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Eternal Darkness: Sanity's Requiem/Magick

Circles of Power
Circles of Power are required to cast spells. In general, Circles of Power may be acquired during chapters that take place Oblie Cathedral. Before a spell of a particular level may be even created for the player's repertoire, the appropriate Circle of Power must first be acquired.

Circle of Power - 3 Point
The weakest of the Circles, it is used to construct a spell from three runes: one alignment, one verb, and one noun.

Circle of Power - 5 Point
Stronger than the 3 Point Circle, this 5 Point Circle is the medium powered Circle for a player. It can be used to construct a spell from five runes: one alignment, one verb, one noun, and two pargon powerup runes.

Circle of Power - 7 Point
Stronger than the 5 Point Circle, this 7 Point Circle is the strongest Circle for a player. It can be used to construct a spell from seven runes: one alignment, one verb, one noun, and four pargon powerup runes.

Circle of Power - 9 Point
The strongest of the Circles seen in the game, this circle is almost exclusively used by The Liche. This Circle may be used to construct a spell from nine runes: one alignment, one verb, one noun, and six pargon powerup runes.

Runes
These "runes" in the game, form a vocabulary of ideographs. These runes may be used to construct rudimentary sentences, some of which function as spells.

Alignments

 * Chattur'gha - represents health or the power of Chattur'gha
 * Ulyaoth - represents magick or the power of Ulyaoth
 * Xel'lotath - represents sanity or the power of Xel'lotath
 * Mantorok - represents the power of Mantorok, can overpower other incantations, restore all meters, and cause unusual effects in certain spells– but useless for summoning

Verbs

 * Bankorok - "protect" - used to create a force around something
 * Tier - "summon" - used to summon something of the specified alignment
 * Narokath - "absorb" - used to absorb the specified element from/into something
 * Nethlek - "dispel" - used to dispel something of an alignment weak to that being used
 * Antorbok - "project" - used to project the specified alignment's power onto something

Nouns

 * Magormor - "item" - focuses the spell on an item
 * Redgormor - "area" - focuses the spell on the area around the character
 * Aretak - "creature" - focuses the spell on a creature
 * Santak - "self" - focuses the spell on the spellcaster

Adjectives

 * Pargon - "power" - used to power up spells

Spells
Spells are created using one alignment rune, one verb rune, one noun rune, and an adjective rune (Pargon being the only one) to fill out the Circle of Power. In order to create spells of a certain level (3, 5, or 7), the appropriate Circle of Power must first be obtained from Oublie Cathedral. In order to create a specific spell, all runes used in that spell must have been obtained (it is not necessary to obtain the codices or the spell scroll). When the player has acquired the runes, codices, and spell scroll for a particular spell, its lowest-level version will automatically be learned. Higher-level versions must be created in the "New Spell" menu. Sometimes a higher-level spell is required in order to achieve the desired effect. The necessary level is usually, but not always, denoted nearby in some way.

Each character is only be able to create and cast spells after acquiring the Tome of Eternal Darkness. Some spells are only for specific situations, while some (like Magick Pool) are extremely useful at all times.

If you have constructed a spell prior to receiving all the necessary items to automatically learn the spell, it will be listed as "Spell #". These numbers are provided for assistance in creating and referencing spells during such occasions.

Spell 1 - Enchant Item
[Alignment] Antorbok Magormor - "project item" - fixes a broken item, powers up a weapon for two minutes - the higher the spell level, the greater the damage multiplier to susceptible creatures
 * A torn scroll, illustrated with a geometric symbol is accompanied by a small note. The note reads:
 * "That which is broken, shall be fixed. That which is dull, will be sharp. Thus is the nature of the Enchant Item magick."

 * Chattur'gha (red) - strong against Xel'lotath (green) enemies
 * Ulyaoth (blue) - strong against Chattur'gha (red) enemies
 * Xel'lotath (green) - strong against Ulyaoth (blue) enemies
 * Mantorok (purple) - strong against all enemies, continues to do damage to enemy like a poison

Spell 2 - Recover
[Alignment] Narokath Santak - "absorb self" - recovers health and/or sanity - the higher the level, the more the character recovers
 * A tattered scroll from an ancient text. It reads:
 * "This spell enables the transfer of magickal power from the environment to the self.
 * Restoration of the body, spirit and mind is this spell's purpose."

 * Chattur'gha - recovers some health
 * Ulyaoth - recovers some magick (exactly the amount spent casting the spell, for no net effect)
 * Xel'lotath - recovers some sanity
 * Mantorok - recovers both health and sanity (as well as exactly the amount of magick spent casting the spell)

Spell 3 - Reveal Invisible
[Alignment] Narokath Redgormor - "absorb area" - allows the character to see magickally hidden enemies, doorways, etc. for 1 minute
 * A torn scroll with magickal equations and notes upon it. It reads:
 * "With this enchantment the invisible is rendered visible. "Use it wisely, for some things are invisible for a reason, and mortalkind not meant to see them."

 * Chattur'gha - reveals things hidden by Xel'lotath's power
 * Ulyaoth - reveals things hidden by Chattur'gha's power
 * Xel'lotath - reveals things hidden by Ulyaoth's power
 * Mantorok - renders the spellcaster invisible, hiding him or her from most enemies

Spell 4 - Damage Field
[Alignment] Bankorok Redgormor - "protect area" - creates a magickal force field which the spellcaster can penetrate, but enemies can not, allowing the character to trap them inside or remain safe while picking them off at leisure - the higher the level, the greater the damage (and incidentally affects the size and shape of the field)
 * A tattered scroll, lined with curious writing and diagrams. It reads:
 * "The incantation exerts a force of mystical power within the confines of its runes. Nothing may enter till it is dispelled."

 * Chattur'gha, Ulyaoth, and Xel'lotath - creates a temporary force field to fend off attackers
 * Mantorok - continues to do damage to enemy like a poison

Spell 5 - Dispel Magick
[Alignment] Nethlek Redgormor - "dispel area" - dispels magick, but the spellcaster must be wary, as this magck does not descriminate between enemy spells and his or her own - higher-level Dispels are necessary to take care of higher-level magick
 * A torn scroll with magickal equations and notes upon it. It reads:
 * "For every magick there is a counter. That which is protected, is protected no more. That which is bound, is unbound. Be warned that a more powerful magick than this will endure its ravages."

 * Chattur'gha (red) - use against magick fueled by Xel'lotath (green)
 * Ulyaoth (blue) - use against magick fueled by Chattur'gha (red)
 * Xel'lotath (green) - use against magick fueled by Ulyaoth (blue)
 * Mantorok (purple) - use against magick fueled by any other Ancient

Spell 6 - Summon Trapper
[Alignment] Tier Aretak - "summon creature" - summons a Trapper of the specified alignment - level-3 only
 * A magick, inscribed on parchment in a bloody pigment:
 * "Evoking this magick brings into existence a creature known as the 'Trapper'. Trappers possess the unique ability to transcend space and time, and to relocate objects and creatures to their own plane."

 * Chattur'gha - summons a Chattur'gha (red) Trapper
 * Ulyaoth - summons an Ulyaoth (blue) Trapper
 * Xel'lotath - summons a Xel'lotath (green) Trapper
 * Mantorok - no effect - Mantorok cannot power summonings

Spell 7 - Shield
[Alignment] Bankorok Santak - "protect self" - summons protective energy balls to absorb damage - the higher the level, the more balls
 * A tattered scroll, lined with curious writings and diagrams. It reads:
 * "From all manner of magick you will be protected when encased in this geas. The alignments can help but never hinder, for within well-conjured magick comes greater protection."

 * Chattur'gha - red balls which repel health-draining attacks
 * Ulyaoth - blue balls which repel magick-draining attacks
 * Xel'lotath - green balls which repel sanity-draining attacks
 * Mantorok - purple balls which repel health-, magick-, and sanity-draining attacks and do additional damage to an attacker, like a poison

Spell 8 - Summon Zombie
[Alignment] Tier Aretak - "summon creature" - summons a Zombie of the specified alignment - level-5 only
 * A spell, transcribed onto human skin, written with ink made from distilled fat:
 * "This conjuration summons a shambling corpse from the Planes of Eternal Darkness, where the dead, and all manner of fell things, dwell. This magick should not be undertaken lightly, for its toll on the psyche of mortalkind is not pleasant.
 * To see with the eyes of the dead is to become them..."

 * Chattur'gha - summons a Chattur'gha (Flesh) Zombie
 * Ulyaoth - summons an Ulyaoth (Drowned) Zombie
 * Xel'lotath - summons a Xel'lotath (Mummy) Zombie
 * Mantorok - no effect - Mantorok (Fodder) Zombies exist, but cannot be summoned, as the Corpse God was bound before any of the characters learned magick

Spell 9 - Magickal Attack
[Alignment] Antorbok Redgormor - "project area" - zaps enemies with magickal power - the higher the level, the greater the damage
 * An aged scroll with magickal equations and notes upon it. It reads:
 * "This incantation saturates an area with aligned magickal energy, inflicting massive damage to all enemies within its influence. This magick will affect both large and small - for even the greatest of enemies are made of many small parts."

 * Chattur'gha (red) - strong against Xel'lotath (green) enemies
 * Ulyaoth (blue) - strong against Chattur'gha (red) enemies
 * Xel'lotath (green) - strong against Ulyaoth (blue) enemies
 * Mantorok (purple) - strong against all enemies, continues to do damage to enemy like a poison

Spell 10 - Summon Horror
[Alignment] Tier Aretak - "summon creature" - summons a Horror of specified alignment - level-7 only
 * The scroll is host to an incantation, written in a panicked scrawl of blood. It reads:
 * The bestial fury of the 'Horror' is unleashed by this magick. The Horror's abilities are yours - enemies may be crushed or rent apart, wracked by magick. This spell should not be undertaken lightly, for its toll on the psyche of mortalkind is high."

 * Chattur'gha - summons a Chattur'gha Horror
 * Ulyaoth - summons an Ulyaoth Horror
 * Xel'lotath - summons a Xel'lotath Horror
 * Mantorok - no effect - Mantorok cannot power summonings

Spell 11 - Magick Pool
[Alignment] Tier Redgormor - "summmon area" - refills the spellcaster's health, magick, and or sanity meter(s) at a rate of one point per second - the higher the spell level, the longer the effect lasts
 * This dread scroll contains a secret of arcane magick. It reads:
 * "This magick transfers the innate magickal energy of the environment to the self. The limitless power of the Ancients will be at your disposal for the duration of the magick. Once the magick has waned, you will be bereft of spiritual power, until it naturally seeps back into your being."

