) basically, the spell power is dependent on the caster&#039;s hps...the less hps a caster has, the more powerful the spell (maybe it would be done as a %?) so if a wizard had 200 hps, at full strength the spell would do a base damage of say, 50? (less?) and if the wiz had like 20 hps (10%) the spell would be much more powerful (just using wizard as an example) - this could possibly also be exploited with a large hp amount via vamp touch...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;The Sky is Falling&amp;quot; - i&#039;m a big fan of meteor swarm, and figure we can have a family of spells related...i&#039;m not sure what i would choose for the damage type..maybe a mixed bag for the different spells -- energy, earth, fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Meteorite - (level 6-10) - damage range probably around &amp;quot;color spray&amp;quot; currently.&lt;br /&gt;
&lt;br /&gt;
*Meteor - (level 15-20ish) - similar to fireball damage (maybe even keep the fire damage type or earth)&lt;br /&gt;
&lt;br /&gt;
*Meteor swarm - Keep as is...&lt;br /&gt;
&lt;br /&gt;
*Comet - (level 35ish) - damage range around slay maybe? - 300 damage? (fire damage)&lt;br /&gt;
&lt;br /&gt;
*Star Shower - (level 50-55) - area damage, basically beefed up meteor swarm - keep the energy damage type on this one&lt;br /&gt;
&lt;br /&gt;
*Asteroid - (level 65-70) - Fairly high damage, maybe a bit less than the current WOD - i&#039;m thinking 600-750 maybe? - dont know what necro or other class damage spells are in this range...&lt;br /&gt;
&lt;br /&gt;
*Extinction - (level 95-99) - basically calls forth a major asteroid from the skies - could be either area or single target damage - could even have a small percent chance at instant death, but if not, still pretty major damage...massive damage, big time casting delay - could there even be a 1-time fight casting limitation?, maybe some of the same effects on caster as fission bomb? (blind, hp loss, death?)&lt;br /&gt;
 &#039;&#039;Possibly have Extinction changed to &amp;quot;Moonfall&amp;quot; if Nynaeve gets her wish and has &amp;quot;moon&amp;quot; damage added......&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Physical Damage&amp;quot; - spells that are based on the caster &amp;quot;summoning/conjuring&amp;quot; magical weapons to strike the target.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Needle Spray - (level 1-5) - very similar to magic missile only with pierce damage...&lt;br /&gt;
&lt;br /&gt;
*Blade Fury - (level 20-25) - Slash damage, the wizard conjures magical swords to strike the target...maybe 100/150 ish damage?&lt;br /&gt;
&lt;br /&gt;
*Hammer of Wrath (Mallet of Malice?! hehe) - (level 37-42) - Blunt Damage - caster conjures a magical hammer that slams into the targets skull - varied damage, 50-250?&lt;br /&gt;
&lt;br /&gt;
*Arcane Sabre - (level 60) - the wizard traces the shape of a sword with his finger, uttering certain arcane words...the sword flies directly at the targets chest, inflicting damage - maybe 400ish?&lt;br /&gt;
&lt;br /&gt;
*Dagger of the Mystics - (level 75-80) - the wizard summons a dagger made purely of magic to repeatedly strike the target...maybe either 1 time damage of 500-650, or damage over time (think rotting flesh/poison) of maybe 50-75 per round for 5-10 rounds&lt;br /&gt;
&lt;br /&gt;
*Blade Shield - (level 50?) - caster conjures a number of spinning blades to whirl around him, 15% slash resistance.... ONLY ABLE TO CAST ON SELF -- **could be done similarly with other damage types, pierce/blunt)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;It&#039;s time to get Nucular&amp;quot; - there isn&#039;t a lot out there currently, so why the hell not..&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Gamma Ray - (level 10-15) - caster summons a small amount of radiation to spring forth from his hand at the target...(damage similar to color spray, chance to poison?)&lt;br /&gt;
&lt;br /&gt;
*Gamma Blast - (level 40) - stronger version of above - 200ish damage? (better cast to poison? or maybe chance to blind)&lt;br /&gt;
&lt;br /&gt;
*Event Omega - (level 97-99) - very strong...could be used as an area attack or single target..up to you.. i&#039;m thinking fission bomb&#039;s big brother...massive damage, high chance to cause the bad side effects (might need to recode this, because wizards won&#039;t have mana....) - or possibly just have it reduce the casters hp to 25% of maximum?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;presto-chango-rearrango&amp;quot; - or &amp;quot;might morphing mages&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I have quite a few ideas for these, dependent on how many you would want, if you&#039;d want them to be spells similar to what necro has, or a much larger addition to the polymorph list....but I could come up with about 10ish right off the bat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;miss-key-lay-knee-us&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Sacrifice (maybe another name?) - (level 33-38) - to take the place of magical burst (leave that on sorcs?) -- The wizard could sacrifice a number of int/wis (can&#039;t remember which one is important to wizards) in favor of magic points.&lt;br /&gt;
&lt;br /&gt;
*Arcane Wisdom - (level 80+) - the wizard utters certain arcane words that enable him to reduce his memorization time by 10%.  Maybe limit this one to once per day? - could be a granted spell.&lt;br /&gt;
&lt;br /&gt;
*Close Portal (!) - (20 levels after the portal spell) - please please please?!&lt;br /&gt;
&lt;br /&gt;
*Double - (level 70) - during battle, the wizard summons the image of himself from the ethereal plane.  The image takes 100% of the damage for the next round.  (limit this...maybe major casting delay) - possibly exploitable..there would have to be some checks on this one...&lt;br /&gt;
&lt;br /&gt;
*Enchant Shield - (level 50-65) - gives the caster the ability to imbue a shield with an elemental resistance... (i,e cast &#039;enchant shield&#039; fire Shield) - would give the shield 10% resist fire to the wearer.  Restrict this so that a shield could only be imbued with one element at a time.  Maybe at level 50, it gets 5%, 65, 10%, 90 - 15%?&lt;br /&gt;
&lt;br /&gt;
*Illusionary Barrier - (level 60-70) - caster calls forth an illusion of a solid wall, effectively blocking an exit for a short period of time&lt;br /&gt;
&lt;br /&gt;
*Quench/Sate - (level 30-40) - allows the caster to becom !hunger/!thirst for a short while, NOT stackable, cast only on SELF&lt;br /&gt;
&lt;br /&gt;
*Essence of the Troll - (level 65) - toughens the casters skin - effectively adding 10% of the casters NATURAL maxhit (this spell is a BAD idea if it isn&#039;t limited to natural hps...othewise ppl will use it in conjunction with black scrolls for MEGA hps)&lt;br /&gt;
&lt;br /&gt;
*Mystical Cloud - (level 20) - replacement of the fly spell...&lt;br /&gt;
&lt;br /&gt;
*Luminescence - (level 10-15) - allows the wiz to create an item to be worn in the &amp;quot;orb&amp;quot; slot (unless that&#039;s a remort only spot..not sure), with no stats other than infinite light.  Or, possibly similar to another spell on the mud, adds light to a previously extinguished source.... ORRR - a combination of infravision and detect invis *which would be clutch*&lt;br /&gt;
