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	<title>Cleft of Dimensions Wiki - User contributions [en]</title>
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	<updated>2026-04-25T19:33:58Z</updated>
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	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Statistics&amp;diff=2393</id>
		<title>Statistics</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Statistics&amp;diff=2393"/>
		<updated>2019-08-11T10:39:51Z</updated>

		<summary type="html">&lt;p&gt;Galatea: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article will explain all the numbers and things that players are allowed to know about. For info on named flags, check the [[Flags Compendium]]&lt;br /&gt;
&lt;br /&gt;
In this article, the term &amp;quot;&#039;&#039;&#039;character&#039;&#039;&#039;&amp;quot; means both PCs (&amp;quot;&#039;&#039;&#039;players&#039;&#039;&#039;&amp;quot;) and NPCs (&amp;quot;&#039;&#039;&#039;mobiles&#039;&#039;&#039;&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Things on the Score Sheet ==&lt;br /&gt;
All of these are available to see in-game by typing the &#039;&#039;&#039;Score&#039;&#039;&#039; command.&lt;br /&gt;
===Top Row===&lt;br /&gt;
=====Name=====&lt;br /&gt;
:A character&#039;s name is used by other characters to target it. Mobs and players work the same way, although mobs can have multiple separate names. Players will ideally have exactly one unique name, but occasionally a mob will share the name or part of it. When this happens, they can be disambiguated with a numerical prefix (EG 2.imp, 3.imp, etc).&lt;br /&gt;
=====Age=====&lt;br /&gt;
:Player age has no bearing on anything in-game and can&#039;t even be checked for in an mprog. It is based directly on the total number of hours that a PC has been logged on (&#039;&#039;&#039;17 + [hours/20]&#039;&#039;&#039;).&lt;br /&gt;
:*Mobs don&#039;t have an age.&lt;br /&gt;
&lt;br /&gt;
=== Second Row ===&lt;br /&gt;
=====Practices=====&lt;br /&gt;
:Number of Practices a player has earned through levelling up. The number gained on a level-up depends on the character&#039;s effective primary stat when they level.&lt;br /&gt;
{| border=1&lt;br /&gt;
! Primary Stat !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25+&lt;br /&gt;
|-&lt;br /&gt;
| Practices per Level || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 3 || 3 || 3 || 3 || 3 || 4 || 4 || 4 || 4 || 4 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
:* See &#039;Help Practice&#039; in the MUD for more info.&lt;br /&gt;
=====Trains=====&lt;br /&gt;
:Number of Trains a player has earned through levelling up. A player starts with one and gains one more every even level.&lt;br /&gt;
:* You can use train to raise any of your primary stats up to your racial maximum. Your class&#039;s primary stat can be raised two more above this (three if [[Human]]).&lt;br /&gt;
:* Training HP gives you 3 more maximum HP. Training Mana gives you 10 more maximum Mana.&lt;br /&gt;
:* See &#039;Help Train&#039; in the MUD for more info.&lt;br /&gt;
&lt;br /&gt;
=====Items=====&lt;br /&gt;
:If a player has too many items, they can&#039;t pick up any more, but [[money]] doesn&#039;t count against this. The number of items a player can carry is &#039;&#039;&#039;[Level] + (Dex x 2) + 22&#039;&#039;&#039;.&lt;br /&gt;
:*Immortals have a flat carry capacity of 1000 items.&lt;br /&gt;
=====Weight=====&lt;br /&gt;
:If a player is overweight, they can&#039;t pick up any more items. [[Money]] counts against this number, but the &#039;mob reward&#039; command ignores it (allowing players to go overweight in certain circumstances). The amount of weight a player can carry is &#039;&#039;&#039;(Str_App.carry x 6) + ([Level] x 20)&#039;&#039;&#039;&lt;br /&gt;
:*Str_App.carry ranges from 0 to 500, increasing slowly from 0 to 13 and then rapidly above that. See below for the full range.&lt;br /&gt;
:*Immortals have a flat carry weight of ten million.&lt;br /&gt;
&lt;br /&gt;
=== Third Row ===&lt;br /&gt;
=====[[Race]]=====&lt;br /&gt;