 * Chattur'gha - refills the caster's health meter
 * Ulyaoth - refills the caster's magick meter
 * Xel'lotath - refills the caster's sanity meter
 * Mantorok - refills all three of the caster's meters

Spell 12 - Bind
[Alignment] Bankorok Aretak - "protect creature" - causes a creature to attack other enemies - the higher the spell level, the larger the creature that can be bound
 * A note is scribbled on this scroll. It reads:
 * "This magick enables the caster to bind a creature with magick forcing it to ally with them."

 * Chattur'gha (red) - binds a Xel'lotath (green) creature for 30 seconds
 * Ulyaoth (blue) - binds a Chattur'gha (red) creature for 30 seconds
 * Xel'lotath (green) - binds an Ulyaoth (blue) creature for 30 seconds
 * Mantorok (purple) - binds a creature of any alignment for 30 seconds and gives it a shield


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Eternal Darkness: Sanity's Requiem/Story

Characters
These are the playable characters of Eternal Darkness. They are listed here chronologically, and not necessarily the order in which they are played during the game.

 * Pious Augustus (26 BC) - A Roman Centurion in his late 20s, at war in the Middle East. Becomes the game's chief antagonist.
 * Karim (565 AD) - A Persian swordsman, sent into the desert to find a treasure (one of the Ancients' essences) for his love, Chandra.
 * Anthony (814 AD) - A French messenger for Charlemagne the Frank.
 * Ellia (1150 AD) - A Cambodian slave girl and court dancer for Suryavarman II. She yearns for adventure.
 * Roberto Bianchi (1460 AD) - A traveling Venetian artist and architect, taken as a prisoner of war while roaming abroad. He is forced to work for a warlord, helping with the construction of the Pillar of Flesh.
 * Paul Luther (1485 AD) - A Franciscan monk on a pilgrimage to see the ancient relic the Hand of Jude, detained by the Inquisition.
 * Maximillian Roivas (1760 AD) - A rich doctor in colonial Rhode Island, ancestor of both Edward and Alex. Something is amiss in the mansion he recently inherited from his father, Aaron.
 * Peter Jacob (1916 AD) - A field reporter during World War I, staying at Oublie Cathedral, now a field hospital.
 * Edward Roivas (1952 AD) - A clinical psychologist, Alex's grandfather, led to the Tome by Max's ghost. His servants are attacked by a dreadful presence.
 * Edwin Lindsey (1983 AD) - An archaeologist exploring in Cambodia under the auspices of a mysterious benefactor.
 * Michael Edwards (1991 AD) - A Canadian firefighter sent to extinguish the oil fires in the Middle East after the Gulf War.
 * Alexandra Roivas (2000 AD) - A student at a university in Washington. The game's main protagonist, she is investigating her grandfather's gruesome death.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


text: Category:Book:Eternal Darkness: Sanity's Requiem


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Skaneateles Conservation Area/Invasive species/Berberis

<< Prohibited invasive plants at the SCA

There are two barberry (Berberis) species known to be present at the Skaneateles Conservation Area (SCA):
 * Berberis thunbergii (Japanese barberry), by far the most prevalent, prohibited in New York and listed as very highly invasive
 * Berberis vulgaris (common barberry) is much less common at the SCA and listed as moderately invasive.
 * Berberis × ottawensis (Ottawa barberry) is a hybrid of the two but not known to be present in the area.

Berberis thunbergii (Japanese barberry)
Japanese barberry (Berberis thunbergii) is a deciduous shrub that can grow up to 8 feet tall, native to Japan. It can invade open and semi-open areas such as light gaps in forests, forest edges, meadows, and disturbed areas. Large infestations have been implicated in a large increase in ticks that transmit Lyme disease, possibly because they are ideal habitat for white-footed mice, which carry Borrelia burgdorferi, the spirochete bacterium that causes Lyme disease, and provide the first blood meals for blacklegged (deer) ticks, which often transmit the disease to humans.

Invasiveness ranking for Berberis thunbergii (Japanese barberry)
The New York State ranking for Berberis thunbergii, assessed in 2008, included all hybrids with other Berberis species. The relative maximum score was 91%, giving it an invasiveness rank of Very Highly Invasive.

Berberis thunbergii is prohibited by New York State law, however, according to the DEC website, the following cultivars meet the exemption qualifications of 575.8 (a)(4) and are Conditionally Exempt:
 * Berberis thunbergii 'Aurea'
 * Berberis thunbergii 'UCONNBTCP4N' Crimson Cutie™
 * Berberis thunbergii 'UCONNBTB113' Lemon Cutie™
 * Berberis thunbergii 'UCONNBTB048' Lemon Glow™

Ecological impact (37/40)
Major, possibly irreversible, alteration or disruption of ecosystem processes (10/10):

 * Soil under Berberis thunbergii has higher pH, higher nitrification rates (conversion of ammonium to nitrate), and often higher N mineralization rates than soil under native shrubs.

 * Barberry litter is higher in N, and decomposes more rapidly (with little N immobilization), than native plant litter. These changes may lead to a positive feedback loop in which barberry increases the rate of nitrate production, which it preferentially takes up to support rapid growth and high biomass production.

 * May facilitate non-native earthworm increases, which also alters soil chemistry and function.

Significant impact in at least one layer (7/10):

 * Has been shown to significantly increase the shrub layer density and may invade areas where there is not currently a shrub layer, thus creating a new layer, possibly eliminating layers below it.

Major alteration in community composition (10/10):

 * Altered soil pH, N concentrations and N cycling increases the likelihood of additional exotic invasions, which tend to prefer soils with higher pH and nutrient availability.

 * Replaces the understory Vaccinium layers.

 * Since barberry is not a preferred deer food, deer browse pressure is increased on native plants which may prevent their recruitment.

Severe impact on other species or species groups (10/10):

 * Causes "profound effects on the microbial community of the soil" which include altered microbial community structure and function (Kourtev et al. 2002).

 * Also alters earthworm fauna.

 * Possesses spines which decrease palatability to deer (Rawinski unpub).

Biological characteristics and dispersal ability (22/25)
Abundant reproduction (4/4):

 * A single plant can produce 2000 or more fruits (each fruit is one to few-seeded) per year, although some cultivars produce much less fruit and seed.

 * Viability is high for the species but lower for some cultivars.

 * One year old seedling of some cultivars also reported to have reduced growth vigor.

 * Spreads vegetatively through horizontal branches that root freely when they touch the ground.

Numerous opportunities for long-distance dispersal (4/4):

 * Fruits are eaten by birds, small mammals and wild turkeys and transported long distances by this means.

 * The shrub is propagated by seed widely dispersed by birds. A rise in populations of the ruffed grouse and turkey, due in part to the regrowth of second generation forest, may have much to do with the dispersal of barberry seed.
 * Most seedlings are found beneath existing plants, with some found tens of meters away from nearest adult, but this is not direct evidence that there is not long-distance dispersal.

High potential for human dispersal (3/3):

 * Was commercially sold at assessment date, but now prohibited in New York State, with the exception of the cultivars listed above.

 * Can be transported indirectly through brush removal. [Particular relevance at SCA due to transfer station location.]

 * Some of the commonly grown purple- and yellow-leaf types readily produce green-leaf offspring resembling the wild type barberry, although the percentage of green-leaf offspring varied widely by genotype.

Possesses two or more characteristics that increase competitive advantage (6/6):

Invasiveness of Berberis thunbergii at the SCA
Although Japanese barberry is quite common at the Skaneateles Conservation Area, it does not appear to be one of our most prevalent invasive plants at this time. However, it is a huge problem in the more southeastern part of New York and might be expected to become more of a problem in this area due to climate change and other factors. The Invasiveness ranking system for non-native plants of New York (2008) gave Japanese barberry a relative maximum score of 91%, the third highest of SCA plants that we know of.


text: Category:Book:Doom

title: Category:Book:Doom


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Doom/Storyline

The story starts out with you, a space marine (aka "Doomguy","Flynn Taggart" or "John 'Reaper' Grimm"), are forced to work with the UAC for assaulting a superior officer (the officer ordered him to fire at citizens). The UAC was experimenting with teleportation when something went horribly wrong! The teleporters have literally opened the gates to Hell! You are sent in as part of a response team, but your comrades are slaughtered right in front of you. Yet, whether it was a sign from God or just plain luck, you were left alive. Realizing you are the only one left in the entire base, you must prevent the demons from getting to earth. You pick up your handgun, and the race for humanity's survival is on!

You've done it! The Spider Mastermind that started the invasion is dead. You set down your BFG 9000, knowing you will have no further use for it... or at least you hope....

title: Doom/Storyline


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Doom/Games using the Doom engine

Id games made multiple games after doom based on the doom engine and earlier additions. Doom Doom2 Heretic Hexen Quake Strife(?)

Zdoom is a Source port made when Id games released the source code for doom and hexen. Zdoom is better than the original doom engine (usually referred to as "Vanillia Doom")  because:

Able to pick a game on startup.***

Full Joystick support

Jumping

Looking Up and Down

Mouse Freelook option

Many gameplay options

High Resolutions

Runs better in windows than "Vanilla Doom"

To run zdoom you need one of these files:

You should be able to find some of these in a folder that contains Doom, Doom2, Ultimate Doom, Final Doom, Hexen, or Heretic. If you do not have any of these then you should look for the shareware version of Doom (version 1.9) and put doom1.wad into the zdoom directory.

You need at least one of these files to run zdoom: (doom.wad, doom1.wad, doom2.wad, tnt.wad, plutonia.wad, heretic1.wad, heretic.wad, hexen.wad, hexen2.wad)

title: Doom/Games using the Doom engine


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Doom/Cheats

Below is a list of cheats for the games in the Doom series. To activate them, type them while playing the game. Cheats will not work on the highest difficulty level nor on deathmatch games.

In-game cheats

 * iddqd - degreelessness mode (invulnerability)
 * idkfa - gives all weapons, ammunition, armor, and keys
 * idfa - same as idkfa but without keys (version 1.666 and later only)
 * idspispopd - allows the player to walk through solid objects (original Doom only)
 * idclip - allows the player to walk through solid objects (Doom II only)
 * idchoppers - gives chainsaw with joke message
 * idmypos - displays current map co-ordinates (x, y)
 * iddt - toggles normal map, full map, and full maps with objects (must be entered in map mode, multiple times)
 * idbehold - selection of power-ups; type one of the following letters after the cheat to get the corresponding power-up:
 * a - computer map
 * i - partial invisibility
 * l - light amplification goggles
 * r - radiation suit
 * s - berserker punch
 * v - temporary invulnerability
 * fhhall - kill all monsters (Doom 95 port only)
 * fhshh - monsters ignore player unless attacked (Doom 95 port only)

title: Doom/Cheats


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Doom/Walkthrough

Ultimate Doom
Walkthrough is based on the I'm too Young to Die difficulty Level

Map 1: Hanger
Secrets: 3

 * Near the Exit there is a area of grey/brown wall in the middle of some green wall press space to open this part of the wall
 * In the room with the zig zag path though the acid pond, there is a demon on a high platform that flings fire balls at you, do not shoot it but run past into the next room, wait and then return about 45 seconds later, the platform will have lowered and the demon come off, you can now access the platform
 * (you must have done secret above before this one will work) just before the room with the acid pond there is a corridor with 2 areas of diagonal wall on the right, shoot each of these once with the shot gun and run too the platform (mentioned above) in the corner will be a lift to the 3 secret area. Actually you don't need to shoot the wall, you just need to retreat back from the room with the acid pond, then make a very fast beeline for the the room revealed by secret #2. Use Shift-arrow to move the fastest.  There is a lift that will come down for just a moment that will take you to a hidden corridor.

title: Doom/Walkthrough


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Doom/Monsters

As you play Doom, you will encounter monsters. To help you defeat the monsters, ../Weapons and powerups/ you will need.

