text:
Star Sonata/Glossary

Statement of Purpose

 * This document is for new players to the game who need a quick guide to some of the SS lingo.
 * This document does not cover general internet slang like LOL, CYA, G2G, IRC, ICQ etc.

Glossary
“Adonis”: Noun: First level of base gear to be considered serious.

“AI”: Noun: Any computer controlled object in the game, including ships, bases and drones.

"Argonaut": Noun: Next Step up of base gear from Adonis

“Aug”: Noun: Abbreviated form of Augmenter. Used as permanent enhancements to ships or bases.

“Base”: Noun: A space station used for trading or construction. Sometimes player owned. (AKA: “Station”)

“Cap” (1): Verb: To capture a ship or a base.

“Cap” (2): Adgitive: Short for capacity. For example: “Anyone selling a basic cap aug?”

“Drone”: Noun: Autonomous attack platform. Requires the Drone Deployment skill to use.

“DD” (1): Noun: Short for Death Debt. DD is achieved when your pod is destroyed, or when you die without having a pod equipped on your ship. Available at almost every shop.

“DD” (2): Noun: Short for Drone Deployment. Skill required to use drones.

“DM”: Noun: Short for Drone Master. A secondary skill providing bonuses in drone deployment.

“DWO” (1): Noun: Short for Death Warmed Over – Long range, non-tracking fire-based weapon.

“DWO” (2): Pronoun: Short for Death Warmed Over – Retired player. Lead the Capitalists to the Emperorship.- basekiller.

“DHO”: Acronym: Death Heated Over: Weapon similar to the DWO.

“Drag”: Verb: Using a tractor to pull a ship or base. Sometimes the maneuver is used to speed a ship up. “Drag me to the station so I can dock”

“DPS”: Noun: Damage Per Second. Used to describe the amount of damage a weapon or weapon/ship combo can pump out per second.

“DPE”: Noun: Damage Per Energy. Ratio describing how much damage a weapon does per unit of energy used. To some it is important in deciding what weapon to use.

“EPS”: Noun: Energy Per Second. Describes how much energy a weapon can use per second. Also can describe how much an energy source regenerates per second. (Also See: “Regen”)

“F1”, “F2”, “F3”, etc: Noun: Highly sought after "Faranji" alien energy source. The higher the number, the more powerful the energy is. The full name is Faranji Energy 1, Faranji Energy 2, etc.

“Gimmo”: Noun: Short ranged fire based weapon. Causes some damage to the user when fired. short for Great Immolation.

“GnT” or “G’nT”: Noun: Abbreviation of “Give ‘n Take”. A rare shield.

“Incin”: Noun: See “Gimmo”

“Immo”: Noun: See “Gimmo”

“Item Form”: Adjective: When a ship is built by a player, it starts it’s life as an item. Ships in “item form” can be converted to useable ships by the use of a trading bay.

“Jump”: Verb: Describes the process of going though a gate from one star-system to another. Example: “I’m 5 jumps away” or “When I jumped into Sol, everything fired on me!” (Also see: “Jump Gate” & “Warp”)

“Jump Gate”: Noun: Connection between two star-systems. Different color jump gates designate the “Warp” skill needed to use that gate. (Also See: “Jump”)

“LC” (1): Pronoun: Light Commerce: Long surviving team.

“LC” (2): Noun: love cylinder: Medium range, tracking surgical weapon. Shots are pair of small light blue bullets.

“MisD”: Noun: Short for “Misdirection.” A sought after shield with a high rate of regeneration.

“Noob”, “Newb”, “Choob”, etc: Adjective: A sometimes derogatory comment describing someone’s status in the game. Sometimes people use the different forms of the word to describe different qualities about the person. Typically, when used in a derogatory manner, it means that the person has acted in a childish or helpless manner.

“OHL”: Noun: Open Heart Laser: Medium range, beam-style surgical weapon. Beam is light blue.

“PC”: Noun Acronym: Prismatic Conversion. Used in conjunction with a radiation weapon to capture AI ships. Fire from a PC is a short-ranged, small, slow-moving red ball.

“Pill Box”: Noun: See “Drone”

“PM”: Noun/Verb: Private Message: The act of using the in game command ‘/w “name” message’. Alternatively, it can refer to the private conversation started by using the command. Example: Verb “PM me” & Noun “Lets take it to PM”

“Pod”: Noun: Short for escape pod. Prevents death debt and loss of money when dead. (See “DD (1)”)

“Podded”: Verb: Having your pod destroyed.

“Prom”: Noun: Short for promethium. Rare material used in many construction projects.

“Prom Sun”: Noun: A sun where promethium can be mined. Typically 10-20k from the nearest gate. (Also see: Prom)

“Rats”: Noun: Short for rations. Used on bases to feed colonies and workers. Produced from “Space Oats”

“Regen”: Noun: Short for regenerate. Describes how much a shield or energy can regenerate per unit of time, commonly a second. Sometimes a “regen” rate is described in an ‘amount/second’ format. Example: “My F7 regens 180/1.2”

“Slave”: Noun: A semi-autonomous ship controlled by a player. Requires the skill “Remote Control”. Adverb: “Slaved”

"SM" (1): Noun: Short for Station Management. Skill needed to make bases.

"SM" (2): Noun: Short for Slave Mastery. Secondary skill that increases the effectiveness of your slaves.

"SM" (3): Noun: Short for Station Mastery. Secondary skill that increases the effectiveness of your stations.

“SP”: Noun: Skill Points: Awarded 5 each time a person levels, SPs can be used to buy skills at AI station under the “Neuro Training Tab”

“Warp” (1): Noun: A skill that determines what level of star-system you can enter.

“Warp” (2): Verb: See “Jump”

“Warp Gate”: Noun: See “Jump Gate”

title: Star Sonata/Glossary


text: Category:Book:Star Sonata

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

title: Category:Book:Star Sonata


text:
EverQuest II

Table of Contents

 * /Crafting Reference/ - Trade skilling reference.

How to write this book
Anyone who wishes to improve on this book is/are highly encouraged to do so. Before you do, make sure you've read the MediaWiki editing help page.

title: EverQuest II


text: Category:Book:EverQuest II

title: Category:Book:EverQuest II


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EverQuest II/Crafting Reference/Raw Materials

Here we find the list of raw materials can be harvested throughout Norrath. As at June 14th 2006's Live Update #24, the materials list has changed.

Uncategorized raw materials
NOTE: These materials were removed from the game in LU24.
 * /allspice/
 * /birchroot/
 * /juniper/
 * /low quality pelt/
 * /milkweed/
 * /pepper/
 * /raw basil/
 * /rough lapis/
 * /salts/
 * /sassafras/
 * /silverberry/
 * /snakeroot/
 * /sullied low quality pelt/
 * /twinleaf/

Isle of Refuge / Outpost of the Overlord

 * fish – frog leg, sunfish
 * roots – roots, yarrow
 * ore – tin cluster, leaded loam
 * stone – lead cluster, rough malachite
 * wood – severed elm
 * bush – jumjum, black coffee bean, baubbleshire cabbage, raw white tea leaf
 * den – rawhide leather pelt, deer meat

Tier 1

 * Den  – rawhide leather pelt, deer meat, turtle meat, waxed leather pelt
 * Fish – frog leg, sunfish
 * Ore  – leaded loam, tin cluster, bronze cluster, solidified loam
 * Roots – roots, yarrow
 * Shrub – baubbleshire cabbage, black coffee bean, jumjum, white tea leaf,
 * Stone – lead cluster, rough malachite, copper cluster, rough lapis lazuli
 * Wood – severed elm, severed alder

Tier 2
Note: Requires 20 in Harvesting Skills
 * Den – tanned leather pelt, elephant meat, vulrich meat, glowing tooth, cured leather pelt
 * Fish – crab meat, freewater grouper, glowing scale
 * Ore – iron cluster, salty loam, glowing stone, alkaline loam, blackened iron cluster
 * Roots – tuber strands, glowing flower, sisal root
 * Shrub – antonican coffee bean, black tea leaf, carrot, murdunk orange, glowing flower
 * Stone – electrum cluster, rough turquoise, glowing stone, rough coral, silver cluster
 * Wood – severed maple, severed bone

Tier 3
Note: Requires 90 in Harvesting Skills
 * Den – boiled leather pelt, lion meat, pig meat, sparkling tooth, cuirboili leather pelt
 * Fish – seafury mackarel, thicket crayfish, sparkling scale
 * Ore – carbonite cluster, pliant loam, sparkling stone, malleable loam, steel cluster
 * Roots – belladonna root, dandelion fibre
 * Shrub – steppes mountain bean, oolong tea leaf, sweet onion, fayberry, sparkling flower
 * Stone – gold cluster, rough agate, sparkling stone, rough jasper, palladium cluster
 * Wood – severed ash, severed fir

Tier 4
Note: Requires 140 in Harvesting Skills
 * Den – etched leather pelt, bear meat, griffon meat, glimmering tooth, engraved leather pelt
 * Fish – shark fin, murkwater carp, glimmering scale
 * Ore – feyiron cluster, supple loam, glimmering stone, feysteel cluster, ductile loam
 * Roots – tussah roots, oak root
 * Shrub – everfrost ice bean, green tea leaf, wild apple, cucumber, glimmering flower
 * Stone – velium cluster, rough opaline, glimmering stone, rough opal, ruthenium cluster
 * Wood – severed briarwood, severed oak

Tier 5
Note: Requires 190 in Harvesting Skills
 * Den – strengthened leather pelt, owlbear meat, wyrm meat, luminous tooth, augmented leather pelt
 * Fish – cauldron blowfish, nerius trout, luminous scale
 * Ore – fulginate cluster, bonded loam, luminous stone, ebon cluster, fused loam
 * Roots – ashen roots, figwarts root
 * Shrub – lavastorm robusta bean, pu-erh tea leaf, white peach, browncap mushroom, wormwood, luminous flower
 * Stone – diamondine cluster, rough bloodstone, luminous stone, rhodium cluster, rough ruby
 * Wood – severed teak, severed cedar

Tier 6
Note: Requires 240 in Harvesting Skills
 * Den – stonehide pelt, caiman meat, sabertooth meat, lambent tooth, scaled pelt
 * Fish – conger eel, tiger shrimp, lambent scale
 * Ore – iridium cluster, soluble loam, lambent stone, cobalt cluster, alkali loam
 * Roots – succulent roots, saquaro roots
 * Shrub – darjeeling tea leaf, maj'dul coffee bean, prickly pear, lambent flower
 * Stone – beryllium cluster, rough nacre, lambent stone, vanadium cluster, rough pearl
 * Wood – severed sandalwood, severed ironwood

Tier 7
Note: Requires 250 in Harvesting Skills
 * Den – horned leather pelt, aviak meat, ravasect meat, scintillating tooth, dragonhide pelt
 * Fish – flying fish, scintillating scale
 * Ore – adamantine cluster, porous loam, scintillating stone, xegonite cluster, spongy loam
 * Roots – hanging root, nimbus root
 * Shrub – soaring coffee bean, squash, sweet chai tea leaf, xegonberry, scintillating flower
 * Stone – azurite cluster, rough topaz, scintillating stone, acrylia cluster, rough moonstone
 * Wood – lumbered rosewood, lumbered ebony


text:
EverQuest II/Crafting Reference/Raw Materials/juniper

This raw material is used in the following recipes:


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Template:EQ2RecipeLnk

EverQuest II/Crafting Reference/Recipes/

title: Template:EQ2RecipeLnk


text: Category:Book:EverQuest II/Templates

title: Category:Book:EverQuest II/Templates


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EverQuest II/Crafting Reference

 * /Raw Materials/ - What comes from each harvesting node.
 * /Recipes/ - Sorted by class and by book.
 * Food and Drink - Crafted food and drink stats.
 * /MOB Drops/ - Items that drop from MOB's that can be used in crafting.

title: EverQuest II/Crafting Reference


text:
EverQuest II/Crafting Reference/Raw Materials/tin cluster

This raw material is used in the following recipes:


text:
EverQuest II/Crafting Reference/Recipes/Tin Bar

Description
A bar made of tin.

Recipe

 * Primary Component:
 * Secondary Component:
 * Fuel: coal(1)

Produces

 * crude tin bar
 * shaped tin bar
 * tin bar
 * pristine tin bar


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EverQuest II/Crafting Reference/Recipes/Tin Spike

Description
A spike made from tin.

Recipe
Primary Component: Secondary Component: Fuel: coal(1)

Produces

 * crude tin spike
 * shaped tin spike
 * tin spike
 * pristine tin spike


text:
Mega Man Battle Network

Welcome to the Mega Man Battle Network series guide at Wikibooks. This game guide is part of the electronic games bookshelf at Wikibooks, and covers every game in Capcom's Mega Man Battle Network series of games.