&lt;br /&gt;
*Gloom - (level 5) - creates a cloud of darkness around a mob&#039;s head (basically blindness)&lt;br /&gt;
&lt;br /&gt;
*Binding Ties - (level 37-43) - during battle can be cast on the target which if successful would &amp;quot;stun&amp;quot; the target from doing anything (the target&#039;s arms would be bound) - this again would have to be time/round limited&lt;br /&gt;
&lt;br /&gt;
(these were all from the 99 lvl days - so there would need to be some adjustments - i just wanted to get them down on the wiki before i forgot about them!)&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=User_talk:Gargamel&amp;diff=2206</id>
		<title>User talk:Gargamel</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=User_talk:Gargamel&amp;diff=2206"/>
		<updated>2009-12-09T01:31:23Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;random email from 2004 that I found ... I&#039;ll expand on these later:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Drainers&amp;quot; - I figure wizard can make some use of the &amp;quot;Drain&amp;quot; damage type, and hopefully these spells could be coded in a way that won&#039;t be easily exploited...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lifetap - (level 8-15ish) - drains 5% of the target mob&#039;s hitpoints, (obviously very useful in the beginning of a battle, but less so as the battle goes on), maybe have it damage the caster for 5% as well?, slight casting delay .... don&#039;t want to spamcast something like this and have a mob go down to low hps too quickly... maybe success dependent on the level of the caster v. the target.&lt;br /&gt;
&lt;br /&gt;
*Lifesteal - (level 40-50ish) - drains 10% of the target mobs hitpoints, same as above only maybe a slightly longer casting delay?&lt;br /&gt;
&lt;br /&gt;
*Lifedrain - (level 85-90) - drains 20% of the target mob&#039;s hitpoints, (higher %?), this one should have a penalty to the caster in terms of hps, fairly long casting delay...&lt;br /&gt;
&lt;br /&gt;
*Dieing Breath (level 35-50) - (or a cooler name if you can think of one) basically, the spell power is dependent on the caster&#039;s hps...the less hps a caster has, the more powerful the spell (maybe it would be done as a %?) so if a wizard had 200 hps, at full strength the spell would do a base damage of say, 50? (less?) and if the wiz had like 20 hps (10%) the spell would be much more powerful (just using wizard as an example) - this could possibly also be exploited with a large hp amount via vamp touch...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;The Sky is Falling&amp;quot; - i&#039;m a big fan of meteor swarm, and figure we can have a family of spells related...i&#039;m not sure what i would choose for the damage type..maybe a mixed bag for the different spells -- energy, earth, fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Meteorite - (level 6-10) - damage range probably around &amp;quot;color spray&amp;quot; currently.&lt;br /&gt;
&lt;br /&gt;
*Meteor - (level 15-20ish) - similar to fireball damage (maybe even keep the fire damage type or earth)&lt;br /&gt;
&lt;br /&gt;
*Meteor swarm - Keep as is...&lt;br /&gt;
&lt;br /&gt;
*Comet - (level 35ish) - damage range around slay maybe? - 300 damage? (fire damage)&lt;br /&gt;
&lt;br /&gt;
*Star Shower - (level 50-55) - area damage, basically beefed up meteor swarm - keep the energy damage type on this one&lt;br /&gt;
&lt;br /&gt;
*Asteroid - (level 65-70) - Fairly high damage, maybe a bit less than the current WOD - i&#039;m thinking 600-750 maybe? - dont know what necro or other class damage spells are in this range...&lt;br /&gt;
&lt;br /&gt;
*Extinction - (level 95-99) - basically calls forth a major asteroid from the skies - could be either area or single target damage - could even have a small percent chance at instant death, but if not, still pretty major damage...massive damage, big time casting delay - could there even be a 1-time fight casting limitation?, maybe some of the same effects on caster as fission bomb? (blind, hp loss, death?)&lt;br /&gt;
 &#039;&#039;Possibly have Extinction changed to &amp;quot;Moonfall&amp;quot; if Nynaeve gets her wish and has &amp;quot;moon&amp;quot; damage added......&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Physical Damage&amp;quot; - spells that are based on the caster &amp;quot;summoning/conjuring&amp;quot; magical weapons to strike the target.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Needle Spray - (level 1-5) - very similar to magic missile only with pierce damage...&lt;br /&gt;
&lt;br /&gt;
*Blade Fury - (level 20-25) - Slash damage, the wizard conjures magical swords to strike the target...maybe 100/150 ish damage?&lt;br /&gt;
&lt;br /&gt;
*Hammer of Wrath (Mallet of Malice?! hehe) - (level 37-42) - Blunt Damage - caster conjures a magical hammer that slams into the targets skull - varied damage, 50-250?&lt;br /&gt;
&lt;br /&gt;
*Arcane Sabre - (level 60) - the wizard traces the shape of a sword with his finger, uttering certain arcane words...the sword flies directly at the targets chest, inflicting damage - maybe 400ish?&lt;br /&gt;
&lt;br /&gt;
*Dagger of the Mystics - (level 75-80) - the wizard summons a dagger made purely of magic to repeatedly strike the target...maybe either 1 time damage of 500-650, or damage over time (think rotting flesh/poison) of maybe 50-75 per round for 5-10 rounds&lt;br /&gt;
&lt;br /&gt;
*Blade Shield - (level 50?) - caster conjures a number of spinning blades to whirl around him, 15% slash resistance.... ONLY ABLE TO CAST ON SELF -- **could be done similarly with other damage types, pierce/blunt)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;It&#039;s time to get Nucular&amp;quot; - there isn&#039;t a lot out there currently, so why the hell not..&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Gamma Ray - (level 10-15) - caster summons a small amount of radiation to spring forth from his hand at the target...(damage similar to color spray, chance to poison?)&lt;br /&gt;
&lt;br /&gt;
*Gamma Blast - (level 40) - stronger version of above - 200ish damage? (better cast to poison? or maybe chance to blind)&lt;br /&gt;
&lt;br /&gt;
*Event Omega - (level 97-99) - very strong...could be used as an area attack or single target..up to you.. i&#039;m thinking fission bomb&#039;s big brother...massive damage, high chance to cause the bad side effects (might need to recode this, because wizards won&#039;t have mana....) - or possibly just have it reduce the casters hp to 25% of maximum?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;presto-chango-rearrango&amp;quot; - or &amp;quot;might morphing mages&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I have quite a few ideas for these, dependent on how many you would want, if you&#039;d want them to be spells similar to what necro has, or a much larger addition to the polymorph list....but I could come up with about 10ish right off the bat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;miss-key-lay-knee-us&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Sacrifice (maybe another name?) - (level 33-38) - to take the place of magical burst (leave that on sorcs?) -- The wizard could sacrifice a number of int/wis (can&#039;t remember which one is important to wizards) in favor of magic points.&lt;br /&gt;