In the following table of monsters, each monster is hyperlinked to its section in the chapter, ../Monster descriptions/. Spawn Health indicates how much weapon fire is required to kill each monster (in hit points), Damage refers to their damage and Version refers to the game version the monster first appears in:

 * S - Shareware version (Doom Episode 1)
 * R - Registered/Ultimate version (Doom Episodes 2-4)
 * 2 - Doom II

title: Doom/Monsters


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Doom/Monster descriptions

Here are longer descriptions for the monsters in the table of monsters.

Zombies
Zombies are undead soldiers. They are the only non-demonic enemies in the game and the only ones to drop ammunition when killed. Because of their weapons, they are the only enemies besides the Spider Mastermind that can be easily made to engage in monster infighting with others of the same type. They come in three types: The ammunition dropped by the zombies contains half the ammo of a fresh clip or a weapon pick-up.
 * Former human: 20 HP, wields a rifle, drops a clip when killed. Shoots a bullet that deals 3-15 damage. Also known as Zombieman or Trooper. (Appears in Doom  I, II and Final Doom)
 * Former sergeant: 30 HP, wields a shotgun that shoots 3 pellets that deal 3-15 damage each. Dangerous at close range, drops the shotgun when killed. Also known as Shotgun guy. (Appears in Doom  I, II and Final Doom)
 * Former commando: 70 HP, wields a chaingun, drops it when killed. Attacks deal 3-15 damage in fast rate (about 6 shots per second). Also known as Heavy weapons dude. (Appears in Doom II and Final Doom, as well as the PlayStation version of Doom on the Ultra-Violence and Nightmare difficulty settings)

Imp
The Imp is the basic demonic enemy and common in all of the games, where they appear with a relatively humanoid appearance. In the original games, Imps have brown skin, red eyes, and spikes on their shoulders, elbows and knees. They usually emit an hissing sound when alerted. Imps have 60 HP; they attack at long distance by firing fireballs, and up close by scratching with claws. Both attacks deal from 3 to 24 damage.

Demon
The Demon (also known as Pinky or Bull Demon) is a well known monster found in all incarnations of the series.

In the original series, the Demon had a hunched back with pink skin (hence its name), clawed feet on its hind legs, a large head with sharp teeth pointing out, two large muscular arms, beady gold eyes, and two bull horns on the head. Its only gait is a run and it is never seen walking. They are known for their large size, therefore blocking player's movement. Its only attack is a close range biting attack that deals 4 to 40 damage, but because of their brute strength and tendency to be in packs, they can be very deadly. They have 150 HP and because of their high pain time can be easily killed by chainsaws and chainguns.

Spectre
Spectres first appear in Doom. They are identical to Demons in all respects, even using the same resources, except that they have permanent partial invisibility, somewhat simmiliar to the cloaking device used by the Alien Hunter from the movie Predator. This can make them extremely hard to see in darker areas or against certain textures.

Note: In the PlayStation version of Doom, Spectres do not "shimmer," as they do in the PC version of the game. Instead, they appear faded and semi-transparent. Also, this version of the game includes monsters called "Nightmare Spectres", which are identical to the regular Spectres, except that they appear dark, like walking shadows. They are also considerably tougher, dealing and taking twice the damage before going down.

The Spectre does not appear in Doom 3, although it is possibly replaced by the Wraith. The game designers originally intended to have a creature form out of flies but decided that it would be too difficult to spot in environments as dark as those in Doom 3, so the idea was dropped.

Lost Soul
In the original Doom and Doom II, the Lost Soul is portrayed as a floating skull with horns on the front of its forehead and flames coming out the back of its head. Lost Souls attack by charging forward in an attempt to ram their target. When killed, a Lost Soul will explode in a cloud of flame and smoke.

Lost Souls are rarely seen alone, and are often in the company of other floating creatures like the Cacodemons. Also, it is not unusual to see fights break out between Lost Souls when they collide during their attack runs against the player: a monster infight will ensue, often involving all the Lost Souls in a room; this is especially true when they appear in large groups. A direct hit from a weapon on a Lost Soul that is charging the player will force the creature from the direction of the hit, halting its attack. In this state the Lost Souls are particularly vulnerable and almost harmless, since they cannot attack anything unless they can stop and start another charge.

In Doom 3, Lost Souls are essentially flying human heads. They look human from the front (except their insect-like mechanical mouth) and are propelled by rocket fuel by the likes of half-machine traits. Some theories to the Lost Soul are: A human face grafted onto a machine, and a modified human head.

Cacodemon
Cacodemons are large round floating red heads, with small horns, one eye, and a large mouth that can spit fireballs and bite. The Cacodemon graphic first appeared in the code of an alpha version of Doom, released on May 22, 1993; it first appeared as a live adversary in a press release version of Doom released on October 4, 1993. In the finished game, played at the default skill level, the Cacodemon first appears in the first level of the second episode of Doom. Cacodemons appear in almost every level in the second and third episodes. It typically takes two direct double barrel shotgun blasts up close to kill one, or six regular shotgun shots.

Pain Elemental
Pain Elementals are introduced in Doom II. They are similar in appearance to Cacodemons, except that they are brown in colouration, and have two small horns, and stubby little arms.

While the demon does not attack its targets directly, it spits an endless amount of Lost Souls to attack the target. The longer it takes to destroy the demon, the more lost souls will be summoned. However, if there are more than twenty Lost Souls in the level, no more will be spawned until some are killed, potentially making the Pain Elemental harmless. When killed (a few shotgun blasts or one or two rockets are usually sufficient), the Pain Elemental explodes, spawning three Lost Souls, unless restricted by the 20 Lost Soul limit.

The Doom games that contain Pain Elementals (including the PlayStation version of Doom) contain a glitch that sometimes occurs: when a Pain Elemental is destroyed near a wall, it may sometimes spawn one or two Lost Souls inside the wall. These Lost Souls are trapped, and cannot attack targets, only follow the wall back and forth.

The Pain Elemental does not appear in either Doom 3 or Resurrection of Evil.

Mancubus
The Mancubus (Collectively referred to as Mancubi) is a horrendously fat, cybernetic humanoid demon which was introduced in Doom II. They have fireball launchers bolted directly onto both arms, and fuel tanks for the weapons mounted on their backs. They can take tremendous damage (700 HP) and are usually best dealt with using the rocket launcher or plasma rifle. They move slowly but it is more difficult to avoid their attacks of multiple, spread-out fireballs than the singular fireball attacks of some other enemies. They are reasonably common in Doom II, with their first appearance in the seventh level.

Baron of Hell
Barons of Hell resemble minotaurs, with pink torsos and brown legs. They attack the player by scratching with their claws when close or throwing green balls of energy at a distance. A pair of Barons, referred to internally by id Software as the Bruiser Brothers (a reference to the Hammer Brothers from the Mario series), star as the boss at the end of Knee-Deep in the Dead, the first episode of Doom. Barons also appear as regular enemies in the later episodes and in the sequels to the game.

They are described in the Doom manual as "tough as a dump truck and nearly as big, these Goliaths are the worst things on two legs since Tyrannosaurus rex"; the Doom II manual later described them as follows: "The Hell Knight was bad news but this is Big Daddy. These bruisers are a lot like the Knights, but look somewhat different and are twice as tough to kill. Keep your eyes open". The original Baron of Hell description was given to the Hell Knight in Doom II ' s manual instead.

Strength
Except for the Cyberdemon and the Spider Mastermind, Barons are the strongest of all creatures in Doom, with 1000 hit points. They survive about five directly aimed rockets, 50 plasma cells, 100 bullets or 15 shotgun shots. A direct hit from a BFG9000 can kill a Baron in a single shot.

Despite their remarkable endurance, Barons of Hell often pose a relatively lesser threat compared to some of the weaker, more maneuverable, and more numerous monsters. This is attributed to the fact that their projectiles are relatively easier to dodge if given sufficient space, especially by circlestrafing. As a result of their high stamina but low speed, the Baron of Hell was a rather unbalanced monster and it was infamously known for forcing the player to waste lots of ammunition to defeat it despite its relatively low threat level. In other words, Barons of Hell were considered "meat shields" unless they were at very close range.

It should be noted that the Baron of Hell's first appearance in Doom was replaced with the Hell Knight in a similarly thematic cutscene in Doom 3.

Barons of Hell make the following appearances in single-player games on the Ultra-Violence skill level:

Hell Knight
In Doom II, Hell Knights are identical to Barons of Hell, except they are tan-colored, have different sounds, and have half the hit points. They were primarily created to add more balance to Doom II, after complaints that the Barons of Hell were too tough, and were essentially 'meat shields'. With their lowered toughness, they can be used more frequently in the game.

Revenant
Revenants, which first appeared in Doom II, are tall humanoid skeletons with hollow eye sockets and armor on their upper body. On each shoulder rests a small rocket launcher. At a distance, it will fire rockets, and at close range, it will punch the target. Sometimes the rockets are heat-seeking so they will chase the target, however the missiles are not as powerful as the rockets fired by Cyberdemons and the player. The missiles of a Revenant do half the direct damage of a normal rocket and have no splash damage, thus the player can usually survive multiple hits. The missiles are also extremely slow compared to other original Doom weapons, so a good player can usually avoid being hit, and more advanced players can draw the missiles towards another target, in hopes of starting a round of monster infighting.

Arch-Vile
Arch-Viles are lean humanoid demons with a grotesque appearance, and stigmata. They first appeared in Doom II, but also appear in Final Doom, and Doom 3, but you cannot find them in the original version of Doom.

Their primary attack consists of blasting their enemies. It first raises its arms up, which causes non-damaging fire to raise around the targeted foe. The Arch-Vile then hunches over and clamps its hands together, which causes the target considerable damage, with some splash damage, and can send it flying into the air. This attack will always hit the target, so long as there is a line of sight between the Arch-Vile and the target when the attack is finished. The attack can be avoided by either hiding behind an obstacle before the attack is finished, or by causing the Arch-Vile to flinch (by damaging it, though it is very resistant to pain). Monsters harmed directly by an Arch-Vile attack, or by the splash damage, will not attack the Arch-Vile; an Arch-Vile will still attack enemies of other types that harm it.