Games Covered

 * Mega Man Battle Network for the Game Boy Advance
 * Mega Man Battle Network 2 for the Game Boy Advance
 * Mega Man Battle Network 3 Blue for the Game Boy Advance
 * Mega Man Battle Network 3 White for the Game Boy Advance
 * Mega Man Battle Network 4 Red Sun for the Game Boy Advance
 * Mega Man Battle Network 4 Blue Moon for the Game Boy Advance
 * Mega Man Battle Network 5 Team Colonel for the Game Boy Advance
 * Mega Man Battle Network 5 Team ProtoMan for the Game Boy Advance
 * Mega Man Battle Network 5 Double Team DS for the Nintendo DS
 * Mega Man NT Warrior trading card game

Table of Contents

 * Gameplay
 * /Walkthroughs/ contains walkthroughs to each and every game in the series.
 * /Combat Basics/ is our strategy guide on how to effectively fight viruses.
 * /BattleChips/ is our guide to each and every BattleChip found in the series.
 * /Program Advance Guide/ is our guide on Program Advances found in the series.
 * /Liberation Guide/ is our strategy guide on Liberation missions.
 * /Navi Customizer Guide/ is our strategy guide on using the Navi Customizer.
 * /Soul Unison Guide/ is our strategy guide on using the various Soul Unisons.
 * Meta
 * /Guide for Cheaters/ is the guide for all of us that like to cheat at the game using a cheat device.
 * /Contributor's Guide/ contains notes for anyone who wants to contribute to this book.

title: Mega Man Battle Network


text:
Talk:MapleStory

Moving to StrategyWiki
As there are no more responses, I'm going to begin putting together a list of pages that need to be transwikied.

The current list of pages, templates and images to be moved is here. I have listed all the pages on my watchlist. If I have missed some, please add them to the list. -- Prod-You 22:59, 26 June 2006 (UTC)
 * I think I've added everything. I'm going on vacation for a while so if the move happens before I'm back, I hope it goes well.  If the move is completed, make sure that all the pages are labeled as released under the GFDL since they are trying to slowly shift over to a version of the the cc-by-sa licence.  I may be around occasionally but under an anon IP.  Good luck everyone.  -- Prod-You 03:59, 29 June 2006 (UTC)
 * Hey, is there any special mechanism for importing? Or is it brute hard work Copy/Paste style? :-/ --Dragontamer 16:00, 14 July 2006 (UTC)
 * They have something that automatically imports histories too. -- 202.83.59.38 04:50, 17 July 2006 (UTC)
 * I've updated the list of all the pages here and I think we're ready. Try not to add any new pages, or images as they will probably be lost when we move.  I will give them the go-ahead to transwiki on tuesday or wednesday as long as there are no major issues brought up (speak now or forever hold your peace >.>).  There may still be a few days after that before they actually transwiki. -- Prod-You 01:31, 20 August 2006 (UTC)
 * Moving the pages shouldn't be too bad, but the HUGE number of pics we have may be a problem (mainly the monsters). Depending on how good the software they have is, we may have no problems with the images.  However, chances are the pics will all need to be re-uploaded to strategywiki with useful image names.  I will give further updates the day of the move. -- Prod-You 01:31, 20 August 2006 (UTC)
 * Looks like images are not a problem, They should all be copied over in a day or two. --Prod-You 05:03, 21 August 2006 (UTC)
 * About Wikia, I really like the site, having a separate website for MapleStory would be awesome. But we can also get a lot of help from the strategywiki community for transwikiing, and they may have some people from other projects come help us.  Anyone who has anything to say about this, please do post a comment with your thoughts. -- Prod-You 01:31, 20 August 2006 (UTC)

I have given the people on StrategyWiki the go ahead to start moving. It will hopefully be done by the weekend, but thats up to the guy who's doing the transwiking, whenever he has the time. All the picture links are going to be broken when it's moved. I had to rename everything to meet their naming policy. Don't worry about it as i will go through them and fix it all up (I've got the master list of pre and post move names). It should make some parts (like the monster page) a bit more straight forward, and get all these weird names (1101010.png??) cleaned up. The only down side to strategywiki is that you have to register, however this should also stop a lot of the vandalism (though it prevents some of the anon, just passing through, editors). See you all on the other side. -- Prod-You 00:46, 26 August 2006 (UTC)

Game Guide Policy
This was just to give a heads-up to other editors. Before reading the rest of this, remember that any edits you make here will be saved so continue editing and don't worry about losing the work.

There has recently been some developments into whether game guides are allowed on wikibooks. From the few bits of discussions I've seen, chances are that all these books will be removed from wikibooks. Some of the discussions can be found here, here and here. There is still strong resistance against removing the guides, but based on what I've seen I expect non-textbooks slowly being deleted. However, that doesn't mean this book will die. There are many places that would probably LOVE to have this book (I feel that it has become a very useful guide for beginners). Wikia http://gameinfo.wikia.com, Encyclopedia Gamia http://egamia.com and, Strategy Wiki http://www.strategywiki.net are the main choices for places to go. StrategyWiki seems like the best option due to this and it looks a bit nicer. GameInfo by Wikia is an ad website, and eGamia looks more like wikipedia. Anywayz, I don't think we have to worry about this for a little while longer, but I felt that contributors here should know. -- Prod-You 04:51, 3 May 2006 (UTC)

 * Mapletip also has a wiki. Perhaps transwiking to a high traffic maple-story specific site would be better than one of those general game sites. We can coordinate with them to transwiki. PS: I'm sorry I haven't been focusing on the book recently, I am more interested in wikibooks policy for now however. Video game guides have existed on this wiki before wikibooks was wikibooks, so a policy that would remove them seriously shakes the ground upon what wikibooks is. --Dragontamer 00:17, 4 May 2006 (UTC)
 * Mapletip's wiki isn't GFDL, which means not all revisions can necessarily be transferred there. Plus they've likely covered much of this already but with different linking and template structures. It could get messy. GarrettTalk 04:53, 4 May 2006 (UTC)
 * I was looking for their license and wasn't able to find it. What are they using? I also looked at the wikia site.  The guide is essentially empty, same with StrategyWiki meaning it would be fairly easy to move there, unlike MapleWiki which already has a fair bit of info (like Garrett said). -- Prod-You 05:51, 4 May 2006 (UTC)
 * I can't find signs of any license. It seems they've switched static content over to the wiki so I guess they couldn't suddenly apply a free license to previous contributions. UESPWiki has the same problem. GarrettTalk 20:58, 4 May 2006 (UTC)

Moving forward on this
With Jimbo finally answering my questions, I guess we have to go. I'm voting a move to strategywiki --Dragontamer 11:20, 26 May 2006 (UTC)

The steps to take on this: --Dragontamer 11:23, 26 May 2006 (UTC)
 * 1) Make sure strategywiki is willing to accept our guide so far (they better :-p)
 * 2) Move everything over to strategywiki, under the same name.
 * 3) Contact major contributors, make sure they understand the move.
 * 4) Replace all pages with a note saying "We have moved off wikibooks to strategywiki" or something along those lines.
 * 5) Change our policy to match StrategyWiki's. If we have some policies that don't exist in StrategyWiki, make some to keep quality of this book high. (Such as, NPoV, etc. etc.)

 * I was on strategywiki for a bit, and they seem to be interested. As soon as we reach concensus, I'll try to take care of the move, which shouldn't be too bad.  For the moving page, we can probably just set everything to redirect to the main MapleStory page, and leave a message and whatever necessary information there.  Quality wise, as long as the main contributors move, it should be fine. All that really needs to be done is have a vote on where to move. -- Prod-You 04:06, 28 May 2006 (UTC)

Transwiki Destination
This book is being moved, please vote for where you feel the book should be moved, and why. If any are missing please add a new heading and add your vote. The final move will be based on concensus, not how many votes something has, though if we can't get a decision within a reasonable amount of time it will be based on votes. Please sign all votes.
 * If there are no more votes on this issue within another week or so, I will go ahead and move this to StrategyWiki. -- Prod-You 16:11, 13 June 2006 (UTC)

 * StrategyWiki:
 * I vote for strategywiki. They seem willing to accept the book and have an interesting layout. -- Prod-You 04:06, 28 May 2006 (UTC)
 * Vote Best layout. Only con is the registration thing. --Dragontamer 22:21, 15 June 2006 (UTC)
 * Is too late to vote? IF notyes to StrategyWiki very nice layout. -- 66.215.71.146 06:37, 24 August 2006 (UTC)

 * Encyclopedia Gamia:

 * Wikia:

MapleStory Wiki
Wouldn't the MapleStory Wiki be better than a general gaming site? It would allow the fans of this game to develop their own community instead of having to be a small part of something else. Angela 09:41, 22 July 2006 (UTC)
 * I don't know of any mechanism of transwiking to wikia. I have been told that transwiking to SW should be fairly easy (and mostly done).  I really like the fact that wikia lets you have your own style and pictures for everything. -- Prod-You 18:30, 31 July 2006 (UTC)

Title
It was moved as per wikipedia:Talk:MapleStory. Enochlau 14:08, 2 October 2005 (UTC) Im copying the text from there to here for reference sake.... --Prod-You 04:22, 4 December 2005 (UTC)
 * Should this be called MapleStory instead? On the game's website, it's always spelt without the space, and staff sign with "MapleStory staff" on the news. Enochlau 06:02, 2 October 2005 (UTC)
 * Yea you are right. I looked through the website and it always refers to it as MapleStory.  One thing to consider before changing the name is that the wikibooks link probably will break if the name is changed -- Prod-Me 12:08, 2 October 2005 (UTC)
 * That should be ok - we should be able to move the wikibooks article, or failing that, put a redirect in place. Enochlau 14:02, 2 October 2005 (UTC)
 * Done. Enochlau 14:09, 2 October 2005 (UTC)

Cash Shop
Would it be good if somebody started up a Cash Shop page explaining Maple points and Cash (Paypal too maybe)? It would also be nice if quests involved with the Cash Shop and a cursory list of items sold there would be added too.PhoenixSeraph 00:20, 7 April 2006 (UTC)
 * Descriptions of maple points and that stuff is already on the main MapleStory page. I only know of a few quests that require the cash shop.  Those items usually move around the CS so its probably easiest to just mention they are in the cash shop on the quests page rather than having their own section.  About item lists, the cash shop items arent really "useful" to the game so I don't see the benefit.  Regardless, there are waaaay too many items, and a terrible navigation system to go through all of them.  However, perhaps we do need an introduction page that has general discussion about the game and all these extra things that dont really fit anywhere else.  -- Prod-You 03:00, 7 April 2006 (UTC)
 * Maybe a little Pet guide could fit in here...? -EMP Demon 04:42, 7 April 2006 (UTC)
 * Well as I don't have a pet, i have no idea what that means, so it would probably be a good thing to add :P. Irrespective of the CS concerns, a general introduction page is needed, and I started one at MapleStory/Introduction. It needs a lot cut out of it and some formatting, but at least its a starting point. -- Prod-You 05:04, 7 April 2006 (UTC)
 * I just remembered, the game itself already has all what I was thinking to add regarding pets... Oh well. -EMP Demon 07:00, 8 April 2006 (UTC)

Module Layout
How do you want to set up the towns section? Im guessing you want to put it at Maple Story/Towns/Amherst and so forth, but do you want to sort by island first? --Prod-You 22:41, 9 December 2005 (UTC)
 * Actually, I may cut the Towns section. I'm thinking along the lines of only including the NPCs and where they are. Maybe a shop list for some NPCs, but not all of them; hidden-street is there for that. --Dragontamer 22:46, 9 December 2005 (UTC)

Jobs layout
Ive been looking through the main page for each joh and the skills and builds page for each job, and they really are all mixed together. My suggestion is that we properly split them up with specific info in each section. Using thieves as an example, the main MapleStory/Thief_Guide page should have general info about the class, how job progressions work (ie. go bandit -> chief bandit for daggers, sin->hermit for stars), and training locations. The skills and builds should be split up into "Skills" and "Builds" since each skill tends to have a discussion about it. A separate page about builds would tell all the different builds with discussions about merits. The only part that I'm not too sure about location would be the "debates" (ex. AB vs DS). I feel that those should go in skills if their debates about which skill is better in general. However if the skill is the basis for builds it should go in the builds section (ie FA/FA-less). Doing this would make it much easier to find info, cause one of my friends was starting a new char and had trouble making any sense of this book. I'd like to get some consensus/opinions on this before we start making major layout changs again. -- Prod-You 06:00, 22 February 2006 (UTC)
 * If noone has any objections I'm going to start moving stuff around in a day or two. -- Prod-You 15:05, 2 March 2006 (UTC)
 * Go on ahead. It is a wiki :) If you royally screw the job over, there is always revert. --Dragontamer 23:01, 2 March 2006 (UTC)
 * All of them split up now, and the Skills and Builds pages link to either the Skills or the Builds page. Also removed from the TOC. Many of the pages will need some cleaning up and merging multiple guides, but moving info around is done.  Hope you guys like it.  --Prod-You 01:08, 5 March 2006 (UTC)