:A character&#039;s race determines their starting and maximum stats as well as giving them certain abilities. Mobs don&#039;t really care about stats.&lt;br /&gt;
:Some racial affects are checked for solely on the basis of the character being that race (EG Reploids not eating, Lobsters&#039; special attacks). The rest are applied once when the character is created (EG Espers&#039; detecting magic, Moogles&#039; haste). The distinction is mostly transparent to the player as they don&#039;t change race. Race can be checked for in mprogs.&lt;br /&gt;
:A mob&#039;s race applies a set of part, form, and other flags to its template, which can be altered afterwards by the builder. When using a PC race for a mob, they&#039;ll have the same special abilities but most of them are irrelevant because mobs simply don&#039;t do a lot of things (EG Mobs don&#039;t eat or drink, their innate attack is predefined by their template, and things like Haste can be turned on or off in the template as well).&lt;br /&gt;
&lt;br /&gt;
=====Sex=====&lt;br /&gt;
:Character sex determines which set of pronouns are used to refer to the character. It can be checked for in mprogs and equipment can be flagged antimale, antifemale, or antineuter.&lt;br /&gt;
:*Sex affects the Charm spell.&lt;br /&gt;
&lt;br /&gt;
=====[[Class]]=====&lt;br /&gt;
:On creation, a player has a group of skills and spells added to their character. In stock ROM a character can have multiple groups, but in CoD there is generally only one per class. Wizards and Knights have extra groups, but the end result is the same. After character creation, Class also determines how much MP and HP a PC gains on level-up, and can be checked for in Mobprogs (EG to find out eligibility for a quest skill).&lt;br /&gt;
:*Class determines the amount of HP and MP a player gains when they level up.&lt;br /&gt;
:*Mobs don&#039;t have class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Hit Points=====&lt;br /&gt;
:When a character takes damage, their current hit points decrease. Certain spells can raise a character&#039;s HP, but not above their maximum level. When a character hits 0 HP or less, they are [[Death|dead]] and turn into a [[corpse]] full of loot.&lt;br /&gt;
:*Hit points regenerate over time, but some affects cause it to decrease slowly instead (EG Poison).&lt;br /&gt;
:*Base HP regeneration is &#039;&#039;&#039;1/40 your max HP&#039;&#039;&#039; per six seconds.&lt;br /&gt;
:*HP regen can be increased by sitting, resting, or sleeping on furniture or in certain rooms.&lt;br /&gt;
&lt;br /&gt;
=====Magic Points AKA Mana=====&lt;br /&gt;
:A player&#039;s mana is expended when spells are cast and regenerates over time. PCs without enough mana to cast a spell simply can&#039;t cast it. Mobs have mana too, but it can be manipulated only with Mobprogs, so the exact implementation is up to the builder. &lt;br /&gt;
:*When a player botches a spell, some mana is still used, but not as much as the spell would normally cost.&lt;br /&gt;
:*Mana regenerates over time on both PCs and NPCs, and can be drained or damaged with certain affects and spells.&lt;br /&gt;
:*Base mana regeneration is &#039;&#039;&#039;1/40 your max Mana&#039;&#039;&#039; per six seconds.&lt;br /&gt;
:*Mana regen can be increased by sitting, resting, or sleeping on furniture or in certain rooms.&lt;br /&gt;
&lt;br /&gt;
=====Movement Points=====&lt;br /&gt;
MV or Movement Points are consumed whenever you move between rooms.  They recover at a rate of 20 every six seconds, plus your Dexterity if you&#039;re asleep.  When you&#039;re completely out of MV, you won&#039;t be able to walk, fight, or much of anything else until it recovers. MV consumed from walking is usually 3-7 per step depending on the [[Flags_Compendium#SECTOR|sector]] of both the current and destination rooms.&lt;br /&gt;
:*Being hasted makes you use a little less MV when travelling (one less per move). Being slowed makes you use a little more MV when travelling (one more per move). &lt;br /&gt;