In Doom II and Final Doom, Arch-Viles are the fastest monsters, and encountering two of them at once can be quite challenging to some players. The Arch-Vile also has the unique ability to resurrect other monsters. They can revive all monsters except Cyberdemons, Spider Masterminds, Lost Souls (since they leave no body), and other Arch-Viles. Pain Elementals can be resurrected only if they were crushed to death, in which case they leave a crushed corpse rather than exploding. This power makes the Arch-Vile a priority to kill in battle, so that they do not keep reviving monsters and forcing the player to waste precious ammo. Some user-made maps have Arch-Viles hiding within pillars or inside secret areas where they are close enough to revive monsters but are otherwise difficult to reach themselves.

Its unique abilities are exploitable and can create some bugs. Killing a resurrected monster will count towards the "Kill" percentage at the end of a level, making it possible to get more than 100% kills. It can be used to obtain some extra ammo, although it is somewhat risky. If there are a few zombies in the area, the Arch-Vile may revive them, and every time they are killed again, they will drop either a clip, shotgun, or chaingun, depending on what type of zombie it is. Its fire attack can be exploited to do an Arch-Vile Jump and bypass some elements of a level and reduce game time. If an Arch-Vile resurrects a monster that was crushed to death, it can produce a ghost monster which is only vulnerable to splash damage from a rocket or barrel explosion and can move through some walls (as if noclip mode was used). However, that glitch has been fixed in several source ports for Doom.

Arachnotron
The Arachnotron is introduced in Doom II, loosely resembling a robotic spider. It appears to be a much smaller version of the larger Spider Mastermind.

It bears much of the same form as its larger counterpart, such as the large brain with two eyes, and is also attached to a metal platform with four mechanical legs. However, the eyes are blue instead of red, and they lack the sharkish teeth and evil grin of the Mastermind. Instead of a chain gun as a weapon, it is armed with a plasma rifle, like the player's. Arachnotrons can be deadly when encountered in groups as they fire plasma at an extremely high rate. Walls and other Arachnotrons can be used to block the firing, though the creatures are not subject to monster infighting with each other.

The Arachnotron is often found in groups. Many of the shots are blocked by closer Arachnotrons. Arachnotrons are quite sensitive to pain and have a 50/50 chance of flinching when hit by an attack. The chaingun is often the best weapon when dealing with a single Arachnotron but the Super Shotgun, Plasma Gun and BFG 9000 are the most commonly used weapons. When engaged in monster infighting, Arachnotrons will defeat most enemies, but Barons of Hell, Spider Masterminds and Cyberdemons will usually prevail.

Cyberdemon
The Cyberdemons resemble large, 10+ foot tall brown-skinned minotaurs, somewhat resembling the weaker Baron of Hell, with several unnatural cyborg enhancements, including a mostly metallic right leg, a prosthetic rocket launcher for a left forearm, wires lining down their midsections, and wires protruding from the right shoulder areas.

They are one of the most popular boss creatures in the history of first-person shooter games, and one has even appeared on the box art and the title screen of Doom II. Cyberdemons attack the player by using their arm-mounted rocket launcher with UAC-style rockets, which are shot in threes, one at a time, per attack. The rockets also have splash damage, allowing them to damage targets with missed, but close detonations. The Cyberdemon's attack is extremely powerful (even on the lower difficulty settings), and only one or two direct hits will kill even a well armored player.

The Cyberdemon was originally designed as the end-of-chapter boss of the second episode of the original Doom, in level 8: "Tower of Babel", where the cybernetic horror is awaiting the player in the courtyard section of the level, flanked by Lost Souls (on higher difficulties). It would only make one additional appearance in the original Doom in the secret level of the third episode, but several Cyberdemons would appear in the sequels, Doom II, Ultimate Doom, and Final Doom. The Final Doom secret level "Go 2 It" can contain more than a dozen cyberdemons, if you set the skill level high enough.

The Doom manual lists them as "Half unfeeling machine, half raging horned devil. This walking nightmare has a rocket launcher for an arm and will definitely  [sic] reach out and touch you. Make sure you're loaded for bear before you get to this guy." The Doom II manual lists them as "A missile-launching skyscraper with goat legs. 'Nuff said."

In Doom 3, the Cyberdemon is the end boss found in the center of Hell itself. To defeat it, the player must use the alien artefact known as the Soulcube. After 5 or so hits from the Soulcube, the Cyberdemon loses its left leg and falls into the lava pit, thus ending the game.

Strength
Cyberdemons are the strongest of all monsters in Doom and its sequels. In fact, one of the later levels in Doom II was built around a battle between a Cyberdemon and a Spider Mastermind in which the Cyberdemon would almost always win. In most situations, only the Icon of Sin (which is not technically a true monster) can possibly pose more of a threat than a Cyberdemon. Cyberdemons have 4000 HP, signifying their massive endurance. It takes roughly either 20 Rockets, 400 Bullets, 200 Plasma Cells, 58 Shotgun Shells, 267 Cacodemon fireballs, 134 Baron Plasma Balls, 100 Revenant Missiles, or 4 BFG9000 shots to kill a Cyberdemon (assuming all are direct hits with no misses). Many veterans have coined the nick-name "Stampy" for the Cyberdemon, due to its metallic leg, overwhelming strength, and the horrifying walking sound when awakened (which may have been inspired by the movie Jurassic Park).

Weakness
Even though it is the strongest monster in the game, veteran players can these days easily take on pairs or even trios of Cyberdemons at once, using a technique known as circlestrafing, allowing them to dodge their rockets. Although the rockets also have additional splash damage, veteran players usually try as best as they can to lure Cyberdemons into open spaces where they do not have too many walls around to worry about splash damage from the missiles. Another interesting note is due to Doom logic, Cyberdemons are immune to their own rockets and the rockets of other Cyberdemons, despite the player's own rockets being able to hurt them, so the player cannot use monster infighting to turn them against each other, since they lack a close-range attack.

Appearance statistics
On the Ultra-Violence skill level, Cyberdemons make the following appearances (in single-player games):

Spider Mastermind
The Spider Mastermind is the second strongest enemy in the original Doom series. They have a powerful super chaingun (essentially a rapid-fire shotgun) that causes tremendous damage to anything caught in its path, especially at close range. The Spider Mastermind can be described as a large brain with two red eyes and a mouth filled with sharp teeth, attached to a metal platform with four mechanical legs. One to three direct hits from a BFG 9000 or about 150 shots from the plasma rifle are needed to kill it. The more common Arachnotrons in Doom II and Final Doom are a smaller version of the spider demon.

In the first game, it appears twice, as the boss of the third and fourth episodes. It appears in Doom II, most notably in level 20 where it is possible to trick the Spider Mastermind and a Cyberdemon into fighting each other. The Cyberdemon will usually win, unless the player intervenes. However, in this level, the combatants are prevented from getting close to one another, decreasing the hit/miss ratio of the Spider Mastermind's gun. In user-made maps which allow a Spider Mastermind and a Cyberdemon to battle in extremely close quarters, the Spider Mastermind actually stands a high chance of winning.

Some concept art released before the release of Doom 3, showed what appeared a Spider Mastermind. The concept art available on the internet is actually the art for an Arachnotron, a similar monster. The only 'real' Spider Mastermind concept art exists in the book "The Making of Doom 3," and is significantly different than the Arachnotron's concept art. It was speculated that either enemy was going to make a comeback but it never appeared. In its place was a spider-esque demon called the Vagary.

In the Doom novels, a mastermind leads the Phobos and Deimos invasion, with several more on Earth. Relatively unchanged in appearance with the exception of a protective crystal dome over the brain. They can talk, encase humans in cocoons, and force a person to see their worst fears as a form of torture. Despite their intelligence, they are easy to anger and will kill their own forces. They are called "spiderminds".

Icon of Sin
The Icon of Sin, the Gatekeeper or Baphomet is the final boss of Doom 2 and both chapters of Final Doom. Its image appears in the original Doom on numerous pieces of stone tablets, although it is never an enemy in the game. The Icon of Sin takes its name from the final level of the game, in which it is fought.

The Icon of Sin itself is a large demonic goat-like head set in a wall. This demon, the largest in the Doom series, continuously projects skull-faced cubes from its exposed brain. Upon landing, these cubes spawn monsters to attack the player. It cannot summon cyberdemons, spider masterminds, or zombies. If a cube lands on the player, he or she will be immediately telefragged, even with an invulnerability powerup or the God Mode cheat. In normal play, the player can only defeat the Icon by shooting rockets into its exposed brain. Its size is further hinted at in part of the Doom II epilogue: "The monster shrivels up and dies, its thrashing limbs devastating untold miles of Hell's surface."

Using the noclip cheat code, one can enter the Icon of Sin and see the "brain". Inside, there is a sprite of John Romero's head impaled on a spike. It is within the splash damage radius of the rocket launcher, and damaging the head is what kills the Icon of Sin. By using the noclip cheat, you can kill the head with only one or two point blank shotgun blasts. The arcane chant the Icon of Sin speaks is actually John Romero speaking "To win the game, you must kill me, John Romero!", distorted and reversed.

In Doom 2, the Icon of Sin may have been the mastermind behind Hell's invasion of Earth (in a way similar to the Spider Mastermind's involvement in the first game), and it certainly was the Icon of Sin that was bringing forth all the monsters. In the Plutonia chapter of Final Doom it serves as Hell's gatekeeper. In the Evilution chapter of Final Doom, it is simply referred to as the "demon-spitter". Whether or not this means that this demon is the devil is never explained or hinted at.

Wolfenstein SS
The Wolfenstein SS, based on the Schutzstaffel enemies in Wolfenstein 3D, only appear in the two secret maps of Doom II, which are based on Wolf 3D maps. They have 50 HP, and use rapid attacks that are slower and weaker than the Heavy Weapons Dude's chaingun. Notably, they say the same things as their Wolf 3D counterparts, but different samples are used, with a higher pitched voice.

title: Doom/Monster descriptions


text:
Doom/Weapons and powerups

You will need to find weapons and powerups to assist you in defeating the monsters. You might also need to find switches and/or keys to finish a level.

Weapons
In the following table, Power is the approximate average damage one shot will inflict (in hit points, assuming a direct hit), and Version refers to the game version the weapon first appears in:

 * S - Shareware version (Doom Episode 1)
 * R - Registered/Ultimate version (Doom Episodes 2-4)
 * 2 - Doom II

Cyberdemons and Spider Masterminds take only the direct hit damage from a rocket (average 90 HP), not the additional blast damage (average 128 HP) that other monsters suffer.