Armor and Weapon pages
As was said a while ago, it would be pointless for this book to turn into a hidden street or sauna, so lets try to do something different. My view is that these pages should have recommendations of which items to get and when. Perhaps even to be merged into one "shopping" page or something since they are fairly closely linked. -- Prod-You 06:25, 23 March 2006 (UTC)
 * There are a few pages with listings of armors and weapons from the game which can be found linked from MapleStory/Items. All of this info can be found on Hidden-Street and Sauna already.  Initially this stuff should be moved to the specific class section(s) that would need to wear those items.  However, we should move towards discussing the advantages and disadvantages of wearing certain items.  Perhaps a guide to which armors to buy and when, based on amount of money, and enemy trained on.  --Prod-You 06:42, 9 April 2006 (UTC)
 * I moved most of the info to the MapleStory/Beginner Guide/Armor page since they are mainly beginner items. Those lists need to be cut down so that only the important items are included, rather than everything (which is already covered nicely on hidden street).  Also got rid of the items link from the main TOC. -- Prod-You 01:21, 13 May 2006 (UTC)

Templates

 * Template:MapleStory/itemtable (Talk)
 * Template:MapleStory/itemtablestart (Talk)
 * Template:MapleStory/item (Talk)
 * Template:MapleStory/fixme (Talk)
 * Template:MapleStory/TOC (Talk)
 * Template:MapleStory/tablestyle (Talk)
 * Template:MapleStory/Skill (Talk)
 * Template:MapleStory/Quest (Talk)
 * Template:MapleStory/Monster (Talk)
 * Template:MapleStory/Training location (Talk)
 * Template:MapleStory/TOC/Jobs (Talk)
 * Template:MapleStory/TOC/Jobs/sub (Talk)
 * Template:MapleStory/TOC/Quests (Talk)
 * Template:MapleStory/TOC/Towns (Talk)

Need Translations?
I can make the webpage into Korean/Japanese if anyone needs it to be =P

Move to StrategyWiki isn't well thought out
There's been a wiki set up for quite a while at for MapleStory content. I am an admin at said wiki, and would be willing to assist you in that community. - Kookykman, reach me here
 * I've looked at that (I'm assuming you mean ), and there was very little there except what DarkNShadow has contributed to both that book as well as this (the monster page), and a bit which looks copied from here. Personally, I prefer strategywiki since it is a gaming site and offers more chances for people from other guides to link between topics (and perhaps get editors from more varied topics).  I do like the fact that wikia gets a "site" to itself with MapleStory in the name, but I feel a more varied set of authors is far more important.  If SW doesn't work out, wikia is one of my 2nd choices (wiki.com is another).  However, this still leaves the problem of transwiking.  You cannot simply copy and paste text as that would violate the license.  The people on SW have the tools and experience transwiking books.  This decision has been though out.  -- Prod-You 03:40, 15 August 2006 (UTC)

title: Talk:MapleStory


text:
EverQuest II/Crafting Reference/Recipes

These are the recipe books that are available, books in bold are rare loot drops.

Scholar

 * Ring Imbueing Volume 1
 * Advanced Ring Imbueing Volume 1
 * Ring Imbueing Volume 1
 * Advanced Ring Imbueing Volume 1
 * Ring Imbueing Volume 1
 * Advanced Ring Imbueing Volume 1
 * Ring Imbueing Volume 1
 * Advanced Ring Imbueing Volume 1
 * Ring Imbueing Volume 1
 * Advanced Ring Imbueing Volume 1
 * Ring Imbueing Volume 1
 * Advanced Ring Imbueing Volume 1
 * Ring Imbueing Volume 1
 * Advanced Ring Imbueing Volume 1
 * Ring Imbueing Volume 1
 * Advanced Ring Imbueing Volume 1
 * Ring Imbueing Volume 1
 * Advanced Ring Imbueing Volume 1
 * Ring Imbueing Volume 1
 * Advanced Ring Imbueing Volume 1
 * Advanced Ring Imbueing Volume 1

title: EverQuest II/Crafting Reference/Recipes


text:
Mega Man Battle Network/Walkthroughs

This module contains our walkthroughs of each game in the Battle Network series.

 * Mega Man Battle Network
 * Mega Man Battle Network 2
 * Mega Man Battle Network 3 Blue
 * Mega Man Battle Network 3 White
 * Mega Man Battle Network 4 Red Sun
 * Mega Man Battle Network 4 Blue Moon
 * Rockman EXE 4.5 Real Operation
 * Mega Man Battle Network 5 Team Colonel
 * Mega Man Battle Network 5 Team ProtoMan
 * Mega Man Battle Network 6 Cybeast Falzar
 * Mega Man Battle Network 6 Cybeast Gregar
 * Mega Man Network Transmission

title: Mega Man Battle Network/Walkthroughs


text:
Mega Man Battle Network/Combat Basics

Combat in MegaMan Battle Network is done through the use of a 6-by-3 grid, with each square in the grid being called a panel. Each panel has either a red or blue border, denoting which player can use it. There is never at any time a panel that can be used by both sides at the same time. Against the computer, the player will always be on red-bordered panels.

The objective is to reduce the hit points of the opposing side to zero. Against the computer, the player may face up to three viruses, or a boss navi with several obstacles.

Panel Types
There are many different types of panels in Battle Network. They are:

 * Cracked Panels - these panels become broken when someone steps off the panel. Having the correct Type or program, you can go over it.
 * Broken Panels - these are impassible panels. The panel will regenerate to a normal panel over time.  Having the correct Soul or program, you can go over it.
 * Holes - another impassible panel, but they don't look broken. Instead they are missing. They are there at the beginning of the battle and cannot be changed EVER. Some Giga-chips need these to work. Not many Chips make Holes.
 * Grass Panels - These panels have grass on them. Plantman and the Wood Type from MMBN 3 will gain health. They are destroyed when cracked, destroyed, or burnt, or a terrian changing chip is used.
 * Ice Panels These annyoing panels make you slip. They look shiney blue. When you step on one, you move across it untill you hit a wall, or a dry spot. They are destroyed when fire is applied to it, cracked, destroyed, or you use a terrian changing chip is used. Having the correct Type or program, you can go over it.
 * Fire/Lava Panels Another annoying one. Having the correct Soul/Type or program, you can go over it, but most likley, you'll want to get rid of them. They take up 10 (20 if you have the wrong Soul/Type) 50HP(100 if you have a WoodStyle) if you step on them, but they disappear. They are destroyed with Water, Cracked, Destoryed, and Terrian Chips. A barrier will allow you to walk on them.
 * Metal Panels These cannot be destroyed by anything but Terrian Change Chips like LavaStg.
 * Poison These slowly seep at your health, totally disregarding the Barrier or Invis chip you may use. They don't do Elemental damage, and they are annyoing. Also some virisus make poison gas and some glitches may do the same thing.

Buster and Charge Shots
Regardless of the navi you are using (most likely MegaMan), each navi will have a buster attack that is done by pressing the B button and a charged attack that is done by holding down the B button for a longer period of time. With MegaMan, the MegaBuster will only do one point of damage initially and have a long cooldown and charge time. The attacks can be made more powerful through PowerUps in Battle Network and Battle Network 2 and with Navi Customizer parts in later games.

title: Mega Man Battle Network/Combat Basics


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Mega Man Battle Network/BattleChips

BattleChips (sometimes spelt with a space) are an important part of Battle Network, as much of MegaMan's (or any ohter navi's) abilities lie within. In Battle Network, Lan may form a folder of 30 chips, subject to certain limitations, to which he can use during battle. BattleChips, however, for the most part, can only be used once per battle, although they are reusable in the sense that you do not lose the chip permanently when you use them.

Here is a guide to every BattleChip found in the series, sorted by category. For a list of chips by the games' library numbers, check out
 * Battle Network chips
 * Battle Network 2 chips
 * Battle Network 3 chips
 * Battle Network 4 chips
 * Battle Network 5 chips
 * Battle Network 6 chips

Standard Chips
The following lists Standard Chips. Note that chips that form a series (ie. with similar effects and damage) are listed together.

 * AirHockey
 * AirRaid
 * AirShoes
 * AirShot
 * AirSpin
 * AirStorm
 * AntiDamage (includes ElementTrap)
 * AquaNeedle
 * AreaGrab (includes the Metagel chips)
 * Arrow
 * Attack+ (includes Navi+ and elemental plus chips, including the Attack+30 and Navi+40 Mega Chips)
 * Aura
 * AuraHead
 * Barrier
 * BlackBomb
 * Boomerang
 * Bubbler (BN1 version)
 * BubbleStar
 * BubbleWrap
 * BugBomb
 * Bunny (includes all other virus chips)
 * Burner
 * BurnSquare
 * BusterBomb (includes BusterGuard and BusterSword)
 * BusterUp
 * Cannon (includes HiCannon and MegaCannon)
 * CannonBall
 * CircleGun
 * ColorPoint
 * ComingRoad
 * CopyDamage
 * CornShot
 * CurseShield
 * CustomSword
 * Dash
 * DollThunder
 * Dragon
 * DrillArm
 * ElecPulse
 * ElementRage
 * EnergyBomb
 * Fan
 * Fanfare
 * FastGauge
 * FireBurn
 * FireHit
 * FlashBomb
 * Gaia
 * Geddon
 * Geyser
 * GoldFist
 * GolemHit
 * GrabRevenge
 * GrassStage
 * Guard (includes Reflector chips)
 * GunDelSol
 * GutPunch
 * Hammer (includes BigHammer chips)
 * HeroSword (includes FighterSword and KnightSword)
 * Hole
 * HolyPanel
 * HotBody
 * IceWave
 * Invis
 * IronBody (includes StoneBody)
 * IronShell
 * Knight (includes other KingMan piece chips)
 * Kunai
 * Lance
 * LavaCannon
 * LifeSynchro
 * LittleBoiler
 * LongSword (includes LongBlade)
 * MachineGun
 * MachineSword
 * MagBolt
 * MagnetCoil
 * Magnum
 * Mine
 * MiniBomb (includes other bomb types excluding special effect bombs)
 * MoonBlade
 * Needler
 * NoBeam
 * NorthWind
 * Panic
 * PanelGrab
 * PanelOut (includes X-Panel, CrackOut and CrackShot series)
 * Plasma
 * PoisonMask
 * PopUp (includes Mole series and DropDown)
 * Prism
 * Pulsar
 * Quake
 * RandomMeteor (includes Meteor and Asteroid series)
 * Ratton
 * Recover
 * Repair (PanelReturn series)
 * Repair (BN4 chip)
 * RiskyHoney
 * RockArm
 * RockCube
 * RollingLog
 * Rope
 * SandWorm
 * Seed
 * Sensor
 * Shadow
 * Shake
 * ShockWave (includes SonicWave and DynaWave)
 * ShotGun (includes HeatShot and Bubbler)
 * SideGun (includes HeatSide and BubbleSide)
 * Slasher
 * SlowGauge
 * Snake
 * Spice
 * Spreader
 * StepSword
 * SummonBlack
 * TankCannon
 * Team
 * TimeBomb
 * Tornado
 * Totem
 * Tower
 * TriArrow (includes DoubleNeedle and TrainArrow chips)
 * Uninstall
 * V-Gun (includes Heat-V and Bubble-V)
 * VariableSword
 * VoodooDoll
 * Vulcan (includes SuperVulcan Mega Chip)
 * Wave
 * WaveArm
 * WhiteCapsule
 * WideSword (includes WideBlade and elemental variations)
 * WideShot
 * Wind
 * WindRacket
 * Yo-Yo
 * ZapRing

Mega Chips
The following is a list of Mega Chips, excepting Navi Chips and chips that are extensions of Standard Chips.

 * Anubis
 * BlackWing
 * BlizzardBall
 * BugFix
 * DoublePoint
 * FullCustom
 * GodStone
 * Guardian
 * GunDeSolEX
 * Jealousy
 * JusticeOne
 * LifeAura
 * Muramasa
 * NeoVariableSword
 * NumberBall
 * OldWood
 * Otenko
 * Poltergeist
 * Sanctuary
 * StandOut (includes all other S-Mega Chips)
 * ZeusHammer
 * Z-Saver

Giga Chips
The following is a list of Giga Chips, excepting Navi Chips.

 * AlphaArm
 * Balance
 * BigHook
 * BlueMoon
 * BugCharge
 * BugRiseSword/Thunder
 * Colonel Force
 * CrossDivide
 * DeltaRayEdge
 * DethPhnx
 * FolderBack
 * Phoenix
 * RedSun

Navi Chips
The following is a list of Navi Chips.