:*Bumping into a non-exit or closed door wastes 2 MV. &lt;br /&gt;
:*Recalling halves the user&#039;s current MV.&lt;br /&gt;
:*Movement Points increase by two per level.&lt;br /&gt;
:*MV Regen can be increased by sitting on [[Vehicle]] items.&lt;br /&gt;
:*Many normal commands and some skills use MV as well, and won&#039;t function at all when you&#039;re out.&lt;br /&gt;
&lt;br /&gt;
=== Primary Stats ===&lt;br /&gt;
All of these can be checked for in Mobprogs. Most effects derived from them are determined by a table and not a coherent formula.&lt;br /&gt;
* The absolute maximum value for any stat is double the character&#039;s racial maximum.&lt;br /&gt;
* These tables only track to 25; stats can go higher than this but have less of an effect as they increase.&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| Damroll || -4 || -4 || -2 || -1 || -1 || -1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 1 || 2 || 2 || 3 || 3 || 3 || 4 || 4 || 4 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Carry || 0 || 3 || 3 || 10 || 25 || 55 || 80 || 90 || 100 || 100 || 115 || 115 || 130 || 130 || 140 || 150 || 165 || 180 || 200 || 225 || 250 || 300 ||350 || 400 || 450 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Wield || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 15 || 17 || 19 || 22 || 25 || 30 || 35 || 40 || 45 || 50 || 55 || 60&lt;br /&gt;
|}&lt;br /&gt;
:* Wieldable weight is in whole pounds&lt;br /&gt;
:* Strength helps avoid the Disarm ability.&lt;br /&gt;
:* Strength improves the effectiveness of the Bash ability.&lt;br /&gt;
&lt;br /&gt;
====Wisdom====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| MP Bonus Percent || -13 || -12 || -10 || -9 || -8 || -7 || -6 || -5 || -4 || -2 || -1 || 0 || 0 || 1 || 2 || 4 || 5 || 6 || 7 || 8 || 9 || 11 || 12 || 13 || 14 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Saves Modifier || 7 || 6 || 6 || 5 || 5 || 4 || 4 || 3 || 3 || 2 || 2 || 1 || 1 || 0 || -1 || -1 || -2 || -2 || -3 || -3 || -4 || -4 || -5 || -5 || -6 || -6&lt;br /&gt;
|}&lt;br /&gt;
:* Wisdom helps reduce the chance of spell failure.&lt;br /&gt;
====Constitution====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| HP Bonus Percent || -26 || -24 || -21 || -19 || -17 || -14 || -12 || -10 || -7 || -5 || -2 || 0 || 0 || 2 || 5 || 7 || 10 || 12 || 14 || 17 || 19 || 22 || 24 || 26 || 29 || 31&lt;br /&gt;
|}&lt;br /&gt;
:*Each point of Constitution improves the success rate of the Pumpkin skill by one percent.&lt;br /&gt;
&lt;br /&gt;
====Intelligence====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| Learning || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 34 || 38 || 42 || 46 || 50 || 54 || 57 || 60 || 63 || 66&lt;br /&gt;
|-&lt;br /&gt;
| MP Bonus Percent || -26 || -24 || -21 || -19 || -17 || -14 || -12 || -10 || -7 || -5 || -2 || 0 || 0 || 2 || 5 || 7 || 10 || 12 || 14 || 17 || 19 || 22 || 24 || 26 || 29 || 31&lt;br /&gt;
|}&lt;br /&gt;
:* When Practicing, the actual amount of skill gained is the Learning score divided by the difficulty rating of the skill being practiced. The Learning score also affects how fast a skill goes up with use.&lt;br /&gt;
:* Intelligence improves the effectiveness of the Hypnotize spell.&lt;br /&gt;
====Dexterity====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| AC Bonus || 39 || 36 || 33 || 30 || 27 || 24 || 21 || 18 || 15 || 12 || 9 || 6 || 3 || 0 || -3 || -6 || -9 || -12 || -15 || -18 || -21 || -24 || -27 || -30 || -33 || -36&lt;br /&gt;
|-&lt;br /&gt;
| Hitroll || -13 || -12 || -11 || -10 || -9 || -8 || -7 || -6 || -5 || -4 || -3 || -2 || -1 || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Xtra Attack Bonus || -100 || -100 || -100 || -100 || -90 || -80 || -70 || -60 || -50 || -40 || -30 || -20 || -10 || 0 || 10 || 20 || 40 || 60 || 80 || 100 || 125 || 150 || 175 || 200 || 225 || 250&lt;br /&gt;
|}&lt;br /&gt;
:* The Xtra Attack Bonus is subtracted from the weapon weight when determining the chance of 2x-cut and 3x-cut working.&lt;br /&gt;
:* The AC bonus from Dexterity only applies when the character is standing up.&lt;br /&gt;