&lt;br /&gt;
*Arcane Wisdom - (level 80+) - the wizard utters certain arcane words that enable him to reduce his memorization time by 10%.  Maybe limit this one to once per day? - could be a granted spell.&lt;br /&gt;
&lt;br /&gt;
*Close Portal (!) - (20 levels after the portal spell) - please please please?!&lt;br /&gt;
&lt;br /&gt;
*Double - (level 70) - during battle, the wizard summons the image of himself from the ethereal plane.  The image takes 100% of the damage for the next round.  (limit this...maybe major casting delay) - possibly exploitable..there would have to be some checks on this one...&lt;br /&gt;
&lt;br /&gt;
*Enchant Shield - (level 50-65) - gives the caster the ability to imbue a shield with an elemental resistance... (i,e cast &#039;enchant shield&#039; fire Shield) - would give the shield 10% resist fire to the wearer.  Restrict this so that a shield could only be imbued with one element at a time.  Maybe at level 50, it gets 5%, 65, 10%, 90 - 15%?&lt;br /&gt;
&lt;br /&gt;
*Illusionary Barrier - (level 60-70) - caster calls forth an illusion of a solid wall, effectively blocking an exit for a short period of time&lt;br /&gt;
&lt;br /&gt;
*Quench/Sate - (level 30-40) - allows the caster to becom !hunger/!thirst for a short while, NOT stackable, cast only on SELF&lt;br /&gt;
&lt;br /&gt;
*Essence of the Troll - (level 65) - toughens the casters skin - effectively adding 10% of the casters NATURAL maxhit (this spell is a BAD idea if it isn&#039;t limited to natural hps...othewise ppl will use it in conjunction with black scrolls for MEGA hps)&lt;br /&gt;
&lt;br /&gt;
*Mystical Cloud - (level 20) - replacement of the fly spell...&lt;br /&gt;
&lt;br /&gt;
*Luminescence - (level 10-15) - allows the wiz to create an item to be worn in the &amp;quot;orb&amp;quot; slot (unless that&#039;s a remort only spot..not sure), with no stats other than infinite light.  Or, possibly similar to another spell on the mud, adds light to a previously extinguished source.... ORRR - a combination of infravision and detect invis *which would be clutch*&lt;br /&gt;
&lt;br /&gt;
*Gloom - (level 5) - creates a cloud of darkness around a mob&#039;s head (basically blindness)&lt;br /&gt;
&lt;br /&gt;
*Binding Ties - (level 37-43) - during battle can be cast on the target which if successful would &amp;quot;stun&amp;quot; the target from doing anything (the target&#039;s arms would be bound) - this again would have to be time/round limited&lt;br /&gt;
&lt;br /&gt;
(these were all from the 99 lvl days - so there would need to be some adjustments - i just wanted to get them down on the wiki before i forgot about them!)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
You shake your head.&lt;br /&gt;
&lt;br /&gt;
You say, &#039;new newbie zone&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;not the one north of midgaard&#039;&lt;br /&gt;
&lt;br /&gt;
Joran says, &#039;well it doesn&#039;t have to be that way&#039;&lt;br /&gt;
&lt;br /&gt;
Joran says, &#039;ok so&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;i agree, it doesn&#039;t&#039;&lt;br /&gt;
&lt;br /&gt;
Joran says, &#039;we need to restructure the wizcommands&#039;&lt;br /&gt;
&lt;br /&gt;
Joran says, &#039;i can entince people here but not if i just buff them&#039;&lt;br /&gt;
&lt;br /&gt;
Joran says, &#039;i&#039;m willing to make the jump from ambas to demi&#039;&lt;br /&gt;
&lt;br /&gt;
Joran says, &#039;is the wizcommand structure dynamic?&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;buff them how?&#039;&lt;br /&gt;
&lt;br /&gt;
You boggle everything.  You just don&#039;t understand.&lt;br /&gt;
&lt;br /&gt;
Joran says, &#039;cast free spells&#039;&lt;br /&gt;
&lt;br /&gt;
You nod.&lt;br /&gt;
&lt;br /&gt;
Joran says, &#039;mud is dying, let&#039;s be honest&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;there are a couple of mortals who have been named HERO&#039;s who also help&lt;br /&gt;
 with morts&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;actually&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;we&#039;re on a bit of a comeback from where it had been a few years ago&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;a lot of folks who had left are back a bit&#039;&lt;br /&gt;
&lt;br /&gt;
Joran says, &#039;is there a show heroes command?&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Joran says, &#039;you got two&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;tulkas hasnt been on much, rl bit him in he ass i believe&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You say, &#039;so here&#039;s a question&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;if i may play devils advocate&#039;&lt;br /&gt;
&lt;br /&gt;
Joran says, &#039;addict has always been my home... i love it&#039;&lt;br /&gt;
&lt;br /&gt;
Joran says, &#039;sure&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;you plan on morting on this go-round?&#039;&lt;br /&gt;
&lt;br /&gt;
Joran says, &#039;technically i have found it to be a bad idea to mort and imm at the&lt;br /&gt;
 same time, but if it&#039;s required, c&#039;est la vie&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;interesting&#039;&lt;br /&gt;
&lt;br /&gt;
Joran says, &#039;i would want a lsit of your top ten players&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;i find what keeps my interest as an imm, and what makes me a  effectiv&lt;br /&gt;
e imm is that i mort&#039;&lt;br /&gt;
&lt;br /&gt;
Joran says, &#039;morts&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;imo one of the things that hurt our numbers were our veteran morts&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;getting a bit of mort burnout&#039;&lt;br /&gt;
&lt;br /&gt;
Joran says, &#039;well, you have no morts atm so...&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;deciding to imm to help the mud&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;and then getting imm burnout and not morting anymore&#039;&lt;br /&gt;
&lt;br /&gt;
1308H 1000M 198V&amp;gt;&#039;and hence you have a bunch of imms and no morts&lt;br /&gt;
You say, &#039;and hence you have a bunch of imms and no morts&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;which we were suffering under for quite a long time&#039;&lt;br /&gt;
&lt;br /&gt;
Joran says, &#039;you can&#039;t have imms morting to boost numbers&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;no you can&#039;t&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;but you can&#039;t have imms not morting and not having a concept about the&lt;br /&gt;
 mud they&#039;re trying to admin either&#039;&lt;br /&gt;
&lt;br /&gt;
Joran says, &#039;ill start a mort right now&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;which is also a problem&#039;&lt;br /&gt;
&lt;br /&gt;
Joran says, &#039;i disagree&#039;&lt;br /&gt;
&lt;br /&gt;
You shrug.&lt;br /&gt;
&lt;br /&gt;
You say, &#039;different strokes for different folks&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;i find that i am a better imm because of my playtime as a mortal&#039;&lt;br /&gt;