 * AquaMan
 * Bass
 * BeastMan
 * BlastMan
 * BlizzardMan
 * BombMan
 * BowlMan
 * BubbleMan
 * BurnerMan
 * ChargeMan
 * CircusMan
 * CloudMan
 * Colonel
 * ColorMan
 * CosmoMan
 * DarkMan
 * DesertMan
 * DiveMan
 * Django
 * DrillMan
 * DustMan
 * ElecMan
 * ElementMan
 * EraseMan
 * FireMan
 * FlameMan
 * FlashMan
 * FreezeMan
 * GateMan
 * GridMan
 * GroundMan
 * GutsMan
 * GyroMan
 * HeatMan
 * IceMan
 * JudgeMan
 * KendoMan
 * KingMan
 * KnightMan
 * LarkMan
 * LaserMan
 * MagicMan
 * MagnetMan
 * Meddy
 * MetalMan
 * MistMan
 * NapalmMan
 * NumberMan
 * PharaohMan
 * PlantMan
 * ProtoMan
 * Punk
 * Roll
 * SearchMan
 * SlashMan
 * ShadeMan
 * ShadowMan
 * SharkMan
 * SkullMan
 * SnakeMan
 * SparkMan
 * StoneMan
 * TenguMan
 * ThunderMan
 * ToadMan
 * TomahawkMan
 * TopMan
 * VideoMan
 * WoodMan

/DarkChips/
The following is a list of DarkChips:

 * DarkBomb
 * DarkCannon
 * DarkInvis
 * DarkLance
 * DarkPlus
 * DarkRecover
 * DarkSound
 * DarkSpreader
 * DarkStage
 * DarkSword
 * DarkThunder
 * DarkVulcan
 * DarkWideShot

title: Mega Man Battle Network/BattleChips


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Mega Man Battle Network/Program Advance Guide

When certain chips are slotted in, they may be instead to form a single, more powerful attack known as the Program Advance. Program Advances are often performed when three (sometimes more) chips are slotted in the correct order, with the correct letter codes.

To perform a Program Advance, simply slot the chips in the correct order, and before the turn begins, you will see that your chips will combine to form a new attack. With letter-coded Program Advances (ie. Program Advances that require different chips with a common letter code), you can also (for the most part) boost its attack rating (if any) with other chips such as ColorPoint or Attack+10 for more damage. However, remember that as the chips are not combined until the turn begins, you will typically have only two (one if you use Soul Unison) space left to add power to your Program Advance.

In MegaMan Battle Network 5, Program Advances may be performed only once in battle, although different Program Advances may be performed in the same battle.

In designing a folder, it is common to have the ability to make at least one Program Advance - many common folders revolve around a single letter code and a Program Advance that fits that letter code. Folders prior to Battle Network 5 may have as many of the constituent BattleChips as the folder-building rules allow, to maximize the chances of drawing all the chips needed for a Program Advance.

In our BattleChip guide, the Program Advances that the chip is a part of is listed on the page. For a complete list of Program Advances, check out the Program Advance Library.

*-Coded Chips
In Battle Network 2, a *-coded chip can act as a wildcard which can act as one missing letter code. Note that all *-coded chips substitute for one and only one letter code, thus while Cannon A, Cannon B, and Cannon * will form the ZetaCannon1, the combination of Cannon A, Cannon *, and Cannon * will simply be three Cannon attacks.

With letter-coded Program Advances, of course, this point is rendered moot - you can use any combination of letter-coded and *-coded chips, and all *-coded chips will take the same letter code. This also means that you can execute Program Advances with only *-coded chips. in megaman 5 you can also make a program advance called cactdance you need cactball I,J,H

Dark and Light Advances
Starting in Battle Network 4, with the introduction of DarkChips, some Program Advances may require a sufficient level of karma to perform. For example, the PoisonPharaoh requires a low level of karma in Battle Network 4, while the PileDriver requires a high level of karma. Thus, the usage of DarkChips and DoubleSoul, as well as the SoulCleaner Navi Customizer Part, will affect which PAs become available.


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Mega Man Battle Network/Liberation Guide

Liberation missions, a part of Battle Network 5, is a special gameplay mode that combines turn-based strategy and virus busting. Here, Lan is able to control up to five navis in an attempt to get to the boss of the stage. The mission is successful if the boss is deleted, and fails if either:

 * the team retreats (by pressing Start and confirming the decision to retreat)
 * MegaMan is deleted (or, in the case of mission 4 against Dark MegaMan, Colonel or ProtoMan is deleted)

Team Members
There are up to seven members on each team, with up to five available for missions: MegaMan is the team's second-in-command. The others are as follows:

All navis share the same folder and regular chip. However, the Start menu is inaccesible during the mission, thus SubChips cannot be used, nor can the e-Card settings, NaviCustomizer, or chip folder be modified. All teammate navis also have a default chip that can be used once in each battle, which either acts as a weaker version of their navi chip or a different chip entirely. The damage of said chip increases as more Liberation Missions are completed.

Panels
The area to be liberated is filled with a various assortment of panels. In order for the navis to reach the boss, they must liberate certain panels. There are several types of panels They are:

 * Clean Panels - these are liberated or unaltered panels, allowing your team to move about at will. Guardians (except for Bladias, which will turn them into dark panels before attacking) cannot move on them.
 * Dark Panels - these have a purple color, preventing your team (except for the team scout) from moving. Guardians may move about them.
 * Item Panels - identical in appearance to a Dark Panel, but with a small grey stud on top. These contain certain items, and, if the team planner is present in the mission, traps.
 * Dark Holes - these are special Dark Panels that will spawn Guardians (but only one Guardian at a time). If the Dark Hole is liberated, the corresponding Guardian disappears (but the panel they are on is not liberated).  Note that some Guardians are not associated with any Dark Hole.
 * Barrier Panels - these numbered panels prevent your team from passing without a corresponding key. Once the appropriate key is found, every corresponding barrier panel is changed to a clean panel.
 * Bonus Panels - these panels with question marks over them will give the liberator a certain reward, determined by a roulette-style selection. This does not count as a turn.

Clean Panels and Bonus Panels are said to be liberated. Panels surrounding the mission's boss, indicated by a purple block on the panel, are not liberated until all Dark Holes are liberated - and then they are turned to Dark Panels.

Enemies
Each mission has one central enemy (ie. the boss), who is surrounded by special Dark Panels such that they turn into normal Dark Panels only after all Dark Holes are eliminated. Defeating the boss will result in the success in this mission. The boss remains stationary, but has an out-of-battle attack that can deal significant damage.

Other enemies that appear in liberation missions are the Guardians, which are, for all intents and purposes, minibosses. There are three types of Guardians: the BigBrute (a bear-like enemy that breathes fire), the Bladia (a monstrous variant of the Swordy enemy), and the TinHawk (a large bid that flies out of range), each with varying attack strengths, ranges, and movement rates. Whenever you attack a Guardian, you will face the Guardian one-on-one, but whenever you liberate a Dark Hole, you will face the Guardian associated with the Dark Hole in addition to other viruses. If a Guardian affiliated with a Dark Hole is destroyed, then a new one will respawn. If a Dark Hole is liberated, any Guardian next to the Dark Hole, as well as the Guardian associated with the Dark Hole, will disappear.

Liberation Battles
During the liberation missions, no random battles are fought - battles are only fought through liberation. Liberation battles differ from ordinary battles in the following manner:

 * A turn ends when the custom gauge is full, although chips will carry over between turns.
 * All viruses must be deleted within three turns.

All members can perform liberations. However, only MegaMan benefits from NaviCustomizer parts, e-Cards, DarkChips, and DoubleSouls. All other navis can only use five chips in the Custom screen. However, each navi (except MegaMan) has a preset chip that may be used once per battle. Note that the start menu is not accessible: this means that the folders, NaviCustomizer, and e-Card settings may not be changed, nor can a player link battle. A player can save during a phase if either the team captain or the team supporter has not made their turn (if the captain and supporter are both in the mission, saves must be performed through the captain).

Note that these customizer parts will not work during Liberation missions as a result of having no random battles or being unable to link battle:
 * SneakRun, OilBody, Fish, Battery, Jungle (Attracts viruses, liberation missions have no random encounters)
 * Collect, Millions (no reward at end of virus battle)
 * Rush, Beat, Tango (PVP exclusive functionality, won't work otherwise regardless)
 * SoulTime+1 (Technically works, but is useless because liberates are limited to 3 turns, the default Double Soul/Soul Unison time)

With the exception of Bonus Panel liberations, liberations, successful or not, end a navi's turn. If an unoccupied Dark Panel or Item Panel is liberated in one turn, every surrounding unoccupied dark panel and item panel is also liberated. If a Dark Hole is liberated, every unoccupied Dark Panel and Item Panel around the Dark Hole, except for traps, is also liberated (but no one-turn liberaion bonus is received), and any miniboss next to the Dark Hole or generated from the Dark Hole disappears (although the panel they are on remains dark).

The layout of the battlefield for liberation battles changes based on the unliberated panels around it. Consider the diagram below, where X is the panel being liberated and where O is the navi (and the navi at O is facing X):

 * If either E is unliberated, or both C and D is unliberated, the battle will begin with the navi in control of the two middle columns. In this case, pressing L or R will reverse the direction the navi's facing (as a navi, in general, cannot attack viruses behind them).
 * If only one of C or D is unliberated, the battle begins with the navi in control of the first two columns. The navi will also begin in this situation if they are in the pincer situation against the boss of the mission.
 * If either A or B is unliberated, the battle begins as normal.
 * If A, B, C, D, or E are all liberated, then the battle begins with the navi in control of the first four columns.

Order Points
At the beginning of each mission, three order points are given, and up to eight order points can be held at any time. Order points are obtained through item panels or through bonus panels.

Order points are used to activate a navi's special ability. They tend to not have one-turn liberate effects. The navi then ends its turn after using it. The special abilities of each navi are as follows:

 * MegaMan - LongSword - MegaMan liberates the two panels in front of him instead of one panel.
 * Colonel - ScreenDivide - Colonel liberates the panel in front and the two panels beside it. Naturally this ability becomes useless when you are able to one-turn liberate consistenly with Colonel (but can be useful if you need to liberate areas in front but, because of traps behind you, you need to liberate in two turns).
 * ProtoMan - WideSword - same as Colonel's ScreenDivide.
 * KnightMan - KnightMan has no special abilities requiring order points, although he receives no damage from out of battle, and can shield anyone within one panel from out-of-battle damage.
 * MagnetMan - MagnetBarrier - MagnetBarrier shields the entire team from out-of-battle damage.
 * ShadowMan - SneakAttack - ShadowMan attacks bosses and minibosses one or two panels ahead, dealing them a fixed amount of damage (depending on mission), but cannot kill them outright. This ability is pretty much rendered useless if ShadowMan himself can deal more damage through actual liberation battles.
 * GyroMan - BombLiberation - GyroMan can liberate any unoccupied Dark Panel without a liberation battle. Funnily enough, this is closer to a Sneak Attack rather than ShadowMan's, as he does not enter battle.
 * TomahawkMan - TomahawkSwing - TomahawkMan liberates a 2x3 area in front of him, but any items there (except traps, which are set off, and barrier keys, which are collected) are destroyed in the process. This move, however, does not gain benefits from one-turn liberations.
 * NapalmMan - Napalm - NapalmMan liberates the four panels ahead, as well as the two panels adjacent to the third panel ahead. However, any items (except traps and barrier keys) are destroyed in the process.  This move does not gain benefits from one-turn liberations.
 * NumberMan - NumberCheck - NumberMan checks the 2x3 area in front of him and claims any items while disarming any traps. However, no panels are liberated.  Typically, NumberMan is used to get keys that are surrounded by stun traps (with Team Colonel, damage traps are less of a factor thanks to KnightMan).
 * SearchMan - PanelSearch - SearchMan checks every unoccupied Dark or Item Panel in a continuous line, and liberates all Item Panels. Any traps are disarmed in the process, while the remaining items are collected.
 * ToadMan - LifeMelody - ToadMan will sing a song to a teammate in an adjacent panel. The teammate's normal liberation will now liberate all the unoccupied Dark or Item Panels in the five panels ahead, ignoring barrier panels.
 * Meddy - TwinLiberation - Meddy will target the first and last panels in a continuous line of unoccupied Dark or Item Panels. A second navi (typically GyroMan) must be sent to the other end of the line and perform a normal liberation in order for every panel in between to be liberated.  Any traps that are tripped by this liberation affects the second navi.

Phases
The objective is to eliminate the boss of the stage within a certain number of phases. Liberation missions can continue past the number of phases indicated, but will receive lesser rewards.