:* Dexterity helps avoid the Bash, Trip, and Dirt Kick abilities. It also helps avoid damage from the Heat Metal spell.&lt;br /&gt;
:* Dexterity improves the effectiveness of the Disarm, Kick, Trip, and Dirt Kick abilities.&lt;br /&gt;
:* Dexterity improves Movement Point regeneration when sleeping or resting.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
The Armor display on the Score sheet displays the actual effect of armor and not just its score.&lt;br /&gt;
&lt;br /&gt;
The calculation for armor varies with character level, such that higher-level characters need more and more armor points to improve their damage reduction the same amount. Poor armor scores relative to their level will cause a character to receive MORE damage from attacks.&lt;br /&gt;
&lt;br /&gt;
The bonus or penalty from armor class is capped respectively at 50% and 200%.&lt;br /&gt;
&lt;br /&gt;
=== Misc. Stats ===&lt;br /&gt;
=====[[Hunger]], [[Thirst]], and Fullness=====&lt;br /&gt;
* &#039;&#039;See the main articles at [[Food]] and [[Liquid]]&lt;br /&gt;
:The actual hunger, [[thirst]], and fullness values are hidden from the player but range from 0 to 48.&lt;br /&gt;
:If either hunger or thirst is at 0, then regeneration rates are halved (quartered if both).&lt;br /&gt;
:Hunger and thirst count down by one each regeneration cycle for most races. [[Kirbies]] and [[Saiyans]] hunger twice as fast, and [[Matangui]] thirst twice as fast. [[Giganto]] have a 1/3 chance every tick to not become thirstier.&lt;br /&gt;
:Fullness counts down by two per regeneration cycle.&lt;br /&gt;
&lt;br /&gt;
=====Drunkenness=====&lt;br /&gt;
:The actual drunkenness value is hidden from the player but ranges from 0 and 50. It increases when alcoholic beverages are consumed and decreases by one per tick.&lt;br /&gt;
:A character&#039;s speech becomes slurred when they are drunk, the amount depending on how drunk they are.&lt;br /&gt;
=====Hitroll=====&lt;br /&gt;
:Affects accuracy; each point of hitroll improves accuracy by about 2%.&lt;br /&gt;
:The base chance to hit with a normal attack is &#039;&#039;&#039;50 + (weapon skill%)/2 + (hitroll)x2&#039;&#039;&#039;, capped at 5% and 95%.&lt;br /&gt;
=====Damroll=====&lt;br /&gt;
:Each normal attack has (weapon skill)% of your damroll added to its damage.&lt;br /&gt;
=====Magroll=====&lt;br /&gt;
:Most damaging magic spells are affected by the caster&#039;s Magroll as a percentage.&lt;br /&gt;
&lt;br /&gt;
=====Saves=====&lt;br /&gt;
:The base chance to resist a spell is &#039;&#039;&#039;50% + (victim&#039;s level - attacker&#039;s level)x2 - (victim&#039;s Saves)x2&#039;&#039;&#039;&lt;br /&gt;
:*[[Ranboobs]] get a flat -5 bonus to Saves.&lt;br /&gt;
=====Position=====&lt;br /&gt;
:Resting Sitting etc&lt;br /&gt;
=====Alignment=====&lt;br /&gt;
:Affects some abilities and equipment. It ranges from -1000 to 1000 although mobs can bust out of this range, causing wacky effects. Alignment change is computed in the XP gain step.&lt;br /&gt;
:*Good and evil can be detected with the detect_good and detect_evil flags.&lt;br /&gt;
:*Characters with negative alignment have a Dark Aura instead of a White Aura when affect by Nayru&#039;s Love.&lt;br /&gt;
:*The Protective Aura, Ray, Smite, Frenzy, and Heavens Strike spells have slightly different effects if the caster is good or evil.&lt;br /&gt;
:** Protective Aura and Crusader Saber do nothing for neutral casters.&lt;br /&gt;
=====[[Innate]]=====&lt;br /&gt;
* &#039;&#039;See the main article at [[Innate]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Affects elemental resistances by +/- 10% and some other things. Mobs don&#039;t have an innate but there is a flag which assigns them a random resistance and vulnerability based on this table when they spawn.&lt;br /&gt;
{| border = 1&lt;br /&gt;
! Innate !! Resistance !! Weakness !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0 None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| 1 Water || Cold || Energy&lt;br /&gt;
|-&lt;br /&gt;