&lt;br /&gt;
Joran says, &#039;if you have sufficient morts that report their probs it is no longer your prob&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;i dont mort to report problems&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;i mort because i love playing the game&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;i imm because i love playing so much that i want to make it a better experience for everyone involved&#039;&lt;br /&gt;
&lt;br /&gt;
Joran says, &#039;and that is commendable, but if you find a prob as a mort you don&#039;t&lt;br /&gt;
 report it because you&#039;re an imm?&#039;&lt;br /&gt;
&lt;br /&gt;
1308H 1000M 198V&amp;gt;&#039;well that&#039;s cheating, now, isn&#039;t it :)&lt;br /&gt;
You say, &#039;well that&#039;s cheating, now, isn&#039;t it :)&#039;&lt;br /&gt;
&lt;br /&gt;
1308H 1000M 198V&amp;gt;&lt;br /&gt;
[ Joran has quit the game. [ 1269] ]&lt;br /&gt;
&lt;br /&gt;
1308H 1000M 198V&amp;gt;&lt;br /&gt;
[ Joran entering game with no equipment. ]&lt;br /&gt;
-------------&lt;br /&gt;
Missed a little conversation here, he basically started a mortal, asked me to grant his mort roomflags rights (which I didn&#039;t do) and then started saying what was broken before he even walked through the new newbie zone&lt;br /&gt;
&lt;br /&gt;
You say, &#039;how do you mean no motd?&#039;&lt;br /&gt;
&lt;br /&gt;
Twinkle says, &#039;there is not motd&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;sure there is .. type motd&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;from nov 28&#039;&lt;br /&gt;
&lt;br /&gt;
Twinkle says, &#039;it is not displayed on login&#039;&lt;br /&gt;
&lt;br /&gt;
Twinkle says, &#039;try it&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You say, &#039;it doesn&#039;t all the time&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;i dont know what prompts it&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;dunno if more than one logon per day means you don&#039;t ge tit or what&#039;&lt;br /&gt;
&lt;br /&gt;
Twinkle says, &#039;youre wizinvis&#039;&lt;br /&gt;
&lt;br /&gt;
Twinkle says, &#039;secondly its a code change, it should always be shown&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;no i&#039;m not i&#039;m fully visable&#039;&lt;br /&gt;
&lt;br /&gt;
You boggle everything.  You just don&#039;t understand.&lt;br /&gt;
&lt;br /&gt;
Twinkle says, &#039;thats why we need brazil here&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;k&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Twinkle says, &#039;motd should always be displayed&#039;&lt;br /&gt;
&lt;br /&gt;
Twinkle says, &#039;as should imotd&#039;&lt;br /&gt;
&lt;br /&gt;
Twinkle says, &#039;it shoudl also not contain news from 2003&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;well, we haven&#039;t really needed an immotd for a long time&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;since there hasn&#039;t been excatly a treasure trove of us to relate infor&lt;br /&gt;
mation to&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;and that 2003 entry is VERY useful to me&#039;&lt;br /&gt;
&lt;br /&gt;
Twinkle says, &#039;and you dont think that there is something odd about that?&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;since i forget a buncha crap&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;that we dont have a ton of imms right now?&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;i&#039;d find it more odd if we had a dozen imms and 0 morts&#039;&lt;br /&gt;
&lt;br /&gt;
Twinkle says, &#039;um the only mort you have is me&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;i know&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;i get your point that we dont have the numbers we once had, &#039;&lt;br /&gt;
&lt;br /&gt;
Twinkle says, &#039;i love addictmud, always have, always will but you guys lost your&lt;br /&gt;
 &amp;quot;sparkle&amp;quot;&#039;&lt;br /&gt;
&lt;br /&gt;
You shrug.&lt;br /&gt;
&lt;br /&gt;
Twinkle says, &#039;do you want it back?&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;&#039;guess it depends on what you difine sparkle as&#039;&lt;br /&gt;
&lt;br /&gt;
Twinkle says, &#039;players&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;we&#039;ve been adding new stuff that&#039;s been highly successful for some tim&lt;br /&gt;
e&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;we certainly had our struggles when we went to lvl99&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;and we&#039;re still combating fixing it&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;and we&#039;re getting there&#039;&lt;br /&gt;
&lt;br /&gt;
Twinkle says, &#039;so wizlock it for two weeks, get it done&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;dunno if it&#039;s that easy&#039;&lt;br /&gt;
&lt;br /&gt;
Twinkle says, &#039;it can be&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;also dunno if locking out the few morts we have for any amount of time&lt;br /&gt;
 would result in any type of success&#039;&lt;br /&gt;
&lt;br /&gt;
Twinkle says, &#039;if you promised them a reason to return theyd come back&#039;&lt;br /&gt;
&lt;br /&gt;
Twinkle says, &#039;brb i have to pee again&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &#039;and what would the reason be? cleaned up typos? we add improvemtns on&lt;br /&gt;
the fly - without shutting the mud down&#039;&lt;br /&gt;
&lt;br /&gt;
You nod.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Joran has returned.&lt;br /&gt;
&lt;br /&gt;
1308H 1000M 198V&amp;gt;&lt;br /&gt;
Joran: you&#039;re competing with Wow, let&#039;s be fair&lt;br /&gt;
&lt;br /&gt;
Joran: so what can you offer then that they can&lt;br /&gt;
&lt;br /&gt;
Joran: can&#039;t&lt;br /&gt;
&lt;br /&gt;
Gargamel: a place to play while at work or in class :)&lt;br /&gt;
&lt;br /&gt;
Joran: so then you write a quicksave command that lets them pick up where they l&lt;br /&gt;
eft off&lt;br /&gt;
&lt;br /&gt;
Gargamel: as opposed to renting at an inn/cryo?&lt;br /&gt;
&lt;br /&gt;
Joran: if you had your boss standing over your and had to make it to a cryo...&lt;br /&gt;
&lt;br /&gt;
Joran: i&#039;m playing devil&#039;s advocate here&lt;br /&gt;
&lt;br /&gt;
Gargamel: absolutely&lt;br /&gt;
&lt;br /&gt;
Gargamel: i&#039;m thinking it over&lt;br /&gt;
&lt;br /&gt;
Gargamel: trying to decide if i could quicksave faster than i can alt-tab&lt;br /&gt;
&lt;br /&gt;
Gargamel: &amp;lt;--- grin&lt;br /&gt;
&lt;br /&gt;
Joran: during a boss fight?&lt;br /&gt;
&lt;br /&gt;
Gargamel: ah, well there&#039;s an idea&lt;br /&gt;
&lt;br /&gt;
Gargamel: would it pause the fight? act as an auto-calm?&lt;br /&gt;
&lt;br /&gt;
Gargamel: would an aggro mob refight you?&lt;br /&gt;
&lt;br /&gt;
Gargamel: would it be abused by players who are near death? on a mob who&#039;s scrip&lt;br /&gt;
ted/coded to be !calm?&lt;br /&gt;
&lt;br /&gt;
Gargamel: i like the concept though&lt;br /&gt;
&lt;br /&gt;
Joran: you don&#039;t have to give away everything because you want to let people kno&lt;br /&gt;
w that if they can stick it out they get rewarded, but how aboult a 30% -exp&lt;br /&gt;
&lt;br /&gt;