During each turn, the player has a phase, followed by the Darkloids. In each of the player's phases, the player controls each navi until it performs a liberation (except Bonus Panel Liberation), uses order points, or passes its turn to heal itself. Then, the Darkloids have their turn. During this time, minibosses and the boss itself can heal themselves, and then move around and attack the player's navis. Guardians will heal up to half of their maximum HP per turn, while bosses will heal 100 HP for each unliberated panel around them.


text:
Mega Man Battle Network/Navi Customizer Guide

The Navi Customizer was introduced in Battle Network 3 as a replacement of the powerup system found in previous games. As it implies, you can customize the abilities of MegaMan, including the attack, speed, and charge time for the MegaBuster. In Battle Network 5, the Navi Customizer only works on MegaMan and not any other navi.

The Navi Customizer consists of a grid with various parts that take up some or all of the grid. The Navi Customizer begins as a four-by-four grid, but can be expanded to a four-by-five and later to five-by-five grid as a result of acquiring the two ExpansionMemories. The third row in the Navi Customizer is referred to as the command line.

Each part has a specific color, and it may be either solid or textured, referring to the presence or an absense of a cross-shaped texture on each square in the part. Solid programs must have one part on the command line for them to function, while textured programs must stay off of the line. Parts of the same color, textured or not, must remain apart from each other horizontally or vertically. In Battle Network 3, the current style of MegaMan controls the colors of parts that can be used, while Battle Network 4 and Battle Network 5 limits the number of colors that can be used to four. If a part violates these conditions, it is said to be bugged, and MegaMan may suffer from some side effects. Having said that, there may be cases where you could intentionally bug MegaMan (for example, to acquire the Bug styles in Battle Network 3).

If two solid parts with overlapping functions are in effect, the one further on the right takes precedence.

Textured programs often come with one of three colors: white, pink, and yellow, while solid parts will be available in only one color, usually other than pink, white, or yellow. The shape of a part is consistent across different colors. You are permitted to carry multiples of the same part with the same color.

Spin Parts
Normally, parts may not be rotated to fit, but throughout the game, special key items collectively known as the spin parts may be acquired, which allow you rotate all Navi Customizer parts of the same color by pressing the L and R buttons. There is typically one spin part for each color.

Compression
Aside from Battle Network 4, most solid parts (and in Battle Network 5, some textured parts) can be compressed to take up one less square using a compression code. In Battle Network 3, these are preformed by holding Select and pressing a combination of joystick and button presses, while in Battle Network 5 these are performed by holding the joystick to the right and pressing certain buttons. Parts can be decompressed by inputting the same code again. The compression code for each part is unique, and a compression code compresses all the colors for a particular part in the same manner.

Common Parts
Here are a description of some of the common parts that you may find:

 * AirShoes: this allows MegaMan to walk over broken panels, similar to the effects of the AirShoes chip in Battle Network 3 or the effects of WindSoul in Battle Network 4 or GyroSoul in Battle Network 5.
 * Attack+1 - this increases MegaMan's buster attack by 1. The maximum attack level is 5 in Battle Network 3 and Battle Network 4, and 10 in Battle Network 5.  It will have no effect if the attack is already at maximum level.
 * AttackMAX - this raises MegaMan's buster attack to the maximum (in Battle Network 5, this only raises the attack level to 5, not to 10). Its shape is effectively four Attack+1 parts fused together.
 * Battery - this allows you a greater chance to fight elec-based viruses.
 * Beat - in multiplayer battles, this will steal the opponent's chip (so that you can use it) the first time a Mega or Giga chip is used.
 * BodyPack - this gives MegaMan the combined effects of SuperArmor, AirShoes, FloatShoes, and UnderShirt.
 * BugStop - this prevents any kinds of bugs from violating the rules of the Navi Customizer. It cannot be bugged itself (if placed away from the command-line, you don't get the benefits, but you do not get any side effects from it, either).  This means there are virtually no restrictions on how you place parts (although you will not benefit from a solid part being off of the command line, but you will not get bugs).  However, negative side effects of certain parts (such as the hit point reduction of HubBatch) will not be affected.
 * BusterPack - this increases all MegaBuster stats by three levels.
 * Charge+1 - this increases MegaMan's buster charge by 1, meaning that it charges sooner. The maximum charge level is 5.  It will have no effect if the charge is already at maximum level.
 * ChargeMAX - this increases MegaMan's buster charge to the maximum. Its shape is effectively four Charge+1 parts fused together.
 * Custom+1 - this increases the number of chips available to select from in the Custom screen by 1. It will have no effect if 10 chips are available in Battle Network 3 or 8 chips are available in Battle Network 4 or Battle Network 5.
 * Custom+2 - this increases the number of chips available to select from in the Custom screen by 2. It will have no effect if 10 chips are available in Battle Network 3 or 8 chips are available in Battle Network 4 or Battle Network 5.
 * FirstBarrier - this gives MegaMan a barrier at the begging of the battle, as if the Barrier chip was slotted in.
 * Fish - this allows you a greater chance to fight aqua-based viruses.
 * FloatShoes - this allows MegaMan to ignore all negative effects of panels (eg. the gradual damage from poison panels).
 * GigaFolder+1 - this allows you to put one more Giga chip in your folder. However, there will also be a side effect.
 * HubBatch - this gives MegaMan the combined effects of Shield, MegaFolder+1, SuperArmor, Custom+1, FirstBarrier, AirShoes, FloatShoes, and Undershirt, but halves MegaMan's HP in the process.
 * Humor - Pressing L while controlling Lan (while MegaMan is in his PET) will make MegaMan tell a (somewhat lame) joke. Not particularly useful, but good for a laugh.
 * HP+50 - this raises MegaMan's maximum HP by 50 points.
 * HP+100 - this raises MegaMan's maximum HP by 100 points.
 * HP+200 - this raises MegaMan's maximum HP by 200 points.
 * HP+300 - this raises MegaMan's maximum HP by 300 points.
 * HP+400 - this raises MegaMan's maximum HP by 400 points.
 * HP+500 - this raises MegaMan's maximum HP by 500 points.
 * Jungle - this allows you a greater chance to fight wood-based viruses.
 * MegaFolder+1 - this allows you to put one more Mega chip in your folder.
 * MegaFolder+2 - this allows you to put two more Mega chips in your folder.
 * OilBody - this allows you a greater chance to fight fire-based viruses.
 * Rush - in multiplayer battles, this paralyzes the opponent when they first use an Invisible chip.
 * Shield - this allows MegaMan to raise a shield that will absorb a hit with b+B (b denotes the direction to the back of MegaMan, ie. left when MegaMan is facing right, as per fighting game notation).
 * SneakRun - this is effectively a permanent version of the SneakRun subchip, which would reduce your encounter rate with viruses (including navis that you could meet in random encounters).
 * SoulTime+1 - this increases the duration of DoubleSoul (but not Chaos Unisons) by one turn.
 * Speed+1 - this increases MegaMan's buster speed by 1. The maximum speed level is 5.  It will have no effect if the attack is already at maximum level.
 * SpeedMAX - this raises MegaMan's buster speed to the maximum. Its shape is effectively four Speed+1 parts fused together.
 * SuperArmor - this allows you to not go into hitstun when attacked (so, for example, you will not lose your charge).
 * Tango - in multiplayer battles, this will act as as if a Recover300 and a Barrier100 chip were slotted in and activated the first time MegaMan's HP drops to a critical level.
 * UnderShirt - this allows MegaMan to survive one hit that may delete him by putting him at one hit point afterwards. The effect lasts as long as MegaMan's hit point is above 1.

Common Bugs
When bugged, MegaMan will have an unusual appearance in battle (except in the English GBA versions of Battle Network 5, where it was removed for cartridge space limitations), ranging from horizontal lines on MegaMan to MegaMan being slightly deformed. In Battle Network 3, these bugs can be overridden with Extra Codes, but only one Extra Code can be entered at a time. Here are a list of common bugs:

 * Battle HP Bug - MegaMan will continually lose HP after he is first hit (although the depletion will temporarily stop in the Custom Window). The rate of this depletion depends on how many parts are producing the bug.
 * Buster Bug - the MegaBuster will fire blanks some of the time. The probability of firing a blank depends on how many parts are producing this bug.
 * Control Bug - this will make MegaMan confused in battle, or will move MegaMan constantly in one dire


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Mega Man Battle Network/Soul Unison Guide

This guide will cover the basics of DoubleSoul and Chaos Unison (here, collectively referred to as Soul Unisons), introduced in Battle Network 4 and Battle Network 5, respectively.

How to use
Firstly, Soul Unisons must be performed while MegaMan is in either normal, angry, or full-synchro emotions (curiously, this also means you are unable to use Chaos Unisons in dark mode). To perform a Soul Unison, select an appropriate chip and use the "Unite" option. The unison cannot be undone by pressing B. The chip sacrificed cannot be used for the remainder of the battle. Note that Soul Unison is effectively a chip that you send to MegaMan with no particular coding, so you can send four more chips to MegaMan, as normal. Before the battle resumes, the Soul Unison is performed, and the Emotion Window changes to show DoubleSoul MegaMan. Chaos Unisons require the sacrifice of a DarkChip, but are otherwise performed the same as regular DoubleSouls.

While in Soul Unison you will not gain some benefits from the Navi Customizer (most notably, Shield and Reflect cease to work until you lose the unison). You can only unite with a soul once in battle (ie. you can use Soul Unisons up to six times, one for each soul in the game), and you cannot sacrifice your regular chip for Soul Unisons. You also cannot go into Full Synchro while a Soul Unision is in effect. DoubleSoul lasts for three turns (but can be reduced or extended in Battle Network 5 with the use of the SoulTime+1 Navi Customizer part and various e-Cards), while Chaos Unisons last for only one turn and cannot be extended.

While in Soul Unison you will gain particular benefits, including a change in charged shot, BattleChip bonuses, and the like. Chaos Unisons replace the normal DoubleSoul's charged shot with the DarkChip sacrificed (but without the negative effects of the DarkChip, although you get the DarkChip glitch whenever you lose the Chaos Unison). However, the charged shot must be released when the charge is purple in color, or an indestructible Dark MegaMan will appear and generally wreak havoc on you (on top of losing your Chaos Unison). Having said that, some say that this is the only real use for DarkChips.

Here's a list of Soul Unisons that you can perform.

Unisons and DarkChips
DoubleSoul improves your karma, while DarkChips lower them (thus, Chaos Unisons do not alter them). In Battle Network 5, if you use a DarkChip while in Soul Unison, you will be immediately brought out of Soul Unison, and you will suffer from the effects of your DarkChip. Curiously, you are unable to even Chaos Unison while in dark mode.

Red Sun

 * Fire Soul
 * Charge Shot: FireArm- Shoots flames 3 panels straight for 50 damage.
 * Enables charge of fire chips for Fire Arm: Shoots flames 5 panels straight for 150 damage.
 * Restores HP from Lava panels.
 * Creates some grass panels upon activation.
 * Thunder Soul
 * Charge Shot: ZapRing- Ring of electricity shot straight for 20 damage, also causes paralysis. All neutral and electric chips gain a paralysis effect.
 * Wind Soul
 * Normal shot: Air Blast- A weakened AirShot attack. Inflicts 5 damage, but knocks opponents back one row.
 * Charge Shot: Wind Racket- A WideSword-oriented fan attack. The opponent is sent to the back row.
 * NorthWind effect is applied upon activation, destroying the opponent's aura or barrier.
 * Air and FloatShoes effects are applied.
 * Fan effect is applied throughout the use of the soul, which brings opponent to the front constantly.
 * Guts Soul
 * Charge Shot: Guts Punch- A really big fist attacks a square ahead.
 * +30 to neutral chips.
 * Rapidly pressing the B button activates Machine Gun Mode; invincibility goes into effect while firing rapidly.
 * Roll Soul
 * Charge Shot: Roll Arrow- Shoots an arrow for 30 damage. All chips are destroyed upon infliction.
 * Restores 10% to HP with every Chip used, except Recovery chips.
 * Search Soul
 * Charge Shot: Scope Gun- Homes in on closest opponent and shoots them 5 times for 10 damage each.
 * SHUFFLE command is activated, allowing 'shuffling' of the chips in the Custom Screen. Chips can be shuffled only three times per turn.
 * Upon activation, all opponents that are invisible revert to normal.