Powerups

 * 1) Doom II is not divided into episodes; the backpack's effect lasts until the end of the game

title: Doom/Weapons and powerups


text:
Doom/Controls

 * Control: Fire, hold Control down to fire rapidly
 * Arrow Keys: Move
 * Shift (held) while moving: Run
 * Alt (held) while moving: Strafe (move sideways)
 * Period and Comma: Strafe (push instead of left and right arrow keys)
 * Spacebar: Activate Switches, Open Doors etc...
 * Enter: Shows the last message that appeared in the top left corner in the Screen, or to select something in the menu
 * Tab: View the Map
 * Escape: View menu (this can be used anytime in the game, including at the title screen, and ending texture screen)

title: Doom/Controls


text:
Doom/Scoring

At the completion of each level, one is rated on kills (the percentage of the monsters on the level that were killed), items (the percentage of certain powerups that the player picked up), and secret (the percentage of certain hidden areas the player visited). The player's completion time (in minutes and seconds) is shown, along with the author-determined par time.

 * Kills may exceed 100% if the level contains an Arch-Vile monster. The Arch-Vile can resurrect dead monsters, and the game gives credit for each time they are killed. In newer versions of the games, Lost Souls are not counted in the kill percentage. In older versions of Doom 2, killing Lost Souls spawned by Pain Elementals could increase the kill percentage above 100%
 * If the game shows secret 0% it means either that none of the secret areas were found, or that the level contains no secret areas at all. Nearly all the levels supplied by id Software contain secret areas, but it is more common to find user-created levels that do not.
 * The current version of Doom does not use a point-based scoring system, although the alpha versions did.

title: Doom/Scoring


text: Template:Metroid series

title: Template:Metroid series


text: Category:Book:Metroid/Templates

title: Category:Book:Metroid/Templates


text:
Golden Sun

Contents

 * /Setting/
 * /Gameplay/
 * /Enemies/

title: Golden Sun


text:
Golden Sun/Gameplay

Character development
As standard in most RPG games, characters are developed through the process of leveling up. Characters level up after gaining experience in combat; after obtaining a certain amount of experience, a character will progress to his or her next level. Each time a character levels up, he or she gains health points, Psynergy (the game's equivalent of magic) points, attack, defense, and agility. A character may also learn a new Psynergy technique after leveling up. The level-up process is not interactive; the player cannot choose any aspects of it.

Experience is earned at the end of a combat session (assuming the player's party was victorious). The party earns a certain number of experience points depending on the difficulty of the opponents faced. Each character in the party receives the same amount of experience from each fight, regardless of that character's participation in it.

Character development is affected extensively by Djinn.

Djinn
The Djinn are creatures of magic found throughout the world. Each Djinni is associated with one of the four elements in the game. Djinn are a major part of Golden Sun and help separate it from other RPGs. Djinn are attached to characters and have extensive influence on character development and play a vital role in combat.

Effect on characters
Equipping a Djinni to a character immediately affects that character's statistics, Psynergy, and class. Some of the character's stats will be increased, while others will be decreased. The character will gain access to a new set of Psynergy techniques and may forget old ones. The character's class type will also change. Each of the four types of Djinn will react with a given character in a certain way (a character has a unique set of Psynergy techniques for each type of Djinni). A character may be equipped multiple Djinn.

Djinn can be traded among characters to experiment with different effects, allowing the player to customize each character to a degree.

Standby and Set
A Djinni attached to a character may be set in one of two modes, Standby or Set. In Standby mode, the Djinni may be used to call a summon, but does not affect the character's stats (it does still affect the character's psynergy and class). In Set mode, the Djinni boosts the character's stats and can be "unleashed" to activate a power specific to that Djinni.

Unleashing Djinn
Each Djinni has a specific ability which can be activated in combat. Activating this ability is referred to as "Unleashing" the Djinni. An Unleashed ability may affect party or enemy stats, launch an attack, or have other effects. After being Unleashed, a Djinni's status is changed to Standby.

Summoning with Djinn
If some Djinn in the player's party are in the Standby position, Summons will become available. Summons are powerful attacks launched by Djinn. Multiple levels of Summon for each type of Djinn are available. The more Djinn of a certain element in the Standby position, the higher the level of Summon available (for example, if three Fire Djinn are in Standby, a level three Fire summon can be executed). Summons affect multiple enemies and often are more powerful than standard attacks. After a Summon is called, the Djinn used to call that Summon will be placed into a "recovery" phase for one turn, and on the next turn will automatically be Set. Summoning is discussed in more detail in the Combat section below.

Combat
Combat in Golden Sun is turned based. After the player has selected his actions for each party member, characters involved in a battle (both members of the player's party and opponents) take turns attacking based on their agility rating. Characters attack in order from highest to lowest agility.

At the beginning of each turn, the player can choose to fight, flee, or check his or her party's status. If the character chooses to flee and the attempt is successful, the combat will end. If not, the player will be forced to endure the enemy's attacks.

If the player chooses to fight, a battle will commence. When it is a party member's turn to attack, up to six options will become available: Attack, Psynergy, Djinn, Summon, Item, and Defend. Please see below.

Attack
The character selects and attacks a single target with his or her weapon. Damage is based on the character's attack rating and enemy's defense, but may be higher if the player scores a critical hit or a weapon's special power is activated.

Psynergy
Opens a list of the character's Psynergy powers. The player can choose to use a power or return to the previous screen. Some Psynergy powers affect multiple targets, and some Psynergy attacks are more powerful than standard attacks. Using a Psynergy power costs Psynergy points.

Djinn
If the character has one or more Djinni attached, the player can choose this option to open a list of that character's Djinn. The player can Set a Standby Djinni, Unleash a Set Djinni, or return to the previous screen.

Summon
If any character has any Djinn in Standby mode, the player can choose this menu to view the list of possible summons. Any character can execute a summon, even with another character's Djinni. Summons are usually very powerful and affect all enemies. After a summon is carried out, the character that called the summon will have the stat associated with the element of the summon temporarily boosted (in other words, calling a Fire summon will boost that character's Fire power temporarily, and so on). The player can also choose to return to the previous screen.

Item
From this menu, the player can select an item to use or equip, or return to the previous screen.

Defend
The character does not take any action; however, damage to this character is reduced during the round of combat.

title: Golden Sun/Gameplay


text: Category:Book:Golden Sun

title: Category:Book:Golden Sun


text: Category:Book:Wild ARMs 2

title: Category:Book:Wild ARMs 2


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Mario Kart: Double Dash!!/Character combinations

This is a table of all 190 '''Mario Kart: Double Dash!! character combinations'''. A character cannot be with himself/herself at the same time. For example, Mario cannot be with Mario.

M = Mario | L=Luigi | DK=Donkey Kong | DI=Diddy | W=Wario | WL = Waluigi | P=Peach | D=Daisy | Y=Yoshi | BR = Birdo | BM = Baby Mario | BL= Baby Luigi | K=Koopa | PT = Paratroopa | BO = Bowser | BJ = Bowser Junior | T=Toad | TE = Toadette | PP = Petey Piranha | KB=King Boo


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Mario Kart: Double Dash!!/Bob-omb Blast

Bob-omb Blast a type of battle mode in Mario Kart: Double Dash!!.

Techniques

 * Drop - This drops a bomb behind you, which then explodes upon contact or when the fuse runs out. This move can be executed by hitting the Y or X button and pressing back with the control stick.
 * Throw - This throws a bomb the normal distance in front of you. This move can be executed by driving and hitting the Y or X button or by staying still and not pressing the control stick.
 * Hurl - This throws a bomb a far distance in front of you. This move can be executed by either backing up or staying still, and pressing the Y or X button while pressing forward on the control stick.
 * Super Lob - This throws a bomb extremely high and far.  It is executed by holding up on the control stick while moving forward and hurling it.

Strategies

 * Screen Watching - By watching the screen of your opponents, you can anticipate their moves. This strategy is extremely effective and advanced players often watch their opponents' screens more than their own.
 * The Line - The Line is executed by dropping several bombs quickly in the path of your opponent. This leaves your opponent with little way to avoid your bombs. This is very useful while driving on narrow roads, such as the hallways in Luigi's Mansion. To avoid the Line, try using Screen Watching.
 * Ricocheting - By using the Throw, Hurl and Super Lob, it is possible to ricochet bombs off walls. This technique can become extremely effective when coupled with Screen Watching.
 * Backing Up - Although slow, Backing Up can be useful to execute the Hurl or to avoid the Line.
 * Avoid the Blue - In the Block City stage, as a general rule, it is a good idea to avoid the blue colored area. While filled with bombs, its lower elevation makes it easy to throw bombs into. Also, it is very difficult to throw bombs out of.
 * Cyclone of Terror - The execute this move, throw several bombs while using the Spin Turn. In small areas with walls, Ricocheting coupled with this move can produce damaging results.
 * Character Selection - Since all characters throw the same distance, it is prudent to select smaller characters, as they are harder to hit.

Stage Selection
Although there a six stages to select from, Block City and Luigi's Mansion are the best suited for Bob-omb Blast. The extensive Ricochet possibilities of Block City make it a great option of games with any amount of players. The large size of Luigi's Mansion makes it perfectly suited for games with 3 or 4 players.

Alternative Methods of Play
Try placing paper around the radar and control your tiny dot.

Handicap Methods
If one person is clearly superior to the other, but you still want to engage in competition, you can use a handicap method. One handicap is that the superior player refrains from throwing bombs, only using the drop technique.

title: Mario Kart: Double Dash!!/Bob-omb Blast


text: Category:Book:Mario Kart: Double Dash!!

title: Category:Book:Mario Kart: Double Dash!!


text:
Mario Kart: Double Dash!!/Unlockables

Mushroom Cup

 * 50cc:Green Fire (kart)
 * 100cc:Rattle Buggy (kart)
 * 150cc:Luigi's Mansion (Battle stage)
 * Mirror Mode:Toadette Kart (kart)

Flower Cup

 * 50cc:Bloom Coach (kart)
 * 100cc:Waluigi Racer (kart)
 * 150cc:Turbo Birdo (kart)
 * Mirror Mode:Tilt-a-Kart (Battle stage)

Star Cup

 * 50cc:Para Wing (kart)
 * 100cc:Special Cup (Cup)
 * 150cc:Barrel Train (kart)
 * Mirror Mode:King Boo & Petey Piranha (character combo), Piranha Pipes (kart)

Special Cup

 * 50cc:Bullet Blaster (kart)
 * 100cc:Toad & Toadette (character combo), Toad Kart (kart)
 * 150cc:All Cup Tour (Cup)
 * Mirror Mode: Boo Pipes (kart)

All Cup Tour

 * 50cc:Nothing
 * 100cc:Nothing
 * 150cc:Mirror Mode (Engine Size)
 * Mirror Mode:Parade Kart (kart)

Once you win every cup, you get a new "Thanks For Playing" screen and a new title screen.

title: Mario Kart: Double Dash!!/Unlockables


text:
Nintendogs

Table of Contents

 * /Introduction/
 * /Getting Started/
 * /Walks/

title: Nintendogs


text: Category:Book:Nintendogs

title: Category:Book:Nintendogs


text:
Phantasy Star Online Episode I & II

Phantasy Star Online is a third-person role-playing game for GameCube, Xbox, and PC. This guide covers the GameCube version of Phantasy Star Online Episode I & II.