| 2 Moon || Energy || Earth || Used to be called Electricity&lt;br /&gt;
|-&lt;br /&gt;
| 3 Wood || Wood || Fire&lt;br /&gt;
|-&lt;br /&gt;
| 4 None || Holy || Dark || This innate is present in the code but you can&#039;t pick it anymore&lt;br /&gt;
|-&lt;br /&gt;
| 5 Wind || Wind || Wood&lt;br /&gt;
|-&lt;br /&gt;
| 6 Earth || Earth || Wind&lt;br /&gt;
|-&lt;br /&gt;
| 7 Fire || Fire || Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Things Not on the Score Sheet==&lt;br /&gt;
=====Size=====&lt;br /&gt;
:Size has some strange effects in the MUD. Moogles, Matango, Nu, Kirbies, and Kokiri are all Small-size. The only Large-size race is the Giganto. There is a &#039;Tiny&#039; size category but no player races are this size. There are also &#039;Huge&#039; and &#039;Giant&#039; sizes but no player races fall under these categories either.&lt;br /&gt;
:*The Bash skill hits more often against smaller victims. The larger the attacker is, the more damage it does.&lt;br /&gt;
:*The Trip skill hits less often against larger victims. The larger the victim is, the more damage it does.&lt;br /&gt;
:*The Suplex skill does more damage against larger victims. The attacker&#039;s size doesn&#039;t matter. Large victims have an increased chance to hit other people after being flung into adjacent rooms.&lt;br /&gt;
:*The Pry skill works more often against smaller victims.&lt;br /&gt;
:*The Magic Rocket spell hits more frequently against larger victims.&lt;br /&gt;
:*Corpses of large mobs give more chunks of meat when butchered.&lt;br /&gt;
:*Mobs get modifiers to their Strength and Constitution depending on their size.&lt;br /&gt;
&lt;br /&gt;
==Immortal Stats==&lt;br /&gt;
Players won&#039;t see these but you might be curious anyway.&lt;br /&gt;
=====Security=====&lt;br /&gt;
:Determines which areas a builder is allowed to edit. A builder cannot edit an area with a security level above their own unless that area is specifically assigned to them.&lt;br /&gt;
=====Incognito=====&lt;br /&gt;
:Incognito level can be set so that the immortal can&#039;t be seen on the Who list by people below a certain level.&lt;br /&gt;
=====Holylight=====&lt;br /&gt;
:Immortals can see everything; invis, hidden, in the dark, whatever.&lt;br /&gt;
&lt;br /&gt;
[[Category: Technical Information]]&lt;/div&gt;</summary>
		<author><name>Galatea</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=July_2019:Mount_Rolante&amp;diff=2366</id>
		<title>July 2019:Mount Rolante</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=July_2019:Mount_Rolante&amp;diff=2366"/>
		<updated>2019-07-30T22:58:28Z</updated>

		<summary type="html">&lt;p&gt;Galatea: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for July 2019 is [[Mt._Rolante|Mount Rolante]]!&lt;br /&gt;
&lt;br /&gt;
A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;&#039;&#039;Yes,&#039;&#039;&#039;&#039;&#039; a wiki account is required to edit the page and therefore post your review, but take heart: The wiki is hosted by the Cleft itself, not a third party!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
&lt;br /&gt;
What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
&lt;br /&gt;
Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
&lt;br /&gt;
If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
&lt;br /&gt;
Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
&lt;br /&gt;
What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
&lt;br /&gt;
For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
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&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
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Any comments you&#039;d like to make that you don&#039;t feel apply to the other sections can go here!&lt;br /&gt;
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&#039;&#039;&#039;Player: Galatea (Witch, 7 incarnations)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): July 27, 2019&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 7/10&#039;&#039;&#039;&lt;br /&gt;