Blue Moon

 * Aqua Soul
 * Charge Shot: Bubble Shot- shoots an aqua shot for 20 damage. Inflicts damage behind the initial impact.
 * Charges Aqua Chips for double damage.
 * No slipping on ice.
 * Blues/Proto Soul
 * Charge Shot: Wide Sword- a sword attack that inflicts 80 damage.
 * Sword chips can be charged for double damage and a StepSword effect (jump two squares ahead, slash).
 * Back+B can be used to deflect 50 damage to enemies directly in front.
 * Junk Soul
 * Charged Shot: Poltergeist- sends any obstacle to any ememy for 100 damage.
 * Each Turn, two used chips are "recycled".
 * All enemies are confused upon unison. No effect on enemies protected by auras.
 * Metal Soul
 * Charge Shot: Metal Fist- a fist attack that inflicts 150 damage.
 * Charges Breaking and neutral chips for double damage.
 * Buster has a BreakBuster effect.
 * Number Soul
 * Charge Shot: Dice Bomb- a dice attack that deals 10X damage depending on the number rolled.
 * 10 BattleChips in the Custom screen.
 * All offensive Battle Chips gain 10 damage.
 * Wood Soul
 * Charge Shot: Twister- an 8-hit tornado attack that inflicts 10 damage two panels ahead.
 * Unaffected by status ailments (paralysis, blind, etc.)
 * A "Gaia" effect is activated.

Team Colonel
Knight Soul: Sracfice Breaking Chips.
 * Charge Shot: Royal Recking Ball
 * Using Battle Chip in front Row give Invicatblity for a short time.
 * Immune to Stun Status.
 * KnightChaos: Sacrifice Dark Breaker Chip
 * Charge Shot: Royal Recking ball.

 * Shadow Soul: Sacrifice Invisibility Chips.
 * Charge Shot: LongSword- Inflicts 90 damage two panels ahead.
 * AntiDamage: Pressing Back + B before taking an attack will use the AntiDmg ability. You will take no damage, and throw a shuriken for 50 damage
 * Ninja Slash: Sword chips can be charged to attack the enemy from behind.
 * OmniShoes: Unaffected by panel effects (ice, fire, swamp, magnet, sea).
 * Speed: Movement speed increases.
 * ShadowChaos:Sacrifice DarkInvis
 * ChargeShot:DarkInvs- MegaMan goes berserk, becoming invicible for a period of time and unloading rapid Buster Shots and using random Chips and ProgramAdvances.

 * Tomahawk Soul: Sacrifice Grass chips
 * Charge Shot: Tomahawk Swing- a two by three tomahawk attack that deals 100-110 damage.
 * GrassStage: Grass panels form upon activation.
 * Wood Body: HP recovery on grass panels is in effect.
 * EarthEnergy: Grass chips deal double damage while standing on a grass panel. The panel will be cleared after the attack.
 * TomahawkChaos: Sacrifice DarkLance
 * Charge Shot: DarkLance- Wood type spears appear in your opponents back row dealing 400 damage. It also pushes the opponent forward.

 * Number Soul: Sacrifice +/- chips
 * Charge Shot: Dice Bomb- A bomb attack. The number on the dice determines how much damage it deals. (Depending on how far you are in the game, or your Navi Customizer, this attack can do X10 X20 or X30 amount shown on dice)
 * All neutral chips gain a 10 damage bonus.
 * Ten chips are awarded in the Custom Screen.
 * NumberChaos: Sacrifice DarkPlus
 * ChargeShot: DarkPlus- Grants 50 additional damage to the current chip. WALRUS

 * Toad Soul:Sacrifice Aqua Chips            WAlRUS
 * Charge Shot: Shocking Melody- A paralyzing note attack that deals 30 damage.
 * Slipping on ice is negated. MegaMan is able to hide in Sea panels.
 * Liquid Body: You take 2x damage from electric attacks. You take 4x damage from electric attacks while standing on an ice or sea panel.
 * Aqua chips can be charged for double damage.
 * ToadChaos:Sacrifice DarkWide
 * Charge Shot:DarkWide- A 3 panel wide aqua-type attack shoots to the end of the area, regardless of objects in its way, dealing 300 damage.

 * Colonel Soul: Sacrifice Object Summon chips
 * Charge Shot: Screen Divide- Attacks 3 squares ahead, and two additional diagonal panels behind initial attack. Range is unlimited if enemy is directly in front of player.
 * Arm Change: Abillity to change charge shot to any standard-class, normal-type, attack-valued chip.
 * Colonel Army: Whenever your opponent stands in front of or behind an object, (RockCube,TimeBomb,Anubis) the object transforms into a soldier and attacks with a sword or rifle depending on the position of enemy.
 * ColonelChaos:Sacrifice DarkSound
 * Charge Shot: DarkSound- Paralyzes the enemy for a few seconds with a Trumpy.

Team ProtoMan

 * Magnet Soul: Sacrifice Electric Chips
 * Able to charge electric chips for double damage by holding (A)
 * Back + B combo: Gravity Pull - If an opponent is in the same row as you when you use this, they are stuck for a couple of seconds.
 * Charge shot: Magnet Grab - A magnet attack that pulls the enemy forward and deals 40 damage. The enemy is placed in a paralysis state.
 * Magnet panels effects are negated
 * MagnetChaos: Sacrifice DarkThunder
 * Charge Shot: DarkThunder- a paralyzing thunder ball attack that inflicts 200 damage.

 * Gyro Soul: Sacrifice Wind Chips
 * After using a Normal or Wind Chip, back propeller begins to spin and your next wind or normal chip deals 2X damage
 * Air, Float, and ShadowShoes are enabled.
 * Charge shot: Tornado Arm- Tornado does 3 hits to three panels in front of MegaMan. The first panel takes one hit, the second panel takes two hits, and the third panel takes three hits.
 * GyroChaos: Sacrifice DarkTornado
 * Charge Shot: DarkTornado- an 8-hit tornado attack that inflicts 100 damage two panels ahead.

 * Napalm Soul: Sacrifice Fire Chips
 * Fire chips gain +40 attack
 * Fire chips can also be charged into homing Napalm Bombs for twice the chip damage
 * Stepping over a Lava Panel turns the panel normal and gives you +10 attack for your next fire chip
 * Charge shot: Fire Vulcan - Three rapid-fire fire-elemental shots that damage the enemy and the panel behind it
 * NapalmChaos: Sacrifice DarkMeteor
 * Charge Shot: DarkMeteor- a meteor attack that shoots meteors from the sky. Inflicts 100 damage and cracks panels.

 * Search Soul: Sacrifice Aiming Chips
 * Able to shuffle your chips three times, making program advances easier to achieve
 * Invisibility doesn't work for the enemy
 * Charge Shot: Scope Gun - Shoots five rapid-fire shots at the panel of the closest enemy.
 * SearchChaos: Sacrifice DarkCircle
 * Charge Shot: Covers seven of the eight exterior panels dealing 300 damage each.

 * Meddy Soul: Sacrifice Healing Chips
 * Able to add effects to chips using different-colored pills that show up below your normal chip selection. The colors and pill effects are as follows:
 * Pink: Recover HP when you use your chip
 * Yellow: Confusion
 * White: Paralysis
 * Black: Blinding
 * Purple: HP Bug (drain HP of enemy, but this only works in NetBattles with other people)
 * Charge shot: Capsule Bomb - A bomb attack that lands three panels ahead. Damage will be dealt three panels across if untouched.
 * MeddyChaos: Sacrifice DarkRecovery
 * Charge Shot: DarkRecovery- restores 1000 HP.

 * Proto Soul: Sacrifice Sword Chips
 * Charge Shot: WideSword - A normal WideSword attack that deals 80 damage.
 * Back + B combo: Uses shield to reflect attacks to cause damage to the enemy
 * Sword chips can be charged for double damage. A StepSword effect also ensues.
 * ProtoChaos: Sacrifice DarkSword
 * Charge Shot: DarkSword- a sword attack that deals 400 damage in a two by three range.


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Mega Man Battle Network/Guide for Cheaters

This is a guide for people who like to cheat at Battle Network games, either through exploits at game programming or through the use of a cheat device.

Cheat devices
Cheat devices are tools that alter the values stored in memory. Because memory is altered, it allows for scenarios where it cannot be done through normal gameplay (such as having all the GigaChips on one version of the game, as those cannot be traded). However, it may also crash the system and delete your game save. With that in mind, it is advised that the codes are to be used with caution.

Standard conventions
For cheat device codes, simple memory writes are written down as address:value pairs. These can be converted for use with virtually any cheat device, although the method to do so is outside the scope of this guide. For more complicated codes pseudo-code will be used. If a code is specific to one kind of cheat device, then the code will be shown in its native form.

Table of Contents

 * Patch codes for MegaMan Battle Network
 * Patch codes for MegaMan Battle Network 2
 * Patch codes for MegaMan Battle Network 3 (both versions)
 * Patch codes for MegaMan Battle Network 4 (both versions)
 * Patch codes for MegaMan Battle Network 5 (both versions)


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Mega Man Battle Network/Contributor's Guide

The Megaman Guide to Battle Network Characters! (Has 3 to after first literation match of 5 Colenel (not Protoman).)

Good Side (not complete)

Lan Hikari A middle/high school student with a knack for saving the world. Usally wears orange shirt and jeans,and wears a blue headband to keep his usally unkept hair in place. He uses the world famous blue bomber Megaman.EXE to battle!

Megaman.EXE Lan Hikari's cyber-reincarnated brother Hub Hikar. In MegamanBN 3 he nearly died saving the world from Bass.EXE, then was found in a part of Alpha, so he was taken out of the massive virus and given back to Hikari. In MegamanBN 4 he nearly lost himself to his DrkSoul, but in the end, he proved to Duo that the Earth wasn't worth destroying (by beating the crap out of him).

Battle Info

Weapon- Buster Gun -A normal Shot. Everyone has this. Charge- Charge Buster -Does 10x the normal damage.

NOTE: Has different affects for Different Souls/types.

Metal- Fist slam -does 20x damage, plus destroyes panel. Aqua- Bubble Shot -10x normal Hits one behind enemy. Wind- Tornado Shoot -10x normal pushes back one. Junk- Throws random objects. Number- I do not know (fix this!) Proto- 20x Normal. Wide sword. Bug- Gltches Enemy. Guts- Don't know PLEASE FIX Roll- Don't know PLEASE FIX Glide- Don't know PLEASE FIX NOT COMPLETE

Type Guts- Sometimes does Machine Gun NOT COMPLETE

Special - None Power - Long Sword - Longsword affect

Dr. Hikari and Mom Hikari Lan's Mom and Dad. They have various roles throughout the game, mostly bearing plot or tutorial. Mom always wears an apron, and Dad always wears a lab coat. None have a identifiable Navi.

DEX Owner of Gutsman. He is fat, and moves away in the third games. He comes back though.

Gutsman.EXE Gives you GutsSoul. Of corse, he is the best portrayal of Gutsman to date, and has the coolest power. He breaks all the panels in front of you, while dealing 50+ dmadge.

Battle Info: missing

Mayl Lan's crush and owner of Roll. Many time she will need your help, as with beating the crap out of a disfunctional Washing Machine Program, to saving Roll from Viruses.

Roll.EXE Though you save her, SHE SAVES YOU MORE TIMES THAN I CAN COUNT! Her power is useful. She deals 10+ damage multiple times (up to 5 I think) and heals you with the taken damage. Many times, I have won a battle with her.

Battle info: missing

Yai A 8 year old billionaire. I do not know much about Glide so I wont talk much.

-

Claud He's a lonley guy who walks around and competes in tournaments. His father emphasizes on winning the tournaments, to he tells Claud not to hand with Lan. Of course, he holds Protoman (blues)

Protoman.EXE A very cool Navi with a sword. I dont know much about him.

Bayrl He is obviously my favorite character. He operates the Colonel Task Force in the 5th game. Colonel, his Navi is the best Navi I have ever controlled.

Colonel.EXE They say to walk softly and carry a big stick. This guy isn't too soft. His gun fires slow, but deals 2x Megaman damadge, plus his sword attack is awesome.

Buster Cannon- Fires very slow, but does 2x Megaman damage. Charge- V sword. Attacks in a V pattern.

Special- C Megacannon. He fires a HUGE cannon, obliterating everything in the back row and in his way. Don't get caught!

Power- Screen Divide - Wide Sword affect.

Evil Peoples


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EverQuest II/Crafting Reference/Recipes/Food and Drink

This page shows Food and Drink stats for each tier.


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EverQuest II/Crafting Reference/MOB Drops

This is a catalog of known drops that can be used as raw items in crafting. Any time a named mob is known for dropping the loot, their name will be in parenthesis. Otherwise assume that it is unknown. Please note listed zones and mobs are NOT the only place these items may be found - many appear to be chest drops in multiple zones - it is only there to give you a feel for the zone and equivalent zones you may search in. Much of this information came from a EQ2Traders forum post which colloborated information from multiple people.