Joran: you could make it that if you are less than 10% health the command is not&lt;br /&gt;
 avail to you&lt;br /&gt;
&lt;br /&gt;
Gargamel: the problem there is .. a lot of folks (not all - but a lot) fight bos&lt;br /&gt;
s type mobs with chars where exp is irrelevant&lt;br /&gt;
&lt;br /&gt;
Gargamel: once you attain level 65, you no longer gain or lose experience&lt;br /&gt;
&lt;br /&gt;
Joran: the poiint is that once you have code access you control it all :)&lt;br /&gt;
&lt;br /&gt;
Joran: make it 69&lt;br /&gt;
&lt;br /&gt;
Gargamel: but we level cap at 65&lt;br /&gt;
&lt;br /&gt;
Gargamel: i get your point with code access&lt;br /&gt;
&lt;br /&gt;
Joran: make it 61 with a degree of lower exp&lt;br /&gt;
&lt;br /&gt;
Gargamel: but bz&#039;s the main guy here for that&lt;br /&gt;
&lt;br /&gt;
Gargamel: i&#039;ve never coded anything in my life&lt;br /&gt;
&lt;br /&gt;
Gargamel: i barely understood the davinci code&lt;br /&gt;
&lt;br /&gt;
1308H 1000M 198V&amp;gt;&lt;br /&gt;
-------&lt;br /&gt;
Joran: i will be honest, and i love dan, but there has never been a successful m&lt;br /&gt;
ud with only one coder&lt;br /&gt;
&lt;br /&gt;
Gargamel: wouldn&#039;t know, only mud i&#039;ve truly ever played on for more than an hou&lt;br /&gt;
r or so&lt;br /&gt;
&lt;br /&gt;
Joran: why did coimp go away?&lt;br /&gt;
&lt;br /&gt;
Gargamel: no one else with coding ability. as well as no one else with code-acce&lt;br /&gt;
ss (is my guess)&lt;br /&gt;
&lt;br /&gt;
Joran: i have a Ph.D. in computer science, try again, I once has code aceess :)&lt;br /&gt;
&lt;br /&gt;
Gargamel: right you asked why it went away&lt;br /&gt;
&lt;br /&gt;
Gargamel: how long have you been gone?&lt;br /&gt;
&lt;br /&gt;
Joran: gone from the MUD?&lt;br /&gt;
&lt;br /&gt;
Gargamel: yeah&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gargamel: you said you were a coimp? or at least had code access... how long ago&lt;br /&gt;
 was that?&lt;br /&gt;
&lt;br /&gt;
Joran: I started school in 1995 and was made an imm then, i graduated in 1999&lt;br /&gt;
&lt;br /&gt;
Gargamel: i came over on this port full time (after isaiah split) sioometime in&lt;br /&gt;
98-99&lt;br /&gt;
&lt;br /&gt;
Gargamel: cuz i had a hard time letting go of all my good eq&#039;s on the old port (&lt;br /&gt;
lol)&lt;br /&gt;
&lt;br /&gt;
Joran: i was given code access in the Carter Presidential Library in 2000&lt;br /&gt;
&lt;br /&gt;
Joran: Jimmy Carter went to Michigan&lt;br /&gt;
&lt;br /&gt;
Gargamel: nods&lt;br /&gt;
&lt;br /&gt;
Gargamel: i&#039;m not questioning your credentials, or your code access.. i just did&lt;br /&gt;
n&#039;t know how long it had been since you&#039;ve been an imm here&lt;br /&gt;
&lt;br /&gt;
Gargamel: cuz like i said, i dont really remember much, especially of the imm st&lt;br /&gt;
aff (who didn&#039;t have morts) from way back then&lt;br /&gt;
&lt;br /&gt;
Gargamel: since i was a mort, it&#039;s easier for me to remember people by the playe&lt;br /&gt;
rs i played with - especially when we get into ancient history mode :)&lt;br /&gt;
&lt;br /&gt;
Joran: so back to making addictmud the place to be&lt;br /&gt;
&lt;br /&gt;
1308H 1000M 198V&amp;gt;&lt;br /&gt;
------&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Christmas_2009&amp;diff=2205</id>
		<title>Christmas 2009</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Christmas_2009&amp;diff=2205"/>
		<updated>2009-12-07T20:44:46Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a page to start jotting down ideas for this years Xmas quest.  Will also place final details in here (when there are some!).&lt;br /&gt;
&lt;br /&gt;
Probably need something with varied difficulty.  Maybe between Halloween and Thanksgiving in terms of quality/quantity/difficulty.&lt;br /&gt;
&lt;br /&gt;
Be wary of mud-wide or easy zone random loads.  Maybe mix it up this year, try to get people in places they don&#039;t normally go?&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget a poem!!&lt;br /&gt;
&lt;br /&gt;
Do I want to consider using the quest system?  Would help in limiting the potential for good items, but it&#039;s more of a pain to create...&lt;br /&gt;
&lt;br /&gt;
As much as I&#039;d like to, I probably shouldn&#039;t dust off an old quest and recylce it .. unless it got a major overhaul..&lt;br /&gt;
&lt;br /&gt;
Hmmm... never did a Dickens/Christmas Story themed quest before...  3 ghosts?  Tiny Tim?  Scrooge?  Has some promise...  Maybe two parts ... Ghosts load pieces to make a floating item, intended for higher levels.  Tiny Tim/Scrooge/Bob Cratchet/others(?) load pieces that assemble other medium-&amp;gt;lower level items?&lt;br /&gt;
&lt;br /&gt;
Dickens Christmas Carol Chars:&lt;br /&gt;
&lt;br /&gt;
*Scrooge&lt;br /&gt;
*Jacob Marley (dead partner)&lt;br /&gt;
*Tiny Tim&lt;br /&gt;
*Bob Cratchit&lt;br /&gt;
*3 ghosts (past, present, yet to come)&lt;br /&gt;
&lt;br /&gt;
Maybe some random loading food quest items?  Christmas Cookies?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using zone 334 for items/mobs.&lt;br /&gt;
&lt;br /&gt;
All mobs/items should have keyword christmasquest2009&lt;br /&gt;
&lt;br /&gt;
Quick item notes:&lt;br /&gt;
&lt;br /&gt;
LOW LEVEL ITEMS:&lt;br /&gt;
*green scarf (assemble from 2 halves)(tim and bob)&lt;br /&gt;
*red scarf (assemble from 2 halves) (tim and bob)&lt;br /&gt;
*ghostly chains (marley)&lt;br /&gt;
*scrooge cane (scrooge)&lt;br /&gt;
*sleeping cap (assemble from 2 parts) (scrooge)&lt;br /&gt;
&lt;br /&gt;
HIGH LEVEL ITEMS:&lt;br /&gt;
*spirit of holidays (assemble from 3 parts) (one on each ghost) - item itself is usable&lt;br /&gt;
*essence of christmas (assemble from 3 parts) (one on each ghost) - item itself is usable&lt;br /&gt;
*Christmas Spirit - assemble from spirit and essence&lt;br /&gt;
&lt;br /&gt;
Also made a Christmas Cookie - 3 items to assemble.  spec_proc&#039;d as quest point berry - should award 1qp on eating it.&lt;br /&gt;
&lt;br /&gt;
All item pieces should be !locate&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Poem ==&lt;br /&gt;
&lt;br /&gt;
&#039;Twas right around Christmas&lt;br /&gt;
&lt;br /&gt;
And all through the land,&lt;br /&gt;
&lt;br /&gt;
A new quest was unleashed&lt;br /&gt;
&lt;br /&gt;
With a wave of my hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;m tapping on a Classic&lt;br /&gt;
&lt;br /&gt;
For the enjoyment of all&lt;br /&gt;
&lt;br /&gt;
This quest is intended&lt;br /&gt;
&lt;br /&gt;
For levels great and small.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the vets of the MUD&lt;br /&gt;
&lt;br /&gt;
Three ghosts are now free&lt;br /&gt;
&lt;br /&gt;
To wander our lands&lt;br /&gt;
&lt;br /&gt;
And spread holiday glee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For ghost number one,&lt;br /&gt;
&lt;br /&gt;
You&#039;ll have to be crafty,&lt;br /&gt;
&lt;br /&gt;
He&#039;s from Christmas past&lt;br /&gt;
&lt;br /&gt;
And he&#039;s definitely nasty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
According to legend,&lt;br /&gt;
&lt;br /&gt;
The ghost that is second&lt;br /&gt;
&lt;br /&gt;
Has always been found&lt;br /&gt;
&lt;br /&gt;
During Christmas present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The biggest unknown&lt;br /&gt;