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The room descriptions are the high point in this zone: gently evocative and a little bit post-apocalyptic without becoming crass or saccharine.  Bad things happened here, recently, but the amazons are resilient (and sometimes kinda ditzy) so the area descriptions can let you feel the sense of loss without getting too mired in tragedy.&lt;br /&gt;
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The ruined castle could have used a few more interactables (I especially wanted to read about the broken columns and ancient vases), but overall I like the writing here.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 6/10&#039;&#039;&#039;&lt;br /&gt;
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Mount Rolante is a pretty safe area.  Normal mobs are all safely in the level range for the area, and the much-more-dangerous boss mobs are clearly signposted.  The god-beast is much tougher than everything else, but that&#039;s to be expected given his name, and his unique mechanics give you a better-than-usual chance of survival if you can&#039;t beat him and can&#039;t recall.&lt;br /&gt;
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The amazons are the one sour note.  They have the best drops in the area, but they also have a move that lets them hide with 100% success, and they always use it when they get low on hp.  This is no big deal if you can detect hidden, and if you have a source of spike damage it turns the fight into a puzzle, but if you have neither you just have to sit and wait for the amazons to reveal themselves so you can finish killing them.  There are various ways around this but on my first remort I didn&#039;t have any of them, so I wound up skipping them, and their drops, until I&#039;d been around the block a few more times.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 7/10&#039;&#039;&#039;&lt;br /&gt;
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Mount Rolante has only two marked quests, and they&#039;re both pretty straightforward: if you explore the area and pay attention to the room descriptions, you&#039;ll easily find everything you need.  Having said that, the god-beast is *hard* if you try to take him on solo; if you want the quest reward at level you&#039;re going to have to bring a friend or two.&lt;br /&gt;
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The area mechanics aren&#039;t remarkable either: there are a few spots with unconventional movement, and the Corridor of Wind is almost a puzzle, but mostly you just walk from point A to point B.&lt;br /&gt;
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Mount Rolante isn&#039;t good for grinding: none of the monsters offer interesting drops or exceptional XP, and the amazons are annoying to kill if you can&#039;t detect hidden and can&#039;t evade their trigger.  Once you&#039;ve done the quests, and played around with the aftermath, you can move on.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 8/10 &#039;&#039;&#039;&lt;br /&gt;
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Mount Rolante is, by design, somewhat isolated from the rest of the Cleft; the amazons of Rolante live by themselves, and they like it that way.  For a long time, there was only one way onto the mountain, and no way off except by hot air balloon.  Nowadays the region is a bit better-connected, through a small area that connects Gigan Canyon to Hu Lao Gate, but one gets the sense that the amazons would have stopped that if they could have.&lt;br /&gt;
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This is a solid but unspectacular area, and that&#039;s fine; not every area can be an essential component of every remort run.  If I wanted to spruce up the area I&#039;d add a little more background flavor: some talkprogs for the chibi devils so we can find out what they&#039;re doing there, say, or more named amazons to talk to.&lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Galatea</name></author>
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