Episode one is the starting point for all beginner players. This guide will tell you all the information you need, including rare weapons, ID sections, characters, and enemies.

Game info

 * 1) /Character Selection/
 * 2) /Enemies/
 * 3) /Weapons/
 * 4) /Frames and Armor/
 * 5) /Barriers/
 * 6) /Units/
 * 7) /Items/
 * 8) /Techniques/

title: Phantasy Star Online Episode I & II


text:
Phantasy Star Online Episode I & II/Character Selection

Hunters
Hunters are close range characters that specialize in sabers, swords, and partisans. Hunters are a good choice for the beginner player. Their high health is very useful, and they can go hand-to-hand more easily than some other character classes.

HUmar
HUmars are human males, and a good character class for beginners. They grow levels faster, have good attack power, and are pretty well-rounded.

HUnewearl
HUnewearls are female Newmans - a Phantasy Star species. Being Newmans they excel in magic. They also have good accuracy and evasion.

HUcast
HUcasts are male robots. Being robots, they are unable to cast magic. However they make up for this shortcoming with the ability to set traps. Furthermore, this class can see most traps, and invisible units. HUcasts have the highest attack power of any character class.

HUcaseal
HUcaseals are the female robotic hunter class. Like the HUcast, they have no magic, can use, and see traps, and can see invisible units. HUcaseals have high accuracy and evasion, and a unique dagger animation.

Rangers
Rangers are the ranged weapon class of Phantasy Star Online. They have moderate defensive and attack abilities, but excellent accuracy. They specialize in Handguns, Machine guns, Shotguns, and Rifles. A choice for more experienced players, since Rangers can't go head to head with enemies.

RAmar
RAmars are a balanced ranger class, able to use healing and support spells for when an enemy gets too close. Having great accuracy, they are very proficient with all ranger weapons.

RAmarl
RAmarls are the female human ranger class. They have the most magic of all rangers, so they can balance their ranged attacks with their magic ones. Having a low attack, they are best with stronger guns like rifles and handguns.

RAcast
RAcasts are the male android ranger class. Being an android, they have no magic, but traps which are helpful in the easier difficulties of the game. They have the lowest accuracy of all rangers, and the lowest evasion of all classes, but have the highest health and are the strongest ranger in terms of power. Weapons like machine guns and shotguns are good since they use the high attack of the RAcast to its fullest.

RAcaseal
RAcaseals are the female android ranger class. Being an android, they have no magic, but traps which are helpful in the easier difficulties of the game. They have the highest defense of all classes, and a good balance of accuracy and attack.

Forces
Forces are the magic class of Phantasy Star Online. The weapons they use, Rods, Canes, and Wands, are more useful for the statups they provide than attacking. Forces are very weak physically, so they rely on spells to kill the enemies before they can get hit. Forces are complicated to use and should only be used by experienced players.

FOmar
FOmars are the male human force class. They are the strongest force physically, and the second weakest force magically, after FOmarl. With Shifta and Deband buffs at level 30, he can melee as well as a Hunter class.

FOmarl
FOmarls are the female human force class. They are the most balanced force, and are hard to play solo, but good to have in a team since she has increased support spells range.

FOnewm
FOnewms are the male newman force class. They are have high magic, and high evasion. They are good at avoiding attacks from enemies, but if they get hit they wont last long.

FOnewearl
FOnewearls are the female newman force class. They have the highest magic power of all classes, but are very weak physically. FOnewearls need to kill enemies fast, and if they start to get too close, they need to run. Later in the game, there are many weapons that only FOnewearls can use, and many that only they can't use.


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Phantasy Star Online Episode I & II/Weapons

Within Phantasy Star Online Episode I & II there are many kinds of weapons. Listed here are a selection of weapon types used in game.

Hunter weapons

 * Saber type - The saber weapon is good for attacking quickly.

 * Sword type - Sword type weapons can attack 5 monsters at a time. This makes it a good weapon type for dealing with multiple monsters simultaneously.


text: Category:Book:Phantasy Star Online Episode I & II


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Super Monkey Ball/Stages

Beginner
10 floors plus 3 extra.

Floor 2
A green exit is available on this floor which will take you to floor 5. When you start the stage turn around and go up the ramp behind you. You need to fall and hit the platform below.
 * Time: 60 sec.

Floor 5

 * Bonus Floor

You need to collect all the bananas in the time given.
 * Time: 60 sec.

Advanced
30 floors plus 5 extra.

Floor 18
This floor has 3 goals. The goals race away from you and you must try to catch-up with them. At the start if you turn right and fall off the track you should land further down. Now the goals will be traveling toward you making it easier to get the red goal.
 * Time: 60 sec.
 * Red goal: Floor 25

title: Super Monkey Ball/Stages


text: Category:Book:Super Monkey Ball

title: Category:Book:Super Monkey Ball


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Template:EverQuest/Header

> Commands | Continents and Zones | Character classes | Expansions | Hotzones and ZEM | Races | Strategies |  Uncommon Spells/Discs/Tomes | FAQ | Glossary

title: Template:EverQuest/Header


text: Category:Book:EverQuest

title: Category:Book:EverQuest


text: Category:Book:EverQuest/Templates

title: Category:Book:EverQuest/Templates


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EverQuest/Frequently Asked Questions

SOE Contact
email for bugs: eqtesting@soe.sony.com

SOE Customer Service email adress: eqcs@soe.sony.com.

SOE Customer Service Tel.: 1-858-537-0898 - Monday through Friday, 9am-1:30pm and 3:30pm-6pm PST

Experience Bonus
Races:

 * Troll/Iksar -20%
 * Ogre -15%
 * Barbarians -5%
 * Halfling +5%
 * All other races are a 0% modifier including Vah Shir.

Classes:

 * Warriors and Rogues +5% xp modifier

as per: http://everquest.allakhazam.com/forum.html?forum=1;mid=114135504990473638;num=3;page=1 and http://everquest.allakhazam.com/forum.html?forum=1&mid=1105205272716402029

Experience calculation
In order to calculate the experience gain a four step formula must be followed. -

(1) Calculate group bonus based on the number of PCs in your group

 * {| border=1 cellspacing=0 cellpadding=5

 * For N=
 * 1
 * 2
 * 3
 * 4
 * 5
 * 6
 * GB=
 * 1.0
 * 1.2
 * 1.4
 * 1.6
 * 1.8
 * 2.16
 * }
 * }

(2) HCB = 1; if ML < 55 or PL < 50 or PL-ML > 5
 * HCB = 1.95 + ((ML - (PL-5)) * .13); otherwise.

(3) B = ML*ML*ZEM*GB

(4) XP = B * (PL + 5) / (S + (N*5)) * HCB

Where -
 * ZEM = Zone Experience Modifier
 * ML = Mob Level
 * GB = Group Bonus (1)
 * HCB = High Con Bonus (2)
 * N = number of players in group
 * S = sum of levels in group
 * PL = player level
 * B = Base mob xp (3)
 * XP = EXP awarded to player (4)

AAXP is indeed calculated in the exact same way as normal experience above; however, whereas for normal experience the amount of EXP needed to gain a level gets higher every level, for AAXP you always need the same amount to get one(1) AA point. The amount of AAXP needed for one AA point is equivalent to leveling from levels 51 to 52.

Group Level Range Calculation
What is the maximum level a player can group with and still receive EXP?

$$MAX=\frac{lvl}{2} + 1 + lvl$$ Note: Division is always rounded up.

For example, a lvl 46 can group with: $$\frac{46}{2} + 1 + 46 = 23 +1 +46 = 70$$

Bow Range and Damage Calculations
Total Range = Bow Range + Arrow Range Total Base Damage = Bow Damage + Arrow Damage

Haste Calculations
There are basically 4 types of haste. Only the maximum of each type will be added into your total haste.
 * Type I: Item Haste (This includes tribute)
 * Type II: Spell Haste
 * Type III: Overhaste (Mostly bard, although some BST spells too)
 * Type IV: Bard speciality overhaste.

How many pets a Necro can have?
Necro's start with a standard spell caster pet. The combat ability to wake the dead, can raise one pet from one corpse. The level 68 AA Army of the Dead which raises 3 pets at level 1, and has three more levels which add 1 pet each. Army of the dead and wake the dead are on the same reuse timer and can not be used at the same time. Swarm of decay, a level ?? AA, adds one archer per AA level with a maxumum of three levels. The Necromancer's epic clicky pet is a big red skeleton.

So in a battle a necro with all the AA's maxed could have 11 pets up at once as follows;

 * 1 standard pet
 * 6 army of the dead
 * 3 swarm of decay
 * 1 epic pet

The army of the dead, swarm of decay and epic pets despawn rather quickly and are "dumb" pets that are unable to be commanded. Suspend minion allows a pre-cast pet to be put aside for later use, the pet is not seen, nor can it be used.

Audio Triggers
Audio triggers are sound effects that are played when certain patterns appear in the chat window. You can make audio triggers to play any sound you want when something you want to be sure not to miss appears in the chat window. This might be /tells from specific friends, certain buffs fading, or any other event you can think of that has a text message associated with it. The window used to configure your Audio Triggers can be accessed via the EQ button -> Actions -> Audio Triggers.

There are a couple key ideas that make up Audio Triggers.

Audio Triggers are a collection of text patterns associated with a sound effect. The window shows a list of all active audio triggers. They are sorted by priority so that the first pattern that matches text in the chat window will be the one and only sound that is played. This allows patterns to be made, for example, "tells you" and "yourbuddy tells you" that may have different sound effects. The "Move Up" and "Move Down" commands allow you to control which patterns will be tested first.

Creating a new trigger is a simple matter of typing text in the "Pattern" field, selecting a sound in the "Sound" control, and pressing "Create".

The other controls include:

 * Apply - changes the sound selected for the current pattern. Note that changing a pattern requires a new pattern to be made.
 * Play - plays the currently selected sound again.
 * Delete - delete the currently selected trigger.

Trigger Sets

Trigger Sets are similar to choosing a UI skin. Each trigger set represents a set of patterns associated with sounds that is stored on a per-character basis. You can switch trigger sets by selecting the drop-down control and selecting among the listed options. Unless you have installed custom Audio Trigger sets, you will only see the "default" entry.