Liquid Drops
Many mobs will drop saliva or blood, which can be used as a liquid in crafting. Merchants may pay more for these "liquids" than it costs to buy a generic liquid from them. Unless for roleplaying purposes, such as making coffee with fairy blood, it is better to just sell these type of drops. The one exception to this is on the Isle of Refuge where liquid costs 21c compared to 6c it will cost you in the cities.

Tier 1 Rare Drops
No known Rare Drops

Tier 2 Rare Drops
Sisal Root
 * Frayed Roughspun Afghan (named gnoll in Blackburrow)

Blackened Iron Cluster
 * Broken Blackened Iron Bracelet (Queen Blightfang in Blackburrow)
 * Tarnished Blackened Iron Anklet
 * Nicked Blackened Iron Cup (Chest Drop - Dervish in Commonlands)

Severed Bone
 * Smashed Bone Shield (unknown mob in Peat Bog)
 * Small Bone Carving (Union Worker in Thieves Den)
 * Cracked Halfling Skull (Quest Reward for Cracked Halfling Skull Quest)

Average Quality Pelt
 * Ragged Cured Binding

Rough Coral
 * Cracked Coral (Lady Darkblade and Marius Darkblade in Thieves Den)

Tier 3 Rare Drops
Severed Fir
 * Fir Bookends (named giant in Nekultos Forest)
 * Waterlogged Rare Fir Chest (Lord Gydak in Stormhold)

Dandelion Fiber
 * Ruined Rukas Blanket
 * Ripped Rukas Blanket (named mob in Stormhold)

Steel Cluster
 * Time Worn Steel Jar

Medium Quality Pelt
 * Severed Cuirboulli Apron

Tier 4 Rare Drops
Feysteel Cluster
 * Nicked Feysteel Chalice (Chest Drop in Ruins of Varsoon)
 * Dented Feysteel Goblet
 * Dull Feysteel Anklet

Rough Opal
 * Dehydrated Opal (Chest Drop in Ruins of Varsoon)
 * Opal Geode (in Nekultos Castle)

High Quality Pelt
 * Crushed Engraved Binding (Mibble Toad in Ruins of Varsoon)
 * Cracked Engraved Binding (in Nekultos Castle)
 * Cracked Engraved Medicine Bag (named mob in Nekultos Castle)

Severed Oak
 * Oak Table Leg (Grover Burrower in Enchanted Lands)
 * Crushed Oak Walking Stick (in Nektropos Castle)

Oak Root
 * Singed Cloth Gloves (Chest Drop in Nektropos Castle)
 * Bolt of Cloth (in Runnyeye)

Tier 5 Rare Drops
Rough Ruby
 * Clouded Ruby
 * Fissured Ruby

Figwart Root
 * Ruined Linen Coat
 * Linen Afghan

Ebon Cluster
 * Shaped Ebon Coin
 * Bent Ebon Coin
 * Bent Ebon Disk

Severed Cedar
 * Intact Cedar Book Cover


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Mega Man Battle Network/BattleChips/Battle Network 3 chips

This is a list of BattleChips found in MegaMan Battle Network 3, organized according to their library number.

Standard Chips

 * 1) Cannon
 * 2) Hi-Cannon
 * 3) MegaCannon
 * 4) AirShot1
 * 5) AirShot2
 * 6) AirShot3
 * 7) LavaCannon1
 * 8) LavaCannon2
 * 9) LavaCannon3
 * 10) Volcano
 * 11) ShotGun
 * 12) V-Gun
 * 13) SideGun
 * 14) Spreader
 * 15) Bubbler
 * 16) Bubble-V
 * 17) BubbleSide
 * 18) HeatShot
 * 19) Heat-V
 * 20) HeatSide
 * 21) MiniBomb
 * 22) SingleBomb
 * 23) DoubleBomb
 * 24) TripleBomb
 * 25) CannonBall
 * 26) IceBall
 * 27) LavaBall
 * 28) BlackBomb1
 * 29) BlackBomb2
 * 30) BlackBomb3
 * 31) Sword
 * 32) WideSword
 * 33) LongSword
 * 34) FireSword
 * 35) AquaSword
 * 36) ElecSword
 * 37) BambooSword
 * 38) CustomSword
 * 39) VariableSword
 * 40) AirSword
 * 41) StepSword
 * 42) StepCross
 * 43) Slasher
 * 44) ShockWave
 * 45) SonicWave
 * 46) DynaWave
 * 47) BigWave
 * 48) GutPunch
 * 49) GutStraight
 * 50) GutImpact
 * 51) DashAttack
 * 52) Burner
 * 53) Condor
 * 54) Burning
 * 55) ZapRing1
 * 56) ZapRing2
 * 57) ZapRing3
 * 58) IceWave1
 * 59) IceWave2
 * 60) IceWave3
 * 61) Yo-Yo1
 * 62) Yo-Yo2
 * 63) Yo-Yo3
 * 64) AirStorm1
 * 65) AirStorm2
 * 66) AirStorm3
 * 67) Arrow1
 * 68) Arrow2
 * 69) Arrow3
 * 70) Ratton1
 * 71) Ratton2
 * 72) Ratton3
 * 73) FireRatton
 * 74) Wave
 * 75) RedWave
 * 76) MudWave
 * 77) Tornado
 * 78) Spice1
 * 79) Spice2
 * 80) Spice3
 * 81) Shake1
 * 82) Shake2
 * 83) Shake3
 * 84) NoBeam1
 * 85) NoBeam2
 * 86) NoBeam3
 * 87) Hammer
 * 88) Geyser
 * 89) Rope1
 * 90) Rope2
 * 91) Rope3
 * 92) Boomer1
 * 93) Boomer2
 * 94) Boomer3
 * 95) PoisonMask
 * 96) PoisonFace
 * 97) RockArm1
 * 98) RockArm2
 * 99) RockArm3
 * 100) CurseShield1
 * 101) CurseShield2
 * 102) CurseShield3
 * 103) Magnum1
 * 104) Magnum2
 * 105) Magnum3
 * 106) Plasma1
 * 107) Plasma2
 * 108) Plasma3
 * 109) RandomMeteor
 * 110) HoleMeteor
 * 111) ShotMeteor
 * 112) Needler1
 * 113) Needler2
 * 114) Needler3
 * 115) Totem1
 * 116) Totem2
 * 117) Totem3
 * 118) Sensor1
 * 119) Sensor2
 * 120) Sensor3
 * 121) MetaGel1
 * 122) MetaGel2
 * 123) MetaGel3
 * 124) Pawn
 * 125) Knight
 * 126) Rook
 * 127) Team1
 * 128) Team2
 * 129) TimeBomb
 * 130) Mine
 * 131) Lance
 * 132) Snake
 * 133) Guard
 * 134) PanelOut1
 * 135) PanelOut3
 * 136) PanelGrab
 * 137) AreaGrab
 * 138) GrabBack
 * 139) GrabRevenge
 * 140) RockCube
 * 141) Prism
 * 142) Wind
 * 143) Fan
 * 144) Fanfare
 * 145) Discord
 * 146) Timpani
 * 147) Recover10
 * 148) Recover30
 * 149) Recover50
 * 150) Recover80
 * 151) Recover120
 * 152) Recover150
 * 153) Recover200
 * 154) Recover300
 * 155) Repair
 * 156) SlowGauge
 * 157) FastGauge
 * 158) Panic
 * 159) Geddon1
 * 160) Geddon2
 * 161) Geddon3
 * 162) CopyDamage
 * 163) Invis
 * 164) Shadow
 * 165) Mole1
 * 166) Mole2
 * 167) Mole3
 * 168) AirShoes
 * 169) Barrier
 * 170) Barrier100
 * 171) Barrier200
 * 172) Aura
 * 173) NorthWind
 * 174) Mettaur
 * 175) Bunny
 * 176) Spikey
 * 177) Swordy
 * 178) Jelly
 * 179) Mushy
 * 180) Momogra
 * 181) KillerEye
 * 182) Scuttlest
 * 183) Hole
 * 184) HolyPanel
 * 185) LavaStage
 * 186) IceStage
 * 187) GrassStage
 * 188) SandStage
 * 189) MetalStage
 * 190) Sanctuary
 * 191) AntiDamage
 * 192) AntiSword
 * 193) AntiNavi
 * 194) AntiRecovery
 * 195) Attack+10
 * 196) Fire+30
 * 197) Aqua+30
 * 198) Elec+30
 * 199) Wood+30
 * 200) Navi+20

Mega Chips

 * 1) Muramasa
 * 2) HeroSword
 * 3) ZeusHammer
 * 4) StandOut
 * 5) Salamander
 * 6) WaterLine
 * 7) Fountain
 * 8) Lightning
 * 9) Bolt
 * 10) GaiaSword
 * 11) GaiaBlade
 * 12) Meteors
 * 13) Guardian
 * 14) Anubis
 * 15) Godstone
 * 16) OldWood
 * 17) Jealousy
 * 18) Poltergeist
 * 19) LifeAura
 * 20) FullCustom
 * 21) Attack+30
 * 22) Navi+40
 * 23) Roll
 * 24) Roll V2
 * 25) Roll V3
 * 26) GutsMan
 * 27) GutsMan V2
 * 28) GutsMan V3
 * 29) GutsMan V4
 * 30) ProtoMan
 * 31) ProtoMan V2
 * 32) ProtoMan V3
 * 33) ProtoMan V4
 * 34) FlashMan
 * 35) FlashMan V2
 * 36) FlashMan V3
 * 37) FlashMan V4
 * 38) BeastMan
 * 39) BeastMan V2
 * 40) BeastMan V3
 * 41) BeastMan V4
 * 42) BubbleMan
 * 43) BubbleMan V2
 * 44) BubbleMan V3
 * 45) BubbleMan V4
 * 46) DesertMan
 * 47) DesertMan V2
 * 48) DesertMan V3
 * 49) DesertMan V4
 * 50) PlantMan
 * 51) PlantMan V2
 * 52) PlantMan V3
 * 53) PlantMan V4
 * 54) FlameMan
 * 55) FlameMan V2
 * 56) FlameMan V3
 * 57) FlameMan V4
 * 58) DrillMan
 * 59) DrillMan V2
 * 60) DrillMan V3
 * 61) DrillMan V4
 * 62) MetalMan
 * 63) MetalMan V2
 * 64) MetalMan V3
 * 65) MetalMan V4
 * 66) KingMan
 * 67) KingMan V2
 * 68) KingMan V3
 * 69) KingMan V4
 * 70) MistMan
 * 71) MistMan V2
 * 72) MistMan V3
 * 73) MistMan V4
 * 74) BowlMan
 * 75) BowlMan V2
 * 76) BowlMan V3
 * 77) BowlMan V4
 * 78) DarkMan
 * 79) DarkMan V2
 * 80) DarkMan V3
 * 81) DarkMan V4
 * 82) JapanMan
 * 83) JapanMan V2
 * 84) JapanMan V3
 * 85) JapanMan V4
 * 86) Punk (From Capcom special event only)

Blue Giga Chips

 * 1) FolderBack
 * 2) BassGS
 * 3) DarkAura
 * 4) DeltaRayEdge
 * 5) AlphaArmOmega

White Giga Chips

 * 1) NaviRecycle
 * 2) Bass
 * 3) Serenade
 * 4) AlphaArmSigma
 * 5) Balance

Giga Navi Chips

 * 1) GutsMan V5
 * 2) ProtoMan V5
 * 3) FlashMan V5
 * 4) BeastMan V5
 * 5) BubbleMan V5
 * 6) DesertMan V5
 * 7) PlantMan V5
 * 8) FlameMan V5
 * 9) DrillMan V5
 * 10) MetalMan V5
 * 11) KingMan V5
 * 12) MistMan V5
 * 13) BowlMan V5
 * 14) DarkMan V5
 * 15) JapanMan V5


text:
Mega Man Battle Network/BattleChips/Battle Network 4 chips

This is a list of BattleChips found in MegaMan Battle Network 4, organized according to their library number.