&lt;br /&gt;
Is ghost number three,&lt;br /&gt;
&lt;br /&gt;
Since he is the spirit&lt;br /&gt;
&lt;br /&gt;
Of Christmas yet to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For those of our players&lt;br /&gt;
&lt;br /&gt;
Whose remorts are few,&lt;br /&gt;
&lt;br /&gt;
Part two of this quest&lt;br /&gt;
&lt;br /&gt;
Is specially for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remember the story&lt;br /&gt;
&lt;br /&gt;
Charles Dickens created.&lt;br /&gt;
&lt;br /&gt;
The rest of this quest&lt;br /&gt;
&lt;br /&gt;
Is &amp;quot;Carol&amp;quot; related.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might start looking&lt;br /&gt;
&lt;br /&gt;
For a boy using crutches.&lt;br /&gt;
&lt;br /&gt;
It&#039;s Tiny Tim you seek&lt;br /&gt;
&lt;br /&gt;
To get in your clutches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all I&#039;ll reveal.&lt;br /&gt;
&lt;br /&gt;
There are a few more.&lt;br /&gt;
&lt;br /&gt;
It would be no fun.&lt;br /&gt;
&lt;br /&gt;
Without surprises in store.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every year a new poem,&lt;br /&gt;
&lt;br /&gt;
It sure does get tiring,&lt;br /&gt;
&lt;br /&gt;
Luckily for you,&lt;br /&gt;
&lt;br /&gt;
This guy&#039;s not retiring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So last but not least,&lt;br /&gt;
&lt;br /&gt;
Be sure to have fun.&lt;br /&gt;
&lt;br /&gt;
A very Merry Christmas,&lt;br /&gt;
&lt;br /&gt;
To each and every one!&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Christmas_2009&amp;diff=2204</id>
		<title>Christmas 2009</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Christmas_2009&amp;diff=2204"/>
		<updated>2009-12-04T17:13:26Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a page to start jotting down ideas for this years Xmas quest.  Will also place final details in here (when there are some!).&lt;br /&gt;
&lt;br /&gt;
Probably need something with varied difficulty.  Maybe between Halloween and Thanksgiving in terms of quality/quantity/difficulty.&lt;br /&gt;
&lt;br /&gt;
Be wary of mud-wide or easy zone random loads.  Maybe mix it up this year, try to get people in places they don&#039;t normally go?&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget a poem!!&lt;br /&gt;
&lt;br /&gt;
Do I want to consider using the quest system?  Would help in limiting the potential for good items, but it&#039;s more of a pain to create...&lt;br /&gt;
&lt;br /&gt;
As much as I&#039;d like to, I probably shouldn&#039;t dust off an old quest and recylce it .. unless it got a major overhaul..&lt;br /&gt;
&lt;br /&gt;
Hmmm... never did a Dickens/Christmas Story themed quest before...  3 ghosts?  Tiny Tim?  Scrooge?  Has some promise...  Maybe two parts ... Ghosts load pieces to make a floating item, intended for higher levels.  Tiny Tim/Scrooge/Bob Cratchet/others(?) load pieces that assemble other medium-&amp;gt;lower level items?&lt;br /&gt;
&lt;br /&gt;
Dickens Christmas Carol Chars:&lt;br /&gt;
&lt;br /&gt;
*Scrooge&lt;br /&gt;
*Jacob Marley (dead partner)&lt;br /&gt;
*Tiny Tim&lt;br /&gt;
*Bob Cratchit&lt;br /&gt;
*3 ghosts (past, present, yet to come)&lt;br /&gt;
&lt;br /&gt;
Maybe some random loading food quest items?  Christmas Cookies?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using zone 334 for items/mobs.&lt;br /&gt;
&lt;br /&gt;
All mobs/items should have keyword christmasquest2009&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Poem ==&lt;br /&gt;
&lt;br /&gt;
&#039;Twas right around Christmas&lt;br /&gt;
&lt;br /&gt;
And all through the land,&lt;br /&gt;
&lt;br /&gt;
A new quest was unleashed&lt;br /&gt;
&lt;br /&gt;
With a wave of my hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;m tapping on a Classic&lt;br /&gt;
&lt;br /&gt;
For the enjoyment of all&lt;br /&gt;
&lt;br /&gt;
This quest is intended&lt;br /&gt;
&lt;br /&gt;
For levels great and small.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the vets of the MUD&lt;br /&gt;
&lt;br /&gt;
Three ghosts are now free&lt;br /&gt;
&lt;br /&gt;
To wander our lands&lt;br /&gt;
&lt;br /&gt;
And spread holiday glee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For ghost number one,&lt;br /&gt;
&lt;br /&gt;
You&#039;ll have to be crafty,&lt;br /&gt;
&lt;br /&gt;
He&#039;s from Christmas past&lt;br /&gt;
&lt;br /&gt;
And he&#039;s definitely nasty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
According to legend,&lt;br /&gt;
&lt;br /&gt;
The ghost that is second&lt;br /&gt;
&lt;br /&gt;
Has always been found&lt;br /&gt;
&lt;br /&gt;
During Christmas present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The biggest unknown&lt;br /&gt;
&lt;br /&gt;
Is ghost number three,&lt;br /&gt;
&lt;br /&gt;
Since he is the spirit&lt;br /&gt;
&lt;br /&gt;
Of Christmas yet to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For those of our players&lt;br /&gt;
&lt;br /&gt;
Whose remorts are few,&lt;br /&gt;
&lt;br /&gt;
Part two of this quest&lt;br /&gt;
&lt;br /&gt;
Is specially for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remember the story&lt;br /&gt;
&lt;br /&gt;
Charles Dickens created.&lt;br /&gt;
&lt;br /&gt;
The rest of this quest&lt;br /&gt;
&lt;br /&gt;
Is &amp;quot;Carol&amp;quot; related.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might start looking&lt;br /&gt;
&lt;br /&gt;
For a boy using crutches.&lt;br /&gt;
&lt;br /&gt;
It&#039;s Tiny Tim you seek&lt;br /&gt;
&lt;br /&gt;
To get in your clutches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all I&#039;ll reveal.&lt;br /&gt;
&lt;br /&gt;
There are a few more.&lt;br /&gt;
&lt;br /&gt;
It would be no fun.&lt;br /&gt;
&lt;br /&gt;
Without surprises in store.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every year a new poem,&lt;br /&gt;
&lt;br /&gt;
It sure does get tiring,&lt;br /&gt;
&lt;br /&gt;
Luckily for you,&lt;br /&gt;
&lt;br /&gt;
This guy&#039;s not retiring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So last but not least,&lt;br /&gt;
&lt;br /&gt;
Be sure to have fun.&lt;br /&gt;
&lt;br /&gt;
A very Merry Christmas,&lt;br /&gt;
&lt;br /&gt;
To each and every one!&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Christmas_2009&amp;diff=2203</id>
		<title>Christmas 2009</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Christmas_2009&amp;diff=2203"/>
		<updated>2009-12-04T16:53:28Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a page to start jotting down ideas for this years Xmas quest.  Will also place final details in here (when there are some!).&lt;br /&gt;
&lt;br /&gt;
Probably need something with varied difficulty.  Maybe between Halloween and Thanksgiving in terms of quality/quantity/difficulty.&lt;br /&gt;
&lt;br /&gt;
Be wary of mud-wide or easy zone random loads.  Maybe mix it up this year, try to get people in places they don&#039;t normally go?&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget a poem!!&lt;br /&gt;
&lt;br /&gt;
Do I want to consider using the quest system?  Would help in limiting the potential for good items, but it&#039;s more of a pain to create...&lt;br /&gt;
&lt;br /&gt;
As much as I&#039;d like to, I probably shouldn&#039;t dust off an old quest and recylce it .. unless it got a major overhaul..&lt;br /&gt;
&lt;br /&gt;