Each trigger set is stored as a folder in the AudioTrigger folder in your EverQuest directory which can contain .wav files unique to that trigger set. The goal here is to provide a way for the player community to create and share their own Audio Trigger sets that people find useful for different classes or play styles, much like they have done for custom UI skins.

An example of a useful trigger set may be a set of patterns There are many possibilities. Due to the differences in play styles, there is no way to predict what settings people might prefer so the default settings are empty. We encourage players to discover and share ways to make this a fun part of their gameplay.

Notes on customizing Audio Triggers:

 * Any .wav files found in the folder .\AudioTriggers\shared will be made available to all Audio Trigger sets in the Sound selection control. You will probably want to put most of your custom sounds in this folder, unless you are making custom Audio Trigger sets.
 * Creating a new Audio Trigger set is similar to making a new UI skin. It's not complicated but it's not built into the UI. Create a folder in .\AudioTriggers\NewTriggerSetName and put any .wav files specific to this trigger set in there, and you will be able to start using the new trigger set the next time the program is started.
 * User settings for each Audio Trigger set can be found in .\userdata\AT_TriggerSetName_CharacterName_ServerN ame.ini. You can copy these files to other characters as needed. You will probably want to include a sample of this if you make an Audio Trigger set that you plan to share because this is what contains all the details on each specific trigger pattern and sound.

Here the link to a text to speech website that lets you download the wav file. You also get to choose the type of voice. http://public.research.att.com/~ttsweb/tts/demo.php

Veteran rewards
Veteran rewards are bonuses given to long time players of Everquest. For every year of paid play time a new reward is unlocked. Some rewards are of dubious value and some are simply whimsical. To check which rewards you are entitled to, type > /played <.
 * Year 1: Lesson of the Devoted-double experience - Buff slot - duration 30 mins - Reuse Timer 1 day
 * Year 2: Infusion of the Faithful-maxxed stats and resists (to individual caps), slightly increased Runspeed - Buf Slot - duration 15 mins - Reuse Timer 1 day
 * Year 3: Chaotic Jester-summons an halfling that randomly casts illusions, food (Lucy Link), drink (Lucy Link), can heal or give mana - duration 30 mins - Reuse Timer 1 day - As a matter of etiquette ask your groupmates if they would mind the Jester's presence.
 * Year 4: Expedient Recovery-summons all corpses and gives 100% rez for all corpses with rez timers - Reuse Timer 7 days
 * Year 5: Steadfast Servant-summons an imp that heals and casts an AC and Haste buff - duration 30 mins - Reuse Timer 1 day
 * Year 6: Staunch Recovery - full health and mana recovery (mana not for Bards it seems though) - Reuse Timer ?
 * Year 7: Intensity of the Resolute-Increased chance of crits - Duration ? - Reuse Timer ?

As of the Prophecy of Ro expansion(April 19th, 2006 patch message), all reuse timers have been shortened by four(4)hours.

Titles
A comprehensive list can be found at http://www.onlinegamecommands.com/everquest/everquestclasstitles.htm

To use titles, depress "Shift T" to bring up the title window. You may select both a prefix and postfix title. It is recommended that your complete title be kept as short as possible so other users can read your name.

Surname
To obtain a surname there is a minimum level requirement of 20. To change your surname issue the command /surname  which will submit your to the same filter which approves first names. You can change your surname every 7 days.

Note: Petition a game master if your surname has roleplaying potential but is rejected by the name filer it is possible to have either a`, an ´ or other special characters in your surname.

Faction numbers
Ally (+4) : 1450 to 2500

Warmly (+3) : 1100 to 1450

Kindly (+2) : 750 to 1100

Amiable (+1) : 150 to 750

Indifferent (0) : 0 to 150

Apprehensive (-1) : 0 to -150

Dubious (-2) : -150 to -750

Threateningly (-3) : -750 to -1100

Ready to Attack (-4) : -1100 to -2500

title: EverQuest/Frequently Asked Questions


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EverQuest/AA info

Overview
Alternate Abilities ("AAs") were introduced with the Shadows of Luclin expansion as a method for players to continue to advance their characters as they approached the maximum level allowed (currently level 70) in Everquest. Upon reaching level 51, a character on an account which has one or more of the appropriate expansions registered has the option to divert up to 100% of the experience he earns (in increments of 10%) towards earning Alternate Advancement points. Each AA point costs approximately the same amount of experience as it costs most characters to advance from level 51 to level 52. AA points are also awarded for completing certain special (and rare) quests, such as the Epic Weapon and Dragons of Norrath progression quests.

The points can be used to purchase a variety of enhancements and abilities that can significantly increase a character's effectiveness. In the Alternate Advancement Window, the abilities are mostly grouped by the expansion in which they were released. Before a character can purchase a particular ability, he must have the appropriate expansion enabled on his account. Some abilities also have other requirements, such as the character having achieved a certain level or having already purchased certain pre-requisite abilities.

Alternate Abilities can be grouped into six categories:

 * General Abilities - These abilities are available to all characters and are usually enhancements to the character's basic statistics such as strength or intelligence. They also include enhancement to the character's resistance scores as well as some very simple improvements like increased health regeneration.
 * Archetype Abilities - The classes are divided into 4 archetypes: Pure Melee, Hybrids, Priests and Mages. Archetype Alternate Abilties are ones shared by all of the classes of a particular archetype. Archetype Abilities include skills that increase the effectiveness of healing spells, extend the duration of beneficial spells, or allow a melee character to attack for more damage.  Some Archetype Abilities are available to multiple Archetypes, others are restricted to a single group.
 * Class-specific Abilities - These are generally some of the most powerful Alternate Abilities available, and are restricted to specific classes. Some are available to several classes, others are available to only members of a single specific class.
 * Leadership AAs - Introduced in the Gates of Discord expansion; Leadership AAs give the leader of a group the ability to add effects or utility to their group. Bonuses such as extra ATK or HP and utility functions such as HoTT(Health of Target's Target) or Mark NPC can often make groups more effective. Raid leaders can also gain LAAs toward leadership effects which help entire raids.
 * Veteran Awards - Introduced only recently, these special abilities are awarded to accounts based upon the time they have been active. Accounts that are closed and later re-opened do not lose the time they have accrued, but do not accrue credit toward new Veteran Awards while they are closed/suspended. The Veteran Awards Abilities earned are fixed based upon the number of years the account has accrued. These awards are not automatically enabled, but must be "claimed" by the player within the game. A given account may claim the awards it has earned on a number of characters equal to the number of years it has accrued. If Veteran Awards are claimed for a character that is later deleted, the Awards are lost and cannot be claimed for another character in it's stead, until another year's bonus is earned.
 * Progression AAs - as yet there is only one example of this type of ability, the Curse of the Blood ability which came with the DoDH expansion, which is activated as certain quests and mob kills are completed by the player.

It's generally accepted that characters at the lower end of the level range able to earn Alternate Abilities should wait to begin doing so (the accepted maxim being: Levels > AAs > Spells > Gear). This recommendation is based on the observation that as the character gains levels allowing him to access harder content, Alternate Ability points are usually earned faster. A character hunting in the zones appropriate for a level 51 character will earn AAs slowly, while one hunting in zones appropriate to characters at higher levels (65 to 70) can earn them far faster.

While this is general observation is almost certainly true for most cases, some AAs are important for certain classes at an early level; a soloing enchanter with Run Speed 3 will almost certainly die on considerably fewer occasions when charm kiting than one that lacks this ability and thus will almost certainly progress faster due to shortened down time and lost XP. Rangers with Archery Mastery are likely to be more welcome in groups in their early 60s than those without, and thus again are likely to level faster.

The value of a particular ability will vary depending upon play-style and the gear that character has earned. A well-geared character will often find most of the statistic General Abilities worthless if they are at or near the limits on those statistics. A character mostly played on raids often uses different skills and faces different situations than a character that mostly plays in small groups or solos (hunts without any partners).

title: EverQuest/AA info


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EverQuest/Character classes

 * Bard[[Image:50%.png]]
 * Beastlord[[Image:50%.png]]
 * Berserker[[Image:50%.png]]
 * Cleric[[Image:50%.png]]
 * Druid[[Image:50%.png]]
 * Enchanter[[Image:50%.png]]
 * Magician[[Image:50%.png]]
 * Monk[[Image:50%.png]]
 * Necromancer[[Image:50%.png]]
 * Paladin[[Image:50%.png]]
 * Ranger[[Image:50%.png]]
 * Rogue[[Image:50%.png]]
 * Shadowknight[[Image:50%.png]]
 * Shaman[[Image:50%.png]]
 * Warrior[[Image:50%.png]]
 * Wizard[[Image:50%.png]]

title: EverQuest/Character classes


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EverQuest/Commands

EverQuest has a command structure which is similar to many Internet-based chat systems such as IRC and MUDs. This evolution from text-message communication to video-game is the backbone of EverQuest's strength: it relies on successful models that worked well for its predecessors.

Combat
Combat commands initiate combat, select targets, etc.

/assist [target] Simply target a player (most times your Main Assist = MA) who is engaged in combat. The /assist command will automatically target for you whoever that player is fighting at the moment. Everybody should have that hotkeyed. /assist [on/off] This turns off/on autoattack-on-assist. If /assist on is typed, then each time you type /assist or /assist [player], you will also begin attacking. If /assist off is typed, then each time you type /assist or /assist [player], you will not begin attacking (if you want to attack, you'll have to additionally press your auto-attack button). For raids, everyone should have their assist toggled to off. /attack Toggles attack mode on/off. better be careful when e.g. shopping in town. /autofire

/consider or c Returns information about your target including how dangerous they are likely to be in combat.
 * concolors, where green gives no experience, and red gives most.
 * Green (far below your level)
 * Light Blue (very little experience reward)
 * Darkblue (a challenge, but reasonable reward)
 * White/Black (even challenge (your level), and high reward)
 * Yellow (one or two levels above you; excellent experience)
 * Red (more than two levels above you; almost certainly too hard, but the best experience)

/decline Declines offer to duel. /discipline was that a command from the original EQ (I think not)? or introduced later? if later, when?

/duel or /d Either challenges a player or accept a challenge for a duel. Please note: you used to be able to lose exp when dueling, but this has since been changed. /rtarget Targets the character you recivied the last tell from. It has the same range limit as the /target command. If the characters isn't in range, but there is a corpse of this character near, this corpse will be targeted. /target [name] Targets the nearest character, mob or corpse whos name begins with the given name. This works in a limited range. Mobs whos name have spaces in it can be targeted changing spaces with underlines (Ex: "a moss snake" => a_moss_snake). /whotarget

Shows you name, level, and class and guild tag for the targetted person. If the Person is "anonymous", the command will not return level, class and guild tag, but name only. A name can be provided to the command to display information of this character, but the character has to be in the same zone.