Standard Chips

 * 1) Cannon
 * 2) HiCannon
 * 3) MegaCannon
 * 4) Airshot
 * 5) Vulcan1
 * 6) Vulcan2
 * 7) Vulcan3
 * 8) Spreader
 * 9) HeatShot
 * 10) Heat-V
 * 11) HeatSide
 * 12) Bubbler
 * 13) Bubble-V
 * 14) BubbleSide
 * 15) Thunder1
 * 16) Thunder2
 * 17) Thunder3
 * 18) WideShot1
 * 19) WideShot2
 * 20) WideShot3
 * 21) FlameLine1
 * 22) FlameLine2
 * 23) FlameLine3
 * 24) GunDelSol1
 * 25) GunDelSol2
 * 26) GunDelSol3
 * 27) Blizzard
 * 28) HeatBreath
 * 29) ElecShock
 * 30) WoodPowder
 * 31) SandRing
 * 32) TwinFang1
 * 33) TwinFang2
 * 34) TwinFang3
 * 35) ElementFlare
 * 36) IceElement
 * 37) ElementLeaf
 * 38) ElementSand
 * 39) MagBolt1
 * 40) MagBolt2
 * 41) MagBolt3
 * 42) Tornado
 * 43) Static
 * 44) MiniBomb
 * 45) EnergyBomb
 * 46) MegaEnergyBomb
 * 47) Ball
 * 48) BlackBomb
 * 49) Geyser
 * 50) BugBomb
 * 51) Binder1
 * 52) Binder2
 * 53) Binder3
 * 54) Sword
 * 55) WideSword
 * 56) LongSword
 * 57) WideBlade
 * 58) LongBlade
 * 59) CustomSword
 * 60) VariableSword
 * 61) Slasher
 * 62) WindRack
 * 63) AirHockey1
 * 64) AirHockey2
 * 65) AirHockey3
 * 66) Counter1
 * 67) Counter2
 * 68) Counter3
 * 69) Boomer1
 * 70) Boomer2
 * 71) Boomer3
 * 72) SideBomboy1
 * 73) SideBomboy2
 * 74) SideBomboy3
 * 75) Lance
 * 76) WhiteWeb1
 * 77) WhiteWeb2
 * 78) WhiteWeb3
 * 79) MokoRush1
 * 80) MokoRush2
 * 81) MokoRush3
 * 82) CircleGun1
 * 83) CircleGun2
 * 84) CircleGun3
 * 85) Snake
 * 86) Magnum
 * 87) BigHammer1
 * 88) BigHammer2
 * 89) BigHammer3
 * 90) BoyBomb1
 * 91) BoyBomb2
 * 92) BoyBomb3
 * 93) TimeBomb
 * 94) Mine
 * 95) RockCube
 * 96) Wind
 * 97) Fan
 * 98) Fanfare
 * 99) Discord
 * 100) Timpani
 * 101) Silence
 * 102) VDoll
 * 103) Guard1
 * 104) Guard2
 * 105) Guard3
 * 106) CrackOut
 * 107) DoubleCrack
 * 108) TripleCrack
 * 109) Recover10
 * 110) Recover30
 * 111) Recover50
 * 112) Recover80
 * 113) Recover120
 * 114) Recover150
 * 115) Recover200
 * 116) Recover300
 * 117) Repair
 * 118) PanelGrab
 * 119) AreaGrab
 * 120) MetaGel
 * 121) GrabBanish
 * 122) GrabRevenge
 * 123) PanelReturn
 * 124) Geddon1
 * 125) Geddon2
 * 126) Geddon3
 * 127) SlowGauge
 * 128) FastGauge
 * 129) Blinder
 * 130) NorthWind
 * 131) HolyPanel
 * 132) Hole
 * 133) Invis
 * 134) Popup
 * 135) Barrier
 * 136) Barrier100
 * 137) Barrier200
 * 138) AntiFire
 * 139) AntiAqua
 * 140) AntiElec
 * 141) AntiWood
 * 142) AntiDamage
 * 143) AntiSword
 * 144) AntiNavi
 * 145) AntiRecover
 * 146) CopyDamage
 * 147) LifeSync
 * 148) Attack+10
 * 149) Navi+20
 * 150) ColorPoint

Mega Chips

 * 1) SuperVulcan
 * 2) NeoVariableSword
 * 3) ShotStar
 * 4) GodHammer
 * 5) Guardian
 * 6) Jealousy
 * 7) BugChain
 * 8) BugFix
 * 9) FullCustom
 * 10) LifeAura
 * 11) Sanctuary
 * 12) Attack+30
 * 13) DoublePoint
 * 14) Muramasa
 * 15) Anubis
 * 16) ElementDark
 * 17) BlackWing
 * 18) DarkLine

Red Sun Navi Chips

 * 1) Roll
 * 2) Roll SP
 * 3) Roll DS
 * 4) GutsMan
 * 5) GutsMan SP
 * 6) GutsMan DS
 * 7) WindMan
 * 8) WindMan SP
 * 9) WindMan DS
 * 10) SearchMan
 * 11) SearchMan SP
 * 12) SearchMan DS
 * 13) FireMan
 * 14) FireMan SP
 * 15) FireMan DS
 * 16) ThunderMan
 * 17) ThunderMan SP
 * 18) ThunderMan DS

Blue Moon Navi Chips

 * 1) ProtoMan
 * 2) ProtoMan SP
 * 3) ProtoMan DS
 * 4) NumberMan
 * 5) NumberMan SP
 * 6) NumberMan DS
 * 7) MetalMan
 * 8) MetalMan SP
 * 9) MetalMan DS
 * 10) JunkMan
 * 11) JunkMan SP
 * 12) JunkMan DS
 * 13) AquaMan
 * 14) AquaMan SP
 * 15) AquaMan DS
 * 16) WoodMan
 * 17) WoodMan SP
 * 18) WoodMan DS

Miscellaneous Navi Chips

 * 1) TopMan
 * 2) TopMan SP
 * 3) TopMan DS
 * 4) BurnerMan
 * 5) BurnerMan SP
 * 6) BurnerMan DS
 * 7) ColdMan
 * 8) ColdMan SP
 * 9) ColdMan DS
 * 10) SparkMan
 * 11) SparkMan SP
 * 12) SparkMan DS
 * 13) ShadeMan
 * 14) ShadeMan SP
 * 15) ShadeMan DS
 * 16) LaserMan
 * 17) LaserMan SP
 * 18) LaserMan DS
 * 19) KendoMan
 * 20) KendoMan SP
 * 21) KendoMan DS
 * 22) VideoMan
 * 23) VideoMan SP
 * 24) VideoMan DS

Red Sun Giga Chips

 * 1) RedSun
 * 2) HolyDream
 * 3) Bass
 * 4) BugCharge
 * 5) BlackBarrier

Blue Moon Giga Chips

 * 1) BlueMoon
 * 2) SignalRed
 * 3) BassAnly
 * 4) BugCurse
 * 5) DeltaRayEdge

Dark Chips

 * 1) DarkBomb
 * 2) DarkCannon
 * 3) DarkLance
 * 4) DarkRecover
 * 5) DarkSpreader
 * 6) DarkStage
 * 7) DarkSword
 * 8) DarkVulcan

Secret Chips

 * 1) RollArrow1
 * 2) RollArrow2
 * 3) RollArrow3
 * 4) GutsPunch1
 * 5) GutsPunch2
 * 6) GutsPunch3
 * 7) PropellerBomb1
 * 8) PropellerBomb2
 * 9) PropellerBomb3
 * 10) SeekBomb1
 * 11) SeekBomb2
 * 12) SeekBomb3
 * 13) Meteors1
 * 14) Meteors2
 * 15) Meteors3
 * 16) Lightning1
 * 17) Lightning2
 * 18) Lightning3
 * 19) HawkCut1
 * 20) HawkCut2
 * 21) HawkCut3
 * 22) NumberBall1
 * 23) NumberBall2
 * 24) NumberBall3
 * 25) MetalGear1
 * 26) MetalGear2
 * 27) MetalGear3
 * 28) PanelShot1
 * 29) PanelShot2
 * 30) PanelShot3
 * 31) AquaUp1
 * 32) AquaUp2
 * 33) AquaUp3
 * 34) GreenWood1
 * 35) GreenWood2
 * 36) GreenWood3
 * 37) GunDelSolEX
 * 38) Z-Saber
 * 39) GrandPrixPower
 * 40) Duo
 * 41) FinalGun


text:
Mega Man Battle Network/BattleChips/Cannon

The Cannon chip, as well as its higher-powered counterparts, is a simple powered attack. It simply hits the first enemy that is in front of your navi.

Battle Network

 * OmegaCannon1 - Invincibility and unlimited use of Cannon for 10 seconds.
 * Cannon A, Cannon B, Cannon C, Cannon D, Cannon E
 * OmegaCannon2 - Invincibility and unlimited use of HiCannon for 10 seconds.
 * HiCannon F, HiCannon G, HiCannnon H, HiCannon I, HiCannon J
 * OmegaCannon3 - Invincibility and unlimited use of MegaCannon for 10 seconds.
 * MegaCannon K, MegaCannon L, MegaCannon M, MegaCannon N, MegaCannon O
 * ZetaCannon1 - Invincibility and unlimited use of Cannon for 5 seconds.
 * Cannon A, Cannon B, Cannon C
 * Cannon B, Cannon C, Cannon D
 * Cannon C, Cannon D, Cannon E
 * ZetaCannon2 - Invincibility and unlimited use of HiCannon for 5 seconds.
 * HiCannon F, HiCannon G, HiCannon H
 * HiCannon G, HiCannon H, HiCannon I
 * HiCannon H, HiCannon I, HiCannon J
 * ZetaCannon3 - Invincibility and unlimited use of MegaCannon for 5 seconds.
 * MegaCannon K, MegaCannon L, MegaCannon M
 * MegaCannon L, MegaCannon M, MegaCannon N
 * MegaCannon M, MegaCannon N, MegaCannon O

Battle Network 2

 * OmegaCannon1 - Invincibility and unlimited use of Cannon for 10 seconds.
 * Cannon A, Cannon B, Cannon C, Cannon D, Cannon E
 * OmegaCannon2 - Invincibility and unlimited use of HiCannon for 10 seconds.
 * HiCannon F, HiCannon G, HiCannnon H, HiCannon I, HiCannon J
 * OmegaCannon3 - Invincibility and unlimited use of MegaCannon for 10 seconds.
 * MegaCannon K, MegaCannon L, MegaCannon M, MegaCannon N, MegaCannon O
 * ZetaCannon1 - Invincibility and unlimited use of Cannon for 5 seconds.
 * Cannon A, Cannon B, Cannon C
 * Cannon B, Cannon C, Cannon D
 * Cannon C, Cannon D, Cannon E
 * ZetaCannon2 - Invincibility and unlimited use of HiCannon for 5 seconds.
 * HiCannon F, HiCannon G, HiCannon H
 * HiCannon G, HiCannon H, HiCannon I
 * HiCannon H, HiCannon I, HiCannon J
 * ZetaCannon3 - Invincibility and unlimited use of MegaCannon for 5 seconds.
 * MegaCannon K, MegaCannon L, MegaCannon M
 * MegaCannon L, MegaCannon M, MegaCannon N
 * MegaCannon M, MegaCannon N, MegaCannon O

Battle Network 3

 * ZetaCannon1 - Invincibility and unlimited use of Cannon for 5 seconds.
 * Cannon A, Cannon B, Cannon C
 * Cannon B, Cannon C, Cannon D
 * Cannon C, Cannon D, Cannon E
 * ZetaCannon2 - Invincibility and unlimited use of HiCannon for 5 seconds.
 * HiCannon H, HiCannon I, HiCannon J
 * HiCannon I, HiCannon J, HiCannon K
 * HiCannon J, HiCannon K, HiCannon L
 * ZetaCannon3 - Invincibility and unlimited use of MegaCannon for 5 seconds.
 * MegaCannon O, MegaCannon P, MegaCannon Q
 * MegaCannon P, MegaCannon Q, MegaCannon R
 * MegaCannon Q, MegaCannon R, MegaCannon S

Battle Network 4

 * GigaCannon1 - 300 Damage Cannon attack
 * Cannon A, Cannon B, Cannon C
 * GigaCannon2 - 400 Damage Cannon attack
 * HiCannon C, Hi-Cannon D, Hi-Cannon E
 * GigaCannon3 - 500 Damage Cannon attack
 * MegaCannon E, MegaCannon F, MegaCannon G

Battle Network 5

 * GigaCannon1 - 400 Damage Cannon attack
 * Cannon A, Cannon B, Cannon C
 * GigaCannon2 - 500 Damage Cannon attack
 * HiCannon D, Hi-Cannon E, Hi-Cannon F
 * GigaCannon3 - 600 Damage Cannon attack
 * MegaCannon F, MegaCannon G, MegaCannon H

Battle Network 6

 * GigaCannon1 - 400 Damage Cannon attack
 * Cannon A, Cannon B, Cannon C
 * GigaCannon2 - 500 Damage Cannon attack
 * HiCannon L, Hi-Cannon M, Hi-Cannon N
 * GigaCannon3 - 600 Damage Cannon attack
 * MegaCannon R, MegaCannon S, MegaCannon T


text: EverQuest II/Crafting Reference/Raw Materials/twinleaf


text:
EverQuest II/Crafting Reference/Recipes/Chocolate Bar

Description
Cooking various materials together to make chocolate bar.

Produces

 * bland chocolate bar
 * savoury chocolate bar
 * chocolate bar
 * delectable chocolate bar


text: Template:EQ2 Recipe 1 Build

title: Template:EQ2 Recipe 1 Build