Hmmm... never did a Dickens/Christmas Story themed quest before...  3 ghosts?  Tiny Tim?  Scrooge?  Has some promise...  Maybe two parts ... Ghosts load pieces to make a floating item, intended for higher levels.  Tiny Tim/Scrooge/Bob Cratchet/others(?) load pieces that assemble other medium-&amp;gt;lower level items?&lt;br /&gt;
&lt;br /&gt;
Dickens Christmas Carol Chars:&lt;br /&gt;
&lt;br /&gt;
*Scrooge&lt;br /&gt;
*Jacob Marley (dead partner)&lt;br /&gt;
*Tiny Tim&lt;br /&gt;
*Bob Cratchit&lt;br /&gt;
*3 ghosts (past, present, yet to come)&lt;br /&gt;
&lt;br /&gt;
Maybe some random loading food quest items?  Christmas Cookies?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using zone 334 for items/mobs.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Poem ==&lt;br /&gt;
&lt;br /&gt;
&#039;Twas right around Christmas&lt;br /&gt;
&lt;br /&gt;
And all through the land,&lt;br /&gt;
&lt;br /&gt;
A new quest was unleashed&lt;br /&gt;
&lt;br /&gt;
With a wave of my hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;m tapping on a Classic&lt;br /&gt;
&lt;br /&gt;
For the enjoyment of all&lt;br /&gt;
&lt;br /&gt;
This quest is intended&lt;br /&gt;
&lt;br /&gt;
For levels great and small.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the vets of the MUD&lt;br /&gt;
&lt;br /&gt;
Three ghosts are now free&lt;br /&gt;
&lt;br /&gt;
To wander our lands&lt;br /&gt;
&lt;br /&gt;
And spread holiday glee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For ghost number one,&lt;br /&gt;
&lt;br /&gt;
You&#039;ll have to be crafty,&lt;br /&gt;
&lt;br /&gt;
He&#039;s from Christmas past&lt;br /&gt;
&lt;br /&gt;
And he&#039;s definitely nasty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
According to legend,&lt;br /&gt;
&lt;br /&gt;
The ghost that is second&lt;br /&gt;
&lt;br /&gt;
Has always been found&lt;br /&gt;
&lt;br /&gt;
During Christmas present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The biggest unknown&lt;br /&gt;
&lt;br /&gt;
Is ghost number three,&lt;br /&gt;
&lt;br /&gt;
Since he is the spirit&lt;br /&gt;
&lt;br /&gt;
Of Christmas yet to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For those of our players&lt;br /&gt;
&lt;br /&gt;
Whose remorts are few,&lt;br /&gt;
&lt;br /&gt;
Part two of this quest&lt;br /&gt;
&lt;br /&gt;
Is specially for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remember the story&lt;br /&gt;
&lt;br /&gt;
Charles Dickens created.&lt;br /&gt;
&lt;br /&gt;
The rest of this quest&lt;br /&gt;
&lt;br /&gt;
Is &amp;quot;Carol&amp;quot; related.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might start looking&lt;br /&gt;
&lt;br /&gt;
For a boy using crutches.&lt;br /&gt;
&lt;br /&gt;
It&#039;s Tiny Tim you seek&lt;br /&gt;
&lt;br /&gt;
To get in your clutches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all I&#039;ll reveal.&lt;br /&gt;
&lt;br /&gt;
There are a few more.&lt;br /&gt;
&lt;br /&gt;
It would be no fun.&lt;br /&gt;
&lt;br /&gt;
Without surprises in store.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every year a new poem,&lt;br /&gt;
&lt;br /&gt;
It sure does get tiring,&lt;br /&gt;
&lt;br /&gt;
Luckily for you,&lt;br /&gt;
&lt;br /&gt;
This guy&#039;s not retiring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So last but not least,&lt;br /&gt;
&lt;br /&gt;
Be sure to have fun.&lt;br /&gt;
&lt;br /&gt;
A very Merry Christmas,&lt;br /&gt;
&lt;br /&gt;
To each and every one!&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Christmas_2009&amp;diff=2197</id>
		<title>Christmas 2009</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Christmas_2009&amp;diff=2197"/>
		<updated>2009-11-25T22:24:59Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a page to start jotting down ideas for this years Xmas quest.  Will also place final details in here (when there are some!).&lt;br /&gt;
&lt;br /&gt;
Probably need something with varied difficulty.  Maybe between Halloween and Thanksgiving in terms of quality/quantity/difficulty.&lt;br /&gt;
&lt;br /&gt;
Be wary of mud-wide or easy zone random loads.  Maybe mix it up this year, try to get people in places they don&#039;t normally go?&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget a poem!!&lt;br /&gt;
&lt;br /&gt;
Do I want to consider using the quest system?  Would help in limiting the potential for good items, but it&#039;s more of a pain to create...&lt;br /&gt;
&lt;br /&gt;
As much as I&#039;d like to, I probably shouldn&#039;t dust off an old quest and recylce it .. unless it got a major overhaul..&lt;br /&gt;
&lt;br /&gt;
Hmmm... never did a Dickens/Christmas Story themed quest before...  3 ghosts?  Tiny Tim?  Scrooge?  Has some promise...  Maybe two parts ... Ghosts load pieces to make a floating item, intended for higher levels.  Tiny Tim/Scrooge/Bob Cratchet/others(?) load pieces that assemble other medium-&amp;gt;lower level items?&lt;br /&gt;
&lt;br /&gt;
Dickens Christmas Carol Chars:&lt;br /&gt;
Scrooge&lt;br /&gt;
Jacob Marley (dead partner)&lt;br /&gt;
Tiny Tim&lt;br /&gt;
Bob Cratchit&lt;br /&gt;
3 ghosts (past, present, yet to come)&lt;br /&gt;
&lt;br /&gt;
Maybe some random loading food quest items?  Christmas Cookies?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Poem ==&lt;br /&gt;
&lt;br /&gt;
&#039;Twas right around Christmas&lt;br /&gt;
&lt;br /&gt;
And all through the land,&lt;br /&gt;
&lt;br /&gt;
A new quest was unleashed&lt;br /&gt;
&lt;br /&gt;
With a wave of my hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;m tapping on a Classic&lt;br /&gt;
&lt;br /&gt;
For the enjoyment of all&lt;br /&gt;
&lt;br /&gt;
This quest is intended&lt;br /&gt;
&lt;br /&gt;
For levels great and small.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the vets of the MUD&lt;br /&gt;
&lt;br /&gt;
Three ghosts are now free&lt;br /&gt;
&lt;br /&gt;
To wander our lands&lt;br /&gt;
&lt;br /&gt;
And spread holiday glee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For ghost number one,&lt;br /&gt;
&lt;br /&gt;
You&#039;ll have to be crafty,&lt;br /&gt;
&lt;br /&gt;
He&#039;s from Christmas past&lt;br /&gt;
&lt;br /&gt;
And he&#039;s definitely nasty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
According to legend,&lt;br /&gt;
&lt;br /&gt;
The ghost that is second&lt;br /&gt;
&lt;br /&gt;
Has always been found&lt;br /&gt;
&lt;br /&gt;
During Christmas present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The biggest unknown&lt;br /&gt;
&lt;br /&gt;
Is ghost number three,&lt;br /&gt;
&lt;br /&gt;
Since he is the spirit&lt;br /&gt;
&lt;br /&gt;
Of Christmas yet to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For those of our players&lt;br /&gt;
&lt;br /&gt;
Whose remorts are few,&lt;br /&gt;
&lt;br /&gt;
Part two of this quest&lt;br /&gt;
&lt;br /&gt;
Is specially for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remember the story&lt;br /&gt;
&lt;br /&gt;
Charles Dickens created.&lt;br /&gt;
&lt;br /&gt;
The rest of this quest&lt;br /&gt;
&lt;br /&gt;
Is &amp;quot;Carol&amp;quot; related.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might start looking&lt;br /&gt;
&lt;br /&gt;
For a boy using crutches.&lt;br /&gt;
&lt;br /&gt;
It&#039;s Tiny Tim you seek&lt;br /&gt;
&lt;br /&gt;