Communication
Communication commands allow the player (either in or out of character) to communicate with other players.

/auction /autojoin [channelname] Automatically joins the channel at login. Patch June 29 toggled on autojoin for all players for the follwing channels. 1 - continent. 2 - class. 3 - General. /channel [channelname] Joins the specified channel. /filter /friend [name] Adds (or removes) a character's name to a special text file on your hard drive. Use with /who friend all to see when your friends are online and what zone they are in. /gsay or /g groupsay. only members of your group can read it. /ignore [name] Adds (or removes) a player to a special text file on the individual hard drive of the computer where the command was given, allowing a player to not see any type of communication from the character's name they typed after /ignore. Limited to 100 characters. /language /msg /ooc out of character. Zonewide message. /reply /say Players in your vicinity can hear you. /shout zonewide message. usually shouting is deemed to be vulgar behaviour and /ooc or /auction should be used instead. On the Firiona Vie Server /ooc does not work though, so shouting is the only way for zonewide messages. /tell /ttell Send a tell to the player you have targeted. Also works when targeting a player's corpse. /yell or /y yell for help. also useful when trying to find friends in zones, as the game message is "xyz yells from e.g. behind and left" /who shows you name, level, and class and guild tag for everyone in the zone who is not /Anonymous or /Roleplay (For characters who are in /anon mode, /who will only return their name followed by the [Anonymous] tag. For characters who are in /Roleplay mode, /who will only return their name and guild tag). /who [all] /who [class] same as /who except the list will only return names that match the class you specify after the /who command /who [class] all returns a list of every player currently online (all zones on your server) who matches the class you specify after the /who command. (e.g. /who all Enchanter) /who [level range][level range] same as /who except the list will only return names that match the level range you specify after the /who command. (e.g. /who 1-10) /who [guild] returns a list of every player in the zone from a particular guild name that you specify /who [guild] all same as /who [guild] except this command returns a list for every player currently online (all zones on your server) who match the guild name you specify /who [name] same as /who except the list will only return names that match the name you specify after the /who command /who [name] all same as /who [name] except the list will return the names of every player currently online (all zones on your server) who matches the naming criteria you specify) /guildstatus [name] or /guildstatus [target] Shows the guild name and status (member, officer, leader) of your target or a named player in the same zone. Note that this works even if your target is [Anonymous].

Death
These are commands related to character death, corpse dragging, etc.

/consent [name] Allow another player to drag your corpse. Originally (I believe?) allowed them to loot your corpse.

/consent group Allows any member of the group you are currently in to drag your corpse.

/consent raid Allows any member of the raid you are currently in to drag your corpse.

/corpse Summons your corpse (or targeted player corpse who has given you consent) if you are within a short distance of the corpse. Very useful when your corpse is in a location where it isn't safe to loot or rez. /corpsedrag /corpsedrop /hidecorpse

Emotes
Emotes are non-verbal communication cues such as dancing or smiling. Some activate a pre-defined physical gesture while others simply report the action as text to nearby characters.

/emote or /em /dance /me /random /smile /tap

Group
Group commands allow characters to join, manage or leave groups and raids.

/disband Removes you from your current group, or removes the targeted group member if you are the group leader. /follow makes you follow the person targetted (has to be a member of your "group"). /gmarknpc /invite Invites a fellow player to join your group. Since the patch June 29, 2005 you can even invite players which are not in your vicinity, but in different zones. /lfg Looking for "Group" places an LFG tag behind your name using the "LFG" tool (introduced with the "Legacy of Ykesha" expansion) you/others can find other groups/players which are looking for members/groups. /makeleader [name] makes the named person the leader of the group. Leaders can learn Leadership points (as long as they purchased the "Gates of Discord" expansion /marknpc /rmarknpc /rtarget /split [pp.gg.ss.cc] example: Split 50 will share 50 "platinum" (pp) with all your groupmembers, which are in the same zone as you are. /taskaddplayer [name] Invites the named player to join an instanced "expedition" in one of several expansions (GoD, OoW, DoN, DoD) /taskmakeleader /taskplayerlist /taskquit /taskremoveplayer /tasktimers

Magic
Magic commands manipulate the magic system; casting spells, editing spell books, etc.

/book [#] opens your spellbook at the specified page /cast [#] Casts the spell in the matching spellslot. Valid number range from 1 - 9 (Used to be only 1 - 8, but with the introduction of the "Omes of War" (IIRC) expansion players were able to earn a 9-th slot). /memspellset [name] Memorizes a saved "spellset" /savespellset [name] saves the current "spellset" as [name] /stopcast /stopsong /targetgroupbuff

Session
Session commands are used to log in or out.

/camp /camp desktop - Camps and closes EQ /camp server - Camps and brings you back to serverselect screen /exit /quit - also /q - forces you to go linkdead

Status
Status commands query or set the status of your character and certain default actions (such as auto-inventory).

/afk [message] or /afk "away from keyboard"–Sets a pre-defined response to any "tells" and places an "AFK" marker next to the character's name. If used with a message, players who send you a "tell" receive your message in addition to the standard "I am AFK" message. /anonymous - /anon doing a /who will not list you. when doing a /whotarget, it will only show your name, but not class/race. /autoinventory puts the item into the first available free slot. Stackable items will be stacked. /autosplit /bodytint /changename /charinfo tells you where you are "bound" /dismount /fastdrop /inspect /motd Sets the Message of the Day for your guild (Guild officers only) /roleplay /sit /stand /toggleinspect [on-off] with right clicking a player character you can inspect him/her. with toggleinsopect off you will not be able to right click inspect players. /trader introduced a few months after the "Luclin" expansion. enables you to sell items, while you are away from EQ - albeit your character ("Tradermule") has to be logged in. /whotarget

UI
UI commands affect the user interface, or bring up special-purpose UI elements (i.e. windows).

/adventure introduced with the "Dragons of Norrath" expansion. /barter Introduced with "Dragons of Norrath" expansion. Enables you to search for items which other players (Buyers) want to buy. /bazaar - /Baz introduced a few months after the "Luclin" expansion. enables you to search for items, which other players (Traders) have set up for sale. /bugreport /buyer Introduced with "Dragons of Norrath" expansion. Enables you to list certain items that you want to buy, and the price you will pay for them. (does it allow trades as well?) /chatfontsize [1-5] Use with a number 1-5 to set the font size for the currently active chat window. /combatmusic /dynamiclights /findpc /gems lets you play a tetris like game. this was used a lot, when transportation was all about boats and walking, means prior to PoP and Luclin. many people were playing this when waiting for a bat (waiting time was up to 30 mins afair). /hidecorpses /hotbutton /indicator /invwinlabels /loadskin /map /mp3 /reverb /reversesound /shadows /showgrass [on-off] helps saving some processing power - CPU speed wise. only takes effect after zoning. /shownames Controls how much information is displayed over the heads of other players.
 * 0 Hides all names
 * 1 Shows first names only - useful when there are many characters on your screen
 * 2 Shows first and last names
 * 3 Shows first, last, and guild names ? (iirc)
 * 4 Shows titles, first, last, and guild names ?

/showspelleffects /stoptracking /surname lets you pick a surname for your character, which will be added to your name tag. there is a hostbased check, if the surname violates "naming rules". /trackfilter /trackplayers /tracksort /usercolor

Misc.
/beta /betabuff /claim /clear /clearmarks /deletepetition /deny /doability /dopropertinting /dzaddplayer /dzhelp /dzlisttimers /dzmakeleader /dzplayerlist /dzquit /dzremoveplayer /dzswapplayer /feedback /guidehelp /help /invite playername - invites a player (since summer 2005 even across zones) /keys /log /loot opens the loot window for a targetted corpse. Corpse does not have to be visible to loot it. /lootnodrop /mcicontrol /mixahead /mousespeed /movelog request your character to be moved to a different server. certain restrictions may apply (e.g. serverchoice wise). Patch 29, 2005 - SOE added a discard function. Greatly used, when SOE merged servers (March 2005 through May 2005), as the population began to dwindle. /note /open /pet /petition /played /raidinvite name - invite player to a raid. with patch Oct 27, 2005 invites can even be done across zones. /report /safelock /send /setstartcity GM's/Guides only, I guess. If you try to execute it, you get a message like "your starting city has been set already" /shield /system - launches an application. went live with Patch on Oct 27, 2005. /testbuffme /time /url launches a web browser from the chat window. Same as /www - went live with Patch on Oct 27, 2005. /veteranReward introduced May 13, 2005. you are able to execute the command for as many characters as you are a customer in years. e.g. 3 years, 3 characters. In order to get more customer onto yearly priceplans, SOE had a limited offer, where you got to the next higher grade when you purchased a (99 USD) yearly plan (valid until early June 2005 only). when this special offer expired, they actually announced the increase of the monthyl fee from 12,99 to 14,99. the rewards range from:
 * 1 year: Lesson of the Devoted: The player is surrounded by a beautiful blue/white glow as they gain double experience for half an hour every 24 hours.
 * 2 years: Infusion of the Faithful: Usable once every 24 hours, the player enjoys maximum resistances and statistics and a faster run speed for 15 minutes while he glows brightly with power.
 * 3 years: Chaotic Jester: Summons a Bristlebane puppet that persists for 15 minutes. Usable once every 24 hours, Bristlebane will randomly cast various spells that provide benefits or minor penalties.
 * 4 years: Expedient Recovery: Usable once per week, all the player’s corpses are summoned to their feet and given 100% experience resurrection.
 * 5 years: Steadfast Servant: Summons a creature that casts healing spells upon the player and others nearby. Lasts for half an hour and is usable once every 24 hours.
 * 6 years: Staunch Recovery: Usable once every 3 days, the player is fully healed with health, mana, and endurance fully restored.
 * 7 years: Intensity of the Resolute: Increases the power of the player’s abilities and heals substantially for 5 minutes once every 24 hours while the player is surrounded by a glow of energy.

/viewpetition /viewport /webupdate /www launches a web browser from the chat window. Same as /url - went live with Patch on Oct 27, 2005.

title: EverQuest/Commands


text:
EverQuest/Expansions

There have been several expansions to the original game since release. Expansions are purchased separately and add significant content to the game (for example, new races, classes, continents, quests, and equipment). Additionally, the game is updated regularly through downloadable patches. The EQ expansions to date:

1 The Ruins of Kunark — March 2000

2 The Scars of Velious — December 2000

3 The Shadows of Luclin — December 2001

4 The Planes of Power — October 2002

5 The Legacy of Ykesha — March 2003

6 Lost Dungeons of Norrath — September 2003

7 Gates of Discord — February 2004

8 Omens of War — September 2004

9 Dragons of Norrath — February 2005

10 Depths of Darkhollow — September 13, 2005

11 Prohecy of Ro — February 2006

title: EverQuest/Expansions