To get in your clutches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all I&#039;ll reveal.&lt;br /&gt;
&lt;br /&gt;
There are a few more.&lt;br /&gt;
&lt;br /&gt;
It would be no fun.&lt;br /&gt;
&lt;br /&gt;
Without surprises in store.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every year a new poem,&lt;br /&gt;
&lt;br /&gt;
It sure does get tiring,&lt;br /&gt;
&lt;br /&gt;
Luckily for you,&lt;br /&gt;
&lt;br /&gt;
This guy&#039;s not retiring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So last but not least,&lt;br /&gt;
&lt;br /&gt;
Be sure to have fun.&lt;br /&gt;
&lt;br /&gt;
A very Merry Christmas,&lt;br /&gt;
&lt;br /&gt;
To each and every one!&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Christmas_2009&amp;diff=2196</id>
		<title>Christmas 2009</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Christmas_2009&amp;diff=2196"/>
		<updated>2009-11-23T19:31:27Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a page to start jotting down ideas for this years Xmas quest.  Will also place final details in here (when there are some!).&lt;br /&gt;
&lt;br /&gt;
Probably need something with varied difficulty.  Maybe between Halloween and Thanksgiving in terms of quality/quantity/difficulty.&lt;br /&gt;
&lt;br /&gt;
Be wary of mud-wide or easy zone random loads.  Maybe mix it up this year, try to get people in places they don&#039;t normally go?&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget a poem!!&lt;br /&gt;
&lt;br /&gt;
Do I want to consider using the quest system?  Would help in limiting the potential for good items, but it&#039;s more of a pain to create...&lt;br /&gt;
&lt;br /&gt;
As much as I&#039;d like to, I probably shouldn&#039;t dust off an old quest and recylce it .. unless it got a major overhaul..&lt;br /&gt;
&lt;br /&gt;
Hmmm... never did a Dickens/Christmas Story themed quest before...  3 ghosts?  Tiny Tim?  Scrooge?  Has some promise...  Maybe two parts ... Ghosts load pieces to make a floating item, intended for higher levels.  Tiny Tim/Scrooge/Bob Cratchet/others(?) load pieces that assemble other medium-&amp;gt;lower level items?&lt;br /&gt;
&lt;br /&gt;
Maybe some random loading food quest items?  Christmas Cookies?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Poem ==&lt;br /&gt;
&lt;br /&gt;
&#039;Twas right around Christmas&lt;br /&gt;
&lt;br /&gt;
And all through the land,&lt;br /&gt;
&lt;br /&gt;
A new quest was unleashed&lt;br /&gt;
&lt;br /&gt;
With a wave of my hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;m tapping on a Classic&lt;br /&gt;
&lt;br /&gt;
For the enjoyment of all&lt;br /&gt;
&lt;br /&gt;
This quest is intended&lt;br /&gt;
&lt;br /&gt;
For levels great and small.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the vets of the MUD&lt;br /&gt;
&lt;br /&gt;
Three ghosts are now free&lt;br /&gt;
&lt;br /&gt;
To wander our lands&lt;br /&gt;
&lt;br /&gt;
And spread holiday glee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For ghost number one,&lt;br /&gt;
&lt;br /&gt;
You&#039;ll have to be crafty,&lt;br /&gt;
&lt;br /&gt;
He&#039;s from Christmas past&lt;br /&gt;
&lt;br /&gt;
And he&#039;s definitely nasty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
According to legend,&lt;br /&gt;
&lt;br /&gt;
The ghost that is second&lt;br /&gt;
&lt;br /&gt;
Has always been found&lt;br /&gt;
&lt;br /&gt;
During Christmas present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The biggest unknown&lt;br /&gt;
&lt;br /&gt;
Is ghost number three,&lt;br /&gt;
&lt;br /&gt;
Since he is the spirit&lt;br /&gt;
&lt;br /&gt;
Of Christmas yet to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For those of our players&lt;br /&gt;
&lt;br /&gt;
Whose remorts are few,&lt;br /&gt;
&lt;br /&gt;
Part two of this quest&lt;br /&gt;
&lt;br /&gt;
Is specially for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remember the story&lt;br /&gt;
&lt;br /&gt;
Charles Dickens created.&lt;br /&gt;
&lt;br /&gt;
The rest of this quest&lt;br /&gt;
&lt;br /&gt;
Is &amp;quot;Carol&amp;quot; related.&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Christmas_2009&amp;diff=2195</id>
		<title>Christmas 2009</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Christmas_2009&amp;diff=2195"/>
		<updated>2009-11-23T19:30:28Z</updated>

		<summary type="html">&lt;p&gt;Gargamel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a page to start jotting down ideas for this years Xmas quest.  Will also place final details in here (when there are some!).&lt;br /&gt;
&lt;br /&gt;
Probably need something with varied difficulty.  Maybe between Halloween and Thanksgiving in terms of quality/quantity/difficulty.&lt;br /&gt;
&lt;br /&gt;
Be wary of mud-wide or easy zone random loads.  Maybe mix it up this year, try to get people in places they don&#039;t normally go?&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget a poem!!&lt;br /&gt;
&lt;br /&gt;
Do I want to consider using the quest system?  Would help in limiting the potential for good items, but it&#039;s more of a pain to create...&lt;br /&gt;
&lt;br /&gt;
As much as I&#039;d like to, I probably shouldn&#039;t dust off an old quest and recylce it .. unless it got a major overhaul..&lt;br /&gt;
&lt;br /&gt;
Hmmm... never did a Dickens/Christmas Story themed quest before...  3 ghosts?  Tiny Tim?  Scrooge?  Has some promise...  Maybe two parts ... Ghosts load pieces to make a floating item, intended for higher levels.  Tiny Tim/Scrooge/Bob Cratchet/others(?) load pieces that assemble other medium-&amp;gt;lower level items?&lt;br /&gt;
&lt;br /&gt;
Maybe some random loading food quest items?  Christmas Cookies?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Poem ==&lt;br /&gt;
&lt;br /&gt;
&#039;Twas right around Christmas&lt;br /&gt;
&lt;br /&gt;
And all through the land,&lt;br /&gt;
A new quest was unleashed&lt;br /&gt;
With a wave of my hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;m tapping on a Classic&lt;br /&gt;
&lt;br /&gt;
For the enjoyment of all&lt;br /&gt;
This quest is intended&lt;br /&gt;
For levels great and small.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the vets of the MUD&lt;br /&gt;
Three ghosts are now free&lt;br /&gt;
To wander our lands&lt;br /&gt;
And spread holiday glee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For ghost number one,&lt;br /&gt;
&lt;br /&gt;
You&#039;ll have to be crafty,&lt;br /&gt;
He&#039;s from Christmas past&lt;br /&gt;
And he&#039;s definitely nasty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
According to legend,&lt;br /&gt;
The ghost that is second&lt;br /&gt;
Has always been found&lt;br /&gt;
During Christmas present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The biggest unknown&lt;br /&gt;
Is ghost number three,&lt;br /&gt;
Since he is the spirit&lt;br /&gt;
Of Christmas yet to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For those of our players&lt;br /&gt;
Whose remorts are few,&lt;br /&gt;
Part two of this quest&lt;br /&gt;
&lt;br /&gt;
Is specially for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remember the story&lt;br /&gt;
Charles Dickens created.&lt;br /&gt;
The rest of this quest&lt;br /&gt;
Is &amp;quot;Carol&amp;quot; related.&lt;/div&gt;</summary>
		<author><name>Gargamel</name></author>
	</entry>
</feed>